And now we have cylinders!

This commit is contained in:
Godzil
2020-02-22 22:58:57 +00:00
parent b9bacd3ac9
commit d87bbb184e
9 changed files with 571 additions and 4 deletions

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tests/ch13_test.cpp Normal file
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/*
* DoRayMe - a quick and dirty Raytracer
* Render test for reflection in chapter 13.
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#include <world.h>
#include <light.h>
#include <sphere.h>
#include <plane.h>
#include <cube.h>
#include <cylinder.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()
{
World w = World();
/* Add light */
Light light = Light(POINT_LIGHT, Point(1, 6.9, -4.9), Colour(1, 1, 1));
w.addLight(&light);
/* ----------------------------- */
/* The floor / ceiling */
Plane floor = Plane();
floor.material.pattern = new CheckersPattern(Colour(0.5, 0.5, 0.5), Colour(0.75, 0.75, 0.75));
floor.material.pattern->setTransform(rotationY(0.3) * scaling(0.25, 0.25, 0.25));
w.addObject(&floor);
/* ----------------------------- */
Cylinder cyl1 = Cylinder();
cyl1.minCap = 0;
cyl1.maxCap = 0.75;
cyl1.isClosed = true;
cyl1.setTransform(translation(-1, 0, 1) * scaling(0.5, 1, 0.5));
cyl1.material.colour = Colour(0, 0, 0.6);
cyl1.material.diffuse = 0.1;
cyl1.material.specular = 0.9;
cyl1.material.shininess = 300;
cyl1.material.reflective = 0.9;
w.addObject(&cyl1);
/* ----------------------------- */
/* Concentrics */
Cylinder cons1 = Cylinder();
cons1.minCap = 0;
cons1.maxCap = 0.2;
cons1.isClosed = false;
cons1.setTransform(translation(1, 0, 0) * scaling(0.8, 1, 0.8));
cons1.material.colour = Colour(1, 1, 0.3);
cons1.material.ambient = 0.1;
cons1.material.diffuse = 0.8;
cons1.material.specular = 0.9;
cons1.material.shininess = 300;
w.addObject(&cons1);
Cylinder cons2 = Cylinder();
cons2.minCap = 0;
cons2.maxCap = 0.3;
cons2.isClosed = false;
cons2.setTransform(translation(1, 0, 0) * scaling(0.6, 1, 0.6));
cons2.material.colour = Colour(1, 0.9, 0.4);
cons2.material.ambient = 0.1;
cons2.material.diffuse = 0.8;
cons2.material.specular = 0.9;
cons2.material.shininess = 300;
w.addObject(&cons2);
Cylinder cons3 = Cylinder();
cons3.minCap = 0;
cons3.maxCap = 0.4;
cons3.isClosed = false;
cons3.setTransform(translation(1, 0, 0) * scaling(0.4, 1, 0.4));
cons3.material.colour = Colour(1, 0.8, 0.5);
cons3.material.ambient = 0.1;
cons3.material.diffuse = 0.8;
cons3.material.specular = 0.9;
cons3.material.shininess = 300;
w.addObject(&cons3);
Cylinder cons4 = Cylinder();
cons4.minCap = 0;
cons4.maxCap = 0.5;
cons4.isClosed = true;
cons4.setTransform(translation(1, 0, 0) * scaling(0.2, 1, 0.2));
cons4.material.colour = Colour(1, 0.7, 0.6);
cons4.material.ambient = 0.1;
cons4.material.diffuse = 0.8;
cons4.material.specular = 0.9;
cons4.material.shininess = 300;
w.addObject(&cons4);
/* ----------------------------- */
/* decoratives cylinders */
Cylinder deco1 = Cylinder();
deco1.minCap = 0;
deco1.maxCap = 0.3;
deco1.isClosed = true;
deco1.setTransform(translation(0, 0, -0.75) * scaling(0.05, 1, 0.05));
deco1.material.colour = Colour(1, 0, 0);
deco1.material.ambient = 0.1;
deco1.material.diffuse = 0.9;
deco1.material.specular = 0.9;
deco1.material.shininess = 300;
w.addObject(&deco1);
Cylinder deco2 = Cylinder();
deco2.minCap = 0;
deco2.maxCap = 0.3;
deco2.isClosed = true;
deco2.setTransform(translation(0, 0, -2.25) * rotationY(-0.15) * translation(0, 0, 1.5) * scaling(0.05, 1, 0.05));
deco2.material.colour = Colour(1, 1, 0);
deco2.material.ambient = 0.1;
deco2.material.diffuse = 0.9;
deco2.material.specular = 0.9;
deco2.material.shininess = 300;
w.addObject(&deco2);
Cylinder deco3 = Cylinder();
deco3.minCap = 0;
deco3.maxCap = 0.3;
deco3.isClosed = true;
deco3.setTransform(translation(0, 0, -2.25) * rotationY(-0.3) * translation(0, 0, 1.5) * scaling(0.05, 1, 0.05));
deco3.material.colour = Colour(0, 1, 0);
deco3.material.ambient = 0.1;
deco3.material.diffuse = 0.9;
deco3.material.specular = 0.9;
deco3.material.shininess = 300;
w.addObject(&deco3);
Cylinder deco4 = Cylinder();
deco4.minCap = 0;
deco4.maxCap = 0.3;
deco4.isClosed = true;
deco4.setTransform(translation(0, 0, -2.25) * rotationY(-0.45) * translation(0, 0, 1.5) * scaling(0.05, 1, 0.05));
deco4.material.colour = Colour(0, 1, 1);
deco4.material.ambient = 0.1;
deco4.material.diffuse = 0.9;
deco4.material.specular = 0.9;
deco4.material.shininess = 300;
w.addObject(&deco4);
/* ----------------------------- */
/* glass cylinder */
Cylinder glassCylinder = Cylinder();
glassCylinder.minCap = 0.0001;
glassCylinder.maxCap = 0.5;
glassCylinder.isClosed = true;
glassCylinder.setTransform(translation(0, 0, -1.5) * scaling(0.33, 1, 0.33));
glassCylinder.material.colour = Colour(0.25, 0, 0);
glassCylinder.material.diffuse = 0.1;
glassCylinder.material.specular = 0.9;
glassCylinder.material.shininess = 300;
glassCylinder.material.reflective = 0.9;
glassCylinder.material.transparency = 0.9;
glassCylinder.material.refractiveIndex = 1.5;
w.addObject(&glassCylinder);
/* ----------------------------- */
/* Set the camera */
Camera camera = Camera(400, 200, 0.314);
camera.setTransform(viewTransform(Point(8, 3.5, -9),
Point(0, 0.3, 0),
Vector(0, 1, 0)));
/* Now render it */
Canvas image = camera.render(w, 20);
image.SaveAsPNG("ch13_test.png");
return 0;
}