Add spherical mapping for UV Textures.

This commit is contained in:
Godzil
2020-03-04 13:20:15 +00:00
parent 5c10d65c8d
commit 3e37b5ca44
4 changed files with 222 additions and 1 deletions

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@@ -0,0 +1,89 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Texture Map header
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#ifndef DORAYME_TEXTUREMAP_H
#define DORAYME_TEXTUREMAP_H
#include <math.h>
#include <tuple.h>
#include <uv_pattern.h>
#include <colour.h>
enum TextureMapType
{
SPHERICAL_MAP,
PLANAR_MAP,
CYLINDRICAL_MAP,
};
class TextureMap : public Pattern
{
private:
TextureMapType type;
UVPattern *pattern;
public:
TextureMap(TextureMapType type, UVPattern *pattern) : Pattern(Colour(0, 0, 0), Colour(0, 0, 0)),
type(type), pattern(pattern) { };
static void sphericalMap(Tuple point, double &u, double &v) {
/* First compute the azimuthal angle
* -π < theta <= π
* angle increases clockwise as viewed from above,
* which is opposite of what we want, but we'll fix it later.
*/
double theta = atan2(point.x, point.z);
/* vec is the vector pointing from the sphere's origin (the world origin)
* to the point, which will also happen to be exactly equal to the sphere's
* radius.
*/
Tuple vec = Vector(point.x, point.y, point.z);
double radius = vec.magnitude();
/* Let's compute the polar angle
* 0 <= phi <= π
*/
double phi = acos(point.y / radius);
/* -0.5 < raw_u <= 0.5 */
double raw_u = theta / (2 * M_PI);
/* 0 <= u < 1
* here's also where we fix the direction of u. Subtract it from 1,
* so that it increases counterclockwise as viewed from above.
*/
u = 1 - (raw_u + 0.5);
/* We want v to be 0 at the south pole of the sphere,
* and 1 at the north pole, so we have to "flip it over"
* by subtracting it from 1.
*/
v = 1 - phi / M_PI;
}
Colour patternAt(Tuple point)
{
double u,v;
switch(this->type)
{
default:
case SPHERICAL_MAP:
this->sphericalMap(point, u, v);
break;
}
return this->pattern->uvPatternAt(u, v);
}
void dumpMe(FILE *fp) {
fprintf(fp, "\"Type\": \"TextureMap\",\n");
Pattern::dumpMe(fp);
}
};
#endif /* DORAYME_TEXTUREMAP_H */

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@@ -19,7 +19,7 @@ public:
Colour uvPatternAt(double u, double v) { Colour uvPatternAt(double u, double v) {
double u2 = floor(u * this->width); double u2 = floor(u * this->width);
double v2 = floor(v * this->width); double v2 = floor(v * this->height);
if (fmod((u2 + v2), 2) == 0) if (fmod((u2 + v2), 2) == 0)
{ {

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@@ -20,6 +20,7 @@
#include <material.h> #include <material.h>
#include <uv_pattern.h> #include <uv_pattern.h>
#include <uv_checkers.h> #include <uv_checkers.h>
#include <texturemap.h>
#ifdef ENABLE_LUA_SUPPORT #ifdef ENABLE_LUA_SUPPORT
extern "C" { extern "C" {
@@ -274,3 +275,80 @@ TEST(PatternTest, Checkers_pattern_in_2D)
ASSERT_EQ(checkers.uvPatternAt(0.5, 0.5), black); ASSERT_EQ(checkers.uvPatternAt(0.5, 0.5), black);
ASSERT_EQ(checkers.uvPatternAt(1.0, 1.0), black); ASSERT_EQ(checkers.uvPatternAt(1.0, 1.0), black);
} }
TEST(PatternTest, Using_a_spherical_mapping_on_a_3d_point)
{
Point testList[] = {
Point( 0, 0, -1),
Point( 1, 0, 0),
Point( 0, 0, 1),
Point(-1, 0, 0),
Point( 0, 1, 0),
Point( 0, -1, 0),
Point(sqrt(2)/2, sqrt(2)/2, 0),
};
double testResults[][2] {
{0.0, 0.5},
{0.25, 0.5},
{0.5, 0.5},
{0.75, 0.5},
{0.5, 1.0},
{0.5, 0.0},
{0.25, 0.75},
};
int testCount = sizeof(testList)/sizeof((testList)[0]);
int i;
TextureMap tm = TextureMap(SPHERICAL_MAP, nullptr);
for(i = 0; i < testCount; i++)
{
double u, v;
tm.sphericalMap(testList[i], u, v);
ASSERT_TRUE(double_equal(u, testResults[i][0]));
ASSERT_TRUE(double_equal(v, testResults[i][1]));
}
}
TEST(PatternTest, Using_a_texture_map_with_a_spherical_map)
{
Point testList[] = {
Point( 0.4315, 0.4670, 0.7719),
Point( -0.9654, 0.2252, -0.0534),
Point( 0.1039, 0.7090, 0.6975),
Point( -0.4986, -0.7856, -0.3663),
Point( -0.0317, -0.9395, 0.3411),
Point( 0.4809, -0.7721, 0.4154),
Point( 0.0285, -0.9612, -0.2745),
Point( -0.5734, -0.2162, -0.7903),
Point( 0.7688, -0.1470, 0.6223),
Point( -0.7652, 0.2175, 0.6060),
};
Colour testResults[] {
white,
black,
white,
black,
black,
black,
black,
white,
black,
black,
};
int testCount = sizeof(testList)/sizeof((testList)[0]);
int i;
UVCheckers uvpat = UVCheckers(16, 8, black, white);
TextureMap tm = TextureMap(SPHERICAL_MAP, &uvpat);
for(i = 0; i < testCount; i++)
{
Colour ret = tm.patternAt(testList[i]);
EXPECT_EQ(ret, testResults[i]);
}
}

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@@ -0,0 +1,54 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Render test for chapter 10
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#include <world.h>
#include <light.h>
#include <sphere.h>
#include <plane.h>
#include <material.h>
#include <colour.h>
#include <canvas.h>
#include <camera.h>
#include <pattern.h>
#include <texturemap.h>
#include <uv_checkers.h>
#include <transformation.h>
int main()
{
World w = World();
Light light = Light(POINT_LIGHT, Point(-10, 10, -10), Colour(1, 1, 1));
w.addLight(&light);
Sphere sp = Sphere();
UVCheckers checkers = UVCheckers(20, 10, Colour(0, 0.5, 0), Colour(1, 1, 1));
TextureMap tm = TextureMap(SPHERICAL_MAP, &checkers);
sp.material.pattern = &tm;
sp.material.ambient = 0.1;
sp.material.specular = 0.4;
sp.material.shininess = 10;
sp.material.diffuse = 0.6;
w.addObject(&sp);
/* Set the camera */
Camera camera = Camera(400, 400, 0.5);
camera.setTransform(viewTransform(Point(0, 0, -5),
Point(0, 0, 0),
Vector(0, 1, 0)));
/* Now render it */
Canvas image = camera.render(w);
image.SaveAsPNG("uvmap_checkeredsphere.png");
return 0;
}