Add option to build for gprof Do not build by default with the renderstat (they have a reasonable impact on performances) Separated created ray and castedray in the stats Trying to force some simple function to be inlined
137 lines
3.9 KiB
C++
137 lines
3.9 KiB
C++
/*
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* DoRayMe - a quick and dirty Raytracer
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* Render test for OBJ File using teapots in chapter 15.
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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 <plane.h>
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#include <cube.h>
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#include <sphere.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 <objfile.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 <cylinder.h>
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int main()
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{
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World w = World();
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/* Add lights */
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/* Light light1 = Light(POINT_LIGHT, Point(10, 100, 10), Colour(.1, .1, .1));
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w.addLight(&light1);
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Light light2 = Light(POINT_LIGHT, Point(10, 100, -10), Colour(.1, .1, .2));
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w.addLight(&light2);
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Light light3 = Light(POINT_LIGHT, Point(-10, 100, 10), Colour(.1, .1, .1));
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w.addLight(&light3);
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Light light4 = Light(POINT_LIGHT, Point(-10, 100, -10), Colour(.1, .1, .1));
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w.addLight(&light4);*/
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Light light1 = Light(POINT_LIGHT, Point(0, 100, 0), Colour(.3, .3, .3));
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w.addLight(&light1);
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Point lightPos = Point(3.8, 6.8, 4.5);
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Light mouthLight = Light(POINT_LIGHT, lightPos, Colour(0.5, 0.5, 0.5));
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w.addLight(&mouthLight);
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Light mainLight = Light(POINT_LIGHT, Point(8, 10, 16), Colour(1, 1, 1));
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w.addLight(&mainLight);
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/* ----------------------------- */
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#if 0
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/* Spot light */
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Sphere spot = Sphere();
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spot.dropShadow = false;
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spot.setTransform(translation(lightPos.x, lightPos.y, lightPos.z) * scaling(0.2, 0.2, 0.2));
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w.addObject(&spot);
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Cylinder X = Cylinder();
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X.minCap = 0;
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X.maxCap = 4;
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Cylinder Y = Cylinder();
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Y.minCap = 0;
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Y.maxCap = 4;
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Cylinder Z = Cylinder();
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Z.minCap = 0;
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Z.maxCap = 4;
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Z.materialSet = Y.materialSet = X.materialSet = true;
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X.material.ambient = 1;
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X.material.specular = 0;
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X.material.diffuse = 0;
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Z.material = Y.material = X.material;
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Z.dropShadow = Y.dropShadow = X.dropShadow = false;
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X.material.colour = Colour(1, 0, 0);
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Y.material.colour = Colour(0, 1, 0);
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Z.material.colour = Colour(0, 0, 1);
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Y.setTransform(translation(lightPos.x, lightPos.y, lightPos.z) * scaling(0.1, 1, 0.1));
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X.setTransform(translation(lightPos.x, lightPos.y, lightPos.z) * rotationZ(M_PI/2) * scaling(0.1, 1, 0.1));
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Z.setTransform(translation(lightPos.x, lightPos.y, lightPos.z) * rotationX(M_PI/2) * scaling(0.1, 1, 0.1));
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w.addObject(&X);
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w.addObject(&Y);
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w.addObject(&Z);
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#endif
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/* Floor */
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Material floorMaterial;
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floorMaterial.colour = Colour(0.2, 0.3, 0.3);
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floorMaterial.reflective = 0.3;
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floorMaterial.specular = 0.4;
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floorMaterial.shininess = 5;
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floorMaterial.ambient = 0;
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floorMaterial.diffuse = 0.8;
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/* Let's use a cube for the floor */
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Cube floor = Cube();
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floor.setMaterial(floorMaterial);
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floor.setTransform(translation(0, -0.1, 0) * scaling(10, 0.1, 10));
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w.addObject(&floor);
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Material dragonMat;
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dragonMat.colour = Colour(0.23, 0.75, 0.39);
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dragonMat.reflective = 0.9;
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dragonMat.transparency = 0.99;
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dragonMat.specular = 0.9;
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dragonMat.shininess = 50;
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dragonMat.refractiveIndex = 1.6;
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dragonMat.ambient = 0;
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dragonMat.diffuse = 0.7;
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Shape *dragon = OBJFile("dragon.obj").getBaseGroup();
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dragon->setTransform(rotationY(M_PI * 0.75) * scaling(2, 2, 2));
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dragon->setMaterial(dragonMat);
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w.addObject(dragon);
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/* ----------------------------- */
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OctreeOptimisation opt;
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w.finalise(opt);
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/* Set the camera */
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Camera camera = Camera(40, 30, M_PI/2);
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camera.setTransform(viewTransform(Point(-5, 10, 13),
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Point(0, 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, 5);
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image.SaveAsPNG("ch15_teapot_objfile.png");
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return 0;
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}
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