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+/*
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+ * DoRayMe - a quick and dirty Raytracer
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+ * Render test for reflection in chapter 13.
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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 <cylinder.h>
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+#include <cone.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(1, 6.9, -4.9), Colour(1, 1, 1));
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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 */
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+ Plane floor = Plane();
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+ floor.material.pattern = new CheckersPattern(Colour(0.5, 0.5, 0.5), Colour(0.75, 0.75, 0.75));
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+ floor.material.pattern->setTransform(rotationY(0.3) * scaling(0.25, 0.25, 0.25));
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+ w.addObject(&floor);
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+
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+ Plane ceiling = Plane();
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+ ceiling.material.pattern = new CheckersPattern(Colour(0.5, 0.2, 0.5), Colour(0.75, 0.4, 0.75));
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+ ceiling.material.pattern->setTransform(rotationY(0.3));
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+ ceiling.setTransform(translation(0, 8, 0));
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+ w.addObject(&ceiling);
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+
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+ /* ----------------------------- */
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+
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+ Cone cyl1 = Cone();
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+ cyl1.minCap = -1;
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+ cyl1.maxCap = 0;
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+ cyl1.isClosed = true;
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+ cyl1.setTransform(translation(-1, 0, 1) * scaling(0.5, 1, 0.5) * translation(0, 1, 0));
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+ cyl1.material.colour = Colour(0, 1, 0.6);
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+ cyl1.material.diffuse = 0.1;
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+ cyl1.material.specular = 0.9;
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+ cyl1.material.shininess = 300;
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+ cyl1.material.reflective = 0.3;
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+ w.addObject(&cyl1);
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+
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+ /* ----------------------------- */
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+
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+ /* Concentrics */
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+ Cylinder cons1 = Cylinder();
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+ cons1.minCap = 0;
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+ cons1.maxCap = 0.2;
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+ cons1.isClosed = false;
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+ cons1.setTransform(translation(1, 0, 0) * scaling(0.8, 1, 0.8));
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+ cons1.material.colour = Colour(1, 1, 0.3);
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+ cons1.material.ambient = 0.1;
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+ cons1.material.diffuse = 0.8;
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+ cons1.material.specular = 0.9;
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+ cons1.material.shininess = 300;
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+ cons1.material.reflective = 0.2;
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+ w.addObject(&cons1);
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+
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+ Cylinder cons2 = Cylinder();
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+ cons2.minCap = 0;
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+ cons2.maxCap = 0.3;
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+ cons2.isClosed = false;
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+ cons2.setTransform(translation(1, 0, 0) * scaling(0.6, 1, 0.6));
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+ cons2.material.colour = Colour(1, 0.9, 0.4);
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+ cons2.material.ambient = 0.1;
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+ cons2.material.diffuse = 0.8;
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+ cons2.material.specular = 0.9;
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+ cons2.material.shininess = 300;
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+ cons2.material.reflective = 0.2;
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+ w.addObject(&cons2);
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+
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+ Cylinder cons3 = Cylinder();
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+ cons3.minCap = 0;
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+ cons3.maxCap = 0.4;
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+ cons3.isClosed = false;
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+ cons3.setTransform(translation(1, 0, 0) * scaling(0.4, 1, 0.4));
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+ cons3.material.colour = Colour(1, 0.8, 0.5);
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+ cons3.material.ambient = 0.1;
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+ cons3.material.diffuse = 0.8;
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+ cons3.material.specular = 0.9;
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+ cons3.material.shininess = 300;
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+ cons3.material.reflective = 0.2;
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+ w.addObject(&cons3);
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+
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+ Cylinder cons4 = Cylinder();
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+ cons4.minCap = 0;
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+ cons4.maxCap = 0.5;
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+ cons4.isClosed = true;
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+ cons4.setTransform(translation(1, 0, 0) * scaling(0.2, 1, 0.2));
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+ cons4.material.colour = Colour(1, 0.7, 0.6);
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+ cons4.material.ambient = 0.1;
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+ cons4.material.diffuse = 0.8;
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+ cons4.material.specular = 0.9;
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+ cons4.material.shininess = 300;
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+ cons4.material.reflective = 0.2;
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+ w.addObject(&cons4);
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+
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+ /* ----------------------------- */
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+
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+ /* decoratives cylinders */
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+ Cylinder deco1 = Cylinder();
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+ deco1.minCap = 0;
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+ deco1.maxCap = 0.3;
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+ deco1.isClosed = true;
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+ deco1.setTransform(translation(0, 0, -0.75) * scaling(0.05, 1, 0.05));
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+ deco1.material.colour = Colour(1, 0, 0);
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+ deco1.material.ambient = 0.1;
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+ deco1.material.diffuse = 0.9;
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+ deco1.material.specular = 0.9;
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+ deco1.material.shininess = 300;
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+ deco1.material.reflective = 0.5;
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+ w.addObject(&deco1);
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+
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+ Cylinder deco2 = Cylinder();
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+ deco2.minCap = 0;
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+ deco2.maxCap = 0.3;
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+ deco2.isClosed = true;
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+ deco2.setTransform(translation(0, 0, -2.25) * rotationY(-0.15) * translation(0, 0, 1.5) * scaling(0.05, 1, 0.05));
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+ deco2.material.colour = Colour(1, 1, 0);
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+ deco2.material.ambient = 0.1;
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+ deco2.material.diffuse = 0.9;
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+ deco2.material.specular = 0.9;
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+ deco2.material.shininess = 300;
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+ deco2.material.reflective = 0.5;
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+ w.addObject(&deco2);
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+
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+ Cylinder deco3 = Cylinder();
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+ deco3.minCap = 0;
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+ deco3.maxCap = 0.3;
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+ deco3.isClosed = true;
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+ deco3.setTransform(translation(0, 0, -2.25) * rotationY(-0.3) * translation(0, 0, 1.5) * scaling(0.05, 1, 0.05));
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+ deco3.material.colour = Colour(0, 1, 0);
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+ deco3.material.ambient = 0.1;
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+ deco3.material.diffuse = 0.9;
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+ deco3.material.specular = 0.9;
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+ deco3.material.shininess = 300;
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+ deco3.material.reflective = 0.5;
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+ w.addObject(&deco3);
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+
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+ Cylinder deco4 = Cylinder();
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+ deco4.minCap = 0;
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+ deco4.maxCap = 0.3;
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+ deco4.isClosed = true;
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+ deco4.setTransform(translation(0, 0, -2.25) * rotationY(-0.45) * translation(0, 0, 1.5) * scaling(0.05, 1, 0.05));
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+ deco4.material.colour = Colour(0, 1, 1);
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+ deco4.material.ambient = 0.1;
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+ deco4.material.diffuse = 0.9;
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+ deco4.material.specular = 0.9;
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+ deco4.material.shininess = 300;
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+ deco4.material.reflective = 0.5;
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+ w.addObject(&deco4);
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+
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+ /* ----------------------------- */
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+
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+ Cone glassCylinder = Cone();
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+ glassCylinder.minCap = 0.001;
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+ glassCylinder.maxCap = 1;
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+ glassCylinder.isClosed = true;
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+ glassCylinder.dropShadow = false;
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+ glassCylinder.setTransform(translation(0, 0, -1.5) * scaling(0.33, 1, 0.33));
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+ glassCylinder.material.colour = Colour(0.2, 0.63, 0.24);
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+ glassCylinder.material.diffuse = 0.1;
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+ glassCylinder.material.specular = 0.9;
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+ glassCylinder.material.shininess = 300;
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+ glassCylinder.material.reflective = 0.3;
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+ w.addObject(&glassCylinder);
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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, 0.314);
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+ camera.setTransform(viewTransform(Point(8, 3.5, -9),
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+ Point(0, 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, 20);
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+
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+ image.SaveAsPNG("ch13_cone.png");
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+
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+ return 0;
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+}
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