7 Commits

Author SHA1 Message Date
Godzil
f8c60da05e Updating readme 2020-02-20 17:48:09 +00:00
Godzil
de315d06f9 Just to be sure. 2020-02-20 17:47:26 +00:00
Godzil
cf5597ad6d Adding shadows! 2020-02-20 17:46:03 +00:00
Manoël Trapier
5198888df6 Doh 2020-02-20 16:49:02 +00:00
Godzil
10ae695f01 Trying to fixing some weird things about coverall, also add some real more coverage. 2020-02-20 16:47:00 +00:00
Godzil
d4fae2dbe2 Revert the canvas size to the one from the chapter 2020-02-20 16:20:20 +00:00
Godzil
daef0c078f Revert the canvas size to the one from the chapter 2020-02-20 16:13:58 +00:00
18 changed files with 191 additions and 27 deletions

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@@ -3,4 +3,29 @@
DoRayMe
=======
A Quick and dirty raytracer.
A Quick and dirty raytracer.
This raytracer is made following the book "[The Ray Tracer Challenge](https://pragprog.com/book/jbtracer/the-ray-tracer-challenge)" by Jamis Buck.
It is writen in C++ with no STL and use [LodePNG](https://github.com/lvandeve/lodepng) to output PNG file.
Examples outputs
----------------
From chapter 05:
![Chapter 5 rendering test](output/ch5_test.png)
From Chapter 06:
![Chapter 6 rendering test](output/ch6_test.png)
From Chapter 07:
![Chapter 7 rendering test](output/ch7_test.png)
From Chapter 08:
![Chapter 8 rendering test](output/ch8_test.png)

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@@ -16,11 +16,13 @@ class Shape;
struct Computation
{
Computation(Shape *object, double t, Tuple point, Tuple eyev, Tuple normalv, bool inside) :
object(object), t(t), hitPoint(point), eyeVector(eyev), normalVector(normalv), inside(inside) { };
Computation(Shape *object, double t, Tuple point, Tuple eyev, Tuple normalv, Tuple overHitP, bool inside) :
object(object), t(t), hitPoint(point), eyeVector(eyev), normalVector(normalv), inside(inside), overHitPoint(overHitP) { };
Shape *object;
double t;
Tuple hitPoint;
Tuple overHitPoint;
Tuple eyeVector;
Tuple normalVector;

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@@ -25,7 +25,7 @@ public:
public:
Material() : colour(Colour(1, 1, 1)), ambient(0.1), diffuse(0.9), specular(0.9), shininess(200) {};
Colour lighting(Light light, Tuple point, Tuple eyeVector, Tuple normalVector);
Colour lighting(Light light, Tuple point, Tuple eyeVector, Tuple normalVector, bool inShadow = false);
bool operator==(const Material &b) const { return double_equal(this->ambient, b.ambient) &&
double_equal(this->diffuse, b.diffuse) &&

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@@ -13,6 +13,7 @@
#include <math.h>
void set_equal_precision(double v);
double getEpsilon();
bool double_equal(double a, double b);
double deg_to_rad(double deg);

View File

@@ -43,6 +43,7 @@ public:
Tuple shadeHit(Computation comps);;
Tuple colourAt(Ray r);
bool isShadowed(Tuple point);
Intersect intersect(Ray r);

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@@ -22,11 +22,13 @@ Computation Intersection::prepareComputation(Ray r)
normalV = -normalV;
}
Tuple overHitP = hitP + normalV * getEpsilon();
return Computation(this->object,
this->t,
hitP,
eyeV,
normalV,
overHitP,
inside);
}

View File

@@ -18,6 +18,11 @@ void set_equal_precision(double v)
current_precision = v;
}
double getEpsilon()
{
return current_precision;
}
bool double_equal(double a, double b)
{
return fabs(a - b) < current_precision;

View File

@@ -10,7 +10,7 @@
#include <material.h>
#include <colour.h>
Colour Material::lighting(Light light, Tuple point, Tuple eyeVector, Tuple normalVector)
Colour Material::lighting(Light light, Tuple point, Tuple eyeVector, Tuple normalVector, bool inShadow)
{
Tuple lightVector = (light.position - point).normalise();
Tuple reflectVector = Tuple(0, 0, 0, 0);
@@ -25,31 +25,33 @@ Colour Material::lighting(Light light, Tuple point, Tuple eyeVector, Tuple norma
ambientColour = effectiveColour * this->ambient;
lightDotNormal = lightVector.dot(normalVector);
if (lightDotNormal < 0)
if (!inShadow)
{
diffuseColour = Colour(0, 0, 0);
specularColour = Colour(0, 0, 0);
}
else
{
diffuseColour = effectiveColour * this->diffuse * lightDotNormal;
reflectVector = -lightVector.reflect(normalVector);
lightDotNormal = lightVector.dot(normalVector);
reflectDotEye = reflectVector.dot(eyeVector);
if (reflectDotEye < 0)
if (lightDotNormal < 0)
{
diffuseColour = Colour(0, 0, 0);
specularColour = Colour(0, 0, 0);
}
else
{
double factor = pow(reflectDotEye, this->shininess);
specularColour = light.intensity * this->specular * factor;
diffuseColour = effectiveColour * this->diffuse * lightDotNormal;
reflectVector = -lightVector.reflect(normalVector);
reflectDotEye = reflectVector.dot(eyeVector);
if (reflectDotEye < 0)
{
specularColour = Colour(0, 0, 0);
}
else
{
double factor = pow(reflectDotEye, this->shininess);
specularColour = light.intensity * this->specular * factor;
}
}
}
finalColour = ambientColour + diffuseColour + specularColour;
return Colour(finalColour.x, finalColour.y, finalColour.z);

View File

@@ -94,7 +94,12 @@ Intersect World::intersect(Ray r)
Tuple World::shadeHit(Computation comps)
{
return comps.object->material.lighting(*this->lightList[0], comps.hitPoint, comps.eyeVector, comps.normalVector);
/* TODO: Add support for more than one light */
bool isThereAnObstacle = this->isShadowed(comps.overHitPoint);
return comps.object->material.lighting(*this->lightList[0], comps.overHitPoint, comps.eyeVector,
comps.normalVector, isThereAnObstacle);
}
Tuple World::colourAt(Ray r)
@@ -109,4 +114,23 @@ Tuple World::colourAt(Ray r)
{
return this->shadeHit(hit.prepareComputation(r));
}
}
}
bool World::isShadowed(Tuple point)
{
/* TODO: Add support for more than one light */
Tuple v = this->lightList[0]->position - point;
double distance = v.magnitude();
Tuple direction = v.normalise();
Ray r = Ray(point, direction);
Intersection h = this->intersect(r).hit();
if (!h.nothing() && (h.t < distance))
{
return true;
}
return false;
}

View File

@@ -50,4 +50,22 @@ TEST(CanvasTest, Save_a_PNG_file)
ASSERT_TRUE(c.SaveAsPNG("Save_a_PNG_file.png"));
}
TEST(CanvasTest, Create_a_canvas_from_another_using_reference)
{
Canvas c = Canvas(100, 100);
Canvas copy = Canvas(c);
ASSERT_EQ(c.width, copy.width);
}
TEST(CanvasTest, Create_a_canvas_from_another_using_pointer)
{
Canvas c = Canvas(100, 100);
Canvas copy = Canvas(&c);
ASSERT_EQ(c.width, copy.width);
}

View File

@@ -68,7 +68,7 @@ int main()
w.addLight(&light);
/* Set the camera */
Camera camera = Camera(1000, 500, M_PI / 3);
Camera camera = Camera(100, 50, M_PI / 3);
camera.setTransform(viewTransform(Point(0, 1.5, -5),
Point(0, 1, 0),
Vector(0, 1, 0)));

View File

@@ -9,9 +9,9 @@
#include <intersect.h>
#include <intersection.h>
#include <sphere.h>
#include <transformation.h>
#include <gtest/gtest.h>
TEST(IntersectTest, Creating_an_intersect_and_do_some_check)
{
Intersect i;
@@ -173,4 +173,20 @@ TEST(IntersectTest, The_hit_when_an_intersection_occurs_on_the_inside)
/* Normal vector would have been (0, 0, 1); but is inverted ! */
ASSERT_EQ(comps.normalVector, Vector(0, 0, -1));
}
TEST(IntersectTest, The_hit_should_offset_the_point)
{
Ray r = Ray(Point(0, 0, -5), Vector(0, 0, 1));
Sphere shape = Sphere();
shape.setTransform(translation(0, 0, 1));
Intersection i = Intersection(5, &shape);
Computation comps = i.prepareComputation(r);
/* Normal vector would have been (0, 0, 1); but is inverted ! */
ASSERT_LT(comps.overHitPoint.z, -getEpsilon() / 2);
ASSERT_GT(comps.hitPoint.z, comps.overHitPoint.z);
}

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@@ -86,5 +86,17 @@ TEST(MaterialTest, Lighting_with_the_light_behind_the_surface)
Colour result = m.lighting(light, position, eyev, normalv);
ASSERT_EQ(result, Colour(0.1, 0.1, 0.1));
}
TEST(MaterialTest, Lighting_with_the_surface_in_shadow)
{
Vector eyev = Vector(0, 0, -1);
Vector normalv = Vector(0, 0, -1);
Light light = Light(POINT_LIGHT, Point(0, 0, -10), Colour(1, 1, 1));
bool inShadow = true;
Colour result = m.lighting(light, position, eyev, normalv, inShadow);
ASSERT_EQ(result, Colour(0.1, 0.1, 0.1));
}

View File

@@ -111,4 +111,60 @@ TEST(WorldTest, The_colour_with_an_intersection_behind_the_ray)
Tuple c = w.colourAt(r);
ASSERT_EQ(c, inner->material.colour);
}
}
TEST(WorldTest, There_is_no_shadow_when_nothing_is_collinear_with_point_and_light)
{
World w = DefaultWorld();
Tuple p = Point(0, 10, 0);
ASSERT_FALSE(w.isShadowed(p));
}
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));
}
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));
}
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));
}
TEST(WorldTest, Shade_hit_is_given_an_intersection_in_shadow)
{
World w = World();
Light l = Light(POINT_LIGHT, Point(0, 0, -10), Colour(1, 1, 1));
w.addLight(&l);
Sphere s1 = Sphere();
w.addObject(&s1);
Sphere s2 = Sphere();
s2.setTransform(translation(0, 0, 10));
w.addObject(&s2);
Ray r = Ray(Point(0, 0, 5), Vector(0, 0, 1));
Intersection i = Intersection(4, &s2);
Computation comps = i.prepareComputation(r);
Tuple c = w.shadeHit(comps);
ASSERT_EQ(c, Colour(0.1, 0.1, 0.1));
};