And CSG! \o/
Still working on a nice scene for it.
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105
tests/ch16_test.cpp
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105
tests/ch16_test.cpp
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Render test for CSG in chapter 16.
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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 <sphere.h>
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#include <plane.h>
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#include <cube.h>
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#include <cylinder.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 <group.h>
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#include <cone.h>
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#include <csg.h>
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#include <pattern.h>
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#include <strippattern.h>
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#include <gradientpattern.h>
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#include <checkerspattern.h>
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#include <ringpattern.h>
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#include <transformation.h>
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int main()
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{
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World w = World();
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/* Add lights */
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Light light1 = Light(POINT_LIGHT, Point(100, 100, -100), Colour(1, 1, 1));
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w.addLight(&light1);
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/* ----------------------------- */
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/* White background */
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Plane p = Plane();
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p.setTransform(translation(0, 0, 100) * rotationX(1.5708));
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p.material.colour = Colour(1, 1, 1);
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p.material.ambient = 1;
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p.material.diffuse = 0;
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p.material.specular = 0;
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w.addObject(&p);
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Cylinder c1 = Cylinder();
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c1.minCap = -2;
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c1.maxCap = 2;
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c1.isClosed = true;
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c1.material.colour = Colour(1, 0, 0);
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c1.setTransform(scaling(0.4, 1, 0.4));
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c1.materialSet = true;
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Cylinder c2 = Cylinder();
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c2.minCap = -2;
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c2.maxCap = 2;
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c2.isClosed = true;
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c2.material.colour = Colour(0, 1, 0);
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c2.setTransform(rotationX(M_PI/2) * scaling(0.4, 1, 0.4));
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c2.materialSet = true;
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CSG leaf1 = CSG(CSG::UNION, &c1, &c2);
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Cylinder c3 = Cylinder();
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c3.minCap = -2;
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c3.maxCap = 2;
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c3.isClosed = true;
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c3.material.colour = Colour(0, 0, 1);
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c3.setTransform(rotationZ(M_PI/2) * scaling(0.4, 1, 0.4));
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c3.materialSet = true;
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CSG leaf2 = CSG(CSG::UNION, &leaf1, &c3);
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Cube cb = Cube();
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//cb.materialSet = true;
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//cb.material.reflective = 1;
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Sphere sp = Sphere();
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sp.setTransform(scaling(1.35, 1.35, 1.35));
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CSG leaf3 = CSG(CSG::INTERSECTION, &sp, &cb);
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CSG leaf4 = CSG(CSG::DIFFERENCE, &leaf3, &leaf2);
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w.addObject(&leaf4);
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/* ----------------------------- */
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/* Set the camera */
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Camera camera = Camera(800, 400, M_PI / 2);
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camera.setTransform(viewTransform(Point(-4, 4, -9),
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Point(0, 1, 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, 5);
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image.SaveAsPNG("ch16_test.png");
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return 0;
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}
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