/* * DoRayMe - a quick and dirty Raytracer * Render test for chapter 10 * * 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() { /* First we need to construct the world */ Plane floor = Plane(); floor.material.specular = 0; floor.material.pattern = new RingPattern(Colour(1, 0.9, 0.9), Colour(1, 0.2, 0.2)); Plane wall = Plane(); wall.material.specular = 0; wall.material.pattern = new StripPattern(Colour(1, 0.9, 0.9), Colour(1, 0.2, 0.2)); wall.material.pattern->setTransform(translation(0, 0, 1) * rotationY(M_PI/4)); wall.setTransform(translation(0, 0, 5) * rotationX(M_PI/2)); Sphere middle = Sphere(); middle.setTransform(translation(-0.7, 1, 0.6)); middle.material.diffuse = 0.7; middle.material.specular = 0.3; middle.material.pattern = new StripPattern(Colour(0.1, 1, 0.5), Colour(0, 0.2, 0.2)); middle.material.pattern->setTransform((rotationZ(M_PI/4) * rotationY(M_PI/5) * scaling(0.2, 0.2, 0.2))); Sphere right = Sphere(); right.setTransform(translation(1.5, 0.5, -0.5) * scaling(0.5, 0.5, 0.5)); right.material.diffuse = 0.7; right.material.specular = 0.3; right.material.pattern = new StripPattern(Colour(0.5, 1, 0.1), Colour(0, 0, 0)); right.material.pattern->setTransform((scaling(0.1, 0.1, 0.1))); Sphere left = Sphere(); left.setTransform(translation(-1.5, 0.33, -0.75) * scaling(0.33, 0.33, 0.33)); left.material.diffuse = 0.7; left.material.specular = 0.3; left.material.pattern = new GradientPattern(Colour(1, 0.8, 0.1), Colour(0.1, 0.1, 1)); left.material.pattern->setTransform(translation(1.5, 0, 0) * scaling(2.1, 2, 2) * rotationY(-M_PI/4)); Sphere fourth = Sphere(); fourth.setTransform(translation(.5, 0.25, 0.4) * scaling(0.3, 0.3, 0.3)); fourth.material.diffuse = 0.7; fourth.material.specular = 0.3; fourth.material.pattern = new CheckersPattern(Colour(0.1, 0.8, 0.1), Colour(0.8, 1, 0.8)); fourth.material.pattern->setTransform( scaling(0.2, 0.2, 0.2)); World w = World(); w.addObject(&floor); w.addObject(&wall); w.addObject(&middle); w.addObject(&left); w.addObject(&right); w.addObject(&fourth); /* Add light */ Light light = Light(POINT_LIGHT, Point(-10, 10, -10), Colour(1, 1, 1)); w.addLight(&light); /* Set the camera */ Camera camera = Camera(100, 50, M_PI / 3); camera.setTransform(viewTransform(Point(0, 1.5, -5), Point(0, 1, 0), Vector(0, 1, 0))); /* Now render it */ Canvas image = camera.render(w); image.SaveAsPNG("ch10_test.png"); return 0; }