Files
dorayme/tests/dragon_scene.cpp
2020-03-12 17:45:29 +00:00

143 lines
4.0 KiB
C++

/*
* DoRayMe - a quick and dirty Raytracer
* Render test for OBJ File using teapots in chapter 15.
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#include <world.h>
#include <light.h>
#include <plane.h>
#include <cube.h>
#include <sphere.h>
#include <material.h>
#include <colour.h>
#include <canvas.h>
#include <camera.h>
#include <objfile.h>
#include <pattern.h>
#include <strippattern.h>
#include <gradientpattern.h>
#include <checkerspattern.h>
#include <ringpattern.h>
#include <transformation.h>
#include <cylinder.h>
int main()
{
World w = World();
/* Add lights */
/* Light light1 = Light(POINT_LIGHT, Point(10, 100, 10), Colour(.1, .1, .1));
w.addLight(&light1);
Light light2 = Light(POINT_LIGHT, Point(10, 100, -10), Colour(.1, .1, .2));
w.addLight(&light2);
Light light3 = Light(POINT_LIGHT, Point(-10, 100, 10), Colour(.1, .1, .1));
w.addLight(&light3);
Light light4 = Light(POINT_LIGHT, Point(-10, 100, -10), Colour(.1, .1, .1));
w.addLight(&light4);*/
Light light1 = Light(POINT_LIGHT, Point(0, 100, 0), Colour(.3, .3, .3));
w.addLight(&light1);
Point lightPos = Point(3.8, 6.8, 4.5);
Light mouthLight = Light(POINT_LIGHT, lightPos, Colour(0.5, 0.5, 0.5));
w.addLight(&mouthLight);
Light mainLight = Light(POINT_LIGHT, Point(8, 10, 16), Colour(1, 1, 1));
w.addLight(&mainLight);
/* ----------------------------- */
#if 0
/* Spot light */
Sphere spot = Sphere();
spot.dropShadow = false;
spot.setTransform(translation(lightPos.x, lightPos.y, lightPos.z) * scaling(0.2, 0.2, 0.2));
w.addObject(&spot);
Cylinder X = Cylinder();
X.minCap = 0;
X.maxCap = 4;
Cylinder Y = Cylinder();
Y.minCap = 0;
Y.maxCap = 4;
Cylinder Z = Cylinder();
Z.minCap = 0;
Z.maxCap = 4;
Z.materialSet = Y.materialSet = X.materialSet = true;
X.material.ambient = 1;
X.material.specular = 0;
X.material.diffuse = 0;
Z.material = Y.material = X.material;
Z.dropShadow = Y.dropShadow = X.dropShadow = false;
X.material.colour = Colour(1, 0, 0);
Y.material.colour = Colour(0, 1, 0);
Z.material.colour = Colour(0, 0, 1);
Y.setTransform(translation(lightPos.x, lightPos.y, lightPos.z) * scaling(0.1, 1, 0.1));
X.setTransform(translation(lightPos.x, lightPos.y, lightPos.z) * rotationZ(M_PI/2) * scaling(0.1, 1, 0.1));
Z.setTransform(translation(lightPos.x, lightPos.y, lightPos.z) * rotationX(M_PI/2) * scaling(0.1, 1, 0.1));
w.addObject(&X);
w.addObject(&Y);
w.addObject(&Z);
#endif
/* Floor */
Material floorMaterial;
floorMaterial.colour = Colour(0.2, 0.3, 0.3);
floorMaterial.reflective = 0.3;
floorMaterial.specular = 0.4;
floorMaterial.shininess = 5;
floorMaterial.ambient = 0;
floorMaterial.diffuse = 0.8;
/* Let's use a cube for the floor */
Cube floor = Cube();
floor.setMaterial(floorMaterial);
floor.setTransform(translation(0, -0.1, 0) * scaling(10, 0.1, 10));
w.addObject(&floor);
Material dragonMat;
dragonMat.colour = Colour(0.23, 0.75, 0.39);
dragonMat.reflective = 0.9;
dragonMat.transparency = 0.99;
dragonMat.specular = 0.9;
dragonMat.shininess = 50;
dragonMat.refractiveIndex = 1.6;
dragonMat.ambient = 0;
dragonMat.diffuse = 0.7;
Shape *dragon = OBJFile("dragon.obj").getBaseGroup();
dragon->setTransform(rotationY(M_PI * 0.75) * scaling(2, 2, 2));
dragon->setMaterial(dragonMat);
w.addObject(dragon);
/* ----------------------------- */
/*
FILE *fpOut = fopen("dragon_worlddump.json", "wt");
if (fpOut)
{
w.dumpMe(fpOut);
fclose(fpOut);
}
*/
OctreeOptimisation opt;
w.finalise(opt);
/* Set the camera */
Camera camera = Camera(800, 600, M_PI/2);
camera.setTransform(viewTransform(Point(-5, 10, 13),
Point(0, 1, 0),
Vector(0, 1, 0)));
/* Now render it */
Canvas image = camera.render(w, 5);
image.SaveAsPNG("ch15_teapot_objfile.png");
return 0;
}