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- /*
- * DoRayMe - a quick and dirty Raytracer
- * Render test for reflection 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()
- {
- /* First we need to construct the world */
- Plane floor = Plane();
- floor.material.specular = 0;
- floor.material.pattern = new RingPattern(Colour(1, 0.9, 0.9), Colour(1, 0.2, 0.2));
- floor.material.reflective = 0.1;
- Plane wall = Plane();
- wall.material.specular = 0;
- wall.material.pattern = new StripPattern(Colour(1, 0.9, 0.9), Colour(1, 0.2, 0.2));
- wall.material.pattern->setTransform(translation(0, 0, 1) * rotationY(M_PI/4));
- wall.setTransform(translation(0, 0, 5) * rotationX(M_PI/2));
- Sphere middle = Sphere();
- middle.setTransform(translation(-0.7, 1, 0.6));
- middle.material.diffuse = 0.7;
- middle.material.specular = 0.3;
- middle.material.pattern = new StripPattern(Colour(0.1, 1, 0.5), Colour(0, 0.2, 0.2));
- middle.material.pattern->setTransform((rotationZ(M_PI/4) * rotationY(M_PI/5) * scaling(0.2, 0.2, 0.2)));
- Sphere right = Sphere();
- right.setTransform(translation(1.5, 0.5, -0.5) * scaling(0.5, 0.5, 0.5));
- right.material.diffuse = 0.7;
- right.material.specular = 0.3;
- right.material.pattern = new StripPattern(Colour(0.5, 1, 0.1), Colour(0, 0, 0));
- right.material.pattern->setTransform((scaling(0.1, 0.1, 0.1)));
- right.material.reflective = 0.1;
- Sphere left = Sphere();
- left.setTransform(translation(-1.5, 0.33, -0.75) * scaling(0.33, 0.33, 0.33));
- left.material.diffuse = 0.7;
- left.material.specular = 0.3;
- left.material.pattern = new GradientPattern(Colour(1, 0.8, 0.1), Colour(0.1, 0.1, 1));
- left.material.pattern->setTransform(translation(1.5, 0, 0) * scaling(2.1, 2, 2) * rotationY(-M_PI/4));
- Sphere fourth = Sphere();
- fourth.setTransform(translation(.5, 0.25, 0.4) * scaling(0.3, 0.3, 0.3));
- fourth.material.diffuse = 0.7;
- fourth.material.specular = 0.3;
- fourth.material.pattern = new CheckersPattern(Colour(0.1, 0.8, 0.1), Colour(0.8, 1, 0.8));
- fourth.material.pattern->setTransform( scaling(0.2, 0.2, 0.2));
- fourth.material.reflective = 0.4;
- World w = World();
- w.addObject(&floor);
- w.addObject(&wall);
- w.addObject(&middle);
- w.addObject(&left);
- w.addObject(&right);
- w.addObject(&fourth);
- /* Add some more reflective spheres */
- Sphere ref1 = Sphere();
- ref1.setTransform(translation(1, 1, .4) * scaling(0.2, 0.2, 0.2));
- ref1.material.reflective = 1;
- ref1.material.colour = Colour(0.3, 0.7, 0.6);
- w.addObject(&ref1);
- Sphere ref2 = Sphere();
- ref2.setTransform(translation(1.5, 2, -.8) * scaling(0.2, 0.2, 0.2));
- ref2.material.reflective = 1;
- ref2.material.specular = 0.5;
- ref2.material.colour = Colour(0.3, 0.3, 0.3);
- w.addObject(&ref2);
- Sphere ref3 = Sphere();
- ref3.setTransform(translation(-2, 1.678, .4) * scaling(0.4, 0.4, 0.4));
- ref3.material.reflective = 1;
- ref3.material.specular = 0.5;
- w.addObject(&ref3);
- /* Add light */
- Light light = Light(POINT_LIGHT, Point(-10, 10, -10), Colour(1, 1, 1));
- w.addLight(&light);
- /* Set the camera */
- Camera camera = Camera(100, 50, M_PI / 3);
- camera.setTransform(viewTransform(Point(0, 1.5, -5),
- Point(0, 1, 0),
- Vector(0, 1, 0)));
- /* Now render it */
- Canvas image = camera.render(w);
- image.SaveAsPNG("ch11_reflection.png");
- return 0;
- }
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