20 Commits

Author SHA1 Message Date
Godzil
656ff52204 Add Chapter 5 "putting it together" example. 2020-02-17 14:30:21 +00:00
Godzil
00b283053e Add transformation to objects. 2020-02-17 14:15:55 +00:00
Godzil
b799e5f819 Update a comment. 2020-02-17 13:57:07 +00:00
Godzil
cabe7ff147 Change Ray to use the generic Tuple instead of Point/Vector (but you still should use Point/Vector for initialisation) 2020-02-17 13:54:07 +00:00
Godzil
17aebe6538 Move the cross product to Tuple instead of just vector (to ease some stuff later, but this is invalid on Points) 2020-02-17 13:53:30 +00:00
Godzil
a1087a9871 Add default size to matrix (4 as it is the most common) 2020-02-17 13:52:28 +00:00
Godzil
c4418683c6 Add the hit function to get the closest non negative hit, and add some mecanisme to test that properly and report when no valid hit occur. 2020-02-17 12:24:15 +00:00
Godzil
1900d1f45d Change the Intersection to a class, and stop using memory allocation for it (and pointer)
A bit more clean (on the code side)
2020-02-17 11:48:29 +00:00
Godzil
513cd9d7eb Update glfw, googletest and lodepng submodules to their latest version 2020-02-17 11:19:53 +00:00
Godzil
01a0de09ab Add 3 new type of object: Sphere, Object and Intersect.
Add Intersect object as a way to report where a ray intersect another object and which one it is.
Add an Object base class for all object that can be rendered.
Add the Sphere object.
2020-02-17 11:16:20 +00:00
Godzil
8faf1db3be More Ray work. 2020-02-15 23:45:19 +00:00
Godzil
79af9fbc97 Also rename the test file. 2020-02-15 23:20:37 +00:00
Godzil
1e2588441f Rename tuple file to remove the plural.
Also add empty shell ray.
2020-02-15 23:18:04 +00:00
Godzil
1f4b14c896 Add a function to convert degree to radian. 2020-02-14 23:29:09 +00:00
Godzil
dee4b9ae91 Now we can transform! 2020-02-14 23:28:56 +00:00
Godzil
514bd649c1 Correct how google test is used.
I think it was working before because the other computer had gtest system installed.

Bonus: it is now also integrated with CTest
2020-02-14 22:19:39 +00:00
Godzil
0621ca86e1 Change width to size, as it is more correct.
Add calculation of determinant, submatric, minorm cofactor and inverse of a matrix.
2020-02-14 19:19:36 +00:00
Godzil
9f2a41e6f3 Change default precision to float instead of double (need to investigate there)
Also add a way to dynamically change the precision (needed for some test that don't use non full precision result matrix)
2020-02-14 19:18:43 +00:00
Godzil
95c7616646 Moving some functions around to keep the header a bit more tidy 2020-02-14 17:52:47 +00:00
Godzil
c4c216647d First batch of matrix related functions 2020-02-14 17:49:51 +00:00
31 changed files with 1640 additions and 32 deletions

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@@ -6,17 +6,6 @@ project(DoRayMe)
set(CMAKE_CXX_STANDARD 11)
#Add external projects that directly need to be builded
ExternalProject_Add(googletest
SOURCE_DIR "${CMAKE_CURRENT_SOURCE_DIR}/external/googletest"
BINARY_DIR "${CMAKE_CURRENT_BINARY_DIR}/external/googletest"
CONFIGURE_COMMAND ""
BUILD_COMMAND ""
INSTALL_COMMAND ""
TEST_COMMAND ""
)
# LodePNG don't make a .a or .so, so let's build a library here
add_library(LodePNG STATIC)
set(LODEPNG_INCLUDE_FOLDER ${CMAKE_CURRENT_SOURCE_DIR}/external/lodepng)
@@ -25,5 +14,11 @@ target_sources(LodePNG PRIVATE external/lodepng/lodepng.cpp external/lodepng/lod
# Main app
add_subdirectory(source)
# Unit Tests
add_subdirectory(tests)
option(PACKAGE_TESTS "Build the tests" ON)
if(PACKAGE_TESTS)
enable_testing()
include(GoogleTest)
add_subdirectory("${PROJECT_SOURCE_DIR}/external/googletest" "external/googletest")
add_subdirectory(tests)
endif()

2
external/glfw vendored

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@@ -3,8 +3,11 @@
# First most is build as a library
add_library(rayonnement STATIC)
set(RAY_HEADERS include/tuples.h include/math_helper.h include/colour.h include/canvas.h)
set(RAY_SOURCES tuples.cpp math_helper.cpp colour.cpp canvas.cpp)
set(RAY_HEADERS include/tuple.h include/math_helper.h include/colour.h include/canvas.h
include/matrix.h include/transformation.h include/intersect.h include/intersection.h
include/object.h include/ray.h include/sphere.h)
set(RAY_SOURCES tuple.cpp math_helper.cpp colour.cpp canvas.cpp matrix.cpp transformation.cpp intersect.cpp
objects/object.cpp objects/ray.cpp objects/sphere.cpp)
target_include_directories(rayonnement PUBLIC include)
target_sources(rayonnement PRIVATE ${RAY_HEADERS} ${RAY_SOURCES})

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@@ -9,7 +9,7 @@
#ifndef DORAYME_COLOUR_H
#define DORAYME_COLOUR_H
#include <tuples.h>
#include <tuple.h>
class Colour : public Tuple
{

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@@ -0,0 +1,29 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Intersect header
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#ifndef DORAYME_INTERSECT_H
#define DORAYME_INTERSECT_H
#include <stdint.h>
#include <intersection.h>
class Intersect
{
private:
Intersection *list;
uint32_t num;
uint32_t allocated;
public:
Intersect();
void add(Intersection i);
int count() { return this->num; };
Intersection operator[](const int p) { return this->list[p]; }
Intersection hit();
};
#endif //DORAYME_INTERSECT_H

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@@ -0,0 +1,29 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Intersection header
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#ifndef DORAYME_INTERSECTION_H
#define DORAYME_INTERSECTION_H
#include <stdlib.h>
class Object;
class Intersection
{
public:
double t;
Object *object;
public:
Intersection(double t, Object *object) : t(t), object(object) { };
bool nothing() { return (this->object == nullptr); };
bool operator==(const Intersection &b) const { return ((this->t == b.t) && (this->object == b.object)); };
};
#endif //DORAYME_INTERSECTION_H

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@@ -10,6 +10,11 @@
#ifndef DORAYME_MATH_HELPER_H
#define DORAYME_MATH_HELPER_H
#include <math.h>
void set_equal_precision(double v);
bool double_equal(double a, double b);
double deg_to_rad(double deg);
#endif //DORAYME_MATH_HELPER_H

67
source/include/matrix.h Normal file
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@@ -0,0 +1,67 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Matrix header
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#ifndef DORAYME_MATRIX_H
#define DORAYME_MATRIX_H
#include <tuple.h>
class Matrix
{
protected:
/* 4x4 is the default */
double data[4*4];
int size;
public:
Matrix(int size = 4);
Matrix(double values[], int size);
double get(int x, int y) const { return this->data[this->size * x + y]; };
void set(int x, int y, double v) { this->data[this->size * x + y] = v; };
Matrix identity();
Matrix transpose();
double determinant();
Matrix submatrix(int row, int column);
Matrix inverse();
double minor(int row, int column) { return this->submatrix(row, column).determinant(); }
double cofactor(int row, int column) { return (((column+row)&1)?-1:1) * this->minor(row, column); }
bool operator==(const Matrix &b) const;
bool operator!=(const Matrix &b) const;
bool isInvertible() { return this->determinant() != 0; }
Matrix operator*(const Matrix &b) const;
Tuple operator*(const Tuple &b) const;
};
class Matrix4: public Matrix
{
public:
Matrix4() : Matrix(4) { };
Matrix4(double values[]) : Matrix(values, 4) { };
};
class Matrix3 : public Matrix
{
public:
Matrix3() : Matrix(3) { };
Matrix3(double values[]) : Matrix(values, 3) { };
};
class Matrix2 : public Matrix
{
private:
using Matrix::data;
public:
Matrix2() : Matrix(2) { };
Matrix2(double values[]) : Matrix(values, 2) { };
};
#endif /* DORAYME_MATRIX_H */

35
source/include/object.h Normal file
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@@ -0,0 +1,35 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Object header
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#ifndef DORAYME_OBJECT_H
#define DORAYME_OBJECT_H
class Object;
#include <ray.h>
#include <tuple.h>
#include <matrix.h>
#include <intersect.h>
/* Base class for all object that can be presented in the world */
class Object
{
public:
Matrix transformMatrix;
Matrix inverseTransform;
public:
Object();
virtual Intersect intersect(Ray r);
void setTransform(Matrix transform);
Ray transform(Ray r) { return Ray(this->transformMatrix * r.origin, this->transformMatrix * r.direction); };
Ray invTransform(Ray r) { return Ray(this->inverseTransform * r.origin, this->inverseTransform * r.direction); };
};
#endif //DORAYME_OBJECT_H

25
source/include/ray.h Normal file
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@@ -0,0 +1,25 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Ray header
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#ifndef DORAYME_RAY_H
#define DORAYME_RAY_H
#include <tuple.h>
class Ray
{
public:
Tuple direction;
Tuple origin;
Ray(Tuple origin, Tuple direction) : origin(origin), direction(direction) { };
Tuple position(double t) { return this->origin + this->direction * t; };
};
#endif //DORAYME_RAY_H

23
source/include/sphere.h Normal file
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@@ -0,0 +1,23 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Sphere header
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#ifndef DORAYME_SPHERE_H
#define DORAYME_SPHERE_H
#include <object.h>
#include <ray.h>
#include <intersect.h>
class Sphere : public Object
{
public:
/* All sphere are at (0, 0, 0) and radius 1 in the object space */
virtual Intersect intersect(Ray r);
};
#endif //DORAYME_SPHERE_H

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@@ -0,0 +1,24 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Transformation header
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#ifndef DORAYME_TRANSFORMATION_H
#define DORAYME_TRANSFORMATION_H
#include <matrix.h>
Matrix translation(double x, double y, double z);
Matrix scaling(double x, double y, double z);
Matrix rotation_x(double angle);
Matrix rotation_y(double angle);
Matrix rotation_z(double angle);
Matrix shearing(double Xy, double Xx, double Yx, double Yz, double Zx, double Zy);
#endif /* DORAYME_TRANSFORMATION_H */

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@@ -6,8 +6,8 @@
* Copyright (c) 2020 986-Studio.
*
*/
#ifndef DORAYME_TUPLES_H
#define DORAYME_TUPLES_H
#ifndef DORAYME_TUPLE_H
#define DORAYME_TUPLE_H
#include <math_helper.h>
@@ -41,6 +41,8 @@ public:
double magnitude();
Tuple normalise();
double dot(const Tuple &b);
Tuple cross(const Tuple &b) const;
};
class Point: public Tuple
@@ -53,7 +55,6 @@ class Vector: public Tuple
{
public:
Vector(double x, double y, double z) : Tuple(x, y, z, 0.0) {};
Vector cross(const Vector &b) const;
};
#endif /* DORAYME_TUPLES_H */
#endif /*DORAYME_TUPLE_H*/

54
source/intersect.cpp Normal file
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@@ -0,0 +1,54 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Intersect implementation
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#include <stdlib.h>
#include <math_helper.h>
#include <intersect.h>
#include <float.h>
#define MIN_ALLOC (2)
Intersect::Intersect()
{
this->allocated = MIN_ALLOC;
this->list = (Intersection *)calloc(sizeof(Object *), MIN_ALLOC);
this->num = 0;
}
void Intersect::add(Intersection i)
{
if ((this->num + 1) < this->allocated)
{
this->allocated *= 2;
this->list = (Intersection *)realloc(this->list, sizeof(Object *) * this->allocated);
}
this->list[this->num++] = i;
}
Intersection Intersect::hit()
{
int i;
double minHit = DBL_MAX;
uint32_t curHit = -1;
for(i = 0; i < this->num; i++)
{
if ((this->list[i].t >= 0) && (this->list[i].t < minHit))
{
curHit = i;
minHit = this->list[i].t;
}
}
if (curHit == -1)
{
return Intersection(0, nullptr);
}
return this->list[curHit];
}

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@@ -11,7 +11,19 @@
#include <float.h>
#include <math_helper.h>
static double current_precision = FLT_EPSILON;
void set_equal_precision(double v)
{
current_precision = v;
}
bool double_equal(double a, double b)
{
return fabs(a - b) < DBL_EPSILON;
return fabs(a - b) < current_precision;
}
double deg_to_rad(double deg)
{
return deg * M_PI / 180.;
}

201
source/matrix.cpp Normal file
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@@ -0,0 +1,201 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Matrix implementation
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#include <stdio.h>
#include <matrix.h>
#include <tuple.h>
#include <math_helper.h>
Matrix::Matrix(int width)
{
int i;
this->size = width;
for(i = 0; i < width*width; i++)
{
this->data[i] = 0;
}
};
Matrix::Matrix(double values[], int width)
{
int x, y;
this->size = width;
for(y = 0; y < this->size; y++)
{
for (x = 0 ; x < this->size ; x++)
{
this->data[this->size * x + y] = values[this->size * x + y];
}
}
};
bool Matrix::operator==(const Matrix &b) const
{
int i;
if (this->size != b.size)
{
/* If they are not the same size don't even bother */
return false;
}
for(i = 0; i < this->size*this->size; i++)
{
if (!double_equal(this->data[i], b.data[i]))
{
return false;
}
}
return true;
}
bool Matrix::operator!=(const Matrix &b) const
{
int i;
if (this->size != b.size)
{
/* If they are not the same size don't even bother */
return true;
}
for(i = 0; i < this->size*this->size; i++)
{
if (!double_equal(this->data[i], b.data[i]))
{
return true;
}
}
return false;
}
Matrix Matrix::operator*(const Matrix &b) const
{
int x, y, k;
Matrix ret = Matrix(this->size);
if (this->size == b.size)
{
for (y = 0 ; y < this->size ; y++)
{
for (x = 0 ; x < this->size ; x++)
{
double v = 0;
for (k = 0 ; k < this->size ; k++)
{
v += this->get(x, k) * b.get(k, y);
}
ret.set(x, y, v);
}
}
}
return ret;
}
Tuple Matrix::operator*(const Tuple &b) const
{
return Tuple(b.x * this->get(0, 0) + b.y * this->get(0, 1) + b.z * this->get(0, 2) + b.w * this->get(0, 3),
b.x * this->get(1, 0) + b.y * this->get(1, 1) + b.z * this->get(1, 2) + b.w * this->get(1, 3),
b.x * this->get(2, 0) + b.y * this->get(2, 1) + b.z * this->get(2, 2) + b.w * this->get(2, 3),
b.x * this->get(3, 0) + b.y * this->get(3, 1) + b.z * this->get(3, 2) + b.w * this->get(3, 3));
}
Matrix Matrix::identity()
{
int i;
for(i = 0; i < this->size; i++)
{
this->set(i, i, 1);
}
return *this;
}
Matrix Matrix::transpose()
{
int x, y;
Matrix ret = Matrix(this->size);
for (y = 0 ; y < this->size ; y++)
{
for (x = 0 ; x < this->size ; x++)
{
ret.set(y, x, this->get(x, y));
}
}
return ret;
}
Matrix Matrix::submatrix(int row, int column)
{
int i, j;
int x = 0, y = 0;
Matrix ret = Matrix(this->size - 1);
for (i = 0 ; i < this->size ; i++)
{
if (i == row)
{
/* Skip that row */
continue;
}
y = 0;
for (j = 0 ; j < this->size ; j++)
{
if (j == column)
{
/* skip that column */
continue;
}
ret.set(x, y, this->get(i, j));
y++;
}
x++;
}
return ret;
}
double Matrix::determinant()
{
double det = 0;
if (this->size == 2)
{
det = this->data[0] * this->data[3] - this->data[1] * this->data[2];
}
else
{
int col;
for(col = 0; col < this->size; col++)
{
det = det + this->get(0, col) * this->cofactor(0, col);
}
}
return det;
}
Matrix Matrix::inverse()
{
Matrix ret = Matrix(this->size);
if (this->isInvertible())
{
int row, col;
double c;
for (row = 0; row < this->size; row++)
{
for (col = 0; col < this->size; col++)
{
c = this->cofactor(row, col);
ret.set(col, row, c / this->determinant());
}
}
}
return ret;
}

31
source/objects/object.cpp Normal file
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@@ -0,0 +1,31 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Object implementation
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#include <ray.h>
#include <object.h>
#include <matrix.h>
#include <tuple.h>
#include <intersect.h>
Object::Object()
{
this->transformMatrix = Matrix4().identity();
this->inverseTransform = this->transformMatrix.inverse();
}
Intersect Object::intersect(Ray r)
{
return Intersect();
};
void Object::setTransform(Matrix transform)
{
this->transformMatrix = transform;
this->inverseTransform = transform.inverse();
}

8
source/objects/ray.cpp Normal file
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@@ -0,0 +1,8 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Ray implementation
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/

38
source/objects/sphere.cpp Normal file
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@@ -0,0 +1,38 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Sphere implementation
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#include <math.h>
#include <sphere.h>
#include <ray.h>
#include <tuple.h>
#include <intersect.h>
Intersect Sphere::intersect(Ray r)
{
Intersect ret;
double a, b, c, discriminant;
Ray transRay = this->invTransform(r);
Tuple sphere_to_ray = transRay.origin - Point(0, 0, 0);
a = transRay.direction.dot(transRay.direction);
b = 2 * transRay.direction.dot(sphere_to_ray);
c = sphere_to_ray.dot(sphere_to_ray) - 1;
discriminant = b * b - 4 * a * c;
if (discriminant >= 0)
{
ret.add(Intersection((-b - sqrt(discriminant)) / (2 * a), this));
ret.add(Intersection((-b + sqrt(discriminant)) / (2 * a), this));
}
return ret;
}

84
source/transformation.cpp Normal file
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@@ -0,0 +1,84 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Transformation implementation
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#include <math.h>
#include <transformation.h>
Matrix translation(double x, double y, double z)
{
Matrix ret = Matrix4().identity();
ret.set(0, 3, x);
ret.set(1, 3, y);
ret.set(2, 3, z);
return ret;
}
Matrix scaling(double x, double y, double z)
{
Matrix ret = Matrix4();
ret.set(0, 0, x);
ret.set(1, 1, y);
ret.set(2, 2, z);
ret.set(3, 3, 1);
return ret;
}
Matrix rotation_x(double angle)
{
Matrix ret = Matrix4().identity();
ret.set(1, 1, cos(angle));
ret.set(1, 2, -sin(angle));
ret.set(2, 1, sin(angle));
ret.set(2, 2, cos(angle));
return ret;
}
Matrix rotation_y(double angle)
{
Matrix ret = Matrix4().identity();
ret.set(0, 0, cos(angle));
ret.set(0, 2, sin(angle));
ret.set(2, 0, -sin(angle));
ret.set(2, 2, cos(angle));
return ret;
}
Matrix rotation_z(double angle)
{
Matrix ret = Matrix4().identity();
ret.set(0, 0, cos(angle));
ret.set(0, 1, -sin(angle));
ret.set(1, 0, sin(angle));
ret.set(1, 1, cos(angle));
return ret;
}
Matrix shearing(double Xy, double Xz, double Yx, double Yz, double Zx, double Zy)
{
Matrix ret = Matrix4().identity();
ret.set(0, 1, Xy);
ret.set(0, 2, Xz);
ret.set(1, 0, Yx);
ret.set(1, 2, Yz);
ret.set(2, 0, Zx);
ret.set(2, 1, Zy);
return ret;
}

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@@ -6,7 +6,7 @@
* Copyright (c) 2020 986-Studio.
*
*/
#include <tuples.h>
#include <tuple.h>
#include <math.h>
@@ -27,9 +27,10 @@ double Tuple::dot(const Tuple &b)
return this->x * b.x + this->y * b.y + this->z * b.z + this->w * b.w;
}
Vector Vector::cross(const Vector &b) const
Tuple Tuple::cross(const Tuple &b) const
{
return Vector(this->y * b.z - this->z * b.y,
this->z * b.x - this->x * b.z,
this->x * b.y - this->y * b.x);
return Tuple(this->y * b.z - this->z * b.y,
this->z * b.x - this->x * b.z,
this->x * b.y - this->y * b.x,
0);
}

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@@ -3,10 +3,22 @@ project(DoRayTested)
set(THREADS_PREFER_PTHREAD_FLAG ON)
find_package(Threads REQUIRED)
set(TESTS_SRC tuples_test.cpp colour_test.cpp canvas_test.cpp)
set(TESTS_SRC tuple_test.cpp colour_test.cpp canvas_test.cpp matrix_test.cpp transformation_test.cpp ray_test.cpp
intersect_test.cpp sphere_test.cpp)
add_executable(testMyRays)
target_include_directories(testMyRays PUBLIC ${gtest_SOURCE_DIR}/include ${gtest_SOURCE_DIR})
target_include_directories(testMyRays PUBLIC ../source/include)
target_sources(testMyRays PRIVATE ${TESTS_SRC})
target_link_libraries(testMyRays gtest gtest_main rayonnement Threads::Threads)
target_link_libraries(testMyRays gtest gtest_main rayonnement Threads::Threads)
gtest_discover_tests(testMyRays
WORKING_DIRECTORY ${PROJECT_DIR}
PROPERTIES VS_DEBUGGER_WORKING_DIRECTORY "${PROJECT_DIR}"
)
add_executable(ch5_test)
target_include_directories(ch5_test PUBLIC ../source/include)
target_sources(ch5_test PRIVATE ch5_test.cpp)
target_link_libraries(ch5_test rayonnement)

46
tests/ch5_test.cpp Normal file
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@@ -0,0 +1,46 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Render test for chapter 5 "Put it together".
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#include <ray.h>
#include <sphere.h>
#include <colour.h>
#include <canvas.h>
#include <transformation.h>
int main()
{
int x, y;
Canvas c = Canvas(100, 100);
Sphere s = Sphere();
Colour red = Colour(1, 0, 0);
Point cameraOrigin = Point(0, 0, -5);
double wallDistance = 10;
double wallSize = 7;
double pixelSize = wallSize / c.width;
for(y = 0; y < c.height; y++)
{
double worldY = (wallSize / 2) - pixelSize * y;
for(x = 0; x < c.width; x++)
{
double worldX = (wallSize / 2) - pixelSize * x;
Point position = Point(worldX, worldY, wallDistance);
Ray r = Ray(cameraOrigin, (position - cameraOrigin).normalise());
Intersect xs = s.intersect(r);
if (!xs.hit().nothing())
{
c.put_pixel(x, y, red);
}
}
}
c.SaveAsPNG("ch5_test.png");
return 0;
}

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/*
* DoRayMe - a quick and dirty Raytracer
* Intersect unit tests
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#include <intersect.h>
#include <sphere.h>
#include <gtest/gtest.h>
TEST(IntersectTest, Creating_an_intersect_and_do_some_check)
{
Intersect i;
ASSERT_EQ(i.count(), 0);
i.add(Intersection(1.0, nullptr));
i.add(Intersection(4.2, nullptr));
ASSERT_EQ(i.count(), 2);
ASSERT_EQ(i[0].t, 1.0);
ASSERT_EQ(i[1].t, 4.2);
}
TEST(IntersectTest, An_intersection_encapsulate_t_and_object)
{
Sphere s = Sphere();
Intersection i = Intersection(3.5, &s);
ASSERT_EQ(i.t, 3.5);
ASSERT_EQ(i.object, (Object *)&s);
}
TEST(IntersectTest, Aggregating_intersections)
{
Sphere s = Sphere();
Intersection i1 = Intersection(1, &s);
Intersection i2 = Intersection(2, &s);
Intersect xs = Intersect();
xs.add(i1);
xs.add(i2);
ASSERT_EQ(xs.count(), 2);
ASSERT_EQ(xs[0].t, 1);
ASSERT_EQ(xs[1].t, 2);
}
TEST(IntersectTest, Intersect_sets_the_object_on_the_intersection)
{
Ray r = Ray(Point(0, 0, -5), Vector(0, 0, 1));
Sphere s = Sphere();
Intersect xs = s.intersect(r);
ASSERT_EQ(xs.count(), 2);
ASSERT_EQ(xs[0].object, (Object *)&s);
ASSERT_EQ(xs[1].object, (Object *)&s);
}
TEST(IntersectTest, The_hit_when_all_intersection_have_positive_t)
{
Sphere s = Sphere();
Intersect xs = Intersect();
Intersection i1 = Intersection(1, &s);
Intersection i2 = Intersection(2, &s);
xs.add(i1);
xs.add(i2);
Intersection i = xs.hit();
ASSERT_EQ(i, i1);
}
TEST(IntersectTest, The_hit_when_some_intersection_have_negative_t)
{
Sphere s = Sphere();
Intersect xs = Intersect();
Intersection i1 = Intersection(-1, &s);
Intersection i2 = Intersection(2, &s);
Intersection i3 = Intersection(12, &s);
xs.add(i1);
xs.add(i2);
xs.add(i3);
Intersection i = xs.hit();
ASSERT_EQ(i, i2);
}
TEST(IntersectTest, The_hit_when_all_intersection_have_negative_t)
{
Sphere s = Sphere();
Intersect xs = Intersect();
Intersection i1 = Intersection(-2, &s);
Intersection i2 = Intersection(-1, &s);
xs.add(i1);
xs.add(i2);
Intersection i = xs.hit();
ASSERT_TRUE(i.nothing());
}
TEST(IntersectTest, The_hit_is_always_the_lowest_nonnegative_intersection)
{
Sphere s = Sphere();
Intersect xs = Intersect();
Intersection i1 = Intersection(5, &s);
Intersection i2 = Intersection(7, &s);
Intersection i3 = Intersection(-3, &s);
Intersection i4 = Intersection(2, &s);
xs.add(i1);
xs.add(i2);
xs.add(i3);
xs.add(i4);
Intersection i = xs.hit();
ASSERT_EQ(i, i4);
}

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/*
* DoRayMe - a quick and dirty Raytracer
* Matric unit tests
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#include <matrix.h>
#include <tuple.h>
#include <math.h>
#include <gtest/gtest.h>
TEST(MatrixTest, Constructing_and_inspecting_a_4x4_Matrix)
{
double values[] = {1, 2, 3, 4,
5.5, 6.5, 7.5, 8.5,
9, 10, 11, 12,
13.5, 14.5, 15.5, 16.5};
Matrix4 m = Matrix4(values);
ASSERT_EQ(m.get(0, 0), 1);
ASSERT_EQ(m.get(0, 3), 4);
ASSERT_EQ(m.get(1, 0), 5.5);
ASSERT_EQ(m.get(1, 2), 7.5);
ASSERT_EQ(m.get(2, 2), 11);
ASSERT_EQ(m.get(3, 0), 13.5);
ASSERT_EQ(m.get(3, 2), 15.5);
}
TEST(MatrixTest, A_2x2_matric_ought_to_be_representable)
{
double values[] = {-3, 5,
1, -2};
Matrix2 m = Matrix2(values);
ASSERT_EQ(m.get(0, 0), -3);
ASSERT_EQ(m.get(0, 1), 5);
ASSERT_EQ(m.get(1, 0), 1);
ASSERT_EQ(m.get(1, 1), -2);
}
TEST(MatrixTest, A_3x3_matric_ought_to_be_representable)
{
double values[] = {-3, 5, 0,
1, -2, -7,
0, 1, 1};
Matrix3 m = Matrix3(values);
ASSERT_EQ(m.get(0, 0), -3);
ASSERT_EQ(m.get(1, 1), -2);
ASSERT_EQ(m.get(2, 2), 1);
}
TEST(MatrixTest, Matrix_equality_with_identical_matrix)
{
double values1[] = {1, 2, 3, 4,
5, 6, 7, 8,
9, 8, 7, 6,
5, 4, 3, 2};
double values2[] = {1, 2, 3, 4,
5, 6, 7, 8,
9, 8, 7, 6,
5, 4, 3, 2};
Matrix4 A = Matrix4(values1);
Matrix4 B = Matrix4(values2);
ASSERT_EQ(A, B);
}
TEST(MatrixTest, Matrix_equality_with_different_matrix)
{
double values1[] = {1, 2, 3, 4,
5, 6, 7, 8,
9, 8, 7, 6,
5, 4, 3, 2};
double values2[] = {2, 3, 4, 5,
6, 7, 8, 9,
8, 7, 6, 5,
4, 3, 2, 1};
Matrix4 A = Matrix4(values1);
Matrix4 B = Matrix4(values2);
ASSERT_NE(A, B);
}
TEST(MatrixTest, Multiplying_two_matrices)
{
double values1[] = {1, 2, 3, 4,
5, 6, 7, 8,
9, 8, 7, 6,
5, 4, 3, 2};
double values2[] = {-2, 1, 2, 3,
3, 2, 1, -1,
4, 3, 6, 5,
1, 2, 7, 8};
double results[] = {20, 22, 50, 48,
44, 54, 114, 108,
40, 58, 110, 102,
16, 26, 46, 42};
Matrix4 A = Matrix4(values1);
Matrix4 B = Matrix4(values2);
ASSERT_EQ(A * B, Matrix4(results));
}
TEST(MatrixTest, A_matrix_multiplyed_by_a_tuple)
{
double valuesA[] = {1, 2, 3, 4,
2, 4, 4, 2,
8, 6, 4, 1,
0, 0, 0, 1};
Matrix4 A = Matrix4(valuesA);
Tuple b = Tuple(1, 2, 3, 1);
ASSERT_EQ(A * b, Tuple(18, 24, 33, 1));
}
TEST(MatrixTest, Multiplying_a_matrix_by_the_identity_matrix)
{
double valuesA[] = {0, 1, 2, 4,
1, 2, 4, 8,
2, 4, 8, 16,
4, 8, 16, 32};
Matrix4 A = Matrix4(valuesA);
Matrix ident = Matrix4().identity();
ASSERT_EQ(A * ident, A);
}
TEST(MatrixTest, Multiplying_the_identity_matrix_by_a_tuple)
{
Tuple a = Tuple(1, 2, 3, 4);
Matrix ident = Matrix4().identity();
ASSERT_EQ(ident * a, a);
}
TEST(MatrixTest, Transposing_a_matrix)
{
double valuesA[] = {0, 9, 3, 0,
9, 8, 0, 8,
1, 8, 5, 3,
0, 0, 5, 8};
double results[] = {0, 9, 1, 0,
9, 8, 8, 0,
3, 0, 5, 5,
0, 8, 3, 8};
Matrix A = Matrix4(valuesA);
ASSERT_EQ(A.transpose(), Matrix4(results));
}
TEST(MatrixTest, Transposing_this_identity_matrix)
{
Matrix ident = Matrix4().identity();
ASSERT_EQ(ident.transpose(), ident);
}
TEST(MatrixTest, Calculating_the_determinant_of_a_2x2_matrix)
{
double valuesA[] = { 1, 5,
-3, 2 };
Matrix2 A = Matrix2(valuesA);
ASSERT_EQ(A.determinant(), 17);
}
TEST(MatrixTest, A_submatrix_of_a_3x3_matrix_is_a_2x2_matrix)
{
double valuesA[] = { 1, 5, 0,
-3, 2, 7,
0, 6, -3 };
double results[] = { -3, 2,
0, 6 };
Matrix3 A = Matrix3(valuesA);
ASSERT_EQ(A.submatrix(0, 2), Matrix2(results));
}
TEST(MatrixTest, A_submatrix_of_a_4x4_matrix_is_a_3x3_matrix)
{
double valuesA[] = { -6, 1, 1, 6,
-8, 5, 8, 6,
-1, 0, 8, 2,
-7, 1, -1, 1 };
double results[] = { -6, 1, 6,
-8, 8, 6,
-7,-1, 1 };
Matrix4 A = Matrix4(valuesA);
ASSERT_EQ(A.submatrix(2, 1), Matrix3(results));
}
TEST(MatrixTest, Calculate_a_minor_of_a_3x3_matrix)
{
double valuesA[] = { 3, 5, 0,
2, -1, -7,
6, -1, 5 };
Matrix3 A = Matrix3(valuesA);
Matrix B = A.submatrix(1, 0);
ASSERT_EQ(B.determinant(), 25);
ASSERT_EQ(A.minor(1, 0), 25);
}
TEST(MatrixTest, Calculating_a_cofactor_of_a_3x3_matrix)
{
double valuesA[] = { 3, 5, 0,
2, -1, -7,
6, -1, 5 };
Matrix3 A = Matrix3(valuesA);
ASSERT_EQ(A.minor(0, 0), -12);
ASSERT_EQ(A.cofactor(0, 0), -12);
ASSERT_EQ(A.minor(1, 0), 25);
ASSERT_EQ(A.cofactor(1, 0), -25);
}
TEST(MatrixTest, Calculating_the_determinant_of_a_3x3_matrix)
{
double valuesA[] = { 1, 2, 6,
-5, 8, -4,
2, 6, 4 };
Matrix A = Matrix3(valuesA);
ASSERT_EQ(A.cofactor(0, 0), 56);
ASSERT_EQ(A.cofactor(0, 1), 12);
ASSERT_EQ(A.minor(0, 2), -46);
ASSERT_EQ(A.determinant(), -196);
}
TEST(MatrixTest, Calculating_the_determinant_of_a_4x4_matrix)
{
double valuesA[] = { -2, -8, 3, 5,
-3, 1, 7, 3,
1, 2, -9, 6,
-6, 7, 7, -9 };
Matrix A = Matrix4(valuesA);
ASSERT_EQ(A.cofactor(0, 0), 690);
ASSERT_EQ(A.cofactor(0, 1), 447);
ASSERT_EQ(A.cofactor(0, 2), 210);
ASSERT_EQ(A.minor(0, 3), -51);
ASSERT_EQ(A.determinant(), -4071);
}
TEST(MatrixTest, Testing_an_invertible_matrix_for_invertibility)
{
double valuesA[] = { 6, 4, 4, 4,
5, 5, 7, 6,
4, -9, 3, -7,
9, 1, 7, -6 };
Matrix A = Matrix4(valuesA);
ASSERT_EQ(A.determinant(), -2120);
ASSERT_TRUE(A.isInvertible());
}
TEST(MatrixTest, Testing_an_noninvertible_matrix_for_invertibility)
{
double valuesA[] = { -4, 2, -2, -3,
9, 6, 2, 6,
0, -5, 1, -5,
0, 0, 0, 0 };
Matrix A = Matrix4(valuesA);
ASSERT_EQ(A.determinant(), 0);
ASSERT_FALSE(A.isInvertible());
}
TEST(MatrixTest, Calculating_the_inverse_of_a_matrix)
{
double valuesA[] = { -5, 2, 6, -8,
1, -5, 1, 8,
7, 7, -6, -7,
1, -3, 7, 4 };
double results[] = { 0.21805, 0.45113, 0.24060, -0.04511,
-0.80827, -1.45677, -0.44361, 0.52068,
-0.07895, -0.22368, -0.05263, 0.19737,
-0.52256, -0.81391, -0.30075, 0.30639 };
Matrix A = Matrix4(valuesA);
Matrix B = A.inverse();
ASSERT_EQ(A.determinant(), 532);
ASSERT_EQ(A.cofactor(2, 3), -160);
ASSERT_NEAR(B.get(3, 2), -160./532., DBL_EPSILON);
ASSERT_EQ(A.cofactor(3, 2), 105);
ASSERT_NEAR(B.get(2, 3), 105./532., DBL_EPSILON);
/* Temporary lower the precision */
set_equal_precision(0.00001);
ASSERT_EQ(B, Matrix4(results));
/* Revert to default */
set_equal_precision(FLT_EPSILON);
}
TEST(MatrixTest, Calculating_the_inverse_of_another_matrix)
{
double valuesA[] = { 8, -5, 9, 2,
7, 5, 6, 1,
-6, 0, 9, 6,
-3, 0, -9, -4 };
double results[] = { -0.15385, -0.15385, -0.28205, -0.53846,
-0.07692, 0.12308, 0.02564, 0.03077,
0.35897, 0.35897, 0.43590, 0.92308,
-0.69231, -0.69231, -0.76923, -1.92308 };
Matrix A = Matrix4(valuesA);
Matrix B = A.inverse();
/* Temporary lower the precision */
set_equal_precision(0.00001);
ASSERT_EQ(B, Matrix4(results));
/* Revert to default */
set_equal_precision(FLT_EPSILON);
}
TEST(MatrixTest, Calculating_the_inverse_of_third_matrix)
{
double valuesA[] = { 9, 3, 0, 9,
-5, -2, -6, -3,
-4, 9, 6, 4,
-7, 6, 6, 2 };
double results[] = { -0.04074, -0.07778, 0.14444, -0.22222,
-0.07778, 0.03333, 0.36667, -0.33333,
-0.02901, -0.14630, -0.10926, 0.12963,
0.17778, 0.06667, -0.26667, 0.33333 };
Matrix A = Matrix4(valuesA);
Matrix B = A.inverse();
/* Temporary lower the precision */
set_equal_precision(0.00001);
ASSERT_EQ(B, Matrix4(results));
/* Revert to default */
set_equal_precision(FLT_EPSILON);
}
TEST(MatrixTest, Multiplying_a_product_by_its_inverse)
{
double valuesA[] = { 3, -9, 7, 3,
3, -8, 2, -9,
-4, 4, 4, 1,
-6, 5, -1, 1 };
double valuesB[] = { 8, 2, 2, 2,
3, -1, 7, 0,
7, 0, 5, 4,
6, -2, 0, 5 };
Matrix A = Matrix4(valuesA);
Matrix B = Matrix4(valuesB);
Matrix C = A * B;
ASSERT_EQ(C * B.inverse(), A);
}

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/*
* DoRayMe - a quick and dirty Raytracer
* Ray unit tests
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#include <ray.h>
#include <transformation.h>
#include <object.h>
#include <gtest/gtest.h>
TEST(RayTest, Creating_a_ray_and_querying_it)
{
Point origin = Point(1, 2, 3);
Vector direction = Vector(4, 5, 6);
Ray r = Ray(origin, direction);
ASSERT_EQ(r.origin, origin);
ASSERT_EQ(r.direction, direction);
}
TEST(RayTest, Computing_a_point_from_a_distance)
{
Ray r = Ray(Point(2, 3, 4), Vector(1, 0, 0));
ASSERT_EQ(r.position(0), Point(2, 3, 4));
ASSERT_EQ(r.position(1), Point(3, 3, 4));
ASSERT_EQ(r.position(-1), Point(1, 3, 4));
ASSERT_EQ(r.position(2.5), Point(4.5, 3, 4));
}
TEST(RayTest, Translating_a_ray)
{
Ray r = Ray(Point(1, 2, 3), Vector(0, 1, 0));
Matrix m = translation(3, 4, 5);
Object o = Object();
o.setTransform(m);
Ray r2 = o.transform(r);
ASSERT_EQ(r2.origin, Point(4, 6, 8));
ASSERT_EQ(r2.direction, Vector(0, 1, 0));
}
TEST(RayTest, Scaling_a_ray)
{
Ray r = Ray(Point(1, 2, 3), Vector(0, 1, 0));
Matrix m = scaling(2, 3, 4);
Object o = Object();
o.setTransform(m);
Ray r2 = o.transform(r);
ASSERT_EQ(r2.origin, Point(2, 6, 12));
ASSERT_EQ(r2.direction, Vector(0, 3, 0));
}

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/*
* DoRayMe - a quick and dirty Raytracer
* Sphere unit tests
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#include <ray.h>
#include <sphere.h>
#include <transformation.h>
#include <gtest/gtest.h>
TEST(SphereTest, A_ray_intersect_a_sphere_at_two_points)
{
Ray r = Ray(Point(0, 0, -5), Vector(0, 0, 1));
Sphere s = Sphere();
Intersect xs = s.intersect(r);
ASSERT_EQ(xs.count(), 2);
ASSERT_EQ(xs[0].t, 4.0);
ASSERT_EQ(xs[1].t, 6.0);
}
TEST(SphereTest, A_ray_intersect_a_sphere_at_a_tangent)
{
Ray r = Ray(Point(0, 1, -5), Vector(0, 0, 1));
Sphere s = Sphere();
Intersect xs = s.intersect(r);
ASSERT_EQ(xs.count(), 2);
ASSERT_EQ(xs[0].t, 5.0);
ASSERT_EQ(xs[1].t, 5.0);
}
TEST(SphereTest, A_ray_miss_a_sphere)
{
Ray r = Ray(Point(0, 2, -5), Vector(0, 0, 1));
Sphere s = Sphere();
Intersect xs = s.intersect(r);
ASSERT_EQ(xs.count(), 0);
}
TEST(SphereTest, A_ray_originate_inside_a_sphere)
{
Ray r = Ray(Point(0, 0, 0), Vector(0, 0, 1));
Sphere s = Sphere();
Intersect xs = s.intersect(r);
ASSERT_EQ(xs.count(), 2);
ASSERT_EQ(xs[0].t, -1.0);
ASSERT_EQ(xs[1].t, 1.0);
}
TEST(SphereTest, A_sphere_is_behind_a_ray)
{
Ray r = Ray(Point(0, 0, 5), Vector(0, 0, 1));
Sphere s = Sphere();
Intersect xs = s.intersect(r);
ASSERT_EQ(xs.count(), 2);
ASSERT_EQ(xs[0].t, -6.0);
ASSERT_EQ(xs[1].t, -4.0);
}
TEST(SphereTest, A_sphere_default_transformation)
{
Sphere s = Sphere();
ASSERT_EQ(s.transformMatrix, Matrix4().identity());
}
TEST(SphereTest, Changing_a_sphere_transformation)
{
Sphere s = Sphere();
Matrix t = translation(2, 3, 4);
s.setTransform(t);
ASSERT_EQ(s.transformMatrix, t);
}
TEST(SphereTest, Intersecting_a_scaled_sphere_with_a_ray)
{
Ray r = Ray(Point(0, 0, -5), Vector(0, 0, 1));
Sphere s = Sphere();
s.setTransform(scaling(2, 2, 2));
Intersect xs = s.intersect(r);
ASSERT_EQ(xs.count(), 2);
ASSERT_EQ(xs[0].t, 3.0);
ASSERT_EQ(xs[1].t, 7.0);
}
TEST(SphereTest, Intersecting_a_translated_sphere_with_a_ray)
{
Ray r = Ray(Point(0, 0, -5), Vector(0, 0, 1));
Sphere s = Sphere();
s.setTransform(translation(5, 0, 0));
Intersect xs = s.intersect(r);
ASSERT_EQ(xs.count(), 0);
}

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/*
* DoRayMe - a quick and dirty Raytracer
* Transformations unit tests
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#include <transformation.h>
#include <tuple.h>
#include <math.h>
#include <gtest/gtest.h>
TEST(TransformationTest, Multiplying_by_a_translation_matrix)
{
Matrix transform = translation(5, -3, 2);
Point p = Point(-3, 4, 5);
ASSERT_EQ(transform * p, Point(2, 1, 7));
}
TEST(TransformationTest, Multiplying_by_the_inverse_of_a_translation_matrix)
{
Matrix transform = translation(5, -3, 2);
Matrix inv = transform.inverse();
Point p = Point(-3, 4, 5);
ASSERT_EQ(inv * p, Point(-8, 7, 3));
}
TEST(TransformationTest, Translation_does_not_affect_vectors)
{
Matrix transform = translation(5, -3, 2);
Vector v = Vector(-3, 4, 5);
ASSERT_EQ(transform * v, Vector(-3, 4, 5));
}
TEST(TransformationTest, A_scaling_matrix_applied_to_a_point)
{
Matrix transform = scaling(2, 3, 4);
Point p = Point(-4, 6, 8);
ASSERT_EQ(transform * p, Point(-8, 18, 32));
}
TEST(TransformationTest, A_scaling_matrix_applied_to_a_vector)
{
Matrix transform = scaling(2, 3, 4);
Vector v = Vector(-4, 6, 8);
ASSERT_EQ(transform * v, Vector(-8, 18, 32));
}
TEST(TransformationTest, Multiplaying_by_the_inverse_of_a_scaling_matrix)
{
Matrix transform = scaling(2, 3, 4);
Matrix inv = transform.inverse();
Vector v = Vector(-4, 6, 8);
ASSERT_EQ(inv * v, Vector(-2, 2, 2));
}
TEST(TransformationTest, Reflexion_is_scaling_by_a_negative_value)
{
Matrix transform = scaling(-1, 1, 1);
Point p = Point(2, 3, 4);
ASSERT_EQ(transform * p, Point(-2, 3, 4));
}
TEST(TransformationTest, Rotating_a_point_around_the_X_axis)
{
Point p = Point(0, 1, 0);
Matrix half_quarter = rotation_x(M_PI / 4.);
Matrix full_quarter = rotation_x(M_PI / 2.);
ASSERT_EQ(half_quarter * p, Point(0, sqrt(2)/2, sqrt(2)/2));
ASSERT_EQ(full_quarter * p, Point(0, 0, 1));
}
TEST(TransformationTest, The_inverse_of_an_x_rotation_rotates_in_the_opposite_direction)
{
Point p = Point(0, 1, 0);
Matrix half_quarter = rotation_x(M_PI / 4.);
Matrix inv = half_quarter.inverse();
ASSERT_EQ(inv * p, Point(0, sqrt(2)/2, -sqrt(2)/2));
}
TEST(TransformationTest, Rotating_a_point_around_the_Y_axis)
{
Point p = Point(0, 0, 1);
Matrix half_quarter = rotation_y(M_PI / 4.);
Matrix full_quarter = rotation_y(M_PI / 2.);
ASSERT_EQ(half_quarter * p, Point(sqrt(2)/2, 0, sqrt(2)/2));
ASSERT_EQ(full_quarter * p, Point(1, 0, 0));
}
TEST(TransformationTest, Rotating_a_point_around_the_Z_axis)
{
Point p = Point(0, 1, 0);
Matrix half_quarter = rotation_z(M_PI / 4.);
Matrix full_quarter = rotation_z(M_PI / 2.);
ASSERT_EQ(half_quarter * p, Point(-sqrt(2)/2, sqrt(2)/2, 0));
ASSERT_EQ(full_quarter * p, Point(-1, 0, 0));
}
TEST(TransformationTest, A_shearing_transformation_moves_x_in_proportion_to_y)
{
Matrix transform = shearing(1, 0, 0, 0, 0, 0);
Point p = Point(2, 3, 4);
ASSERT_EQ(transform * p, Point(5, 3, 4));
}
TEST(TransformationTest, A_shearing_transformation_moves_x_in_proportion_to_z)
{
Matrix transform = shearing(0, 1, 0, 0, 0, 0);
Point p = Point(2, 3, 4);
ASSERT_EQ(transform * p, Point(6, 3, 4));
}
TEST(TransformationTest, A_shearing_transformation_moves_y_in_proportion_to_x)
{
Matrix transform = shearing(0, 0, 1, 0, 0, 0);
Point p = Point(2, 3, 4);
ASSERT_EQ(transform * p, Point(2, 5, 4));
}
TEST(TransformationTest, A_shearing_transformation_moves_y_in_proportion_to_z)
{
Matrix transform = shearing(0, 0, 0, 1, 0, 0);
Point p = Point(2, 3, 4);
ASSERT_EQ(transform * p, Point(2, 7, 4));
}
TEST(TransformationTest, A_shearing_transformation_moves_z_in_proportion_to_x)
{
Matrix transform = shearing(0, 0, 0, 0, 1, 0);
Point p = Point(2, 3, 4);
ASSERT_EQ(transform * p, Point(2, 3, 6));
}
TEST(TransformationTest, A_shearing_transformation_moves_z_in_proportion_to_y)
{
Matrix transform = shearing(0, 0, 0, 0, 0, 1);
Point p = Point(2, 3, 4);
ASSERT_EQ(transform * p, Point(2, 3, 7));
}
TEST(TransformationTest, Individual_trnasformations_are_applied_in_sequence)
{
Point p = Point(1, 0, 1);
Matrix A = rotation_x(M_PI / 2.);
Matrix B = scaling(5, 5, 5);
Matrix C = translation(10, 5, 7);
Tuple p2 = A * p;
ASSERT_EQ(p2, Point(1, -1, 0));
Tuple p3 = B * p2;
ASSERT_EQ(p3, Point(5, -5, 0));
Tuple p4 = C * p3;
ASSERT_EQ(p4, Point(15, 0, 7));
}
TEST(TransformationTest, Chained_transformation_must_be_applied_in_reverse_order)
{
Point p = Point(1, 0, 1);
Matrix A = rotation_x(M_PI / 2.);
Matrix B = scaling(5, 5, 5);
Matrix C = translation(10, 5, 7);
Matrix T = C * B * A;
ASSERT_EQ(T * p, Point(15, 0, 7));
}

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@@ -6,7 +6,7 @@
* Copyright (c) 2020 986-Studio.
*
*/
#include <tuples.h>
#include <tuple.h>
#include <math.h>
#include <gtest/gtest.h>