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/* | ||
* 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> | ||
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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() | ||
{ | ||
World w = World(); | ||
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/* Add lights */ | ||
#if 0 | ||
Light light1 = Light(AREA_LIGHT, Point(-1, 2, 4), | ||
Vector(2, 0, 0), 8, | ||
Vector(0, 2, 0), 8, | ||
//jitter, | ||
Colour(1.5, 1.5, 1.5)); | ||
#else | ||
Light light1 = Light(POINT_LIGHT, Point(-1, 2, 4), Colour(1.5,1.5,1.5)); | ||
#endif | ||
w.addLight(&light1); | ||
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/* ----------------------------- */ | ||
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/* Cube that pretend to be the light */ | ||
Cube c = Cube(); | ||
c.material.colour = Colour(1.5, 1.5, 1.5); | ||
c.material.ambient = 1; | ||
c.material.diffuse = 0; | ||
c.material.specular = 0; | ||
c.dropShadow = false; | ||
c.setTransform(translation(0, 3, 4) * scaling(1, 1, 0.01)); | ||
w.addObject(&c); | ||
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Plane p = Plane(); | ||
p.material.colour = Colour(1, 1, 1); | ||
p.material.ambient = 0.025; | ||
p.material.diffuse = 0.67; | ||
p.material.specular = 0; | ||
w.addObject(&p); | ||
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Sphere s1 = Sphere(); | ||
s1.setTransform(translation(0.5, 0.5,0) * scaling(0.5, 0.5, 0.5)); | ||
s1.material.colour = Colour(1, 0, 0); | ||
s1.material.ambient = 0.1; | ||
s1.material.specular = 0; | ||
s1.material.diffuse = 0.6; | ||
s1.material.reflective = 0.3; | ||
w.addObject(&s1); | ||
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Sphere s2 = Sphere(); | ||
s2.setTransform(translation(-0.25, 0.33,0) * scaling(0.33, 0.33, 0.33)); | ||
s2.material.colour = Colour(0.5, 0.5, 1); | ||
s2.material.ambient = 0.1; | ||
s2.material.specular = 0; | ||
s2.material.diffuse = 0.6; | ||
s2.material.reflective = 0.3; | ||
w.addObject(&s2); | ||
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/* ----------------------------- */ | ||
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/* Set the camera */ | ||
//Camera camera = Camera(400, 160, 0.7854); | ||
Camera camera = Camera(800, 320, 0.7854); | ||
camera.setTransform(viewTransform(Point(-3, 1, 2.5), | ||
Point(0, 0.5, 0), | ||
Vector(0, 1, 0))); | ||
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/* Now render it */ | ||
Canvas image = camera.render(w, 5); | ||
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image.SaveAsPNG("arealight_test.png"); | ||
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return 0; | ||
} |
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