+#ifdef _OPENMP
+#include <omp.h>
+#endif
+
#include <string>
#include "Vec3f.hxx"
-#include "Sphere.hxx"
-#include "Triangle.hxx"
-#include "InfinitePlane.hxx"
-
#include "Image.hxx"
#include "PerspectiveCamera.hxx"
-#include "FlatShader.hxx"
-#include "EyeLightShader.hxx"
-#include "ReflectiveEyeLightShader.hxx"
-#include "PhongShader.hxx"
-#include "PointLight.hxx"
-#include "SpotLight.hxx"
#include "Scene.hxx"
-void RenderFramePhongPointLight(const std::string& fileName)
+void RenderFrameCone(const std::string& fileName)
{
/* Scene definition */
Scene scene;
- /* Flat shaders */
- PhongShader shd1(&scene, Vec3f(1,0,0),Vec3f(1,0,0),Vec3f(1,1,1), 0.1, 0.5, 0.5, 40); // red surface
- PhongShader shd2(&scene, Vec3f(0,1,0),Vec3f(0,1,0),Vec3f(1,1,1), 0.1, 0.5, 0.5, 40); // green surface
- PhongShader shd3(&scene, Vec3f(0,0,1),Vec3f(0,0,1),Vec3f(1,1,1), 0.1, 0.5, 0.5, 40); // blue surface
- PhongShader shd4(&scene, Vec3f(1,1,0),Vec3f(1,1,0),Vec3f(1,1,1), 0.1, 0.5, 0.5, 40); // yellow surface
- PhongShader shd5(&scene, Vec3f(0,1,1),Vec3f(0,1,1),Vec3f(1,1,1), 0.1, 0.5, 0.5, 40); // cyan surface
- PhongShader shd6(&scene, Vec3f(1,1,1),Vec3f(1,1,1),Vec3f(1,1,1), 0.1, 0.5, 0.5, 40); // white surface
-
- /* scene objects */
- Sphere s1(Vec3f(-2,1.7,0), 2, &shd1);
- Sphere s2(Vec3f(1,-1,1), 2.2, &shd2);
- Sphere s3(Vec3f(3,0.8,-2), 2, &shd3);
- InfinitePlane p1(Vec3f(0,-1,0),Vec3f(0,1,0), &shd4);
-
-
- Triangle t1(Vec3f(-2,3,1),Vec3f(1,2,1),Vec3f(3,2.8,3), &shd5);
-
- /* add to scene */
- scene.Add(&s1);
- scene.Add(&s2);
- scene.Add(&s3);
- scene.Add(&p1);
- scene.Add(&t1);
+ scene.ParseOBJ("cone.obj", 1.0f);
+
+ // alter the camera definition appropriately to see the cow
+ // you may need to implement some set/get routines for the scene class
+ scene.setCamera(new PerspectiveCamera(Vec3f(0,0,0.5),
+ Vec3f(0,0,-1),
+ Vec3f(0,1,0),
+ 60,
+ 640,
+ 480));
- /* light sources */
- Vec3f lightPosition1(4,5,6);
- Vec3f lightPosition2(-3,5,4);
- Vec3f pointLightSourceIntensity(50,50,50);
- PointLight pointLight1(&scene, lightPosition1, pointLightSourceIntensity);
- PointLight pointLight2(&scene, lightPosition2, pointLightSourceIntensity);
-
- scene.Add(&pointLight1);
- scene.Add(&pointLight2);
-
-
Image img(scene.camera()->resX(),scene.camera()->resY()); // image array
- Ray ray; // primary ray
-
+ // primary ray
+#pragma omp parallel for
for(int y = 0; y < scene.camera()->resY(); y++)
{
for (int x = 0; x < scene.camera()->resX(); x++)
{
/* Initialize your ray here */
-
+ Ray ray;
scene.camera()->InitRay(x+0.5,y+0.5,ray); // initialize ray
Vec3f col = scene.RayTrace(ray);
img(x,y) = col; // store pixel color
- //std::cerr << "Main: Image color = " << img(x,y) << std::endl;
}
}
img.WritePPM(fileName); // write final image
}
-void RenderFramePhongSpotLight(const std::string& fileName)
-{
- /* Scene definition */
- Scene scene;
-
- /* Flat shaders */
- PhongShader shd1(&scene, Vec3f(1,0,0),Vec3f(1,0,0),Vec3f(1,1,1), 0.1, 0.5, 0.5, 40); // red surface
- PhongShader shd2(&scene, Vec3f(0,1,0),Vec3f(0,1,0),Vec3f(1,1,1), 0.1, 0.5, 0.5, 40); // green surface
- PhongShader shd3(&scene, Vec3f(0,0,1),Vec3f(0,0,1),Vec3f(1,1,1), 0.1, 0.5, 0.5, 40); // blue surface
- PhongShader shd4(&scene, Vec3f(1,1,0),Vec3f(1,1,0),Vec3f(1,1,1), 0.1, 0.5, 0.5, 40); // yellow surface
- PhongShader shd5(&scene, Vec3f(0,1,1),Vec3f(0,1,1),Vec3f(1,1,1), 0.1, 0.5, 0.5, 40); // cyan surface
- PhongShader shd6(&scene, Vec3f(1,1,1),Vec3f(1,1,1),Vec3f(1,1,1), 0.1, 0.5, 0.5, 40); // white surface
-
- /* scene objects */
- Sphere s1(Vec3f(-2,1.7,0), 2, &shd1);
- Sphere s2(Vec3f(1,-1,1), 2.2, &shd2);
- Sphere s3(Vec3f(3,0.8,-2), 2, &shd3);
- InfinitePlane p1(Vec3f(0,-1,0),Vec3f(0,1,0), &shd4);
-
-
- Triangle t1(Vec3f(-2,3,1),Vec3f(1,2,1),Vec3f(3,2.8,3), &shd5);
-
- /* add to scene */
- scene.Add(&s1);
- scene.Add(&s2);
- scene.Add(&s3);
- scene.Add(&p1);
- scene.Add(&t1);
-
- /* light sources */
- Vec3f lightPosition1(4,5,6);
- Vec3f lightPosition2(-3,5,4);
- Vec3f spotLightSourceIntensity(50,50,50);
- Vec3f lightDir1 = lightPosition1 * (-1.0f);
- lightDir1.normalize();
- Vec3f lightDir2 = lightPosition2 *(-1.0f);
- lightDir2.normalize();
- float alpha_min = 15.0f;
- float alpha_max = 30.0f;
-
- SpotLight spotLight1(&scene, lightPosition1, lightDir1, spotLightSourceIntensity, alpha_min, alpha_max);
- SpotLight spotLight2(&scene, lightPosition2, lightDir2, spotLightSourceIntensity, alpha_min, alpha_max);
-
- scene.Add(&spotLight1);
- scene.Add(&spotLight2);
-
- Image img(scene.camera()->resX(),scene.camera()->resY()); // image array
- Ray ray; // primary ray
-
- for(int y = 0; y < scene.camera()->resY(); y++)
- {
- for (int x = 0; x < scene.camera()->resX(); x++)
- {
-
- /* Initialize your ray here */
-
- scene.camera()->InitRay(x+0.5,y+0.5,ray); // initialize ray
-
- Vec3f col = scene.RayTrace(ray);
-
- img(x,y) = col; // store pixel color
- //std::cerr << "Main: Image color = " << img(x,y) << std::endl;
- }
- }
- img.WritePPM(fileName); // write final image
-}
#define RESX 640 // image x-resolution
#define RESY 480 // image y-resolution
int main(int, char**)
{
- RenderFramePhongPointLight("phong_point.ppm");
- RenderFramePhongSpotLight("phong_spot.ppm");
+ RenderFrameCone("cone.ppm");
}