133 lines
3.9 KiB
C++
133 lines
3.9 KiB
C++
/*
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* DoRayMe - a quick and dirty Raytracer
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* Render test for reflection in chapter 13.
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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 <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 light */
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Light light = Light(POINT_LIGHT, Point(-5, 5, -5), Colour(1, 1, 1));
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w.addLight(&light);
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/* ----------------------------- */
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/* Environment */
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Plane p1 = Plane();
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p1.setTransform(translation(0, 0, 5) * rotationX(-M_PI/2));
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p1.material.pattern = new CheckersPattern(Colour(1, 1, 1), Colour(0.1, 0.1, 0.1));
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w.addObject(&p1);
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Plane p2 = Plane();
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p2.setTransform( translation(0, 0, -6) * rotationX(-M_PI/2) );
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p2.material.pattern = new CheckersPattern(Colour(1, 1, 1), Colour(0.1, 0.1, 0.1));
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w.addObject(&p2);
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Plane p3 = Plane();
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p3.setTransform(translation(-6, 0, 0) * rotationZ(M_PI/2) );
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p3.material.pattern = new CheckersPattern(Colour(1, 1, 1), Colour(0.1, 0.1, 0.1));
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w.addObject(&p3);
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Plane p4 = Plane();
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p3.setTransform(translation(6, 0, 0) * rotationZ(M_PI/2) );
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p3.material.pattern = new CheckersPattern(Colour(1, 1, 1), Colour(0.1, 0.1, 0.1));
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w.addObject(&p3);
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Plane p5 = Plane();
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p5.material.pattern = new CheckersPattern(Colour(1, 1, 1), Colour(0.1, 0.1, 0.1));
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w.addObject(&p5);
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/* ----------------------------- */
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/* Big Sphere */
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Sphere bigS = Sphere();
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bigS.setTransform(translation(-0.5, 1, 2) * scaling(2, 2, 2));
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bigS.material.colour = Colour(0, 0.4, 0.4);
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bigS.material.shininess = 50;
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bigS.material.specular = 1;
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bigS.material.reflective = 0.8;
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w.addObject(&bigS);
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/* Small Sphere */
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Sphere smaS = Sphere();
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smaS.setTransform(translation(2.2, 1, -1));
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smaS.material.colour = Colour(0.4, 0, 0.4);
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smaS.material.shininess = 50;
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smaS.material.specular = 1;
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smaS.material.reflective = 0.2;
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w.addObject(&smaS);
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/* Cylinder */
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Cylinder cyl = Cylinder();
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cyl.setTransform(translation(-3.5, 0, 1));
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cyl.isClosed = true;
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cyl.minCap = -1;
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cyl.maxCap = 3;
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cyl.material.colour = Colour(0.4, 1, 0.4);
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cyl.material.shininess = 20;
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cyl.material.specular = 1;
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cyl.material.reflective = 0.01;
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cyl.material.pattern = new GradientPattern(Colour(0.4, 1, 0.4), Colour(1.0, 0.2, 1.0));
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cyl.material.pattern->setTransform(scaling(1.1, 1.1, 1.1) * rotationY(M_PI / 2));
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w.addObject(&cyl);
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/* Cube */
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Cube cub = Cube();
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cub.setTransform(translation(0.6, 0.4, -1) * scaling(0.4, 0.4, 0.4) * rotationY(deg_to_rad(60)));
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cub.material.colour = Colour(1, 0, 0.4);
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cub.material.shininess = 50;
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cub.material.specular = 1;
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cub.material.reflective = 0.3;
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w.addObject(&cub);
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/* Glass cube */
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Cube gcub = Cube();
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gcub.setTransform(translation(-0.5, 0.6, -0.8) * scaling(0.6, 0.6, 0.6) * rotationY(deg_to_rad(40)));
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gcub.dropShadow = false;
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gcub.material.colour = Colour(0, 0.4, 0.1);
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gcub.material.specular = 1;
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gcub.material.shininess = 400;
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gcub.material.ambient = 0.1;
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gcub.material.diffuse = 0.3;
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gcub.material.reflective = 1;
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gcub.material.transparency = 1;
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gcub.material.refractiveIndex = 0.3;
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w.addObject(&gcub);
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/* ----------------------------- */
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/* Set the camera */
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Camera camera = Camera(40, 10, deg_to_rad(90));
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camera.setTransform(viewTransform(Point(-2, 2.5, -3.5),
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Point(2, 0, 3),
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Vector(0, 1, 0)));
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/* Now render it */
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Canvas image = camera.render(w, 20);
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image.SaveAsPNG("test_renter.png");
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return 0;
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} |