charles/src/scene.cc

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/* scene.c
*
* Definition of Scene-related functions.
*
* Eryn Wells <eryn@erynwells.me>
*/
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#include <chrono>
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#include <cmath>
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#include <cstdio>
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#include "basics.h"
#include "light.h"
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#include "object.h"
#include "scene.h"
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#include "writer.h"
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Scene::Scene()
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: width(640), height(480),
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max_depth(5),
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nrays(0),
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pixels(NULL)
{ }
Scene::~Scene()
{
if (pixels != NULL) {
delete[] pixels;
_is_rendered = false;
}
}
bool
Scene::is_rendered()
const
{
return _is_rendered;
}
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int
Scene::get_width()
const
{
return width;
}
int
Scene::get_height()
const
{
return height;
}
const Color *
Scene::get_pixels()
const
{
return pixels;
}
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/*
* scene_load --
*
* Load scene objects into this Scene from the given file.
*/
void
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Scene::read(const std::string &filename)
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{ }
/*
* scene_save --
*
* Write a rendered scene to the given file.
*/
void
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Scene::write(Writer &writer, const std::string &filename)
{
writer.write_scene(*this, filename);
}
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/*
* Scene::render --
*
* Render the given Scene.
*/
void
Scene::render()
{
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std::chrono::time_point<std::chrono::system_clock> start, end;
start = std::chrono::system_clock::now();
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pixels = new Color[width * height];
Ray primary_ray;
Vector3 o, d;
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
// Assemble a ray and trace it.
o = Vector3(x, y, -1000);
d = Vector3(0, 0, 1);
d.normalize();
primary_ray = Ray(o, d);
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Color c = trace_ray(primary_ray, 0);
pixels[y * width + x] = c;
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}
}
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end = std::chrono::system_clock::now();
std::chrono::duration<float> seconds = end - start;
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_is_rendered = true;
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printf("Scene rendered. %d rays traced in %f seconds.\n", nrays, seconds.count());
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}
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/*
* Scene::add_shape --
*
* Add a shape to the scene.
*/
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void
Scene::add_shape(Shape *shape)
{
shapes.push_back(shape);
}
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/*
* Scene::add_light --
*
* Add a light to the scene.
*/
void
Scene::add_light(PointLight *light)
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{
lights.push_back(light);
}
/*
* Scene::trace_ray --
*
* Trace the given ray through the scene, recursing until depth has been reached.
*/
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Color
Scene::trace_ray(const Ray &ray, const int depth)
{
Shape *intersected_shape = NULL;
float *t = NULL;
float nearest_t = INFINITY;
int nints;
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// Keep stats.
nrays++;
// Find intersections of this ray with objects in the scene.
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for (Shape *s : shapes) {
nints = s->does_intersect(ray, &t);
if (nints > 0) {
for (int i = 0; i < nints; i++) {
if (t[i] < nearest_t) {
intersected_shape = s;
nearest_t = t[i];
}
}
delete[] t;
}
}
// If there was no intersection, return black.
if (intersected_shape == NULL) {
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return Color::Black;
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}
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Color out_color = intersected_shape->get_material().get_color();
Vector3 intersection = ray.parameterize(nearest_t);
Vector3 normal = intersected_shape->compute_normal(intersection);
for (PointLight *l : lights) {
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Vector3 light_direction = (intersection - l->get_origin()).normalize();
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float ldotn = light_direction.dot(normal);
out_color.red *= ((ldotn >= 0.0) ? ldotn : 0.0) * l->get_intensity();
out_color.green *= ((ldotn >= 0.0) ? ldotn : 0.0) * l->get_intensity();
out_color.blue *= ((ldotn >= 0.0) ? ldotn : 0.0) * l->get_intensity();
}
return out_color;
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}