Files
dorayme/tests/ch16_test.cpp
2020-03-06 21:55:32 +00:00

194 lines
5.1 KiB
C++

/*
* DoRayMe - a quick and dirty Raytracer
* Render test for CSG in chapter 16.
*
* 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 <csg.h>
#include <pattern.h>
#include <strippattern.h>
#include <gradientpattern.h>
#include <checkerspattern.h>
#include <ringpattern.h>
#include <transformation.h>
int main()
{
World w = World();
/* Add lights */
Light light1 = Light(POINT_LIGHT, Point(6, 10, 10), Colour(0.5, 0.4, 0.5));
w.addLight(&light1);
/* Add lights */
Light light2 = Light(POINT_LIGHT, Point(6, 10, -2.5), Colour(0.5, 0.6, 0.5));
w.addLight(&light2);
/* ----------------------------- */
/* Floor */
Plane p = Plane();
CheckersPattern checkered = CheckersPattern(Colour(0.35, 0.35, 0.35), Colour(0.4, 0.4, 0.4));
p.material.pattern = &checkered;
p.material.ambient = 0.2;
p.material.diffuse = 1;
p.material.specular = 0;
p.material.reflective = 0.1;
p.setTransform(translation(0, 0, 0));
w.addObject(&p);
Plane p2 = Plane();
p2.setTransform(translation(0, 0, -3) * rotationX(M_PI/2));
p2.material.pattern = &checkered;
p2.material.ambient = 0.2;
p2.material.diffuse = 1;
p2.material.specular = 0;
w.addObject(&p2);
/* ----------------------------- */
/* Funky cube */
Cylinder c1 = Cylinder();
c1.minCap = -2;
c1.maxCap = 2;
c1.isClosed = true;
c1.material.colour = Colour(1, 0, 0);
c1.setTransform(scaling(0.4, 1, 0.4));
c1.materialSet = true;
Cylinder c2 = Cylinder();
c2.minCap = -2;
c2.maxCap = 2;
c2.isClosed = true;
c2.material.colour = Colour(0, 1, 0);
c2.setTransform(rotationX(M_PI/2) * scaling(0.4, 1, 0.4));
c2.materialSet = true;
CSG leaf1 = CSG(CSG::UNION, &c1, &c2);
Cylinder c3 = Cylinder();
c3.minCap = -2;
c3.maxCap = 2;
c3.isClosed = true;
c3.material.colour = Colour(0, 0, 1);
c3.setTransform(rotationZ(M_PI/2) * scaling(0.4, 1, 0.4));
c3.materialSet = true;
CSG leaf2 = CSG(CSG::UNION, &leaf1, &c3);
Cube cb = Cube();
cb.materialSet = true;
cb.material.reflective = 0.5;
cb.material.colour = Colour(0.3, 0.3, 0.3);
cb.material.ambient = 0;
cb.material.diffuse = 0.3;
cb.material.specular = 0.3;
cb.material.shininess = 20;
Sphere sp = Sphere();
sp.setTransform(scaling(1.35, 1.35, 1.35));
sp.materialSet = true;
sp.material.colour = Colour(0, 0, 0);
sp.material.ambient = 0;
sp.material.specular = 0.3;
sp.material.shininess = 20;
sp.material.reflective = 0.05;
sp.material.diffuse = 0.3;
CSG leaf3 = CSG(CSG::INTERSECTION, &sp, &cb);
CSG leaf4 = CSG(CSG::DIFFERENCE, &leaf3, &leaf2);
leaf4.setTransform(translation(0, 1, 0.8) * rotationY(-0.45));
w.addObject(&leaf4);
/* ----------------------------- */
/* Tricylinder weirdy */
Cylinder sp1 = Cylinder();
sp1.minCap = -2;
sp1.maxCap = 2;
sp1.isClosed = true;
sp1.materialSet = true;
sp1.material.colour = Colour(1, 0, 0);
Cylinder sp2 = Cylinder();
sp2.minCap = -2;
sp2.maxCap = 2;
sp2.isClosed = true;
sp2.materialSet = true;
sp2.setTransform(rotationX(M_PI/2));
sp2.material.colour = Colour(0, 1, 0);
Cylinder sp3 = Cylinder();
sp3.minCap = -2;
sp3.maxCap = 2;
sp3.isClosed = true;
sp3.materialSet = true;
sp3.setTransform(rotationZ(M_PI/2));
sp3.material.colour = Colour(0, 0, 1);
CSG spleaf1 = CSG(CSG::INTERSECTION, &sp1, &sp2);
CSG spleaf2 = CSG(CSG::INTERSECTION, &spleaf1, &sp3);
spleaf2.setTransform(translation(4, 1, -0.1) * rotationY(0.35));
w.addObject(&spleaf2);
/* ----------------------------- */
Group grp = Group();
int i;
#define SLICE_NUM (12)
for(i = 0; i < SLICE_NUM; i++)
{
Cube *c = new Cube();
c->setTransform(rotationY((2*M_PI / SLICE_NUM) * i) * scaling(0.1, 1.1, 0.7) * translation(0, 0, 0.9));
c->dropShadow = false;
grp.addObject(c);
}
grp.materialSet = true;
grp.dropShadow = false;
grp.material.ambient = 0;
grp.material.diffuse = 0.1;
grp.material.specular = 0;
grp.material.transparency = 1;
grp.material.reflective = 1;
grp.material.refractiveIndex = 1;
Sphere ballSp = Sphere();
ballSp.materialSet = true;
ballSp.material.colour = Colour(0.7, 0.2, 0.1);
CSG ballLeaf = CSG(CSG::INTERSECTION, &grp, &ballSp);
ballLeaf.setTransform(translation(-4, 1, -0.1) * rotationY(-0.35) * rotationZ(0.1));
w.addObject(&ballLeaf);
/* ----------------------------- */
/* Set the camera */
Camera camera = Camera(80, 40, M_PI / 2);
camera.setTransform(viewTransform(Point(0, 3, 5),
Point(0, 1, 0),
Vector(0, 1, 0)));
/* Now render it */
Canvas image = camera.render(w, 5);
image.SaveAsPNG("ch16_test.png");
return 0;
}