Added some proper test scenes for chapter 11.
This commit is contained in:
@@ -55,7 +55,7 @@ Ray Camera::rayForPixel(uint32_t pixelX, uint32_t pixelY)
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return Ray(origin, direction);
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}
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Canvas Camera::render(World world)
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Canvas Camera::render(World world, uint32_t depth)
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{
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uint32_t x, y;
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Canvas image = Canvas(this->horizontalSize, this->verticalSize);
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@@ -65,7 +65,7 @@ Canvas Camera::render(World world)
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for(x = 0; x < this->horizontalSize; x++)
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{
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Ray r = this->rayForPixel(x, y);
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Tuple colour = world.colourAt(r);
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Tuple colour = world.colourAt(r, depth);
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image.putPixel(x, y, colour);
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}
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}
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@@ -32,7 +32,7 @@ public:
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Camera(uint32_t hsize, uint32_t vsize, double fov);
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void setTransform(Matrix transform);
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Ray rayForPixel(uint32_t pixelX, uint32_t pixelY);
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Canvas render(World w);
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Canvas render(World w, uint32_t depth = 5);
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};
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#endif /* DORAYME_CAMERA_H */
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@@ -47,7 +47,7 @@ public:
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bool isShadowed(Tuple point);
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Colour reflectColour(Computation comps, uint32_t depthCount = 4);
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Colour refractedColour(Computation comps, uint32_t depthCount = 0);
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Colour refractedColour(Computation comps, uint32_t depthCount = 4);
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Intersect intersect(Ray r);
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@@ -175,6 +175,5 @@ Colour World::refractedColour(Computation comps, uint32_t depthCount)
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Tuple hitColour = this->colourAt(refractedRay, depthCount - 1) * comps.object->material.transparency;
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return Colour(hitColour.x, hitColour.y, hitColour.z);
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}
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@@ -49,10 +49,15 @@ target_include_directories(ch11_reflection PUBLIC ../source/include)
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target_sources(ch11_reflection PRIVATE ch11_reflection.cpp)
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target_link_libraries(ch11_reflection rayonnement)
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add_executable(ch11_refractiontest)
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target_include_directories(ch11_refractiontest PUBLIC ../source/include)
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target_sources(ch11_refractiontest PRIVATE ch11_refractiontest.cpp)
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target_link_libraries(ch11_refractiontest rayonnement)
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add_executable(ch11_refraction)
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target_include_directories(ch11_refraction PUBLIC ../source/include)
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target_sources(ch11_refraction PRIVATE ch11_refraction.cpp)
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target_link_libraries(ch11_refraction rayonnement)
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add_executable(ch11_test)
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target_include_directories(ch11_test PUBLIC ../source/include)
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target_sources(ch11_test PRIVATE ch11_test.cpp)
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target_link_libraries(ch11_test rayonnement)
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add_test(NAME Chapter05_Test COMMAND $<TARGET_FILE:ch5_test>)
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add_test(NAME Chapter06_Test COMMAND $<TARGET_FILE:ch6_test>)
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@@ -60,4 +65,5 @@ add_test(NAME Chapter07_Test COMMAND $<TARGET_FILE:ch7_test>)
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add_test(NAME Chapter09_Test COMMAND $<TARGET_FILE:ch9_test>)
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add_test(NAME Chapter10_Test COMMAND $<TARGET_FILE:ch10_test>)
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add_test(NAME Chapter11_Reflection COMMAND $<TARGET_FILE:ch11_reflection>)
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add_test(NAME Chapter11_RefractionTest COMMAND $<TARGET_FILE:ch11_refractiontest>)
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add_test(NAME Chapter11_Refraction COMMAND $<TARGET_FILE:ch11_refraction>)
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add_test(NAME Chapter11_Test COMMAND $<TARGET_FILE:ch11_test>)
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69
tests/ch11_refraction.cpp
Normal file
69
tests/ch11_refraction.cpp
Normal file
@@ -0,0 +1,69 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Render test for reflection in chapter 11.
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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 <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 <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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/* First we need to construct the world */
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Plane floor = Plane();
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floor.material.pattern = new CheckersPattern(Colour(1, 1, 1), Colour(0, 0, 0));
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floor.setTransform(translation(0, -10, 0));
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w.addObject(&floor);
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Sphere glassBall = Sphere();
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glassBall.material.shininess = 300;
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glassBall.material.transparency = 1;
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glassBall.material.refractiveIndex = 1.52;
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glassBall.material.diffuse = 0.1;
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w.addObject(&glassBall);
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Sphere airBall = Sphere();
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airBall.setTransform(scaling(0.5, 0.5, 0.5));
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airBall.material.shininess = 300;
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airBall.material.transparency = 1;
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airBall.material.refractiveIndex = 1.0009;
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airBall.material.diffuse = 0.1;
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w.addObject(&airBall);
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/* Add light */
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Light light = Light(POINT_LIGHT, Point(20, 10, 0), Colour(0.7, 0.7, 0.7));
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w.addLight(&light);
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/* Set the camera */
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Camera camera = Camera(1000, 1000, M_PI / 3);
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camera.setTransform(viewTransform(Point(0, 2.5, 0),
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Point(0, 0, 0),
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Vector(1, 0, 0)));
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/* Now render it */
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Canvas image = camera.render(w);
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image.SaveAsPNG("ch11_refraction.png");
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return 0;
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}
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@@ -1,76 +0,0 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Render test for reflection in chapter 11.
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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 <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 <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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/* First we need to construct the world */
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Plane floor = Plane();
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floor.material.specular = 0;
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floor.material.pattern = new CheckersPattern(Colour(1, 1, 1), Colour(0, 0, 0));
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floor.material.pattern->setTransform(scaling(0.7, 0.7, 0.7));
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floor.setTransform(translation(0, -3, 0));
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w.addObject(&floor);
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/* Add some more reflective spheres */
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Sphere glassBall = Sphere();
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glassBall.setTransform(scaling(1.5, 1.5, 1.5));
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glassBall.material.refractiveIndex = 1.5;
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glassBall.material.transparency = 1.0;
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w.addObject(&glassBall);
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Sphere airBubble = Sphere();
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airBubble.setTransform( scaling(0.9, 0.9, 0.9));
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airBubble.material.specular = 0;
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airBubble.material.ambient = 0;
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airBubble.material.refractiveIndex = 1.00029;
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airBubble.material.transparency = 1.0;
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w.addObject(&airBubble);
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/* Add light */
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Light light = Light(POINT_LIGHT, Point(-10, 20, -10), Colour(1, 1, 1));
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w.addLight(&light);
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/* Set the camera */
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Camera camera = Camera(1000, 1000, M_PI / 3);
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#if 0
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camera.setTransform(viewTransform(Point(0, 1.5, -5),
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Point(0, 1, 0),
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Vector(0, 1, 0)));
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#else
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camera.setTransform(viewTransform(Point(0, 3.6, 0),
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Point(0, 0, 0),
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Vector(0, 0, 1)));
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#endif
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/* Now render it */
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Canvas image = camera.render(w);
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image.SaveAsPNG("ch11_refractiontest.png");
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return 0;
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}
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160
tests/ch11_test.cpp
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160
tests/ch11_test.cpp
Normal file
@@ -0,0 +1,160 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Render test for reflection in chapter 11.
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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 <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 <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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Material wallMaterial = Material();
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wallMaterial.pattern = new StripPattern(Colour(0.45, 0.45, 0.45), Colour(0.55, 0.55, 0.55));
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wallMaterial.pattern->setTransform( scaling(0.25, 0.25, 0.25) * rotationY(1.5708));
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wallMaterial.ambient = 0;
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wallMaterial.diffuse = 0.4;
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wallMaterial.specular = 0;
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wallMaterial.reflective = 0.3;
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/* ----------------------------- */
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/* The flood */
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Plane floor = Plane();
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floor.setTransform(rotationY(0.31415));
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floor.material.pattern = new CheckersPattern(Colour(0.35, 0.35, 0.35), Colour(0.65, 0.65, 0.65));
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floor.material.specular = 0;
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floor.material.reflective = 0.4;
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w.addObject(&floor);
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/* the ceiling */
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Plane ceiling = Plane();
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ceiling.setTransform(translation(0, 5, 0));
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ceiling.material.colour = Colour(0.8, 0.8, 0.8);
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ceiling.material.ambient = 0.3;
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ceiling.material.specular = 0;
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w.addObject(&ceiling);
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/* West wall */
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Plane westWall = Plane();
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westWall.setTransform( translation(-5, 0, 0) * rotationZ(1.5708) * rotationY(1.5708));
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westWall.setMaterial(wallMaterial);
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w.addObject(&westWall);
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/* east wall */
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Plane eastWall = Plane();
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eastWall.setTransform( translation(5, 0, 0) * rotationZ(1.5708) * rotationY(1.5708));
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eastWall.setMaterial(wallMaterial);
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w.addObject(&eastWall);
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/* north wall */
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Plane northWall = Plane();
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northWall.setTransform( translation(0, 0, 5) * rotationX(1.5708));
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northWall.setMaterial(wallMaterial);
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w.addObject(&northWall);
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/* south wall */
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Plane southWall = Plane();
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southWall.setTransform( translation(0, 0, -5) * rotationX(1.5708));
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southWall.setMaterial(wallMaterial);
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w.addObject(&southWall);
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/* ----------------------------- */
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/* Background balls */
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Sphere bg1 = Sphere();
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bg1.setTransform(translation(4.6, 0.4, 1) * scaling(0.4, 0.4, 0.4));
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bg1.material.colour = Colour(0.8, 0.5, 0.3);
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bg1.material.shininess = 50;
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w.addObject(&bg1);
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Sphere bg2 = Sphere();
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bg2.setTransform(translation(4.7, 0.3, 0.4) * scaling(0.3, 0.3, 0.3));
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bg2.material.colour = Colour(0.9, 0.4, 0.5);
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bg2.material.shininess = 50;
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w.addObject(&bg2);
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Sphere bg3 = Sphere();
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bg3.setTransform(translation(-1, 0.5, 4.5) * scaling(0.5, 0.5, 0.5));
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bg3.material.colour = Colour(0.4, 0.9, 0.6);
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bg3.material.shininess = 50;
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w.addObject(&bg3);
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Sphere bg4 = Sphere();
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bg4.setTransform(translation(-1.7, 0.3, 4.7) * scaling(0.3, 0.3, 0.3));
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bg4.material.colour = Colour(0.4, 0.6, 0.9);
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bg4.material.shininess = 50;
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w.addObject(&bg4);
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/* Forground balls */
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/* Red sphere */
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Sphere redBall = Sphere();
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redBall.setTransform(translation(-0.6, 1, 0.6));
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redBall.material.colour = Colour(1, 0.3, 0.2);
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redBall.material.shininess = 5;
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redBall.material.specular = 0.4;
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w.addObject(&redBall);
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/* blue glass ball */
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Sphere blueGlassBall = Sphere();
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blueGlassBall.setTransform(translation(0.6, 0.7, -0.6) * scaling(0.7, 0.7, 0.7));
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blueGlassBall.material.colour = Colour(0, 0, 0.2);
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blueGlassBall.material.ambient = 0;
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blueGlassBall.material.diffuse = 0.4;
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blueGlassBall.material.specular = 0.9;
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blueGlassBall.material.shininess = 300;
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blueGlassBall.material.transparency = 0.9;
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blueGlassBall.material.refractiveIndex = 1.5;
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w.addObject(&blueGlassBall);
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/* green glass ball */
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Sphere greenGlassBall = Sphere();
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greenGlassBall.setTransform(translation(-0.7, 0.5, -0.8) * scaling(0.5, 0.5, 0.5));
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greenGlassBall.material.colour = Colour(0, 0.2, 0);
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greenGlassBall.material.ambient = 0;
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greenGlassBall.material.diffuse = 0.4;
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greenGlassBall.material.specular = 0.9;
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greenGlassBall.material.shininess = 300;
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greenGlassBall.material.transparency = 0.9;
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greenGlassBall.material.refractiveIndex = 1.5;
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w.addObject(&greenGlassBall);
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/* ----------------------------- */
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/* Add light */
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Light light = Light(POINT_LIGHT, Point(-4.9, 4.9, -1), Colour(1, 1, 1));
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w.addLight(&light);
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/* Set the camera */
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Camera camera = Camera(800, 400, 1.152);
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camera.setTransform(viewTransform(Point(-2.6, 1.5, -3.9),
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Point(-0.6, 1, -0.8),
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Vector(0, 1, 0)));
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/* Now render it */
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Canvas image = camera.render(w);
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image.SaveAsPNG("ch11_test.png");
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return 0;
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}
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Block a user