void project1() { // Create scene Scene scn; scn.SetSkyColor(Color(0.8f, 0.9f, 1.0f)); // Create boxes LambertMaterial lambert1; lambert1.SetDiffuseColor(Color(0.3f,0.3f,0.3f)); MeshObject box1; box1.MakeBox(5.0f,0.1f,5.0f, &lambert1); scn.AddObject(box1); LambertMaterial lambert2; lambert2.SetDiffuseColor(Color(0.7f,0.7f,0.7f)); MeshObject box2; box2.MakeBox(1.0f,1.0f,1.0f, &lambert2); InstanceObject inst1(box2); Matrix34 mtx; mtx.MakeRotateX(0.5f); mtx.d.y=1.0f; inst1.SetMatrix(mtx); scn.AddObject(inst1); InstanceObject inst2(box2); mtx.MakeRotateY(1.0f); mtx.d.Set(-1.0f,0.0f,1.0f); inst2.SetMatrix(mtx); scn.AddObject(inst2); // Create lights DirectLight sunlgt; sunlgt.SetBaseColor(Color(1.0f, 1.0f, 0.9f)); sunlgt.SetIntensity(0.5f); sunlgt.SetDirection(Vector3(-0.5f, -1.0f, -0.5f)); scn.AddLight(sunlgt); PointLight redlgt; redlgt.SetBaseColor(Color(1.0f, 0.2f, 0.2f)); redlgt.SetIntensity(2.0f); redlgt.SetPosition(Vector3(2.0f, 2.0f, 0.0f)); scn.AddLight(redlgt); // Create camera Camera cam; cam.LookAt(Vector3(2.0f,2.0f,5.0f), Vector3(0.0f,0.0f,0.0f)); cam.SetResolution(800,600); cam.SetFOV(40.0f); cam.SetAspect(1.33f); // Render image cam.Render(scn); cam.SaveBitmap("project1.bmp"); }
void XmlSceneParser::Parse (const ParseNode& decl, DirectLight& node, Node& parent, SceneContext& context) { try { //предварительный разбор LightDeclPtr node_decl = impl->PrepareLight (decl); //настройка узла if (node_decl->radius.state) node.SetRadius (node_decl->radius.value); //разбор родительских параметров Parse (decl, static_cast<Light&> (node), parent, context); } catch (xtl::exception& e) { e.touch ("scene_graph::XmlSceneParser::Parse(const ParseNode&,DirectLight&,Node&,SceneContext&)"); throw; } }
void LoadLight(TiXmlElement *element) { Light *light = NULL; // name const char* name = element->Attribute("name"); printf("Light ["); if ( name ) printf("%s",name); printf("]"); // type const char* type = element->Attribute("type"); if ( type ) { if ( COMPARE(type,"ambient") ) { printf(" - Ambient\n"); AmbientLight *l = new AmbientLight(); light = l; for ( TiXmlElement *child = element->FirstChildElement(); child!=NULL; child = child->NextSiblingElement() ) { if ( COMPARE( child->Value(), "intensity" ) ) { Color c(1,1,1); ReadColor( child, c ); l->SetIntensity(c); printf(" intensity %f %f %f\n",c.r,c.g,c.b); } } } else if ( COMPARE(type,"direct") ) { printf(" - Direct\n"); DirectLight *l = new DirectLight(); light = l; for ( TiXmlElement *child = element->FirstChildElement(); child!=NULL; child = child->NextSiblingElement() ) { if ( COMPARE( child->Value(), "intensity" ) ) { Color c(1,1,1); ReadColor( child, c ); l->SetIntensity(c); printf(" intensity %f %f %f\n",c.r,c.g,c.b); } else if ( COMPARE( child->Value(), "direction" ) ) { Point3 v(1,1,1); ReadVector( child, v ); l->SetDirection(v); printf(" direction %f %f %f\n",v.x,v.y,v.z); } } } else if ( COMPARE(type,"point") ) { printf(" - Point\n"); PointLight *l = new PointLight(); light = l; for ( TiXmlElement *child = element->FirstChildElement(); child!=NULL; child = child->NextSiblingElement() ) { if ( COMPARE( child->Value(), "intensity" ) ) { Color c(1,1,1); ReadColor( child, c ); l->SetIntensity(c); printf(" intensity %f %f %f\n",c.r,c.g,c.b); } else if ( COMPARE( child->Value(), "position" ) ) { Point3 v(0,0,0); ReadVector( child, v ); l->SetPosition(v); printf(" position %f %f %f\n",v.x,v.y,v.z); } } } else { printf(" - UNKNOWN\n"); } } if ( light ) { light->SetName(name); lights.push_back(light); } }
void project2() { // Create scene Scene scn; scn.SetSkyColor(Color(0.8f, 0.8f, 1.0f)); // Create ground MeshObject ground; ground.MakeBox(5.0f,0.1f,5.0f); scn.AddObject(ground); // Create dragon MeshObject dragon; dragon.LoadPLY("dragon.ply"); dragon.Smooth(); std::chrono::time_point<std::chrono::system_clock> start, end; start = std::chrono::system_clock::now(); std::cout << "Constructing the tree ..." << std::endl; BoxTreeObject tree; tree.Construct(dragon); scn.AddObject(tree); end = std::chrono::system_clock::now(); std::chrono::duration<double> elapsed_seconds = end-start; std::cout << "Tree construcion done in " << elapsed_seconds.count() * 1000 << " milliseconds" << std::endl; // Create instance InstanceObject inst(tree); Matrix34 mtx; mtx.MakeRotateY(PI); mtx.d.Set(-0.05f,0.0f,-0.1f); inst.SetMatrix(mtx); scn.AddObject(inst); // Create lights DirectLight sunlgt; sunlgt.SetBaseColor(Color(1.0f, 1.0f, 0.9f)); sunlgt.SetIntensity(1.0f); sunlgt.SetDirection(Vector3(2.0f, -3.0f, -2.0f)); scn.AddLight(sunlgt); PointLight redlgt; redlgt.SetBaseColor(Color(1.0f, 0.2f, 0.2f)); redlgt.SetIntensity(0.02f); redlgt.SetPosition(Vector3(-0.2f, 0.2f, 0.2f)); scn.AddLight(redlgt); PointLight bluelgt; bluelgt.SetBaseColor(Color(0.2f, 0.2f, 1.0f)); bluelgt.SetIntensity(0.02f); bluelgt.SetPosition(Vector3(0.1f, 0.1f, 0.3f)); scn.AddLight(bluelgt); // Create camera Camera cam; cam.LookAt(Vector3(-0.1f,0.1f,0.2f),Vector3(-0.05f,0.12f,0.0f)); cam.SetFOV(40.0f); cam.SetAspect(1.33f); cam.SetResolution(800,600); start = std::chrono::system_clock::now(); std::cout << "Rendering the scene ..." << std::endl; // Render image cam.Render(scn); cam.SaveBitmap("project2.bmp"); end = std::chrono::system_clock::now(); elapsed_seconds = end-start; std::cout << "Scene rendering done in " << elapsed_seconds.count() * 1000 << " milliseconds" << std::endl; }
void project3() { // Create scene Scene scn; scn.SetSkyColor(Color(0.8f, 0.9f, 1.0f)); // Materials const int nummtls=4; AshikhminMaterial mtl[nummtls]; // Diffuse mtl[0].SetSpecularLevel(0.0f); mtl[0].SetDiffuseLevel(1.0f); mtl[0].SetDiffuseColor(Color(0.7f,0.7f,0.7f)); // Roughened copper mtl[1].SetDiffuseLevel(0.0f); mtl[1].SetSpecularLevel(1.0f); mtl[1].SetSpecularColor(Color(0.9f,0.6f,0.5f)); mtl[1].SetRoughness(100.0f,100.0f); // Anisotropic gold mtl[2].SetDiffuseLevel(0.0f); mtl[2].SetSpecularLevel(1.0f); mtl[2].SetSpecularColor(Color(0.95f,0.7f,0.3f)); mtl[2].SetRoughness(1.0f,1000.0f); // Red plastic mtl[3].SetDiffuseColor(Color(1.0f,0.1f,0.1f)); mtl[3].SetDiffuseLevel(0.8f); mtl[3].SetSpecularLevel(0.2f); mtl[3].SetSpecularColor(Color(1.0f,1.0f,1.0f)); mtl[3].SetRoughness(1000.0f,1000.0f); // Load dragon mesh MeshObject dragon; dragon.LoadPLY("dragon.ply"); // Create box tree BoxTreeObject tree; tree.Construct(dragon); // Create ground LambertMaterial lambert; lambert.SetDiffuseColor(Color(0.3f,0.3f,0.35f)); MeshObject ground; ground.MakeBox(2.0f,0.11f,2.0f,&lambert); scn.AddObject(ground); // Create dragon instances Matrix34 mtx; for(int i=0;i<nummtls;i++) { InstanceObject *inst=new InstanceObject(tree); mtx.d.Set(0.0f,0.0f,-0.1f*float(i)); inst->SetMatrix(mtx); inst->SetMaterial(&mtl[i]); scn.AddObject(*inst); } // Create lights DirectLight sunlgt; sunlgt.SetBaseColor(Color(1.0f, 1.0f, 0.9f)); sunlgt.SetIntensity(1.0f); sunlgt.SetDirection(Vector3(2.0f, -3.0f, -2.0f)); scn.AddLight(sunlgt); // Create camera Camera cam; cam.LookAt(Vector3(-0.5f,0.25f,-0.2f),Vector3(0.0f,0.15f,-0.15f)); cam.SetFOV(40.0f); cam.SetAspect(1.33f); cam.SetResolution(800,600); cam.SetSuperSample(100); // Render image cam.Render(scn); cam.SaveBitmap("project3.bmp"); }