57 lines
1.5 KiB
C++
57 lines
1.5 KiB
C++
/*
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* DoRayMe - a quick and dirty Raytracer
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* Render test for chapter 5 "Put it together".
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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 <ray.h>
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#include <sphere.h>
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#include <colour.h>
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#include <canvas.h>
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#include <transformation.h>
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int main()
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{
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int x, y;
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Canvas c = Canvas(100, 100);
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Sphere s = Sphere();
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s.material.colour = Colour(1, 0.2, 1);
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Light light = Light(POINT_LIGHT, Point(-10, 10, -10), Colour(1, 1, 1));
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Point cameraOrigin = Point(0, 0, -5);
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double wallDistance = 10;
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double wallSize = 7;
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double pixelSize = wallSize / c.width;
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for(y = 0; y < c.height; y++)
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{
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double worldY = (wallSize / 2) - pixelSize * y;
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for(x = 0; x < c.width; x++)
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{
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double worldX = -(wallSize / 2) + pixelSize * x;
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Point position = Point(worldX, worldY, wallDistance);
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Ray r = Ray(cameraOrigin, (position - cameraOrigin).normalise());
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Intersect xs = s.intersect(r);
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Intersection hit = xs.hit();
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if (!hit.nothing())
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{
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Tuple hitPoint = r.position(hit.t);
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Tuple hitNormalVector = hit.object->normalAt(hitPoint);
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Tuple eye = -r.direction;
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Colour pixelColour = hit.object->material.lighting(light, hitPoint, eye, hitNormalVector, hit.object);
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c.putPixel(x, y, pixelColour);
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}
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}
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}
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c.SaveAsPNG("ch6_test.png");
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return 0;
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} |