ch11_refraction.cpp 1.8 KB

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  1. /*
  2. * DoRayMe - a quick and dirty Raytracer
  3. * Render test for refraction in chapter 11.
  4. *
  5. * Created by Manoël Trapier
  6. * Copyright (c) 2020 986-Studio.
  7. *
  8. */
  9. #include <world.h>
  10. #include <light.h>
  11. #include <sphere.h>
  12. #include <plane.h>
  13. #include <material.h>
  14. #include <colour.h>
  15. #include <canvas.h>
  16. #include <camera.h>
  17. #include <pattern.h>
  18. #include <strippattern.h>
  19. #include <gradientpattern.h>
  20. #include <checkerspattern.h>
  21. #include <ringpattern.h>
  22. #include <transformation.h>
  23. int main()
  24. {
  25. World w = World();
  26. /* First we need to construct the world */
  27. Plane floor = Plane();
  28. floor.material.pattern = new CheckersPattern(Colour(1, 1, 1), Colour(0, 0, 0));
  29. floor.setTransform(translation(0, -10, 0));
  30. w.addObject(&floor);
  31. Sphere glassBall = Sphere();
  32. glassBall.material.shininess = 300;
  33. glassBall.material.transparency = 1;
  34. glassBall.material.reflective = 1;
  35. glassBall.material.refractiveIndex = 1.52;
  36. glassBall.material.diffuse = 0.1;
  37. w.addObject(&glassBall);
  38. Sphere airBall = Sphere();
  39. airBall.setTransform(scaling(0.5, 0.5, 0.5));
  40. airBall.material.shininess = 300;
  41. airBall.material.transparency = 1;
  42. airBall.material.reflective = 1;
  43. airBall.material.refractiveIndex = 1.0009;
  44. airBall.material.diffuse = 0.1;
  45. w.addObject(&airBall);
  46. /* Add light */
  47. Light light = Light(POINT_LIGHT, Point(20, 10, 0), Colour(0.7, 0.7, 0.7));
  48. w.addLight(&light);
  49. /* Set the camera */
  50. Camera camera = Camera(100, 100, M_PI / 3);
  51. camera.setTransform(viewTransform(Point(0, 2.5, 0),
  52. Point(0, 0, 0),
  53. Vector(1, 0, 0)));
  54. /* Now render it */
  55. Canvas image = camera.render(w);
  56. image.SaveAsPNG("ch11_refraction.png");
  57. return 0;
  58. }