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- /*
- * DoRayMe - a quick and dirty Raytracer
- * Render test for CSG in chapter 16.
- *
- * Created by Manoël Trapier
- * Copyright (c) 2020 986-Studio.
- *
- */
- #include <world.h>
- #include <light.h>
- #include <sphere.h>
- #include <plane.h>
- #include <cube.h>
- #include <cylinder.h>
- #include <material.h>
- #include <colour.h>
- #include <canvas.h>
- #include <camera.h>
- #include <group.h>
- #include <cone.h>
- #include <csg.h>
- #include <pattern.h>
- #include <strippattern.h>
- #include <gradientpattern.h>
- #include <checkerspattern.h>
- #include <ringpattern.h>
- #include <transformation.h>
- 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;
- }
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