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1.cpp
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#include "headerFile.h"
double cameraX, cameraY, cameraZ;
double cameraAngle, lx,ly,lz;
double ux, uy, uz, rx, ry, rz;
int drawaxes;
int image_width=768;
double window_height=500, window_width=500;
double view_angle=80;
double radius=30, a=50;
int r_level=5;
bitmap_image image(image_width, image_width);
void drawAxes()
{
if(drawaxes==1)
{
glColor3f(1.0, 1.0, 1.0);
glBegin(GL_LINES);{
glVertex3f( 100,0,0);
glVertex3f(-100,0,0);
glVertex3f(0,-100,0);
glVertex3f(0, 100,0);
glVertex3f(0,0, 100);
glVertex3f(0,0,-100);
}glEnd();
}
}
void loadActualData(){
ifstream in("scene.txt");
Object *temp;
string str;
int N;
in>>r_level>>image_width>>N;
cout<<N<<endl;
while(--N>=0){
in>>str;
if(str == "sphere"){
double x, y, z, r;
int shine;
in>>x>>y>>z>>r;
temp = new Sphere(Point(x, y, z), r);
in>>x>>y>>z;
temp->setColor(x, y, z);
in>>x>>y>>z>>r;
temp->setCoEfficients(x, y, z, r);
in>>shine;
temp->setShine(shine);
objects.push_back(temp);
}
else if(str == "triangle"){
double x, y, z, r;
int shine;
in>>x>>y>>z;
Point p1(x, y, z);
in>>x>>y>>z;
Point p2(x, y, z);
in>>x>>y>>z;
Point p3(x, y, z);
temp = new Triangle(p1, p2, p3);
in>>x>>y>>z;
temp->setColor(x, y, z);
in>>x>>y>>z>>r;
temp->setCoEfficients(x, y, z, r);
in>>shine;
temp->setShine(shine);
objects.push_back(temp);
}
else if(str == "general"){
double a, b, c, d, e, f, g, h, i, j, rx, ry, rz, length, width, height;
int shine;
in>>a>>b>>c>>d>>e>>f>>g>>h>>i>>j>>rx>>ry>>rz>>length>>width>>height;
temp = new GenQuad(a, b, c, d, e, f, g, h, i, j, rx, ry, rz, length, width, height);
in>>a>>b>>c;
temp->setColor(a, b, c);
in>>a>>b>>c>>d;
temp->setCoEfficients(a, b, c, d);
in>>shine;
temp->setShine(shine);
objects.push_back(temp);
}
else{
int lsize;
double x, y, z;
in>>lsize;
for(int i=0;i<lsize;i++){
in>>x>>y>>z;
lights.push_back(Point(x, y, z));
}
}
}
temp=new Floor(1000, 20);
temp->setCoEfficients(0.4,0.2,0.2,0.2);
temp->setShine(10);
//objects.push_back(temp);
temp=new Texture(1000, 20);
temp->setCoEfficients(0.4,0.2,0.2,0.2);
temp->setShine(10);
objects.push_back(temp);
}
void capture(){
double plane_distance = (window_height/2)/tan(view_angle/2);
Point topleft;
topleft.x = cameraX - lx*plane_distance-rx*window_width/2+ux*window_height/2;
topleft.y = cameraY - ly*plane_distance-ry*window_width/2+uy*window_height/2;
topleft.z = cameraZ - lz*plane_distance-rz*window_width/2+uz*window_height/2;
double du=window_width/image_width;
double dv=du;
for(int i=0;i<image_width;i++){
for(int j=0;j<image_width;j++){
Point corner;
corner.x = topleft.x+i*rx*du-j*ux*dv;
corner.y = topleft.y+i*ry*du-j*uy*dv;
corner.z = topleft.z+i*rz*du-j*uz*dv;
Ray* ray = new Ray(Point(cameraX,cameraY,cameraZ), Point(corner.x-cameraX, corner.y-cameraY, corner.z-cameraZ));
int nearest=-1;
double t_min = 50000;
for(int k=0;k<objects.size();k++)
{
double dcolx, dcoly, dcolz;
double t =objects[k]->intersect(ray, dcolx, dcoly, dcolz, 0);
if(t<=0) continue;
if(t<t_min){
nearest = k;
t_min = t;
}
}
if(nearest!=-1){
double colx, coly, colz;
objects[nearest]->intersect(ray, colx, coly, colz, 1);
image.set_pixel(i,j,(int)(255*colx),(int)(255*coly),(int)(255*colz));
}
}
}
cout<<"ok"<<endl;
image.save_image("test.bmp");
}
Point f3(Point vect, Point perp, int dir)
{
double c = cos(pi/180);
double s = dir * sin(pi/180);
Point point;
point.x = c * vect.x + s * perp.x;
point.y = c * vect.y + s * perp.y;
point.z = c * vect.z + s * perp.z;
c = sqrt(point.x*point.x + point.y*point.y + point.z*point.z);
point.x /= c;
point.y /= c;
point.z /= c;
return point;
}
void keyboardListener(unsigned char key, int x,int y){
switch(key){
case '0':
capture();
break;
case '1': {
Point l1 = f3(Point(lx,ly,lz), Point(rx,ry,rz), -1);
Point r = f3(Point(rx,ry,rz), Point(lx,ly,lz), 1); rx=r.x;ry=r.y;rz=r.z;
lx = l1.x;ly=l1.y;lz=l1.z;
break;
}
case '2': {
Point l1 = f3(Point(lx,ly,lz), Point(rx,ry,rz), 1);
Point r = f3(Point(rx,ry,rz), Point(lx,ly,lz), -1); rx=r.x;ry=r.y;rz=r.z;
lx = l1.x;ly=l1.y;lz=l1.z;
break;
break;
}
case '3': {
Point u1 = f3(Point(ux,uy,uz), Point(lx,ly,lz), -1);
Point l = f3(Point(lx,ly,lz), Point(ux,uy,uz), 1);
lx = l.x; ly = l.y; lz = l.z;
ux = u1.x;uy=u1.y;uz=u1.z;
break;
}
case '4': {
Point u1 = f3(Point(ux,uy,uz), Point(lx,ly,lz), 1);
Point l = f3(Point(lx,ly,lz), Point(ux,uy,uz), -1);
lx = l.x; ly = l.y; lz = l.z;
ux = u1.x;uy=u1.y;uz=u1.z;
break;
}
case '5': {
Point r1 = f3(Point(rx,ry,rz), Point(ux,uy,uz), -1);
Point u = f3(Point(ux,uy,uz), Point(rx,ry,rz), 1);
ux = u.x; uy = u.y; uz = u.z;
rx = r1.x;ry=r1.y;rz=r1.z;
break;
}
case '6':{
Point r1 = f3(Point(rx,ry,rz), Point(ux,uy,uz), 1);
Point u = f3(Point(ux,uy,uz), Point(rx,ry,rz), -1);
ux = u.x; uy = u.y; uz = u.z;
rx = r1.x;ry=r1.y;rz=r1.z;
break;
}
default:
break;
}
}
void specialKeyListener(int key, int x,int y){
double x1,x2;
switch(key){
case GLUT_KEY_UP: // up arrow key
cameraX+=lx;
cameraY+=ly;
cameraZ+=lz;
break;
case GLUT_KEY_DOWN: //down arrow key
cameraX-=lx;
cameraY-=ly;
cameraZ-=lz;
break;
case GLUT_KEY_RIGHT:
cameraX+=rx;
cameraY+=ry;
cameraZ+=rz;
break;
case GLUT_KEY_LEFT:
cameraX-=rx;
cameraY-=ry;
cameraZ-=rz;
break;
case GLUT_KEY_PAGE_UP:
cameraX+=ux;
cameraY+=uy;
cameraZ+=uz;
break;
case GLUT_KEY_PAGE_DOWN:
cameraX-=ux;
cameraY-=uy;
cameraZ-=uz;
break;
case GLUT_KEY_INSERT:
break;
case GLUT_KEY_HOME:
if (radius<a) radius++;
break;
case GLUT_KEY_END:
if (radius>0) radius--;
break;
default:
break;
}
}
void mouseListener(int button, int state, int x, int y){ //x, y is the x-y of the screen (2D)
switch(button){
case GLUT_LEFT_BUTTON:
if(state == GLUT_DOWN){ // 2 times?? in ONE click? -- solution is checking DOWN or UP
drawaxes=1-drawaxes;
}
break;
case GLUT_RIGHT_BUTTON:
//........
break;
case GLUT_MIDDLE_BUTTON:
//........
break;
default:
break;
}
}
void display(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0,0,0,0); //color black
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(cameraX, cameraY, cameraZ, cameraX+lx, cameraY+ly, cameraZ+lz, ux,uy,uz);
glMatrixMode(GL_MODELVIEW);
drawAxes();
//drawSCC();
for(unsigned i=0;i<objects.size();i++) objects[i]->draw();
glColor3f(0,0,1);
glPointSize(10);
glBegin(GL_POINTS);
{
for(unsigned i=0;i<lights.size();i++)
glVertex3f(lights[i].x, lights[i].y, lights[i].z);
}
glEnd();
glutSwapBuffers();
}
void animate(){
glutPostRedisplay();
}
void init(){
drawaxes=0;
//cameraX = 150, cameraY = 150, cameraZ = 50;
cameraX = 0, cameraY = -200, cameraZ = 10;
//lx=-1.0/sqrt(2),ly=-1.0/sqrt(2),lz=0;
ux=0, uy=0, uz=1;
//rx= -1/sqrt(2), ry=1/sqrt(2), rz=0;
lx=0, ly=1, lz=0;
rx=1, ry=0, rz=0;
glClearColor(0,0,0,0);
glMatrixMode(GL_PROJECTION);
//initialize the matrix
glLoadIdentity();
//give PERSPECTIVE parameters
gluPerspective(view_angle, 1, 1, 1000.0);
}
int main(int argc, char **argv){
glutInit(&argc,argv);
glutInitWindowSize(window_height, window_width);
glutInitWindowPosition(0, 0);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGB); //Depth, Double buffer, RGB color
glutCreateWindow("My OpenGL Program");
init();
//loadTestData();
loadActualData();
glEnable(GL_DEPTH_TEST); //enable Depth Testing
glutDisplayFunc(display); //display callback function
glutIdleFunc(animate); //what you want to do in the idle time (when no drawing is occuring)
glutKeyboardFunc(keyboardListener);
glutSpecialFunc(specialKeyListener);
glutMouseFunc(mouseListener);
glutMainLoop(); //The main loop of OpenGL
return 0;
}