[FEAT] Chapter 07 is done.

This commit is contained in:
NADAL Jean-Baptiste
2024-02-26 16:55:38 +01:00
parent 2681833d1d
commit d109170ec1
11 changed files with 254 additions and 6 deletions

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@@ -10,3 +10,6 @@ target_link_libraries(chapter_05 PRIVATE raytracing gcov)
add_executable(chapter_06 chapter_06.cpp)
target_link_libraries(chapter_06 PRIVATE raytracing gcov)
add_executable(chapter_07 chapter_07.cpp)
target_link_libraries(chapter_07 PRIVATE raytracing gcov)

108
apps/chapter_07.cpp Normal file
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@@ -0,0 +1,108 @@
/*!
* chapter_07.cpp
*
* Copyright (c) 2024, NADAL Jean-Baptiste. All rights reserved.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
* MA 02110-1301 USA
*
* @Author: NADAL Jean-Baptiste
* @Date: 26/02/2024
*
*/
// This is an independent project of an individual developer. Dear PVS-Studio, please check it.
// PVS-Studio Static Code Analyzer for C, C++, C#, and Java: http://www.viva64.com
#include <cstdio>
#include <raytracing.h>
/* ------------------------------------------------------------------------- */
using namespace Raytracer;
/* ------------------------------------------------------------------------- */
int main(void)
{
World the_world;
Camera the_camera;
Canvas the_canvas;
Sphere *the_floor, *the_left_wall, *the_right_wall;
Sphere *the_middle, *the_right, *the_left;
printf("Chapter 07 example.\n");
// Floor is an extremely flattened sphere with a matte texture.
the_floor = new Sphere();
the_floor->set_transform(Matrix::scaling(10, 0.01, 10));
the_floor->material().set_color(Color(1, 0.9, 0.9));
the_floor->material().set_specular(0);
the_world.add_object(the_floor);
// The Wall on the left has the same scale and color as the floor,
// But is also rotated and translated into place.
the_left_wall = new Sphere();
the_left_wall->set_transform(Matrix::translation(0, 0, 5) * Matrix::rotation_y(-std::numbers::pi / 4) *
Matrix::rotation_x(std::numbers::pi / 2) * Matrix::scaling(10, 0.01, 10));
the_left_wall->set_material(the_floor->material());
the_world.add_object(the_left_wall);
// The Wall on the right is identical to the left wall, but is rotated the opposite direction in y.
the_right_wall = new Sphere();
the_right_wall->set_transform(Matrix::translation(0, 0, 5) * Matrix::rotation_y(std::numbers::pi / 4) *
Matrix::rotation_x(std::numbers::pi / 2) * Matrix::scaling(10, 0.01, 10));
the_right_wall->set_material(the_floor->material());
the_world.add_object(the_right_wall);
// The large sphere in the middle is a unit sphere, translated upward slightly and colored green.
the_middle = new Sphere();
the_middle->set_transform(Matrix::translation(-0.5, 1, 0.5));
the_middle->material().set_color(Color(0.1, 1, 0.5));
the_middle->material().set_diffuse(0.7);
the_middle->material().set_specular(0.3);
the_world.add_object(the_middle);
// The smaller green sphere on the right is scaled in half
the_right = new Sphere();
the_right->set_transform(Matrix::translation(1.5, 0.5, -0.5) * Matrix::scaling(0.5, 0.5, 0.5));
the_right->material().set_color(Color(0.5, 1, 0.1));
the_right->material().set_diffuse(0.7);
the_right->material().set_specular(0.3);
the_world.add_object(the_right);
// The smallest sphere is scaled by a third, before being translated
the_left = new Sphere();
the_left->set_transform(Matrix::translation(-1.5, 0.33, -0.75) * Matrix::scaling(0.33, 0.33, 0.33));
the_left->material().set_color(Color(1, 0.8, 0.1));
the_left->material().set_diffuse(0.7);
the_left->material().set_specular(0.3);
the_world.add_object(the_left);
// The Light source is white, shining from above and to the left
the_world.set_light(PointLight(Tuple::Point(-10, 10, -10), Color(1, 1, 1)));
// Configure the camera.
// the_camera = Camera(100, 50, std::numbers::pi / 2);
the_camera = Camera(320, 200, std::numbers::pi / 2);
the_camera.set_transform(
Matrix::view_transform(Tuple::Point(0, 1.5, -5), Tuple::Point(0, 1, 0), Tuple::Vector(0, 1, 0)));
the_canvas = the_camera.render(the_world);
the_canvas.save_to_file("chapter07.ppm");
return 0;
}