[FIX] Fix refraction in world and update chapter 11 exemple
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apps/chapter_11_p2.cpp
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122
apps/chapter_11_p2.cpp
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/*!
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* chapter_11_p2.cpp
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*
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* Copyright (c) 2024, NADAL Jean-Baptiste. All rights reserved.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
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* MA 02110-1301 USA
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*
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* @Author: NADAL Jean-Baptiste
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* @Date: 12/03/2024
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*
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*/
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// This is an independent project of an individual developer. Dear PVS-Studio, please check it.
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// PVS-Studio Static Code Analyzer for C, C++, C#, and Java: http://www.viva64.com
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#include <chrono>
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#include <cstdio>
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#include <raytracing.h>
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/* ------------------------------------------------------------------------- */
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using namespace Raytracer;
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using namespace std;
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/* ------------------------------------------------------------------------- */
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int main(void)
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{
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World the_world;
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Camera the_camera;
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Canvas the_canvas;
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Plane *the_floor, *the_left_wall, *the_right_wall;
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Sphere *the_middle, *the_right, *the_left;
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chrono::time_point<chrono::high_resolution_clock> the_start, the_end;
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printf("Chapter 11 part2 example.\n");
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// Floor is an extremely flattened sphere with a matte texture.
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the_floor = new Plane();
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Material &the_floor_material = the_floor->material();
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the_floor_material.set_specular(0.0);
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the_floor_material.set_reflective(0.4);
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the_floor_material.set_pattern(new CheckersPattern(Color(0.35, 0.35, 0.35), Color(0.65, 0.65, 0.65)));
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the_world.add_object(the_floor);
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// Left Wall
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the_left_wall = new Plane();
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the_left_wall->set_transform(Matrix::translation(0, 0, 10) *
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Matrix::rotation_y(-std::numbers::pi / 4) *
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Matrix::rotation_x(std::numbers::pi / 2));
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Material &the_left_wall_material = the_left_wall->material();
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the_left_wall_material.set_specular(0);
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the_left_wall_material.set_pattern(new StripePattern(Color(0.52, 0.52, 0.52), Color::Black()));
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the_left_wall_material.pattern()->set_transform(Matrix::rotation_y(std::numbers::pi / 2));
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the_world.add_object(the_left_wall);
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// Right Wall
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the_right_wall = new Plane();
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the_right_wall->set_transform(Matrix::translation(0, 5, 10) *
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Matrix::rotation_y(std::numbers::pi / 4) *
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Matrix::rotation_x(std::numbers::pi / 2));
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Material &the_right_wall_material = the_right_wall->material();
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the_right_wall_material.set_specular(0);
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the_right_wall_material.set_pattern(new StripePattern(Color(0.52, 0.52, 0.52), Color::Black()));
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the_right_wall_material.pattern()->set_transform(Matrix::rotation_y(std::numbers::pi / 2));
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the_world.add_object(the_right_wall);
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// The large sphere in the middle is a unit sphere, translated upward slightly and colored green.
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the_middle = new Sphere();
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the_middle->set_transform(Matrix::translation(-0.25, 1, 1.5) *
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Matrix::rotation_y(-std::numbers::pi / 1.5) *
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Matrix::rotation_z(-std::numbers::pi / 6));
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Material &the_middle_material = the_middle->material();
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the_middle_material.set_color(Color(0, 0.2, 0.));
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the_middle_material.set_ambient(0.0);
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the_middle_material.set_diffuse(0.4);
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the_middle_material.set_specular(0.9);
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the_middle_material.set_shininess(300);
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the_middle_material.set_transparency(0.9);
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the_middle_material.set_reflective(0.9);
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the_middle_material.set_refractive_index(1.5);
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the_world.add_object(the_middle);
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// The Light source is white, shining from above and to the left
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the_world.set_light(PointLight(Tuple::Point(-10, 10, -10), Color(1, 1, 1)));
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// Configure the camera.
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the_camera = Camera(100, 50, std::numbers::pi / 3);
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// the_camera = Camera(320, 200, std::numbers::pi / 3);
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// the_camera = Camera(640, 480, std::numbers::pi / 3);
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the_camera.set_transform(
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Matrix::view_transform(Tuple::Point(0, 1.5, -5), Tuple::Point(0, 1, 0), Tuple::Vector(0, 1, 0)));
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the_start = chrono::high_resolution_clock::now();
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the_canvas = the_camera.render(the_world);
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the_end = chrono::high_resolution_clock::now();
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the_canvas.save_to_file("chapter_11_p2.ppm");
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chrono::duration<double> the_elapsed_time = the_end - the_start;
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printf("Execution Time: %f secondes\n", the_elapsed_time.count());
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return 0;
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}
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// Chapter 11 example.
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// Execution Time: 904.052568 secondes
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