World is on the verge of working!

This commit is contained in:
Godzil
2020-02-20 01:41:53 +00:00
parent be6b472472
commit 999419dfe1
6 changed files with 170 additions and 0 deletions

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@@ -10,9 +10,23 @@
#define DORAYME_INTERSECTION_H #define DORAYME_INTERSECTION_H
#include <stdlib.h> #include <stdlib.h>
#include <ray.h>
class Shape; class Shape;
struct Computation
{
Computation(Shape *object, double t, Tuple point, Tuple eyev, Tuple normalv, bool inside) :
object(object), t(t), hitPoint(point), eyeVector(eyev), normalVector(normalv), inside(inside) { };
Shape *object;
double t;
Tuple hitPoint;
Tuple eyeVector;
Tuple normalVector;
bool inside;
};
class Intersection class Intersection
{ {
public: public:
@@ -23,6 +37,8 @@ public:
Intersection(double t, Shape *object) : t(t), object(object) { }; Intersection(double t, Shape *object) : t(t), object(object) { };
bool nothing() { return (this->object == nullptr); }; bool nothing() { return (this->object == nullptr); };
Computation prepareComputation(Ray r);
bool operator==(const Intersection &b) const { return ((this->t == b.t) && (this->object == b.object)); }; bool operator==(const Intersection &b) const { return ((this->t == b.t) && (this->object == b.object)); };
}; };

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@@ -39,6 +39,11 @@ public:
bool lightIsIn(Light &l); bool lightIsIn(Light &l);
bool objectIsIn(Shape &s); bool objectIsIn(Shape &s);
Shape *getObject(int i) { return this->objectList[i]; };
Tuple shadeHit(Computation comps);;
Tuple colourAt(Ray r);
Intersect intersect(Ray r); Intersect intersect(Ray r);
}; };

32
source/intersection.cpp Normal file
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@@ -0,0 +1,32 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Intersection implementation
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#include <intersection.h>
#include <shape.h>
Computation Intersection::prepareComputation(Ray r)
{
Tuple hitP = r.position(this->t);
Tuple normalV = this->object->normalAt(hitP);
Tuple eyeV = -r.direction;
bool inside;
if (normalV.dot(eyeV) < 0)
{
inside = true;
normalV = -normalV;
}
return Computation(this->object,
this->t,
hitP,
eyeV,
normalV,
inside);
}

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@@ -90,4 +90,23 @@ Intersect World::intersect(Ray r)
} }
return ret; return ret;
}
Tuple World::shadeHit(Computation comps)
{
return comps.object->material.lighting(*this->lightList[0], comps.hitPoint, comps.eyeVector, comps.normalVector);
}
Tuple World::colourAt(Ray r)
{
Intersection hit = this->intersect(r).hit();
if (hit.nothing())
{
return Colour(0, 0, 0);
}
else
{
return this->shadeHit(hit.prepareComputation(r));
}
} }

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@@ -7,6 +7,7 @@
* *
*/ */
#include <intersect.h> #include <intersect.h>
#include <intersection.h>
#include <sphere.h> #include <sphere.h>
#include <gtest/gtest.h> #include <gtest/gtest.h>
@@ -129,4 +130,47 @@ TEST(IntersectTest, The_hit_is_always_the_lowest_nonnegative_intersection)
Intersection i = xs.hit(); Intersection i = xs.hit();
ASSERT_EQ(i, i4); ASSERT_EQ(i, i4);
}
TEST(IntersectTest, Precomputing_the_state_of_an_intersection)
{
Ray r = Ray(Point(0, 0, -5), Vector(0, 0, 1));
Sphere shape = Sphere();
Intersection i = Intersection(4, &shape);
Computation comps = i.prepareComputation(r);
ASSERT_EQ(comps.t, i.t);
ASSERT_EQ(comps.object, i.object);
ASSERT_EQ(comps.hitPoint, Point(0, 0, -1));
ASSERT_EQ(comps.eyeVector, Vector(0, 0, -1));
ASSERT_EQ(comps.normalVector, Vector(0, 0, -1));
}
TEST(IntersectTest, The_hit_when_an_intersection_occurs_on_the_outside)
{
Ray r = Ray(Point(0, 0, -5), Vector(0, 0, 1));
Sphere shape = Sphere();
Intersection i = Intersection(4, &shape);
Computation comps = i.prepareComputation(r);
ASSERT_EQ(comps.inside, false);
}
TEST(IntersectTest, The_hit_when_an_intersection_occurs_on_the_inside)
{
Ray r = Ray(Point(0, 0, 0), Vector(0, 0, 1));
Sphere shape = Sphere();
Intersection i = Intersection(1, &shape);
Computation comps = i.prepareComputation(r);
ASSERT_EQ(comps.hitPoint, Point(0, 0, 1));
ASSERT_EQ(comps.eyeVector, Vector(0, 0, -1));
ASSERT_EQ(comps.inside, true);
/* Normal vector would have been (0, 0, 1); but is inverted ! */
ASSERT_EQ(comps.normalVector, Vector(0, 0, -1));
} }

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@@ -58,3 +58,57 @@ TEST(WorldTest, Intersect_a_world_with_a_ray)
ASSERT_EQ(xs[3].t, 6); ASSERT_EQ(xs[3].t, 6);
} }
TEST(WorldTest, Shading_an_intersection)
{
World w = DefaultWorld();
Ray r = Ray(Point(0, 0, -5), Vector(0, 0, 1));
Shape *s = w.getObject(0);
Intersection i = Intersection(4, s);
Computation comps = i.prepareComputation(r);
Tuple c = w.shadeHit(comps);
/* Temporary lower the precision */
set_equal_precision(0.00001);
ASSERT_EQ(c, Colour(0.38066, 0.47583, 0.2855));
set_equal_precision(FLT_EPSILON);
}
TEST(WorldTest, The_when_ray_miss)
{
World w = DefaultWorld();
Ray r = Ray(Point(0, 0, -5), Vector(0, 1, 0));
Tuple c = w.colourAt(r);
ASSERT_EQ(c, Colour(0, 0, 0));
}
TEST(WorldTest, The_when_ray_hit)
{
World w = DefaultWorld();
Ray r = Ray(Point(0, 0, -5), Vector(0, 0, 1));
Tuple c = w.colourAt(r);
/* Temporary lower the precision */
set_equal_precision(0.00001);
ASSERT_EQ(c, Colour(0.38066, 0.47583, 0.2855));
set_equal_precision(FLT_EPSILON);
}
TEST(WorldTest, The_colour_with_an_intersection_behind_the_ray)
{
World w = DefaultWorld();
Shape *outer = w.getObject(0);
outer->material.ambient = 1;
Shape *inner = w.getObject(1);
inner->material.ambient = 1;
Ray r = Ray(Point(0, 0, 0.75), Vector(0, 0, -1));
Tuple c = w.colourAt(r);
ASSERT_EQ(c, inner->material.colour);
}