327 lines
9.5 KiB
C++
327 lines
9.5 KiB
C++
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#include "Scene.h"
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#include <stdlib.h>
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#include <string>
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#include <vector>
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#include <utility> /* pair */
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#include <map>
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#include <algorithm> /* sort() */
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#include <functional> /* binary_function */
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#include <typeinfo> /* typeid operator support */
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#include <math.h>
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#include "BMP.h"
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#include "util/Color.h"
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#include "shapes/Shape.h"
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#include "PointLight.h"
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#include "Lighting.h"
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#include "parser/parser.h"
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#include "parser/nodes.h"
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using namespace std;
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Scene::Scene(const map<string, const char *> & options,
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const char * filename)
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{
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m_width = 800;
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m_height = 600;
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m_multisample_level = 1;
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m_output_file_name = "fart.bmp";
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m_vfov = 60.0;
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m_verbose = false;
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m_data = NULL;
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m_ambient_light = Color(0.1, 0.1, 0.1);
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load(filename);
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/* after loading the scene file, apply any command-line render options */
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for (map<const string, const char *>::const_iterator it = options.begin();
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it != options.end();
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it++)
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{
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if (it->first == "width")
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{
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m_width = atoi(it->second);
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}
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else if (it->first == "height")
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{
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m_height = atoi(it->second);
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}
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else if (it->first == "multisample")
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{
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m_multisample_level = atoi(it->second);
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}
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else if (it->first == "field-of-view")
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{
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m_vfov = atof(it->second);
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}
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else if (it->first == "output-file")
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{
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m_output_file_name = it->second;
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}
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else if (it->first == "verbose")
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{
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m_verbose = true;
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}
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}
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/* view plane distance is calculated based on the field of view */
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m_view_plane_dist = (m_height / 2.0) / tan(M_PI * m_vfov / 360.0);
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m_sample_span = 1.0 / m_multisample_level;
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m_half_sample_span = m_sample_span / 2.0;
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m_multisample_level_squared = m_multisample_level * m_multisample_level;
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}
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Scene::~Scene()
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{
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if (m_data != NULL)
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delete m_data;
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}
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void Scene::processNode(refptr<Node> node)
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{
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if (node.isNull())
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return;
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if ( typeid(*node) == typeid(SceneNode) )
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{
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processChildren(node);
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}
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else if ( typeid(*node) == typeid(BoxNode) )
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{
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cout << "saw a box" << endl;
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}
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else if ( typeid(*node) == typeid(PlaneNode) )
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{
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cout << "saw a plane" << endl;
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}
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else if ( typeid(*node) == typeid(SphereNode) )
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{
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cout << "saw a sphere" << endl;
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}
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}
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void Scene::processChildren(refptr<Node> node)
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{
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std::vector< refptr<Node> > & children = node->getChildren();
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for (int i = 0, sz = children.size(); i < sz; i++)
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{
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processNode(children[i]);
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}
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}
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void Scene::load(const char * filename)
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{
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refptr<Node> node = parse(filename);
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processNode(node);
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/* TODO: parse file somehow */
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refptr<Shape> plane = new Plane(0, 0, 1, -2);
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m_shapes.push_back(plane);
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refptr<Material> m = new Material();
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m->setDiffuseColor(Color::red);
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m->setAmbientColor(Color::red);
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refptr<Shape> shape = new Sphere(1.0);
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m_transform.translate(1.0, 5.0, 0.5);
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shape->setTransform(m_transform);
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shape->setMaterial(m);
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m_shapes.push_back(shape);
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m = new Material();
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m->setDiffuseColor(Color::blue);
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m->setAmbientColor(Color::blue);
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shape = new Box(new Vector(1.8, 1.8, 0.5));
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m_transform.translate(0, 0, -2.0);
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shape->setTransform(m_transform);
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shape->setMaterial(m);
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m_shapes.push_back(shape);
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m = new Material();
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m->setDiffuseColor(Color::cyan);
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m->setAmbientColor(Color::cyan);
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shape = new Cyl(1.0, 0.0, 2.0);
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m_transform.translate(-1.3, 2.5, 3.5);
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m_transform.rotate(45, 1, 0, 0);
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shape->setTransform(m_transform);
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shape->setMaterial(m);
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m_shapes.push_back(shape);
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m = new Material();
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m->setDiffuseColor(Color::yellow);
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m->setAmbientColor(Color::yellow);
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shape = new Box(new Vector(1, 1, 1));
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m_transform.rotate(-45, 1, 0, 0);
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m_transform.translate(-1.7, -0.5, -2.0);
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m_transform.rotate(45, 0, 0, 1);
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m_transform.rotate(45, 1, 0, 0);
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shape->setTransform(m_transform);
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shape->setMaterial(m);
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m_shapes.push_back(shape);
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refptr<Light> light = new PointLight();
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light->setPosition(Vector(2, -1, 2));
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m_lights.push_back(light);
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}
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void Scene::render()
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{
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if (m_verbose)
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{
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cout << " *** Beginning scene render ***" << endl;
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cout << "Parameters:" << endl;
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cout << "----------------------------------------" << endl;
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cout << " Width: " << m_width << endl;
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cout << " Height: " << m_height << endl;
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cout << " Multisample Level: " << m_multisample_level << endl;
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cout << " Vertical Field of View: " << m_vfov << endl;
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cout << "----------------------------------------" << endl;
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}
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m_data = new unsigned char[m_width * m_height * 3];
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for (int i = 0; i < m_height; i++)
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{
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for (int j = 0; j < m_width; j++)
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{
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renderPixel(j, i, &m_data[3 * (m_width * i + j)]);
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}
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}
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if (m_verbose)
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{
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cout << " *** Ending scene render ***" << endl;
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cout << "Writing output file '" << m_output_file_name << '\'' << endl;
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}
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BMP outputImage(m_output_file_name.c_str(), m_width, m_height, m_data);
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}
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void Scene::renderPixel(int x, int y, unsigned char * pixel)
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{
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/* calculate the ray going from the camera through this pixel */
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Color finalColor;
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for (int i = 0; i < m_multisample_level; i++)
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{
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for (int j = 0; j < m_multisample_level; j++)
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{
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double rx = (x + i * m_sample_span + m_half_sample_span)
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- (m_width / 2.0);
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double rz = (m_height / 2.0)
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- (y + j * m_sample_span + m_half_sample_span);
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Ray ray(Vector(0, 0, 0), Vector(rx, m_view_plane_dist, rz));
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finalColor += traceRay(ray);
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}
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}
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/* take the average of all the samples as the final pixel value */
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pixel[BMP_RED] = (unsigned char)
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(0xFF * finalColor.r / m_multisample_level_squared);
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pixel[BMP_GREEN] = (unsigned char)
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(0xFF * finalColor.g / m_multisample_level_squared);
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pixel[BMP_BLUE] = (unsigned char)
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(0xFF * finalColor.b / m_multisample_level_squared);
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}
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Color Scene::traceRay(const Ray & ray)
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{
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Color color;
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vector<ShapeDistance> hits = getRayHits(ray);
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for (vector<ShapeDistance>::const_iterator it = hits.begin();
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it != hits.end();
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it++)
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{
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/* compute the Phong lighting for each hit */
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refptr<Material> material = it->first->getMaterial();
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Vector surfacePoint = ray[it->second];
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color = Lighting::computePhong(material,
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m_lights,
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ray,
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surfacePoint,
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it->first->getNormalAt(surfacePoint),
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m_ambient_light);
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}
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return color;
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}
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vector<Scene::ShapeDistance> Scene::getRayHits(const Ray & ray)
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{
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vector<ShapeDistance> hits;
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double minSolidDist = 0.0;
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/* loop through all shapes in the scene */
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for (vector< refptr<Shape> >::iterator it = m_shapes.begin();
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it != m_shapes.end();
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it++)
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{
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Shape::IntersectList intersections = (*it)->intersect(ray);
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for (int i = 0, num_results = intersections.size();
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i < num_results;
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i++)
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{
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Vector normal = (*it)->getNormalAt(intersections[i]);
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double dot = normal % ray.getDirection();
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double intersect_dist = (intersections[i] - ray.getOrigin()).mag();
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if (dot < 0.0) /* cull back faces */
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{
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double transparency = (*it)->getTransparency();
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if (transparency == 0.0 &&
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(minSolidDist == 0.0 || minSolidDist > intersect_dist))
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{
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minSolidDist = intersect_dist;
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}
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if (minSolidDist == 0.0 || minSolidDist >= intersect_dist)
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{
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hits.push_back(ShapeDistance(*it, intersect_dist));
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}
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}
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}
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}
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/* now that we have ALL the hits, sort them by distance */
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sort(hits.begin(), hits.end());
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double transparency = 1.0;
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/* now go through them all until we get to the maximum number
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* of hits, or until the transparency left is below the threshold */
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for (unsigned int hits_index = 0, sz = hits.size();
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hits_index < sz;
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hits_index++)
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{
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transparency *= hits[hits_index].first->getTransparency();
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if (hits_index >= (SCENE_MAX_TRANSPARENT_HITS - 1)
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|| transparency < SCENE_TRANSPARENCY_THRESHOLD)
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{
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/* delete the rest of the hits */
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for (int i = 0, num_to_del = sz - hits_index - 1;
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i < num_to_del;
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i++)
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{
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hits.pop_back();
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}
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break;
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}
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}
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return hits;
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}
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bool operator<(const Scene::ShapeDistance & sd1,
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const Scene::ShapeDistance & sd2)
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{
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return sd1.second < sd2.second;
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}
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