/*! * chapter_11_p2.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: 12/03/2024 * */ // 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 #include #include #include /* ------------------------------------------------------------------------- */ using namespace Raytracer; using namespace std; /* ------------------------------------------------------------------------- */ int main(void) { World the_world; Camera the_camera; Canvas the_canvas; Plane *the_floor, *the_ceiling, *the_left_wall, *the_right_wall, *the_front_wall, *the_back_wall; Sphere *the_back_sphere1, *the_back_sphere2, *the_back_sphere3, *the_back_sphere4; Sphere *the_red_sphere, *the_green_sphere, *the_blue_sphere; chrono::time_point the_start, the_end; printf("Chapter 11 part2 example.\n"); // Wall Material Material the_wall_material; the_wall_material.set_pattern(new StripePattern(Color(0.45, 0.45, 0.45), Color(0.35, 0.35, 0.35))); the_wall_material.pattern()->set_transform(Matrix::rotation_y(std::numbers::pi / 2) * Matrix::scaling(0.25, 0.25, 0.25)); the_wall_material.set_ambient(0.0); the_wall_material.set_diffuse(0.4); the_wall_material.set_specular(0.0); the_wall_material.set_reflective(0.3); // Floor the_floor = new Plane(); Material &the_floor_material = the_floor->material(); the_floor_material.set_pattern(new CheckersPattern(Color(0.35, 0.35, 0.35), Color(0.65, 0.65, 0.65))); the_floor_material.set_specular(0.0); the_floor_material.set_reflective(0.4); the_floor->set_transform(Matrix::rotation_y(-std::numbers::pi / 10)); the_world.add_object(the_floor); // Ceiling the_ceiling = new Plane(); Material &the_ceiling_material = the_ceiling->material(); the_ceiling_material.set_color(Color(0.8, 0.8, 0.8)); the_ceiling_material.set_ambient(0.3); the_ceiling_material.set_specular(0.0); the_ceiling->set_transform(Matrix::translation(0, 5, 0)); the_world.add_object(the_ceiling); // Left Wall the_left_wall = new Plane(); the_left_wall->set_transform(Matrix::translation(-5, 0, 0) * Matrix::rotation_z(-std::numbers::pi / 2) * Matrix::rotation_y(std::numbers::pi / 2)); the_left_wall->set_material(the_wall_material); the_world.add_object(the_left_wall); // Right Wall the_right_wall = new Plane(); the_right_wall->set_transform(Matrix::translation(5, 0, 0) * Matrix::rotation_z(-std::numbers::pi / 2) * Matrix::rotation_y(std::numbers::pi / 2)); the_right_wall->set_material(the_wall_material); the_world.add_object(the_right_wall); // Front Wall the_front_wall = new Plane(); the_front_wall->set_transform(Matrix::translation(0, 0, 5) * Matrix::rotation_x(-std::numbers::pi / 2)); the_front_wall->set_material(the_wall_material); the_world.add_object(the_front_wall); // Back Wall the_back_wall = new Plane(); the_back_wall->set_transform(Matrix::translation(0, 0, -5) * Matrix::rotation_x(-std::numbers::pi / 2)); the_back_wall->set_material(the_wall_material); the_world.add_object(the_back_wall); // Back Sphere 1 the_back_sphere1 = new Sphere(); the_back_sphere1->set_transform(Matrix::translation(4.6, 0.4, 1.0) * Matrix::scaling(0.4, 0.4, 0.4)); Material &the_back_sphere1_material = the_back_sphere1->material(); the_back_sphere1_material.set_color(Color(0.8, 0.5, 0.3)); the_back_sphere1_material.set_shininess(50.0); the_world.add_object(the_back_sphere1); // Back Sphere 2 the_back_sphere2 = new Sphere(); the_back_sphere2->set_transform(Matrix::translation(4.7, 0.3, 0.4) * Matrix::scaling(0.3, 0.3, 0.3)); Material &the_back_sphere2_material = the_back_sphere2->material(); the_back_sphere2_material.set_color(Color(0.9, 0.4, 0.5)); the_back_sphere2_material.set_shininess(50.0); the_world.add_object(the_back_sphere2); // Back Sphere 3 the_back_sphere3 = new Sphere(); the_back_sphere3->set_transform(Matrix::translation(-1, 0.5, 4.5) * Matrix::scaling(0.5, 0.5, 0.5)); Material &the_back_sphere3_material = the_back_sphere3->material(); the_back_sphere3_material.set_color(Color(0.4, 0.9, 0.6)); the_back_sphere3_material.set_shininess(50.0); the_world.add_object(the_back_sphere3); // Back Sphere 4 the_back_sphere4 = new Sphere(); the_back_sphere4->set_transform(Matrix::translation(-1.7, 0.3, 4.7) * Matrix::scaling(0.3, 0.3, 0.3)); Material &the_back_sphere4_material = the_back_sphere4->material(); the_back_sphere4_material.set_color(Color(0.4, 0.6, 0.9)); the_back_sphere4_material.set_shininess(50.0); the_world.add_object(the_back_sphere4); // Red Sphere the_red_sphere = new Sphere(); the_red_sphere->set_transform(Matrix::translation(-0.6, 1, 0.6)); Material &the_red_sphere_material = the_red_sphere->material(); the_red_sphere_material.set_color(Color(1, 0.3, 0.2)); the_red_sphere_material.set_specular(0.4); the_red_sphere_material.set_shininess(5.0); the_world.add_object(the_red_sphere); // Green Sphere the_green_sphere = new Sphere(); the_green_sphere->set_transform(Matrix::translation(-0.7, 0.5, -0.8) * Matrix::scaling(0.5, 0.5, 0.5)); Material &the_green_sphere_material = the_green_sphere->material(); the_green_sphere_material.set_color(Color(0, 0.2, 0)); the_green_sphere_material.set_ambient(0.0); the_green_sphere_material.set_diffuse(0.4); the_green_sphere_material.set_specular(0.9); the_green_sphere_material.set_shininess(300.0); the_green_sphere_material.set_reflective(0.9); the_green_sphere_material.set_transparency(0.9); the_green_sphere_material.set_refractive_index(1.5); the_world.add_object(the_green_sphere); // Blue Sphere the_blue_sphere = new Sphere(); the_blue_sphere->set_transform(Matrix::translation(0.6, 0.7, -0.6) * Matrix::scaling(0.7, 0.7, 0.7)); Material &the_blue_sphere_material = the_blue_sphere->material(); the_blue_sphere_material.set_color(Color(0, 0., 0.2)); the_blue_sphere_material.set_ambient(0.0); the_blue_sphere_material.set_diffuse(0.4); the_blue_sphere_material.set_specular(0.9); the_blue_sphere_material.set_shininess(300.0); the_blue_sphere_material.set_reflective(0.9); the_blue_sphere_material.set_transparency(0.9); the_blue_sphere_material.set_refractive_index(1.5); the_world.add_object(the_blue_sphere); // The Light source is white, shining from above and to the left the_world.set_light(PointLight(Tuple::Point(-4.9, 4.9, -1), Color(1, 1, 1))); // Configure the camera. // the_camera = Camera(100, 50, 1.152); // the_camera = Camera(320, 200, 1.152); the_camera = Camera(640, 480, 1.152); the_camera.set_transform( Matrix::view_transform(Tuple::Point(-2.6, 1.5, -3.9), Tuple::Point(-0.6, 1, -0.8), 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("chapter_11_p2.ppm"); chrono::duration the_elapsed_time = the_end - the_start; printf("Execution Time: %f secondes\n", the_elapsed_time.count()); return 0; } // Chapter 11 example. // Execution Time: 904.052568 secondes