Added Heidrich-Seidel anisotropic BRDF.
This commit is contained in:
95
main.cpp
95
main.cpp
@@ -26,6 +26,7 @@
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#include "whitted_tracer.hpp"
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#include "brdf.hpp"
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#include "phong_brdf.hpp"
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#include "hsa_brdf.hpp"
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using namespace std;
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using namespace glm;
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@@ -95,7 +96,7 @@ int main(int argc, char ** argv) {
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image[i] = new vec3[g_w];
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}
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scene_2(figures, lights, cam);
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scene_3(figures, lights, cam);
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// Create the tracer object.
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cout << "Rendering the input file: " << ANSI_BOLD_YELLOW << g_input_file << ANSI_RESET_STYLE << endl;
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@@ -409,26 +410,32 @@ void scene_2(vector<Figure *> & vf, vector<Light *> & vl, Camera * c) {
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p = new Plane(vec3(0.0f, -1.0f, 0.0f), vec3(0.0f, 1.0f, 0.0f));
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p->m_mat->m_diffuse = vec3(0.0f, 1.0f, 0.0f);
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p->m_mat->m_specular = vec3(0.0f);
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vf.push_back(static_cast<Figure *>(p));
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p = new Plane(vec3(-2.0f, 0.0f, 0.0f), vec3(1.0f, 0.0f, 0.0f));
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p->m_mat->m_diffuse = vec3(1.0f, 0.0f, 0.0f);
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p->m_mat->m_specular = vec3(0.0f);
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vf.push_back(static_cast<Figure *>(p));
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p = new Plane(vec3(2.0f, 0.0f, 0.0f), vec3(-1.0f, 0.0f, 0.0f));
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p->m_mat->m_diffuse = vec3(0.0f, 0.0f, 1.0f);
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p->m_mat->m_specular = vec3(0.0f);
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vf.push_back(static_cast<Figure *>(p));
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p = new Plane(vec3(0.0f, 1.0f, 0.0f), vec3(0.0f, -1.0f, 0.0f));
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p->m_mat->m_diffuse = vec3(0.0f, 1.0f, 1.0f);
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p->m_mat->m_specular = vec3(0.0f);
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vf.push_back(static_cast<Figure *>(p));
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p = new Plane(vec3(0.0f, 0.0f, -2.0f), vec3(0.0f, 0.0f, 1.0f));
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p->m_mat->m_diffuse = vec3(1.0f, 0.0f, 1.0f);
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p->m_mat->m_specular = vec3(0.0f);
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vf.push_back(static_cast<Figure *>(p));
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p = new Plane(vec3(0.0f, 0.0f, 1.1f), vec3(0.0f, 0.0f, -1.0f));
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p->m_mat->m_diffuse = vec3(1.0f, 1.0f, 0.0f);
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p->m_mat->m_specular = vec3(0.0f);
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vf.push_back(static_cast<Figure *>(p));
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s = new Sphere(-0.5f, -0.5f, -1.5f, 0.5f);
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@@ -467,7 +474,8 @@ void scene_2(vector<Figure *> & vf, vector<Light *> & vl, Camera * c) {
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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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SpotLight * l;
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DirectionalLight * l2;
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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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@@ -476,33 +484,33 @@ void scene_3(vector<Figure *> & vf, vector<Light *> & vl, Camera * c) {
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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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//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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s->m_mat->m_specular = vec3(0.3f);
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s->m_mat->m_shininess = 5.0f;
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s->m_mat->m_rho = 0.4f;
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s->m_mat->m_refract = true;
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s->m_mat->m_ref_index = 1.33f;
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vf.push_back(static_cast<Figure *>(s));
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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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// s->m_mat->m_specular = vec3(0.3f);
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// s->m_mat->m_shininess = 5.0f;
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// s->m_mat->m_rho = 0.4f;
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// s->m_mat->m_refract = true;
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// s->m_mat->m_ref_index = 1.33f;
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// vf.push_back(static_cast<Figure *>(s));
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s = new Sphere(0.0f, -0.15f, -2.0f, 0.5f);
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s->m_mat->m_diffuse = vec3(0.0f);
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s->m_mat->m_specular = vec3(0.0f);
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s->m_mat->m_rho = 0.0f;
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s->m_mat->m_refract = true;
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s->m_mat->m_ref_index = 2.6f;
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vf.push_back(static_cast<Figure *>(s));
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// s = new Sphere(0.0f, -0.15f, -2.0f, 0.5f);
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// s->m_mat->m_diffuse = vec3(0.0f);
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// s->m_mat->m_specular = vec3(0.0f);
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// s->m_mat->m_rho = 0.0f;
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// s->m_mat->m_refract = true;
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// s->m_mat->m_ref_index = 2.6f;
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// vf.push_back(static_cast<Figure *>(s));
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s = new Sphere(2.0f, 0.0f, -2.0f, 1.0f);
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s->m_mat->m_diffuse = vec3(1.0f, 0.0f, 1.0f);
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s->m_mat->m_rho = 1.0f;
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vf.push_back(static_cast<Figure *>(s));
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s = new Sphere(-1.0f, 0.25f, -3.25f, 1.0f);
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s = new Sphere(2.0f, 0.0f, -2.0f, 1.0f, new HeidrichSeidelAnisotropicBRDF(vec3(0.0f, 1.0f, 0.0f)));
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s->m_mat->m_diffuse = vec3(1.0f, 1.0f, 0.0f);
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s->m_mat->m_shininess = 20.0f;
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s->m_mat->m_shininess = 128.0f;
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vf.push_back(static_cast<Figure *>(s));
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s = new Sphere(-1.0f, 0.0f, -3.25f, 1.0f);
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s->m_mat->m_diffuse = vec3(1.0f, 0.0f, 1.0f);
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s->m_mat->m_rho = 0.4f;
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vf.push_back(static_cast<Figure *>(s));
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p = new Plane(vec3(0.0f, -1.5f, 0.0f), vec3(0.0f, 1.0f, 0.0f));
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@@ -510,28 +518,29 @@ void scene_3(vector<Figure *> & vf, vector<Light *> & vl, Camera * c) {
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p->m_mat->m_specular = vec3(0.0f);
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vf.push_back(static_cast<Figure *>(p));
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l = new DirectionalLight();
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l->m_position = normalize(vec3(-1.0f, 1.0f, -1.0f));
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l->m_diffuse = vec3(1.0f, 1.0f, 1.0f);
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l->m_specular = vec3(0.0f, 1.0f, 0.0f);
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l = new SpotLight();
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l->m_position = normalize(vec3(-2.0f, 1.5f, -1.0f));
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l->m_diffuse = vec3(1.0f, 1.0f, 0.0f);
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l->m_spot_dir = normalize(vec3(0.5f, 0.0f, -2.5f) - vec3(-2.0f, 1.5f, -1.0f));
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l->m_spot_cutoff = 89.0f;
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l->m_spot_exponent = 10.0f;
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vl.push_back(static_cast<Light *>(l));
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l = new DirectionalLight();
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l->m_position = normalize(vec3(0.0f, 1.0f, 1.0f));
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l->m_diffuse = vec3(1.0f, 0.0f, 0.0f);
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l->m_specular = vec3(1.0f, 0.0f, 0.0f);
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vl.push_back(static_cast<Light *>(l));
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l2 = new DirectionalLight();
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l2->m_position = normalize(vec3(-1.0f, 0.7f, 1.0f));
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l2->m_diffuse = vec3(1.0f, 1.0f, 1.0f);
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vl.push_back(static_cast<Light *>(l2));
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l = new DirectionalLight();
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l->m_position = normalize(vec3(1.0f, 1.0f, -1.0f));
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l->m_diffuse = vec3(0.0f, 0.0f, 1.0f);
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l->m_specular = vec3(0.0f, 0.0f, 1.0f);
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vl.push_back(static_cast<Light *>(l));
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l2 = new DirectionalLight();
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l2->m_position = normalize(vec3(-0.5f, 0.7f, 1.0f));
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l2->m_diffuse = vec3(0.0f, 0.0f, 1.0f);
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l2->m_specular = vec3(0.0f, 0.0f, 1.0f);
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vl.push_back(static_cast<Light *>(l2));
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l = new DirectionalLight();
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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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// l = new DirectionalLight();
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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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}
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void scene_4(vector<Figure *> & vf, vector<Light *> & vl, Camera * c) {
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