Trying to implement image mapping.

Something not working yet.
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Godzil
2020-03-05 09:48:37 +00:00
parent d6ae062f7f
commit 6a2c5a77ae
5 changed files with 132 additions and 0 deletions

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tests/uvmap_earth.cpp Normal file
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/*
* DoRayMe - a quick and dirty Raytracer
* Render test for chapter 10
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#include <world.h>
#include <light.h>
#include <sphere.h>
#include <plane.h>
#include <cylinder.h>
#include <material.h>
#include <colour.h>
#include <canvas.h>
#include <camera.h>
#include <pattern.h>
#include <texturemap.h>
#include <uv_image.h>
#include <transformation.h>
int main()
{
World w = World();
Light light = Light(POINT_LIGHT, Point(-100, 100, -100), Colour(1, 1, 1));
w.addLight(&light);
Plane p = Plane();
p.material.colour = Colour(1, 1, 1);
p.material.diffuse = 0.1;
p.material.specular = 0;
p.material.ambient = 0;
p.material.reflective = 0.4;
w.addObject(&p);
Cylinder cyl = Cylinder();
cyl.minCap = 0;
cyl.maxCap = 0.1;
cyl.isClosed = true;
cyl.material.colour = Colour(1, 1, 1);
cyl.material.diffuse = 0.2;
cyl.material.specular = 0;
cyl.material.ambient = 0;
cyl.material.reflective = 0.1;
w.addObject(&cyl);
Sphere sp = Sphere();
UVImage sphereTexture = UVImage("earthmap1k.png");
TextureMap tm = TextureMap(SPHERICAL_MAP, &sphereTexture);
sp.setTransform(translation(0, 1.1, 0) * rotationY(1.9));
sp.material.pattern = &tm;
sp.material.ambient = 0.1;
sp.material.specular = 0.1;
sp.material.shininess = 10;
sp.material.diffuse = 0.9;
w.addObject(&sp);
/* Set the camera */
Camera camera = Camera(800, 400, 0.8);
camera.setTransform(viewTransform(Point(1, 2, -10),
Point(0, 1.1, 0),
Vector(0, 1, 0)));
/* Now render it */
Canvas image = camera.render(w);
image.SaveAsPNG("uvmap_earth.png");
return 0;
}