Adding support for pattern.
Still a bit more work to be done there.
This commit is contained in:
@@ -5,7 +5,7 @@ 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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intersect_test.cpp sphere_test.cpp light_test.cpp material_test.cpp world_test.cpp camera_test.cpp
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shape_test.cpp plane_test.cpp)
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shape_test.cpp plane_test.cpp pattern_test.cpp)
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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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@@ -30,16 +30,22 @@ target_sources(ch6_test PRIVATE ch6_test.cpp)
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target_link_libraries(ch6_test rayonnement)
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add_executable(ch7_test)
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target_include_directories(ch6_test PUBLIC ../source/include)
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target_include_directories(ch7_test PUBLIC ../source/include)
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target_sources(ch7_test PRIVATE ch7_test.cpp)
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target_link_libraries(ch7_test rayonnement)
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add_executable(ch9_test)
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target_include_directories(ch6_test PUBLIC ../source/include)
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target_include_directories(ch9_test PUBLIC ../source/include)
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target_sources(ch9_test PRIVATE ch9_test.cpp)
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target_link_libraries(ch9_test rayonnement)
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add_executable(ch10_test)
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target_include_directories(ch10_test PUBLIC ../source/include)
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target_sources(ch10_test PRIVATE ch10_test.cpp)
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target_link_libraries(ch10_test rayonnement)
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add_test(NAME Chapter05_Test COMMAND $<TARGET_FILE:ch5_test>)
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add_test(NAME Chapter06_Test COMMAND $<TARGET_FILE:ch6_test>)
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add_test(NAME Chapter07_Test COMMAND $<TARGET_FILE:ch7_test>)
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add_test(NAME Chapter09_Test COMMAND $<TARGET_FILE:ch9_test>)
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add_test(NAME Chapter09_Test COMMAND $<TARGET_FILE:ch9_test>)
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add_test(NAME Chapter10_Test COMMAND $<TARGET_FILE:ch10_test>)
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84
tests/ch10_test.cpp
Normal file
84
tests/ch10_test.cpp
Normal file
@@ -0,0 +1,84 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Render test for chapter 5 "Put it together".
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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 <world.h>
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#include <light.h>
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#include <sphere.h>
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#include <plane.h>
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#include <material.h>
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#include <colour.h>
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#include <canvas.h>
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#include <camera.h>
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#include <pattern.h>
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#include <strippattern.h>
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#include <gradientpattern.h>
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#include <transformation.h>
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int main()
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{
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/* First we need to construct the world */
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Plane floor = Plane();
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floor.material.specular = 0;
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floor.material.pattern = new StripPattern(Colour(1, 0.9, 0.9), Colour(1, 0.2, 0.2));
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Plane wall = Plane();
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wall.material.specular = 0;
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wall.material.pattern = new StripPattern(Colour(1, 0.9, 0.9), Colour(1, 0.2, 0.2));
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wall.material.pattern->setTransform(translation(0, 0, 1) * rotationY(M_PI/4));
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wall.setTransform(translation(0, 0, 5) * rotationX(M_PI/2));
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Sphere middle = Sphere();
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middle.setTransform(translation(-0.5, 1, 0.5));
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middle.material.diffuse = 0.7;
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middle.material.specular = 0.3;
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middle.material.pattern = new StripPattern(Colour(0.1, 1, 0.5), Colour(0, 0.2, 0.2));
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middle.material.pattern->setTransform((rotationZ(M_PI/4) * rotationY(M_PI/5) * scaling(0.2, 0.2, 0.2)));
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Sphere right = Sphere();
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right.setTransform(translation(1.5, 0.5, -0.5) * scaling(0.5, 0.5, 0.5));
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right.material.diffuse = 0.7;
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right.material.specular = 0.3;
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right.material.pattern = new StripPattern(Colour(0.5, 1, 0.1), Colour(0, 0, 0));
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right.material.pattern->setTransform((scaling(0.1, 0.1, 0.1)));
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Sphere left = Sphere();
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left.setTransform(translation(-1.5, 0.33, -0.75) * scaling(0.33, 0.33, 0.33));
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left.material.diffuse = 0.7;
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left.material.specular = 0.3;
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left.material.pattern = new GradientPattern(Colour(1, 0.8, 0.1), Colour(0.1, 0.1, 1));
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left.material.pattern->setTransform(translation(1.5, 0, 0) * scaling(2.1, 2, 2) * rotationY(-M_PI/4));
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World w = World();
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w.addObject(&floor);
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w.addObject(&wall);
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w.addObject(&middle);
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w.addObject(&left);
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w.addObject(&right);
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/* Add light */
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Light light = Light(POINT_LIGHT, Point(-10, 10, -10), Colour(1, 1, 1));
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w.addLight(&light);
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/* Set the camera */
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Camera camera = Camera(1920, 1080, M_PI / 3);
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camera.setTransform(viewTransform(Point(0, 1.5, -5),
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Point(0, 1, 0),
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Vector(0, 1, 0)));
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/* Now render it */
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Canvas image = camera.render(w);
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image.SaveAsPNG("ch10_test.png");
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return 0;
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}
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@@ -45,7 +45,7 @@ int main()
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Tuple hitPoint = r.position(hit.t);
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Tuple hitNormalVector = hit.object->normalAt(hitPoint);
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Tuple eye = -r.direction;
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Colour pixelColour = hit.object->material.lighting(light, hitPoint, eye, hitNormalVector);
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Colour pixelColour = hit.object->material.lighting(light, hitPoint, eye, hitNormalVector, hit.object);
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c.putPixel(x, y, pixelColour);
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}
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@@ -9,6 +9,7 @@
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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 <testshape.h>
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#include <gtest/gtest.h>
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TEST(MaterialTest, The_default_material)
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@@ -28,33 +29,36 @@ 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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TestShape t = TestShape();
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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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Colour result = m.lighting(light, position, eyev, normalv, &t);
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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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TestShape t = TestShape();
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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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Colour result = m.lighting(light, position, eyev, normalv, &t);
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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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TestShape t = TestShape();
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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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Colour result = m.lighting(light, position, eyev, normalv, &t);
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set_equal_precision(0.0001);
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@@ -65,11 +69,12 @@ TEST(MaterialTest, Lighting_with_the_eye_opposite_surface_light_offset_45)
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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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TestShape t = TestShape();
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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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Colour result = m.lighting(light, position, eyev, normalv, &t);
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set_equal_precision(0.0001);
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@@ -80,23 +85,25 @@ TEST(MaterialTest, Lighting_with_the_eye_in_the_path_of_the_reflection_vector)
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TEST(MaterialTest, Lighting_with_the_light_behind_the_surface)
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{
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TestShape t = TestShape();
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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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Colour result = m.lighting(light, position, eyev, normalv, &t);
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ASSERT_EQ(result, Colour(0.1, 0.1, 0.1));
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}
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TEST(MaterialTest, Lighting_with_the_surface_in_shadow)
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{
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TestShape t = TestShape();
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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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bool inShadow = true;
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Colour result = m.lighting(light, position, eyev, normalv, inShadow);
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Colour result = m.lighting(light, position, eyev, normalv, &t, inShadow);
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ASSERT_EQ(result, Colour(0.1, 0.1, 0.1));
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}
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177
tests/pattern_test.cpp
Normal file
177
tests/pattern_test.cpp
Normal file
@@ -0,0 +1,177 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Pattern 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 <pattern.h>
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#include <strippattern.h>
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#include <gradientpattern.h>
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#include <ringpattern.h>
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#include <testpattern.h>
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#include <transformation.h>
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#include <colour.h>
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#include <sphere.h>
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#include <gtest/gtest.h>
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#include <material.h>
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Colour black = Colour(0, 0, 0);
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Colour white = Colour(1, 1, 1);
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TEST(PatternTest, Creating_a_stripe_pattern)
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{
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StripPattern p = StripPattern(white, black);
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ASSERT_EQ(p.a, white);
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ASSERT_EQ(p.b, black);
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}
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TEST(PatternTest, A_strip_pattern_is_constant_in_y)
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{
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StripPattern p = StripPattern(white, black);
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ASSERT_EQ(p.patternAt(Point(0, 0, 0)), white);
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ASSERT_EQ(p.patternAt(Point(0, 1, 0)), white);
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ASSERT_EQ(p.patternAt(Point(0, 2, 0)), white);
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}
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TEST(PatternTest, A_strip_pattern_is_constant_in_z)
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{
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StripPattern p = StripPattern(white, black);
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ASSERT_EQ(p.patternAt(Point(0, 0, 0)), white);
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ASSERT_EQ(p.patternAt(Point(0, 0, 1)), white);
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ASSERT_EQ(p.patternAt(Point(0, 0, 2)), white);
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}
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TEST(PatternTest, A_strip_pattern_alternate_in_x)
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{
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StripPattern p = StripPattern(white, black);
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ASSERT_EQ(p.patternAt(Point(0, 0, 0)), white);
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ASSERT_EQ(p.patternAt(Point(0.9, 0, 0)), white);
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ASSERT_EQ(p.patternAt(Point(1, 0, 0)), black);
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ASSERT_EQ(p.patternAt(Point(-0.1, 0, 0)), black);
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ASSERT_EQ(p.patternAt(Point(-1, 0, 0)), black);
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ASSERT_EQ(p.patternAt(Point(-1.1, 0, 0)), white);
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}
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TEST(PatternTest, Lightning_with_a_pattern_applied)
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{
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Sphere s = Sphere();
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Material m;
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StripPattern p = StripPattern(white, black);
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m.pattern = &p;
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m.ambient = 1;
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m.diffuse = 0;
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m.specular = 0;
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Tuple eyev = Vector(0, 0, -1);
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Tuple 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 c1 = m.lighting(light, Point(0, 9, 0), eyev, normalv, &s, false);
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Colour c2 = m.lighting(light, Point(1, 1, 0), eyev, normalv, &s, false);
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ASSERT_EQ(c1, Colour(1, 1, 1));
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ASSERT_EQ(c2, Colour(0, 0, 0));
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}
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TEST(PatternTest, Stripe_with_an_object_transformation)
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{
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Sphere s = Sphere();
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s.setTransform(scaling(2, 2, 2));
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StripPattern pattern = StripPattern(white, black);
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Colour c = pattern.patternAtObject(&s, Point(1.5, 0, 0));
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ASSERT_EQ(c, white);
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}
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TEST(PatternTest, Stripe_with_a_pattern_transformation)
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{
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Sphere s = Sphere();
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StripPattern pattern = StripPattern(white, black);
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pattern.setTransform(scaling(2, 2, 2));
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Colour c = pattern.patternAtObject(&s, Point(1.5, 0, 0));
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ASSERT_EQ(c, white);
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}
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TEST(PatternTest, Stripe_with_both_an_object_and_a_pattern_transformation)
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{
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Sphere s = Sphere();
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s.setTransform(scaling(2, 2, 2));
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StripPattern pattern = StripPattern(white, black);
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pattern.setTransform(translation(0.5, 0, 0));
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Colour c = pattern.patternAtObject(&s, Point(2.5, 0, 0));
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ASSERT_EQ(c, white);
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}
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TEST(PatternTest, The_default_pattern_transformation)
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{
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TestPattern pattern = TestPattern();
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ASSERT_EQ(pattern.transformMatrix, Matrix4().identity());
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}
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TEST(PatternTest, Assigning_a_transformation)
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{
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TestPattern pattern = TestPattern();
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pattern.setTransform(translation(1, 2, 3));
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ASSERT_EQ(pattern.transformMatrix, translation(1, 2, 3));
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}
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TEST(PatternTest, A_pattern_with_an_object_transformation)
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{
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Sphere s = Sphere();
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s.setTransform(scaling(2, 2, 2));
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TestPattern pattern = TestPattern();
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Colour c = pattern.patternAtObject(&s, Point(2, 3, 4));
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ASSERT_EQ(c, Colour(1, 1.5, 2));
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}
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TEST(PatternTest, A_pattern_with_a_pattern_transformation)
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{
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Sphere s = Sphere();
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TestPattern pattern = TestPattern();
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pattern.setTransform(scaling(2, 2, 2));
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Colour c = pattern.patternAtObject(&s, Point(2, 3, 4));
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ASSERT_EQ(c, Colour(1, 1.5, 2));
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}
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TEST(PatternTest, A_pattern_with_an_object_and_a_pattern_transformation)
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{
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Sphere s = Sphere();
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s.setTransform(scaling(2, 2, 2));
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TestPattern pattern = TestPattern();
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pattern.setTransform(translation(0.5, 1, 1.5));
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Colour c = pattern.patternAtObject(&s, Point(2.5, 3, 3.5));
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ASSERT_EQ(c, Colour(0.75, 0.5, 0.25));
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}
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TEST(PatternTest, A_gradient_linearly_interpolates_betweens_colors)
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{
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GradientPattern pattern = GradientPattern(white, black);
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ASSERT_EQ(pattern.patternAt(Point(0.25, 0, 0)), Colour(0.75, 0.75, 0.75));
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ASSERT_EQ(pattern.patternAt(Point(0.5, 0, 0)), Colour(0.5, 0.5, 0.5));
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ASSERT_EQ(pattern.patternAt(Point(0.75, 0, 0)), Colour(0.25, 0.25, 0.25));
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}
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TEST(PatternTest, A_ring_should_extend_in_both_x_and_z)
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{
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RingPattern pattern = RingPattern(white, black);
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}
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Reference in New Issue
Block a user