/* * DoRayMe - a quick and dirty Raytracer * Render test for CSG in chapter 16. * * 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 #include #include #include int main() { World w = World(); /* Add lights */ Light light1 = Light(POINT_LIGHT, Point(6, 10, 10), Colour(0.5, 0.4, 0.5)); w.addLight(&light1); /* Add lights */ Light light2 = Light(POINT_LIGHT, Point(6, 10, -2.5), Colour(0.5, 0.6, 0.5)); w.addLight(&light2); /* ----------------------------- */ /* Floor */ Plane p = Plane(); CheckersPattern checkered = CheckersPattern(Colour(0.35, 0.35, 0.35), Colour(0.4, 0.4, 0.4)); p.material.pattern = &checkered; p.material.ambient = 0.2; p.material.diffuse = 1; p.material.specular = 0; p.material.reflective = 0.1; p.setTransform(translation(0, 0, 0)); w.addObject(&p); Plane p2 = Plane(); p2.setTransform(translation(0, 0, -3) * rotationX(M_PI/2)); p2.material.pattern = &checkered; p2.material.ambient = 0.2; p2.material.diffuse = 1; p2.material.specular = 0; w.addObject(&p2); /* ----------------------------- */ /* Funky cube */ Cylinder c1 = Cylinder(); c1.minCap = -2; c1.maxCap = 2; c1.isClosed = true; c1.material.colour = Colour(1, 0, 0); c1.setTransform(scaling(0.4, 1, 0.4)); c1.materialSet = true; Cylinder c2 = Cylinder(); c2.minCap = -2; c2.maxCap = 2; c2.isClosed = true; c2.material.colour = Colour(0, 1, 0); c2.setTransform(rotationX(M_PI/2) * scaling(0.4, 1, 0.4)); c2.materialSet = true; CSG leaf1 = CSG(CSG::UNION, &c1, &c2); Cylinder c3 = Cylinder(); c3.minCap = -2; c3.maxCap = 2; c3.isClosed = true; c3.material.colour = Colour(0, 0, 1); c3.setTransform(rotationZ(M_PI/2) * scaling(0.4, 1, 0.4)); c3.materialSet = true; CSG leaf2 = CSG(CSG::UNION, &leaf1, &c3); Cube cb = Cube(); cb.materialSet = true; cb.material.reflective = 0.5; cb.material.colour = Colour(0.3, 0.3, 0.3); cb.material.ambient = 0; cb.material.diffuse = 0.3; cb.material.specular = 0.3; cb.material.shininess = 20; Sphere sp = Sphere(); sp.setTransform(scaling(1.35, 1.35, 1.35)); sp.materialSet = true; sp.material.colour = Colour(0, 0, 0); sp.material.ambient = 0; sp.material.specular = 0.3; sp.material.shininess = 20; sp.material.reflective = 0.05; sp.material.diffuse = 0.3; CSG leaf3 = CSG(CSG::INTERSECTION, &sp, &cb); CSG leaf4 = CSG(CSG::DIFFERENCE, &leaf3, &leaf2); leaf4.setTransform(translation(0, 1, 0.8) * rotationY(-0.45)); w.addObject(&leaf4); /* ----------------------------- */ /* Tricylinder weirdy */ Cylinder sp1 = Cylinder(); sp1.minCap = -2; sp1.maxCap = 2; sp1.isClosed = true; sp1.materialSet = true; sp1.material.colour = Colour(1, 0, 0); Cylinder sp2 = Cylinder(); sp2.minCap = -2; sp2.maxCap = 2; sp2.isClosed = true; sp2.materialSet = true; sp2.setTransform(rotationX(M_PI/2)); sp2.material.colour = Colour(0, 1, 0); Cylinder sp3 = Cylinder(); sp3.minCap = -2; sp3.maxCap = 2; sp3.isClosed = true; sp3.materialSet = true; sp3.setTransform(rotationZ(M_PI/2)); sp3.material.colour = Colour(0, 0, 1); CSG spleaf1 = CSG(CSG::INTERSECTION, &sp1, &sp2); CSG spleaf2 = CSG(CSG::INTERSECTION, &spleaf1, &sp3); spleaf2.setTransform(translation(4, 1, -0.1) * rotationY(0.35)); w.addObject(&spleaf2); /* ----------------------------- */ Group grp = Group(); int i; #define SLICE_NUM (12) for(i = 0; i < SLICE_NUM; i++) { Cube *c = new Cube(); c->setTransform(rotationY((2*M_PI / SLICE_NUM) * i) * scaling(0.1, 1.1, 0.7) * translation(0, 0, 0.9)); c->dropShadow = false; grp.addObject(c); } grp.materialSet = true; grp.dropShadow = false; grp.material.ambient = 0; grp.material.diffuse = 0.1; grp.material.specular = 0; grp.material.transparency = 1; grp.material.reflective = 1; grp.material.refractiveIndex = 1; Sphere ballSp = Sphere(); ballSp.materialSet = true; ballSp.material.colour = Colour(0.7, 0.2, 0.1); CSG ballLeaf = CSG(CSG::INTERSECTION, &grp, &ballSp); ballLeaf.setTransform(translation(-4, 1, -0.1) * rotationY(-0.35) * rotationZ(0.1)); w.addObject(&ballLeaf); /* ----------------------------- */ /* Set the camera */ Camera camera = Camera(80, 40, M_PI / 2); camera.setTransform(viewTransform(Point(0, 3, 5), Point(0, 1, 0), Vector(0, 1, 0))); /* Now render it */ Canvas image = camera.render(w, 5); image.SaveAsPNG("ch16_test.png"); return 0; }