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raytrace.cpp
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#include "config.hpp"
#include <iostream>
#include <cmath>
#include <assert.h>
#include <cstring>
#include <clocale>
#ifdef __WITH_SDL__
#include "quickcg.h"
#endif
#ifdef __WITH_CUDA__
#include "Cuda.hpp"
#endif
#include "Renderer.hpp"
#include "Sphere.hpp"
#include "Vec3.hpp"
#include "ModelLoader.hpp"
using namespace std;
#ifdef __WITH_SDL__
using namespace QuickCG;
#endif
Sphere* sp;
void buildTestScene(SceneBuilder& builder) {
Material mat;
mat.alpha = 100.0;
mat.diffuse = .5;
mat.specular = 1.0;
mat.reflective = true;
Sphere* sphere = new Sphere();
sp = sphere;
sphere->radius = 20;
sphere->center = Vec3(-100, -20, 400);
sphere->color = Vec3(1, 0, 0);
sphere->material = mat;
mat.reflective = true;
Sphere* sphere2 = new Sphere();
Material sphereMaterial = mat;
sphereMaterial.reflective = false;
sphere2->radius = 20;
sphere2->center = Vec3(-100, -150, 400);
sphere2->color = Vec3(1, 0, 0);
sphere2->material = sphereMaterial;
float w = 800, h = 5000;
float y = 0;
float d = -1000;
Vec3 v[4] = {
Vec3(-w, y, d),
Vec3(-w, y, d + h),
Vec3(w, y, d + h),
Vec3(w, y, d)
};
Vec3 center = Vec3(0, 0, 0);
for(int i = 0; i < 4; ++i) {
center = center + v[i] * (1.0 / 4);
}
float d2 = 800;
float h2 = -1000;
float w2 = 2000;
Vec3 v2[4] = {
Vec3(-w2, y, d2),
Vec3(-w2, y + h2, d2),
Vec3(w2, y + h2, d2),
Vec3(w2, y, d2)
};
Material floor = mat;
floor.reflective = true;
floor.specular = 0;
builder.addQuad(v, floor, Vec3(0, 0, 1.0));
builder.addQuad(v2, floor, Vec3(0, 0, 1.0));
builder.addSphere(*sphere);
builder.addSphere(*sphere2);
Light light;
light.color = Vec3(1, 1, 1);
light.pos = Vec3(-500, -300, -100);
light.lookAt(center);
light.intensity = .7;
Light light2 = light;
light2.pos.x = -light2.pos.x;
light2.lookAt(center);
ModelLoader pumpkinLoader;
ModelLoader carLoader;
Model pumpkin = pumpkinLoader.loadFile("../objects/pumpkin_tall_10k.obj");
pumpkin.color(Color(1.0, .54, 0)).transform(
Mat4::identity().translate(Vec3(-50, -50, 500)).rotateAroundX(90)
);
builder.addTriangles(pumpkin.triangles);
Model car = carLoader.loadFile("../objects/alfa147.obj");
car.color(Color(0, 0, 1)).transform(
Mat4::identity().translate(Vec3(-200, -50, 600)).rotateAroundY(45).rotateAroundX(90)
);
builder.addTriangles(car.triangles);
ModelLoader teapotLoader;
Model teapot = teapotLoader.loadFile("../objects/teapot.obj");
teapot.flipUpsideDown().transform(Mat4::identity().translate(Vec3(100, -50, 400)));
builder.addTriangles(teapot.triangles);
builder.addLight(light);
//renderer.addLight(light2);
}
int main(int argc, char* argv[]) {
try {
bool saveFrame = false;
bool loadFrame = false;
string frameFileName;
int w = 640;
int h = 480;
bool wait = true;
for(int i = 1; i < argc; ++i) {
if(strcmp(argv[i], "--save") == 0) {
saveFrame = true;
frameFileName = argv[++i];
}
else if(strcmp(argv[i], "--load") == 0) {
loadFrame = true;
frameFileName = argv[++i];
}
else if(strcmp(argv[i], "-w") == 0) {
w = atoi(argv[++i]);
}
else if(strcmp(argv[i], "-h") == 0) {
h = atoi(argv[++i]);
}
else if(strcmp(argv[i], "--nowait") == 0) {
wait = false;
}
}
RayTracer<CPURayTracer> tracer;
tracer.renderer.initialize(60.0, w, h);
SceneBuilder builder;
builder.ambientLightIntensity = .1;
builder.camPosition = Vec3(0, -100, 100);
buildTestScene(builder);
tracer.scene = builder.buildScene();
#ifdef __WITH_CUDA__
printf("Invoking CUDA kernel\n");
launchCudaKernel(60.0, w, h, tracer.scene, tracer.renderer);
#endif
#ifdef __WITH_SDL__
cls(RGB_Black);
#endif
if(loadFrame) {
tracer.renderer.loadFrameBuffer(frameFileName);
tracer.renderer.displayFrameBuffer();
}
else {
#ifndef __WITH_CUDA__
tracer.raytrace();
#endif
}
if(saveFrame) {
tracer.renderer.saveFrameBuffer(frameFileName);
}
#ifdef __WITH_SDL__
redraw();
setlocale(LC_NUMERIC, "");
printf("There are %'lld triangles in the scene\n", (unsigned long long)builder.triangles.size());
printf("Required %'lld triangle intersections to render\n", tracer.tracer.triangleIntersectionCount);
if(wait) {
while(!done()) {
//++sp->center.z;
}
}
#endif
}
catch(string s) {
cerr << "Error: " << s << endl;
exit(-1);
}
catch(const char* s) {
cerr << "Error: " << s << endl;
exit(-1);
}
}