[FEAT] Add strip pattern to material
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apps/chapter_10.cpp
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106
apps/chapter_10.cpp
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/*!
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* chapter_10.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: 29/02/2024
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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;
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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 10 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_color(Color(1, 0.9, 0.9));
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the_floor_material.set_specular(0);
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the_floor_material.set_pattern(new StripePattern(Color(1, 1, 1), Color(0, 0, 0)));
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the_world.add_object(the_floor);
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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(-0.5, 1, 0.5));
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Material &the_middle_material = the_middle->material();
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the_middle_material.set_color(Color(0.1, 1, 0.5));
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the_middle_material.set_diffuse(0.7);
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the_middle_material.set_specular(0.3);
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the_world.add_object(the_middle);
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// The smaller green sphere on the right is scaled in half
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the_right = new Sphere();
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the_right->set_transform(Matrix::translation(1.5, 0.5, -0.5) * Matrix::scaling(0.5, 0.5, 0.5));
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Material &the_right_material = the_right->material();
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the_right_material.set_color(Color(0.5, 1, 0.1));
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the_right_material.set_diffuse(0.7);
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the_right_material.set_specular(0.3);
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the_world.add_object(the_right);
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// The smallest sphere is scaled by a third, before being translated
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the_left = new Sphere();
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the_left->set_transform(Matrix::translation(-1.5, 0.33, -0.75) * Matrix::scaling(0.33, 0.33, 0.33));
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Material &the_left_material = the_left->material();
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the_left_material.set_color(Color(1, 0.8, 0.1));
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the_left_material.set_diffuse(0.7);
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the_left_material.set_specular(0.3);
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the_world.add_object(the_left);
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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 / 2);
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the_camera = Camera(320, 200, std::numbers::pi / 2);
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the_camera.set_transform(
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Matrix::view_transform(Tuple::Point(0, 1.5, -3.5), 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("chapter10.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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