Add jitter to area light and example render of it.
This commit is contained in:
37
README.md
37
README.md
@@ -14,60 +14,69 @@ It is writen in C++ with no STL and use [LodePNG](https://github.com/lvandeve/lo
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Examples outputs
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----------------
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From chapter 05 - Sphere intersections:
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**From chapter 05 - Sphere intersections:**
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From Chapter 06 - Phong shading:
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**From Chapter 06 - Phong shading:**
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From Chapter 07 - World / Camera / Scenes:
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**From Chapter 07 - World / Camera / Scenes:**
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From Chapter 08 - Shadows:
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**From Chapter 08 - Shadows:**
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From Chapter 09 - Planes:
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**From Chapter 09 - Planes:**
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From Chapter 10 - Patterns:
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**From Chapter 10 - Patterns:**
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From Chapter 11 - Reflections, Transparency & Refractions
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**From Chapter 11 - Reflections, Transparency & Refractions:**
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Bonus: Zooming on a reflective ball:
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Zooming on a reflection on that ball:
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From Chapter 12 - Cubes:
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**From Chapter 12 - Cubes:**
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From Chapter 13 - Cylinders:
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**From Chapter 13 - Cylinders:**
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Bonus:
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From Chapter 14 - Groups & Bounding boxes
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**From Chapter 14 - Groups & Bounding boxes:**
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Bonus (from the forum):
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**Bonus (from the forum):**
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[Merry Christmas](https://forum.raytracerchallenge.com/thread/16/merry-christmas-scene-description)
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(about 1min render time using OpenMP on a 2.6Ghz Core i7 3720QM)
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Bonus chapter - Soft shadow / Area light
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**Bonus chapter - Soft shadow / Area light**
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Without jitter:
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With jitter:
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BIN
output/arealight_test.png
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BIN
output/arealight_test.png
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After Width: | Height: | Size: 98 KiB |
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Before Width: | Height: | Size: 52 KiB After Width: | Height: | Size: 70 KiB |
BIN
output/ch11_reflection_on_ball.png
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BIN
output/ch11_reflection_on_ball.png
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After Width: | Height: | Size: 949 KiB |
BIN
output/ch11_zooming_on_reflective_ball.png
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BIN
output/ch11_zooming_on_reflective_ball.png
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After Width: | Height: | Size: 1.1 MiB |
@@ -12,6 +12,7 @@
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#include <tuple.h>
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#include <colour.h>
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#include <renderstat.h>
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#include <sequence.h>
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#include <stdio.h>
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class World;
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@@ -37,6 +38,8 @@ public:
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uint32_t samples;
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uint32_t uSteps;
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uint32_t vSteps;
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bool jitter;
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Sequence jitterBy;
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public:
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Light(LightType type = POINT_LIGHT, Tuple position=Point(0, 0, 0),
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@@ -44,7 +47,7 @@ public:
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{ stats.addLight(); };
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Light(LightType type, Tuple corner, Tuple fullUVec, uint32_t uSteps, Tuple fullVVec, uint32_t vSteps,
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Colour intensity, bool jitter = false): type(type), corner(corner), uVec(fullUVec / uSteps), uSteps(uSteps),
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vVec(fullVVec / vSteps), vSteps(vSteps), intensity(intensity)
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vVec(fullVVec / vSteps), vSteps(vSteps), intensity(intensity), jitter(jitter)
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{
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this->samples = this->vSteps * this->uSteps;
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this->position = this->corner + ((fullUVec + fullVVec) / 2);
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50
source/include/sequence.h
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50
source/include/sequence.h
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@@ -0,0 +1,50 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Sequence header
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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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#ifndef DORAYME_SEQUENCE_H
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#define DORAYME_SEQUENCE_H
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#include <stdlib.h>
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#include <stdint.h>
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#include <time.h>
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class Sequence
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{
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private:
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double *list;
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uint32_t listPos;
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uint32_t listSize;
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public:
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Sequence() : list(nullptr), listPos(0), listSize(0) {
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/* Need to bootstrap rand here */
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srand(time(NULL));
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}
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Sequence(double *list, uint32_t listSize) : list(list), listPos(0), listSize(listSize) { };
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static double frand(void)
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{
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return rand() / ((double) RAND_MAX);
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}
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double next() {
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if (this->listSize == 0)
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{
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return frand();
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}
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else
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{
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uint32_t pos = this->listPos;
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this->listPos = (this->listPos + 1) % this->listSize;
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return this->list[pos];
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}
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}
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};
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#endif /* DORAYME_SEQUENCE_H */
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@@ -47,5 +47,14 @@ double Light::intensityAt(World &w, Tuple point)
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Tuple Light::pointOnLight(uint32_t u, uint32_t v)
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{
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if (this->jitter)
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{
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/* For some reason, for the test to pass, I need to get the sequence for V first, then U contrary to what
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* the bonus chapter says
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*/
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return this->corner +
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this->vVec * (v + this->jitterBy.next()) +
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this->uVec * (u + this->jitterBy.next());
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}
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return this->corner + this->uVec * (u + 0.5) + this->vVec * (v + 0.5);
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}
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@@ -6,7 +6,7 @@ find_package(Threads REQUIRED)
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set(TESTS_SRC math_test.cpp tuple_test.cpp colour_test.cpp canvas_test.cpp matrix_test.cpp transformation_test.cpp
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ray_test.cpp intersect_test.cpp sphere_test.cpp light_test.cpp material_test.cpp world_test.cpp camera_test.cpp
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shape_test.cpp plane_test.cpp pattern_test.cpp cube_test.cpp cylinder_test.cpp cone_test.cpp group_test.cpp
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boundingbox_test.cpp triangle_test.cpp)
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boundingbox_test.cpp triangle_test.cpp sequence_test.cpp)
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add_executable(testMyRays)
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target_include_directories(testMyRays PUBLIC ${gtest_SOURCE_DIR}/include ${gtest_SOURCE_DIR})
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@@ -32,15 +32,11 @@ int main()
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World w = World();
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/* Add lights */
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#if 1
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Light light1 = Light(AREA_LIGHT, Point(-1, 2, 4),
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Vector(2, 0, 0), 8,
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Vector(0, 2, 0), 8,
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//jitter,
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Colour(1.5, 1.5, 1.5));
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#else
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Light light1 = Light(POINT_LIGHT, Point(-1, 2, 4), Colour(1.5,1.5,1.5));
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#endif
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Colour(1.5, 1.5, 1.5),
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true);
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w.addLight(&light1);
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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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21
tests/sequence_test.cpp
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21
tests/sequence_test.cpp
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@@ -0,0 +1,21 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Ray unit tests
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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 <sequence.h>
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#include <gtest/gtest.h>
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TEST(SequenceTest, A_number_generator_returns_a_cyclic_sequence_of_numbers)
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{
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double seqList[] = { 0.1, 0.5, 1.0};
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Sequence gen = Sequence(seqList, 3);
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ASSERT_EQ(gen.next(), 0.1);
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ASSERT_EQ(gen.next(), 0.5);
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ASSERT_EQ(gen.next(), 1.0);
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ASSERT_EQ(gen.next(), 0.1);
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}
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