Finally! We have reflections!

This commit is contained in:
Godzil
2020-02-21 17:39:45 +00:00
parent 7337ae4837
commit 89dd74fa7c
7 changed files with 127 additions and 6 deletions

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@@ -36,4 +36,8 @@ From Chapter 09:
From Chapter 10:
![Chapter 10 rendering test](output/ch10_test.png)
![Chapter 10 rendering test](output/ch10_test.png)
From Chapter 11:
![Chapter 11 reflections rendering test](output/ch11_reflection.png)

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@@ -1,6 +1,6 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Render test for chapter 5 "Put it together".
* Render test for chapter 10
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
@@ -79,7 +79,7 @@ int main()
w.addLight(&light);
/* Set the camera */
Camera camera = Camera(100, 50, M_PI / 3);
Camera camera = Camera(1920, 1080, M_PI / 3);
camera.setTransform(viewTransform(Point(0, 1.5, -5),
Point(0, 1, 0),
Vector(0, 1, 0)));

117
tests/ch11_reflection.cpp Normal file
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@@ -0,0 +1,117 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Render test for reflection in chapter 11.
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#include <world.h>
#include <light.h>
#include <sphere.h>
#include <plane.h>
#include <material.h>
#include <colour.h>
#include <canvas.h>
#include <camera.h>
#include <pattern.h>
#include <strippattern.h>
#include <gradientpattern.h>
#include <checkerspattern.h>
#include <ringpattern.h>
#include <transformation.h>
int main()
{
/* First we need to construct the world */
Plane floor = Plane();
floor.material.specular = 0;
floor.material.pattern = new RingPattern(Colour(1, 0.9, 0.9), Colour(1, 0.2, 0.2));
floor.material.reflective = 0.1;
Plane wall = Plane();
wall.material.specular = 0;
wall.material.pattern = new StripPattern(Colour(1, 0.9, 0.9), Colour(1, 0.2, 0.2));
wall.material.pattern->setTransform(translation(0, 0, 1) * rotationY(M_PI/4));
wall.setTransform(translation(0, 0, 5) * rotationX(M_PI/2));
Sphere middle = Sphere();
middle.setTransform(translation(-0.7, 1, 0.6));
middle.material.diffuse = 0.7;
middle.material.specular = 0.3;
middle.material.pattern = new StripPattern(Colour(0.1, 1, 0.5), Colour(0, 0.2, 0.2));
middle.material.pattern->setTransform((rotationZ(M_PI/4) * rotationY(M_PI/5) * scaling(0.2, 0.2, 0.2)));
Sphere right = Sphere();
right.setTransform(translation(1.5, 0.5, -0.5) * scaling(0.5, 0.5, 0.5));
right.material.diffuse = 0.7;
right.material.specular = 0.3;
right.material.pattern = new StripPattern(Colour(0.5, 1, 0.1), Colour(0, 0, 0));
right.material.pattern->setTransform((scaling(0.1, 0.1, 0.1)));
right.material.reflective = 0.1;
Sphere left = Sphere();
left.setTransform(translation(-1.5, 0.33, -0.75) * scaling(0.33, 0.33, 0.33));
left.material.diffuse = 0.7;
left.material.specular = 0.3;
left.material.pattern = new GradientPattern(Colour(1, 0.8, 0.1), Colour(0.1, 0.1, 1));
left.material.pattern->setTransform(translation(1.5, 0, 0) * scaling(2.1, 2, 2) * rotationY(-M_PI/4));
Sphere fourth = Sphere();
fourth.setTransform(translation(.5, 0.25, 0.4) * scaling(0.3, 0.3, 0.3));
fourth.material.diffuse = 0.7;
fourth.material.specular = 0.3;
fourth.material.pattern = new CheckersPattern(Colour(0.1, 0.8, 0.1), Colour(0.8, 1, 0.8));
fourth.material.pattern->setTransform( scaling(0.2, 0.2, 0.2));
fourth.material.reflective = 0.4;
World w = World();
w.addObject(&floor);
w.addObject(&wall);
w.addObject(&middle);
w.addObject(&left);
w.addObject(&right);
w.addObject(&fourth);
/* Add some more reflective spheres */
Sphere ref1 = Sphere();
ref1.setTransform(translation(1, 1, .4) * scaling(0.2, 0.2, 0.2));
ref1.material.reflective = 1;
ref1.material.colour = Colour(0.3, 0.7, 0.6);
w.addObject(&ref1);
Sphere ref2 = Sphere();
ref2.setTransform(translation(1.5, 2, -.8) * scaling(0.2, 0.2, 0.2));
ref2.material.reflective = 1;
ref2.material.specular = 0.5;
ref2.material.colour = Colour(0.3, 0.3, 0.3);
w.addObject(&ref2);
Sphere ref3 = Sphere();
ref3.setTransform(translation(-2, 1.678, .4) * scaling(0.4, 0.4, 0.4));
ref3.material.reflective = 1;
ref3.material.specular = 0.5;
w.addObject(&ref3);
/* Add light */
Light light = Light(POINT_LIGHT, Point(-10, 10, -10), Colour(1, 1, 1));
w.addLight(&light);
/* Set the camera */
Camera camera = Camera(100, 50, M_PI / 3);
camera.setTransform(viewTransform(Point(0, 1.5, -5),
Point(0, 1, 0),
Vector(0, 1, 0)));
/* Now render it */
Canvas image = camera.render(w);
image.SaveAsPNG("ch11_reflection.png");
return 0;
}

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@@ -1,6 +1,6 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Render test for chapter 5 "Put it together".
* Render test for chapter 6 "Put it together".
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.

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@@ -1,6 +1,6 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Render test for chapter 5 "Put it together".
* Render test for chapter 7 "Put it together".
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.

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@@ -1,6 +1,6 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Render test for chapter 5 "Put it together".
* Render test for chapter 9.
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.