Files
dorayme/tests/christmasball_render.cpp
2020-03-02 17:44:17 +00:00

248 lines
8.1 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>
#include <triangle.h>
#include <stdio.h>
Shape *fir_branch()
{
Group *ret = new Group();
double length = 2;
double radius = 0.025;
int segments = 20;
int perSegment = 24;
Cylinder *branch = new Cylinder();
branch->minCap = 0;
branch->maxCap = length;
branch->isClosed = true;
branch->setTransform(scaling(radius, 1, radius));
branch->material.colour = Colour(0.5, 0.35, 0.26);
branch->material.ambient = 0.2;
branch->material.specular = 0;
branch->material.diffuse = 0.6;
ret->addObject(branch);
double seq_size = length / (segments - 1);
double theta = 2.1 * M_PI / perSegment;
double maxLenght = 20 * radius;
int y, i;
Triangle *needle;
for(y = 0; y < segments; y++)
{
Group *subGroup = new Group();
for(i = 0; i < perSegment; i++)
{
/* Each needle is a triangle */
/* yBase is the y coordinate of the base of the triangle */
double yBase = seq_size * y + frand() * seq_size;
/* yTipe is the y coordinate of the tip of the triangle */
double yTip = yBase - frand() * seq_size;
/* yAndle is the angle (in radians) that the need shold be rotated
* around the branch */
double yAngle = i * theta + frand() * theta;
/* How long is the needle? */
double needleLenght = maxLenght / 2 * (1 + frand());
/* How much is the needle offset fomr the center of the branch? */
double ofs = radius / 2;
Point p1 = Point(ofs, yBase, ofs);
Point p2 = Point(-ofs, yBase, ofs);
Point p3 = Point(0, yTip, needleLenght);
needle = new Triangle(p1, p2, p3);
needle->setTransform(rotationY(yAngle));
needle->material.colour = Colour(0.26, 0.36, 0.16);
needle->material.specular = 0.1;
subGroup->addObject(needle);
}
ret->addObject(subGroup);
}
return ret;
}
int main()
{
World w = World();
printf("Preparing scene...\n");
/* Add lights */
Light light1 = Light(POINT_LIGHT, Point(-10, 10, -10), Colour(0.6, 0.6, 0.6));
w.addLight(&light1);
Sphere light1Sphere = Sphere();
light1Sphere.dropShadow = false;
light1Sphere.setTransform(translation(-10, 10, -10) * scaling(1.5, 1.5, 1.5));
light1Sphere.material.colour = Colour(1, 1, 1);
light1Sphere.material.ambient = 0.6;
light1Sphere.material.diffuse = 0;
light1Sphere.material.specular = 0;
w.addObject(&light1Sphere);
Light light2 = Light(POINT_LIGHT, Point(10, 10, -10), Colour(0.6, 0.6, 0.6));
w.addLight(&light2);
Sphere light2Sphere = Sphere();
light2Sphere.dropShadow = false;
light2Sphere.setTransform(translation(10, 10, -10) * scaling(1.5, 1.5, 1.5));
light2Sphere.material.colour = Colour(1, 1, 1);
light2Sphere.material.ambient = 0.6;
light2Sphere.material.diffuse = 0;
light2Sphere.material.specular = 0;
w.addObject(&light2Sphere);
Light light3 = Light(POINT_LIGHT, Point(-2, 1, -6), Colour(0.2, 0.1, 0.1));
w.addLight(&light3);
Sphere light3Sphere = Sphere();
light3Sphere.dropShadow = false;
light3Sphere.setTransform(translation(-2, 1, -6) * scaling(.4, .4, .4));
light3Sphere.material.colour = Colour(1, 0.5, 0.5);
light3Sphere.material.ambient = 0.6;
light3Sphere.material.diffuse = 0;
light3Sphere.material.specular = 0;
w.addObject(&light3Sphere);
Light light4 = Light(POINT_LIGHT, Point(-1, -2, -6), Colour(0.1, 0.2, 0.1));
w.addLight(&light4);
Sphere light4Sphere = Sphere();
light4Sphere.dropShadow = false;
light4Sphere.setTransform(translation(-1, -2, -16) * scaling(.4, .4, .4));
light4Sphere.material.colour = Colour(0.5, 1, 0.5);
light4Sphere.material.ambient = 0.6;
light4Sphere.material.diffuse = 0;
light4Sphere.material.specular = 0;
w.addObject(&light4Sphere);
Light light5 = Light(POINT_LIGHT, Point(3, -1, -6), Colour(0.2, 0.2, 0.2));
w.addLight(&light5);
Sphere light5Sphere = Sphere();
light5Sphere.dropShadow = false;
light5Sphere.setTransform(translation(3, -1, -6) * scaling(0.5, 0.5, 0.5));
light5Sphere.material.colour = Colour(1, 1, 1);
light5Sphere.material.ambient = 0.6;
light5Sphere.material.diffuse = 0;
light5Sphere.material.specular = 0;
w.addObject(&light5Sphere);
/* ----------------------------- */
Sphere theBall = Sphere();
theBall.material.colour = Colour(1, 0.25, 0.25);
theBall.material.ambient = 0;
theBall.material.specular = 0;
theBall.material.diffuse = 0.5;
theBall.material.reflective = 0.5;
w.addObject(&theBall);
Cylinder crown = Cylinder();
crown.minCap = 0;
crown.maxCap = 1;
crown.setTransform(rotationZ(-0.1) * translation(0, 0.9, 0) * scaling(0.2, 0.3, 0.2));
crown.material.pattern = new CheckersPattern(Colour(1, 1, 1), Colour(0.94, 0.94, 0.94));
crown.material.pattern->setTransform(scaling(0.2, 0.2, 0.2));
crown.material.ambient = 0.02;
crown.material.diffuse = 0.7;
crown.material.specular = 0.8;
crown.material.shininess = 20;
crown.material.reflective = 0.05;
w.addObject(&crown);
/* ----------------------------- */
Shape *s;
s = fir_branch();
s->setTransform(translation(-1, -1, 0) * rotationY(0.349) * rotationX(-1.5708) * translation(0, -0.5, 0));
w.addObject(s);
s = fir_branch();
s->setTransform(translation(-1, 1, 0) * rotationY(0.349) * rotationX(-1.5708) * translation(0, -0.5, 0));
w.addObject(s);
s = fir_branch();
s->setTransform(translation(1, -1, 0) * rotationY(-0.349) * rotationX(-1.5708) * translation(0, -0.5, 0));
w.addObject(s);
s = fir_branch();
s->setTransform(translation(1, 1, 0) * rotationY(-0.349) * rotationX(-1.5708) * translation(0, -0.5, 0));
w.addObject(s);
s = fir_branch();
s->setTransform(translation(0.2, -1.25, 0) * rotationY(-0.349) * rotationX(-1.5708) * translation(0, -0.5, 0));
w.addObject(s);
s = fir_branch();
s->setTransform(translation(-0.2, -1.25, 0) * rotationY(0.349) * rotationX(-1.5708) * translation(0, -0.5, 0));
w.addObject(s);
s = fir_branch();
s->setTransform(translation(-1.2, 0.1, 0) * rotationY(0.5236) * rotationX(0.087) * rotationX(-1.5708) * translation(0, -0.5, 0));
w.addObject(s);
s = fir_branch();
s->setTransform(translation(-1.2, -0.35, 0.5) * rotationY(0.5236) * rotationX(-0.1745) * rotationX(-1.5708) * translation(0, -0.5, 0));
w.addObject(s);
s = fir_branch();
s->setTransform(translation(-0.2, 1.5, 0.25) * rotationY(-0.5236) * rotationX(0.087) * rotationX(-1.5708) * translation(0, -0.5, 0));
w.addObject(s);
s = fir_branch();
s->setTransform(translation(1.3, 0.4, 0) * rotationY(-0.5236) * rotationX(-0.087) * rotationX(-1.5708) * translation(0, -0.5, 0));
w.addObject(s);
s = fir_branch();
s->setTransform(translation(1.5, -0.5, 0) * rotationY(-0.1754) * rotationX(0.087) * rotationX(-1.5708) * translation(0, -0.5, 0));
w.addObject(s);
/* ----------------------------- */
FILE *fpOut = fopen("christmas_worlddump.json", "wt");
if (fpOut)
{
w.dumpMe(fpOut);
fclose(fpOut);
}
/* ----------------------------- */
/* Set the camera */
Camera camera = Camera(800, 600, 1.047);
camera.setTransform(viewTransform(Point(0, 0, -4),
Point(0, 0, 0),
Vector(0, 1, 0)));
printf("And render!\n");
/* Now render it */
Canvas image = camera.render(w, 20);
image.SaveAsPNG("christmasball.png");
return 0;
}