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- /*
- * DoRayMe - a quick and dirty Raytracer
- * Render test for chapter 5 "Put it together".
- *
- * Created by Manoël Trapier
- * Copyright (c) 2020 986-Studio.
- *
- */
- #include <ray.h>
- #include <sphere.h>
- #include <colour.h>
- #include <canvas.h>
- #include <transformation.h>
- int main()
- {
- int x, y;
- Canvas c = Canvas(100, 100);
- Sphere s = Sphere();
- s.material.colour = Colour(1, 0.2, 1);
- Light light = Light(POINT_LIGHT, Point(-10, 10, -10), Colour(1, 1, 1));
- Point cameraOrigin = Point(0, 0, -5);
- double wallDistance = 10;
- double wallSize = 7;
- double pixelSize = wallSize / c.width;
- for(y = 0; y < c.height; y++)
- {
- double worldY = (wallSize / 2) - pixelSize * y;
- for(x = 0; x < c.width; x++)
- {
- double worldX = -(wallSize / 2) + pixelSize * x;
- Point position = Point(worldX, worldY, wallDistance);
- Ray r = Ray(cameraOrigin, (position - cameraOrigin).normalise());
- Intersect xs = s.intersect(r);
- Intersection hit = xs.hit();
- if (!hit.nothing())
- {
- Tuple hitPoint = r.position(hit.t);
- Tuple hitNormalVector = hit.object->normalAt(hitPoint);
- Tuple eye = -r.direction;
- Colour pixelColour = hit.object->material.lighting(light, hitPoint, eye, hitNormalVector);
- c.putPixel(x, y, pixelColour);
- }
- }
- }
- c.SaveAsPNG("ch6_test.png");
- return 0;
- }
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