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- /*
- * DoRayMe - a quick and dirty Raytracer
- * Render test for cylinders in chapter 13.
- *
- * 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 <pattern.h>
- #include <strippattern.h>
- #include <gradientpattern.h>
- #include <checkerspattern.h>
- #include <ringpattern.h>
- #include <transformation.h>
- int main()
- {
- World w = World();
- /* Add light */
- Light light = Light(POINT_LIGHT, Point(1, 6.9, -4.9), Colour(1, 1, 1));
- w.addLight(&light);
- /* ----------------------------- */
- /* The floor / ceiling */
- Plane floor = Plane();
- floor.material.pattern = new CheckersPattern(Colour(0.5, 0.5, 0.5), Colour(0.75, 0.75, 0.75));
- floor.material.pattern->setTransform(rotationY(0.3) * scaling(0.25, 0.25, 0.25));
- w.addObject(&floor);
- /* ----------------------------- */
- Cylinder cyl1 = Cylinder();
- cyl1.minCap = 0;
- cyl1.maxCap = 0.75;
- cyl1.isClosed = true;
- cyl1.setTransform(translation(-1, 0, 1) * scaling(0.5, 1, 0.5));
- cyl1.material.colour = Colour(0, 0, 0.6);
- cyl1.material.diffuse = 0.1;
- cyl1.material.specular = 0.9;
- cyl1.material.shininess = 300;
- cyl1.material.reflective = 0.9;
- w.addObject(&cyl1);
- /* ----------------------------- */
- /* Concentrics */
- Cylinder cons1 = Cylinder();
- cons1.minCap = 0;
- cons1.maxCap = 0.2;
- cons1.isClosed = false;
- cons1.setTransform(translation(1, 0, 0) * scaling(0.8, 1, 0.8));
- cons1.material.colour = Colour(1, 1, 0.3);
- cons1.material.ambient = 0.1;
- cons1.material.diffuse = 0.8;
- cons1.material.specular = 0.9;
- cons1.material.shininess = 300;
- w.addObject(&cons1);
- Cylinder cons2 = Cylinder();
- cons2.minCap = 0;
- cons2.maxCap = 0.3;
- cons2.isClosed = false;
- cons2.setTransform(translation(1, 0, 0) * scaling(0.6, 1, 0.6));
- cons2.material.colour = Colour(1, 0.9, 0.4);
- cons2.material.ambient = 0.1;
- cons2.material.diffuse = 0.8;
- cons2.material.specular = 0.9;
- cons2.material.shininess = 300;
- w.addObject(&cons2);
- Cylinder cons3 = Cylinder();
- cons3.minCap = 0;
- cons3.maxCap = 0.4;
- cons3.isClosed = false;
- cons3.setTransform(translation(1, 0, 0) * scaling(0.4, 1, 0.4));
- cons3.material.colour = Colour(1, 0.8, 0.5);
- cons3.material.ambient = 0.1;
- cons3.material.diffuse = 0.8;
- cons3.material.specular = 0.9;
- cons3.material.shininess = 300;
- w.addObject(&cons3);
- Cylinder cons4 = Cylinder();
- cons4.minCap = 0;
- cons4.maxCap = 0.5;
- cons4.isClosed = true;
- cons4.setTransform(translation(1, 0, 0) * scaling(0.2, 1, 0.2));
- cons4.material.colour = Colour(1, 0.7, 0.6);
- cons4.material.ambient = 0.1;
- cons4.material.diffuse = 0.8;
- cons4.material.specular = 0.9;
- cons4.material.shininess = 300;
- w.addObject(&cons4);
- /* ----------------------------- */
- /* decoratives cylinders */
- Cylinder deco1 = Cylinder();
- deco1.minCap = 0;
- deco1.maxCap = 0.3;
- deco1.isClosed = true;
- deco1.setTransform(translation(0, 0, -0.75) * scaling(0.05, 1, 0.05));
- deco1.material.colour = Colour(1, 0, 0);
- deco1.material.ambient = 0.1;
- deco1.material.diffuse = 0.9;
- deco1.material.specular = 0.9;
- deco1.material.shininess = 300;
- w.addObject(&deco1);
- Cylinder deco2 = Cylinder();
- deco2.minCap = 0;
- deco2.maxCap = 0.3;
- deco2.isClosed = true;
- deco2.setTransform(translation(0, 0, -2.25) * rotationY(-0.15) * translation(0, 0, 1.5) * scaling(0.05, 1, 0.05));
- deco2.material.colour = Colour(1, 1, 0);
- deco2.material.ambient = 0.1;
- deco2.material.diffuse = 0.9;
- deco2.material.specular = 0.9;
- deco2.material.shininess = 300;
- w.addObject(&deco2);
- Cylinder deco3 = Cylinder();
- deco3.minCap = 0;
- deco3.maxCap = 0.3;
- deco3.isClosed = true;
- deco3.setTransform(translation(0, 0, -2.25) * rotationY(-0.3) * translation(0, 0, 1.5) * scaling(0.05, 1, 0.05));
- deco3.material.colour = Colour(0, 1, 0);
- deco3.material.ambient = 0.1;
- deco3.material.diffuse = 0.9;
- deco3.material.specular = 0.9;
- deco3.material.shininess = 300;
- w.addObject(&deco3);
- Cylinder deco4 = Cylinder();
- deco4.minCap = 0;
- deco4.maxCap = 0.3;
- deco4.isClosed = true;
- deco4.setTransform(translation(0, 0, -2.25) * rotationY(-0.45) * translation(0, 0, 1.5) * scaling(0.05, 1, 0.05));
- deco4.material.colour = Colour(0, 1, 1);
- deco4.material.ambient = 0.1;
- deco4.material.diffuse = 0.9;
- deco4.material.specular = 0.9;
- deco4.material.shininess = 300;
- w.addObject(&deco4);
- /* ----------------------------- */
- /* glass cylinder */
- Cylinder glassCylinder = Cylinder();
- glassCylinder.minCap = 0.0001;
- glassCylinder.maxCap = 0.5;
- glassCylinder.isClosed = true;
- glassCylinder.setTransform(translation(0, 0, -1.5) * scaling(0.33, 1, 0.33));
- glassCylinder.material.colour = Colour(0.25, 0, 0);
- glassCylinder.material.diffuse = 0.1;
- glassCylinder.material.specular = 0.9;
- glassCylinder.material.shininess = 300;
- glassCylinder.material.reflective = 0.9;
- glassCylinder.material.transparency = 0.9;
- glassCylinder.material.refractiveIndex = 1.5;
- w.addObject(&glassCylinder);
- /* ----------------------------- */
- /* Set the camera */
- Camera camera = Camera(400, 200, 0.314);
- camera.setTransform(viewTransform(Point(8, 3.5, -9),
- Point(0, 0.3, 0),
- Vector(0, 1, 0)));
- /* Now render it */
- Canvas image = camera.render(w, 20);
- image.SaveAsPNG("ch13_test.png");
- return 0;
- }
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