Added some proper test scenes for chapter 11.

This commit is contained in:
Godzil
2020-02-22 00:50:55 +00:00
parent 3db0aaaeac
commit e45dbad59e
8 changed files with 244 additions and 86 deletions

69
tests/ch11_refraction.cpp Normal file
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/*
* 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()
{
World w = World();
/* First we need to construct the world */
Plane floor = Plane();
floor.material.pattern = new CheckersPattern(Colour(1, 1, 1), Colour(0, 0, 0));
floor.setTransform(translation(0, -10, 0));
w.addObject(&floor);
Sphere glassBall = Sphere();
glassBall.material.shininess = 300;
glassBall.material.transparency = 1;
glassBall.material.refractiveIndex = 1.52;
glassBall.material.diffuse = 0.1;
w.addObject(&glassBall);
Sphere airBall = Sphere();
airBall.setTransform(scaling(0.5, 0.5, 0.5));
airBall.material.shininess = 300;
airBall.material.transparency = 1;
airBall.material.refractiveIndex = 1.0009;
airBall.material.diffuse = 0.1;
w.addObject(&airBall);
/* Add light */
Light light = Light(POINT_LIGHT, Point(20, 10, 0), Colour(0.7, 0.7, 0.7));
w.addLight(&light);
/* Set the camera */
Camera camera = Camera(1000, 1000, M_PI / 3);
camera.setTransform(viewTransform(Point(0, 2.5, 0),
Point(0, 0, 0),
Vector(1, 0, 0)));
/* Now render it */
Canvas image = camera.render(w);
image.SaveAsPNG("ch11_refraction.png");
return 0;
}