203 lines
5.0 KiB
C++
203 lines
5.0 KiB
C++
/*
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* DoRayMe - a quick and dirty Raytracer
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* Render test for Group and Bounding box in chapter 14.
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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 <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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Shape *leg()
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{
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Group *ret = new Group();
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Sphere *s = new Sphere();
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s->setTransform(translation(0, 0, -1) * scaling(0.25, 0.25, 0.25));
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ret->addObject(s);
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Cylinder *cyl = new Cylinder();
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cyl->minCap = 0;
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cyl->maxCap = 1;
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cyl->isClosed = false;
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cyl->setTransform(translation(0, 0, -1) * rotationY(-0.5236) * rotationZ(-1.5708) * scaling(0.25, 1, 0.25));
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ret->addObject(cyl);
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return ret;
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}
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Shape *cap()
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{
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Group *ret = new Group();
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Cone *c = new Cone();
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c->minCap = -1;
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c->maxCap = 0;
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c->isClosed = false;
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c->setTransform(rotationX(-0.7854) * scaling(0.24606, 1.37002, 0.24606));
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ret->addObject(c);
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c = new Cone();
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c->minCap = -1;
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c->maxCap = 0;
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c->isClosed = false;
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c->setTransform(rotationY(1.0472) * rotationX(-0.7854) * scaling(0.24606, 1.37002, 0.24606));
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ret->addObject(c);
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c = new Cone();
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c->minCap = -1;
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c->maxCap = 0;
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c->isClosed = false;
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c->setTransform(rotationY(2.0944) * rotationX(-0.7854) * scaling(0.24606, 1.37002, 0.24606));
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ret->addObject(c);
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c = new Cone();
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c->minCap = -1;
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c->maxCap = 0;
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c->isClosed = false;
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c->setTransform(rotationY(3.1416) * rotationX(-0.7854) * scaling(0.24606, 1.37002, 0.24606));
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ret->addObject(c);
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c = new Cone();
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c->minCap = -1;
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c->maxCap = 0;
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c->isClosed = false;
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c->setTransform(rotationY(4.1888) * rotationX(-0.7854) * scaling(0.24606, 1.37002, 0.24606));
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ret->addObject(c);
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c = new Cone();
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c->minCap = -1;
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c->maxCap = 0;
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c->isClosed = false;
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c->setTransform(rotationY(5.236) * rotationX(-0.7854) * scaling(0.24606, 1.37002, 0.24606));
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ret->addObject(c);
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return ret;
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}
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Shape *wacky()
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{
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Group *ret = new Group();
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Shape *s;
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s = leg();
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ret->addObject(s);
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s = leg();
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s->setTransform(rotationY(1.0472));
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ret->addObject(s);
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s = leg();
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s->setTransform(rotationY(2.0944));
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ret->addObject(s);
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s = leg();
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s->setTransform(rotationY(3.1416));
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ret->addObject(s);
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s = leg();
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s->setTransform(rotationY(4.1888));
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ret->addObject(s);
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s = leg();
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s->setTransform(rotationY(5.236));
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ret->addObject(s);
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s = cap();
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s->setTransform(translation(0, 1, 0));
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ret->addObject(s);
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s = cap();
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s->setTransform(rotationX(3.1416) * translation(0, 1, 0));
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ret->addObject(s);
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return ret;
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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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Shape *wa;
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wa = wacky();
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wa->setTransform(translation(-2.8, 0, 0) * rotationX(0.4363) * rotationY(0.1745));
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wa->material.colour = Colour(0.9, 0.2, 0.4);
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wa->material.ambient = 0.2;
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wa->material.diffuse = 0.8;
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wa->material.specular = 0.7;
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wa->material.shininess = 20;
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w.addObject(wa);
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wa = wacky();
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wa->setTransform(rotationY(0.1745));
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wa->material.colour = Colour(0.2, 0.9, 0.6);
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wa->material.ambient = 0.2;
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wa->material.diffuse = 0.8;
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wa->material.specular = 0.7;
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wa->material.shininess = 20;
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w.addObject(wa);
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wa = wacky();
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wa->setTransform(translation(2.8, 0, 0) * rotationX(-0.4363) * rotationY(-0.1745));
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wa->material.colour = Colour(0.2, 0.3, 1.0);
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wa->material.ambient = 0.2;
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wa->material.diffuse = 0.8;
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wa->material.specular = 0.7;
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wa->material.shininess = 20;
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w.addObject(wa);
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/* ----------------------------- */
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/* Set the camera */
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Camera camera = Camera(1000, 334, 0.9);
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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("ch14_test.png");
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return 0;
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} |