DemoScene raytracer::gui::constructDemoScene() { /// Load resources ResourceManager* resourceManager = ResourceManager::getInstance(); Texture* terrainTexture = new TerrainHeightTexture( // multitexture for terrain resourceManager->createImage("terrainImage1", "resources/terrain_dirt.tga"), resourceManager->createImage("terrainImage2", "resources/terrain_grass.tga"), resourceManager->createImage("terrainImage3", "resources/terrain_rock.tga"), resourceManager->createImage("terrainImage4", "resources/terrain_snow.tga") ); std::vector<Image*> skyBoxImages(6); skyBoxImages[0] = resourceManager->createImage("skyboxFront", "resources/miramar_ft.tga"); skyBoxImages[1] = resourceManager->createImage("skyboxRight", "resources/miramar_rt.tga"); skyBoxImages[2] = resourceManager->createImage("skyboxBack", "resources/miramar_bk.tga"); skyBoxImages[3] = resourceManager->createImage("skyboxLeft", "resources/miramar_lf.tga"); skyBoxImages[4] = resourceManager->createImage("skyboxUp", "resources/miramar_up.tga"); skyBoxImages[5] = resourceManager->createImage("skyboxDown", "resources/miramar_dn.tga"); std::vector<Texture*> skyBoxTextures(6); skyBoxTextures[0] = resourceManager->createTexture("skyboxFrontTexture", "skyboxFront"); skyBoxTextures[1] = resourceManager->createTexture("skyboxRightTexture", "skyboxRight"); skyBoxTextures[2] = resourceManager->createTexture("skyboxBackTexture", "skyboxBack"); skyBoxTextures[3] = resourceManager->createTexture("skyboxLeftTexture", "skyboxLeft"); skyBoxTextures[4] = resourceManager->createTexture("skyboxUpTexture", "skyboxUp"); skyBoxTextures[5] = resourceManager->createTexture("skyboxDownTexture", "skyboxDown"); // Define scene AABB sceneBoundary(Vector3(-1000, -1000, -1000), Vector3(1000, 1000, 1000)); ShapeList shapes; shapes.push_back(new Sphere(Vector3(0.0f, 8.0f, -25.0f), 2.0f, new Material(0.5f, 1.2f, 0.5f, 20.0f, Material::NO_REFLECTION, Material::NO_REFRACTION, Colour(0.4f, 0.4f, 0.8f), NULL) )); shapes.push_back(new Sphere(Vector3(-4.0f, 10.0f, -20.0f), 2.0f, new Material(0.5f, 3.0f, 1.0f, 20.0f, 1.0f, Material::NO_REFRACTION, Colour(), NULL) )); shapes.push_back(new Sphere(Vector3(0.0f, 5.0f, -15.0f), 2.0f, new Material(0.5f, 1.2f, 0.5f, 20.0f, 0.5f, 1.6666, Colour(0.8f, 0.2f, 0.2f), NULL) )); shapes.push_back(new Sphere(Vector3(3.0f, 5.0f, -26.5f), 1.0f, new Material(5.0f, 0.0f, 0.0f, 0.0f, 0.4f, Material::NO_REFRACTION, Colour(0.9f, 0.65f, 0.0f), NULL) )); // Load skybox shapes.push_back(shapeloaders::getSkyBox(common::SKYBOX_SIZE, skyBoxTextures)); // Define all possible viewpoints std::vector<Camera> cameras; cameras.reserve(3); cameras.push_back(Camera( Vector3(0, 5.0f, 0), Vector3(0, 0, -1), Vector3(0, 1, 0), Rect(-100, 100, -100, 100), 200, false)); cameras.push_back(Camera( Vector3(-10, 3.0f, -10.0f), Vector3(1, 0.2f, -1), Vector3(0, 1, 0), Rect(-100, 100, -100, 100), 200, false)); cameras.push_back(Camera( Vector3(5.0f, 30.0f, -50.0f), Vector3(0.0f, -0.6f, 1), Vector3(0, 1, 0), Rect(-100, 100, -100, 100), 200, false)); // Load all possible terrain std::vector<std::string> heightmapFilenames; heightmapFilenames.push_back("resources/heightmap.tga"); heightmapFilenames.push_back("resources/heightmap2.tga"); heightmapFilenames.push_back("resources/heightmap3.tga"); std::vector<Image*> heightmaps; for (unsigned int i = 0; (i < heightmapFilenames.size()); i++) heightmaps.push_back( resourceManager->createImage("heightmap", heightmapFilenames[i]) ); std::vector<Vector3> terrainOffsets; for (unsigned int i = 0; (i < heightmaps.size()); i++) { terrainOffsets.push_back(Vector3( -((common::TERRAIN_CELL_SIZE * heightmaps[i]->getWidth()) / 2.0f), 0.0f, -((common::TERRAIN_CELL_SIZE * heightmaps[i]->getHeight()) / 2.0f)) ); } ShapeList terrainVariants; for (unsigned int i = 0; (i < heightmaps.size()); i++) { Shape* unoptimisedTerrain = shapeloaders::getTerrainFromHeightmap( heightmapFilenames[i], common::TERRAIN_CELL_SIZE, common::TERRAIN_MAX_HEIGHT, terrainOffsets[i], terrainTexture, false); Shape* optimisedTerrain = shapeloaders::getTerrainFromHeightmap( heightmapFilenames[i], common::TERRAIN_CELL_SIZE, common::TERRAIN_MAX_HEIGHT, terrainOffsets[i], terrainTexture, true); terrainVariants.push_back(unoptimisedTerrain); terrainVariants.push_back(optimisedTerrain); } // Construct test shapes (lines of each terrain's octree) ShapeList octreeLines; for (unsigned int i = 0; (i < terrainVariants.size()); i += 2) // go in 2s so unoptimised terrain is skipped { LineList lines = dynamic_cast<Octree*>(terrainVariants[i + 1])->getBoundingLines(); ShapeList lineShapes = generateLines(lines, 0.4f, NULL); BoundingShape* rootOfLines = new BoundingShape(lineShapes, sceneBoundary); octreeLines.push_back(rootOfLines); } // Create renderer to render scene Raytracer* renderer = new Raytracer(cameras[0]); renderer->setRootShape(new BoundingShape(shapes, sceneBoundary)); // Add light sources std::vector<PointLight> pointLights; pointLights.push_back(PointLight( Vector3(-100, 70, 100), Colour(0.2f, 0.2f, 0.2f), Colour(0.4f, 0.4f, 0.4f), Colour(1.0f, 1.0f, 1.0f) )); pointLights.push_back(PointLight( Vector3(3.0f, 5.0f, -26.5f), Colour(0.0f, 0.0f, 0.0f), Colour(0.6f, 0.76f, 0.0f), Colour(1.0f, 0.3f, 0.0f) )); // Disable test shapes at start renderer->showTestShapes(false); // Return the entire scene DemoScene scene = { renderer, cameras, terrainVariants, octreeLines, pointLights }; return scene; }