Starting working on area lights.
This commit is contained in:
@@ -14,9 +14,13 @@
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#include <renderstat.h>
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#include <stdio.h>
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class World;
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enum LightType
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{
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POINT_LIGHT = 0,
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AREA_LIGHT,
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};
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class Light
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@@ -26,15 +30,34 @@ public:
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Tuple position;
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LightType type;
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/* For area light */
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Tuple corner;
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Tuple uVec;
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Tuple vVec;
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uint32_t samples;
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uint32_t uSteps;
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uint32_t vSteps;
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public:
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Light(LightType type = POINT_LIGHT, Tuple position=Point(0, 0, 0),
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Colour intensity=Colour(1, 1, 1)) : type(type), position(position), intensity(intensity)
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{ stats.addLight(); };
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Light(LightType type, Tuple corner, Tuple fullUVec, uint32_t uSteps, Tuple fullVVec, uint32_t vSteps,
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Colour intensity, bool jitter = false): type(type), corner(corner), uVec(fullUVec / uSteps), uSteps(uSteps),
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vVec(fullVVec / vSteps), vSteps(vSteps), intensity(intensity)
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{
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this->samples = this->vSteps * this->uSteps;
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this->position = this->corner + ((fullUVec + fullVVec) / 2);
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stats.addLight();
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};
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double intensityAt(World &w, Tuple point);
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bool operator==(const Light &b) const { return this->intensity == b.intensity &&
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this->position == b.position &&
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this->type == b.type; };
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Tuple pointOnLight(uint32_t u, uint32_t v);
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void dumpMe(FILE *fp);
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};
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@@ -36,7 +36,8 @@ public:
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Material() : colour(Colour(1, 1, 1)), ambient(0.1), diffuse(0.9), specular(0.9), shininess(200),
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reflective(0.0), transparency(0.0), emissive(0), refractiveIndex(1.0), pattern(nullptr) {};
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Colour lighting(Light light, Tuple point, Tuple eyeVector, Tuple normalVector, Shape *hitObject, bool inShadow = false);
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Colour lighting(Light light, Tuple point, Tuple eyeVector, Tuple normalVector, Shape *hitObject,
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double lightIntensity = 1.0);
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bool operator==(const Material &b) const { return double_equal(this->ambient, b.ambient) &&
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double_equal(this->diffuse, b.diffuse) &&
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@@ -45,7 +45,7 @@ public:
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Tuple shadeHit(Computation comps, uint32_t depthCount = 4);
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Tuple colourAt(Ray r, uint32_t depthCount = 4);
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bool isShadowed(Tuple point, uint32_t light = 0);
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bool isShadowed(Tuple point, Tuple lightPosition);
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Colour reflectColour(Computation comps, uint32_t depthCount = 4);
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Colour refractedColour(Computation comps, uint32_t depthCount = 4);
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@@ -8,6 +8,7 @@
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*/
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#include <stdio.h>
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#include <light.h>
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#include <world.h>
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void Light::dumpMe(FILE *fp)
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{
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@@ -17,3 +18,34 @@ void Light::dumpMe(FILE *fp)
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this->position.x, this->position.y, this->position.z);
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fprintf(fp, "\"Type\": \"PointLight\",\n");
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}
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double Light::intensityAt(World &w, Tuple point)
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{
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switch(this->type)
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{
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case POINT_LIGHT:
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default:
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return (w.isShadowed(point, this->position))?0.0:1.0;
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case AREA_LIGHT:
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double total = 0.0;
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uint32_t v, u;
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for(v = 0; v < this->vSteps; v++)
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{
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for(u = 0; u < this->uSteps; u++)
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{
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if (!w.isShadowed(point, this->pointOnLight(u, v)))
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{
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total = total + 1.0;
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}
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}
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}
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return total / this->samples;
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break;
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}
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}
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Tuple Light::pointOnLight(uint32_t u, uint32_t v)
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{
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return this->corner + this->uVec * (u+0.5) + this->vVec * (v+0.5);
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}
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@@ -11,7 +11,8 @@
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#include <colour.h>
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#include <shape.h>
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Colour Material::lighting(Light light, Tuple point, Tuple eyeVector, Tuple normalVector, Shape *hitObject, bool inShadow)
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Colour Material::lighting(Light light, Tuple point, Tuple eyeVector, Tuple normalVector, Shape *hitObject,
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double lightIntensity)
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{
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Colour pointColor = this->colour;
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@@ -36,8 +37,6 @@ Colour Material::lighting(Light light, Tuple point, Tuple eyeVector, Tuple norma
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emissiveColour = pointColor * this->emissive;
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if (!inShadow)
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{
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lightDotNormal = lightVector.dot(normalVector);
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if (lightDotNormal < 0)
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@@ -62,7 +61,10 @@ Colour Material::lighting(Light light, Tuple point, Tuple eyeVector, Tuple norma
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specularColour = light.intensity * this->specular * factor;
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}
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}
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}
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diffuseColour = diffuseColour * lightIntensity;
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specularColour = specularColour * lightIntensity;
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finalColour = emissiveColour + ambientColour + diffuseColour + specularColour;
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return Colour(finalColour.x, finalColour.y, finalColour.z);
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@@ -102,10 +102,10 @@ Tuple World::shadeHit(Computation comps, uint32_t depthCount)
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for(lightIndex = 0; lightIndex < this->lightCount; lightIndex++)
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{
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bool isThereAnObstacle = this->isShadowed(comps.overHitPoint, lightIndex);
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double lightLevel = this->lightList[lightIndex]->intensityAt(*this, comps.overHitPoint);
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surface = surface + comps.material->lighting(*this->lightList[lightIndex], comps.overHitPoint, comps.eyeVector,
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comps.normalVector, comps.object, isThereAnObstacle);
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comps.normalVector, comps.object, lightLevel);
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}
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Tuple reflected = this->reflectColour(comps, depthCount);
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Tuple refracted = this->refractedColour(comps, depthCount);
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@@ -137,9 +137,9 @@ Tuple World::colourAt(Ray r, uint32_t depthCount)
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}
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}
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bool World::isShadowed(Tuple point, uint32_t light)
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bool World::isShadowed(Tuple point, Tuple lightPosition)
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{
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Tuple v = this->lightList[light]->position - point;
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Tuple v = lightPosition - point;
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double distance = v.magnitude();
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Tuple direction = v.normalise();
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@@ -90,6 +90,16 @@ target_include_directories(ch14_test PUBLIC ../source/include)
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target_sources(ch14_test PRIVATE ch14_test.cpp)
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target_link_libraries(ch14_test rayonnement)
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add_executable(arealight_test)
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target_include_directories(arealight_test PUBLIC ../source/include)
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target_sources(arealight_test PRIVATE arealight_test.cpp)
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target_link_libraries(arealight_test rayonnement)
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add_executable(triangle_rendertest)
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target_include_directories(triangle_rendertest PUBLIC ../source/include)
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target_sources(triangle_rendertest PRIVATE triangle_rendertest.cpp)
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target_link_libraries(triangle_rendertest rayonnement)
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add_executable(christmasball_render)
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target_include_directories(christmasball_render PUBLIC ../source/include)
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target_sources(christmasball_render PRIVATE christmasball_render.cpp)
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@@ -107,7 +117,9 @@ add_test(NAME Chapter12_Test COMMAND $<TARGET_FILE:ch12_test>)
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add_test(NAME Chapter13_Test COMMAND $<TARGET_FILE:ch13_test>)
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add_test(NAME Chapter13_ConeBonus COMMAND $<TARGET_FILE:ch13_cone>)
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add_test(NAME Chapter14_Test COMMAND $<TARGET_FILE:ch14_test>)
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add_test(NAME AreaLight_Test COMMAND $<TARGET_FILE:arealight_test>)
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add_test(NAME Test_Rendering COMMAND $<TARGET_FILE:test_render>)
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add_test(NAME Triangle_RenderTest COMMAND $<TARGET_FILE:triangle_rendertest>)
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add_test(NAME ChristmasBall_Rendering COMMAND $<TARGET_FILE:christmasball_render>)
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add_test(NAME Hw3Render COMMAND $<TARGET_FILE:hw3render> ${CMAKE_CURRENT_SOURCE_DIR}/test.hw3scene)
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add_test(NAME Hw3RenderAllCmds COMMAND $<TARGET_FILE:hw3render> ${CMAKE_CURRENT_SOURCE_DIR}/test_keys.hw3scene)
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99
tests/arealight_test.cpp
Normal file
99
tests/arealight_test.cpp
Normal file
@@ -0,0 +1,99 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Render test for reflection in chapter 13.
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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 <cube.h>
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#include <cylinder.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 <group.h>
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#include <cone.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 <checkerspattern.h>
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#include <ringpattern.h>
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#include <transformation.h>
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int main()
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{
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World w = World();
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/* Add lights */
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#if 0
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Light light1 = Light(AREA_LIGHT, Point(-1, 2, 4),
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Vector(2, 0, 0), 8,
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Vector(0, 2, 0), 8,
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//jitter,
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Colour(1.5, 1.5, 1.5));
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#else
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Light light1 = Light(POINT_LIGHT, Point(-1, 2, 4), Colour(1.5,1.5,1.5));
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#endif
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w.addLight(&light1);
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/* ----------------------------- */
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/* Cube that pretend to be the light */
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Cube c = Cube();
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c.material.colour = Colour(1.5, 1.5, 1.5);
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c.material.ambient = 1;
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c.material.diffuse = 0;
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c.material.specular = 0;
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c.dropShadow = false;
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c.setTransform(translation(0, 3, 4) * scaling(1, 1, 0.01));
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w.addObject(&c);
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Plane p = Plane();
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p.material.colour = Colour(1, 1, 1);
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p.material.ambient = 0.025;
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p.material.diffuse = 0.67;
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p.material.specular = 0;
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w.addObject(&p);
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Sphere s1 = Sphere();
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s1.setTransform(translation(0.5, 0.5,0) * scaling(0.5, 0.5, 0.5));
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s1.material.colour = Colour(1, 0, 0);
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s1.material.ambient = 0.1;
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s1.material.specular = 0;
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s1.material.diffuse = 0.6;
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s1.material.reflective = 0.3;
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w.addObject(&s1);
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Sphere s2 = Sphere();
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s2.setTransform(translation(-0.25, 0.33,0) * scaling(0.33, 0.33, 0.33));
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s2.material.colour = Colour(0.5, 0.5, 1);
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s2.material.ambient = 0.1;
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s2.material.specular = 0;
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s2.material.diffuse = 0.6;
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s2.material.reflective = 0.3;
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w.addObject(&s2);
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/* ----------------------------- */
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/* Set the camera */
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//Camera camera = Camera(400, 160, 0.7854);
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Camera camera = Camera(800, 320, 0.7854);
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camera.setTransform(viewTransform(Point(-3, 1, 2.5),
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Point(0, 0.5, 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, 5);
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image.SaveAsPNG("arealight_test.png");
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return 0;
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}
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@@ -11,6 +11,8 @@
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#include <colour.h>
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#include <tuple.h>
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#include <gtest/gtest.h>
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#include <world.h>
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#include <worldbuilder.h>
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TEST(LightTest, A_point_lighthas_a_position_and_intensity)
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{
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@@ -22,3 +24,126 @@ TEST(LightTest, A_point_lighthas_a_position_and_intensity)
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ASSERT_EQ(light.position, position);
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ASSERT_EQ(light.intensity, intensity);
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}
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TEST(LightTest, Point_lights_evaluate_the_lights_intensity_at_a_given_point)
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{
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World w = DefaultWorld();
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Light *light = w.getLight(0);
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Tuple testList[] = {
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Point(0, 1.0001, 0),
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Point(-1.0001, 0, 0),
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Point(0, 0, -1.0001),
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Point(0, 0, 1.0001),
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Point(1.0001, 0, 0),
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Point(0, -1.0001, 0),
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Point(0, 0, 0),
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};
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double testResult[] = {
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1.0,
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1.0,
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1.0,
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0.0,
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0.0,
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0.0,
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0.0,
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};
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int testCount = sizeof(testList)/sizeof((testList)[0]);
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int i;
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for(i = 0; i < testCount; i++)
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{
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ASSERT_TRUE(double_equal(light->intensityAt(w, testList[i]), testResult[i]));
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}
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}
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TEST(LightTest, Creating_an_area_light)
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{
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Tuple corner = Point(0, 0, 0);
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Tuple v1 = Vector(2, 0, 0);
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Tuple v2 = Vector(0, 0, 1);
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Light light = Light(AREA_LIGHT, corner, v1, 4, v2, 2, Colour(1, 1, 1));
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/* Position is used to store the corner in area lights */
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ASSERT_EQ(light.corner, corner);
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ASSERT_EQ(light.uVec, Vector(0.5, 0, 0));
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ASSERT_EQ(light.uSteps, 4);
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ASSERT_EQ(light.vVec, Vector(0, 0, 0.5));
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ASSERT_EQ(light.vSteps, 2);
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ASSERT_EQ(light.samples, 8);
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ASSERT_EQ(light.position, Point(1, 0, 0.5));
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}
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TEST(LightTest, Finding_a_single_point_on_an_area_light)
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{
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Tuple corner = Point(0, 0, 0);
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Tuple v1 = Vector(2, 0, 0);
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Tuple v2 = Vector(0, 0, 1);
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Light light = Light(AREA_LIGHT, corner, v1, 4, v2, 2, Colour(1, 1, 1));
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uint32_t testList[][2] = {
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{0, 0},
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{1, 0},
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{0, 1},
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{2, 0},
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{3, 1},
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};
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Point testResults[] {
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Point(0.25, 0, 0.25),
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Point(0.75, 0, 0.25),
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Point(0.25, 0, 0.75),
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Point(1.25, 0, 0.25),
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Point(1.75, 0, 0.75),
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};
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int testCount = sizeof(testList)/sizeof((testList)[0]);
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int i;
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for(i = 0; i < testCount; i++)
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{
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Tuple tp = light.pointOnLight(testList[i][0], testList[i][1]);
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ASSERT_EQ(tp, testResults[i]);
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}
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}
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TEST(LightTest, The_area_light_intensity_function)
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{
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World w = DefaultWorld();
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Tuple corner = Point(-0.5, -0.5, -5);
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Tuple v1 = Vector(1, 0, 0);
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Tuple v2 = Vector(0, 1, 0);
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Light light = Light(AREA_LIGHT, corner, v1, 2, v2, 2, Colour(1, 1, 1));
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Point testList[] = {
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Point(0, 0, 2),
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Point(1, -1, 2),
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Point(1.5, 0, 2),
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Point(1.25, 1.25, 3),
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Point(0, 0, -2),
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};
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double testResults[] {
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0.0,
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0.25,
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0.5,
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0.75,
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1,
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};
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int testCount = sizeof(testList)/sizeof((testList)[0]);
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int i;
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for(i = 0; i < testCount; i++)
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{
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double intensity = light.intensityAt(w, testList[i]);
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ASSERT_TRUE(double_equal(intensity, testResults[i]));
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}
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}
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@@ -11,6 +11,8 @@
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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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#include <world.h>
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#include <worldbuilder.h>
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TEST(MaterialTest, The_default_material)
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{
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@@ -101,9 +103,9 @@ TEST(MaterialTest, Lighting_with_the_surface_in_shadow)
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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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double lightLevel = 0.0;
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Colour result = m.lighting(light, position, eyev, normalv, &t, inShadow);
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Colour result = m.lighting(light, position, eyev, normalv, &t, lightLevel);
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ASSERT_EQ(result, Colour(0.1, 0.1, 0.1));
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}
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@@ -165,3 +167,42 @@ TEST(MaterialTest, Equality_tests)
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m.colour = Colour(32, 32, 32);
|
||||
ASSERT_NE(m, m2);
|
||||
}
|
||||
|
||||
TEST(MaterialTest, lighting_uses_light_intensity_to_attenuate_colour)
|
||||
{
|
||||
World w = DefaultWorld();
|
||||
Light *light = w.getLight(0);
|
||||
Shape *shape = w.getObject(0);
|
||||
|
||||
light->position = Point(0, 0, -10);
|
||||
light->intensity = Colour(1, 1, 1);
|
||||
|
||||
shape->material.ambient = 0.1;
|
||||
shape->material.diffuse = 0.9;
|
||||
shape->material.specular = 0;
|
||||
shape->material.colour = Colour(1, 1, 1);
|
||||
Tuple pt = Point(0, 0, -1);
|
||||
Tuple eyev = Vector(0, 0, -1);
|
||||
Tuple normalv = Vector(0, 0, -1);
|
||||
|
||||
double testList[] = {
|
||||
1.0,
|
||||
0.5,
|
||||
0.0,
|
||||
};
|
||||
|
||||
Colour testResult[] = {
|
||||
Colour(1, 1, 1),
|
||||
Colour(0.55, 0.55, 0.55),
|
||||
Colour(0.1, 0.1, 0.1),
|
||||
};
|
||||
|
||||
int testCount = sizeof(testList)/sizeof((testList)[0]);
|
||||
int i;
|
||||
|
||||
for(i = 0; i < testCount; i++)
|
||||
{
|
||||
ASSERT_EQ(shape->material.lighting(*light, pt, eyev, normalv, shape, testList[i]), testResult[i]);
|
||||
}
|
||||
|
||||
}
|
||||
116
tests/triangle_rendertest.cpp
Normal file
116
tests/triangle_rendertest.cpp
Normal file
@@ -0,0 +1,116 @@
|
||||
/*
|
||||
* DoRayMe - a quick and dirty Raytracer
|
||||
* Render test for reflection in chapter 13.
|
||||
*
|
||||
* Created by Manoël Trapier
|
||||
* Copyright (c) 2020 986-Studio.
|
||||
*
|
||||
*/
|
||||
#include <world.h>
|
||||
#include <light.h>
|
||||
#include <plane.h>
|
||||
#include <colour.h>
|
||||
#include <canvas.h>
|
||||
#include <camera.h>
|
||||
#include <triangle.h>
|
||||
#include <group.h>
|
||||
#include <time.h>
|
||||
|
||||
#include <transformation.h>
|
||||
|
||||
double frand(double max)
|
||||
{
|
||||
return max * (rand() / ((double) RAND_MAX));
|
||||
}
|
||||
|
||||
int main()
|
||||
{
|
||||
World w = World();
|
||||
|
||||
/* Add lights */
|
||||
Light light1 = Light(POINT_LIGHT, Point(10000, 10000, -10000), Colour(0.25, 0.25, 0.25));
|
||||
w.addLight(&light1);
|
||||
Light light2 = Light(POINT_LIGHT, Point(-10000, 10000, -10000), Colour(0.25, 0.25, 0.25));
|
||||
w.addLight(&light2);
|
||||
Light light3 = Light(POINT_LIGHT, Point(10000, -10000, -10000), Colour(0.25, 0.25, 0.25));
|
||||
w.addLight(&light3);
|
||||
Light light4 = Light(POINT_LIGHT, Point(-10000, -10000, -10000), Colour(0.25, 0.25, 0.25));
|
||||
w.addLight(&light4);
|
||||
|
||||
/* ----------------------------- */
|
||||
|
||||
/* 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);
|
||||
|
||||
/* ----------------------------- */
|
||||
|
||||
Group g = Group();
|
||||
|
||||
srand(10); /* Force the seed to a known value */
|
||||
|
||||
int i;
|
||||
Point p1, p2, p3;
|
||||
/* Let's add a bunche of "random" triangles */
|
||||
for (i = 0; i < 10; i++)
|
||||
{
|
||||
p1.x = 7-frand(14);
|
||||
p1.y = 7-frand(14);
|
||||
p1.z = 7-frand(14);
|
||||
p2.x = 7-frand(14);
|
||||
p2.y = 7-frand(14);
|
||||
p2.z = 7-frand(14);
|
||||
p3.x = 7-frand(14);
|
||||
p3.y = 7-frand(14);
|
||||
p3.z = 7-frand(14);
|
||||
|
||||
Triangle *tri = new Triangle(p1, p2, p3);
|
||||
tri->material.colour.x = frand(1); // red
|
||||
tri->material.colour.y = frand(1); // green
|
||||
tri->material.colour.z = frand(1); // blue
|
||||
|
||||
//tri->material.refractiveIndex = frand(2);
|
||||
//tri->material.transparency = frand(1);
|
||||
//tri->material.shininess = frand(300);
|
||||
//tri->material.specular = frand(1);
|
||||
//tri->material.ambient = frand(1);
|
||||
tri->material.reflective = frand(1);
|
||||
//tri->material.diffuse = frand(1);
|
||||
|
||||
|
||||
g.addObject(tri);
|
||||
}
|
||||
|
||||
g.setTransform(rotationX(3.14));
|
||||
|
||||
w.addObject(&g);
|
||||
|
||||
/* ----------------------------- */
|
||||
|
||||
FILE *fpOut = fopen("triangles_world.json", "wt");
|
||||
if (fpOut)
|
||||
{
|
||||
w.dumpMe(fpOut);
|
||||
fclose(fpOut);
|
||||
}
|
||||
|
||||
/* ----------------------------- */
|
||||
|
||||
/* Set the camera */
|
||||
Camera camera = Camera(500, 500, M_PI/1.5);
|
||||
camera.setTransform(viewTransform(Point(0, 0, -9),
|
||||
Point(0, 0, 0),
|
||||
Vector(0, 1, 0)));
|
||||
|
||||
/* Now render it */
|
||||
Canvas image = camera.render(w, 5);
|
||||
|
||||
image.SaveAsPNG("triangle_rendertest.png");
|
||||
|
||||
return 0;
|
||||
}
|
||||
@@ -120,7 +120,7 @@ TEST(WorldTest, There_is_no_shadow_when_nothing_is_collinear_with_point_and_ligh
|
||||
World w = DefaultWorld();
|
||||
Tuple p = Point(0, 10, 0);
|
||||
|
||||
ASSERT_FALSE(w.isShadowed(p));
|
||||
ASSERT_FALSE(w.isShadowed(p, w.getLight(0)->position));
|
||||
}
|
||||
|
||||
TEST(WorldTest, The_shadow_when_an_object_is_between_the_point_and_the_light)
|
||||
@@ -128,7 +128,7 @@ TEST(WorldTest, The_shadow_when_an_object_is_between_the_point_and_the_light)
|
||||
World w = DefaultWorld();
|
||||
Tuple p = Point(10, -10, 10);
|
||||
|
||||
ASSERT_TRUE(w.isShadowed(p));
|
||||
ASSERT_TRUE(w.isShadowed(p, w.getLight(0)->position));
|
||||
}
|
||||
|
||||
TEST(WorldTest, There_is_no_shadow_whne_an_object_is_behing_the_light)
|
||||
@@ -136,7 +136,7 @@ TEST(WorldTest, There_is_no_shadow_whne_an_object_is_behing_the_light)
|
||||
World w = DefaultWorld();
|
||||
Tuple p = Point(-20, 20, -20);
|
||||
|
||||
ASSERT_FALSE(w.isShadowed(p));
|
||||
ASSERT_FALSE(w.isShadowed(p, w.getLight(0)->position));
|
||||
}
|
||||
|
||||
TEST(WorldTest, There_is_no_shadow_when_an_object_is_behing_the_point)
|
||||
@@ -144,7 +144,7 @@ TEST(WorldTest, There_is_no_shadow_when_an_object_is_behing_the_point)
|
||||
World w = DefaultWorld();
|
||||
Tuple p = Point(-2, 2, -2);
|
||||
|
||||
ASSERT_FALSE(w.isShadowed(p));
|
||||
ASSERT_FALSE(w.isShadowed(p, w.getLight(0)->position));
|
||||
}
|
||||
|
||||
TEST(WorldTest, Shade_hit_is_given_an_intersection_in_shadow)
|
||||
@@ -427,3 +427,29 @@ TEST(WorldTest, Shade_hit_with_a_reflective_transparent_material)
|
||||
|
||||
set_equal_precision(FLT_EPSILON);
|
||||
}
|
||||
|
||||
TEST(WorldTest, Is_shadow_test_for_occlusion_between_two_points)
|
||||
{
|
||||
World w = DefaultWorld();
|
||||
Tuple lightPosition = Point(-10, -10, -10);
|
||||
|
||||
Point testList[] = {
|
||||
Point(-10, -10, 10),
|
||||
Point(10, 10, 10),
|
||||
Point(-20, -20, 20),
|
||||
Point(-5, -5, 5),
|
||||
};
|
||||
bool testResult[] = {
|
||||
false,
|
||||
true,
|
||||
false,
|
||||
false,
|
||||
};
|
||||
int testCount = sizeof(testList)/sizeof((testList)[0]);
|
||||
int i;
|
||||
|
||||
for(i = 0; i < testCount; i++)
|
||||
{
|
||||
ASSERT_EQ(w.isShadowed(lightPosition, testList[i]), testResult[i]);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user