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+/*
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+ * DoRayMe - a quick and dirty Raytracer
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+ * Render test for chapter 5 "Put it together".
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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 <ray.h>
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+#include <sphere.h>
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+#include <colour.h>
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+#include <canvas.h>
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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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+ int x, y;
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+ Canvas c = Canvas(100, 100);
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+
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+ Sphere s = Sphere();
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+
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+ s.material.colour = Colour(1, 0.2, 1);
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+
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+
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+ Light light = Light(POINT_LIGHT, Point(-10, 10, -10), Colour(1, 1, 1));
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+
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+ Point cameraOrigin = Point(0, 0, -5);
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+ double wallDistance = 10;
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+ double wallSize = 7;
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+ double pixelSize = wallSize / c.width;
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+ for(y = 0; y < c.height; y++)
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+ {
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+ double worldY = (wallSize / 2) - pixelSize * y;
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+ for(x = 0; x < c.width; x++)
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+ {
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+ double worldX = -(wallSize / 2) + pixelSize * x;
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+ Point position = Point(worldX, worldY, wallDistance);
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+ Ray r = Ray(cameraOrigin, (position - cameraOrigin).normalise());
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+ Intersect xs = s.intersect(r);
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+
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+ Intersection hit = xs.hit();
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+
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+ if (!hit.nothing())
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+ {
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+ Tuple hitPoint = r.position(hit.t);
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+ Tuple hitNormalVector = hit.object->normalAt(hitPoint);
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+ Tuple eye = -r.direction;
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+ Colour pixelColour = hit.object->material.lighting(light, hitPoint, eye, hitNormalVector);
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+
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+ c.put_pixel(x, y, pixelColour);
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+ }
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+
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+ }
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+ }
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+ c.SaveAsPNG("ch6_test.png");
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+ return 0;
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+}
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