And CSG! \o/

Still working on a nice scene for it.
This commit is contained in:
Godzil
2020-03-06 19:00:31 +00:00
parent e57b5715e8
commit b5ee92c544
13 changed files with 591 additions and 9 deletions

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@@ -10,7 +10,7 @@ link_libraries(rayonnement)
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 cylinder_test.cpp cone_test.cpp group_test.cpp
boundingbox_test.cpp triangle_test.cpp sequence_test.cpp objfile_test.cpp smoothtriangle_test.cpp)
boundingbox_test.cpp triangle_test.cpp sequence_test.cpp objfile_test.cpp smoothtriangle_test.cpp csg_test.cpp)
add_executable(testMyRays)
target_include_directories(testMyRays PUBLIC ${gtest_SOURCE_DIR}/include ${gtest_SOURCE_DIR})
@@ -81,6 +81,9 @@ add_custom_command(
${CMAKE_CURRENT_BINARY_DIR}/
)
add_executable(ch16_test)
target_sources(ch16_test PRIVATE ch16_test.cpp)
add_executable(arealight_test)
target_sources(arealight_test PRIVATE arealight_test.cpp)
@@ -148,6 +151,7 @@ add_test(NAME Chapter13_Test COMMAND $<TARGET_FILE:ch13_test>)
add_test(NAME Chapter13_ConeBonus COMMAND $<TARGET_FILE:ch13_cone>)
add_test(NAME Chapter14_Test COMMAND $<TARGET_FILE:ch14_test>)
add_test(NAME Chapter15_Teapots COMMAND $<TARGET_FILE:ch15_teapot_objfile>)
add_test(NAME Chapter16_Test COMMAND $<TARGET_FILE:ch16_test>)
add_test(NAME AreaLight_Test COMMAND $<TARGET_FILE:arealight_test>)
add_test(NAME UVMap_CheckeredSphere COMMAND $<TARGET_FILE:uvmap_checkeredsphere>)
add_test(NAME UVMap_CheckeredPlane COMMAND $<TARGET_FILE:uvmap_checkeredplane>)

105
tests/ch16_test.cpp Normal file
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@@ -0,0 +1,105 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Render test for CSG in chapter 16.
*
* 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 <cylinder.h>
#include <material.h>
#include <colour.h>
#include <canvas.h>
#include <camera.h>
#include <group.h>
#include <cone.h>
#include <csg.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 lights */
Light light1 = Light(POINT_LIGHT, Point(100, 100, -100), Colour(1, 1, 1));
w.addLight(&light1);
/* ----------------------------- */
/* White background */
Plane p = Plane();
p.setTransform(translation(0, 0, 100) * rotationX(1.5708));
p.material.colour = Colour(1, 1, 1);
p.material.ambient = 1;
p.material.diffuse = 0;
p.material.specular = 0;
w.addObject(&p);
Cylinder c1 = Cylinder();
c1.minCap = -2;
c1.maxCap = 2;
c1.isClosed = true;
c1.material.colour = Colour(1, 0, 0);
c1.setTransform(scaling(0.4, 1, 0.4));
c1.materialSet = true;
Cylinder c2 = Cylinder();
c2.minCap = -2;
c2.maxCap = 2;
c2.isClosed = true;
c2.material.colour = Colour(0, 1, 0);
c2.setTransform(rotationX(M_PI/2) * scaling(0.4, 1, 0.4));
c2.materialSet = true;
CSG leaf1 = CSG(CSG::UNION, &c1, &c2);
Cylinder c3 = Cylinder();
c3.minCap = -2;
c3.maxCap = 2;
c3.isClosed = true;
c3.material.colour = Colour(0, 0, 1);
c3.setTransform(rotationZ(M_PI/2) * scaling(0.4, 1, 0.4));
c3.materialSet = true;
CSG leaf2 = CSG(CSG::UNION, &leaf1, &c3);
Cube cb = Cube();
//cb.materialSet = true;
//cb.material.reflective = 1;
Sphere sp = Sphere();
sp.setTransform(scaling(1.35, 1.35, 1.35));
CSG leaf3 = CSG(CSG::INTERSECTION, &sp, &cb);
CSG leaf4 = CSG(CSG::DIFFERENCE, &leaf3, &leaf2);
w.addObject(&leaf4);
/* ----------------------------- */
/* Set the camera */
Camera camera = Camera(800, 400, M_PI / 2);
camera.setTransform(viewTransform(Point(-4, 4, -9),
Point(0, 1, 0),
Vector(0, 1, 0)));
/* Now render it */
Canvas image = camera.render(w, 5);
image.SaveAsPNG("ch16_test.png");
return 0;
}

226
tests/csg_test.cpp Normal file
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@@ -0,0 +1,226 @@
/*
* DoRayMe - a quick and dirty Raytracer
* CSG unit tests
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#include <intersect.h>
#include <intersection.h>
#include <sphere.h>
#include <cube.h>
#include <csg.h>
#include <transformation.h>
#include <gtest/gtest.h>
/* Proxy class to get access to protected functions / members */
class CSGTest : public CSG
{
public:
Intersect doLocalIntersect(Ray r) {
return this->localIntersect(r);
};
Tuple doLocalNormalAt(Tuple point, Intersection *hit = nullptr) {
return this->localNormalAt(point, hit);
};
BoundingBox doGetLocalBounds() {
return this->getLocalBounds();
};
bool doIntersectionAllowed(bool leftHit, bool inLeft, bool inRight) {
return this->intersectionAllowed(leftHit, inLeft, inRight);
};
Intersect doFilterIntersections(Intersect &xs) {
return this->filterIntersections(xs);
}
CSGTest(OperationType operation, Shape *left, Shape *right) : CSG(operation, left, right) {};
Shape *getLeft() { return this->left; };
Shape *getRight() { return this->right; };
OperationType getOperation() { return this->operation; };
void setOperation(OperationType operation) { this->operation = operation; };
};
TEST(CSGTest, Csg_is_created_with_an_operation_and_two_shape)
{
Sphere s1 = Sphere();
Cube s2 = Cube();
CSGTest c = CSGTest(CSG::UNION, &s1, &s2);
ASSERT_EQ(c.getOperation(), CSG::UNION);
ASSERT_EQ(*c.getLeft(), s1);
ASSERT_EQ(*c.getRight(), s2);
ASSERT_EQ(*s1.parent, c);
ASSERT_EQ(*s2.parent, c);
}
TEST(CSGTest, Evaluating_the_rules_for_a_csg_operation)
{
Sphere s1 = Sphere();
Cube s2 = Cube();
CSGTest c = CSGTest(CSG::UNION, &s1, &s2);
CSG::OperationType testList2[] = {
CSG::UNION, CSG::UNION,
CSG::UNION, CSG::UNION,
CSG::UNION, CSG::UNION,
CSG::UNION, CSG::UNION,
CSG::INTERSECTION, CSG::INTERSECTION,
CSG::INTERSECTION, CSG::INTERSECTION,
CSG::INTERSECTION, CSG::INTERSECTION,
CSG::INTERSECTION, CSG::INTERSECTION,
CSG::DIFFERENCE, CSG::DIFFERENCE,
CSG::DIFFERENCE, CSG::DIFFERENCE,
CSG::DIFFERENCE, CSG::DIFFERENCE,
CSG::DIFFERENCE, CSG::DIFFERENCE,
};
bool testList[][3] = {
/* lhit, inl, inr */
/* UNION */ { true, true, true },
{ true, true, false },
{ true, false, true },
{ true, false, false },
{ false, true, true },
{ false, true, false },
{ false, false, true },
{ false, false, false },
/* INTER */ { true, true, true },
{ true, true, false },
{ true, false, true },
{ true, false, false },
{ false, true, true },
{ false, true, false },
{ false, false, true },
{ false, false, false },
/* DIFFE */ { true, true, true },
{ true, true, false },
{ true, false, true },
{ true, false, false },
{ false, true, true },
{ false, true, false },
{ false, false, true },
{ false, false, false },
};
bool testResults[] {
/* Unions */
false,
true,
false,
true,
false,
false,
true,
true,
/* Intersection */
true,
false,
true,
false,
true,
true,
false,
false,
/* difference */
false,
true,
false,
true,
true,
true,
false,
false
};
int testCount = sizeof(testList)/sizeof((testList)[0]);
int i;
for(i = 0; i < testCount; i++)
{
c.setOperation(testList2[i]);
ASSERT_EQ(c.doIntersectionAllowed(testList[i][0], testList[i][1], testList[i][2]), testResults[i]);
}
}
TEST(CSGTest, Filtering_a_list_of_intersections)
{
Sphere s1 = Sphere();
Cube s2 = Cube();
CSGTest c = CSGTest(CSG::UNION, &s1, &s2);
CSG::OperationType testList[] = {
CSG::UNION,
CSG::INTERSECTION,
CSG::DIFFERENCE,
};
uint32_t testResults[][2] = {
{0, 3},
{1, 2},
{0, 1},
};
int testCount = sizeof(testList)/sizeof((testList)[0]);
int i;
Intersect xs = Intersect();
Intersection i1 = Intersection(1, &s1);
Intersection i2 = Intersection(2, &s2);
Intersection i3 = Intersection(3, &s1);
Intersection i4 = Intersection(4, &s2);
xs.add(i1);
xs.add(i2);
xs.add(i3);
xs.add(i4);
for(i = 0; i < testCount; i++)
{
c.setOperation(testList[i]);
Intersect result = c.doFilterIntersections(xs);
ASSERT_EQ(result.count(), 2);
ASSERT_EQ(result[0], xs[testResults[i][0]]);
ASSERT_EQ(result[1], xs[testResults[i][1]]);
}
}
TEST(CSGTest, A_ray_misses_a_csg_object)
{
Sphere s1 = Sphere();
Cube s2 = Cube();
CSGTest c = CSGTest(CSG::UNION, &s1, &s2);
Ray r = Ray(Point(0, 2, -5), Vector(0, 0, 1));
Intersect xs = c.doLocalIntersect(r);
ASSERT_EQ(xs.count(), 0);
}
TEST(CSGTest, A_ray_hits_a_csg_object)
{
Sphere s1 = Sphere();
Sphere s2 = Sphere();
s2.setTransform(translation(0, 0, 0.5));
CSGTest c = CSGTest(CSG::UNION, &s1, &s2);
Ray r = Ray(Point(0, 0, -5), Vector(0, 0, 1));
Intersect xs = c.doLocalIntersect(r);
ASSERT_EQ(xs.count(), 2);
ASSERT_TRUE(double_equal(xs[0].t, 4));
ASSERT_EQ(xs[0].object, &s1);
ASSERT_TRUE(double_equal(xs[1].t, 6.5));
ASSERT_EQ(xs[1].object, &s2);
}