Continue working on Cube mapping
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111
tests/uvmap_checkeredcube.cpp
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111
tests/uvmap_checkeredcube.cpp
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Render test for chapter 10
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*
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* Created by Manoël Trapier
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* Copyright (c) 2020 986-Studio.
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*
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*/
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#include <world.h>
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#include <light.h>
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#include <cube.h>
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#include <material.h>
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#include <colour.h>
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#include <canvas.h>
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#include <camera.h>
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#include <pattern.h>
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#include <texturemap.h>
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#include <uv_aligncheck.h>
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#include <transformation.h>
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Colour red = Colour(1, 0, 0);
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Colour yellow = Colour(1, 1, 0);
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Colour brown = Colour(1, 0.5, 0);
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Colour green = Colour(0, 1, 0);
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Colour cyan = Colour(0, 1, 1);
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Colour blue = Colour(0, 0, 1);
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Colour purple = Colour(1, 0, 1);
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Colour white = Colour(1, 1, 1);
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UVAlignCheck left = UVAlignCheck(yellow, cyan, red, blue, brown);
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UVAlignCheck front = UVAlignCheck(cyan, red, yellow, brown, green);
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UVAlignCheck right = UVAlignCheck(red, yellow, purple, green, white);
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UVAlignCheck back = UVAlignCheck(green, purple, cyan, white, blue);
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UVAlignCheck up = UVAlignCheck(brown, cyan, purple, red, yellow);
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UVAlignCheck down = UVAlignCheck(purple, brown, green, blue, white);
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Shape *MappedCube()
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{
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Cube *ret = new Cube();
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TextureMap *tm = new TextureMap(CUBIC_MAP, nullptr);
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tm->setCubePattern(&front, &left, &right, &back, &up, &down);
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ret->material.pattern = tm;
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ret->material.ambient = 0.2;
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ret->material.specular = 0;
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ret->material.diffuse = 0.8;
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return ret;
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}
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int main()
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{
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World w = World();
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Light light1 = Light(POINT_LIGHT, Point(0, 100, -100), Colour(0.25, 0.25, 0.25));
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w.addLight(&light1);
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Light light2 = Light(POINT_LIGHT, Point(0, -100, -100), Colour(0.25, 0.25, 0.25));
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w.addLight(&light2);
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Light light3 = Light(POINT_LIGHT, Point(-100, 0, -100), Colour(0.25, 0.25, 0.25));
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w.addLight(&light3);
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Light light4 = Light(POINT_LIGHT, Point(100, 0, -100), Colour(0.25, 0.25, 0.25));
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w.addLight(&light4);
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Shape *s;
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s = MappedCube();
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s->setTransform(translation(-6, 2, 0) * rotationX(0.7854) * rotationY(0.7854));
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w.addObject(s);
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s = MappedCube();
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s->setTransform(translation(-2, 2, 0) * rotationX(0.7854) * rotationY(2.3562));
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w.addObject(s);
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s = MappedCube();
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s->setTransform(translation(2, 2, 0) * rotationX(0.7854) * rotationY(3.927));
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w.addObject(s);
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s = MappedCube();
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s->setTransform(translation(6, 2, 0) * rotationX(0.7854) * rotationY(5.4978));
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w.addObject(s);
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s = MappedCube();
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s->setTransform(translation(-6, -2, 0) * rotationX(-0.7854) * rotationY(0.7854));
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w.addObject(s);
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s = MappedCube();
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s->setTransform(translation(-2, -2, 0) * rotationX(-0.7854) * rotationY(2.3562));
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w.addObject(s);
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s = MappedCube();
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s->setTransform(translation(2, -2, 0) * rotationX(-0.7854) * rotationY(3.927));
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w.addObject(s);
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s = MappedCube();
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s->setTransform(translation(6, -2, 0) * rotationX(-0.7854) * rotationY(5.4978));
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w.addObject(s);
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/* Set the camera */
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Camera camera = Camera(800, 400, 0.8);
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camera.setTransform(viewTransform(Point(0, 0, -20),
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Point(0, 0, 0),
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Vector(0, 1, 0)));
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/* Now render it */
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Canvas image = camera.render(w);
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image.SaveAsPNG("uvmap_checkeredcube.png");
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return 0;
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}
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