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- /*
- * DoRayMe - a quick and dirty Raytracer
- * Render test for refraction in chapter 11.
- *
- * Created by Manoël Trapier
- * Copyright (c) 2020 986-Studio.
- *
- */
- #include <world.h>
- #include <light.h>
- #include <sphere.h>
- #include <plane.h>
- #include <material.h>
- #include <colour.h>
- #include <canvas.h>
- #include <camera.h>
- #include <pattern.h>
- #include <strippattern.h>
- #include <gradientpattern.h>
- #include <checkerspattern.h>
- #include <ringpattern.h>
- #include <transformation.h>
- int main()
- {
- World w = World();
- /* First we need to construct the world */
- Plane floor = Plane();
- floor.material.pattern = new CheckersPattern(Colour(1, 1, 1), Colour(0, 0, 0));
- floor.setTransform(translation(0, -10, 0));
- w.addObject(&floor);
- Sphere glassBall = Sphere();
- glassBall.material.shininess = 300;
- glassBall.material.transparency = 1;
- glassBall.material.reflective = 1;
- glassBall.material.refractiveIndex = 1.52;
- glassBall.material.diffuse = 0.1;
- w.addObject(&glassBall);
- Sphere airBall = Sphere();
- airBall.setTransform(scaling(0.5, 0.5, 0.5));
- airBall.material.shininess = 300;
- airBall.material.transparency = 1;
- airBall.material.reflective = 1;
- airBall.material.refractiveIndex = 1.0009;
- airBall.material.diffuse = 0.1;
- w.addObject(&airBall);
- /* Add light */
- Light light = Light(POINT_LIGHT, Point(20, 10, 0), Colour(0.7, 0.7, 0.7));
- w.addLight(&light);
- /* Set the camera */
- Camera camera = Camera(100, 100, M_PI / 3);
- camera.setTransform(viewTransform(Point(0, 2.5, 0),
- Point(0, 0, 0),
- Vector(1, 0, 0)));
- /* Now render it */
- Canvas image = camera.render(w);
- image.SaveAsPNG("ch11_refraction.png");
- return 0;
- }
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