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It is christmas time!
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Godzil committed Feb 26, 2020
1 parent ed347e3 commit 0369bee
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7 changes: 6 additions & 1 deletion README.md
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Expand Up @@ -57,4 +57,9 @@ Bonus:
![Chapter 13 cone test](output/ch13_cone.png)

From Chapter 14 - Groups & Bounding boxes
![Chapter 14 rendering test](output/ch14_test.png)
![Chapter 14 rendering test](output/ch14_test.png)


Bonus (from the forum):
![Christmas ball](output/christmasball.png)
(about 7min render time using OpenMP on a 2.6Ghz Core i7 3720QM)
Binary file added output/christmasball.png
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6 changes: 6 additions & 0 deletions tests/CMakeLists.txt
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Expand Up @@ -90,6 +90,11 @@ target_include_directories(ch14_test PUBLIC ../source/include)
target_sources(ch14_test PRIVATE ch14_test.cpp)
target_link_libraries(ch14_test rayonnement)

add_executable(christmasball_render)
target_include_directories(christmasball_render PUBLIC ../source/include)
target_sources(christmasball_render PRIVATE christmasball_render.cpp)
target_link_libraries(christmasball_render rayonnement)

add_test(NAME Chapter05_Test COMMAND $<TARGET_FILE:ch5_test>)
add_test(NAME Chapter06_Test COMMAND $<TARGET_FILE:ch6_test>)
add_test(NAME Chapter07_Test COMMAND $<TARGET_FILE:ch7_test>)
Expand All @@ -103,5 +108,6 @@ add_test(NAME Chapter13_Test COMMAND $<TARGET_FILE:ch13_test>)
add_test(NAME Chapter13_ConeBonus COMMAND $<TARGET_FILE:ch13_cone>)
add_test(NAME Chapter14_Test COMMAND $<TARGET_FILE:ch14_test>)
add_test(NAME Test_Rendering COMMAND $<TARGET_FILE:test_render>)
add_test(NAME ChristmasBall_Rendering COMMAND $<TARGET_FILE:christmasball_render>)
add_test(NAME Hw3Render COMMAND $<TARGET_FILE:hw3render> ${CMAKE_CURRENT_SOURCE_DIR}/test.hw3scene)
add_test(NAME Hw3RenderAllCmds COMMAND $<TARGET_FILE:hw3render> ${CMAKE_CURRENT_SOURCE_DIR}/test_keys.hw3scene)
244 changes: 244 additions & 0 deletions tests/christmasball_render.cpp
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@@ -0,0 +1,244 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Render test for reflection 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 <group.h>
#include <cone.h>

#include <pattern.h>
#include <strippattern.h>
#include <gradientpattern.h>
#include <checkerspattern.h>
#include <ringpattern.h>

#include <transformation.h>
#include <triangle.h>
#include <stdio.h>

double frand(void)
{
return rand() / ((double) RAND_MAX);
}

Shape *fir_branch()
{
Group *ret = new Group();
double length = 2;
double radius = 0.025;
int segments = 20;
int perSegment = 24;

Cylinder *branch = new Cylinder();
branch->minCap = 0;
branch->maxCap = length;
branch->isClosed = true;
branch->setTransform(scaling(radius, 1, radius));
branch->material.colour = Colour(0.5, 0.35, 0.26);
branch->material.ambient = 0.2;
branch->material.specular = 0;
branch->material.diffuse = 0.6;
ret->addObject(branch);

double seq_size = length / (segments - 1);
double theta = 2.1 * M_PI / perSegment;
double maxLenght = 20 * radius;

int y, i;
Triangle *needle;
for(y = 0; y < segments; y++)
{
Group *subGroup = new Group();

for(i = 0; i < perSegment; i++)
{
/* Each needle is a triangle */
/* yBase is the y coordinate of the base of the triangle */
double yBase = seq_size * y + frand() * seq_size;
/* yTipe is the y coordinate of the tip of the triangle */
double yTip = yBase - frand() * seq_size;
/* yAndle is the angle (in radians) that the need shold be rotated
* around the branch */
double yAngle = i * theta + frand() * theta;
/* How long is the needle? */
double needleLenght = maxLenght / 2 * (1 + frand());
/* How much is the needle offset fomr the center of the branch? */
double ofs = radius / 2;
Point p1 = Point(ofs, yBase, ofs);
Point p2 = Point(-ofs, yBase, ofs);
Point p3 = Point(0, yTip, needleLenght);
needle = new Triangle(p1, p2, p3);
needle->setTransform(rotationY(yAngle));
needle->material.colour = Colour(0.26, 0.36, 0.16);
needle->material.specular = 0.1;
subGroup->addObject(needle);
}
ret->addObject(subGroup);
}


return ret;
}

int main()
{
World w = World();

printf("Preparing scene...\n");

/* Add lights */
Light light1 = Light(POINT_LIGHT, Point(-10, 10, -10), Colour(0.6, 0.6, 0.6));
w.addLight(&light1);
Sphere light1Sphere = Sphere();
light1Sphere.dropShadow = false;
light1Sphere.setTransform(translation(-10, 10, -10) * scaling(1.5, 1.5, 1.5));
light1Sphere.material.colour = Colour(1, 1, 1);
light1Sphere.material.ambient = 0.6;
light1Sphere.material.diffuse = 0;
light1Sphere.material.specular = 0;
w.addObject(&light1Sphere);

Light light2 = Light(POINT_LIGHT, Point(10, 10, -10), Colour(0.6, 0.6, 0.6));
w.addLight(&light2);
Sphere light2Sphere = Sphere();
light2Sphere.dropShadow = false;
light2Sphere.setTransform(translation(10, 10, -10) * scaling(1.5, 1.5, 1.5));
light2Sphere.material.colour = Colour(1, 1, 1);
light2Sphere.material.ambient = 0.6;
light2Sphere.material.diffuse = 0;
light2Sphere.material.specular = 0;
w.addObject(&light2Sphere);

Light light3 = Light(POINT_LIGHT, Point(-2, 1, -6), Colour(0.2, 0.1, 0.1));
w.addLight(&light3);
Sphere light3Sphere = Sphere();
light3Sphere.dropShadow = false;
light3Sphere.setTransform(translation(-2, 1, -6) * scaling(.4, .4, .4));
light3Sphere.material.colour = Colour(1, 0.5, 0.5);
light3Sphere.material.ambient = 0.6;
light3Sphere.material.diffuse = 0;
light3Sphere.material.specular = 0;
w.addObject(&light3Sphere);

Light light4 = Light(POINT_LIGHT, Point(-1, -2, -6), Colour(0.1, 0.2, 0.1));
w.addLight(&light4);
Sphere light4Sphere = Sphere();
light4Sphere.dropShadow = false;
light4Sphere.setTransform(translation(-1, -2, -16) * scaling(.4, .4, .4));
light4Sphere.material.colour = Colour(0.5, 1, 0.5);
light4Sphere.material.ambient = 0.6;
light4Sphere.material.diffuse = 0;
light4Sphere.material.specular = 0;
w.addObject(&light4Sphere);

Light light5 = Light(POINT_LIGHT, Point(3, -1, -6), Colour(0.2, 0.2, 0.2));
w.addLight(&light5);
Sphere light5Sphere = Sphere();
light5Sphere.dropShadow = false;
light5Sphere.setTransform(translation(3, -1, -6) * scaling(0.5, 0.5, 0.5));
light5Sphere.material.colour = Colour(1, 1, 1);
light5Sphere.material.ambient = 0.6;
light5Sphere.material.diffuse = 0;
light5Sphere.material.specular = 0;
w.addObject(&light5Sphere);

/* ----------------------------- */

Sphere theBall = Sphere();
theBall.material.colour = Colour(1, 0.25, 0.25);
theBall.material.ambient = 0;
theBall.material.specular = 0;
theBall.material.diffuse = 0.5;
theBall.material.reflective = 0.5;
w.addObject(&theBall);

Cylinder crown = Cylinder();
crown.minCap = 0;
crown.maxCap = 1;
crown.setTransform(rotationZ(-0.1) * translation(0, 0.9, 0) * scaling(0.2, 0.3, 0.2));
crown.material.pattern = new CheckersPattern(Colour(1, 1, 1), Colour(0.94, 0.94, 0.94));
crown.material.pattern->setTransform(scaling(0.2, 0.2, 0.2));
crown.material.ambient = 0.02;
crown.material.diffuse = 0.7;
crown.material.specular = 0.8;
crown.material.shininess = 20;
crown.material.reflective = 0.05;
w.addObject(&crown);

/* ----------------------------- */

Shape *s;
s = fir_branch();
s->setTransform(translation(-1, -1, 0) * rotationY(0.349) * rotationX(-1.5708) * translation(0, -0.5, 0));
w.addObject(s);

s = fir_branch();
s->setTransform(translation(-1, 1, 0) * rotationY(0.349) * rotationX(-1.5708) * translation(0, -0.5, 0));
w.addObject(s);

s = fir_branch();
s->setTransform(translation(1, -1, 0) * rotationY(-0.349) * rotationX(-1.5708) * translation(0, -0.5, 0));
w.addObject(s);

s = fir_branch();
s->setTransform(translation(1, 1, 0) * rotationY(-0.349) * rotationX(-1.5708) * translation(0, -0.5, 0));
w.addObject(s);

s = fir_branch();
s->setTransform(translation(0.2, -1.25, 0) * rotationY(-0.349) * rotationX(-1.5708) * translation(0, -0.5, 0));
w.addObject(s);

s = fir_branch();
s->setTransform(translation(-0.2, -1.25, 0) * rotationY(0.349) * rotationX(-1.5708) * translation(0, -0.5, 0));
w.addObject(s);

s = fir_branch();
s->setTransform(translation(-1.2, 0.1, 0) * rotationY(0.5236) * rotationX(0.087) * rotationX(-1.5708) * translation(0, -0.5, 0));
w.addObject(s);

s = fir_branch();
s->setTransform(translation(-1.2, -0.35, 0.5) * rotationY(0.5236) * rotationX(-0.1745) * rotationX(-1.5708) * translation(0, -0.5, 0));
w.addObject(s);

s = fir_branch();
s->setTransform(translation(-0.2, 1.5, 0.25) * rotationY(-0.5236) * rotationX(0.087) * rotationX(-1.5708) * translation(0, -0.5, 0));
w.addObject(s);

s = fir_branch();
s->setTransform(translation(1.3, 0.4, 0) * rotationY(-0.5236) * rotationX(-0.087) * rotationX(-1.5708) * translation(0, -0.5, 0));
w.addObject(s);

s = fir_branch();
s->setTransform(translation(1.5, -0.5, 0) * rotationY(-0.1754) * rotationX(0.087) * rotationX(-1.5708) * translation(0, -0.5, 0));
w.addObject(s);


/* ----------------------------- */

/* Set the camera */
Camera camera = Camera(40, 30, 1.047);
camera.setTransform(viewTransform(Point(0, 0, -4),
Point(0, 0, 0),
Vector(0, 1, 0)));

printf("And render!\n");
/* Now render it */
Canvas image = camera.render(w, 20);

image.SaveAsPNG("christmasball.png");

return 0;
}

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