Starting working on area lights.
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116
tests/triangle_rendertest.cpp
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116
tests/triangle_rendertest.cpp
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Render test for reflection in chapter 13.
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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 <plane.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 <triangle.h>
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#include <group.h>
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#include <time.h>
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#include <transformation.h>
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double frand(double max)
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{
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return max * (rand() / ((double) RAND_MAX));
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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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/* Add lights */
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Light light1 = Light(POINT_LIGHT, Point(10000, 10000, -10000), Colour(0.25, 0.25, 0.25));
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w.addLight(&light1);
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Light light2 = Light(POINT_LIGHT, Point(-10000, 10000, -10000), Colour(0.25, 0.25, 0.25));
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w.addLight(&light2);
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Light light3 = Light(POINT_LIGHT, Point(10000, -10000, -10000), Colour(0.25, 0.25, 0.25));
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w.addLight(&light3);
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Light light4 = Light(POINT_LIGHT, Point(-10000, -10000, -10000), Colour(0.25, 0.25, 0.25));
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w.addLight(&light4);
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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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/* ----------------------------- */
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Group g = Group();
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srand(10); /* Force the seed to a known value */
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int i;
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Point p1, p2, p3;
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/* Let's add a bunche of "random" triangles */
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for (i = 0; i < 10; i++)
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{
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p1.x = 7-frand(14);
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p1.y = 7-frand(14);
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p1.z = 7-frand(14);
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p2.x = 7-frand(14);
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p2.y = 7-frand(14);
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p2.z = 7-frand(14);
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p3.x = 7-frand(14);
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p3.y = 7-frand(14);
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p3.z = 7-frand(14);
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Triangle *tri = new Triangle(p1, p2, p3);
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tri->material.colour.x = frand(1); // red
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tri->material.colour.y = frand(1); // green
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tri->material.colour.z = frand(1); // blue
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//tri->material.refractiveIndex = frand(2);
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//tri->material.transparency = frand(1);
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//tri->material.shininess = frand(300);
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//tri->material.specular = frand(1);
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//tri->material.ambient = frand(1);
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tri->material.reflective = frand(1);
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//tri->material.diffuse = frand(1);
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g.addObject(tri);
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}
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g.setTransform(rotationX(3.14));
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w.addObject(&g);
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/* ----------------------------- */
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FILE *fpOut = fopen("triangles_world.json", "wt");
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if (fpOut)
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{
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w.dumpMe(fpOut);
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fclose(fpOut);
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}
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/* ----------------------------- */
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/* Set the camera */
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Camera camera = Camera(500, 500, M_PI/1.5);
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camera.setTransform(viewTransform(Point(0, 0, -9),
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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, 5);
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image.SaveAsPNG("triangle_rendertest.png");
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return 0;
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}
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