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+/*
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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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+
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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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+
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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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+ /* 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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+ /* ----------------------------- */
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+ /* ----------------------------- */
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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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+
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+ /* Little cube 1 */
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+ Cube lilCube1 = Cube();
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+ lilCube1.setTransform(translation(1, 3.25, -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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+
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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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+
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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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+
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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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+
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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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+ /* ----------------------------- */
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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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+
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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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+
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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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+ /* ----------------------------- */
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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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+ /* ----------------------------- */
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+
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+ /* Set the camera */
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+ Camera camera = Camera(400, 200, 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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+
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+ /* Now render it */
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+ Canvas image = camera.render(w, 4);
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+
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+ image.SaveAsPNG("ch12_test.png");
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+
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+ return 0;
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+}
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