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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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/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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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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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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objects/object.cpp objects/ray.cpp objects/sphere.cpp)
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target_include_directories(rayonnement PUBLIC include)
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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 <tuple.h>
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#include <matrix.h>
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#include <matrix.h>
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#include <intersect.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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/* Base class for all object that can be presented in the world */
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class Object
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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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public:
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Matrix transformMatrix;
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Matrix transformMatrix;
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Matrix inverseTransform;
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Matrix inverseTransform;
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Material material;
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public:
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public:
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Object();
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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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virtual Tuple normalAt(Tuple point);
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void setTransform(Matrix transform);
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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 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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Ray invTransform(Ray r) { return Ray(this->inverseTransform * r.origin, this->inverseTransform * r.direction); };
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};
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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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@@ -4,7 +4,7 @@ set(THREADS_PREFER_PTHREAD_FLAG ON)
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find_package(Threads REQUIRED)
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find_package(Threads REQUIRED)
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set(TESTS_SRC tuple_test.cpp colour_test.cpp canvas_test.cpp matrix_test.cpp transformation_test.cpp ray_test.cpp
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set(TESTS_SRC tuple_test.cpp colour_test.cpp canvas_test.cpp matrix_test.cpp transformation_test.cpp ray_test.cpp
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intersect_test.cpp sphere_test.cpp)
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intersect_test.cpp sphere_test.cpp light_test.cpp material_test.cpp)
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add_executable(testMyRays)
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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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target_include_directories(testMyRays PUBLIC ${gtest_SOURCE_DIR}/include ${gtest_SOURCE_DIR})
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24
tests/light_test.cpp
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24
tests/light_test.cpp
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@@ -0,0 +1,24 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Light 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 <light.h>
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#include <math.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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TEST(LightTest, A_point_lighthas_a_position_and_intensity)
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{
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Colour intensity = Colour(1, 1, 1);
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Point position = Point(0, 0, 0);
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Light light = Light(POINT_LIGHT, position, intensity);
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ASSERT_EQ(light.position, position);
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ASSERT_EQ(light.intensity, intensity);
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}
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90
tests/material_test.cpp
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90
tests/material_test.cpp
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Material 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 <material.h>
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#include <math.h>
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#include <colour.h>
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#include <gtest/gtest.h>
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TEST(MaterialTest, The_default_material)
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{
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Material m = Material();
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ASSERT_EQ(m.colour, Colour(1, 1, 1));
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ASSERT_EQ(m.ambient, 0.1);
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ASSERT_EQ(m.diffuse, 0.9);
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ASSERT_EQ(m.specular, 0.9);
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ASSERT_EQ(m.shininess, 200.0);
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}
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// This is used by the next tests
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static Material m = Material();
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static Point position = Point(0, 0, 0);
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TEST(MaterialTest, Lighting_with_the_eye_between_the_light_and_the_surface)
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{
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Vector eyev = Vector(0, 0, -1);
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Vector normalv = Vector(0, 0, -1);
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Light light = Light(POINT_LIGHT, Point(0, 0, -10), Colour(1, 1, 1));
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Colour result = m.lighting(light, position, eyev, normalv);
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ASSERT_EQ(result, Colour(1.9, 1.9, 1.9));
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}
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TEST(MaterialTest, Lighting_with_the_eye_between_the_light_and_the_surface_eye_offset_by_45)
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{
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Vector eyev = Vector(0, -sqrt(2)/2, -sqrt(2)/2);
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Vector normalv = Vector(0, 0, -1);
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Light light = Light(POINT_LIGHT, Point(0, 0, -10), Colour(1, 1, 1));
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Colour result = m.lighting(light, position, eyev, normalv);
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ASSERT_EQ(result, Colour(1.0, 1.0, 1.0));
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}
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TEST(MaterialTest, Lighting_with_the_eye_opposite_surface_light_offset_45)
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{
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Vector eyev = Vector(0, 0, -1);
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Vector normalv = Vector(0, 0, -1);
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Light light = Light(POINT_LIGHT, Point(0, 10, -10), Colour(1, 1, 1));
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Colour result = m.lighting(light, position, eyev, normalv);
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set_equal_precision(0.0001);
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ASSERT_EQ(result, Colour(0.7364, 0.7364, 0.7364));
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set_equal_precision(FLT_EPSILON);
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}
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TEST(MaterialTest, Lighting_with_the_eye_in_the_path_of_the_reflection_vector)
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{
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Vector eyev = Vector(0, -sqrt(2)/2, -sqrt(2)/2);
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Vector normalv = Vector(0, 0, -1);
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Light light = Light(POINT_LIGHT, Point(0, 10, -10), Colour(1, 1, 1));
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Colour result = m.lighting(light, position, eyev, normalv);
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set_equal_precision(0.0001);
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ASSERT_EQ(result, Colour(1.6364, 1.6364, 1.6364));
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set_equal_precision(FLT_EPSILON);
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}
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TEST(MaterialTest, Lighting_with_the_light_behind_the_surface)
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{
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Vector eyev = Vector(0, 0, -1);
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Vector normalv = Vector(0, 0, -1);
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Light light = Light(POINT_LIGHT, Point(0, 0, 10), Colour(1, 1, 1));
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Colour result = m.lighting(light, position, eyev, normalv);
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ASSERT_EQ(result, Colour(0.1, 0.1, 0.1));
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}
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@@ -8,6 +8,7 @@
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*/
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*/
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#include <ray.h>
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#include <ray.h>
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#include <sphere.h>
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#include <sphere.h>
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#include <material.h>
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#include <transformation.h>
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#include <transformation.h>
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#include <gtest/gtest.h>
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#include <gtest/gtest.h>
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@@ -177,4 +178,24 @@ TEST(SphereTest, Computing_the_normal_on_a_tranformed_sphere)
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/* Revert to default */
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/* Revert to default */
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set_equal_precision(FLT_EPSILON);
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set_equal_precision(FLT_EPSILON);
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}
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TEST(SphereTest, A_sphere_have_a_default_material)
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{
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Sphere s = Sphere();
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Material m = Material();
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ASSERT_EQ(s.material, m);
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}
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TEST(SphereTest, A_sphere_may_be_assigned_a_material)
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{
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Sphere s = Sphere();
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Material m = Material();
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m.ambient = 1;
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s.setMaterial(m);
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ASSERT_EQ(s.material, m);
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}
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}
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Block a user