94 lines
2.3 KiB
C++
94 lines
2.3 KiB
C++
/*
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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 <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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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(AREA_LIGHT, Point(-1, 2, 4),
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Vector(2, 0, 0), 8,
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Vector(0, 2, 0), 8,
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Colour(1.5, 1.5, 1.5),
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true);
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w.addLight(&light1);
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/* ----------------------------- */
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/* Cube that pretend to be the light */
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Cube c = Cube();
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c.material.colour = Colour(1.5, 1.5, 1.5);
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c.material.ambient = 1;
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c.material.diffuse = 0;
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c.material.specular = 0;
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c.dropShadow = false;
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c.setTransform(translation(0, 3, 4) * scaling(1, 1, 0.01));
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w.addObject(&c);
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Plane p = Plane();
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p.material.colour = Colour(1, 1, 1);
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p.material.ambient = 0.025;
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p.material.diffuse = 0.67;
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p.material.specular = 0;
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w.addObject(&p);
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Sphere s1 = Sphere();
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s1.setTransform(translation(0.5, 0.5,0) * scaling(0.5, 0.5, 0.5));
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s1.material.colour = Colour(1, 0, 0);
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s1.material.ambient = 0.1;
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s1.material.specular = 0;
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s1.material.diffuse = 0.6;
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s1.material.reflective = 0.3;
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w.addObject(&s1);
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Sphere s2 = Sphere();
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s2.setTransform(translation(-0.25, 0.33,0) * scaling(0.33, 0.33, 0.33));
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s2.material.colour = Colour(0.5, 0.5, 1);
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s2.material.ambient = 0.1;
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s2.material.specular = 0;
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s2.material.diffuse = 0.6;
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s2.material.reflective = 0.3;
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w.addObject(&s2);
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/* ----------------------------- */
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/* Set the camera */
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Camera camera = Camera(40, 16, 0.7854);
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camera.setTransform(viewTransform(Point(-3, 1, 2.5),
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Point(0, 0.5, 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("arealight_test.png");
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return 0;
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} |