New way of handling lights and materials.

This commit is contained in:
2017-01-01 20:57:35 -04:00
parent 2b1a9ed819
commit c78a8d284f
13 changed files with 141 additions and 108 deletions

View File

@@ -14,6 +14,7 @@
#include "plane.hpp"
#include "disk.hpp"
#include "light.hpp"
#include "directional_light.hpp"
#include "tracer.hpp"
using namespace std;
@@ -147,105 +148,106 @@ static void scene_1(vector<Figure *> & vf, vector<Light *> & vl) {
Sphere * s;
Plane * p;
Disk * d;
Light * l;
DirectionalLight * l;
s = new Sphere(1.0f, 1.0f, -2.0f, 0.5f);
s->set_color(1.0f, 0.0f, 0.0f);
s->m_mat.m_diffuse = vec3(1.0f, 0.0f, 0.0f);
vf.push_back(static_cast<Figure *>(s));
s = new Sphere(-1.0f, 1.0f, -2.0f, 0.5f);
s->set_color(0.0f, 1.0f, 0.0f);
s->m_mat.m_diffuse = vec3(0.0f, 1.0f, 0.0f);
vf.push_back(static_cast<Figure *>(s));
s = new Sphere(1.0f, -1.0f, -2.0f, 0.5f);
s->set_color(0.0f, 0.0f, 1.0f);
s->m_mat.m_diffuse = vec3(0.0f, 0.0f, 1.0f);
vf.push_back(static_cast<Figure *>(s));
s = new Sphere(-1.0f, -1.0f, -2.0f, 0.5f);
s->set_color(1.0f, 0.0f, 1.0f);
s->m_mat.m_diffuse = vec3(1.0f, 0.0f, 1.0f);
vf.push_back(static_cast<Figure *>(s));
s = new Sphere(0.0f, 0.0f, -2.0f, 1.0f);
s->set_color(1.0f, 1.0f, 0.0f);
//s->set_color(1.0f, 1.0f, 0.0f);
s->m_mat.m_diffuse = vec3(1.0f, 1.0f, 0.0f);
vf.push_back(static_cast<Figure *>(s));
p = new Plane(vec3(0.0f, -1.5f, 0.0f), vec3(0.0f, 1.0f, 0.0f));
p->set_color(1.0f, 0.5f, 0.4f);
p->m_mat.m_diffuse = vec3(1.0f, 0.5f, 0.4f);
vf.push_back(static_cast<Figure *>(p));
s = new Sphere(-1.5f, 0.0f, -2.0f, 0.5f);
s->set_color(1.0f, 1.0f, 1.0f);
s->rho = 0.3f;
s->m_mat.m_diffuse = vec3(1.0f, 1.0f, 1.0f);
s->m_mat.m_rho = 0.3f;
vf.push_back(static_cast<Figure *>(s));
s = new Sphere(1.5f, 0.0f, -2.0f, 0.5f);
s->set_color(1.0f, 1.0f, 1.0f);
s->rho = 0.08f;
s->m_mat.m_diffuse = vec3(1.0f, 1.0f, 1.0f);
s->m_mat.m_rho = 0.08f;
vf.push_back(static_cast<Figure *>(s));
s = new Sphere(0.0f, 1.5f, -2.0f, 0.5f);
s->set_color(1.0f, 1.0f, 1.0f);
s->rho = 0.5f;
s->m_mat.m_diffuse = vec3(1.0f, 1.0f, 1.0f);
s->m_mat.m_rho = 0.5f;
vf.push_back(static_cast<Figure *>(s));
s = new Sphere(0.0f, 0.0f, -1.0f, 0.25f);
s->set_color(1.0f, 1.0f, 1.0f);
s->rho = 0.1f;
s->m_mat.m_diffuse = vec3(1.0f, 1.0f, 1.0f);
s->m_mat.m_rho = 0.1f;
vf.push_back(static_cast<Figure *>(s));
d = new Disk(vec3(0.0f, 2.0f, -2.0f), vec3(0.0f, -1.0f, 0.0f), 1.0f);
d->set_color(1.0f, 1.0f, 0.0f);
d->rho = 0.8f;
d->m_mat.m_diffuse = vec3(1.0f, 1.0f, 0.0f);
d->m_mat.m_rho = 0.8f;
vf.push_back(static_cast<Figure *>(d));
l = new Light();
l = new DirectionalLight();
l->m_position = normalize(vec3(1.0f, 1.0f, 1.0f));
l->m_diffuse = vec3(0.0f, 1.0f, 1.0f);
vl.push_back(l);
vl.push_back(static_cast<Light *>(l));
l = new Light();
l = new DirectionalLight();
l->m_position = normalize(vec3(-1.0f, 1.0f, 1.0f));
l->m_diffuse = vec3(1.0f, 1.0f, 0.0f);
vl.push_back(l);
vl.push_back(static_cast<Light *>(l));
l = new Light();
l = new DirectionalLight();
l->m_position = normalize(vec3(0.0f, 1.0f, -1.0f));
l->m_diffuse = vec3(1.0f, 0.0f, 1.0f);
vl.push_back(l);
vl.push_back(static_cast<Light *>(l));
}
static void scene_2(vector<Figure *> & vf, vector<Light *> & vl) {
Sphere * s;
Plane * p;
Light * l;
DirectionalLight * l;
p = new Plane(vec3(0.0f, -1.0f, 0.0f), vec3(0.0f, 1.0f, 0.0f));
p->set_color(0.0f, 1.0f, 0.0f);
//p->set_color(0.0f, 1.0f, 0.0f);
vf.push_back(static_cast<Figure *>(p));
p = new Plane(vec3(-1.0f, 0.0f, 0.0f), vec3(1.0f, 0.0f, 0.0f));
p->set_color(1.0f, 0.0f, 0.0f);
//p->set_color(1.0f, 0.0f, 0.0f);
vf.push_back(static_cast<Figure *>(p));
p = new Plane(vec3(1.0f, 0.0f, 0.0f), vec3(-1.0f, 0.0f, 0.0f));
p->set_color(0.0f, 0.0f, 1.0f);
//p->set_color(0.0f, 0.0f, 1.0f);
vf.push_back(static_cast<Figure *>(p));
p = new Plane(vec3(0.0f, 1.0f, 0.0f), vec3(0.0f, -1.0f, 0.0f));
p->set_color(1.0f, 1.0f, 1.0f);
//p->set_color(1.0f, 1.0f, 1.0f);
vf.push_back(static_cast<Figure *>(p));
p = new Plane(vec3(0.0f, 0.0f, -2.0f), vec3(0.0f, 0.0f, 1.0f));
p->set_color(1.0f, 0.0f, 1.0f);
//p->set_color(1.0f, 0.0f, 1.0f);
vf.push_back(static_cast<Figure *>(p));
s = new Sphere(-0.4f, -0.5f, -1.5f, 0.5f);
s->set_color(1.0f, 1.0f, 0.0f);
s->rho = 0.4f;
//s->set_color(1.0f, 1.0f, 0.0f);
//s->rho = 0.4f;
vf.push_back(static_cast<Figure *>(s));
l = new Light();
l = new DirectionalLight();
l->m_position = normalize(vec3(0.0f, 0.0f, 1.0f));
l->m_diffuse = vec3(1.0f, 1.0f, 1.0f);
vl.push_back(l);
vl.push_back(static_cast<Light *>(l));
}