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+/*
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+ * DoRayMe - a quick and dirty Raytracer
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+ * Render test for chapter 10
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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 <cylinder.h>
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+
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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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+
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+#include <pattern.h>
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+#include <texturemap.h>
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+#include <uv_image.h>
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+
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+#include <transformation.h>
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+
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+int main()
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+{
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+ World w = World();
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+
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+ Light light = Light(POINT_LIGHT, Point(-100, 100, -100), Colour(1, 1, 1));
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+ w.addLight(&light);
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+
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+ Plane p = Plane();
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+ p.material.colour = Colour(1, 1, 1);
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+ p.material.diffuse = 0.1;
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+ p.material.specular = 0;
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+ p.material.ambient = 0;
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+ p.material.reflective = 0.4;
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+ w.addObject(&p);
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+
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+ Cylinder cyl = Cylinder();
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+ cyl.minCap = 0;
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+ cyl.maxCap = 0.1;
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+ cyl.isClosed = true;
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+ cyl.material.colour = Colour(1, 1, 1);
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+ cyl.material.diffuse = 0.2;
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+ cyl.material.specular = 0;
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+ cyl.material.ambient = 0;
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+ cyl.material.reflective = 0.1;
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+ w.addObject(&cyl);
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+
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+ Sphere sp = Sphere();
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+
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+ UVImage sphereTexture = UVImage("earthmap1k.png");
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+ TextureMap tm = TextureMap(SPHERICAL_MAP, &sphereTexture);
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+ sp.setTransform(translation(0, 1.1, 0) * rotationY(1.9));
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+ sp.material.pattern = &tm;
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+ sp.material.ambient = 0.1;
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+ sp.material.specular = 0.1;
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+ sp.material.shininess = 10;
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+ sp.material.diffuse = 0.9;
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+ w.addObject(&sp);
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+
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+ /* Set the camera */
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+ Camera camera = Camera(800, 400, 0.8);
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+ camera.setTransform(viewTransform(Point(1, 2, -10),
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+ Point(0, 1.1, 0),
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+ Vector(0, 1, 0)));
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+
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+ /* Now render it */
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+ Canvas image = camera.render(w);
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+
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+ image.SaveAsPNG("uvmap_earth.png");
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+
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+ return 0;
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+}
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