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+/*
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+ * DoRayMe - a quick and dirty Raytracer
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+ * Render test for OBJ File using teapots in chapter 15.
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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 <plane.h>
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+#include <cube.h>
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+#include <sphere.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 <objfile.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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+#include <cylinder.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 lights */
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+ /* Light light1 = Light(POINT_LIGHT, Point(10, 100, 10), Colour(.1, .1, .1));
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+ w.addLight(&light1);
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+ Light light2 = Light(POINT_LIGHT, Point(10, 100, -10), Colour(.1, .1, .2));
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+ w.addLight(&light2);
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+ Light light3 = Light(POINT_LIGHT, Point(-10, 100, 10), Colour(.1, .1, .1));
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+ w.addLight(&light3);
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+ Light light4 = Light(POINT_LIGHT, Point(-10, 100, -10), Colour(.1, .1, .1));
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+ w.addLight(&light4);*/
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+
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+ Light light1 = Light(POINT_LIGHT, Point(0, 100, 0), Colour(.3, .3, .3));
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+ w.addLight(&light1);
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+
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+
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+ Point lightPos = Point(3.8, 6.8, 4.5);
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+ Light mouthLight = Light(POINT_LIGHT, lightPos, Colour(0.5, 0.5, 0.5));
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+ w.addLight(&mouthLight);
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+
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+ Light mainLight = Light(POINT_LIGHT, Point(8, 10, 16), Colour(1, 1, 1));
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+ w.addLight(&mainLight);
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+
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+ /* ----------------------------- */
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+#if 0
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+ /* Spot light */
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+ Sphere spot = Sphere();
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+ spot.dropShadow = false;
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+ spot.setTransform(translation(lightPos.x, lightPos.y, lightPos.z) * scaling(0.2, 0.2, 0.2));
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+ w.addObject(&spot);
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+
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+ Cylinder X = Cylinder();
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+ X.minCap = 0;
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+ X.maxCap = 4;
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+ Cylinder Y = Cylinder();
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+ Y.minCap = 0;
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+ Y.maxCap = 4;
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+ Cylinder Z = Cylinder();
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+ Z.minCap = 0;
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+ Z.maxCap = 4;
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+ Z.materialSet = Y.materialSet = X.materialSet = true;
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+ X.material.ambient = 1;
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+ X.material.specular = 0;
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+ X.material.diffuse = 0;
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+ Z.material = Y.material = X.material;
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+ Z.dropShadow = Y.dropShadow = X.dropShadow = false;
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+ X.material.colour = Colour(1, 0, 0);
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+ Y.material.colour = Colour(0, 1, 0);
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+ Z.material.colour = Colour(0, 0, 1);
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+
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+ Y.setTransform(translation(lightPos.x, lightPos.y, lightPos.z) * scaling(0.1, 1, 0.1));
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+ X.setTransform(translation(lightPos.x, lightPos.y, lightPos.z) * rotationZ(M_PI/2) * scaling(0.1, 1, 0.1));
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+ Z.setTransform(translation(lightPos.x, lightPos.y, lightPos.z) * rotationX(M_PI/2) * scaling(0.1, 1, 0.1));
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+ w.addObject(&X);
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+ w.addObject(&Y);
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+ w.addObject(&Z);
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+#endif
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+
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+ /* Floor */
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+ Material floorMaterial;
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+ floorMaterial.colour = Colour(0.2, 0.3, 0.3);
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+ floorMaterial.reflective = 0.3;
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+ floorMaterial.specular = 0.4;
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+ floorMaterial.shininess = 5;
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+ floorMaterial.ambient = 0;
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+ floorMaterial.diffuse = 0.8;
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+
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+ /* Let's use a cube for the floor */
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+ Cube floor = Cube();
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+ floor.setMaterial(floorMaterial);
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+ floor.setTransform(translation(0, -0.1, 0) * scaling(10, 0.1, 10));
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+ w.addObject(&floor);
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+
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+ Material dragonMat;
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+ dragonMat.colour = Colour(0.23, 0.75, 0.39);
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+ dragonMat.reflective = 0.9;
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+ dragonMat.transparency = 0.99;
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+ dragonMat.specular = 0.9;
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+ dragonMat.shininess = 50;
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+ dragonMat.refractiveIndex = 1.6;
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+ dragonMat.ambient = 0;
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+ dragonMat.diffuse = 0.7;
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+
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+ Shape *dragon = OBJFile("dragon.obj").getBaseGroup();
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+ dragon->setTransform(rotationY(M_PI * 0.75) * scaling(2, 2, 2));
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+ dragon->setMaterial(dragonMat);
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+ w.addObject(dragon);
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+
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+ /* ----------------------------- */
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+/*
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+ FILE *fpOut = fopen("dragon_worlddump.json", "wt");
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+ if (fpOut)
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+ {
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+ w.dumpMe(fpOut);
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+ fclose(fpOut);
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+ }
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+*/
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+ OctreeOptimisation opt;
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+ w.finalise(opt);
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+
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+ /* Set the camera */
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+ Camera camera = Camera(800, 600, M_PI/2);
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+ camera.setTransform(viewTransform(Point(-5, 10, 13),
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+ Point(0, 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, 5);
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+
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+ image.SaveAsPNG("ch15_teapot_objfile.png");
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+
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+ return 0;
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+}
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