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* Features [12/20]
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- [X] Perspective projection
- [X] Ray-sphere intersection
- [-] Ray-plane and derived intersections
- [X] Ray-plane
- [X] Ray-disk
- [ ] Ray-triangle
- [ ] Ray-box
- [ ] Ray-mesh intersection
- [ ] Octree mesh
- [X] Directional lights
- [X] Point lights
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- [X] Spotlights
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- [ ] Area lights
- [ ] Sphere lights
- [ ] Box/planar lights
- [X] Phong shading
- [X] Specular reflections
- [X] Transmission
- [ ] Scene description input files (JSON)
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- [X] Indirect illumination
- [ ] Glossy reflections
- [X] Image based lighting
- [X] HDR light probes for IBL
- [X] Tone mapping
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- [ ] Texture mapping
- [ ] Photon mapping
2017-01-18 21:46:24 -04:00
* Junk
#+BEGIN_SRC c++
void scene_1(vector<Figure *> & vf, vector<Light *> & vl, Environment * & e, Camera * c) {
Sphere * s;
Plane * p;
Disk * d;
DirectionalLight * l;
e = new Environment(NULL, false, vec3(0.7f, 0.4f, 0.05f));
s = new Sphere(1.0f, 1.0f, -2.0f, 0.5f);
s->m_mat->m_diffuse = vec3(1.0f, 0.0f, 0.0f);
vf.push_back(static_cast<Figure *>(s));
s = new Sphere(-1.0f, 1.0f, -2.0f, 0.5f);
s->m_mat->m_diffuse = vec3(0.0f, 1.0f, 0.0f);
vf.push_back(static_cast<Figure *>(s));
s = new Sphere(1.0f, -1.0f, -2.0f, 0.5f);
s->m_mat->m_diffuse = vec3(0.0f, 0.0f, 1.0f);
vf.push_back(static_cast<Figure *>(s));
s = new Sphere(-1.0f, -1.0f, -2.0f, 0.5f);
s->m_mat->m_diffuse = vec3(1.0f, 0.0f, 1.0f);
vf.push_back(static_cast<Figure *>(s));
s = new Sphere(0.0f, 0.0f, -2.0f, 1.0f);
s->m_mat->m_diffuse = vec3(1.0f, 1.0f, 0.0f);
vf.push_back(static_cast<Figure *>(s));
p = new Plane(vec3(0.0f, -1.5f, 0.0f), vec3(0.0f, 1.0f, 0.0f));
p->m_mat->m_diffuse = vec3(1.0f, 0.5f, 0.4f);
vf.push_back(static_cast<Figure *>(p));
s = new Sphere(-1.5f, 0.0f, -2.0f, 0.5f);
s->m_mat->m_diffuse = vec3(1.0f, 1.0f, 1.0f);
s->m_mat->m_rho = 0.3f;
vf.push_back(static_cast<Figure *>(s));
s = new Sphere(1.5f, 0.0f, -2.0f, 0.5f);
s->m_mat->m_diffuse = vec3(1.0f, 1.0f, 1.0f);
s->m_mat->m_rho = 0.08f;
s->m_mat->m_refract = true;
s->m_mat->m_ref_index = 1.1f;
vf.push_back(static_cast<Figure *>(s));
s = new Sphere(0.0f, 1.5f, -2.0f, 0.5f);
s->m_mat->m_diffuse = vec3(1.0f, 1.0f, 1.0f);
s->m_mat->m_rho = 0.5f;
vf.push_back(static_cast<Figure *>(s));
s = new Sphere(0.0f, 0.0f, -1.0f, 0.25f);
s->m_mat->m_diffuse = vec3(1.0f, 1.0f, 1.0f);
s->m_mat->m_rho = 0.1f;
vf.push_back(static_cast<Figure *>(s));
d = new Disk(vec3(-0.0f, -0.0f, -0.5f), vec3(0.0f, 0.0f, 0.1f), 0.25f);
d->m_mat->m_diffuse = vec3(1.0f, 0.0f, 0.0f);
d->m_mat->m_rho = 0.3f;
d->m_mat->m_refract = true;
d->m_mat->m_ref_index = 1.33f;
vf.push_back(static_cast<Figure *>(d));
l = new DirectionalLight();
l->m_position = normalize(vec3(1.0f, 1.0f, 1.0f));
l->m_diffuse = vec3(0.0f, 1.0f, 1.0f);
vl.push_back(static_cast<Light *>(l));
l = new DirectionalLight();
l->m_position = normalize(vec3(-1.0f, 1.0f, 1.0f));
l->m_diffuse = vec3(1.0f, 1.0f, 0.0f);
vl.push_back(static_cast<Light *>(l));
l = new DirectionalLight();
l->m_position = normalize(vec3(0.0f, 1.0f, -1.0f));
l->m_diffuse = vec3(1.0f, 0.0f, 1.0f);
vl.push_back(static_cast<Light *>(l));
}
void scene_2(vector<Figure *> & vf, vector<Light *> & vl, Environment * & e, Camera * c) {
Sphere * s;
Plane * p;
Disk * d;
PointLight * l;
s = new Sphere(0.2f, 0.0f, -0.75f, 0.25f);
s->m_mat->m_diffuse = vec3(1.0f);
s->m_mat->m_rho = 0.2f;
vf.push_back(static_cast<Figure *>(s));
p = new Plane(vec3(0.0f, -1.0f, 0.0f), vec3(0.0f, 1.0f, 0.0f));
p->m_mat->m_diffuse = vec3(0.0f, 1.0f, 0.0f);
p->m_mat->m_specular = vec3(0.0f);
vf.push_back(static_cast<Figure *>(p));
p = new Plane(vec3(-2.0f, 0.0f, 0.0f), vec3(1.0f, 0.0f, 0.0f));
p->m_mat->m_diffuse = vec3(1.0f, 0.0f, 0.0f);
p->m_mat->m_specular = vec3(0.0f);
vf.push_back(static_cast<Figure *>(p));
p = new Plane(vec3(2.0f, 0.0f, 0.0f), vec3(-1.0f, 0.0f, 0.0f));
p->m_mat->m_diffuse = vec3(0.0f, 0.0f, 1.0f);
p->m_mat->m_specular = vec3(0.0f);
vf.push_back(static_cast<Figure *>(p));
p = new Plane(vec3(0.0f, 1.0f, 0.0f), vec3(0.0f, -1.0f, 0.0f));
p->m_mat->m_diffuse = vec3(0.0f, 1.0f, 1.0f);
p->m_mat->m_specular = vec3(0.0f);
vf.push_back(static_cast<Figure *>(p));
p = new Plane(vec3(0.0f, 0.0f, -2.0f), vec3(0.0f, 0.0f, 1.0f));
p->m_mat->m_diffuse = vec3(1.0f, 0.0f, 1.0f);
p->m_mat->m_specular = vec3(0.0f);
vf.push_back(static_cast<Figure *>(p));
p = new Plane(vec3(0.0f, 0.0f, 1.1f), vec3(0.0f, 0.0f, -1.0f));
p->m_mat->m_diffuse = vec3(1.0f, 1.0f, 0.0f);
p->m_mat->m_specular = vec3(0.0f);
vf.push_back(static_cast<Figure *>(p));
s = new Sphere(-0.5f, -0.5f, -1.5f, 0.5f);
s->m_mat->m_diffuse = vec3(0.0f);
s->m_mat->m_rho = 1.0f;
vf.push_back(static_cast<Figure *>(s));
s = new Sphere(-0.5f, -0.5f, 0.6f, 0.5f);
s->m_mat->m_diffuse = vec3(1.0f, 1.0f, 0.0f);
s->m_mat->m_refract = true;
s->m_mat->m_ref_index = 1.33f;
vf.push_back(static_cast<Figure *>(s));
d = new Disk(vec3(-0.25f, 1.0f, -1.0f), vec3(1.0f, 0.0f, 0.0f), 0.25f);
d->m_mat->m_diffuse = vec3(1.0f);
vf.push_back(static_cast<Figure *>(d));
d = new Disk(vec3(0.25f, 1.0f, -1.0f), vec3(-1.0f, 0.0f, 0.0f), 0.25f);
d->m_mat->m_diffuse = vec3(1.0f);
vf.push_back(static_cast<Figure *>(d));
d = new Disk(vec3(0.0f, 1.0f, -1.25f), vec3(0.0f, 0.0f, 1.0f), 0.25f);
d->m_mat->m_diffuse = vec3(1.0f);
vf.push_back(static_cast<Figure *>(d));
d = new Disk(vec3(0.0f, 1.0f, -0.75f), vec3(0.0f, 0.0f, -1.0f), 0.25f);
d->m_mat->m_diffuse = vec3(1.0f);
vf.push_back(static_cast<Figure *>(d));
l = new PointLight();
l->m_position = vec3(0.0f, 0.9f, -1.0f);
l->m_diffuse = vec3(1.0f);
vl.push_back(static_cast<Light *>(l));
}
void scene_3(vector<Figure *> & vf, vector<Light *> & vl, Environment * & e, Camera * c) {
Sphere * s;
Disk * d;
// SpotLight * l;
// DirectionalLight * l2;
vec3 eye = vec3(0.0f, 1.5f, 1.0f);
vec3 center = vec3(0.0f, 0.0f, -2.0f);
vec3 left = vec3(-1.0f, 0.0f, 0.0f);
e = new Environment("textures/pisa.hdr");
c->m_eye = eye;
c->m_look = center;
c->m_up = cross(normalize(center - eye), left);
c->translate(vec3(1.0f, 0.0f, 0.0f));
//c->roll(15.0f);
// s = new Sphere(0.0f, -0.15f, -2.0f, 1.0f);
// s->m_mat->m_diffuse = vec3(1.0f, 0.5f, 0.0f);
// s->m_mat->m_specular = vec3(0.3f);
// s->m_mat->m_shininess = 5.0f;
// s->m_mat->m_rho = 0.4f;
// s->m_mat->m_refract = true;
// s->m_mat->m_ref_index = 1.33f;
// vf.push_back(static_cast<Figure *>(s));
// s = new Sphere(0.0f, -0.15f, -2.0f, 0.5f);
// s->m_mat->m_diffuse = vec3(0.0f);
// s->m_mat->m_specular = vec3(0.0f);
// s->m_mat->m_rho = 0.0f;
// s->m_mat->m_refract = true;
// s->m_mat->m_ref_index = 2.6f;
// vf.push_back(static_cast<Figure *>(s));
s = new Sphere(2.0f, 0.0f, -2.0f, 1.5f, new HeidrichSeidelAnisotropicBRDF(vec3(0.0f, 1.0f, 0.0f)));
s->m_mat->m_diffuse = vec3(1.0f, 1.0f, 0.0f);
s->m_mat->m_shininess = 128.0f;
vf.push_back(static_cast<Figure *>(s));
s = new Sphere(-1.0f, 0.0f, -3.25f, 1.5f);
s->m_mat->m_diffuse = vec3(1.0f, 0.0f, 1.0f);
s->m_mat->m_rho = 0.4f;
vf.push_back(static_cast<Figure *>(s));
s = new Sphere(1.0f, 0.0f, -3.25f, 1.5f);
s->m_mat->m_diffuse = vec3(1.0f);
s->m_mat->m_rho = 0.4f;
vf.push_back(static_cast<Figure *>(s));
d = new Disk(vec3(1.0f, -1.5f, -3.25f), vec3(0.0f, 1.0f, 0.0f), 3.0f);
d->m_mat->m_diffuse = vec3(0.0f, 0.5f, 0.5f);
d->m_mat->m_specular = vec3(0.0f);
vf.push_back(static_cast<Figure *>(d));
// l = new SpotLight();
// l->m_position = normalize(vec3(-2.0f, 1.5f, -1.0f));
// l->m_diffuse = vec3(1.0f, 1.0f, 0.0f);
// l->m_spot_dir = normalize(vec3(0.5f, 0.0f, -2.5f) - vec3(-2.0f, 1.5f, -1.0f));
// l->m_spot_cutoff = 89.0f;
// l->m_spot_exponent = 10.0f;
// vl.push_back(static_cast<Light *>(l));
// l2 = new DirectionalLight();
// l2->m_position = normalize(vec3(-1.0f, 0.7f, 1.0f));
// l2->m_diffuse = vec3(1.0f, 1.0f, 1.0f);
// vl.push_back(static_cast<Light *>(l2));
// l2 = new DirectionalLight();
// l2->m_position = normalize(vec3(-0.5f, 0.7f, 1.0f));
// l2->m_diffuse = vec3(0.0f, 0.0f, 1.0f);
// l2->m_specular = vec3(0.0f, 0.0f, 1.0f);
// vl.push_back(static_cast<Light *>(l2));
// l = new DirectionalLight();
// l->m_position = normalize(vec3(1.0f, 0.0f, 1.0f));
// l->m_diffuse = vec3(0.5f);
// vl.push_back(static_cast<Light *>(l));
}
void scene_4(vector<Figure *> & vf, vector<Light *> & vl, Environment * & e, Camera * c) {
Sphere * s;
Plane * p;
e = new Environment("textures/pisa.hdr");
s = new Sphere(0.0f, 0.0f, -2.0f, 1.0f);
s->m_mat->m_diffuse = vec3(1.0f);
s->m_mat->m_rho = 0.3f;
vf.push_back(static_cast<Figure *>(s));
p = new Plane(vec3(0.0f, -1.0f, 0.0f), vec3(0.0f, 1.0f, 0.0f));
p->m_mat->m_diffuse = vec3(1.0f);
p->m_mat->m_specular = vec3(0.0f);
vf.push_back(static_cast<Figure *>(p));
}
#+END_SRC