213 lines
6.8 KiB
C++
213 lines
6.8 KiB
C++
/*
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* DoRayMe - a quick and dirty Raytracer
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* Render test for reflection in chapter 12.
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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 <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(0, 6.9, -5), Colour(1, 1, 0.9));
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w.addLight(&light);
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/* ----------------------------- */
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/* The floor / ceiling */
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Cube floor = Cube();
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floor.setTransform( scaling(20, 7, 20) * translation(0, 1, 0));
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floor.material.pattern = new CheckersPattern(Colour(0, 0, 0), Colour(0.25, 0.25, 0.25));
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floor.material.pattern->setTransform(scaling(0.07, 0.07, 0.07));
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floor.material.ambient = 0.25;
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floor.material.diffuse = 0.7;
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floor.material.specular = 0.9;
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floor.material.shininess = 300;
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floor.material.reflective = 0.1;
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w.addObject(&floor);
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/* Walls */
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Cube walls = Cube();
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walls.setTransform(scaling(10, 10, 10));
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walls.material.pattern = new CheckersPattern(Colour( 0.4863, 0.3765, 0.2941), Colour(0.3725, 0.2902, 0.2275 ));
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walls.material.pattern->setTransform(scaling(0.05, 20, 0.05));
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walls.material.ambient = 0.1;
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walls.material.diffuse = 0.7;
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walls.material.specular = 0.9;
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walls.material.shininess = 300;
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walls.material.reflective = 0.1;
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w.addObject(&walls);
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/* Table top */
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Cube tableTop = Cube();
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tableTop.setTransform(translation(0, 3.1, 0) * scaling(3, 0.1, 2));
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tableTop.material.pattern = new StripPattern(Colour(0.5529, 0.4235, 0.3255), Colour(0.6588, 0.5098, 0.4000 ));
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tableTop.material.pattern->setTransform(scaling(0.05, 0.05, 0.05) * rotationY(0.1));
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tableTop.material.ambient = 0.1;
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tableTop.material.diffuse = 0.7;
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tableTop.material.specular = 0.9;
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tableTop.material.shininess = 300;
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tableTop.material.reflective = 0.2;
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w.addObject(&tableTop);
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/* Leg 1 */
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Cube leg1 = Cube();
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leg1.setTransform(translation(2.7, 1.5, -1.7) * scaling(0.1, 1.5, 0.1));
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leg1.material.colour = Colour(0.5529, 0.4235, 0.3255);
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leg1.material.ambient = 0.2;
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leg1.material.diffuse = 0.7;
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w.addObject(&leg1);
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/* Leg 2 */
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Cube leg2 = Cube();
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leg2.setTransform(translation(2.7, 1.5, 1.7) * scaling(0.1, 1.5, 0.1));
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leg2.material.colour = Colour(0.5529, 0.4235, 0.3255);
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leg2.material.ambient = 0.2;
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leg2.material.diffuse = 0.7;
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w.addObject(&leg2);
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/* Leg 3 */
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Cube leg3 = Cube();
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leg3.setTransform(translation(-2.7, 1.5, -1.7) * scaling(0.1, 1.5, 0.1));
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leg3.material.colour = Colour(0.5529, 0.4235, 0.3255);
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leg3.material.ambient = 0.2;
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leg3.material.diffuse = 0.7;
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w.addObject(&leg3);
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/* Leg 4 */
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Cube leg4 = Cube();
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leg4.setTransform(translation(-2.7, 1.5, 1.7) * scaling(0.1, 1.5, 0.1));
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leg4.material.colour = Colour(0.5529, 0.4235, 0.3255);
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leg4.material.ambient = 0.2;
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leg4.material.diffuse = 0.7;
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w.addObject(&leg4);
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/* ----------------------------- */
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/* Glass cube */
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Cube glassCube = Cube();
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glassCube.setTransform(translation(0, 3.45001, 0) * rotationY(0.2) * scaling(0.25, 0.25, 0.25));
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glassCube.dropShadow = false;
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glassCube.material.colour = Colour(1, 1, 0.8);
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glassCube.material.ambient = 0;
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glassCube.material.diffuse = 0.3;
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glassCube.material.specular = 0.9;
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glassCube.material.shininess = 300;
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glassCube.material.reflective = 0.7;
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glassCube.material.transparency = 0.7;
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glassCube.material.refractiveIndex = 1.5;
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w.addObject(&glassCube);
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/* Little cube 1 */
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Cube lilCube1 = Cube();
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lilCube1.setTransform(translation(1, 3.35, -0.9) *
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rotationY(-0.4) *
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scaling(0.15, 0.15, 0.15));
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lilCube1.material.colour = Colour(1, 0.5, 0.5);
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lilCube1.material.reflective = 0.6;
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lilCube1.material.diffuse = 0.4;
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w.addObject(&lilCube1);
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/* Little cube 2 */
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Cube lilCube2 = Cube();
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lilCube2.setTransform(translation(-1.5, 3.27, 0.3) *
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rotationY(0.4) *
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scaling(0.15, 0.07, 0.15));
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lilCube2.material.colour = Colour(1, 1, 0.5);
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w.addObject(&lilCube2);
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/* Little cube 3 */
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Cube lilCube3 = Cube();
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lilCube3.setTransform(translation(0, 3.25, 1) *
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rotationY(0.4) *
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scaling(0.2, 0.05, 0.05));
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lilCube3.material.colour = Colour(0.5, 1, 0.5);
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w.addObject(&lilCube3);
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/* Little cube 4 */
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Cube lilCube4 = Cube();
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lilCube4.setTransform(translation(-0.6, 3.4, -1) *
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rotationY(0.8) *
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scaling(0.05, 0.2, 0.05));
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lilCube4.material.colour = Colour(0.5, 0.5, 1);
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w.addObject(&lilCube4);
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/* Little cube 5 */
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Cube lilCube5 = Cube();
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lilCube5.setTransform(translation(2, 3.4, 1) *
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rotationY(0.8) *
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scaling(0.05, 0.2, 0.05));
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lilCube5.material.colour = Colour(0.5, 1, 1);
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w.addObject(&lilCube5);
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/* ----------------------------- */
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/* Frame 1 */
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Cube frame1 = Cube();
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frame1.setTransform(translation(-10, 4, 1) * scaling(0.05, 1, 1));
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frame1.material.colour = Colour(0.7098, 0.2471, 0.2196);
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frame1.material.diffuse = 0.6;
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w.addObject(&frame1);
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/* Frame 2 */
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Cube frame2 = Cube();
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frame2.setTransform(translation(-10, 3.4, 2.7) * scaling(0.05, 0.4, 0.4));
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frame2.material.colour = Colour(0.2667, 0.2706, 0.6902);
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frame2.material.diffuse = 0.6;
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w.addObject(&frame2);
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/* Frame 3 */
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Cube frame3 = Cube();
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frame3.setTransform(translation(-10, 4.6, 2.7) * scaling(0.05, 0.4, 0.4));
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frame3.material.colour = Colour(0.3098, 0.5961, 0.3098);
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frame3.material.diffuse = 0.6;
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w.addObject(&frame3);
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/* ----------------------------- */
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/* Mirror */
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Cube mirror = Cube();
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mirror.setTransform(translation(-2, 3.5, 9.95) * scaling(4.8, 1.4, 0.06));
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mirror.material.colour = Colour(0, 0, 0);
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mirror.material.diffuse = 0;
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mirror.material.ambient = 0;
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mirror.material.specular = 1;
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mirror.material.shininess = 300;
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mirror.material.reflective = 1;
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w.addObject(&mirror);
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/* ----------------------------- */
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/* Set the camera */
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Camera camera = Camera(1000, 500, 0.785);
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camera.setTransform(viewTransform(Point(8, 6, -8),
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Point(0, 3, 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, 4);
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image.SaveAsPNG("ch12_test.png");
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return 0;
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} |