Added camera abstraction.
This commit is contained in:
51
main.cpp
51
main.cpp
@@ -11,6 +11,7 @@
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#include <glm/gtc/matrix_transform.hpp>
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#include <FreeImage.h>
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#include "camera.hpp"
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#include "ray.hpp"
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#include "figure.hpp"
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#include "sphere.hpp"
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@@ -32,10 +33,10 @@ using namespace glm;
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////////////////////////////////////////////
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// Function prototypes.
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////////////////////////////////////////////
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static void scene_1(vector<Figure *> & vf, vector<Light *> & vl, mat4x4 & i_model_view);
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static void scene_2(vector<Figure *> & vf, vector<Light *> & vl, mat4x4 & i_model_view);
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static void scene_3(vector<Figure *> & vf, vector<Light *> & vl, mat4x4 & i_model_view);
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static void scene_4(vector<Figure *> & vf, vector<Light *> & vl, mat4x4 & i_model_view);
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static void scene_1(vector<Figure *> & vf, vector<Light *> & vl, Camera * c);
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static void scene_2(vector<Figure *> & vf, vector<Light *> & vl, Camera * c);
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static void scene_3(vector<Figure *> & vf, vector<Light *> & vl, Camera * c);
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static void scene_4(vector<Figure *> & vf, vector<Light *> & vl, Camera * c);
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static void print_usage(char ** const argv);
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static void parse_args(int argc, char ** const argv);
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@@ -70,30 +71,31 @@ int main(int argc, char ** argv) {
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Tracer * tracer;
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size_t total;
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size_t current = 0;
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mat4x4 i_model_view;
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vec4 dir, orig;
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FIBITMAP * output_bitmap;
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FREE_IMAGE_FORMAT fif;
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BYTE * bits;
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int bpp;
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Camera * cam;
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parse_args(argc, argv);
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// Initialize everything.
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FreeImage_Initialise();
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cam = new Camera(g_h, g_w, g_fov);
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image = new vec3*[g_h];
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for (int i = 0; i < g_h; i++) {
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image[i] = new vec3[g_w];
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}
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scene_2(figures, lights, i_model_view);
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scene_2(figures, lights, cam);
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// Create the tracer object.
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if (g_tracer == WHITTED)
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tracer = static_cast<Tracer *>(new WhittedTracer(g_h, g_w, g_fov, g_max_depth));
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tracer = static_cast<Tracer *>(new WhittedTracer(g_max_depth));
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else if(g_tracer == MONTE_CARLO)
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tracer = static_cast<Tracer *>(new PathTracer(g_h, g_w, g_fov, g_max_depth));
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tracer = static_cast<Tracer *>(new PathTracer(g_max_depth));
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else if(g_tracer == JENSEN) {
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cerr << "Photon mapping coming soon." << endl;
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return EXIT_FAILURE;
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@@ -102,17 +104,16 @@ int main(int argc, char ** argv) {
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print_usage(argv);
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return EXIT_FAILURE;
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}
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// Generate the image.
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total = g_h * g_w * g_samples;
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#pragma omp parallel for schedule(dynamic, 1) private(r, sample, dir, orig) shared(current)
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#pragma omp parallel for schedule(dynamic, 1) private(r, sample) shared(current)
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for (int i = 0; i < g_h; i++) {
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for (int j = 0; j < g_w; j++) {
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for (int k = 0; k < g_samples; k++) {
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sample = tracer->sample_pixel(i, j);
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dir = i_model_view * normalize(vec4(sample, -0.5f, 1.0f) - vec4(0.0f, 0.0f, 0.0f, 1.0f));
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orig = i_model_view * vec4(0.0f, 0.0f, 0.0f, 1.0f);
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r = Ray(dir.x, dir.y, dir.z, orig.x, orig.y, orig.z);
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sample = cam->sample_pixel(i, j);
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r = Ray(normalize(vec3(sample, -0.5f) - vec3(0.0f)), vec3(0.0f));
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cam->view_to_world(r);
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image[i][j] += tracer->trace_ray(r, figures, lights, 0);
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#pragma omp atomic
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current++;
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@@ -146,6 +147,7 @@ int main(int argc, char ** argv) {
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if (g_out_file_name != NULL)
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free(g_out_file_name);
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delete cam;
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delete tracer;
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for (size_t i = 0; i < figures.size(); i++) {
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@@ -292,7 +294,7 @@ void parse_args(int argc, char ** const argv) {
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g_input_file = argv[optind];
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}
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void scene_1(vector<Figure *> & vf, vector<Light *> & vl, mat4x4 & i_model_view) {
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void scene_1(vector<Figure *> & vf, vector<Light *> & vl, Camera * c) {
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Sphere * s;
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Plane * p;
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Disk * d;
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@@ -367,12 +369,12 @@ void scene_1(vector<Figure *> & vf, vector<Light *> & vl, mat4x4 & i_model_view)
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vl.push_back(static_cast<Light *>(l));
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}
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void scene_2(vector<Figure *> & vf, vector<Light *> & vl, mat4x4 & i_model_view) {
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void scene_2(vector<Figure *> & vf, vector<Light *> & vl, Camera * c) {
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Sphere * s;
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Plane * p;
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Disk * d;
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PointLight * l;
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s = new Sphere(0.2f, 0.0f, -0.75f, 0.25f);
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s->m_mat->m_diffuse = vec3(1.0f);
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s->m_mat->m_rho = 0.2f;
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@@ -435,14 +437,19 @@ void scene_2(vector<Figure *> & vf, vector<Light *> & vl, mat4x4 & i_model_view)
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vl.push_back(static_cast<Light *>(l));
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}
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void scene_3(vector<Figure *> & vf, vector<Light *> & vl, mat4x4 & i_model_view) {
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void scene_3(vector<Figure *> & vf, vector<Light *> & vl, Camera * c) {
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Sphere * s;
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Plane * p;
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DirectionalLight * l;
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vec3 eye = vec3(0.0f, 1.5f, 0.0f);
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vec3 center = vec3(0.0f, 0.0f, -2.0f);
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vec3 left = vec3(-1.0f, 0.0f, 0.0f);
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vec3 up = cross(center - eye, left);
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c->m_eye = eye;
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c->m_look = center;
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c->m_up = cross(normalize(center - eye), left);
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c->translate(vec3(1.0f, 0.0f, 0.0f));
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c->roll(15.0f);
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s = new Sphere(0.0f, -0.15f, -2.0f, 1.0f);
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s->m_mat->m_diffuse = vec3(1.0f, 0.5f, 0.0f);
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@@ -498,11 +505,9 @@ void scene_3(vector<Figure *> & vf, vector<Light *> & vl, mat4x4 & i_model_view)
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l->m_position = normalize(vec3(1.0f, 0.0f, 1.0f));
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l->m_diffuse = vec3(0.5f);
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vl.push_back(static_cast<Light *>(l));
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i_model_view = inverse(lookAt(eye, center, up));
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}
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void scene_4(vector<Figure *> & vf, vector<Light *> & vl, mat4x4 & i_model_view) {
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void scene_4(vector<Figure *> & vf, vector<Light *> & vl, Camera * c) {
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Sphere * s;
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Plane * p;
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