117 lines
3.8 KiB
C++
117 lines
3.8 KiB
C++
/*
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* DoRayMe - a quick and dirty Raytracer
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* Render test for reflection in chapter 11.
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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 <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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/* First we need to construct the world */
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Plane floor = Plane();
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floor.material.specular = 0;
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floor.material.pattern = new RingPattern(Colour(1, 0.9, 0.9), Colour(1, 0.2, 0.2));
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floor.material.reflective = 0.1;
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Plane wall = Plane();
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wall.material.specular = 0;
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wall.material.pattern = new StripPattern(Colour(1, 0.9, 0.9), Colour(1, 0.2, 0.2));
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wall.material.pattern->setTransform(translation(0, 0, 1) * rotationY(M_PI/4));
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wall.setTransform(translation(0, 0, 5) * rotationX(M_PI/2));
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Sphere middle = Sphere();
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middle.setTransform(translation(-0.7, 1, 0.6));
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middle.material.diffuse = 0.7;
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middle.material.specular = 0.3;
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middle.material.pattern = new StripPattern(Colour(0.1, 1, 0.5), Colour(0, 0.2, 0.2));
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middle.material.pattern->setTransform((rotationZ(M_PI/4) * rotationY(M_PI/5) * scaling(0.2, 0.2, 0.2)));
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Sphere right = Sphere();
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right.setTransform(translation(1.5, 0.5, -0.5) * scaling(0.5, 0.5, 0.5));
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right.material.diffuse = 0.7;
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right.material.specular = 0.3;
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right.material.pattern = new StripPattern(Colour(0.5, 1, 0.1), Colour(0, 0, 0));
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right.material.pattern->setTransform((scaling(0.1, 0.1, 0.1)));
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right.material.reflective = 0.1;
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Sphere left = Sphere();
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left.setTransform(translation(-1.5, 0.33, -0.75) * scaling(0.33, 0.33, 0.33));
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left.material.diffuse = 0.7;
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left.material.specular = 0.3;
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left.material.pattern = new GradientPattern(Colour(1, 0.8, 0.1), Colour(0.1, 0.1, 1));
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left.material.pattern->setTransform(translation(1.5, 0, 0) * scaling(2.1, 2, 2) * rotationY(-M_PI/4));
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Sphere fourth = Sphere();
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fourth.setTransform(translation(.5, 0.25, 0.4) * scaling(0.3, 0.3, 0.3));
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fourth.material.diffuse = 0.7;
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fourth.material.specular = 0.3;
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fourth.material.pattern = new CheckersPattern(Colour(0.1, 0.8, 0.1), Colour(0.8, 1, 0.8));
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fourth.material.pattern->setTransform( scaling(0.2, 0.2, 0.2));
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fourth.material.reflective = 0.4;
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World w = World();
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w.addObject(&floor);
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w.addObject(&wall);
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w.addObject(&middle);
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w.addObject(&left);
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w.addObject(&right);
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w.addObject(&fourth);
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/* Add some more reflective spheres */
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Sphere ref1 = Sphere();
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ref1.setTransform(translation(1, 1, .4) * scaling(0.2, 0.2, 0.2));
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ref1.material.reflective = 1;
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ref1.material.colour = Colour(0.3, 0.7, 0.6);
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w.addObject(&ref1);
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Sphere ref2 = Sphere();
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ref2.setTransform(translation(1.5, 2, -.8) * scaling(0.2, 0.2, 0.2));
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ref2.material.reflective = 1;
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ref2.material.specular = 0.5;
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ref2.material.colour = Colour(0.3, 0.3, 0.3);
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w.addObject(&ref2);
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Sphere ref3 = Sphere();
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ref3.setTransform(translation(-2, 1.678, .4) * scaling(0.4, 0.4, 0.4));
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ref3.material.reflective = 1;
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ref3.material.specular = 0.5;
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w.addObject(&ref3);
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/* Add light */
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Light light = Light(POINT_LIGHT, Point(-10, 10, -10), Colour(1, 1, 1));
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w.addLight(&light);
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/* Set the camera */
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Camera camera = Camera(100, 50, M_PI / 3);
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camera.setTransform(viewTransform(Point(0, 1.5, -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);
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image.SaveAsPNG("ch11_reflection.png");
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return 0;
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} |