/* * DoRayMe - a quick and dirty Raytracer * Render test for CSG in chapter 16. * * Created by Manoƫl Trapier * Copyright (c) 2020 986-Studio. * */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include int main() { World w = World(); /* Add lights */ Light light1 = Light(POINT_LIGHT, Point(100, 100, -100), Colour(1, 1, 1)); w.addLight(&light1); /* ----------------------------- */ /* White background */ Plane p = Plane(); p.setTransform(translation(0, 0, 100) * rotationX(1.5708)); p.material.colour = Colour(1, 1, 1); p.material.ambient = 1; p.material.diffuse = 0; p.material.specular = 0; w.addObject(&p); Cylinder c1 = Cylinder(); c1.minCap = -2; c1.maxCap = 2; c1.isClosed = true; c1.material.colour = Colour(1, 0, 0); c1.setTransform(scaling(0.4, 1, 0.4)); c1.materialSet = true; Cylinder c2 = Cylinder(); c2.minCap = -2; c2.maxCap = 2; c2.isClosed = true; c2.material.colour = Colour(0, 1, 0); c2.setTransform(rotationX(M_PI/2) * scaling(0.4, 1, 0.4)); c2.materialSet = true; CSG leaf1 = CSG(CSG::UNION, &c1, &c2); Cylinder c3 = Cylinder(); c3.minCap = -2; c3.maxCap = 2; c3.isClosed = true; c3.material.colour = Colour(0, 0, 1); c3.setTransform(rotationZ(M_PI/2) * scaling(0.4, 1, 0.4)); c3.materialSet = true; CSG leaf2 = CSG(CSG::UNION, &leaf1, &c3); Cube cb = Cube(); //cb.materialSet = true; //cb.material.reflective = 1; Sphere sp = Sphere(); sp.setTransform(scaling(1.35, 1.35, 1.35)); CSG leaf3 = CSG(CSG::INTERSECTION, &sp, &cb); CSG leaf4 = CSG(CSG::DIFFERENCE, &leaf3, &leaf2); w.addObject(&leaf4); /* ----------------------------- */ /* Set the camera */ Camera camera = Camera(800, 400, M_PI / 2); camera.setTransform(viewTransform(Point(-4, 4, -9), Point(0, 1, 0), Vector(0, 1, 0))); /* Now render it */ Canvas image = camera.render(w, 5); image.SaveAsPNG("ch16_test.png"); return 0; }