void assigment4_1_and_2()
{
	Image img(800, 600);
	img.addRef();

	//Set up the scene
	GeometryGroup scene;
	LWObject cow;
	cow.read("models/cow.obj", true);
	cow.addReferencesToScene(scene.primitives);
	scene.rebuildIndex();

	BumpMirrorPhongShader sh4;
	sh4.diffuseCoef = float4(0.2f, 0.2f, 0, 0);
	sh4.ambientCoef = sh4.diffuseCoef;
	sh4.specularCoef = float4::rep(0.8f);
	sh4.specularExponent = 10000.f;
	sh4.reflCoef = 0.4f;
	sh4.addRef();
	cow.materials[cow.materialMap["Floor"]].shader = &sh4;
	
 	//Enable bi-linear filtering on the walls
	((TexturedPhongShader*)cow.materials[cow.materialMap["Stones"]].shader.data())->diffTexture->filterMode = Texture::TFM_Bilinear;
 	((TexturedPhongShader*)cow.materials[cow.materialMap["Stones"]].shader.data())->amibientTexture->filterMode = Texture::TFM_Bilinear;


	//Set up the cameras
	PerspectiveCamera cam1(Point(-9.398149f, -6.266083f, 5.348377f), Point(-6.324413f, -2.961229f, 4.203216f), Vector(0, 0, 1), 30,
		std::make_pair(img.width(), img.height()));

	PerspectiveCamera cam2(Point(2.699700f, 6.437226f, 0.878297f), Point(4.337114f, 8.457443f,- 0.019007f), Vector(0, 0, 1), 30,
		std::make_pair(img.width(), img.height()));
	
	cam1.addRef();
	cam2.addRef();

	//Set up the integrator
	IntegratorImpl integrator;
	integrator.addRef();
	integrator.scene = &scene;
	PointLightSource pls;

	pls.falloff = float4(0, 0, 1, 0);

	pls.intensity  = float4::rep(0.9f);
	pls.position = Point(-2.473637f, 3.119330f, 9.571486f);
	integrator.lightSources.push_back(pls);

	integrator.ambientLight = float4::rep(0.1f);

	DefaultSampler samp;
	samp.addRef();

	//Render
	Renderer r;
	r.integrator = &integrator;
	r.target = &img;
	r.sampler = &samp;

	r.camera = &cam1;
	r.render();
	img.writePNG("result_cam1.png");

	//For seeing the difference in texture filtering
	r.camera = &cam2;
	r.render();
	img.writePNG("result_cam2.png");
}
Esempio n. 2
0
void setup_and_render()
{

	Image img(WIDTH, HEIGHT);
	img.addRef();

	//Set up the scene
	GeometryGroup scene;

	// load scene
	LWObject objects;
	objects.read("models/cube.obj", true);
	objects.addReferencesToScene(scene.primitives);	
	scene.rebuildIndex();
	
	//apply custom shaders
	BumpTexturePhongShader as;
	as.addRef();
	Image  grass;
	grass.addRef();
	grass.readPNG("models/mat.png");
	Texture textureGrass;
	textureGrass.addRef();
	textureGrass.image = &grass;
	as.diffTexture = &textureGrass;
	as.amibientTexture = &textureGrass;
	as.specularCoef = float4::rep(0);
	as.specularExponent = 10000.f;
	as.transparency = float4::rep(0.9);
	FractalLandscape f(Point(-4419,-8000,-569), Point(3581,0, -569),9, 0.1, &as, 5.0f);
	f.addReferencesToScene(scene.primitives);
	scene.rebuildIndex();
	
	// my phong
	RRPhongShader glass;
	glass.n1 = 1.0f;
	glass.n2 = 1.5f;
	glass.diffuseCoef = float4(0.1, 0.1, 0.1, 0);
	glass.ambientCoef = glass.diffuseCoef;
	glass.specularCoef = float4::rep(0.9);
	glass.specularExponent = 10000;
	glass.transparency = float4::rep(0.9);
	glass.addRef();
	Sphere sphere(Point(-78,1318,40), 25, &glass);;
	scene.primitives.push_back(&sphere);
	scene.rebuildIndex();	
	objects.materials[objects.materialMap["Glass"]].shader = &glass;

	
	//sample shader for noise
	ProceduralPhongShader skyShader;
	skyShader.addRef();
	CloudTexture nt;
	nt.addRef();
	skyShader.amibientNoiseTexture = &nt;
	skyShader.diffuseCoef = float4::rep(0.0f);
	skyShader.specularCoef = float4::rep(0.0f);

// 	float w = skyShader.amibientNoiseTexture->perlin->width;
 objects.materials[objects.materialMap["Sky"]].shader = &skyShader;

	//Set up the cameras
	PerspectiveCamera cam1(Point(-23, 1483, 30 ), forwardForCamera((0.0)*PI/180.0), Vector(0, 0, 1), 45,
		std::make_pair(img.width(), img.height()));
	
	cam1.addRef();

	//Set up the integrator
	IntegratorImpl integrator;
	integrator.addRef();
	integrator.scene = &scene;

	PointLightSource pls3;

	pls3.falloff = float4(0, 0, 1, 0);

	pls3.intensity  = float4::rep(0.9f);
	pls3.position = Point(299.5, 99, 518);
	integrator.lightSources.push_back(pls3);

// 	PointLightSource pls4;
// 
// 	pls4.falloff = float4(0, 0, 1, 0);
// 
// 	pls4.intensity  = float4::rep(0.9f);
// 	pls4.position = Point(1289.5, 99, 518);
// 	integrator.lightSources.push_back(pls4);
	
	areaLightSource(integrator, 0.9, 2, Point(-1180, -3860, -1718), 1000);
	integrator.ambientLight = float4::rep(0.1f);

	StratifiedSampler samp;
	samp.addRef();
 	samp.samplesX = 3;
	samp.samplesY = 3;

	//Render
	Renderer r;
	r.integrator = &integrator;
	r.target = &img;
	r.sampler = &samp;

	r.camera = &cam1;
	r.render();
	img.writePNG("result.png");
	
}