Add support for point light and materials.

Add material to objects.
This commit is contained in:
Godzil
2020-02-17 19:12:57 +00:00
parent 73d60fb7e4
commit 5ebed12f4f
10 changed files with 274 additions and 1 deletions

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@@ -5,8 +5,10 @@ add_library(rayonnement STATIC)
set(RAY_HEADERS include/tuple.h include/math_helper.h include/colour.h include/canvas.h
include/matrix.h include/transformation.h include/intersect.h include/intersection.h
include/light.h include/material.h
include/object.h include/ray.h include/sphere.h)
set(RAY_SOURCES tuple.cpp math_helper.cpp colour.cpp canvas.cpp matrix.cpp transformation.cpp intersect.cpp
objects/light.cpp objects/material.cpp
objects/object.cpp objects/ray.cpp objects/sphere.cpp)
target_include_directories(rayonnement PUBLIC include)

32
source/include/light.h Normal file
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@@ -0,0 +1,32 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Light header
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#ifndef DORAYME_LIGHT_H
#define DORAYME_LIGHT_H
#include <tuple.h>
#include <colour.h>
enum LightType
{
POINT_LIGHT = 0,
};
class Light
{
public:
Colour intensity;
Tuple position;
LightType type;
public:
Light(LightType type = POINT_LIGHT, Tuple position=Point(0, 0, 0),
Colour intensity=Colour(1, 1, 1)) : type(type), position(position), intensity(intensity) { };
};
#endif //DORAYME_LIGHT_H

37
source/include/material.h Normal file
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@@ -0,0 +1,37 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Material header
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#ifndef DORAYME_MATERIAL_H
#define DORAYME_MATERIAL_H
#include <tuple.h>
#include <colour.h>
#include <light.h>
class Material
{
public:
Colour colour;
double ambient;
double diffuse;
double specular;
double shininess;
public:
Material() : colour(Colour(1, 1, 1)), ambient(0.1), diffuse(0.9), specular(0.9), shininess(200) {};
Colour lighting(Light light, Tuple point, Tuple eyeVector, Tuple normalVector);
bool operator==(const Material &b) const { return double_equal(this->ambient, b.ambient) &&
double_equal(this->diffuse, b.diffuse) &&
double_equal(this->specular, b.specular) &&
double_equal(this->shininess, b.shininess) &&
(this->colour == b.colour); };
};
#endif //DORAYME_MATERIAL_H

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@@ -15,6 +15,7 @@ class Object;
#include <tuple.h>
#include <matrix.h>
#include <intersect.h>
#include <material.h>
/* Base class for all object that can be presented in the world */
class Object
@@ -22,6 +23,7 @@ class Object
public:
Matrix transformMatrix;
Matrix inverseTransform;
Material material;
public:
Object();
@@ -30,6 +32,7 @@ public:
virtual Tuple normalAt(Tuple point);
void setTransform(Matrix transform);
void setMaterial(Material material) { this->material = material; };
Ray transform(Ray r) { return Ray(this->transformMatrix * r.origin, this->transformMatrix * r.direction); };
Ray invTransform(Ray r) { return Ray(this->inverseTransform * r.origin, this->inverseTransform * r.direction); };
};

8
source/objects/light.cpp Normal file
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@@ -0,0 +1,8 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Light implementation
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/

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@@ -0,0 +1,56 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Material implementation
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#include <tuple.h>
#include <material.h>
#include <colour.h>
Colour Material::lighting(Light light, Tuple point, Tuple eyeVector, Tuple normalVector)
{
Tuple lightVector = (light.position - point).normalise();
Tuple reflectVector = Tuple(0, 0, 0, 0);
Tuple effectiveColour = this->colour * light.intensity;
Tuple ambientColour = Colour(0, 0, 0);
Tuple diffuseColour = Colour(0, 0, 0);
Tuple specularColour = Colour(0, 0, 0);
Tuple finalColour = Colour(0, 0, 0);
double lightDotNormal, reflectDotEye;
ambientColour = effectiveColour * this->ambient;
lightDotNormal = lightVector.dot(normalVector);
if (lightDotNormal < 0)
{
diffuseColour = Colour(0, 0, 0);
specularColour = Colour(0, 0, 0);
}
else
{
diffuseColour = effectiveColour * this->diffuse * lightDotNormal;
reflectVector = -lightVector.reflect(normalVector);
reflectDotEye = reflectVector.dot(eyeVector);
if (reflectDotEye < 0)
{
specularColour = Colour(0, 0, 0);
}
else
{
double factor = pow(reflectDotEye, this->shininess);
specularColour = light.intensity * this->specular * factor;
}
}
finalColour = ambientColour + diffuseColour + specularColour;
return Colour(finalColour.x, finalColour.y, finalColour.z);
}

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@@ -4,7 +4,7 @@ set(THREADS_PREFER_PTHREAD_FLAG ON)
find_package(Threads REQUIRED)
set(TESTS_SRC tuple_test.cpp colour_test.cpp canvas_test.cpp matrix_test.cpp transformation_test.cpp ray_test.cpp
intersect_test.cpp sphere_test.cpp)
intersect_test.cpp sphere_test.cpp light_test.cpp material_test.cpp)
add_executable(testMyRays)
target_include_directories(testMyRays PUBLIC ${gtest_SOURCE_DIR}/include ${gtest_SOURCE_DIR})

24
tests/light_test.cpp Normal file
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@@ -0,0 +1,24 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Light unit tests
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#include <light.h>
#include <math.h>
#include <colour.h>
#include <tuple.h>
#include <gtest/gtest.h>
TEST(LightTest, A_point_lighthas_a_position_and_intensity)
{
Colour intensity = Colour(1, 1, 1);
Point position = Point(0, 0, 0);
Light light = Light(POINT_LIGHT, position, intensity);
ASSERT_EQ(light.position, position);
ASSERT_EQ(light.intensity, intensity);
}

90
tests/material_test.cpp Normal file
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@@ -0,0 +1,90 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Material unit tests
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#include <material.h>
#include <math.h>
#include <colour.h>
#include <gtest/gtest.h>
TEST(MaterialTest, The_default_material)
{
Material m = Material();
ASSERT_EQ(m.colour, Colour(1, 1, 1));
ASSERT_EQ(m.ambient, 0.1);
ASSERT_EQ(m.diffuse, 0.9);
ASSERT_EQ(m.specular, 0.9);
ASSERT_EQ(m.shininess, 200.0);
}
// This is used by the next tests
static Material m = Material();
static Point position = Point(0, 0, 0);
TEST(MaterialTest, Lighting_with_the_eye_between_the_light_and_the_surface)
{
Vector eyev = Vector(0, 0, -1);
Vector normalv = Vector(0, 0, -1);
Light light = Light(POINT_LIGHT, Point(0, 0, -10), Colour(1, 1, 1));
Colour result = m.lighting(light, position, eyev, normalv);
ASSERT_EQ(result, Colour(1.9, 1.9, 1.9));
}
TEST(MaterialTest, Lighting_with_the_eye_between_the_light_and_the_surface_eye_offset_by_45)
{
Vector eyev = Vector(0, -sqrt(2)/2, -sqrt(2)/2);
Vector normalv = Vector(0, 0, -1);
Light light = Light(POINT_LIGHT, Point(0, 0, -10), Colour(1, 1, 1));
Colour result = m.lighting(light, position, eyev, normalv);
ASSERT_EQ(result, Colour(1.0, 1.0, 1.0));
}
TEST(MaterialTest, Lighting_with_the_eye_opposite_surface_light_offset_45)
{
Vector eyev = Vector(0, 0, -1);
Vector normalv = Vector(0, 0, -1);
Light light = Light(POINT_LIGHT, Point(0, 10, -10), Colour(1, 1, 1));
Colour result = m.lighting(light, position, eyev, normalv);
set_equal_precision(0.0001);
ASSERT_EQ(result, Colour(0.7364, 0.7364, 0.7364));
set_equal_precision(FLT_EPSILON);
}
TEST(MaterialTest, Lighting_with_the_eye_in_the_path_of_the_reflection_vector)
{
Vector eyev = Vector(0, -sqrt(2)/2, -sqrt(2)/2);
Vector normalv = Vector(0, 0, -1);
Light light = Light(POINT_LIGHT, Point(0, 10, -10), Colour(1, 1, 1));
Colour result = m.lighting(light, position, eyev, normalv);
set_equal_precision(0.0001);
ASSERT_EQ(result, Colour(1.6364, 1.6364, 1.6364));
set_equal_precision(FLT_EPSILON);
}
TEST(MaterialTest, Lighting_with_the_light_behind_the_surface)
{
Vector eyev = Vector(0, 0, -1);
Vector normalv = Vector(0, 0, -1);
Light light = Light(POINT_LIGHT, Point(0, 0, 10), Colour(1, 1, 1));
Colour result = m.lighting(light, position, eyev, normalv);
ASSERT_EQ(result, Colour(0.1, 0.1, 0.1));
}

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@@ -8,6 +8,7 @@
*/
#include <ray.h>
#include <sphere.h>
#include <material.h>
#include <transformation.h>
#include <gtest/gtest.h>
@@ -178,3 +179,23 @@ TEST(SphereTest, Computing_the_normal_on_a_tranformed_sphere)
/* Revert to default */
set_equal_precision(FLT_EPSILON);
}
TEST(SphereTest, A_sphere_have_a_default_material)
{
Sphere s = Sphere();
Material m = Material();
ASSERT_EQ(s.material, m);
}
TEST(SphereTest, A_sphere_may_be_assigned_a_material)
{
Sphere s = Sphere();
Material m = Material();
m.ambient = 1;
s.setMaterial(m);
ASSERT_EQ(s.material, m);
}