71 lines
1.8 KiB
C++
71 lines
1.8 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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/* First we need to construct the world */
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Plane floor = Plane();
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floor.material.pattern = new CheckersPattern(Colour(1, 1, 1), Colour(0, 0, 0));
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floor.setTransform(translation(0, -10, 0));
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w.addObject(&floor);
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Sphere glassBall = Sphere();
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glassBall.material.shininess = 300;
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glassBall.material.transparency = 1;
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glassBall.material.reflective = 1;
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glassBall.material.refractiveIndex = 1.52;
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glassBall.material.diffuse = 0.1;
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w.addObject(&glassBall);
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Sphere airBall = Sphere();
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airBall.setTransform(scaling(0.5, 0.5, 0.5));
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airBall.material.shininess = 300;
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airBall.material.transparency = 1;
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airBall.material.reflective = 1;
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airBall.material.refractiveIndex = 1.0009;
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airBall.material.diffuse = 0.1;
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w.addObject(&airBall);
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/* Add light */
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Light light = Light(POINT_LIGHT, Point(20, 10, 0), Colour(0.7, 0.7, 0.7));
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w.addLight(&light);
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/* Set the camera */
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Camera camera = Camera(100, 100, M_PI / 3);
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camera.setTransform(viewTransform(Point(0, 2.5, 0),
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Point(0, 0, 0),
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Vector(1, 0, 0)));
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/* Now render it */
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Canvas image = camera.render(w);
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image.SaveAsPNG("ch11_refraction.png");
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return 0;
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} |