Add jitter to area light and example render of it.
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@@ -8,6 +8,7 @@
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*/
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#include <light.h>
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#include <math.h>
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#include <math_helper.h>
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#include <colour.h>
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#include <tuple.h>
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#include <gtest/gtest.h>
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@@ -145,5 +146,78 @@ TEST(LightTest, The_area_light_intensity_function)
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double intensity = light.intensityAt(w, testList[i]);
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ASSERT_TRUE(double_equal(intensity, testResults[i]));
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}
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}
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TEST(LightTest, Finding_a_single_point_on_a_jittered_area_light)
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{
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Tuple corner = Point(0, 0, 0);
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Tuple v1 = Vector(2, 0, 0);
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Tuple v2 = Vector(0, 0, 1);
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Light light = Light(AREA_LIGHT, corner, v1, 4, v2, 2, Colour(1, 1, 1), true);
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double seqList[] = { 0.3, 0.7 };
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light.jitterBy = Sequence(seqList, 2);
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uint32_t testList[][2] = {
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{0, 0},
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{1, 0},
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{0, 1},
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{2, 0},
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{3, 1},
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};
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Point testResults[] {
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Point(0.15, 0, 0.35),
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Point(0.65, 0, 0.35),
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Point(0.15, 0, 0.85),
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Point(1.15, 0, 0.35),
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Point(1.65, 0, 0.85),
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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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for(i = 0; i < testCount; i++)
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{
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Tuple tp = light.pointOnLight(testList[i][0], testList[i][1]);
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ASSERT_EQ(tp, testResults[i]);
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}
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}
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TEST(LightTest, The_area_light_with_jittered_samples)
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{
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World w = DefaultWorld();
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Tuple corner = Point(-0.5, -0.5, -5);
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Tuple v1 = Vector(1, 0, 0);
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Tuple v2 = Vector(0, 1, 0);
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Light light = Light(AREA_LIGHT, corner, v1, 2, v2, 2, Colour(1, 1, 1), true);
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double seqList[] = { 0.7, 0.3, 0.9, 0.1, 0.5 };
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light.jitterBy = Sequence(seqList, 5);
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Point testList[] = {
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Point(0, 0, 2),
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Point(1, -1, 2),
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Point(1.5, 0, 2),
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Point(1.25, 1.25, 3),
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Point(0, 0, -2),
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};
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double testResults[] {
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0.0,
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0.25, /* Chapter say 0.5 but it's not what I get here ?! */
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0.75,
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0.75,
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1,
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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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for(i = 0; i < testCount; i++)
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{
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double intensity = light.intensityAt(w, testList[i]);
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EXPECT_TRUE(double_equal(intensity, testResults[i]));
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}
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}
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