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- /*
- * DoRayMe - a quick and dirty Raytracer
- * Checkered cubes for bonus chapter UV Mapping
- *
- * Created by Manoël Trapier
- * Copyright (c) 2020 986-Studio.
- *
- */
- #include <world.h>
- #include <light.h>
- #include <cube.h>
- #include <material.h>
- #include <colour.h>
- #include <canvas.h>
- #include <camera.h>
- #include <pattern.h>
- #include <texturemap.h>
- #include <uv_aligncheck.h>
- #include <transformation.h>
- Colour red = Colour(1, 0, 0);
- Colour yellow = Colour(1, 1, 0);
- Colour brown = Colour(1, 0.5, 0);
- Colour green = Colour(0, 1, 0);
- Colour cyan = Colour(0, 1, 1);
- Colour blue = Colour(0, 0, 1);
- Colour purple = Colour(1, 0, 1);
- Colour white = Colour(1, 1, 1);
- UVAlignCheck left = UVAlignCheck(yellow, cyan, red, blue, brown);
- UVAlignCheck front = UVAlignCheck(cyan, red, yellow, brown, green);
- UVAlignCheck right = UVAlignCheck(red, yellow, purple, green, white);
- UVAlignCheck back = UVAlignCheck(green, purple, cyan, white, blue);
- UVAlignCheck up = UVAlignCheck(brown, cyan, purple, red, yellow);
- UVAlignCheck down = UVAlignCheck(purple, brown, green, blue, white);
- Shape *MappedCube()
- {
- Cube *ret = new Cube();
- TextureMap *tm = new TextureMap(CUBIC_MAP, nullptr);
- tm->setCubePattern(&front, &left, &right, &back, &up, &down);
- ret->material.pattern = tm;
- ret->material.ambient = 0.2;
- ret->material.specular = 0;
- ret->material.diffuse = 0.8;
- return ret;
- }
- int main()
- {
- World w = World();
- Light light1 = Light(POINT_LIGHT, Point(0, 100, -100), Colour(0.25, 0.25, 0.25));
- w.addLight(&light1);
- Light light2 = Light(POINT_LIGHT, Point(0, -100, -100), Colour(0.25, 0.25, 0.25));
- w.addLight(&light2);
- Light light3 = Light(POINT_LIGHT, Point(-100, 0, -100), Colour(0.25, 0.25, 0.25));
- w.addLight(&light3);
- Light light4 = Light(POINT_LIGHT, Point(100, 0, -100), Colour(0.25, 0.25, 0.25));
- w.addLight(&light4);
- Shape *s;
- s = MappedCube();
- s->setTransform(translation(-6, 2, 0) * rotationX(0.7854) * rotationY(0.7854));
- w.addObject(s);
- s = MappedCube();
- s->setTransform(translation(-2, 2, 0) * rotationX(0.7854) * rotationY(2.3562));
- w.addObject(s);
- s = MappedCube();
- s->setTransform(translation(2, 2, 0) * rotationX(0.7854) * rotationY(3.927));
- w.addObject(s);
- s = MappedCube();
- s->setTransform(translation(6, 2, 0) * rotationX(0.7854) * rotationY(5.4978));
- w.addObject(s);
- s = MappedCube();
- s->setTransform(translation(-6, -2, 0) * rotationX(-0.7854) * rotationY(0.7854));
- w.addObject(s);
- s = MappedCube();
- s->setTransform(translation(-2, -2, 0) * rotationX(-0.7854) * rotationY(2.3562));
- w.addObject(s);
- s = MappedCube();
- s->setTransform(translation(2, -2, 0) * rotationX(-0.7854) * rotationY(3.927));
- w.addObject(s);
- s = MappedCube();
- s->setTransform(translation(6, -2, 0) * rotationX(-0.7854) * rotationY(5.4978));
- w.addObject(s);
- /* Set the camera */
- Camera camera = Camera(800, 400, 0.8);
- camera.setTransform(viewTransform(Point(0, 0, -20),
- Point(0, 0, 0),
- Vector(0, 1, 0)));
- /* Now render it */
- Canvas image = camera.render(w);
- image.SaveAsPNG("uvmap_checkeredcube.png");
- return 0;
- }
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