/*! * chapter_13.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: 18/03/2024 * */ // 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 // Coordinate came from: // https://github.com/sraaphorst/raytracer-kotlin/blob/main/src/main/kotlin/apps/ch13_world.kt #include #include #include /* ------------------------------------------------------------------------- */ using namespace Raytracer; using namespace std; /* ------------------------------------------------------------------------- */ int main(void) { World the_world; Camera the_camera; Canvas the_canvas; Plane *the_floor; Cylinder *the_cylinder, *the_glass_cylinder; Cylinder *the_concentric_cylinder1, *the_concentric_cylinder2, *the_concentric_cylinder3, *the_concentric_cylinder4; Cylinder *the_decorative_cylinder1, *the_decorative_cylinder2, *the_decorative_cylinder3, *the_decorative_cylinder4; chrono::time_point the_start, the_end; printf("Chapter 13 example.\n"); // Floor is an extremely flattened sphere with a matte texture. the_floor = new Plane(); the_floor->set_transform(Matrix::rotation_y(0.3) * Matrix::scaling(0.25, 0.25, 0.25)); Material &the_floor_material = the_floor->material(); the_floor_material.set_pattern(new CheckersPattern(Color(0.5, 0.5, 0.5), Color(0.75, 0.75, 0.75))); the_floor_material.set_ambient(0.9); the_floor_material.set_diffuse(0.9); the_floor_material.set_specular(0); the_world.add_object(the_floor); // Cylinder the_cylinder = new Cylinder(); the_cylinder->set_minimum(0); the_cylinder->set_maximum(0.75); the_cylinder->set_closed(true); the_cylinder->set_transform(Matrix::translation(-1, 0, 1) * Matrix::scaling(0.5, 1, 0.5)); Material &the_cylinder_material = the_cylinder->material(); the_cylinder_material.set_color(Color(0, 0, 0.6)); the_cylinder_material.set_diffuse(0.1); the_cylinder_material.set_specular(0.9); the_cylinder_material.set_shininess(300); the_cylinder_material.set_reflective(0.9); the_world.add_object(the_cylinder); // Concentric Cylinder 1 the_concentric_cylinder1 = new Cylinder(); the_concentric_cylinder1->set_minimum(0); the_concentric_cylinder1->set_maximum(0.2); the_concentric_cylinder1->set_transform(Matrix::translation(1, 0, 0) * Matrix::scaling(0.8, 1, 0.8)); Material &the_concentric_cylinder1_material = the_concentric_cylinder1->material(); the_concentric_cylinder1_material.set_color(Color(1, 1, 0.3)); the_concentric_cylinder1_material.set_ambient(0.1); the_concentric_cylinder1_material.set_diffuse(0.8); the_concentric_cylinder1_material.set_specular(0.9); the_concentric_cylinder1_material.set_shininess(300); the_world.add_object(the_concentric_cylinder1); // Concentric Cylinder 2 the_concentric_cylinder2 = new Cylinder(); the_concentric_cylinder2->set_minimum(0); the_concentric_cylinder2->set_maximum(0.3); the_concentric_cylinder2->set_transform(Matrix::translation(1, 0, 0) * Matrix::scaling(0.6, 1, 0.6)); Material &the_concentric_cylinder2_material = the_concentric_cylinder2->material(); the_concentric_cylinder2_material.set_color(Color(1, 0.9, 0.4)); the_concentric_cylinder2_material.set_ambient(0.1); the_concentric_cylinder2_material.set_diffuse(0.8); the_concentric_cylinder2_material.set_specular(0.9); the_concentric_cylinder2_material.set_shininess(300); the_world.add_object(the_concentric_cylinder2); // Concentric Cylinder 3 the_concentric_cylinder3 = new Cylinder(); the_concentric_cylinder3->set_minimum(0); the_concentric_cylinder3->set_maximum(0.4); the_concentric_cylinder3->set_transform(Matrix::translation(1, 0, 0) * Matrix::scaling(0.4, 1, 0.4)); Material &the_concentric_cylinder3_material = the_concentric_cylinder3->material(); the_concentric_cylinder3_material.set_color(Color(1, 0.8, 0.5)); the_concentric_cylinder3_material.set_ambient(0.1); the_concentric_cylinder3_material.set_diffuse(0.8); the_concentric_cylinder3_material.set_specular(0.9); the_concentric_cylinder3_material.set_shininess(300); the_world.add_object(the_concentric_cylinder3); // Concentric Cylinder 4 the_concentric_cylinder4 = new Cylinder(); the_concentric_cylinder4->set_minimum(0); the_concentric_cylinder4->set_maximum(0.5); the_concentric_cylinder4->set_closed(true); the_concentric_cylinder4->set_transform(Matrix::translation(1, 0, 0) * Matrix::scaling(0.2, 1, 0.2)); Material &the_concentric_cylinder4_material = the_concentric_cylinder4->material(); the_concentric_cylinder4_material.set_color(Color(1, 0.7, 0.6)); the_concentric_cylinder4_material.set_ambient(0.1); the_concentric_cylinder4_material.set_diffuse(0.8); the_concentric_cylinder4_material.set_specular(0.9); the_concentric_cylinder4_material.set_shininess(300); the_world.add_object(the_concentric_cylinder4); // Decorative Cylinder 1 the_decorative_cylinder1 = new Cylinder(); the_decorative_cylinder1->set_minimum(0); the_decorative_cylinder1->set_maximum(0.3); the_decorative_cylinder1->set_closed(true); the_decorative_cylinder1->set_transform(Matrix::translation(0, 0, -0.75) * Matrix::scaling(0.05, 1, 0.05)); Material &the_decorative_cylinder1_material = the_decorative_cylinder1->material(); the_decorative_cylinder1_material.set_color(Color::Red()); the_decorative_cylinder1_material.set_ambient(0.1); the_decorative_cylinder1_material.set_diffuse(0.9); the_decorative_cylinder1_material.set_specular(0.9); the_decorative_cylinder1_material.set_shininess(300); the_world.add_object(the_decorative_cylinder1); // Decorative Cylinder 2 the_decorative_cylinder2 = new Cylinder(); the_decorative_cylinder2->set_minimum(0); the_decorative_cylinder2->set_maximum(0.3); the_decorative_cylinder2->set_closed(true); the_decorative_cylinder2->set_transform(Matrix::translation(0, 0, -2.25) * Matrix::rotation_y(-0.15) * Matrix::translation(0, 0, 1.5) * Matrix::scaling(0.05, 1, 0.05)); Material &the_decorative_cylinder2_material = the_decorative_cylinder2->material(); the_decorative_cylinder2_material.set_color(Color::Yellow()); the_decorative_cylinder2_material.set_ambient(0.1); the_decorative_cylinder2_material.set_diffuse(0.9); the_decorative_cylinder2_material.set_specular(0.9); the_decorative_cylinder2_material.set_shininess(300); the_world.add_object(the_decorative_cylinder2); // Decorative Cylinder 3 the_decorative_cylinder3 = new Cylinder(); the_decorative_cylinder3->set_minimum(0); the_decorative_cylinder3->set_maximum(0.3); the_decorative_cylinder3->set_closed(true); the_decorative_cylinder3->set_transform(Matrix::translation(0, 0, -2.25) * Matrix::rotation_y(-0.3) * Matrix::translation(0, 0, 1.5) * Matrix::scaling(0.05, 1, 0.05)); Material &the_decorative_cylinder3_material = the_decorative_cylinder3->material(); the_decorative_cylinder3_material.set_color(Color::Green()); the_decorative_cylinder3_material.set_ambient(0.1); the_decorative_cylinder3_material.set_diffuse(0.9); the_decorative_cylinder3_material.set_specular(0.9); the_decorative_cylinder3_material.set_shininess(300); the_world.add_object(the_decorative_cylinder3); // Decorative Cylinder 4 the_decorative_cylinder4 = new Cylinder(); the_decorative_cylinder4->set_minimum(0); the_decorative_cylinder4->set_maximum(0.3); the_decorative_cylinder4->set_closed(true); the_decorative_cylinder4->set_transform(Matrix::translation(0, 0, -2.25) * Matrix::rotation_y(-0.45) * Matrix::translation(0, 0, 1.5) * Matrix::scaling(0.05, 1, 0.05)); Material &the_decorative_cylinder4_material = the_decorative_cylinder4->material(); the_decorative_cylinder4_material.set_color(Color::Cyan()); the_decorative_cylinder4_material.set_ambient(0.1); the_decorative_cylinder4_material.set_diffuse(0.9); the_decorative_cylinder4_material.set_specular(0.9); the_decorative_cylinder4_material.set_shininess(300); the_world.add_object(the_decorative_cylinder4); // Glass Cylinder the_glass_cylinder = new Cylinder(); the_glass_cylinder->set_minimum(0.0001); the_glass_cylinder->set_maximum(0.5); the_glass_cylinder->set_closed(true); the_glass_cylinder->set_transform(Matrix::translation(0, 0, -1.5) * Matrix::scaling(0.33, 1, 0.33)); Material &the_glass_cylinder_material = the_glass_cylinder->material(); the_glass_cylinder_material.set_color(Color(0.25, 0, 0)); the_glass_cylinder_material.set_ambient(0.1); the_glass_cylinder_material.set_specular(0.9); the_glass_cylinder_material.set_shininess(300); the_glass_cylinder_material.set_reflective(0.9); the_glass_cylinder_material.set_transparency(0.9); the_glass_cylinder_material.set_refractive_index(1.5); the_world.add_object(the_glass_cylinder); // The Light source is white, shining from above and to the left the_world.set_light(PointLight(Tuple::Point(1, 6.9, -4.9), Color(1, 1, 1))); // Configure the camera. // the_camera = Camera(100, 50, std::numbers::pi / 10); // the_camera = Camera(320, 200, std::numbers::pi / 10); the_camera = Camera(640, 480, std::numbers::pi / 10); the_camera.show_progress_bar(); the_camera.set_transform( Matrix::view_transform(Tuple::Point(8, 3.5, -9), Tuple::Point(0, 0.3, 0), Tuple::Vector(0, 1, 0))); the_start = chrono::high_resolution_clock::now(); the_camera.show_progress_bar(); the_canvas = the_camera.render(the_world); the_end = chrono::high_resolution_clock::now(); the_canvas.save_to_file("chapter13.ppm"); chrono::duration the_elapsed_time = the_end - the_start; printf("Execution Time: %f secondes\n", the_elapsed_time.count()); return 0; }