Trying to make the dump a bit more usefull and slightly less cluttered

This commit is contained in:
Godzil
2020-03-09 17:41:11 +00:00
parent 15a861802a
commit 4e241a1871
6 changed files with 83 additions and 26 deletions

View File

@@ -23,6 +23,8 @@ protected:
public: public:
SmoothTriangle(Point p1, Point p2, Point p3, Vector n1, Vector n2, Vector n3); SmoothTriangle(Point p1, Point p2, Point p3, Vector n1, Vector n2, Vector n3);
void dumpMe(FILE *fp);
}; };
#endif /* DORAYME_SMOOTHTRIANGLE_H */ #endif /* DORAYME_SMOOTHTRIANGLE_H */

View File

@@ -214,7 +214,20 @@ void OBJFile::dumpMe(FILE * fp)
fprintf(fp, "\"Objects\": {\n"); fprintf(fp, "\"Objects\": {\n");
this->baseGroup->dumpMe(fp); this->baseGroup->dumpMe(fp);
fprintf(fp, "},\n"); fprintf(fp, "},\n");
fprintf(fp, "\"Vertices\": {\n");
for(i = 1; i < this->vertexCount + 1; i++)
{
fprintf(fp, "\"v[%d]\": { \"x\": %f, \"y\": %f, \"z\": %f },\n", i,
this->vertices(i).x, this->vertices(i).y, this->vertices(i).z);
}
fprintf(fp, "},\n");
fprintf(fp, "\"NormalVertices\": {\n");
for(i = 1; i < this->vertexNormalCount + 1; i++)
{
fprintf(fp, "\"vn[%d]\": { \"x\": %f, \"y\": %f, \"z\": %f },\n", i,
this->verticesNormal(i).x, this->verticesNormal(i).y, this->verticesNormal(i).z);
}
fprintf(fp, "},\n");
Shape::dumpMe(fp); Shape::dumpMe(fp);
} }

View File

@@ -91,9 +91,12 @@ BoundingBox Shape::getBounds()
void Shape::dumpMe(FILE *fp) void Shape::dumpMe(FILE *fp)
{ {
if (this->materialSet)
{
fprintf(fp, "\"Material\": {\n"); fprintf(fp, "\"Material\": {\n");
this->material.dumpMe(fp); this->material.dumpMe(fp);
fprintf(fp, "},\n"); fprintf(fp, "},\n");
}
fprintf(fp, "\"DropShadow\": %d,\n", this->dropShadow); fprintf(fp, "\"DropShadow\": %d,\n", this->dropShadow);
fprintf(fp, "\"BoundingBox\": {\n"); fprintf(fp, "\"BoundingBox\": {\n");
this->getBounds().dumpMe(fp); this->getBounds().dumpMe(fp);

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@@ -26,3 +26,17 @@ Tuple SmoothTriangle::localNormalAt(Tuple point, Intersection *hit)
this->n3 * hit->v + this->n3 * hit->v +
this->n1 * (1 - hit->u - hit->v)).normalise(); this->n1 * (1 - hit->u - hit->v)).normalise();
} }
void SmoothTriangle::dumpMe(FILE *fp)
{
Tuple t = this->n1;
fprintf(fp, "\"n1\": { \"x\": %f, \"y\": %f, \"z\": %f}, \n",
t.x, t.y, t.z);
t = this->n2;
fprintf(fp, "\"n2\": { \"x\": %f, \"y\": %f, \"z\": %f}, \n",
t.x, t.y, t.z);
t = this->n3;
fprintf(fp, "\"n3\": { \"x\": %f, \"y\": %f, \"z\": %f}, \n",
t.x, t.y, t.z);
Triangle::dumpMe(fp);
}

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@@ -73,6 +73,8 @@ BoundingBox Triangle::getLocalBounds()
void Triangle::dumpMe(FILE *fp) void Triangle::dumpMe(FILE *fp)
{ {
fprintf(fp, "\"Type\": \"Triangle\",\n"); fprintf(fp, "\"Type\": \"Triangle\",\n");
/* World points*/
Tuple t = this->transformMatrix * this->p1; Tuple t = this->transformMatrix * this->p1;
fprintf(fp, "\"p1\": { \"x\": %f, \"y\": %f, \"z\": %f}, \n", fprintf(fp, "\"p1\": { \"x\": %f, \"y\": %f, \"z\": %f}, \n",
t.x, t.y, t.z); t.x, t.y, t.z);
@@ -82,5 +84,16 @@ void Triangle::dumpMe(FILE *fp)
t = this->transformMatrix * this->p3; t = this->transformMatrix * this->p3;
fprintf(fp, "\"p3\": { \"x\": %f, \"y\": %f, \"z\": %f}, \n", fprintf(fp, "\"p3\": { \"x\": %f, \"y\": %f, \"z\": %f}, \n",
t.x, t.y, t.z); t.x, t.y, t.z);
/* Local points */
t = this->p1;
fprintf(fp, "\"lp1\": { \"x\": %f, \"y\": %f, \"z\": %f}, \n",
t.x, t.y, t.z);
t = this->p2;
fprintf(fp, "\"lp2\": { \"x\": %f, \"y\": %f, \"z\": %f}, \n",
t.x, t.y, t.z);
t = this->p3;
fprintf(fp, "\"lp3\": { \"x\": %f, \"y\": %f, \"z\": %f}, \n",
t.x, t.y, t.z);
Shape::dumpMe(fp); Shape::dumpMe(fp);
} }

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@@ -36,44 +36,56 @@ int main()
/* ----------------------------- */ /* ----------------------------- */
/* Floor */ /* Floor */
Plane p = Plane(); Material planesMaterial = Material();
CheckersPattern checkered = CheckersPattern(Colour(0.35, 0.35, 0.35), Colour(0.4, 0.4, 0.4)); CheckersPattern checkered = CheckersPattern(Colour(0.35, 0.35, 0.35), Colour(0.4, 0.4, 0.4));
p.material.pattern = &checkered; planesMaterial.pattern = &checkered;
p.material.ambient = 1; planesMaterial.ambient = 1;
p.material.diffuse = 0; planesMaterial.diffuse = 0;
p.material.specular = 0; planesMaterial.specular = 0;
Plane p = Plane();
p.setMaterial(planesMaterial);
p.material.reflective = 0.1; p.material.reflective = 0.1;
w.addObject(&p); w.addObject(&p);
Plane p2 = Plane(); Plane p2 = Plane();
p2.setTransform(translation(0, 0, -10) * rotationX(M_PI/2)); p2.setTransform(translation(0, 0, -10) * rotationX(M_PI/2));
p2.material.pattern = &checkered; p2.setMaterial(planesMaterial);
p2.material.ambient = 1;
p2.material.diffuse = 0;
p2.material.specular = 0;
w.addObject(&p2); w.addObject(&p2);
Material lowPoly = Material();
lowPoly.colour = Colour(1, 0.3, 0.2);
lowPoly.shininess = 5;
lowPoly.specular = 0.4;
OBJFile teapot = OBJFile("teapot-low.obj"); OBJFile teapot = OBJFile("teapot-low.obj");
teapot.setTransform(translation(7, 0, 3) * rotationY(M_PI*23/22) * rotationX(-M_PI/2) * scaling(0.3, 0.3, 0.3)); teapot.setTransform(translation(7, 0, 3) * rotationY(M_PI*23/22) * rotationX(-M_PI/2) * scaling(0.3, 0.3, 0.3));
teapot.material.colour = Colour(1, 0.3, 0.2); teapot.setMaterial(lowPoly);
teapot.material.shininess = 5; w.addObject(teapot.getBaseGroup());
teapot.material.specular = 0.4;
w.addObject(&teapot); FILE *fpOut = fopen("lowpoly_teapot.json", "wt");
if (fpOut)
{
teapot.dumpMe(fpOut);
fclose(fpOut);
}
OBJFile teapot2 = OBJFile("teapot-lowtri.obj"); OBJFile teapot2 = OBJFile("teapot-lowtri.obj");
teapot2.setTransform(translation(-7, 0, 3) * rotationY(-M_PI*46/22) * rotationX(-M_PI/2) * scaling(0.3, 0.3, 0.3)); teapot2.setTransform(translation(-7, 0, 3) * rotationY(-M_PI*46/22) * rotationX(-M_PI/2) * scaling(0.3, 0.3, 0.3));
teapot2.material.colour = Colour(1, 0.3, 0.2); teapot2.setMaterial(lowPoly);;
teapot2.material.shininess = 5; w.addObject(teapot2.getBaseGroup());
teapot2.material.specular = 0.4;
w.addObject(&teapot2); Material highPoly = Material();
highPoly.colour = Colour(0.3, 1, 0.2);
highPoly.shininess = 5;
highPoly.specular = 0.4;
highPoly.reflective = 0.5;
OBJFile teapot3= OBJFile("teapot.obj"); OBJFile teapot3= OBJFile("teapot.obj");
teapot3.setTransform(translation(0, 0, -5) * rotationY(-M_PI) * rotationX(-M_PI/2) * scaling(0.4, 0.4, 0.4)); teapot3.setTransform(translation(0, 0, -5) * rotationY(-M_PI) * rotationX(-M_PI/2) * scaling(0.4, 0.4, 0.4));
teapot3.material.colour = Colour(0.3, 1, 0.2); teapot3.setMaterial(highPoly);
teapot3.material.shininess = 5; w.addObject(teapot3.getBaseGroup());
teapot3.material.specular = 0.4;
teapot3.material.reflective = 0.5;
w.addObject(&teapot3);
/* ----------------------------- */ /* ----------------------------- */