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