Added CUBES!

This commit is contained in:
Godzil
2020-02-22 17:30:15 +00:00
parent c9021974f6
commit 81e323fdf4
11 changed files with 584 additions and 14 deletions

28
source/include/cube.h Normal file
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@@ -0,0 +1,28 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Cube header
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#ifndef DORAYME_CUBE_H
#define DORAYME_CUBE_H
#include <shape.h>
#include <ray.h>
#include <intersect.h>
class Cube : public Shape {
private:
void checkAxis(double axeOrigine, double axeDirection, double *axeMin, double *axeMax);
Intersect localIntersect(Ray r);
Tuple localNormalAt(Tuple point);
public:
Cube() : Shape(SHAPE_CUBE) {};
};
#endif /* DORAYME_CUBE_H */

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@@ -18,4 +18,7 @@ bool double_equal(double a, double b);
double deg_to_rad(double deg);
double min3(double a, double b, double c);
double max3(double a, double b, double c);
#endif /* DORAYME_MATH_HELPER_H */

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@@ -22,6 +22,8 @@ enum ShapeType
SHAPE_NONE,
SHAPE_SPHERE,
SHAPE_PLANE,
SHAPE_CUBE,
SHAPE_CONE,
};
/* Base class for all object that can be presented in the world */

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@@ -32,3 +32,41 @@ double deg_to_rad(double deg)
{
return deg * M_PI / 180.;
}
double min3(double a, double b, double c)
{
if (a <= b)
{
if (c < a) return c;
return a;
}
if (b <= a)
{
if (c < b) return c;
return b;
}
if (c <= a)
{
if (b < c) return b;
}
return c;
}
double max3(double a, double b, double c)
{
if (a >= b)
{
if (c > a) return c;
return a;
}
if (b >= a)
{
if (c > b) return c;
return b;
}
if (c >= a)
{
if (b > c) return b;
}
return c;
}

76
source/shapes/cube.cpp Normal file
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@@ -0,0 +1,76 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Cube implementation
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#include <tuple.h>
#include <ray.h>
#include <shape.h>
#include <cube.h>
#include <math_helper.h>
void Cube::checkAxis(double axeOrigin, double axeDirection, double *axeMin, double *axeMax)
{
double tMinNumerator = (-1 - axeOrigin);
double tMaxNumerator = (1 - axeOrigin);
if (fabs(axeDirection) >= getEpsilon())
{
*axeMin = tMinNumerator / axeDirection;
*axeMax = tMaxNumerator / axeDirection;
}
else
{
*axeMin = tMinNumerator * INFINITY;
*axeMax = tMaxNumerator * INFINITY;
}
if (*axeMin > *axeMax)
{
double swap = *axeMax;
*axeMax = *axeMin;
*axeMin = swap;
}
}
Intersect Cube::localIntersect(Ray r)
{
Intersect ret;
double xtMin, xtMax, ytMin, ytMax, ztMin, ztMax;
double tMin, tMax;
this->checkAxis(r.origin.x, r.direction.x, &xtMin, &xtMax);
this->checkAxis(r.origin.y, r.direction.y, &ytMin, &ytMax);
this->checkAxis(r.origin.z, r.direction.z, &ztMin, &ztMax);
tMin = max3(xtMin, ytMin, ztMin);
tMax = min3(xtMax, ytMax, ztMax);
if (tMin <= tMax)
{
ret.add(Intersection(tMin, this));
ret.add(Intersection(tMax, this));
}
return ret;
}
Tuple Cube::localNormalAt(Tuple point)
{
double maxC = max3(fabs(point.x), fabs(point.y), fabs(point.z));
if (maxC == fabs(point.x))
{
return Vector(point.x, 0, 0);
}
else if (maxC == fabs(point.y))
{
return Vector(0, point.y, 0);
}
return Vector(0, 0, point.z);
}

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@@ -3,9 +3,9 @@ project(DoRayTested)
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 light_test.cpp material_test.cpp world_test.cpp camera_test.cpp
shape_test.cpp plane_test.cpp pattern_test.cpp)
set(TESTS_SRC math_test.cpp tuple_test.cpp colour_test.cpp canvas_test.cpp matrix_test.cpp transformation_test.cpp
ray_test.cpp intersect_test.cpp sphere_test.cpp light_test.cpp material_test.cpp world_test.cpp camera_test.cpp
shape_test.cpp plane_test.cpp pattern_test.cpp cube_test.cpp)
add_executable(testMyRays)
target_include_directories(testMyRays PUBLIC ${gtest_SOURCE_DIR}/include ${gtest_SOURCE_DIR})
@@ -64,6 +64,11 @@ target_include_directories(ch11_test PUBLIC ../source/include)
target_sources(ch11_test PRIVATE ch11_test.cpp)
target_link_libraries(ch11_test rayonnement)
add_executable(ch12_test)
target_include_directories(ch12_test PUBLIC ../source/include)
target_sources(ch12_test PRIVATE ch12_test.cpp)
target_link_libraries(ch12_test rayonnement)
add_test(NAME Chapter05_Test COMMAND $<TARGET_FILE:ch5_test>)
add_test(NAME Chapter06_Test COMMAND $<TARGET_FILE:ch6_test>)
add_test(NAME Chapter07_Test COMMAND $<TARGET_FILE:ch7_test>)
@@ -72,3 +77,4 @@ add_test(NAME Chapter10_Test COMMAND $<TARGET_FILE:ch10_test>)
add_test(NAME Chapter11_Reflection COMMAND $<TARGET_FILE:ch11_reflection>)
add_test(NAME Chapter11_Refraction COMMAND $<TARGET_FILE:ch11_refraction>)
add_test(NAME Chapter11_Test COMMAND $<TARGET_FILE:ch11_test>)
add_test(NAME Chapter12_Test COMMAND $<TARGET_FILE:ch12_test>)

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@@ -79,7 +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)));

213
tests/ch12_test.cpp Normal file
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@@ -0,0 +1,213 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Render test for reflection in chapter 12.
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#include <world.h>
#include <light.h>
#include <sphere.h>
#include <plane.h>
#include <cube.h>
#include <material.h>
#include <colour.h>
#include <canvas.h>
#include <camera.h>
#include <pattern.h>
#include <strippattern.h>
#include <gradientpattern.h>
#include <checkerspattern.h>
#include <ringpattern.h>
#include <transformation.h>
int main()
{
World w = World();
/* Add light */
Light light = Light(POINT_LIGHT, Point(0, 6.9, -5), Colour(1, 1, 0.9));
w.addLight(&light);
/* ----------------------------- */
/* The floor / ceiling */
Cube floor = Cube();
floor.setTransform( scaling(20, 7, 20) * translation(0, 1, 0));
floor.material.pattern = new CheckersPattern(Colour(0, 0, 0), Colour(0.25, 0.25, 0.25));
floor.material.pattern->setTransform(scaling(0.07, 0.07, 0.07));
floor.material.ambient = 0.25;
floor.material.diffuse = 0.7;
floor.material.specular = 0.9;
floor.material.shininess = 300;
floor.material.reflective = 0.1;
w.addObject(&floor);
/* Walls */
Cube walls = Cube();
walls.setTransform(scaling(10, 10, 10));
walls.material.pattern = new CheckersPattern(Colour( 0.4863, 0.3765, 0.2941), Colour(0.3725, 0.2902, 0.2275 ));
walls.material.pattern->setTransform(scaling(0.05, 20, 0.05));
walls.material.ambient = 0.1;
walls.material.diffuse = 0.7;
walls.material.specular = 0.9;
walls.material.shininess = 300;
walls.material.reflective = 0.1;
w.addObject(&walls);
/* Table top */
Cube tableTop = Cube();
tableTop.setTransform(translation(0, 3.1, 0) * scaling(3, 0.1, 2));
tableTop.material.pattern = new StripPattern(Colour(0.5529, 0.4235, 0.3255), Colour(0.6588, 0.5098, 0.4000 ));
tableTop.material.pattern->setTransform(scaling(0.05, 0.05, 0.05) * rotationY(0.1));
tableTop.material.ambient = 0.1;
tableTop.material.diffuse = 0.7;
tableTop.material.specular = 0.9;
tableTop.material.shininess = 300;
tableTop.material.reflective = 0.2;
w.addObject(&tableTop);
/* Leg 1 */
Cube leg1 = Cube();
leg1.setTransform(translation(2.7, 1.5, -1.7) * scaling(0.1, 1.5, 0.1));
leg1.material.colour = Colour(0.5529, 0.4235, 0.3255);
leg1.material.ambient = 0.2;
leg1.material.diffuse = 0.7;
w.addObject(&leg1);
/* Leg 2 */
Cube leg2 = Cube();
leg2.setTransform(translation(2.7, 1.5, 1.7) * scaling(0.1, 1.5, 0.1));
leg2.material.colour = Colour(0.5529, 0.4235, 0.3255);
leg2.material.ambient = 0.2;
leg2.material.diffuse = 0.7;
w.addObject(&leg2);
/* Leg 3 */
Cube leg3 = Cube();
leg3.setTransform(translation(-2.7, 1.5, -1.7) * scaling(0.1, 1.5, 0.1));
leg3.material.colour = Colour(0.5529, 0.4235, 0.3255);
leg3.material.ambient = 0.2;
leg3.material.diffuse = 0.7;
w.addObject(&leg3);
/* Leg 4 */
Cube leg4 = Cube();
leg4.setTransform(translation(-2.7, 1.5, 1.7) * scaling(0.1, 1.5, 0.1));
leg4.material.colour = Colour(0.5529, 0.4235, 0.3255);
leg4.material.ambient = 0.2;
leg4.material.diffuse = 0.7;
w.addObject(&leg4);
/* ----------------------------- */
/* Glass cube */
Cube glassCube = Cube();
glassCube.setTransform(translation(0, 3.45001, 0) * rotationY(0.2) * scaling(0.25, 0.25, 0.25));
glassCube.dropShadow = false;
glassCube.material.colour = Colour(1, 1, 0.8);
glassCube.material.ambient = 0;
glassCube.material.diffuse = 0.3;
glassCube.material.specular = 0.9;
glassCube.material.shininess = 300;
glassCube.material.reflective = 0.7;
glassCube.material.transparency = 0.7;
glassCube.material.refractiveIndex = 1.5;
w.addObject(&glassCube);
/* Little cube 1 */
Cube lilCube1 = Cube();
lilCube1.setTransform(translation(1, 3.25, -0.9) *
rotationY(-0.4) *
scaling(0.15, 0.15, 0.15));
lilCube1.material.colour = Colour(1, 0.5, 0.5);
lilCube1.material.reflective = 0.6;
lilCube1.material.diffuse = 0.4;
w.addObject(&lilCube1);
/* Little cube 2 */
Cube lilCube2 = Cube();
lilCube2.setTransform(translation(-1.5, 3.27, 0.3) *
rotationY(0.4) *
scaling(0.15, 0.07, 0.15));
lilCube2.material.colour = Colour(1, 1, 0.5);
w.addObject(&lilCube2);
/* Little cube 3 */
Cube lilCube3 = Cube();
lilCube3.setTransform(translation(0, 3.25, 1) *
rotationY(0.4) *
scaling(0.2, 0.05, 0.05));
lilCube3.material.colour = Colour(0.5, 1, 0.5);
w.addObject(&lilCube3);
/* Little cube 4 */
Cube lilCube4 = Cube();
lilCube4.setTransform(translation(-0.6, 3.4, -1) *
rotationY(0.8) *
scaling(0.05, 0.2, 0.05));
lilCube4.material.colour = Colour(0.5, 0.5, 1);
w.addObject(&lilCube4);
/* Little cube 5 */
Cube lilCube5 = Cube();
lilCube5.setTransform(translation(2, 3.4, 1) *
rotationY(0.8) *
scaling(0.05, 0.2, 0.05));
lilCube5.material.colour = Colour(0.5, 1, 1);
w.addObject(&lilCube5);
/* ----------------------------- */
/* Frame 1 */
Cube frame1 = Cube();
frame1.setTransform(translation(-10, 4, 1) * scaling(0.05, 1, 1));
frame1.material.colour = Colour(0.7098, 0.2471, 0.2196);
frame1.material.diffuse = 0.6;
w.addObject(&frame1);
/* Frame 2 */
Cube frame2 = Cube();
frame2.setTransform(translation(-10, 3.4, 2.7) * scaling(0.05, 0.4, 0.4));
frame2.material.colour = Colour(0.2667, 0.2706, 0.6902);
frame2.material.diffuse = 0.6;
w.addObject(&frame2);
/* Frame 3 */
Cube frame3 = Cube();
frame3.setTransform(translation(-10, 4.6, 2.7) * scaling(0.05, 0.4, 0.4));
frame3.material.colour = Colour(0.3098, 0.5961, 0.3098);
frame3.material.diffuse = 0.6;
w.addObject(&frame3);
/* ----------------------------- */
/* Mirror */
Cube mirror = Cube();
mirror.setTransform(translation(-2, 3.5, 9.95) * scaling(4.8, 1.4, 0.06));
mirror.material.colour = Colour(0, 0, 0);
mirror.material.diffuse = 0;
mirror.material.ambient = 0;
mirror.material.specular = 1;
mirror.material.shininess = 300;
mirror.material.reflective = 1;
w.addObject(&mirror);
/* ----------------------------- */
/* Set the camera */
Camera camera = Camera(400, 200, 0.785);
camera.setTransform(viewTransform(Point(8, 6, -8),
Point(0, 3, 0),
Vector(0, 1, 0)));
/* Now render it */
Canvas image = camera.render(w, 4);
image.SaveAsPNG("ch12_test.png");
return 0;
}

117
tests/cube_test.cpp Normal file
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@@ -0,0 +1,117 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Cube unit tests
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#include <intersect.h>
#include <intersection.h>
#include <cube.h>
#include <transformation.h>
#include <gtest/gtest.h>
TEST(CubeTest, A_ray_intersects_a_cube)
{
Cube c = Cube();
Point Origins[] = {
Point(5, 0.5, 0),
Point(-5, 0.5, 0),
Point(0.5, 5, 0),
Point(0.5, -5, 0),
Point(0.5, 0, 5),
Point(0.5, 0, -5),
Point(0, 0.5, 0),
};
Vector Directions[] = {
Vector(-1, 0, 0),
Vector(1, 0, 0),
Vector(0, -1, 0),
Vector(0, 1, 0),
Vector(0, 0, -1),
Vector(0, 0, 1),
Vector(0, 0, 1),
};
double t1[] = { 4, 4, 4, 4, 4, 4, -1 };
double t2[] = { 6, 6, 6, 6, 6, 6, 1 };
int i;
for(i = 0; i < 7; i++)
{
Ray r = Ray(Origins[i], Directions[i]);
Intersect xs = c.intersect(r);
ASSERT_EQ(xs.count(), 2);
EXPECT_EQ(xs[0].t, t1[i]);
EXPECT_EQ(xs[1].t, t2[i]);
}
}
TEST(CubeTest, A_ray_miss_a_cube)
{
Cube c = Cube();
Point Origins[] = {
Point(-2, 0, 0),
Point(0, -2, 0),
Point(0, 0, -2),
Point(2, 0, 2),
Point(0, 2, 2),
Point(2, 2, 0),
};
Vector Directions[] = {
Vector(0.2673, 0.5345, 0.8018),
Vector(0.8018, 0.2673, 0.5345),
Vector(0.5345, 0.8018, 0.2673),
Vector(0, 0, -1),
Vector(0, -1, 0),
Vector(-1, 0, 0),
};
int i;
for(i = 0; i < 6; i++)
{
Ray r = Ray(Origins[i], Directions[i]);
Intersect xs = c.intersect(r);
ASSERT_EQ(xs.count(), 0);
}
}
TEST(CubeTest, The_normal_on_the_surface_of_a_cube)
{
Cube c = Cube();
Point HitPoints[] = {
Point(1, 0.5, -0.8),
Point(-1, -0.2, 0.9),
Point(-0.4, 1, -0.1),
Point(0.3, -1, -0.7),
Point(-0.6, 0.3, 1),
Point(0.4, 0.4, -1),
Point(1, 1, 1),
Point(-1, -1, -1),
};
Vector ExpectedNormals[] = {
Vector(1, 0, 0),
Vector(-1, 0, 0),
Vector(0, 1, 0),
Vector(0, -1, 0),
Vector(0, 0, 1),
Vector(0, 0, -1),
Vector(1, 0, 0),
Vector(-1, 0, 0),
};
int i;
for(i = 0; i < 8; i++)
{
ASSERT_EQ(c.normalAt(HitPoints[i]), ExpectedNormals[i]);
}
}

97
tests/math_test.cpp Normal file
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@@ -0,0 +1,97 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Math helper unit tests
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#include <math_helper.h>
#include <gtest/gtest.h>
TEST(MathTest, Default_epsilon)
{
ASSERT_EQ(getEpsilon(), FLT_EPSILON);
}
TEST(MathTest, Check_setting_epsilon)
{
set_equal_precision(0.00001);
ASSERT_EQ(getEpsilon(), 0.00001);
set_equal_precision(FLT_EPSILON);
}
TEST(MathTest, Check_double_equal_is_working)
{
ASSERT_TRUE(double_equal(0 - DBL_EPSILON, 0));
ASSERT_FALSE(double_equal(0 - FLT_EPSILON, 0));
ASSERT_TRUE(double_equal(0 - FLT_EPSILON/2.0, 0));
ASSERT_FALSE(double_equal(0 - 0.001, 0));
ASSERT_FALSE(double_equal(0 - 0.00001, 0));
ASSERT_FALSE(double_equal(0 - 0.000001, 0));
set_equal_precision(0.00001);
ASSERT_TRUE(double_equal(0 - FLT_EPSILON*2, 0));
ASSERT_FALSE(double_equal(0 - 0.001, 0));
ASSERT_FALSE(double_equal(0 - 0.00001, 0));
ASSERT_TRUE(double_equal(0 - 0.000001, 0));
set_equal_precision(FLT_EPSILON);
}
TEST(MathTest, Check_that_deg_to_rad_is_working)
{
double angle180 = deg_to_rad(180);
double angle90 = deg_to_rad(90);
double angle270 = deg_to_rad(270);
ASSERT_EQ(angle180, M_PI);
ASSERT_EQ(angle90, M_PI / 2.);
ASSERT_EQ(angle270, M_PI * 1.5);
}
TEST(MathTest, Min_is_working)
{
ASSERT_EQ(min3(1, 2, 3), 1);
ASSERT_EQ(min3(1, 3, 2), 1);
ASSERT_EQ(min3(2, 1, 3), 1);
ASSERT_EQ(min3(2, 3, 1), 1);
ASSERT_EQ(min3(3, 1, 2), 1);
ASSERT_EQ(min3(3, 2, 1), 1);
ASSERT_EQ(min3(1, 2, 2), 1);
ASSERT_EQ(min3(2, 1, 2), 1);
ASSERT_EQ(min3(2, 2, 1), 1);
ASSERT_EQ(min3(3, 2, 2), 2);
ASSERT_EQ(min3(2, 3, 2), 2);
ASSERT_EQ(min3(2, 2, 3), 2);
ASSERT_EQ(min3(2, 2, 2), 2);
}
TEST(MathTest, Max_is_working)
{
ASSERT_EQ(max3(1, 2, 3), 3);
ASSERT_EQ(max3(1, 3, 2), 3);
ASSERT_EQ(max3(2, 1, 3), 3);
ASSERT_EQ(max3(2, 3, 1), 3);
ASSERT_EQ(max3(3, 1, 2), 3);
ASSERT_EQ(max3(3, 2, 1), 3);
ASSERT_EQ(max3(1, 2, 2), 2);
ASSERT_EQ(max3(2, 1, 2), 2);
ASSERT_EQ(max3(2, 2, 1), 2);
ASSERT_EQ(max3(3, 2, 2), 3);
ASSERT_EQ(max3(2, 3, 2), 3);
ASSERT_EQ(max3(2, 2, 3), 3);
ASSERT_EQ(max3(2, 2, 2), 2);
}

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@@ -245,14 +245,4 @@ TEST(TransformationTest, An_arbitrary_view_transformation)
set_equal_precision(FLT_EPSILON);
}
TEST(TransformationTest, Check_that_deg_to_rad_is_working)
{
double angle180 = deg_to_rad(180);
double angle90 = deg_to_rad(90);
double angle270 = deg_to_rad(270);
ASSERT_EQ(angle180, M_PI);
ASSERT_EQ(angle90, M_PI / 2.);
ASSERT_EQ(angle270, M_PI * 1.5);
}