-
- 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);
-
- 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 */
- // shoot four rays for antialiasing
- scene.camera()->InitRay(x+0.5,y+0.5, ray); // initialize ray
- Vec3f col1 = scene.RayTrace(ray);
- scene.camera()->InitRay(x-0.5,y+0.5, ray); // initialize ray
- Vec3f col2 = scene.RayTrace(ray);
- scene.camera()->InitRay(x-0.5,y-0.5, ray); // initialize ray
- Vec3f col3 = scene.RayTrace(ray);
- scene.camera()->InitRay(x-0.5,y-0.5, ray); // initialize ray
- Vec3f col4 = scene.RayTrace(ray);
-
- img(x,y) = (col1 + col2 + col3 + col4) / 4.0; // store pixel color
- }
- }
- img.WritePPM(fileName); // write final image
-}
-
-void RenderFrameReflectiveEyeLight(const std::string& fileName)
-{
- /* Scene definition */
-
- Scene scene;
-
- /* Flat shaders */
- ReflectiveEyeLightShader shd1(&scene, 1.0, Vec3f(1,0,0)); // red surface
- ReflectiveEyeLightShader shd2(&scene, 1.0, Vec3f(0.0,1.0,0.0)); // green surface
- ReflectiveEyeLightShader shd3(&scene, 1.0, Vec3f(0,0,1)); // blue surface
- ReflectiveEyeLightShader shd4(&scene, 0.8, Vec3f(1,1,0)); // yellow surface
- ReflectiveEyeLightShader shd5(&scene, 1.0, Vec3f(0,1,1)); // cyan surface
- ReflectiveEyeLightShader shd6(&scene, 0.0, Vec3f(1,1,1)); // white surface
-
- /* scene objects */
- Sphere s1(Vec3f(-2,1.7,0), 2, &shd1);
- Sphere s2(Vec3f(0.4,-1,1), 2.0, &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);
-