Files
dorayme/tests/ch14_test.cpp

203 lines
5.0 KiB
C++

/*
* 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 <group.h>
#include <cone.h>
#include <pattern.h>
#include <strippattern.h>
#include <gradientpattern.h>
#include <checkerspattern.h>
#include <ringpattern.h>
#include <transformation.h>
Shape *leg()
{
Group *ret = new Group();
Sphere *s = new Sphere();
s->setTransform(translation(0, 0, -1) * scaling(0.25, 0.25, 0.25));
ret->addObject(s);
Cylinder *cyl = new Cylinder();
cyl->minCap = 0;
cyl->maxCap = 1;
cyl->isClosed = false;
cyl->setTransform(translation(0, 0, -1) * rotationY(-0.5236) * rotationZ(-1.5708) * scaling(0.25, 1, 0.25));
ret->addObject(cyl);
return ret;
}
Shape *cap()
{
Group *ret = new Group();
Cone *c = new Cone();
c->minCap = -1;
c->maxCap = 0;
c->isClosed = false;
c->setTransform(rotationX(-0.7854) * scaling(0.24606, 1.37002, 0.24606));
ret->addObject(c);
c = new Cone();
c->minCap = -1;
c->maxCap = 0;
c->isClosed = false;
c->setTransform(rotationY(1.0472) * rotationX(-0.7854) * scaling(0.24606, 1.37002, 0.24606));
ret->addObject(c);
c = new Cone();
c->minCap = -1;
c->maxCap = 0;
c->isClosed = false;
c->setTransform(rotationY(2.0944) * rotationX(-0.7854) * scaling(0.24606, 1.37002, 0.24606));
ret->addObject(c);
c = new Cone();
c->minCap = -1;
c->maxCap = 0;
c->isClosed = false;
c->setTransform(rotationY(3.1416) * rotationX(-0.7854) * scaling(0.24606, 1.37002, 0.24606));
ret->addObject(c);
c = new Cone();
c->minCap = -1;
c->maxCap = 0;
c->isClosed = false;
c->setTransform(rotationY(4.1888) * rotationX(-0.7854) * scaling(0.24606, 1.37002, 0.24606));
ret->addObject(c);
c = new Cone();
c->minCap = -1;
c->maxCap = 0;
c->isClosed = false;
c->setTransform(rotationY(5.236) * rotationX(-0.7854) * scaling(0.24606, 1.37002, 0.24606));
ret->addObject(c);
return ret;
}
Shape *wacky()
{
Group *ret = new Group();
Shape *s;
s = leg();
ret->addObject(s);
s = leg();
s->setTransform(rotationY(1.0472));
ret->addObject(s);
s = leg();
s->setTransform(rotationY(2.0944));
ret->addObject(s);
s = leg();
s->setTransform(rotationY(3.1416));
ret->addObject(s);
s = leg();
s->setTransform(rotationY(4.1888));
ret->addObject(s);
s = leg();
s->setTransform(rotationY(5.236));
ret->addObject(s);
s = cap();
s->setTransform(translation(0, 1, 0));
ret->addObject(s);
s = cap();
s->setTransform(rotationX(3.1416) * translation(0, 1, 0));
ret->addObject(s);
return ret;
}
int main()
{
World w = World();
/* Add lights */
Light light1 = Light(POINT_LIGHT, Point(10000, 10000, -10000), Colour(0.25, 0.25, 0.25));
w.addLight(&light1);
Light light2 = Light(POINT_LIGHT, Point(-10000, 10000, -10000), Colour(0.25, 0.25, 0.25));
w.addLight(&light2);
Light light3 = Light(POINT_LIGHT, Point(10000, -10000, -10000), Colour(0.25, 0.25, 0.25));
w.addLight(&light3);
Light light4 = Light(POINT_LIGHT, Point(-10000, -10000, -10000), Colour(0.25, 0.25, 0.25));
w.addLight(&light4);
/* ----------------------------- */
/* 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);
Shape *wa;
wa = wacky();
wa->setTransform(translation(-2.8, 0, 0) * rotationX(0.4363) * rotationY(0.1745));
wa->material.colour = Colour(0.9, 0.2, 0.4);
wa->material.ambient = 0.2;
wa->material.diffuse = 0.8;
wa->material.specular = 0.7;
wa->material.shininess = 20;
w.addObject(wa);
wa = wacky();
wa->setTransform(rotationY(0.1745));
wa->material.colour = Colour(0.2, 0.9, 0.6);
wa->material.ambient = 0.2;
wa->material.diffuse = 0.8;
wa->material.specular = 0.7;
wa->material.shininess = 20;
w.addObject(wa);
wa = wacky();
wa->setTransform(translation(2.8, 0, 0) * rotationX(-0.4363) * rotationY(-0.1745));
wa->material.colour = Colour(0.2, 0.3, 1.0);
wa->material.ambient = 0.2;
wa->material.diffuse = 0.8;
wa->material.specular = 0.7;
wa->material.shininess = 20;
w.addObject(wa);
/* ----------------------------- */
/* Set the camera */
Camera camera = Camera(1000, 334, 0.9);
camera.setTransform(viewTransform(Point(0, 0, -9),
Point(0, 0, 0),
Vector(0, 1, 0)));
/* Now render it */
Canvas image = camera.render(w, 5);
image.SaveAsPNG("ch14_test.png");
return 0;
}