Sample scene for CSG \o/

This commit is contained in:
Godzil
2020-03-06 21:55:32 +00:00
parent b5ee92c544
commit 57eff4830e
15 changed files with 147 additions and 72 deletions

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@@ -17,101 +17,83 @@ as texture, also use [NanoJPEG](https://keyj.emphy.de/nanojpeg/) to use jpeg fil
Examples outputs
----------------
**From chapter 05 - Sphere intersections:**
#### From chapter 05 - Sphere intersections:
![Chapter 5 rendering test](output/ch5_test.png)
**From Chapter 06 - Phong shading:**
#### From Chapter 06 - Phong shading:
![Chapter 6 rendering test](output/ch6_test.png)
**From Chapter 07 - World / Camera / Scenes:**
#### From Chapter 07 - World / Camera / Scenes:
![Chapter 7 rendering test](output/ch7_test.png)
**From Chapter 08 - Shadows:**
#### From Chapter 08 - Shadows:
![Chapter 8 rendering test](output/ch8_test.png)
**From Chapter 09 - Planes:**
#### From Chapter 09 - Planes:
![Chapter 9 rendering test](output/ch9_test.png)
**From Chapter 10 - Patterns:**
#### From Chapter 10 - Patterns:
![Chapter 10 rendering test](output/ch10_test.png)
**From Chapter 11 - Reflections, Transparency & Refractions:**
#### From Chapter 11 - Reflections, Transparency & Refractions:
![Chapter 11 reflections rendering test](output/ch11_reflection.png)
Bonus: Zooming on a reflective ball:
###### Bonus: Zooming on a reflective ball:
![Chapter 11 zooming on a ball](output/ch11_zooming_on_reflective_ball.png)
Zooming on a reflection on that ball:
###### Zooming on a reflection on that ball:
![Chapter 11 zooming on a reflection](output/ch11_reflection_on_ball.png)
![Chapter 11 refraction rendering test](output/ch11_refraction.png)
![Chapter 11 rendering test](output/ch11_test.png)
**From Chapter 12 - Cubes:**
#### From Chapter 12 - Cubes:
![Chapter 12 rendering test](output/ch12_test.png)
**From Chapter 13 - Cylinders:**
#### From Chapter 13 - Cylinders:
![Chapter 13 rendering test](output/ch13_test.png)
Bonus:
###### Bonus:
![Chapter 13 cone test](output/ch13_cone.png)
**From Chapter 14 - Groups & Bounding boxes:**
#### From Chapter 14 - Groups & Bounding boxes:
![Chapter 14 rendering test](output/ch14_test.png)
**From Chapter 15 - Triangles, Wavefrom OBJ files - Smooth trianges:**
#### From Chapter 15 - Triangles, Wavefrom OBJ files - Smooth trianges:
![Chapter 15 Triangles and teapots](output/ch15_teapot_objfile.png)
**Bonus (from the forum):**
#### From Chapter 16 - Constructive Solid Geomety:
![Chapter 16 CSG](output/ch16_test.png)
#### Bonus (from the forum):
[Merry Christmas](https://forum.raytracerchallenge.com/thread/16/merry-christmas-scene-description)
![Merry Christmas](output/christmasball.png)
(about 1min render time using OpenMP on a 2.6Ghz Core i7 3720QM)
**Bonus chapter - Soft shadow / Area light**
Without jitter:
#### Bonus chapter - Soft shadow / Area light
###### Without jitter:
![Area light without jitter](output/arealight_test_nojitter.png)
With jitter:
###### With jitter:
![Area light witht jitter](output/arealight_test.png)
**Bonus chapter - Texture mapping**
Spherical mapping:
#### Bonus chapter - Texture mapping
###### Spherical mapping:
![Spherical mapping](output/uvmap_checkeredsphere.png)
Planar mapping:
######Planar mapping:
![Planar mapping](output/uvmap_checkeredplane.png)
Cylindrical mapping:
###### Cylindrical mapping:
![Cylindrical mapping](output/uvmap_checkeredcylinder.png)
Aligncheck plane:
###### Aligncheck plane:
![Aligncheck plane](output/uvmap_aligncheckplane.png)
Cubical mapping:
###### Cubical mapping:
![Cubical mapping](output/uvmap_checkeredcube.png)
Image mapping:
###### Image mapping:
![Image mapping](output/uvmap_earth.png)
Skybox:
###### Skybox:
![Skybox](output/uvmap_skybox.png)

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After

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@@ -132,12 +132,12 @@ Canvas::~Canvas()
}
}
void Canvas::putPixel(uint32_t x, uint32_t y, Tuple colour)
void Canvas::putPixel(uint32_t x, uint32_t y, Tuple c)
{
uint32_t offset = y * this->stride + x * BytePP;
this->bitmap[offset + 0] = MAX(MIN(colour.x * 255, 255), 0);
this->bitmap[offset + 1] = MAX(MIN(colour.y * 255, 255), 0);
this->bitmap[offset + 2] = MAX(MIN(colour.z * 255, 255), 0);
this->bitmap[offset + 0] = MAX(MIN(c.x * 255, 255), 0);
this->bitmap[offset + 1] = MAX(MIN(c.y * 255, 255), 0);
this->bitmap[offset + 2] = MAX(MIN(c.z * 255, 255), 0);
}
Colour Canvas::getPixel(uint32_t x, uint32_t y)

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@@ -42,6 +42,8 @@ protected:
public:
CSG(OperationType operation, Shape *left, Shape *right);
Intersect intersect(Ray r);
bool includes(Shape *b);
void updateTransform();

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@@ -45,7 +45,7 @@ Computation Intersection::prepareComputation(Ray r, Intersect *xs)
if ((xs != nullptr) && (xs->hit().object->material.transparency > 0))
{
List containers;
int j, k;
int j;
for (j = 0 ; j < xs->count() ; j++)
{

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@@ -40,6 +40,11 @@ Intersect CSG::localIntersect(Ray r)
return ret;
}
Intersect CSG::intersect(Ray r)
{
return localIntersect(r);
}
Tuple CSG::localNormalAt(Tuple point, Intersection *hit)
{
return Vector(1, 0, 0);

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@@ -18,11 +18,11 @@ Group::Group() : Shape(SHAPE_GROUP)
{
stats.addGroup();
this->allocatedObjectCount = MIN_ALLOC;
this->objectList = (Shape **)calloc(sizeof(Shape *), MIN_ALLOC);
this->objectList = (Shape **)calloc(sizeof(Shape **), MIN_ALLOC);
this->objectCount = 0;
this->allocatedUnboxableObjectCount = MIN_ALLOC;
this->unboxableObjectList = (Shape **)calloc(sizeof(Shape *), MIN_ALLOC);
this->unboxableObjectList = (Shape **)calloc(sizeof(Shape **), MIN_ALLOC);
this->unboxableObjectCount = 0;
}

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@@ -41,7 +41,6 @@ double Light::intensityAt(World &w, Tuple point)
}
}
return total / this->samples;
break;
}
}

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@@ -299,7 +299,6 @@ static int parseFaceVertex(char *buf, uint32_t &v, uint32_t &vt, uint32_t &vn)
{
uint32_t bufPos = 0;
uint32_t lineLength = strlen(buf);
char *tmp = buf;
vt = INT32_MAX;
vn = INT32_MAX;
int ret = 0;

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@@ -33,21 +33,37 @@ int main()
World w = World();
/* Add lights */
Light light1 = Light(POINT_LIGHT, Point(100, 100, -100), Colour(1, 1, 1));
Light light1 = Light(POINT_LIGHT, Point(6, 10, 10), Colour(0.5, 0.4, 0.5));
w.addLight(&light1);
/* Add lights */
Light light2 = Light(POINT_LIGHT, Point(6, 10, -2.5), Colour(0.5, 0.6, 0.5));
w.addLight(&light2);
/* ----------------------------- */
/* White background */
/* Floor */
Plane p = Plane();
p.setTransform(translation(0, 0, 100) * rotationX(1.5708));
p.material.colour = Colour(1, 1, 1);
p.material.ambient = 1;
p.material.diffuse = 0;
CheckersPattern checkered = CheckersPattern(Colour(0.35, 0.35, 0.35), Colour(0.4, 0.4, 0.4));
p.material.pattern = &checkered;
p.material.ambient = 0.2;
p.material.diffuse = 1;
p.material.specular = 0;
p.material.reflective = 0.1;
p.setTransform(translation(0, 0, 0));
w.addObject(&p);
Plane p2 = Plane();
p2.setTransform(translation(0, 0, -3) * rotationX(M_PI/2));
p2.material.pattern = &checkered;
p2.material.ambient = 0.2;
p2.material.diffuse = 1;
p2.material.specular = 0;
w.addObject(&p2);
/* ----------------------------- */
/* Funky cube */
Cylinder c1 = Cylinder();
c1.minCap = -2;
c1.maxCap = 2;
@@ -77,22 +93,95 @@ int main()
CSG leaf2 = CSG(CSG::UNION, &leaf1, &c3);
Cube cb = Cube();
//cb.materialSet = true;
//cb.material.reflective = 1;
cb.materialSet = true;
cb.material.reflective = 0.5;
cb.material.colour = Colour(0.3, 0.3, 0.3);
cb.material.ambient = 0;
cb.material.diffuse = 0.3;
cb.material.specular = 0.3;
cb.material.shininess = 20;
Sphere sp = Sphere();
sp.setTransform(scaling(1.35, 1.35, 1.35));
sp.materialSet = true;
sp.material.colour = Colour(0, 0, 0);
sp.material.ambient = 0;
sp.material.specular = 0.3;
sp.material.shininess = 20;
sp.material.reflective = 0.05;
sp.material.diffuse = 0.3;
CSG leaf3 = CSG(CSG::INTERSECTION, &sp, &cb);
CSG leaf4 = CSG(CSG::DIFFERENCE, &leaf3, &leaf2);
leaf4.setTransform(translation(0, 1, 0.8) * rotationY(-0.45));
w.addObject(&leaf4);
/* ----------------------------- */
/* Tricylinder weirdy */
Cylinder sp1 = Cylinder();
sp1.minCap = -2;
sp1.maxCap = 2;
sp1.isClosed = true;
sp1.materialSet = true;
sp1.material.colour = Colour(1, 0, 0);
Cylinder sp2 = Cylinder();
sp2.minCap = -2;
sp2.maxCap = 2;
sp2.isClosed = true;
sp2.materialSet = true;
sp2.setTransform(rotationX(M_PI/2));
sp2.material.colour = Colour(0, 1, 0);
Cylinder sp3 = Cylinder();
sp3.minCap = -2;
sp3.maxCap = 2;
sp3.isClosed = true;
sp3.materialSet = true;
sp3.setTransform(rotationZ(M_PI/2));
sp3.material.colour = Colour(0, 0, 1);
CSG spleaf1 = CSG(CSG::INTERSECTION, &sp1, &sp2);
CSG spleaf2 = CSG(CSG::INTERSECTION, &spleaf1, &sp3);
spleaf2.setTransform(translation(4, 1, -0.1) * rotationY(0.35));
w.addObject(&spleaf2);
/* ----------------------------- */
Group grp = Group();
int i;
#define SLICE_NUM (12)
for(i = 0; i < SLICE_NUM; i++)
{
Cube *c = new Cube();
c->setTransform(rotationY((2*M_PI / SLICE_NUM) * i) * scaling(0.1, 1.1, 0.7) * translation(0, 0, 0.9));
c->dropShadow = false;
grp.addObject(c);
}
grp.materialSet = true;
grp.dropShadow = false;
grp.material.ambient = 0;
grp.material.diffuse = 0.1;
grp.material.specular = 0;
grp.material.transparency = 1;
grp.material.reflective = 1;
grp.material.refractiveIndex = 1;
Sphere ballSp = Sphere();
ballSp.materialSet = true;
ballSp.material.colour = Colour(0.7, 0.2, 0.1);
CSG ballLeaf = CSG(CSG::INTERSECTION, &grp, &ballSp);
ballLeaf.setTransform(translation(-4, 1, -0.1) * rotationY(-0.35) * rotationZ(0.1));
w.addObject(&ballLeaf);
/* ----------------------------- */
/* Set the camera */
Camera camera = Camera(800, 400, M_PI / 2);
camera.setTransform(viewTransform(Point(-4, 4, -9),
Camera camera = Camera(80, 40, M_PI / 2);
camera.setTransform(viewTransform(Point(0, 3, 5),
Point(0, 1, 0),
Vector(0, 1, 0)));

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@@ -59,7 +59,7 @@ TEST(CylinderTest, A_ray_hit_a_cylinder)
double t0s[] = { 5, 4, 6.80798 };
double t1s[] = { 5, 6, 7.08872 };
int i, j;
int i;
for(i = 0; i < 3; i++)
{
Tuple direction = Directions[i].normalise();

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@@ -73,7 +73,6 @@ TEST(PlaneTest, A_ray_intersecting_a_plane_from_below)
TEST(PlaneTest, The_bounding_box_of_a_plane)
{
Plane t = Plane();
BoundingBox b = BoundingBox(Point(-8, -5, -8), Point(8, 8, 8));
BoundingBox res = t.getBounds();
ASSERT_FALSE(res.min.isRepresentable());

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@@ -54,7 +54,7 @@ int main()
Plane p4 = Plane();
p3.setTransform(translation(6, 0, 0) * rotationZ(M_PI/2) );
p3.material.pattern = new CheckersPattern(Colour(1, 1, 1), Colour(0.1, 0.1, 0.1));
w.addObject(&p3);
w.addObject(&p4);
Plane p5 = Plane();
p5.material.pattern = new CheckersPattern(Colour(1, 1, 1), Colour(0.1, 0.1, 0.1));

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@@ -31,7 +31,7 @@ int main()
Light light = Light(POINT_LIGHT, Point(0, 100, 0), Colour(1, 1, 1));
w.addLight(&light);
Sphere sp = Sphere();;
Sphere sp = Sphere();
sp.setTransform(translation(0, 0, 5) * scaling(0.75, 0.75, 0.75));
sp.material.diffuse = 0.4;
sp.material.specular = 0.6;

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@@ -44,7 +44,7 @@ TEST(WorldTest, The_default_world)
ASSERT_TRUE(w.lightIsIn(l));
ASSERT_TRUE(w.objectIsIn(s1));
ASSERT_TRUE(w.objectIsIn(s2));
};
}
TEST(WorldTest, Intersect_a_world_with_a_ray)
{
@@ -169,7 +169,7 @@ TEST(WorldTest, Shade_hit_is_given_an_intersection_in_shadow)
Tuple c = w.shadeHit(comps);
ASSERT_EQ(c, Colour(0.1, 0.1, 0.1));
};
}
TEST(WorldTest, The_reflected_colour_for_a_non_reflective_material)
{