253 lines
8.2 KiB
C++
253 lines
8.2 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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#include <triangle.h>
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#include <stdio.h>
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double frand(void)
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{
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return rand() / ((double) RAND_MAX);
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}
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Shape *fir_branch()
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{
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Group *ret = new Group();
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double length = 2;
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double radius = 0.025;
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int segments = 20;
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int perSegment = 24;
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Cylinder *branch = new Cylinder();
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branch->minCap = 0;
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branch->maxCap = length;
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branch->isClosed = true;
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branch->setTransform(scaling(radius, 1, radius));
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branch->material.colour = Colour(0.5, 0.35, 0.26);
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branch->material.ambient = 0.2;
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branch->material.specular = 0;
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branch->material.diffuse = 0.6;
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ret->addObject(branch);
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double seq_size = length / (segments - 1);
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double theta = 2.1 * M_PI / perSegment;
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double maxLenght = 20 * radius;
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int y, i;
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Triangle *needle;
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for(y = 0; y < segments; y++)
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{
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Group *subGroup = new Group();
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for(i = 0; i < perSegment; i++)
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{
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/* Each needle is a triangle */
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/* yBase is the y coordinate of the base of the triangle */
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double yBase = seq_size * y + frand() * seq_size;
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/* yTipe is the y coordinate of the tip of the triangle */
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double yTip = yBase - frand() * seq_size;
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/* yAndle is the angle (in radians) that the need shold be rotated
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* around the branch */
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double yAngle = i * theta + frand() * theta;
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/* How long is the needle? */
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double needleLenght = maxLenght / 2 * (1 + frand());
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/* How much is the needle offset fomr the center of the branch? */
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double ofs = radius / 2;
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Point p1 = Point(ofs, yBase, ofs);
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Point p2 = Point(-ofs, yBase, ofs);
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Point p3 = Point(0, yTip, needleLenght);
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needle = new Triangle(p1, p2, p3);
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needle->setTransform(rotationY(yAngle));
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needle->material.colour = Colour(0.26, 0.36, 0.16);
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needle->material.specular = 0.1;
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subGroup->addObject(needle);
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}
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ret->addObject(subGroup);
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}
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return ret;
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}
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int main()
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{
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World w = World();
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printf("Preparing scene...\n");
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/* Add lights */
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Light light1 = Light(POINT_LIGHT, Point(-10, 10, -10), Colour(0.6, 0.6, 0.6));
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w.addLight(&light1);
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Sphere light1Sphere = Sphere();
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light1Sphere.dropShadow = false;
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light1Sphere.setTransform(translation(-10, 10, -10) * scaling(1.5, 1.5, 1.5));
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light1Sphere.material.colour = Colour(1, 1, 1);
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light1Sphere.material.ambient = 0.6;
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light1Sphere.material.diffuse = 0;
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light1Sphere.material.specular = 0;
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w.addObject(&light1Sphere);
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Light light2 = Light(POINT_LIGHT, Point(10, 10, -10), Colour(0.6, 0.6, 0.6));
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w.addLight(&light2);
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Sphere light2Sphere = Sphere();
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light2Sphere.dropShadow = false;
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light2Sphere.setTransform(translation(10, 10, -10) * scaling(1.5, 1.5, 1.5));
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light2Sphere.material.colour = Colour(1, 1, 1);
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light2Sphere.material.ambient = 0.6;
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light2Sphere.material.diffuse = 0;
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light2Sphere.material.specular = 0;
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w.addObject(&light2Sphere);
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Light light3 = Light(POINT_LIGHT, Point(-2, 1, -6), Colour(0.2, 0.1, 0.1));
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w.addLight(&light3);
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Sphere light3Sphere = Sphere();
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light3Sphere.dropShadow = false;
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light3Sphere.setTransform(translation(-2, 1, -6) * scaling(.4, .4, .4));
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light3Sphere.material.colour = Colour(1, 0.5, 0.5);
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light3Sphere.material.ambient = 0.6;
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light3Sphere.material.diffuse = 0;
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light3Sphere.material.specular = 0;
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w.addObject(&light3Sphere);
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Light light4 = Light(POINT_LIGHT, Point(-1, -2, -6), Colour(0.1, 0.2, 0.1));
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w.addLight(&light4);
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Sphere light4Sphere = Sphere();
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light4Sphere.dropShadow = false;
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light4Sphere.setTransform(translation(-1, -2, -16) * scaling(.4, .4, .4));
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light4Sphere.material.colour = Colour(0.5, 1, 0.5);
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light4Sphere.material.ambient = 0.6;
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light4Sphere.material.diffuse = 0;
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light4Sphere.material.specular = 0;
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w.addObject(&light4Sphere);
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Light light5 = Light(POINT_LIGHT, Point(3, -1, -6), Colour(0.2, 0.2, 0.2));
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w.addLight(&light5);
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Sphere light5Sphere = Sphere();
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light5Sphere.dropShadow = false;
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light5Sphere.setTransform(translation(3, -1, -6) * scaling(0.5, 0.5, 0.5));
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light5Sphere.material.colour = Colour(1, 1, 1);
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light5Sphere.material.ambient = 0.6;
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light5Sphere.material.diffuse = 0;
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light5Sphere.material.specular = 0;
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w.addObject(&light5Sphere);
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/* ----------------------------- */
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Sphere theBall = Sphere();
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theBall.material.colour = Colour(1, 0.25, 0.25);
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theBall.material.ambient = 0;
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theBall.material.specular = 0;
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theBall.material.diffuse = 0.5;
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theBall.material.reflective = 0.5;
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w.addObject(&theBall);
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Cylinder crown = Cylinder();
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crown.minCap = 0;
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crown.maxCap = 1;
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crown.setTransform(rotationZ(-0.1) * translation(0, 0.9, 0) * scaling(0.2, 0.3, 0.2));
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crown.material.pattern = new CheckersPattern(Colour(1, 1, 1), Colour(0.94, 0.94, 0.94));
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crown.material.pattern->setTransform(scaling(0.2, 0.2, 0.2));
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crown.material.ambient = 0.02;
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crown.material.diffuse = 0.7;
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crown.material.specular = 0.8;
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crown.material.shininess = 20;
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crown.material.reflective = 0.05;
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w.addObject(&crown);
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/* ----------------------------- */
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Shape *s;
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s = fir_branch();
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s->setTransform(translation(-1, -1, 0) * rotationY(0.349) * rotationX(-1.5708) * translation(0, -0.5, 0));
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w.addObject(s);
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s = fir_branch();
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s->setTransform(translation(-1, 1, 0) * rotationY(0.349) * rotationX(-1.5708) * translation(0, -0.5, 0));
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w.addObject(s);
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s = fir_branch();
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s->setTransform(translation(1, -1, 0) * rotationY(-0.349) * rotationX(-1.5708) * translation(0, -0.5, 0));
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w.addObject(s);
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s = fir_branch();
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s->setTransform(translation(1, 1, 0) * rotationY(-0.349) * rotationX(-1.5708) * translation(0, -0.5, 0));
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w.addObject(s);
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s = fir_branch();
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s->setTransform(translation(0.2, -1.25, 0) * rotationY(-0.349) * rotationX(-1.5708) * translation(0, -0.5, 0));
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w.addObject(s);
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s = fir_branch();
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s->setTransform(translation(-0.2, -1.25, 0) * rotationY(0.349) * rotationX(-1.5708) * translation(0, -0.5, 0));
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w.addObject(s);
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s = fir_branch();
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s->setTransform(translation(-1.2, 0.1, 0) * rotationY(0.5236) * rotationX(0.087) * rotationX(-1.5708) * translation(0, -0.5, 0));
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w.addObject(s);
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s = fir_branch();
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s->setTransform(translation(-1.2, -0.35, 0.5) * rotationY(0.5236) * rotationX(-0.1745) * rotationX(-1.5708) * translation(0, -0.5, 0));
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w.addObject(s);
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s = fir_branch();
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s->setTransform(translation(-0.2, 1.5, 0.25) * rotationY(-0.5236) * rotationX(0.087) * rotationX(-1.5708) * translation(0, -0.5, 0));
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w.addObject(s);
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s = fir_branch();
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s->setTransform(translation(1.3, 0.4, 0) * rotationY(-0.5236) * rotationX(-0.087) * rotationX(-1.5708) * translation(0, -0.5, 0));
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w.addObject(s);
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s = fir_branch();
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s->setTransform(translation(1.5, -0.5, 0) * rotationY(-0.1754) * rotationX(0.087) * rotationX(-1.5708) * translation(0, -0.5, 0));
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w.addObject(s);
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/* ----------------------------- */
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FILE *fpOut = fopen("christmas_worlddump.json", "wt");
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if (fpOut)
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{
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w.dumpMe(fpOut);
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fclose(fpOut);
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}
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/* ----------------------------- */
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/* Set the camera */
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Camera camera = Camera(40, 30, 1.047);
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camera.setTransform(viewTransform(Point(0, 0, -4),
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Point(0, 0, 0),
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Vector(0, 1, 0)));
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printf("And render!\n");
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/* Now render it */
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Canvas image = camera.render(w, 20);
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image.SaveAsPNG("christmasball.png");
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return 0;
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} |