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loadObj.cpp
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#include <fstream>
#include <armadillo>
#include <thread>
#include <cmath>
using namespace std;
using namespace arma;
// Armadillo documentation is available at:
// http://arma.sourceforge.net/docs.html
bool intersect(const vec& origin, const vec& direction, const vec& center, double radius, vec& normal, vec& hit) {
vec oc = origin - center;
double a = dot(direction, direction);
double b = 2.0*dot(direction, oc);
double c = dot(oc, oc) - radius*radius;
double delta = b*b - 4.0*a*c;
if (delta < 0.0) {
return false;
}
double t1 = (-b + sqrt(delta)) / (2.0*a);
double t2 = (-b - sqrt(delta)) / (2.0*a);
double t = (t1 < t2) ? t1 : t2;
hit = origin + direction*t;
normal = hit - center;
return true;
}
struct Material {
vec kd;
vec ke;
double shininess;
Material& operator = (const Material& mat) {
ke = mat.ke;
kd = mat.kd;
shininess = mat.shininess;
return *this;
}
};
struct Luz {
vec pos;
vec radiancia;
Luz& operator = (const Luz& luz) {
pos = luz.pos;
radiancia = luz.radiancia;
return *this;
}
};
struct Intersection {
double t;
vec p;
vec normal;
Material material;
Intersection(double t, const vec& p, const vec& normal, Material material) : t(t), p(p), normal(normal), material(material) {}
Intersection() : t(-1.0) {}
Intersection& operator = (const Intersection& i) {
t = i.t;
p = i.p;
normal = i.normal;
material = i.material;
return *this;
}
};
struct Ray {
vec origin;
vec direction;
Ray(const vec& origin, const vec& direction) : origin(origin), direction(direction) {}
};
class Object {
protected:
Material material_;
public:
Object(const Material(m)) : material_(m) {}
virtual ~Object() {}
virtual bool intersect(const Ray& r, Intersection& da) const = 0;
};
class Sphere : public Object {
private:
double radius_;
vec center_;
public:
Sphere(const vec& center, double radius, const Material& materialSphere) : Object(materialSphere), center_(center), radius_(radius) {}
virtual bool intersect(const Ray& r, Intersection& da) const {
vec oc = r.origin - center_;
double a = dot(r.direction, r.direction);
double b = 2.0*dot(r.direction, oc);
double c = dot(oc, oc) - radius_*radius_;
double delta = b*b - 4.0*a*c;
if (delta < 0.0) { return false; }
double t1 = (-b + sqrt(delta)) / (2.0*a);
double t2 = (-b - sqrt(delta)) / (2.0*a);
da.t = (t1 < t2) ? t1 : t2;
da.p = r.origin + r.direction *da.t;
da.normal = da.p - center_;
da.material = material_;
return true;
}
};
class Triangle : public Object {
private:
vec A_, B_, C_;
public:
Triangle(const vec& A, const vec& B, const vec& C, const Material& materialTriangle) : Object(materialTriangle), A_(A), B_(B), C_(C) {}
virtual bool intersect(const Ray& r, Intersection& da) const {
mat M, M2, M3, M4;
//A
M.insert_cols(0, A_ - B_);
M.insert_cols(1, A_ - C_);
M.insert_cols(2, r.direction);
//beta
M2.insert_cols(0, A_ - r.origin);
M2.insert_cols(1, A_ - C_);
M2.insert_cols(2, r.direction);
//gamma
M3.insert_cols(0, A_ - B_);
M3.insert_cols(1, A_ - r.origin);
M3.insert_cols(2, r.direction);
double detM = det(M);
double beta = det(M2) / (detM);
double gamma = det(M3) / (detM);
const vec& ba = B_ - A_;
const vec& ca = C_ - A_;
const vec& oa = r.origin - A_;
da.normal = cross(ba, ca);
da.t = (-(dot(da.normal, oa))) / (dot(r.direction, da.normal));
if ((gamma<0) || (gamma>1)) return false;
if ((beta<0) || (beta>(1.0 - gamma))) return false;
da.p = r.origin + r.direction *da.t;
da.material = material_;
return true;
}
};
struct Vertice {
vec coordenada;
Vertice& operator = (const Vertice& vertice) {
coordenada = vertice.coordenada;
return *this;
}
};
struct Face {
int a, b, c;
Face& operator = (const Face& face) {
a = face.a;
b = face.b;
c = face.c;
return *this;
}
};
int findNext(string s, int start, char c)
{
string sub = s.substr(start, s.length());
int r;
r = sub.find(c);
return r;
}
vector<Object*> loadObject(const string nomeArq, Material materialTriangle) { // recebe o nome do arquivo e o material do objeto
int f1, f2, f3;
vec v1, v2, v3;
std::vector<Vertice> vertices;
std::vector<Face> faces;
Face face;
Vertice v;
std::vector<Object*> objetos;
mat rotY, rotX;
double sent = 0.707106; //seno de 45 graus
double cost = 0.707106; //cos de 45 graus
double senj = -0.5; //seno de 30 graus
double cosj = 0.866025; //cos de 45 graus
rotY << cost << 0.0 << -sent << endr //matriz de rotacao
<< 0.0 << 1.0 << 0.0 << endr
<< sent << 0.0 << cost;
rotX << 1.0 << 0.0 << 0.0 << endr //matriz de rotacao
<< 0.0 << cosj << -senj << endr
<< 0.0 << senj << cosj;
std::fstream myfile(nomeArq, std::fstream::in);
if (myfile.is_open()) {
std::string line;
while (getline(myfile, line)) {
std::stringstream stream(line, std::stringstream::in);
std::string type;
stream >> type;
if (type == "#" || type == "") {
continue;
}
else
if (type == "v") {
float x, y, z;
stream >> x >> y >> z; //pega as coordenadas x,y,z do arquivo
v.coordenada << x << y << z; //cria o vertice com as coordenadas
v.coordenada = rotY * v.coordenada; //multiplica as coordenadas pela matriz de rotacao em torn ode Y
v.coordenada = rotX * v.coordenada; //multiplica as coordenadas pela matriz de rotacao em torn ode X
v.coordenada.at(2) = v.coordenada.at(2) + 10.0;
vertices.push_back(v); //adiciona o vertice ao vector
}
else
if (type == "vn") {
float t, r, s;
stream >> t >> r >> s;
continue;
}
else
if (type == "f") {
/*int numDeBarras = std::count(line.begin(), line.end(), '/');
char c = '/';
cout << line.find(c) << numDeBarras;
cin.get();
if (numDeBarras == 0) {
stream >> f >> g >> h;
}
else if (numDeBarras == 3) {
int barraN1 = findNext(line, 0, '/' );
int barraN2 = findNext(line, barraN1, '/');
f = stoi(line.substr(0, barraN1)); //pega a o primeiro vertice da face
g = stoi(line.substr((barraN1+1), barraN2));
h = stoi(line.substr((barraN2), line.length()));
//Ta tudo errado
}
else if (numDeBarras == 6) {
}*/
int f, g, h;
stream >> f >> g >> h;
face.a = (f - 1);
face.b = (g - 1);//cria a face com os vertices
face.c = (h - 1);
faces.push_back(face);
}
else {
//não faz nada
}
}
for (int i = 0; i < faces.size(); ++i) {
f1 = faces[i].a; //pega os pontos que fazem parte da face
f2 = faces[i].b;
f3 = faces[i].c;
v1 = vertices[f3].coordenada; //pega as coordenadas do ponto
v2 = vertices[f2].coordenada;
v3 = vertices[f1].coordenada;
cout << "f1 - " << f1 << endl;
cout << "f2 - " << f2 << endl;
cout << "f3 - " << f3 << endl;
cout << "v1 - " << v1 << endl;
cout << "v2 - " << v2 << endl;
cout << "v3 - " << v3 << endl;
objetos.push_back(new Triangle(v1, v2, v3, materialTriangle)); //adiciona o objeto ao vetor
}
}
else cout << "Unable to open file";
myfile.close();
//cin.get();
return objetos;
}
int main() {
double intensidade = 0.9;
vec posicao_luz;
posicao_luz << -5.0 << 8.0 << 0.0;
vec radiancia_luz;
radiancia_luz << intensidade << intensidade << intensidade;
Luz luz;
luz.pos = posicao_luz;
luz.radiancia = radiancia_luz;
mat k;
k << 1000.0 << 0.0 << 400.0 << endr
<< 0.0 << -1000.0 << 300.0 << endr
<< 0.0 << 0.0 << 1.0;
mat invk = k.i();
Material materialTriangle;
materialTriangle.kd << 255.0 << 255.0 << 255.0;
materialTriangle.ke << 0.0 << 0.0 << 0.0;
materialTriangle.shininess = 20.0;
ofstream output;
output.open("imagem.pgm");
output << "P3" << endl;
output << "800 600" << endl;
output << "255" << endl;
vec origin;
origin << 0.0 << 0.0 << 0.0;
vec centro;
centro << 0.0 << 0.0 << 10.0;
std::vector<Object*> objetos;
objetos = loadObject("cube.txt", materialTriangle); //carregar objeto
std::vector<Luz> luzes;
luzes.push_back(luz);
for (int linha = 0; linha < 600; ++linha) {
for (int coluna = 0; coluna < 800; ++coluna) {
bool intersected = false;
vec dir;
dir << coluna << linha << 1.0;
dir = invk*dir;
dir = (dir / dir(2))*5.0;
Ray r(origin, dir);
Intersection da;
for (int i = 0; i<objetos.size(); ++i) {
Intersection da_temp;
if (objetos[i]->intersect(r, da_temp)) {
if (intersected && da_temp.t<da.t) {
da = da_temp;
}
else if (!intersected) {
intersected = true;
da = da_temp;
}
}
}
if (intersected) {
vec cor;
cor << 0.0 << 0.0 << 0.0;
for (int li = 0; li < luzes.size(); ++li) {
Luz luz_atual = luzes[li];
vec l = luz_atual.pos - da.p;
l /= norm(l);
da.normal /= norm(da.normal);
if (dot(da.normal, l) < 0.0) da.normal *= -1.0;
vec h = (luz_atual.pos - da.p) + da.normal;
h /= norm(h);
cor += (da.material.kd % luz_atual.radiancia)*std::max(0.0, dot(da.normal, l)) +
(da.material.ke % luz_atual.radiancia)*pow(std::max(0.0, dot(h, da.normal)), da.material.shininess);
}
output << std::min(255, int(cor(0))) << " "
<< std::min(255, int(cor(1))) << " "
<< std::min(255, int(cor(2))) << " ";
}
else {
output << "255 255 255 ";
}
}
}
output.close();
return 0;
}