123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116 |
- /*
- * DoRayMe - a quick and dirty Raytracer
- * Render test for triangle in chapter 15.
- *
- * Created by Manoël Trapier
- * Copyright (c) 2020 986-Studio.
- *
- */
- #include <world.h>
- #include <light.h>
- #include <plane.h>
- #include <colour.h>
- #include <canvas.h>
- #include <camera.h>
- #include <triangle.h>
- #include <group.h>
- #include <time.h>
- #include <transformation.h>
- double frand(double max)
- {
- return max * (rand() / ((double) RAND_MAX));
- }
- int main()
- {
- World w = World();
- /* Add lights */
- Light light1 = Light(POINT_LIGHT, Point(10000, 10000, -10000), Colour(0.25, 0.25, 0.25));
- w.addLight(&light1);
- Light light2 = Light(POINT_LIGHT, Point(-10000, 10000, -10000), Colour(0.25, 0.25, 0.25));
- w.addLight(&light2);
- Light light3 = Light(POINT_LIGHT, Point(10000, -10000, -10000), Colour(0.25, 0.25, 0.25));
- w.addLight(&light3);
- Light light4 = Light(POINT_LIGHT, Point(-10000, -10000, -10000), Colour(0.25, 0.25, 0.25));
- w.addLight(&light4);
- /* ----------------------------- */
- /* White background */
- Plane p = Plane();
- p.setTransform(translation(0, 0, 100) * rotationX(1.5708));
- p.material.colour = Colour(1, 1, 1);
- p.material.ambient = 1;
- p.material.diffuse = 0;
- p.material.specular = 0;
- w.addObject(&p);
- /* ----------------------------- */
- Group g = Group();
- srand(10); /* Force the seed to a known value */
- int i;
- Point p1, p2, p3;
- /* Let's add a bunche of "random" triangles */
- for (i = 0; i < 10; i++)
- {
- p1.x = 7-frand(14);
- p1.y = 7-frand(14);
- p1.z = 7-frand(14);
- p2.x = 7-frand(14);
- p2.y = 7-frand(14);
- p2.z = 7-frand(14);
- p3.x = 7-frand(14);
- p3.y = 7-frand(14);
- p3.z = 7-frand(14);
- Triangle *tri = new Triangle(p1, p2, p3);
- tri->material.colour.x = frand(1); // red
- tri->material.colour.y = frand(1); // green
- tri->material.colour.z = frand(1); // blue
- //tri->material.refractiveIndex = frand(2);
- //tri->material.transparency = frand(1);
- //tri->material.shininess = frand(300);
- //tri->material.specular = frand(1);
- //tri->material.ambient = frand(1);
- tri->material.reflective = frand(1);
- //tri->material.diffuse = frand(1);
- g.addObject(tri);
- }
- g.setTransform(rotationX(3.14));
- w.addObject(&g);
- /* ----------------------------- */
- FILE *fpOut = fopen("triangles_world.json", "wt");
- if (fpOut)
- {
- w.dumpMe(fpOut);
- fclose(fpOut);
- }
- /* ----------------------------- */
- /* Set the camera */
- Camera camera = Camera(500, 500, M_PI/1.5);
- camera.setTransform(viewTransform(Point(0, 0, -9),
- Point(0, 0, 0),
- Vector(0, 1, 0)));
- /* Now render it */
- Canvas image = camera.render(w, 5);
- image.SaveAsPNG("triangle_rendertest.png");
- return 0;
- }
|