76 lines
1.8 KiB
C++
76 lines
1.8 KiB
C++
/*
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* DoRayMe - a quick and dirty Raytracer
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* Earth globe render for bonus chapter UV Mapping
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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 <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 <pattern.h>
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#include <texturemap.h>
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#include <uv_image.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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Light light = Light(POINT_LIGHT, Point(-100, 100, -100), Colour(1, 1, 1));
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w.addLight(&light);
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Plane p = Plane();
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p.material.colour = Colour(1, 1, 1);
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p.material.diffuse = 0.1;
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p.material.specular = 0;
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p.material.ambient = 0;
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p.material.reflective = 0.4;
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w.addObject(&p);
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Cylinder cyl = Cylinder();
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cyl.minCap = 0;
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cyl.maxCap = 0.1;
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cyl.isClosed = true;
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cyl.material.colour = Colour(1, 1, 1);
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cyl.material.diffuse = 0.2;
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cyl.material.specular = 0;
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cyl.material.ambient = 0;
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cyl.material.reflective = 0.1;
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w.addObject(&cyl);
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Sphere sp = Sphere();
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UVImage sphereTexture = UVImage("earthmap1k.png");
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TextureMap tm = TextureMap(SPHERICAL_MAP, &sphereTexture);
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sp.setTransform(translation(0, 1.1, 0) * rotationY(1.9));
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sp.material.pattern = &tm;
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sp.material.ambient = 0.1;
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sp.material.specular = 0.1;
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sp.material.shininess = 10;
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sp.material.diffuse = 0.9;
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w.addObject(&sp);
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/* Set the camera */
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Camera camera = Camera(800, 400, 0.8);
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camera.setTransform(viewTransform(Point(1, 2, -10),
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Point(0, 1.1, 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);
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image.SaveAsPNG("uvmap_earth.png");
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return 0;
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} |