Add support for point light and materials.
Add material to objects.
This commit is contained in:
@@ -5,8 +5,10 @@ add_library(rayonnement STATIC)
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set(RAY_HEADERS include/tuple.h include/math_helper.h include/colour.h include/canvas.h
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include/matrix.h include/transformation.h include/intersect.h include/intersection.h
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include/light.h include/material.h
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include/object.h include/ray.h include/sphere.h)
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set(RAY_SOURCES tuple.cpp math_helper.cpp colour.cpp canvas.cpp matrix.cpp transformation.cpp intersect.cpp
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objects/light.cpp objects/material.cpp
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objects/object.cpp objects/ray.cpp objects/sphere.cpp)
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target_include_directories(rayonnement PUBLIC include)
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32
source/include/light.h
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32
source/include/light.h
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@@ -0,0 +1,32 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Light 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_LIGHT_H
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#define DORAYME_LIGHT_H
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#include <tuple.h>
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#include <colour.h>
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enum LightType
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{
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POINT_LIGHT = 0,
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};
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class Light
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{
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public:
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Colour intensity;
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Tuple position;
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LightType type;
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public:
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Light(LightType type = POINT_LIGHT, Tuple position=Point(0, 0, 0),
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Colour intensity=Colour(1, 1, 1)) : type(type), position(position), intensity(intensity) { };
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};
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#endif //DORAYME_LIGHT_H
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37
source/include/material.h
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37
source/include/material.h
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@@ -0,0 +1,37 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Material 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_MATERIAL_H
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#define DORAYME_MATERIAL_H
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#include <tuple.h>
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#include <colour.h>
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#include <light.h>
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class Material
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{
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public:
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Colour colour;
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double ambient;
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double diffuse;
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double specular;
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double shininess;
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public:
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Material() : colour(Colour(1, 1, 1)), ambient(0.1), diffuse(0.9), specular(0.9), shininess(200) {};
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Colour lighting(Light light, Tuple point, Tuple eyeVector, Tuple normalVector);
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bool operator==(const Material &b) const { return double_equal(this->ambient, b.ambient) &&
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double_equal(this->diffuse, b.diffuse) &&
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double_equal(this->specular, b.specular) &&
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double_equal(this->shininess, b.shininess) &&
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(this->colour == b.colour); };
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};
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#endif //DORAYME_MATERIAL_H
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@@ -15,6 +15,7 @@ class Object;
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#include <tuple.h>
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#include <matrix.h>
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#include <intersect.h>
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#include <material.h>
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/* Base class for all object that can be presented in the world */
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class Object
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@@ -22,6 +23,7 @@ class Object
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public:
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Matrix transformMatrix;
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Matrix inverseTransform;
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Material material;
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public:
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Object();
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@@ -30,6 +32,7 @@ public:
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virtual Tuple normalAt(Tuple point);
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void setTransform(Matrix transform);
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void setMaterial(Material material) { this->material = material; };
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Ray transform(Ray r) { return Ray(this->transformMatrix * r.origin, this->transformMatrix * r.direction); };
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Ray invTransform(Ray r) { return Ray(this->inverseTransform * r.origin, this->inverseTransform * r.direction); };
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};
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8
source/objects/light.cpp
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8
source/objects/light.cpp
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@@ -0,0 +1,8 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Light implementation
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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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56
source/objects/material.cpp
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56
source/objects/material.cpp
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@@ -0,0 +1,56 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Material implementation
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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 <tuple.h>
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#include <material.h>
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#include <colour.h>
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Colour Material::lighting(Light light, Tuple point, Tuple eyeVector, Tuple normalVector)
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{
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Tuple lightVector = (light.position - point).normalise();
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Tuple reflectVector = Tuple(0, 0, 0, 0);
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Tuple effectiveColour = this->colour * light.intensity;
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Tuple ambientColour = Colour(0, 0, 0);
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Tuple diffuseColour = Colour(0, 0, 0);
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Tuple specularColour = Colour(0, 0, 0);
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Tuple finalColour = Colour(0, 0, 0);
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double lightDotNormal, reflectDotEye;
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ambientColour = effectiveColour * this->ambient;
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lightDotNormal = lightVector.dot(normalVector);
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if (lightDotNormal < 0)
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{
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diffuseColour = Colour(0, 0, 0);
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specularColour = Colour(0, 0, 0);
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}
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else
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{
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diffuseColour = effectiveColour * this->diffuse * lightDotNormal;
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reflectVector = -lightVector.reflect(normalVector);
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reflectDotEye = reflectVector.dot(eyeVector);
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if (reflectDotEye < 0)
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{
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specularColour = Colour(0, 0, 0);
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}
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else
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{
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double factor = pow(reflectDotEye, this->shininess);
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specularColour = light.intensity * this->specular * factor;
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}
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}
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finalColour = ambientColour + diffuseColour + specularColour;
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return Colour(finalColour.x, finalColour.y, finalColour.z);
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}
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