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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> | ||
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#include <pattern.h> | ||
#include <strippattern.h> | ||
#include <gradientpattern.h> | ||
#include <checkerspattern.h> | ||
#include <ringpattern.h> | ||
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#include <transformation.h> | ||
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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; | ||
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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)); | ||
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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))); | ||
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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; | ||
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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)); | ||
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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; | ||
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World w = World(); | ||
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w.addObject(&floor); | ||
w.addObject(&wall); | ||
w.addObject(&middle); | ||
w.addObject(&left); | ||
w.addObject(&right); | ||
w.addObject(&fourth); | ||
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/* 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); | ||
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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); | ||
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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); | ||
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/* Add light */ | ||
Light light = Light(POINT_LIGHT, Point(-10, 10, -10), Colour(1, 1, 1)); | ||
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w.addLight(&light); | ||
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/* 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))); | ||
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/* Now render it */ | ||
Canvas image = camera.render(w); | ||
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image.SaveAsPNG("ch11_reflection.png"); | ||
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return 0; | ||
} |
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