And now we have cylinders!

This commit is contained in:
Godzil
2020-02-22 22:58:57 +00:00
parent b9bacd3ac9
commit d87bbb184e
9 changed files with 571 additions and 4 deletions

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@@ -48,4 +48,8 @@ From Chapter 11 - Reflections, Transparency & Refractions
From Chapter 12 - Cubes: From Chapter 12 - Cubes:
![Chapter 12 rendering test](output/ch12_test.png) ![Chapter 12 rendering test](output/ch12_test.png)
From Chapter 13 - Cylinders:
![Chapter 13 rendering test](output/ch13_test.png)

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33
source/include/cylinder.h Normal file
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@@ -0,0 +1,33 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Cylinder header
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#ifndef DORAYME_CYLINDER_H
#define DORAYME_CYLINDER_H
#include <shape.h>
#include <ray.h>
#include <intersect.h>
class Cylinder : public Shape {
private:
Intersect localIntersect(Ray r);
Tuple localNormalAt(Tuple point);
bool checkCap(Ray r, double t);
void intersectCaps(Ray r, Intersect &xs);
public:
bool isClosed;
double minCap;
double maxCap;
Cylinder() : minCap(-INFINITY), maxCap(INFINITY), isClosed(false), Shape(SHAPE_CYLINDER) {};
};
#endif //DORAYME_CYLINDER_H

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@@ -23,6 +23,7 @@ enum ShapeType
SHAPE_SPHERE, SHAPE_SPHERE,
SHAPE_PLANE, SHAPE_PLANE,
SHAPE_CUBE, SHAPE_CUBE,
SHAPE_CYLINDER,
SHAPE_CONE, SHAPE_CONE,
}; };

109
source/shapes/cylinder.cpp Normal file
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@@ -0,0 +1,109 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Cylinder implementation
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#include <tuple.h>
#include <ray.h>
#include <shape.h>
#include <cylinder.h>
#include <math_helper.h>
bool Cylinder::checkCap(Ray r, double t)
{
/* Helping function to reduce duplication.
* Checks to see if the intersection ot t is within a radius
* of 1 (the radius of our cylinder from the y axis
*/
double x = r.origin.x + t * r.direction.x;
double z = r.origin.z + t * r.direction.z;
return (x * x + z * z) <= 1;
}
void Cylinder::intersectCaps(Ray r, Intersect &xs)
{
/* Caps only mattter is the cylinder is closed, and might possibly be
* intersected by the ray
*/
if ((this->isClosed) && (fabs(r.direction.y) > getEpsilon()))
{
double t;
/* Check for an intersection with the lower end cap by intersecting
* the ray with the plan at y = this->minCap
*/
t = (this->minCap - r.origin.y) / r.direction.y;
if (this->checkCap(r, t))
{
xs.add(Intersection(t, this));
}
/* Check for an intersection with the upper end cap by intersecting
* the ray with the plan at y = this->maxCap
*/
t = (this->maxCap - r.origin.y) / r.direction.y;
if (this->checkCap(r, t))
{
xs.add(Intersection(t, this));
}
}
}
Intersect Cylinder::localIntersect(Ray r)
{
Intersect ret;
double A = r.direction.x * r.direction.x + r.direction.z * r.direction.z;
/* Ray is parallel to the Y axis */
if (A >= getEpsilon())
{
double B = 2 * r.origin.x * r.direction.x +
2 * r.origin.z * r.direction.z;
double C = r.origin.x * r.origin.x + r.origin.z * r.origin.z - 1;
double disc = B * B - 4 * A * C;
if (disc >= 0)
{
double t0 = (-B - sqrt(disc)) / (2 * A);
double t1 = (-B + sqrt(disc)) / (2 * A);
double y0 = r.origin.y + t0 * r.direction.y;
if ((this->minCap < y0) && (y0 < this->maxCap))
{
ret.add(Intersection(t0, this));
}
double y1 = r.origin.y + t1 * r.direction.y;
if ((this->minCap < y1) && (y1 < this->maxCap))
{
ret.add(Intersection(t1, this));
}
}
}
this->intersectCaps(r, ret);
return ret;
}
Tuple Cylinder::localNormalAt(Tuple point)
{
/* Compute the square of the distance from the Y axis */
double dist = point.x * point.x + point.z * point.z;
if ((dist < 1) && (point.y >= (this->maxCap - getEpsilon())))
{
return Vector(0, 1, 0);
}
if ((dist < 1) && (point.y <= this->minCap + getEpsilon()))
{
return Vector(0, -1, 0);
}
return Vector(point.x, 0, point.z);
}

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@@ -5,7 +5,7 @@ find_package(Threads REQUIRED)
set(TESTS_SRC math_test.cpp tuple_test.cpp colour_test.cpp canvas_test.cpp matrix_test.cpp transformation_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 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) shape_test.cpp plane_test.cpp pattern_test.cpp cube_test.cpp cylinder_test.cpp)
add_executable(testMyRays) add_executable(testMyRays)
target_include_directories(testMyRays PUBLIC ${gtest_SOURCE_DIR}/include ${gtest_SOURCE_DIR}) target_include_directories(testMyRays PUBLIC ${gtest_SOURCE_DIR}/include ${gtest_SOURCE_DIR})
@@ -69,6 +69,11 @@ target_include_directories(ch12_test PUBLIC ../source/include)
target_sources(ch12_test PRIVATE ch12_test.cpp) target_sources(ch12_test PRIVATE ch12_test.cpp)
target_link_libraries(ch12_test rayonnement) target_link_libraries(ch12_test rayonnement)
add_executable(ch13_test)
target_include_directories(ch13_test PUBLIC ../source/include)
target_sources(ch13_test PRIVATE ch13_test.cpp)
target_link_libraries(ch13_test rayonnement)
add_test(NAME Chapter05_Test COMMAND $<TARGET_FILE:ch5_test>) add_test(NAME Chapter05_Test COMMAND $<TARGET_FILE:ch5_test>)
add_test(NAME Chapter06_Test COMMAND $<TARGET_FILE:ch6_test>) add_test(NAME Chapter06_Test COMMAND $<TARGET_FILE:ch6_test>)
add_test(NAME Chapter07_Test COMMAND $<TARGET_FILE:ch7_test>) add_test(NAME Chapter07_Test COMMAND $<TARGET_FILE:ch7_test>)
@@ -78,4 +83,5 @@ add_test(NAME Chapter11_Reflection COMMAND $<TARGET_FILE:ch11_reflection>)
add_test(NAME Chapter11_Refraction COMMAND $<TARGET_FILE:ch11_refraction>) add_test(NAME Chapter11_Refraction COMMAND $<TARGET_FILE:ch11_refraction>)
add_test(NAME Chapter11_Test COMMAND $<TARGET_FILE:ch11_test>) add_test(NAME Chapter11_Test COMMAND $<TARGET_FILE:ch11_test>)
add_test(NAME Chapter12_Test COMMAND $<TARGET_FILE:ch12_test>) add_test(NAME Chapter12_Test COMMAND $<TARGET_FILE:ch12_test>)
add_test(NAME Chapter13_Test COMMAND $<TARGET_FILE:ch13_test>)
add_test(NAME Hw3Render COMMAND $<TARGET_FILE:hw3render> ${CMAKE_CURRENT_SOURCE_DIR}/test.hw3scene) add_test(NAME Hw3Render COMMAND $<TARGET_FILE:hw3render> ${CMAKE_CURRENT_SOURCE_DIR}/test.hw3scene)

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@@ -120,7 +120,7 @@ int main()
/* Little cube 1 */ /* Little cube 1 */
Cube lilCube1 = Cube(); Cube lilCube1 = Cube();
lilCube1.setTransform(translation(1, 3.25, -0.9) * lilCube1.setTransform(translation(1, 3.35, -0.9) *
rotationY(-0.4) * rotationY(-0.4) *
scaling(0.15, 0.15, 0.15)); scaling(0.15, 0.15, 0.15));
lilCube1.material.colour = Colour(1, 0.5, 0.5); lilCube1.material.colour = Colour(1, 0.5, 0.5);
@@ -199,7 +199,7 @@ int main()
/* ----------------------------- */ /* ----------------------------- */
/* Set the camera */ /* Set the camera */
Camera camera = Camera(400, 200, 0.785); Camera camera = Camera(1000, 500, 0.785);
camera.setTransform(viewTransform(Point(8, 6, -8), camera.setTransform(viewTransform(Point(8, 6, -8),
Point(0, 3, 0), Point(0, 3, 0),
Vector(0, 1, 0))); Vector(0, 1, 0)));

191
tests/ch13_test.cpp Normal file
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@@ -0,0 +1,191 @@
/*
* 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 <sphere.h>
#include <plane.h>
#include <cube.h>
#include <cylinder.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(1, 6.9, -4.9), Colour(1, 1, 1));
w.addLight(&light);
/* ----------------------------- */
/* The floor / ceiling */
Plane floor = Plane();
floor.material.pattern = new CheckersPattern(Colour(0.5, 0.5, 0.5), Colour(0.75, 0.75, 0.75));
floor.material.pattern->setTransform(rotationY(0.3) * scaling(0.25, 0.25, 0.25));
w.addObject(&floor);
/* ----------------------------- */
Cylinder cyl1 = Cylinder();
cyl1.minCap = 0;
cyl1.maxCap = 0.75;
cyl1.isClosed = true;
cyl1.setTransform(translation(-1, 0, 1) * scaling(0.5, 1, 0.5));
cyl1.material.colour = Colour(0, 0, 0.6);
cyl1.material.diffuse = 0.1;
cyl1.material.specular = 0.9;
cyl1.material.shininess = 300;
cyl1.material.reflective = 0.9;
w.addObject(&cyl1);
/* ----------------------------- */
/* Concentrics */
Cylinder cons1 = Cylinder();
cons1.minCap = 0;
cons1.maxCap = 0.2;
cons1.isClosed = false;
cons1.setTransform(translation(1, 0, 0) * scaling(0.8, 1, 0.8));
cons1.material.colour = Colour(1, 1, 0.3);
cons1.material.ambient = 0.1;
cons1.material.diffuse = 0.8;
cons1.material.specular = 0.9;
cons1.material.shininess = 300;
w.addObject(&cons1);
Cylinder cons2 = Cylinder();
cons2.minCap = 0;
cons2.maxCap = 0.3;
cons2.isClosed = false;
cons2.setTransform(translation(1, 0, 0) * scaling(0.6, 1, 0.6));
cons2.material.colour = Colour(1, 0.9, 0.4);
cons2.material.ambient = 0.1;
cons2.material.diffuse = 0.8;
cons2.material.specular = 0.9;
cons2.material.shininess = 300;
w.addObject(&cons2);
Cylinder cons3 = Cylinder();
cons3.minCap = 0;
cons3.maxCap = 0.4;
cons3.isClosed = false;
cons3.setTransform(translation(1, 0, 0) * scaling(0.4, 1, 0.4));
cons3.material.colour = Colour(1, 0.8, 0.5);
cons3.material.ambient = 0.1;
cons3.material.diffuse = 0.8;
cons3.material.specular = 0.9;
cons3.material.shininess = 300;
w.addObject(&cons3);
Cylinder cons4 = Cylinder();
cons4.minCap = 0;
cons4.maxCap = 0.5;
cons4.isClosed = true;
cons4.setTransform(translation(1, 0, 0) * scaling(0.2, 1, 0.2));
cons4.material.colour = Colour(1, 0.7, 0.6);
cons4.material.ambient = 0.1;
cons4.material.diffuse = 0.8;
cons4.material.specular = 0.9;
cons4.material.shininess = 300;
w.addObject(&cons4);
/* ----------------------------- */
/* decoratives cylinders */
Cylinder deco1 = Cylinder();
deco1.minCap = 0;
deco1.maxCap = 0.3;
deco1.isClosed = true;
deco1.setTransform(translation(0, 0, -0.75) * scaling(0.05, 1, 0.05));
deco1.material.colour = Colour(1, 0, 0);
deco1.material.ambient = 0.1;
deco1.material.diffuse = 0.9;
deco1.material.specular = 0.9;
deco1.material.shininess = 300;
w.addObject(&deco1);
Cylinder deco2 = Cylinder();
deco2.minCap = 0;
deco2.maxCap = 0.3;
deco2.isClosed = true;
deco2.setTransform(translation(0, 0, -2.25) * rotationY(-0.15) * translation(0, 0, 1.5) * scaling(0.05, 1, 0.05));
deco2.material.colour = Colour(1, 1, 0);
deco2.material.ambient = 0.1;
deco2.material.diffuse = 0.9;
deco2.material.specular = 0.9;
deco2.material.shininess = 300;
w.addObject(&deco2);
Cylinder deco3 = Cylinder();
deco3.minCap = 0;
deco3.maxCap = 0.3;
deco3.isClosed = true;
deco3.setTransform(translation(0, 0, -2.25) * rotationY(-0.3) * translation(0, 0, 1.5) * scaling(0.05, 1, 0.05));
deco3.material.colour = Colour(0, 1, 0);
deco3.material.ambient = 0.1;
deco3.material.diffuse = 0.9;
deco3.material.specular = 0.9;
deco3.material.shininess = 300;
w.addObject(&deco3);
Cylinder deco4 = Cylinder();
deco4.minCap = 0;
deco4.maxCap = 0.3;
deco4.isClosed = true;
deco4.setTransform(translation(0, 0, -2.25) * rotationY(-0.45) * translation(0, 0, 1.5) * scaling(0.05, 1, 0.05));
deco4.material.colour = Colour(0, 1, 1);
deco4.material.ambient = 0.1;
deco4.material.diffuse = 0.9;
deco4.material.specular = 0.9;
deco4.material.shininess = 300;
w.addObject(&deco4);
/* ----------------------------- */
/* glass cylinder */
Cylinder glassCylinder = Cylinder();
glassCylinder.minCap = 0.0001;
glassCylinder.maxCap = 0.5;
glassCylinder.isClosed = true;
glassCylinder.setTransform(translation(0, 0, -1.5) * scaling(0.33, 1, 0.33));
glassCylinder.material.colour = Colour(0.25, 0, 0);
glassCylinder.material.diffuse = 0.1;
glassCylinder.material.specular = 0.9;
glassCylinder.material.shininess = 300;
glassCylinder.material.reflective = 0.9;
glassCylinder.material.transparency = 0.9;
glassCylinder.material.refractiveIndex = 1.5;
w.addObject(&glassCylinder);
/* ----------------------------- */
/* Set the camera */
Camera camera = Camera(400, 200, 0.314);
camera.setTransform(viewTransform(Point(8, 3.5, -9),
Point(0, 0.3, 0),
Vector(0, 1, 0)));
/* Now render it */
Canvas image = camera.render(w, 20);
image.SaveAsPNG("ch13_test.png");
return 0;
}

223
tests/cylinder_test.cpp Normal file
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@@ -0,0 +1,223 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Cylinder unit tests
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#include <intersect.h>
#include <intersection.h>
#include <cylinder.h>
#include <transformation.h>
#include <gtest/gtest.h>
TEST(CylinderTest, A_ray_miss_a_cylinder)
{
Cylinder cyl = Cylinder();
Point Origins[] = {
Point(1, 0, 0),
Point(0, 0, 0),
Point(0, 0, -5),
};
Vector Directions[] = {
Vector(0, 1, 0),
Vector(0, 1, 0),
Vector(1, 1, 1),
};
int i;
for(i = 0; i < 3; i++)
{
Tuple direction = Directions[i].normalise();
Ray r = Ray(Origins[i], direction);
Intersect xs = cyl.intersect(r);
ASSERT_EQ(xs.count(), 0);
}
}
TEST(CylinderTest, A_ray_hit_a_cylinder)
{
Cylinder cyl = Cylinder();
Point Origins[] = {
Point(1, 0, -5),
Point(0, 0, -5),
Point(0.5, 0, -5),
};
Vector Directions[] = {
Vector(0, 0, 1),
Vector(0, 0, 1),
Vector(0.1, 1, 1),
};
double t0s[] = { 5, 4, 6.80798 };
double t1s[] = { 5, 6, 7.08872 };
int i, j;
for(i = 0; i < 3; i++)
{
Tuple direction = Directions[i].normalise();
Ray r = Ray(Origins[i], direction);
Intersect xs = cyl.intersect(r);
/* Temporary lower the precision */
set_equal_precision(0.00001);
ASSERT_EQ(xs.count(), 2);
EXPECT_TRUE(double_equal(xs[0].t, t0s[i]));
EXPECT_TRUE(double_equal(xs[1].t, t1s[i]));
set_equal_precision(FLT_EPSILON);
}
}
TEST(CylinderTest, Normal_vector_on_a_cylinder)
{
Cylinder cyl = Cylinder();
Point HitPointss[] = {
Point(1, 0, 0),
Point(0, 5, -1),
Point(0, -2, 1),
Point(-1, 1, 0),
};
Vector Normals[] = {
Vector(1, 0, 0),
Vector(0, 0, -1),
Vector(0, 0, 1),
Vector(-1, 0, 0),
};
int i;
for(i = 0; i < 4; i++)
{
ASSERT_EQ(cyl.normalAt(HitPointss[i]), Normals[i]);
}
}
TEST(CylinderTest, The_default_minimum_and_maximum_for_a_cylinder)
{
Cylinder cyl = Cylinder();
ASSERT_EQ(cyl.minCap, -INFINITY);
ASSERT_EQ(cyl.maxCap, INFINITY);
}
TEST(CylinderTest, Intersecting_a_constrained_cylinder)
{
Point Origins[] = {
Point(0, 1.5, 0),
Point(0, 3, -5),
Point(0, 0, -5),
Point(0, 2, -5),
Point(0, 1, -5),
Point(0, 1.5, -2),
};
Vector Directions[] = {
Vector(0.1, 1, 0),
Vector(0, 0, 1),
Vector(0, 0, 1),
Vector(0, 0, 1),
Vector(0, 0, 1),
Vector(0., 0, 1),
};
uint32_t Counts[] = { 0, 0, 0, 0, 0, 2 };
Cylinder cyl = Cylinder();
cyl.minCap = 1;
cyl.maxCap = 2;
int i;
for(i = 0; i < 6; i++)
{
Tuple direction = Directions[i].normalise();
Ray r = Ray(Origins[i], direction);
Intersect xs = cyl.intersect(r);
ASSERT_EQ(xs.count(), Counts[i]);
}
}
TEST(CylinderTest, The_default_closed_value_for_a_cylinder)
{
Cylinder cyl = Cylinder();
ASSERT_EQ(cyl.isClosed, false);
}
TEST(CylinderTest, Intersecting_the_caps_of_a_close_cylinder)
{
Point Origins[] = {
Point(0, 3, 0),
Point(0, 3, -2),
Point(0, 4, -2), /* Edge case */
Point(0, 0, -5),
Point(0, -1, -2), /* Edge case */
};
Vector Directions[] = {
Vector(0, -1, 0),
Vector(0, -1, 2),
Vector(0, -1, 1),
Vector(0, 1, 2),
Vector(0, 1, 1),
};
uint32_t Counts[] = { 2, 2, 2, 2, 2 };
Cylinder cyl = Cylinder();
cyl.minCap = 1;
cyl.maxCap = 2;
cyl.isClosed = true;
int i;
for(i = 0; i < 5; i++)
{
Tuple direction = Directions[i].normalise();
Ray r = Ray(Origins[i], direction);
Intersect xs = cyl.intersect(r);
ASSERT_EQ(xs.count(), Counts[i]);
}
}
TEST(CylinderTest, The_normal_on_a_cylinder_end_cap)
{
Cylinder cyl = Cylinder();
Point HitPointss[] = {
Point(0, 1, 0),
Point(0.5, 1, 0),
Point(0, 1, 0.5),
Point(0, 2, 0),
Point(0.5, 2, 0),
Point(0, 2, 0.5),
};
Vector Normals[] = {
Vector(0, -1, 0),
Vector(0, -1, 0),
Vector(0, -1, 0),
Vector(0, 1, 0),
Vector(0, 1, 0),
Vector(0, 1, 0),
};
cyl.minCap = 1;
cyl.maxCap = 2;
cyl.isClosed = true;
int idx;
for(idx = 0; idx < 6; idx++)
{
ASSERT_EQ(cyl.normalAt(HitPointss[idx]), Normals[idx]);
}
}