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main.cpp
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#include <chrono>
#include <eigen3/Eigen/Eigen>
#include <opencv4/opencv2/opencv.hpp>
#include "vector.hpp"
#include "global.hpp"
#include "scene.hpp"
#include "camera.hpp"
#include "raytracer.hpp"
#include "material.hpp"
#include "sphere.hpp"
#include "cylinder.hpp"
#include "cone.hpp"
#include "triangle.hpp"
#include "light.hpp"
int main(int argc, char **argv) {
// initialize scene
Scene scene;
// add primitives
Material *whiteMat = new Material(MaterialType::DIFFUSE, Vector3f(WHITE_KA_R, WHITE_KA_G, WHITE_KA_B),
Vector3f(WHITE_KD_R, WHITE_KD_G, WHITE_KD_B), Vector3f(WHITE_KS_R, WHITE_KS_G, WHITE_KS_B), RED_SE);
Material *redMat = new Material(MaterialType::DIFFUSE, Vector3f(RED_KA_R, RED_KA_G, RED_KA_B),
Vector3f(RED_KD_R, RED_KD_G, RED_KD_B), Vector3f(RED_KS_R, RED_KS_G, RED_KS_B), RED_SE);
Material *greenMat = new Material(MaterialType::DIFFUSE, Vector3f(GREEN_KA_R, GREEN_KA_G, GREEN_KA_B),
Vector3f(GREEN_KD_R, GREEN_KD_G, GREEN_KD_B), Vector3f(GREEN_KS_R, GREEN_KS_G, GREEN_KS_B), GREEN_SE);
Material *reflectMat = new Material(MaterialType::REFLECTION);
Material *refractMat = new Material(MaterialType::REFRACTION, REFRACTION_IOR);
Material *reflectRefractMat = new Material(MaterialType::REFLECTION_AND_REFRACTION, REFLECTION_REFRACTION_IOR);
Material *lightMat1 = new Material(MaterialType::EMISSION, Vector3f(LIGHT_INTENSITY_R1, LIGHT_INTENSITY_G1, LIGHT_INTENSITY_B1));
MeshTriangle floor(CORNELLBOX_FLOOR_OBJ, whiteMat, "floor");
MeshTriangle left(CORNELLBOX_LEFTWALL_OBJ, redMat, "left");
MeshTriangle right(CORNELLBOX_RIGHTWALL_OBJ, greenMat, "right");
MeshTriangle shortbox(CORNELLBOX_SHORTBOX_OBJ, reflectRefractMat, "shortbox");
MeshTriangle tallbox(CORNELLBOX_TALLBOX_OBJ, reflectMat, "tallbox");
Sphere sphere(Vector3f(SPHERE_POS_X, SPHERE_POS_Y, SPHERE_POS_Z), SPHERE_RADIUS, refractMat, "sphere");
Cylinder cylinder(Vector3f(CYLINDER_POS_X, CYLINDER_POS_Y, CYLINDER_POS_Z),
Vector3f(CYLINDER_DIR_X, CYLINDER_DIR_Y, CYLINDER_DIR_Z),
CYLINDER_RADIUS, CYLINDER_HEIGHT, whiteMat, "cylinder");
Cone cone(Vector3f(CONE_POS_X, CONE_POS_Y, CONE_POS_Z),
Vector3f(CYLINDER_DIR_X, CYLINDER_DIR_Y, CYLINDER_DIR_Z),
CONE_RADIUS, CONE_HEIGHT, whiteMat, "cone");
MeshTriangle light1(CORNELLBOX_LIGHT_OBJ, lightMat1, "light1");
Light light2(Vector3f(LIGHT_POX_X2, LIGHT_POX_Y2, LIGHT_POX_Z2), Vector3f(LIGHT_INTENSITY_R2, LIGHT_INTENSITY_G2, LIGHT_INTENSITY_B2));
scene.add(&floor);
scene.add(&left);
scene.add(&right);
scene.add(&shortbox);
scene.add(&tallbox);
scene.add(&sphere);
scene.add(&cylinder);
scene.add(&cone);
scene.add(&light1);
scene.add(&light2);
// accelerate
if (IS_BVH)
scene.buildBVH();
// set camera
Camera camera(WIDTH, HEIGHT, FOV, Vector3f(EYE_POS_X, EYE_POS_Y, EYE_POS_Z),
Vector3f(EYE_FRONT_X, EYE_FRONT_Y, EYE_FRONT_Z),
Vector3f(EYE_UP_X, EYE_UP_Y, EYE_UP_Z));
// ray tracing
RayTracer r;
auto start = std::chrono::system_clock::now();
r.render(scene, camera);
cv::Mat image(HEIGHT, WIDTH, CV_32FC3, r.capture().data());
image.convertTo(image, CV_8UC3, 1.0f);
cv::cvtColor(image, image, cv::COLOR_RGB2BGR);
cv::imwrite(FILENAME, image);
auto stop = std::chrono::system_clock::now();
std::cout << "Render complete: " << std::endl;
std::cout << "Time taken: " << std::chrono::duration_cast<std::chrono::hours>(stop - start).count() << " hours" << std::endl;
std::cout << " : " << std::chrono::duration_cast<std::chrono::minutes>(stop - start).count() << " minutes" << std::endl;
std::cout << " : " << std::chrono::duration_cast<std::chrono::seconds>(stop - start).count() << " seconds" << std::endl;
return 0;
}