Finishing touch for patterns!

This commit is contained in:
Godzil
2020-02-21 12:05:30 +00:00
parent 75cf59cc1a
commit 7687581e83
11 changed files with 86 additions and 14 deletions

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@@ -33,3 +33,7 @@ From Chapter 08:
From Chapter 09:
![Chapter 9 rendering test](output/ch9_test.png)
From Chapter 10:
![Chapter 10 rendering test](output/ch10_test.png)

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@@ -3,12 +3,12 @@
# First most is build as a library
add_library(rayonnement STATIC)
file(GLOB RAY_HEADERS ${CMAKE_CURRENT_SOURCE_DIR}/include/*.h)
file(GLOB RAY_HEADERS ${CMAKE_CURRENT_SOURCE_DIR}/include/*.h ${CMAKE_CURRENT_SOURCE_DIR}/pattern/*.h)
file(GLOB RAY_SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/*.cpp ${CMAKE_CURRENT_SOURCE_DIR}/shapes/*.cpp
${CMAKE_CURRENT_SOURCE_DIR}/worldbuilder/*.cpp)
target_include_directories(rayonnement PUBLIC include)
target_include_directories(rayonnement PUBLIC include pattern)
target_sources(rayonnement PRIVATE ${RAY_HEADERS} ${RAY_SOURCES})
target_link_libraries(rayonnement LodePNG)

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@@ -0,0 +1,25 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Checkers Pattern header
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#ifndef DORAYME_CHECKERSPATTERN_H
#define DORAYME_CHECKERSPATTERN_H
class CheckersPattern : public Pattern
{
public:
CheckersPattern(Colour a, Colour b) : Pattern(a, b) { };
Colour patternAt(Tuple point)
{
double value = floor(point.x) + floor(point.y) + floor(point.z);
return (fmod(value, 2) == 0)?this->a:this->b;
}
};
#endif /* DORAYME_CHECKERSPATTERN_H */

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@@ -27,4 +27,4 @@ public:
}
};
#endif //DORAYME_GRADIENTPATTERN_H
#endif /* DORAYME_GRADIENTPATTERN_H */

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@@ -18,14 +18,13 @@ public:
Colour patternAt(Tuple point)
{
Tuple distance = this->b - this->a;
double fraction = point.x - floor(point.x);
double squared = (point.x * point.x) + (point.z * point.z);
Tuple ret = this->a + distance * fraction;
double value = floor(sqrt(squared));
return Colour(ret.x, ret.y, ret.z);
return (fmod(value, 2) == 0)?this->a:this->b;
}
};
#endif //DORAYME_RINGSUPPORT_H
#endif /* DORAYME_RINGSUPPORT_H */

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@@ -24,4 +24,4 @@ public:
}
};
#endif //DORAYME_TESTPATTERN_H
#endif /* DORAYME_TESTPATTERN_H */

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@@ -18,6 +18,8 @@
#include <pattern.h>
#include <strippattern.h>
#include <gradientpattern.h>
#include <checkerspattern.h>
#include <ringpattern.h>
#include <transformation.h>
@@ -26,7 +28,7 @@ int main()
/* First we need to construct the world */
Plane floor = Plane();
floor.material.specular = 0;
floor.material.pattern = new StripPattern(Colour(1, 0.9, 0.9), Colour(1, 0.2, 0.2));
floor.material.pattern = new RingPattern(Colour(1, 0.9, 0.9), Colour(1, 0.2, 0.2));
Plane wall = Plane();
wall.material.specular = 0;
@@ -35,7 +37,7 @@ int main()
wall.setTransform(translation(0, 0, 5) * rotationX(M_PI/2));
Sphere middle = Sphere();
middle.setTransform(translation(-0.5, 1, 0.5));
middle.setTransform(translation(-0.7, 1, 0.6));
middle.material.diffuse = 0.7;
middle.material.specular = 0.3;
middle.material.pattern = new StripPattern(Colour(0.1, 1, 0.5), Colour(0, 0.2, 0.2));
@@ -55,6 +57,13 @@ int main()
left.material.pattern = new GradientPattern(Colour(1, 0.8, 0.1), Colour(0.1, 0.1, 1));
left.material.pattern->setTransform(translation(1.5, 0, 0) * scaling(2.1, 2, 2) * rotationY(-M_PI/4));
Sphere fourth = Sphere();
fourth.setTransform(translation(.5, 0.25, 0.4) * scaling(0.3, 0.3, 0.3));
fourth.material.diffuse = 0.7;
fourth.material.specular = 0.3;
fourth.material.pattern = new CheckersPattern(Colour(0.1, 0.8, 0.1), Colour(0.8, 1, 0.8));
fourth.material.pattern->setTransform( scaling(0.2, 0.2, 0.2));
World w = World();
w.addObject(&floor);
@@ -62,6 +71,7 @@ int main()
w.addObject(&middle);
w.addObject(&left);
w.addObject(&right);
w.addObject(&fourth);
/* Add light */
Light light = Light(POINT_LIGHT, Point(-10, 10, -10), Colour(1, 1, 1));
@@ -69,7 +79,7 @@ int main()
w.addLight(&light);
/* Set the camera */
Camera camera = Camera(1920, 1080, M_PI / 3);
Camera camera = Camera(100, 50, M_PI / 3);
camera.setTransform(viewTransform(Point(0, 1.5, -5),
Point(0, 1, 0),
Vector(0, 1, 0)));

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@@ -54,7 +54,7 @@ int main()
w.addLight(&light);
/* Set the camera */
Camera camera = Camera(1000, 500, M_PI / 3);
Camera camera = Camera(100, 50, M_PI / 3);
camera.setTransform(viewTransform(Point(0, 1.5, -5),
Point(0, 1, 0),
Vector(0, 1, 0)));

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@@ -11,6 +11,7 @@
#include <strippattern.h>
#include <gradientpattern.h>
#include <ringpattern.h>
#include <checkerspattern.h>
#include <testpattern.h>
#include <transformation.h>
#include <colour.h>
@@ -174,4 +175,37 @@ TEST(PatternTest, A_ring_should_extend_in_both_x_and_z)
{
RingPattern pattern = RingPattern(white, black);
ASSERT_EQ(pattern.patternAt(Point(0, 0, 0)), white);
ASSERT_EQ(pattern.patternAt(Point(1, 0, 0)), black);
ASSERT_EQ(pattern.patternAt(Point(0, 0, 1)), black);
/* 0.708 is just bit more than sqrt(2)/2 */
ASSERT_EQ(pattern.patternAt(Point(0.708, 0, 0.708)), black);
}
TEST(PatternTest, Checkers_should_repeat_in_x)
{
CheckersPattern pattern = CheckersPattern(white, black);
ASSERT_EQ(pattern.patternAt(Point(0, 0, 0)), white);
ASSERT_EQ(pattern.patternAt(Point(0.99, 0, 0)), white);
ASSERT_EQ(pattern.patternAt(Point(1.01, 0, 0)), black);
}
TEST(PatternTest, Checkers_should_repeat_in_y)
{
CheckersPattern pattern = CheckersPattern(white, black);
ASSERT_EQ(pattern.patternAt(Point(0, 0, 0)), white);
ASSERT_EQ(pattern.patternAt(Point(0, 0.99, 0)), white);
ASSERT_EQ(pattern.patternAt(Point(0, 1.01, 0)), black);
}
TEST(PatternTest, Checkers_should_repeat_in_z)
{
CheckersPattern pattern = CheckersPattern(white, black);
ASSERT_EQ(pattern.patternAt(Point(0, 0, 0)), white);
ASSERT_EQ(pattern.patternAt(Point(0, 0, 0.99)), white);
ASSERT_EQ(pattern.patternAt(Point(0, 0, 1.01)), black);
}