void TransformationMatrix::recompose(const DecomposedType& decomp) { makeIdentity(); // first apply perspective m_matrix[0][3] = (float) decomp.perspectiveX; m_matrix[1][3] = (float) decomp.perspectiveY; m_matrix[2][3] = (float) decomp.perspectiveZ; m_matrix[3][3] = (float) decomp.perspectiveW; // now translate translate3d((float) decomp.translateX, (float) decomp.translateY, (float) decomp.translateZ); // apply rotation double xx = decomp.quaternionX * decomp.quaternionX; double xy = decomp.quaternionX * decomp.quaternionY; double xz = decomp.quaternionX * decomp.quaternionZ; double xw = decomp.quaternionX * decomp.quaternionW; double yy = decomp.quaternionY * decomp.quaternionY; double yz = decomp.quaternionY * decomp.quaternionZ; double yw = decomp.quaternionY * decomp.quaternionW; double zz = decomp.quaternionZ * decomp.quaternionZ; double zw = decomp.quaternionZ * decomp.quaternionW; // Construct a composite rotation matrix from the quaternion values TransformationMatrix rotationMatrix(1 - 2 * (yy + zz), 2 * (xy - zw), 2 * (xz + yw), 0, 2 * (xy + zw), 1 - 2 * (xx + zz), 2 * (yz - xw), 0, 2 * (xz - yw), 2 * (yz + xw), 1 - 2 * (xx + yy), 0, 0, 0, 0, 1); multLeft(rotationMatrix); // now apply skew if (decomp.skewYZ) { TransformationMatrix tmp; tmp.setM32((float) decomp.skewYZ); multLeft(tmp); } if (decomp.skewXZ) { TransformationMatrix tmp; tmp.setM31((float) decomp.skewXZ); multLeft(tmp); } if (decomp.skewXY) { TransformationMatrix tmp; tmp.setM21((float) decomp.skewXY); multLeft(tmp); } // finally, apply scale scale3d((float) decomp.scaleX, (float) decomp.scaleY, (float) decomp.scaleZ); }
//WARNING: This function probably doesn't work AT ALL! float * CalculateTangentSpace( int Triangles, int VertexCount, int * Indices, float * verts, float * normals, float * texs ) { //Here is the place to calculate the Tangent values. //It is a vector pointing in the direction of increasing u. int i; float * tans = 0; if( normals && texs && verts ) { //If we have both Texture coords and normals, we can calculate a tangent matrix. tans = malloc( VertexCount * sizeof( float ) * 4 ); memset( tans, 0, VertexCount * sizeof( float ) * 4 ); //Process modeled after: http://www.terathon.com/code/tangent.html float * tan1 = malloc( VertexCount * sizeof( float ) * 3 ); float * tan2 = malloc( VertexCount * sizeof( float ) * 3 ); memset( tan1, 0, VertexCount * sizeof( float ) * 3 ); memset( tan2, 0, VertexCount * sizeof( float ) * 3 ); for( i = 0; i < Triangles; i++ ) { int v1 = Indices[i*3+0]; int v2 = Indices[i*3+1]; int v3 = Indices[i*3+2]; float * t1 = &texs[v1*3]; float * t2 = &texs[v2*3]; float * t3 = &texs[v3*3]; float * p1 = &verts[v1*3]; float * p2 = &verts[v2*3]; float * p3 = &verts[v3*3]; float vec1[3]; float vec2[3]; float tex1[3]; float tex2[3]; sub3d( vec1, p2, p1 ); //(x,y,z) sub3d( vec2, p3, p1 ); sub3d( tex1, t2, t1 ); //(s,t,u) sub3d( tex2, t3, t1 ); float r = 1.0f / ( tex1[0] * tex2[1] - tex2[0] * tex1[1] ); float sdir[3] = { (tex2[1] * vec1[0] - tex1[1] * vec2[0]) * r, (tex2[1] * vec1[1] - tex1[1] * vec2[1]) * r, (tex2[1] * vec1[2] - tex1[1] * vec2[2]) * r }; float tdir[3] = { (tex1[0] * vec2[0] - tex2[0] * vec1[0]) * r, (tex1[0] * vec2[1] - tex2[0] * vec1[1]) * r, (tex1[0] * vec2[2] - tex2[0] * vec1[2]) * r }; add3d( &tan1[v1*3], &tan1[v1*3], sdir ); add3d( &tan1[v2*3], &tan1[v2*3], sdir ); add3d( &tan1[v3*3], &tan1[v3*3], sdir ); add3d( &tan2[v1*3], &tan2[v1*3], sdir ); add3d( &tan2[v2*3], &tan2[v2*3], sdir ); add3d( &tan2[v3*3], &tan2[v3*3], sdir ); } //Normalize and orthoganlize. for (i = 0; i < VertexCount; i++) { const float * n = &normals[i*3]; const float * t = &tan1[i*3]; // Gram-Schmidt orthogonalize float tmp[3]; float tdn[3]; float thisdot = dot3d( n, t ); scale3d( tdn, n, thisdot ); sub3d( tmp, t, tdn ); normalize3d( &tans[i*4], tmp ); cross3d( tmp, n, t ); tans[i*4+3] = (dot3d( tmp, &tan2[i*3] ) < 0)?-1:1; //set handedness } } return tans; }
int main(int argc, char** argv) { // parse command unsigned int pos = 1; unsigned int mask = (argc >= 2) ? 0 : 0xFFFF; while(pos < argc) { unsigned int sceneNumber = atoi(argv[pos++]); mask |= 1 << sceneNumber; } // Initialize phong p32(32.0f); phong p64(64.0f); phong p16(16.0f); diffuse d; constantAlbedo red(color(1.0f, 0.0f, 0.0f)); constantAlbedo green(color(0.0f, 1.0f, 0.0f)); constantAlbedo blue(color(0.0f, 0.0f, 1.0f)); constantAlbedo white(color(1.0f, 1.0f, 1.0f)); std::vector<triangle> sphere = createSphere( vec3d(0.0f, 0.0f, 0.0f), 1.0f, 16, 16 ); std::vector<triangle> plane = createPlane( vec3d(-1.0f, -1.0f, 0.0f), vec3d(0.0f, 2.0f, 0.0f), vec3d(2.0f, 0.0f, 0.0f) ); material redMaterial; redMaterial.addComponent( reflectanceComponent(&red, &d) ); redMaterial.addComponent( reflectanceComponent(&white, &p32) ); material greenMaterial; greenMaterial.addComponent( reflectanceComponent(&green, &d) ); greenMaterial.addComponent( reflectanceComponent(&white, &p64) ); material blueMaterial; blueMaterial.addComponent( reflectanceComponent(&blue, &d) ); blueMaterial.addComponent( reflectanceComponent(&white, &p16) ); material whiteMaterial; whiteMaterial.addComponent( reflectanceComponent(&white, &d) ); triangleMesh redSphere(sphere, redMaterial); triangleMesh greenSphere(sphere, greenMaterial); triangleMesh blueSphere(sphere, blueMaterial); triangleMesh whitePlane(plane, whiteMaterial); sceneGraphObject redSphereObject(redSphere); sceneGraphObject greenSphereObject(greenSphere); sceneGraphObject blueSphereObject(blueSphere); sceneGraphObject whitePlaneObject(whitePlane); camera cam( vec3d(0.0f, 0.0f, 5.0f), vec3d(0.0f, 0.0f, -1.0f), vec3d(0.0f, 1.0f, 0.0f), 35.0f * M_PI / 180.0f, 512, 512 ); directionalLightsource ls( color(1.0f, 1.0f, 1.0f), vec3d(0.0f, -1.0f, -1.0f) ); directionalLightsource frontal( color(1.0f, 1.0f, 1.0f), vec3d(0.0f, 0.0f, -1.0f) ); ///////////////////////////////////////////////////// if((mask & 2) != 0) { sceneGraphNode sg1; sg1.addChildNode(redSphereObject); std::cout << "Generating Image 1." << std::endl; image result1 = generateImage(cam, sg1, ls); result1.save("hw4-result1.ppm"); } ///////////////////////////////////////////////////// if((mask & 4) != 0) { sceneGraphNode sg2node1(translation3d(vec3d(+1.0f, 0.0f, 0.0f))); sg2node1.addChildNode(redSphereObject); sceneGraphNode sg2node2(translation3d(vec3d(-1.0f, 0.0f, 0.0f))); sg2node2.addChildNode(blueSphereObject); sceneGraphNode sg2; sg2.addChildNode(sg2node1); sg2.addChildNode(sg2node2); std::cout << "Generating Image 2." << std::endl; image result2 = generateImage(cam, sg2, ls); result2.save("hw4-result2.ppm"); } ///////////////////////////////////////////////////// if((mask & 8) != 0) { sceneGraphNode sg3node1(scale3d(2.0f, 0.5f, 0.5f)); sg3node1.addChildNode(greenSphereObject); sceneGraphNode sg3; sg3.addChildNode(sg3node1); std::cout << "Generating Image 3." << std::endl; image result3 = generateImage(cam, sg3, ls); result3.save("hw4-result3.ppm"); } ///////////////////////////////////////////////////// if((mask & 16) != 0) { sceneGraphNode sg2node1(translation3d(vec3d(+1.0f, 0.0f, 0.0f))); sg2node1.addChildNode(redSphereObject); sceneGraphNode sg2node2(translation3d(vec3d(-1.0f, 0.0f, 0.0f))); sg2node2.addChildNode(blueSphereObject); sceneGraphNode sg2; sg2.addChildNode(sg2node1); sg2.addChildNode(sg2node2); sceneGraphNode sg4node1(rotationY3d(M_PI)); sg4node1.addChildNode(sg2); sceneGraphNode sg4; sg4.addChildNode(sg4node1); std::cout << "Generating Image 4." << std::endl; image result4 = generateImage(cam, sg4, ls); result4.save("hw4-result4.ppm"); } ///////////////////////////////////////////////////// if((mask & 32) != 0) { sceneGraphNode sg5node0(scale3d(0.5f, 0.5f, 0.5f)); sceneGraphNode sg5node1(rotationY3d(0.5 * M_PI)); sceneGraphNode sg5node2(rotationX3d(0.5 * M_PI)); sceneGraphNode sg5node3(translation3d(vec3d(0.0f, 2.0f, 0.0f))); sceneGraphNode sg5node4(rotationX3d(0.5 * M_PI)); sceneGraphNode sg5node5(translation3d(vec3d(0.0f, 2.0f, 0.0f))); sceneGraphNode sg5node6(rotationX3d(0.5 * M_PI)); sceneGraphNode sg5node7(translation3d(vec3d(0.0f, 2.0f, 0.0f))); sceneGraphNode sg5node8(rotationX3d(0.5 * M_PI)); sceneGraphNode sg5node9(translation3d(vec3d(0.0f, 2.0f, 0.0f))); sceneGraphNode sg5; sg5.addChildNode(sg5node0); sg5node0.addChildNode(sg5node1); sg5node1.addChildNode(sg5node2); sg5node2.addChildNode(sg5node3); sg5node3.addChildNode(redSphereObject); sg5node3.addChildNode(sg5node4); sg5node4.addChildNode(sg5node5); sg5node5.addChildNode(greenSphereObject); sg5node5.addChildNode(sg5node6); sg5node6.addChildNode(sg5node7); sg5node7.addChildNode(blueSphereObject); sg5node7.addChildNode(sg5node8); sg5node8.addChildNode(sg5node9); sg5node9.addChildNode(blueSphereObject); std::cout << "Generating Image 5." << std::endl; image result5 = generateImage(cam, sg5, ls); result5.save("hw4-result5.ppm"); } ///////////////////////////////////////////////////// if((mask & 64) != 0) { sceneGraphNode cubeside( translation3d(vec3d(0.0f, 0.0f, 1.0f)) ); cubeside.addChildNode(whitePlaneObject); sceneGraphNode cubeNode1( rotationY3d(0.0f / 2.0f * M_PI) ); cubeNode1.addChildNode(cubeside); sceneGraphNode cubeNode2( rotationY3d(1.0f / 2.0f * M_PI) ); cubeNode2.addChildNode(cubeside); sceneGraphNode cubeNode3( rotationY3d(2.0f / 2.0f * M_PI) ); cubeNode3.addChildNode(cubeside); sceneGraphNode cubeNode4( rotationY3d(3.0f / 2.0f * M_PI) ); cubeNode4.addChildNode(cubeside); sceneGraphNode cubeNode5( rotationX3d(0.5f * M_PI) ); cubeNode5.addChildNode(cubeside); sceneGraphNode cubeNode6( rotationX3d(-0.5f * M_PI) ); cubeNode6.addChildNode(cubeside); sceneGraphNode cube; cube.addChildNode(cubeNode1); cube.addChildNode(cubeNode2); cube.addChildNode(cubeNode3); cube.addChildNode(cubeNode4); cube.addChildNode(cubeNode5); cube.addChildNode(cubeNode6); sceneGraphNode sg6( rotation3d(0.25*M_PI, vec3d(1.0f, 0.75f, 0.5f)) ); sg6.addChildNode(cube); std::cout << "Generating Image 6." << std::endl; image result6 = generateImage(cam, sg6, frontal); result6.save("hw4-result6.ppm"); } // Done. return 0; }