Add cylindrical mapping!
This commit is contained in:
58
tests/uvmap_checkeredcylinder.cpp
Normal file
58
tests/uvmap_checkeredcylinder.cpp
Normal file
@@ -0,0 +1,58 @@
|
||||
/*
|
||||
* 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_checkers.h>
|
||||
|
||||
#include <transformation.h>
|
||||
|
||||
int main()
|
||||
{
|
||||
World w = World();
|
||||
|
||||
Light light = Light(POINT_LIGHT, Point(-10, 10, -10), Colour(1, 1, 1));
|
||||
w.addLight(&light);
|
||||
|
||||
Cylinder sp = Cylinder();
|
||||
sp.minCap = 0;
|
||||
sp.maxCap = 1;
|
||||
sp.setTransform(scaling(1, 3.1415, 1) * translation(0, -0.5, 0));
|
||||
UVCheckers checkers = UVCheckers(16, 8, Colour(0, 0.5, 0), Colour(1, 1, 1));
|
||||
TextureMap tm = TextureMap(CYLINDRICAL_MAP, &checkers);
|
||||
sp.material.pattern = &tm;
|
||||
sp.material.ambient = 0.1;
|
||||
sp.material.specular = 0.6;
|
||||
sp.material.shininess = 15;
|
||||
sp.material.diffuse = 0.8;
|
||||
|
||||
w.addObject(&sp);
|
||||
|
||||
/* Set the camera */
|
||||
Camera camera = Camera(400, 400, 0.5);
|
||||
camera.setTransform(viewTransform(Point(0, 0, -10),
|
||||
Point(0, 0, 0),
|
||||
Vector(0, 1, 0)));
|
||||
|
||||
/* Now render it */
|
||||
Canvas image = camera.render(w);
|
||||
|
||||
image.SaveAsPNG("uvmap_checkeredcylinder.png");
|
||||
|
||||
return 0;
|
||||
}
|
||||
Reference in New Issue
Block a user