[FEAT] Finish the Chapter 11
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@@ -26,4 +26,4 @@ add_executable(chapter_11_p1 chapter_11_p1.cpp)
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target_link_libraries(chapter_11_p1 PRIVATE raytracing gcov OpenMP::OpenMP_CXX)
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add_executable(chapter_11_p2 chapter_11_p2.cpp)
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target_link_libraries(chapter_11_p2 PRIVATE raytracing gcov OpenMP::OpenMP_CXX)
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target_link_libraries(chapter_11_p2 PRIVATE raytracing OpenMP::OpenMP_CXX)
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@@ -43,70 +43,158 @@ int main(void)
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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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Plane *the_floor, *the_ceiling, *the_left_wall, *the_right_wall, *the_front_wall, *the_back_wall;
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Sphere *the_back_sphere1, *the_back_sphere2, *the_back_sphere3, *the_back_sphere4;
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Sphere *the_red_sphere, *the_green_sphere, *the_blue_sphere;
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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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// Wall Material
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Material the_wall_material;
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the_wall_material.set_pattern(new StripePattern(Color(0.45, 0.45, 0.45), Color(0.35, 0.35, 0.35)));
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the_wall_material.pattern()->set_transform(Matrix::rotation_y(std::numbers::pi / 2) *
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Matrix::scaling(0.25, 0.25, 0.25));
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the_wall_material.set_ambient(0.0);
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the_wall_material.set_diffuse(0.4);
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the_wall_material.set_specular(0.0);
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the_wall_material.set_reflective(0.3);
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// Floor
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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_pattern(new CheckersPattern(Color(0.35, 0.35, 0.35), Color(0.65, 0.65, 0.65)));
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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_floor->set_transform(Matrix::rotation_y(-std::numbers::pi / 10));
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the_world.add_object(the_floor);
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// Ceiling
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the_ceiling = new Plane();
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Material &the_ceiling_material = the_ceiling->material();
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the_ceiling_material.set_color(Color(0.8, 0.8, 0.8));
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the_ceiling_material.set_ambient(0.3);
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the_ceiling_material.set_specular(0.0);
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the_ceiling->set_transform(Matrix::translation(0, 5, 0));
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the_world.add_object(the_ceiling);
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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_left_wall->set_transform(Matrix::translation(-5, 0, 0) *
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Matrix::rotation_z(-std::numbers::pi / 2) *
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Matrix::rotation_y(std::numbers::pi / 2));
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the_left_wall->set_material(the_wall_material);
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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_right_wall->set_transform(Matrix::translation(5, 0, 0) *
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Matrix::rotation_z(-std::numbers::pi / 2) *
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Matrix::rotation_y(std::numbers::pi / 2));
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the_right_wall->set_material(the_wall_material);
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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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// Front Wall
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the_front_wall = new Plane();
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the_front_wall->set_transform(Matrix::translation(0, 0, 5) *
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Matrix::rotation_x(-std::numbers::pi / 2));
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the_front_wall->set_material(the_wall_material);
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the_world.add_object(the_front_wall);
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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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// Back Wall
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the_back_wall = new Plane();
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the_back_wall->set_transform(Matrix::translation(0, 0, -5) *
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Matrix::rotation_x(-std::numbers::pi / 2));
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the_back_wall->set_material(the_wall_material);
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the_world.add_object(the_back_wall);
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// Back Sphere 1
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the_back_sphere1 = new Sphere();
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the_back_sphere1->set_transform(Matrix::translation(4.6, 0.4, 1.0) *
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Matrix::scaling(0.4, 0.4, 0.4));
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Material &the_back_sphere1_material = the_back_sphere1->material();
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the_back_sphere1_material.set_color(Color(0.8, 0.5, 0.3));
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the_back_sphere1_material.set_shininess(50.0);
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the_world.add_object(the_back_sphere1);
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// Back Sphere 2
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the_back_sphere2 = new Sphere();
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the_back_sphere2->set_transform(Matrix::translation(4.7, 0.3, 0.4) *
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Matrix::scaling(0.3, 0.3, 0.3));
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Material &the_back_sphere2_material = the_back_sphere2->material();
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the_back_sphere2_material.set_color(Color(0.9, 0.4, 0.5));
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the_back_sphere2_material.set_shininess(50.0);
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the_world.add_object(the_back_sphere2);
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// Back Sphere 3
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the_back_sphere3 = new Sphere();
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the_back_sphere3->set_transform(Matrix::translation(-1, 0.5, 4.5) *
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Matrix::scaling(0.5, 0.5, 0.5));
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Material &the_back_sphere3_material = the_back_sphere3->material();
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the_back_sphere3_material.set_color(Color(0.4, 0.9, 0.6));
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the_back_sphere3_material.set_shininess(50.0);
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the_world.add_object(the_back_sphere3);
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// Back Sphere 4
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the_back_sphere4 = new Sphere();
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the_back_sphere4->set_transform(Matrix::translation(-1.7, 0.3, 4.7) *
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Matrix::scaling(0.3, 0.3, 0.3));
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Material &the_back_sphere4_material = the_back_sphere4->material();
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the_back_sphere4_material.set_color(Color(0.4, 0.6, 0.9));
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the_back_sphere4_material.set_shininess(50.0);
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the_world.add_object(the_back_sphere4);
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// Red Sphere
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the_red_sphere = new Sphere();
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the_red_sphere->set_transform(Matrix::translation(-0.6, 1, 0.6));
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Material &the_red_sphere_material = the_red_sphere->material();
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the_red_sphere_material.set_color(Color(1, 0.3, 0.2));
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the_red_sphere_material.set_specular(0.4);
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the_red_sphere_material.set_shininess(5.0);
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the_world.add_object(the_red_sphere);
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// Green Sphere
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the_green_sphere = new Sphere();
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the_green_sphere->set_transform(Matrix::translation(-0.7, 0.5, -0.8) *
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Matrix::scaling(0.5, 0.5, 0.5));
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Material &the_green_sphere_material = the_green_sphere->material();
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the_green_sphere_material.set_color(Color(0, 0.2, 0));
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the_green_sphere_material.set_ambient(0.0);
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the_green_sphere_material.set_diffuse(0.4);
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the_green_sphere_material.set_specular(0.9);
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the_green_sphere_material.set_shininess(300.0);
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the_green_sphere_material.set_reflective(0.9);
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the_green_sphere_material.set_transparency(0.9);
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the_green_sphere_material.set_refractive_index(1.5);
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the_world.add_object(the_green_sphere);
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// Blue Sphere
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the_blue_sphere = new Sphere();
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the_blue_sphere->set_transform(Matrix::translation(0.6, 0.7, -0.6) *
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Matrix::scaling(0.7, 0.7, 0.7));
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Material &the_blue_sphere_material = the_blue_sphere->material();
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the_blue_sphere_material.set_color(Color(0, 0., 0.2));
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the_blue_sphere_material.set_ambient(0.0);
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the_blue_sphere_material.set_diffuse(0.4);
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the_blue_sphere_material.set_specular(0.9);
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the_blue_sphere_material.set_shininess(300.0);
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the_blue_sphere_material.set_reflective(0.9);
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the_blue_sphere_material.set_transparency(0.9);
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the_blue_sphere_material.set_refractive_index(1.5);
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the_world.add_object(the_blue_sphere);
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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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the_world.set_light(PointLight(Tuple::Point(-4.9, 4.9, -1), 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 = Camera(100, 50, 1.152);
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// the_camera = Camera(320, 200, 1.152);
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the_camera = Camera(640, 480, 1.152);
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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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Matrix::view_transform(Tuple::Point(-2.6, 1.5, -3.9), Tuple::Point(-0.6, 1, -0.8), Tuple::Vector(0, 1, 0)));
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the_start = chrono::high_resolution_clock::now();
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the_camera.show_progress_bar();
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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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