Added planar mapping
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@@ -77,6 +77,9 @@ target_sources(christmasball_render PRIVATE christmasball_render.cpp)
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add_executable(uvmap_checkeredsphere)
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target_sources(uvmap_checkeredsphere PRIVATE uvmap_checkeredsphere.cpp)
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add_executable(uvmap_checkeredplane)
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target_sources(uvmap_checkeredplane PRIVATE uvmap_checkeredplane.cpp)
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add_test(NAME Chapter05_Test COMMAND $<TARGET_FILE:ch5_test>)
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add_test(NAME Chapter06_Test COMMAND $<TARGET_FILE:ch6_test>)
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add_test(NAME Chapter07_Test COMMAND $<TARGET_FILE:ch7_test>)
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@@ -91,6 +94,7 @@ add_test(NAME Chapter13_ConeBonus COMMAND $<TARGET_FILE:ch13_cone>)
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add_test(NAME Chapter14_Test COMMAND $<TARGET_FILE:ch14_test>)
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add_test(NAME AreaLight_Test COMMAND $<TARGET_FILE:arealight_test>)
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add_test(NAME UVMap_CheckeredSphere COMMAND $<TARGET_FILE:uvmap_checkeredsphere>)
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add_test(NAME UVMap_CheckeredPlane COMMAND $<TARGET_FILE:uvmap_checkeredplane>)
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add_test(NAME Test_Rendering COMMAND $<TARGET_FILE:test_render>)
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add_test(NAME Triangle_RenderTest COMMAND $<TARGET_FILE:triangle_rendertest>)
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add_test(NAME ChristmasBall_Rendering COMMAND $<TARGET_FILE:christmasball_render>)
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@@ -351,4 +351,40 @@ TEST(PatternTest, Using_a_texture_map_with_a_spherical_map)
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Colour ret = tm.patternAt(testList[i]);
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EXPECT_EQ(ret, testResults[i]);
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}
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}
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TEST(PatternTest, Using_a_planar_mapping_on_a_3d_point)
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{
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Point testList[] = {
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Point(0.25, 0.0, 0.5),
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Point(0.25, 0.0, -0.25),
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Point(0.25, 0.5, -0.25),
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Point(1.25, 0.0, 0.5),
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Point(0.25, 0.0, -1.75),
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Point(1.00, 0.0, -1.0),
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Point(0.00, 0.0, 0.0),
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};
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double testResults[][2] {
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{0.25, 0.50},
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{0.25, 0.75},
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{0.25, 0.75},
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{0.25, 0.50},
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{0.25, 0.25},
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{0.00, 0.00},
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{0.00, 0.00},
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};
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int testCount = sizeof(testList)/sizeof((testList)[0]);
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int i;
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TextureMap tm = TextureMap(PLANAR_MAP, nullptr);
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for(i = 0; i < testCount; i++)
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{
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double u, v;
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tm.planarMap(testList[i], u, v);
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ASSERT_TRUE(double_equal(u, testResults[i][0]));
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ASSERT_TRUE(double_equal(v, testResults[i][1]));
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}
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}
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53
tests/uvmap_checkeredplane.cpp
Normal file
53
tests/uvmap_checkeredplane.cpp
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@@ -0,0 +1,53 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Render test for chapter 10
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*
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* Created by Manoël Trapier
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* Copyright (c) 2020 986-Studio.
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*
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*/
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#include <world.h>
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#include <light.h>
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#include <sphere.h>
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#include <plane.h>
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#include <material.h>
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#include <colour.h>
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#include <canvas.h>
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#include <camera.h>
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#include <pattern.h>
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#include <texturemap.h>
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#include <uv_checkers.h>
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#include <transformation.h>
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int main()
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{
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World w = World();
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Light light = Light(POINT_LIGHT, Point(-10, 10, -10), Colour(1, 1, 1));
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w.addLight(&light);
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Plane sp = Plane();
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UVCheckers checkers = UVCheckers(2, 2, Colour(0, 0.5, 0), Colour(1, 1, 1));
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TextureMap tm = TextureMap(PLANAR_MAP, &checkers);
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sp.material.pattern = &tm;
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sp.material.ambient = 0.1;
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sp.material.specular = 0;
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sp.material.diffuse = 0.9;
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w.addObject(&sp);
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/* Set the camera */
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Camera camera = Camera(400, 400, 0.5);
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camera.setTransform(viewTransform(Point(1, 2, -5),
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Point(0, 0, 0),
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Vector(0, 1, 0)));
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/* Now render it */
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Canvas image = camera.render(w);
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image.SaveAsPNG("uvmap_checkeredplane.png");
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return 0;
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}
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