/* * DoRayMe - a quick and dirty Raytracer * Render test for cubes in chapter 12. * * Created by Manoƫl Trapier * Copyright (c) 2020 986-Studio. * */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include int main() { World w = World(); /* Add light */ Light light = Light(POINT_LIGHT, Point(0, 6.9, -5), Colour(1, 1, 0.9)); w.addLight(&light); /* ----------------------------- */ /* The floor / ceiling */ Cube floor = Cube(); floor.setTransform( scaling(20, 7, 20) * translation(0, 1, 0)); floor.material.pattern = new CheckersPattern(Colour(0, 0, 0), Colour(0.25, 0.25, 0.25)); floor.material.pattern->setTransform(scaling(0.07, 0.07, 0.07)); floor.material.ambient = 0.25; floor.material.diffuse = 0.7; floor.material.specular = 0.9; floor.material.shininess = 300; floor.material.reflective = 0.1; w.addObject(&floor); /* Walls */ Cube walls = Cube(); walls.setTransform(scaling(10, 10, 10)); walls.material.pattern = new CheckersPattern(Colour( 0.4863, 0.3765, 0.2941), Colour(0.3725, 0.2902, 0.2275 )); walls.material.pattern->setTransform(scaling(0.05, 20, 0.05)); walls.material.ambient = 0.1; walls.material.diffuse = 0.7; walls.material.specular = 0.9; walls.material.shininess = 300; walls.material.reflective = 0.1; w.addObject(&walls); /* Table top */ Cube tableTop = Cube(); tableTop.setTransform(translation(0, 3.1, 0) * scaling(3, 0.1, 2)); tableTop.material.pattern = new StripPattern(Colour(0.5529, 0.4235, 0.3255), Colour(0.6588, 0.5098, 0.4000 )); tableTop.material.pattern->setTransform(scaling(0.05, 0.05, 0.05) * rotationY(0.1)); tableTop.material.ambient = 0.1; tableTop.material.diffuse = 0.7; tableTop.material.specular = 0.9; tableTop.material.shininess = 300; tableTop.material.reflective = 0.2; w.addObject(&tableTop); /* Leg 1 */ Cube leg1 = Cube(); leg1.setTransform(translation(2.7, 1.5, -1.7) * scaling(0.1, 1.5, 0.1)); leg1.material.colour = Colour(0.5529, 0.4235, 0.3255); leg1.material.ambient = 0.2; leg1.material.diffuse = 0.7; w.addObject(&leg1); /* Leg 2 */ Cube leg2 = Cube(); leg2.setTransform(translation(2.7, 1.5, 1.7) * scaling(0.1, 1.5, 0.1)); leg2.material.colour = Colour(0.5529, 0.4235, 0.3255); leg2.material.ambient = 0.2; leg2.material.diffuse = 0.7; w.addObject(&leg2); /* Leg 3 */ Cube leg3 = Cube(); leg3.setTransform(translation(-2.7, 1.5, -1.7) * scaling(0.1, 1.5, 0.1)); leg3.material.colour = Colour(0.5529, 0.4235, 0.3255); leg3.material.ambient = 0.2; leg3.material.diffuse = 0.7; w.addObject(&leg3); /* Leg 4 */ Cube leg4 = Cube(); leg4.setTransform(translation(-2.7, 1.5, 1.7) * scaling(0.1, 1.5, 0.1)); leg4.material.colour = Colour(0.5529, 0.4235, 0.3255); leg4.material.ambient = 0.2; leg4.material.diffuse = 0.7; w.addObject(&leg4); /* ----------------------------- */ /* Glass cube */ Cube glassCube = Cube(); glassCube.setTransform(translation(0, 3.45001, 0) * rotationY(0.2) * scaling(0.25, 0.25, 0.25)); glassCube.dropShadow = false; glassCube.material.colour = Colour(1, 1, 0.8); glassCube.material.ambient = 0; glassCube.material.diffuse = 0.3; glassCube.material.specular = 0.9; glassCube.material.shininess = 300; glassCube.material.reflective = 0.7; glassCube.material.transparency = 0.7; glassCube.material.refractiveIndex = 1.5; w.addObject(&glassCube); /* Little cube 1 */ Cube lilCube1 = Cube(); lilCube1.setTransform(translation(1, 3.35, -0.9) * rotationY(-0.4) * scaling(0.15, 0.15, 0.15)); lilCube1.material.colour = Colour(1, 0.5, 0.5); lilCube1.material.reflective = 0.6; lilCube1.material.diffuse = 0.4; w.addObject(&lilCube1); /* Little cube 2 */ Cube lilCube2 = Cube(); lilCube2.setTransform(translation(-1.5, 3.27, 0.3) * rotationY(0.4) * scaling(0.15, 0.07, 0.15)); lilCube2.material.colour = Colour(1, 1, 0.5); w.addObject(&lilCube2); /* Little cube 3 */ Cube lilCube3 = Cube(); lilCube3.setTransform(translation(0, 3.25, 1) * rotationY(0.4) * scaling(0.2, 0.05, 0.05)); lilCube3.material.colour = Colour(0.5, 1, 0.5); w.addObject(&lilCube3); /* Little cube 4 */ Cube lilCube4 = Cube(); lilCube4.setTransform(translation(-0.6, 3.4, -1) * rotationY(0.8) * scaling(0.05, 0.2, 0.05)); lilCube4.material.colour = Colour(0.5, 0.5, 1); w.addObject(&lilCube4); /* Little cube 5 */ Cube lilCube5 = Cube(); lilCube5.setTransform(translation(2, 3.4, 1) * rotationY(0.8) * scaling(0.05, 0.2, 0.05)); lilCube5.material.colour = Colour(0.5, 1, 1); w.addObject(&lilCube5); /* ----------------------------- */ /* Frame 1 */ Cube frame1 = Cube(); frame1.setTransform(translation(-10, 4, 1) * scaling(0.05, 1, 1)); frame1.material.colour = Colour(0.7098, 0.2471, 0.2196); frame1.material.diffuse = 0.6; w.addObject(&frame1); /* Frame 2 */ Cube frame2 = Cube(); frame2.setTransform(translation(-10, 3.4, 2.7) * scaling(0.05, 0.4, 0.4)); frame2.material.colour = Colour(0.2667, 0.2706, 0.6902); frame2.material.diffuse = 0.6; w.addObject(&frame2); /* Frame 3 */ Cube frame3 = Cube(); frame3.setTransform(translation(-10, 4.6, 2.7) * scaling(0.05, 0.4, 0.4)); frame3.material.colour = Colour(0.3098, 0.5961, 0.3098); frame3.material.diffuse = 0.6; w.addObject(&frame3); /* ----------------------------- */ /* Mirror */ Cube mirror = Cube(); mirror.setTransform(translation(-2, 3.5, 9.95) * scaling(4.8, 1.4, 0.06)); mirror.material.colour = Colour(0, 0, 0); mirror.material.diffuse = 0; mirror.material.ambient = 0; mirror.material.specular = 1; mirror.material.shininess = 300; mirror.material.reflective = 1; w.addObject(&mirror); /* ----------------------------- */ BVHOptimisation opt; w.finalise(opt); /* Set the camera */ Camera camera = Camera(400, 200, 0.785); camera.setTransform(viewTransform(Point(8, 6, -8), Point(0, 3, 0), Vector(0, 1, 0))); /* Now render it */ Canvas image = camera.render(w, 4); image.SaveAsPNG("ch12_test.png"); return 0; }