58 lines
1.4 KiB
C++
58 lines
1.4 KiB
C++
/*
|
|
* DoRayMe - a quick and dirty Raytracer
|
|
* Checkered cylinder for bonus chapter UV Mapping
|
|
*
|
|
* Created by Manoël Trapier
|
|
* Copyright (c) 2020 986-Studio.
|
|
*
|
|
*/
|
|
#include <world.h>
|
|
#include <light.h>
|
|
#include <sphere.h>
|
|
#include <plane.h>
|
|
#include <cylinder.h>
|
|
#include <material.h>
|
|
#include <colour.h>
|
|
#include <canvas.h>
|
|
#include <camera.h>
|
|
|
|
#include <pattern.h>
|
|
#include <texturemap.h>
|
|
#include <uv_checkers.h>
|
|
|
|
#include <transformation.h>
|
|
|
|
int main()
|
|
{
|
|
World w = World();
|
|
|
|
Light light = Light(POINT_LIGHT, Point(-10, 10, -10), Colour(1, 1, 1));
|
|
w.addLight(&light);
|
|
|
|
Cylinder sp = Cylinder();
|
|
sp.minCap = 0;
|
|
sp.maxCap = 1;
|
|
sp.setTransform(scaling(1, 3.1415, 1) * translation(0, -0.5, 0));
|
|
UVCheckers checkers = UVCheckers(16, 8, Colour(0, 0.5, 0), Colour(1, 1, 1));
|
|
TextureMap tm = TextureMap(CYLINDRICAL_MAP, &checkers);
|
|
sp.material.pattern = &tm;
|
|
sp.material.ambient = 0.1;
|
|
sp.material.specular = 0.6;
|
|
sp.material.shininess = 15;
|
|
sp.material.diffuse = 0.8;
|
|
|
|
w.addObject(&sp);
|
|
|
|
/* Set the camera */
|
|
Camera camera = Camera(400, 400, 0.5);
|
|
camera.setTransform(viewTransform(Point(0, 0, -10),
|
|
Point(0, 0, 0),
|
|
Vector(0, 1, 0)));
|
|
|
|
/* Now render it */
|
|
Canvas image = camera.render(w);
|
|
|
|
image.SaveAsPNG("uvmap_checkeredcylinder.png");
|
|
|
|
return 0;
|
|
} |