160 lines
4.9 KiB
C++
160 lines
4.9 KiB
C++
/*
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* DoRayMe - a quick and dirty Raytracer
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* Render test for reflection in chapter 11.
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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 <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 <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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Material wallMaterial = Material();
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wallMaterial.pattern = new StripPattern(Colour(0.45, 0.45, 0.45), Colour(0.55, 0.55, 0.55));
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wallMaterial.pattern->setTransform( scaling(0.25, 0.25, 0.25) * rotationY(1.5708));
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wallMaterial.ambient = 0;
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wallMaterial.diffuse = 0.4;
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wallMaterial.specular = 0;
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wallMaterial.reflective = 0.3;
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/* ----------------------------- */
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/* The flood */
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Plane floor = Plane();
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floor.setTransform(rotationY(0.31415));
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floor.material.pattern = new CheckersPattern(Colour(0.35, 0.35, 0.35), Colour(0.65, 0.65, 0.65));
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floor.material.specular = 0;
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floor.material.reflective = 0.4;
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w.addObject(&floor);
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/* the ceiling */
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Plane ceiling = Plane();
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ceiling.setTransform(translation(0, 5, 0));
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ceiling.material.colour = Colour(0.8, 0.8, 0.8);
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ceiling.material.ambient = 0.3;
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ceiling.material.specular = 0;
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w.addObject(&ceiling);
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/* West wall */
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Plane westWall = Plane();
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westWall.setTransform( translation(-5, 0, 0) * rotationZ(1.5708) * rotationY(1.5708));
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westWall.setMaterial(wallMaterial);
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w.addObject(&westWall);
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/* east wall */
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Plane eastWall = Plane();
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eastWall.setTransform( translation(5, 0, 0) * rotationZ(1.5708) * rotationY(1.5708));
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eastWall.setMaterial(wallMaterial);
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w.addObject(&eastWall);
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/* north wall */
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Plane northWall = Plane();
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northWall.setTransform( translation(0, 0, 5) * rotationX(1.5708));
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northWall.setMaterial(wallMaterial);
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w.addObject(&northWall);
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/* south wall */
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Plane southWall = Plane();
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southWall.setTransform( translation(0, 0, -5) * rotationX(1.5708));
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southWall.setMaterial(wallMaterial);
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w.addObject(&southWall);
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/* ----------------------------- */
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/* Background balls */
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Sphere bg1 = Sphere();
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bg1.setTransform(translation(4.6, 0.4, 1) * scaling(0.4, 0.4, 0.4));
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bg1.material.colour = Colour(0.8, 0.5, 0.3);
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bg1.material.shininess = 50;
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w.addObject(&bg1);
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Sphere bg2 = Sphere();
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bg2.setTransform(translation(4.7, 0.3, 0.4) * scaling(0.3, 0.3, 0.3));
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bg2.material.colour = Colour(0.9, 0.4, 0.5);
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bg2.material.shininess = 50;
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w.addObject(&bg2);
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Sphere bg3 = Sphere();
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bg3.setTransform(translation(-1, 0.5, 4.5) * scaling(0.5, 0.5, 0.5));
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bg3.material.colour = Colour(0.4, 0.9, 0.6);
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bg3.material.shininess = 50;
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w.addObject(&bg3);
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Sphere bg4 = Sphere();
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bg4.setTransform(translation(-1.7, 0.3, 4.7) * scaling(0.3, 0.3, 0.3));
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bg4.material.colour = Colour(0.4, 0.6, 0.9);
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bg4.material.shininess = 50;
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w.addObject(&bg4);
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/* Forground balls */
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/* Red sphere */
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Sphere redBall = Sphere();
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redBall.setTransform(translation(-0.6, 1, 0.6));
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redBall.material.colour = Colour(1, 0.3, 0.2);
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redBall.material.shininess = 5;
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redBall.material.specular = 0.4;
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w.addObject(&redBall);
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/* blue glass ball */
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Sphere blueGlassBall = Sphere();
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blueGlassBall.setTransform(translation(0.6, 0.7, -0.6) * scaling(0.7, 0.7, 0.7));
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blueGlassBall.material.colour = Colour(0, 0, 0.2);
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blueGlassBall.material.ambient = 0;
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blueGlassBall.material.diffuse = 0.4;
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blueGlassBall.material.specular = 0.9;
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blueGlassBall.material.shininess = 300;
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blueGlassBall.material.transparency = 0.9;
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blueGlassBall.material.refractiveIndex = 1.5;
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w.addObject(&blueGlassBall);
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/* green glass ball */
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Sphere greenGlassBall = Sphere();
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greenGlassBall.setTransform(translation(-0.7, 0.5, -0.8) * scaling(0.5, 0.5, 0.5));
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greenGlassBall.material.colour = Colour(0, 0.2, 0);
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greenGlassBall.material.ambient = 0;
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greenGlassBall.material.diffuse = 0.4;
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greenGlassBall.material.specular = 0.9;
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greenGlassBall.material.shininess = 300;
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greenGlassBall.material.transparency = 0.9;
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greenGlassBall.material.refractiveIndex = 1.5;
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w.addObject(&greenGlassBall);
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/* ----------------------------- */
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/* Add light */
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Light light = Light(POINT_LIGHT, Point(-4.9, 4.9, -1), Colour(1, 1, 1));
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w.addLight(&light);
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/* Set the camera */
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Camera camera = Camera(400, 100, 1.152);
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camera.setTransform(viewTransform(Point(-2.6, 1.5, -3.9),
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Point(-0.6, 1, -0.8),
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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("ch11_test.png");
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return 0;
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} |