本文整理汇总了C++中Objects::createNewPlane方法的典型用法代码示例。如果您正苦于以下问题:C++ Objects::createNewPlane方法的具体用法?C++ Objects::createNewPlane怎么用?C++ Objects::createNewPlane使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Objects
的用法示例。
在下文中一共展示了Objects::createNewPlane方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: init
void init(void)
{
float seconds = glutGet(GLUT_ELAPSED_TIME);
Objects obj;
float raysPerPixel = 9.0f;
int rays = int(raysPerPixel);
float X =2;
float Y =2;
float Z =0;
float cornellDepth = 5.0f;
//CornellBox Walls
obj.createNewPlane(glm::vec3(-X,-Y,Z),glm::vec3(X,-Y,Z),glm::vec3(X,Y,Z),glm::vec3(-X,Y,Z));
obj.createNewPlane(glm::vec3(-X,-Y,Z+cornellDepth),glm::vec3(-X,-Y,Z),glm::vec3(-X,Y,Z),glm::vec3(-X,Y,Z+cornellDepth));
obj.createNewPlane(glm::vec3(-X,-Y,Z+cornellDepth),glm::vec3(X,-Y,Z+cornellDepth),glm::vec3(X,-Y,Z),glm::vec3(-X,-Y,Z));
obj.createNewPlane(glm::vec3(X,-Y,Z),glm::vec3(X,-Y,Z+cornellDepth),glm::vec3(X,Y,Z+cornellDepth),glm::vec3(X,Y,Z));
obj.createNewPlane(glm::vec3(-X,Y,Z),glm::vec3(X,Y,Z),glm::vec3(X,Y,Z+cornellDepth),glm::vec3(-X,Y,Z+cornellDepth));
//And their Colors
obj.shapes[0]->material.color = GREEN;
obj.shapes[1]->material.color = MAGENTA;
obj.shapes[2]->material.color = YELLOW;
obj.shapes[3]->material.color = BLUE;
obj.shapes[4]->material.color = RED;
//Box made up of 6 planes
float boxY = 0.525;
obj.createNewPlane(glm::vec3(-1.587,-2.0,1.819),glm::vec3(-0.361,-2.000,2.120),glm::vec3(-0.361,0.525,2.120),glm::vec3(-1.587,0.525,1.819));
obj.createNewPlane(glm::vec3(-0.361,-2.0,2.120),glm::vec3(-0.060,-2.000,0.894),glm::vec3(-0.060,0.525,0.894),glm::vec3(-0.361,0.525,2.120));
obj.createNewPlane(glm::vec3(-0.060,-2.0,0.894),glm::vec3(-1.286,-2.000,0.593),glm::vec3(-1.286,0.525,0.593),glm::vec3(-0.060,0.525,0.894));
obj.createNewPlane(glm::vec3(-1.286,-2.0,0.593),glm::vec3(-1.587,-2.000,1.819),glm::vec3(-1.587,0.525,1.819),glm::vec3(-1.286,0.525,0.593));
//top
obj.createNewPlane(glm::vec3(-1.587,0.525,1.819),glm::vec3(-0.361,0.525,2.120),glm::vec3(-0.060,0.525,0.894),glm::vec3(-1.286,0.525,0.593));
float SphereRadius = 0.80;
obj.createNewSphere(glm::mat4(0.0),glm::vec3(0.7,-2.0+SphereRadius,Z+3.0),SphereRadius);
obj.shapes[5]->material.color = BLUE;
obj.shapes[6]->material.color = RED;
obj.shapes[7]->material.color = YELLOW;
obj.shapes[8]->material.color = MAGENTA;
obj.shapes[9]->material.color = CYAN;
obj.shapes[10]->material.isDiffuse = false;
obj.shapes[10]->material.isRefractive = true;
obj.shapes[10]->material.refractiveIndex = 1.5f; //Originally 1.33f
obj.shapes[10]->material.color = YELLOW;
obj.createNewPlane(glm::vec3(-X*20,-Y*20,Z+7.7),glm::vec3(-X*20,Y*20,Z+7.7),glm::vec3(X*20,Y*20,Z+7.7),glm::vec3(X*20,-Y*20,Z+7.7));
obj.shapes[11]->material.color = CYAN;
obj.shapes[5]->material.isDiffuse = false;
obj.shapes[6]->material.isDiffuse = false;
obj.shapes[7]->material.isDiffuse = false;
obj.shapes[8]->material.isDiffuse = false;
obj.shapes[9]->material.isDiffuse = false;
obj.createNewSphere(glm::mat4(0.0),glm::vec3(-1.0,-2.0+0.6,Z+3.0),0.6);
obj.shapes[12]->material.isDiffuse = false;
//======== Main RayTracing Loop ========
glm::vec3 renderColor,pixelColor = BLACK;
glm::vec3 lightSource =glm::vec3(0,1.75,2);
float yFov = 0.5*renderHeight / (camera.position.z*sin(FieldOfView/2.0));
float xFov = 0.5*renderWidth / (camera.position.z*sin(FieldOfView*(renderWidth/renderHeight)/2.0));
float maxT = -10.0;
float minT = 9999999.9;
float SSx [9];
SSx[0] = -1.0/3.0;
SSx[1] = 0.0;
SSx[2] = 1.0/3.0;
SSx[3] = -1.0/3.0;
SSx[4] = 0.0;
SSx[5] = 1.0/3.0;
SSx[6] = -1.0/3.0;
SSx[7] = 0.0;
SSx[8] = 1.0/3.0;
float SSy [9];
SSy[0] = 1.0/3.0;
SSy[1] = 1.0/3.0;
SSy[2] = 1.0/3.0;
SSy[3] = 0.0;
SSy[4] = 0.0;
SSy[5] = 0.0;
SSy[6] = -1.0/3.0;
SSy[7] = -1.0/3.0;
SSy[8] = -1.0/3.0;
//.........这里部分代码省略.........