/*! * chapter_06.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: 20/02/2024 * */ // 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 #include #include /* ------------------------------------------------------------------------- */ #define kImageSize 250 #define kWallSize 7.0 #define kWallZ 10 using namespace Raytracer; using namespace std; /* ------------------------------------------------------------------------- */ int shadow_sphere(uint8_t a_canvas_pixels, double a_wall_size, uint8_t a_wall_z) { Canvas the_canvas(a_canvas_pixels, a_canvas_pixels); Sphere the_shape; Tuple the_ray_origin = Tuple::Point(0, 0, -5); PointLight the_light = PointLight(Tuple::Point(-10, 10, -10), Color(1, 1, 1)); the_shape.material().set_color(Color(1, 0.2, 1)); double the_pixel_size = a_wall_size / a_canvas_pixels; double the_half = a_wall_size / 2; double the_world_x, the_world_y; // For each row of pixels in the canvas for (int y = 0; y < a_canvas_pixels - 1; y++) { // Compute the world y coordinate (top = +half, bottom = -half) the_world_y = the_half - the_pixel_size * y; // For each pixel in the row for (int x = 0; x < a_canvas_pixels; x++) { // Compute the world x coordinate (left = -half, right = half) the_world_x = -the_half + the_pixel_size * x; // Describe the point on the wall that the ray will target Tuple the_position = Tuple::Point(the_world_x, the_world_y, a_wall_z); the_position -= the_ray_origin; Ray the_ray(the_ray_origin, the_position.normalize()); auto the_xs = the_shape.intersect(the_ray); auto the_intersec = the_xs.hit(); if (the_intersec.is_defined()) { Tuple the_point = the_ray.position(the_intersec.distance_t()); Tuple the_normal = the_intersec.object()->normal_at(the_point); Tuple the_eye = -the_ray.direction(); Color the_color = the_intersec.object()->material().lighting(nullptr, the_light, the_point, the_eye, the_normal, false); the_canvas.write_pixel(x, y, the_color); } } } the_canvas.save_to_file("chapter06.ppm"); return 0; } /* ------------------------------------------------------------------------- */ int main(void) { int the_ret; chrono::time_point the_start, the_end; printf("Chapter 06 example.\n"); the_start = chrono::high_resolution_clock::now(); the_ret = shadow_sphere(kImageSize, kWallSize, kWallZ); the_end = chrono::high_resolution_clock::now(); chrono::duration the_elapsed_time = the_end - the_start; printf("Execution Time: %f secondes\n", the_elapsed_time.count()); return the_ret; }