#include #include #include #include #include // Include Eigen and project headers #include "../eigen/Eigen/Dense" #include "../util/grid/camera.hpp" #include "../util/grid/grid3eigen.hpp" #include "../util/output/frame.hpp" #include "../util/output/bmpwriter.hpp" #include "../util/output/aviwriter.hpp" #include "../util/timing_decorator.hpp" #include "../util/timing_decorator.cpp" // Helper function to create a solid volume of voxels with material properties void createBox(Octree& octree, const Eigen::Vector3f& center, const Eigen::Vector3f& size, const Eigen::Vector3f& albedo, float emission = 0.0f, float roughness = 0.8f, float metallic = 0.0f, float transmission = 0.0f, float ior = 1.45f) { float step = 0.1f; // Voxel spacing Eigen::Vector3f halfSize = size / 2.0f; Eigen::Vector3f minB = center - halfSize; Eigen::Vector3f maxB = center + halfSize; for (float x = minB.x(); x <= maxB.x(); x += step) { for (float y = minB.y(); y <= maxB.y(); y += step) { for (float z = minB.z(); z <= maxB.z(); z += step) { Eigen::Vector3f pos(x, y, z); // .set(data, pos, visible, albedo, size, active, objectId, subId, emission, roughness, metallic, transmission, ior) octree.set(1, pos, true, albedo, step, true, -1, 0, emission, roughness, metallic, transmission, ior); } } } } // Helper function to create a checkerboard pattern volume void createCheckerBox(Octree& octree, const Eigen::Vector3f& center, const Eigen::Vector3f& size, const Eigen::Vector3f& color1, const Eigen::Vector3f& color2, float checkerSize) { float step = 0.1f; Eigen::Vector3f halfSize = size / 2.0f; Eigen::Vector3f minB = center - halfSize; Eigen::Vector3f maxB = center + halfSize; for (float x = minB.x(); x <= maxB.x(); x += step) { for (float y = minB.y(); y <= maxB.y(); y += step) { for (float z = minB.z(); z <= maxB.z(); z += step) { Eigen::Vector3f pos(x, y, z); // Use floor to correctly handle negative coordinates for the repeating pattern int cx = static_cast(std::floor(x / checkerSize)); int cy = static_cast(std::floor(y / checkerSize)); int cz = static_cast(std::floor(z / checkerSize)); // 3D Checkerboard logic bool isEven = ((cx + cy + cz) % 2 == 0); Eigen::Vector3f albedo = isEven ? color1 : color2; octree.set(1, pos, true, albedo, step, true, -1, 0, 0.0f, 0.8f, 0.1f, 0.0f, 1.0f); } } } } int main() { std::cout << "Initializing Octree..." << std::endl; // 1. Initialize Octree bounds Eigen::Vector3f minBound(-10.0f, -10.0f, -10.0f); Eigen::Vector3f maxBound(10.0f, 10.0f, 10.0f); Octree octree(minBound, maxBound, 8, 16); // Set a dark background to emphasize the PBR light emission octree.setBackgroundColor(Eigen::Vector3f(0.02f, 0.02f, 0.02f)); octree.setSkylight(Eigen::Vector3f(0.01f, 0.01f, 0.01f)); std::cout << "Building scene..." << std::endl; // 2a. Build Room (Floor and 4 Walls) Eigen::Vector3f cLightGray(0.8f, 0.8f, 0.8f); Eigen::Vector3f cDarkGray(0.2f, 0.2f, 0.2f); float chkSize = 1.0f; // Floor (Bounds: Z from -0.7 to -0.5) // The boxes sit exactly on Z = -0.5 createCheckerBox(octree, Eigen::Vector3f(0.0f, 0.0f, -0.6f), Eigen::Vector3f(14.4f, 14.4f, 0.2f), cLightGray, cDarkGray, chkSize); // Walls (Bounds: X/Y inner boundaries at +/- 7.0, rising from Z=-0.5 up to Z=7.5) createCheckerBox(octree, Eigen::Vector3f( 7.1f, 0.0f, 3.5f), Eigen::Vector3f(0.2f, 14.4f, 8.0f), cLightGray, cDarkGray, chkSize); // +X createCheckerBox(octree, Eigen::Vector3f(-7.1f, 0.0f, 3.5f), Eigen::Vector3f(0.2f, 14.4f, 8.0f), cLightGray, cDarkGray, chkSize); // -X createCheckerBox(octree, Eigen::Vector3f( 0.0f, 7.1f, 3.5f), Eigen::Vector3f(14.0f, 0.2f, 8.0f), cLightGray, cDarkGray, chkSize); // +Y createCheckerBox(octree, Eigen::Vector3f( 0.0f, -7.1f, 3.5f), Eigen::Vector3f(14.0f, 0.2f, 8.0f), cLightGray, cDarkGray, chkSize); // -Y // 2b. Create the 3x3 material sampler grid inside the room Eigen::Vector3f cRed(1.0f, 0.1f, 0.1f); Eigen::Vector3f cBlue(0.1f, 0.1f, 1.0f); Eigen::Vector3f cPurple(0.6f, 0.1f, 0.8f); Eigen::Vector3f size(1.0f, 1.0f, 1.0f); float sp = 2.0f; // spacing between cubes // --- LAYER 1: Metals --- // (metallic = 1.0, slight roughness for blurry reflections, transmission = 0.0) createBox(octree, Eigen::Vector3f(-sp, -sp, 0.0f), size, cRed, 0.0f, 0.15f, 1.0f, 0.0f, 1.45f); createBox(octree, Eigen::Vector3f( 0, -sp, 0.0f), size, cBlue, 0.0f, 0.15f, 1.0f, 0.0f, 1.45f); createBox(octree, Eigen::Vector3f( sp, -sp, 0.0f), size, cPurple, 0.0f, 0.15f, 1.0f, 0.0f, 1.45f); // --- LAYER 2: Opaque & Highly Refractive --- // (metallic = 0.0, very low roughness. transmission = 0.0 for opacity, ior = 2.4 for extreme diamond-like reflection) createBox(octree, Eigen::Vector3f(-sp, 0, 0.0f), size, cRed, 0.0f, 0.05f, 0.0f, 0.0f, 2.4f); createBox(octree, Eigen::Vector3f( 0, 0, 0.0f), size, cBlue, 0.0f, 0.05f, 0.0f, 0.0f, 2.4f); createBox(octree, Eigen::Vector3f( sp, 0, 0.0f), size, cPurple, 0.0f, 0.05f, 0.0f, 0.0f, 2.4f); // --- LAYER 3: Clear Glass --- // (metallic = 0.0, near-zero roughness, transmission = 1.0 for full transparency, ior = 1.5 for glass) createBox(octree, Eigen::Vector3f(-sp, sp, 0.0f), size, cRed, 0.0f, 0.01f, 0.0f, 1.0f, 1.5f); createBox(octree, Eigen::Vector3f( 0, sp, 0.0f), size, cBlue, 0.0f, 0.01f, 0.0f, 1.0f, 1.5f); createBox(octree, Eigen::Vector3f( sp, sp, 0.0f), size, cPurple, 0.0f, 0.01f, 0.0f, 1.0f, 1.5f); // White Light Box (Above) // Placed near the ceiling (Z=7.4), made large (8x8) to cast soft shadows evenly over the whole 3x3 grid createBox(octree, Eigen::Vector3f(0.0f, 0.0f, 7.4f), Eigen::Vector3f(8.0f, 8.0f, 0.2f), Eigen::Vector3f(1.0f, 1.0f, 1.0f), 15.0f); std::cout << "Optimizing and Generating LODs..." << std::endl; octree.generateLODs(); octree.printStats(); // 3. Setup video rendering int width = 512; int height = 512; // --- Video Animation Parameters --- const float fps = 30.0f; const float durationPerSegment = 10.0f; // Seconds to travel between each view const int framesPerSegment = static_cast(fps * durationPerSegment); const int video_samples = 100; // Samples per pixel for each video frame const int video_bounces = 5; // Ray bounces for each video frame struct View { std::string name; Eigen::Vector3f origin; Eigen::Vector3f up; }; // Define the keyframe camera views for the animation std::vector views = { {"-Y", Eigen::Vector3f( 0.0f, -6.8f, 1.0f), Eigen::Vector3f(0.0f, 0.0f, 1.0f)}, {"+X", Eigen::Vector3f( 6.8f, 0.0f, 1.0f), Eigen::Vector3f(0.0f, 0.0f, 1.0f)}, {"+Y", Eigen::Vector3f( 0.0f, 6.8f, 1.0f), Eigen::Vector3f(0.0f, 0.0f, 1.0f)}, {"-X", Eigen::Vector3f(-6.8f, 0.0f, 1.0f), Eigen::Vector3f(0.0f, 0.0f, 1.0f)}, {"+Z", Eigen::Vector3f( 0.0f, 0.0f, 7.3f), Eigen::Vector3f(0.0f, 1.0f, 0.0f)} // Top-down view }; Eigen::Vector3f target(0.0f, 0.0f, 0.5f); // The camera will always look at this point // --- Main Animation and Rendering Loop --- std::vector videoFrames; const int totalFrames = framesPerSegment * views.size(); videoFrames.reserve(totalFrames); int frameCounter = 0; std::cout << "\nStarting video render..." << std::endl; std::cout << "Total frames to render: " << totalFrames << std::endl; for (size_t i = 0; i < views.size(); ++i) { const View& startView = views[i]; const View& endView = views[(i + 1) % views.size()]; // Loop back to the first view at the end std::cout << "\nAnimating segment: " << startView.name << " -> " << endView.name << std::endl; for (int j = 0; j < framesPerSegment; ++j) { frameCounter++; float t = static_cast(j) / static_cast(framesPerSegment); // Interpolate camera position (origin) linearly Eigen::Vector3f currentOrigin = startView.origin * (1.0f - t) + endView.origin * t; // Interpolate camera orientation (up vector) and normalize Eigen::Vector3f currentUp = (startView.up * (1.0f - t) + endView.up * t).normalized(); Camera cam; cam.origin = currentOrigin; cam.up = currentUp; cam.direction = (target - cam.origin).normalized(); std::cout << "Rendering video frame " << frameCounter << "/" << totalFrames << "..." << std::endl; frame out = octree.renderFrame(cam, height, width, frame::colormap::RGB, video_samples, video_bounces, false, true); videoFrames.push_back(std::move(out)); // Use std::move for efficiency } } // --- Save the final video --- std::cout << "\nAll frames rendered. Saving video file..." << std::endl; std::string videoFilename = "output/material_test_video.avi"; if (AVIWriter::saveAVIFromCompressedFrames(videoFilename, std::move(videoFrames), width, height, fps)) { std::cout << "Video saved successfully to " << videoFilename << std::endl; } else { std::cerr << "Error: Failed to save video!" << std::endl; } std::cout << "\nRender complete!" << std::endl; return 0; }