/* * DoRayMe - a quick and dirty Raytracer * Render test for refraction and reflection in chapter 11. * * Created by Manoƫl Trapier * Copyright (c) 2020 986-Studio. * */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include int main() { World w = World(); Material wallMaterial = Material(); wallMaterial.pattern = new StripPattern(Colour(0.45, 0.45, 0.45), Colour(0.55, 0.55, 0.55)); wallMaterial.pattern->setTransform( scaling(0.25, 0.25, 0.25) * rotationY(1.5708)); wallMaterial.ambient = 0; wallMaterial.diffuse = 0.4; wallMaterial.specular = 0; wallMaterial.reflective = 0.3; /* ----------------------------- */ /* The flood */ Plane floor = Plane(); floor.setTransform(rotationY(0.31415)); floor.material.pattern = new CheckersPattern(Colour(0.35, 0.35, 0.35), Colour(0.65, 0.65, 0.65)); floor.material.specular = 0; floor.material.reflective = 0.4; w.addObject(&floor); /* the ceiling */ Plane ceiling = Plane(); ceiling.setTransform(translation(0, 5, 0)); ceiling.material.colour = Colour(0.8, 0.8, 0.8); ceiling.material.ambient = 0.3; ceiling.material.specular = 0; w.addObject(&ceiling); /* West wall */ Plane westWall = Plane(); westWall.setTransform( translation(-5, 0, 0) * rotationZ(1.5708) * rotationY(1.5708)); westWall.setMaterial(wallMaterial); w.addObject(&westWall); /* east wall */ Plane eastWall = Plane(); eastWall.setTransform( translation(5, 0, 0) * rotationZ(1.5708) * rotationY(1.5708)); eastWall.setMaterial(wallMaterial); w.addObject(&eastWall); /* north wall */ Plane northWall = Plane(); northWall.setTransform( translation(0, 0, 5) * rotationX(1.5708)); northWall.setMaterial(wallMaterial); w.addObject(&northWall); /* south wall */ Plane southWall = Plane(); southWall.setTransform( translation(0, 0, -5) * rotationX(1.5708)); southWall.setMaterial(wallMaterial); w.addObject(&southWall); /* ----------------------------- */ /* Background balls */ Sphere bg1 = Sphere(); bg1.setTransform(translation(4.6, 0.4, 1) * scaling(0.4, 0.4, 0.4)); bg1.material.colour = Colour(0.8, 0.5, 0.3); bg1.material.shininess = 50; w.addObject(&bg1); Sphere bg2 = Sphere(); bg2.setTransform(translation(4.7, 0.3, 0.4) * scaling(0.3, 0.3, 0.3)); bg2.material.colour = Colour(0.9, 0.4, 0.5); bg2.material.shininess = 50; w.addObject(&bg2); Sphere bg3 = Sphere(); bg3.setTransform(translation(-1, 0.5, 4.5) * scaling(0.5, 0.5, 0.5)); bg3.material.colour = Colour(0.4, 0.9, 0.6); bg3.material.shininess = 50; w.addObject(&bg3); Sphere bg4 = Sphere(); bg4.setTransform(translation(-1.7, 0.3, 4.7) * scaling(0.3, 0.3, 0.3)); bg4.material.colour = Colour(0.4, 0.6, 0.9); bg4.material.shininess = 50; w.addObject(&bg4); /* Foreground balls */ /* Red sphere */ Sphere redBall = Sphere(); redBall.setTransform(translation(-0.6, 1, 0.6)); redBall.material.colour = Colour(1, 0.3, 0.2); redBall.material.shininess = 5; redBall.material.specular = 0.4; w.addObject(&redBall); /* blue glass ball */ Sphere blueGlassBall = Sphere(); blueGlassBall.setTransform(translation(0.6, 0.7, -0.6) * scaling(0.7, 0.7, 0.7)); blueGlassBall.material.colour = Colour(0, 0, 0.2); blueGlassBall.material.ambient = 0; blueGlassBall.material.diffuse = 0.4; blueGlassBall.material.specular = 0.9; blueGlassBall.material.shininess = 300; blueGlassBall.material.transparency = 0.9; blueGlassBall.material.refractiveIndex = 1.5; w.addObject(&blueGlassBall); /* green glass ball */ Sphere greenGlassBall = Sphere(); greenGlassBall.setTransform(translation(-0.7, 0.5, -0.8) * scaling(0.5, 0.5, 0.5)); greenGlassBall.material.colour = Colour(0, 0.2, 0); greenGlassBall.material.ambient = 0; greenGlassBall.material.diffuse = 0.4; greenGlassBall.material.specular = 0.9; greenGlassBall.material.shininess = 300; greenGlassBall.material.transparency = 0.9; greenGlassBall.material.refractiveIndex = 1.5; w.addObject(&greenGlassBall); /* ----------------------------- */ /* Add light */ Light light = Light(POINT_LIGHT, Point(-4.9, 4.9, -1), Colour(1, 1, 1)); w.addLight(&light); /* Set the camera */ Camera camera = Camera(400, 200, 1.152); camera.setTransform(viewTransform(Point(-2.6, 1.5, -3.9), Point(-0.6, 1, -0.8), Vector(0, 1, 0))); /* Now render it */ Canvas image = camera.render(w); image.SaveAsPNG("ch11_test.png"); return 0; }