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31
README.md
31
README.md
@@ -3,4 +3,33 @@
|
||||
DoRayMe
|
||||
=======
|
||||
|
||||
A Quick and dirty raytracer.
|
||||
A Quick and dirty raytracer.
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||||
|
||||
|
||||
This raytracer is made following the book "[The Ray Tracer Challenge](https://pragprog.com/book/jbtracer/the-ray-tracer-challenge)" by Jamis Buck.
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||||
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It is writen in C++ with no STL and use [LodePNG](https://github.com/lvandeve/lodepng) to output PNG file.
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||||
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Examples outputs
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----------------
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||||
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||||
From chapter 05:
|
||||
|
||||

|
||||
|
||||
From Chapter 06:
|
||||
|
||||

|
||||
|
||||
From Chapter 07:
|
||||
|
||||

|
||||
|
||||
From Chapter 08:
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|
||||

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||||
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From Chapter 09:
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2
external/coveralls-cmake
vendored
2
external/coveralls-cmake
vendored
Submodule external/coveralls-cmake updated: 01e3f08d60...b040bc02eb
BIN
output/ch5_test.png
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BIN
output/ch5_test.png
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After Width: | Height: | Size: 273 B |
BIN
output/ch6_test.png
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BIN
output/ch6_test.png
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After Width: | Height: | Size: 3.4 KiB |
BIN
output/ch7_test.png
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BIN
output/ch7_test.png
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|
After Width: | Height: | Size: 80 KiB |
BIN
output/ch8_test.png
Normal file
BIN
output/ch8_test.png
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After Width: | Height: | Size: 80 KiB |
BIN
output/ch9_test.png
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output/ch9_test.png
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|
After Width: | Height: | Size: 79 KiB |
@@ -16,11 +16,13 @@ class Shape;
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||||
|
||||
struct Computation
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||||
{
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Computation(Shape *object, double t, Tuple point, Tuple eyev, Tuple normalv, bool inside) :
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object(object), t(t), hitPoint(point), eyeVector(eyev), normalVector(normalv), inside(inside) { };
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||||
Computation(Shape *object, double t, Tuple point, Tuple eyev, Tuple normalv, Tuple overHitP, bool inside) :
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object(object), t(t), hitPoint(point), eyeVector(eyev), normalVector(normalv), inside(inside), overHitPoint(overHitP) { };
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||||
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||||
Shape *object;
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double t;
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Tuple hitPoint;
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Tuple overHitPoint;
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Tuple eyeVector;
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Tuple normalVector;
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||||
|
||||
|
||||
@@ -25,7 +25,7 @@ public:
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public:
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Material() : colour(Colour(1, 1, 1)), ambient(0.1), diffuse(0.9), specular(0.9), shininess(200) {};
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Colour lighting(Light light, Tuple point, Tuple eyeVector, Tuple normalVector);
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Colour lighting(Light light, Tuple point, Tuple eyeVector, Tuple normalVector, bool inShadow = false);
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||||
|
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bool operator==(const Material &b) const { return double_equal(this->ambient, b.ambient) &&
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double_equal(this->diffuse, b.diffuse) &&
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||||
@@ -13,6 +13,7 @@
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||||
#include <math.h>
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||||
|
||||
void set_equal_precision(double v);
|
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double getEpsilon();
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||||
bool double_equal(double a, double b);
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||||
|
||||
double deg_to_rad(double deg);
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||||
|
||||
22
source/include/plane.h
Normal file
22
source/include/plane.h
Normal file
@@ -0,0 +1,22 @@
|
||||
/*
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||||
* DoRayMe - a quick and dirty Raytracer
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* Plane header
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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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||||
#ifndef DORAYME_PLANE_H
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#define DORAYME_PLANE_H
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class Plane : public Shape
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||||
{
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||||
private:
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Intersect localIntersect(Ray r);
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||||
Tuple localNormalAt(Tuple point);
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||||
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public:
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Plane() : Shape(SHAPE_PLANE) { };
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||||
};
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||||
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||||
#endif //DORAYME_PLANE_H
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||||
@@ -21,6 +21,7 @@ enum ShapeType
|
||||
{
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SHAPE_NONE,
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SHAPE_SPHERE,
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||||
SHAPE_PLANE,
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||||
};
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||||
|
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/* Base class for all object that can be presented in the world */
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||||
@@ -29,6 +30,10 @@ class Shape
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||||
private:
|
||||
ShapeType type;
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||||
|
||||
private:
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||||
virtual Intersect localIntersect(Ray r) = 0;
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||||
virtual Tuple localNormalAt(Tuple point) = 0;
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||||
|
||||
public:
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||||
Matrix transformMatrix;
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||||
Matrix inverseTransform;
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||||
@@ -37,8 +42,8 @@ public:
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||||
public:
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||||
Shape(ShapeType = SHAPE_NONE);
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||||
|
||||
virtual Intersect intersect(Ray r);
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||||
virtual Tuple normalAt(Tuple point);
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Intersect intersect(Ray r);
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Tuple normalAt(Tuple point);
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void setTransform(Matrix transform);
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void setMaterial(Material material) { this->material = material; };
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@@ -15,11 +15,13 @@
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class Sphere : public Shape
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{
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private:
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Intersect localIntersect(Ray r);
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Tuple localNormalAt(Tuple point);
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||||
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public:
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||||
Sphere() : Shape(SHAPE_SPHERE) { };
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||||
/* All sphere are at (0, 0, 0) and radius 1 in the object space */
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virtual Intersect intersect(Ray r);
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virtual Tuple normalAt(Tuple point);
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||||
};
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||||
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||||
#endif /* DORAYME_SPHERE_H */
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||||
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28
source/include/testshape.h
Normal file
28
source/include/testshape.h
Normal file
@@ -0,0 +1,28 @@
|
||||
/*
|
||||
* DoRayMe - a quick and dirty Raytracer
|
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* Test shape header
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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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||||
#ifndef DORAYME_TESTSHAPE_H
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#define DORAYME_TESTSHAPE_H
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||||
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||||
#include <shape.h>
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||||
#include <ray.h>
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||||
#include <tuple.h>
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||||
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||||
class TestShape : public Shape
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||||
{
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||||
private:
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||||
Intersect localIntersect(Ray r);
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||||
Tuple localNormalAt(Tuple point);
|
||||
|
||||
public:
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||||
Ray localRay;
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||||
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||||
TestShape();
|
||||
};
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||||
|
||||
#endif //DORAYME_TESTSHAPE_H
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||||
@@ -43,6 +43,7 @@ public:
|
||||
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||||
Tuple shadeHit(Computation comps);;
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||||
Tuple colourAt(Ray r);
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||||
bool isShadowed(Tuple point);
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||||
|
||||
Intersect intersect(Ray r);
|
||||
|
||||
|
||||
@@ -22,11 +22,13 @@ Computation Intersection::prepareComputation(Ray r)
|
||||
normalV = -normalV;
|
||||
}
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||||
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||||
Tuple overHitP = hitP + normalV * getEpsilon();
|
||||
|
||||
return Computation(this->object,
|
||||
this->t,
|
||||
hitP,
|
||||
eyeV,
|
||||
normalV,
|
||||
overHitP,
|
||||
inside);
|
||||
}
|
||||
@@ -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;
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||||
|
||||
@@ -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
|
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|
||||
ambientColour = effectiveColour * this->ambient;
|
||||
|
||||
lightDotNormal = lightVector.dot(normalVector);
|
||||
|
||||
if (lightDotNormal < 0)
|
||||
if (!inShadow)
|
||||
{
|
||||
diffuseColour = Colour(0, 0, 0);
|
||||
specularColour = Colour(0, 0, 0);
|
||||
}
|
||||
else
|
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{
|
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diffuseColour = effectiveColour * this->diffuse * lightDotNormal;
|
||||
reflectVector = -lightVector.reflect(normalVector);
|
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lightDotNormal = lightVector.dot(normalVector);
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|
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reflectDotEye = reflectVector.dot(eyeVector);
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||||
|
||||
if (reflectDotEye < 0)
|
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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);
|
||||
|
||||
36
source/shapes/plane.cpp
Normal file
36
source/shapes/plane.cpp
Normal file
@@ -0,0 +1,36 @@
|
||||
/*
|
||||
* DoRayMe - a quick and dirty Raytracer
|
||||
* Plane implementation
|
||||
*
|
||||
* Created by Manoël Trapier
|
||||
* Copyright (c) 2020 986-Studio.
|
||||
*
|
||||
*/
|
||||
#include <tuple.h>
|
||||
#include <ray.h>
|
||||
#include <shape.h>
|
||||
#include <plane.h>
|
||||
#include <math_helper.h>
|
||||
|
||||
Intersect Plane::localIntersect(Ray r)
|
||||
{
|
||||
double t;
|
||||
Intersect ret = Intersect();
|
||||
|
||||
if (fabs(r.direction.y) < getEpsilon())
|
||||
{
|
||||
/* With a direction == 0, the ray can't intersect the plane */
|
||||
return ret;
|
||||
}
|
||||
|
||||
t = -r.origin.y / r.direction.y;
|
||||
|
||||
ret.add(Intersection(t, this));
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
Tuple Plane::localNormalAt(Tuple point)
|
||||
{
|
||||
return Vector(0, 1, 0);
|
||||
}
|
||||
@@ -22,12 +22,21 @@ Shape::Shape(ShapeType type)
|
||||
|
||||
Intersect Shape::intersect(Ray r)
|
||||
{
|
||||
return Intersect();
|
||||
return this->localIntersect(this->invTransform(r));
|
||||
};
|
||||
|
||||
Tuple Shape::normalAt(Tuple point)
|
||||
{
|
||||
return Vector(0, 0, 0);
|
||||
Tuple local_point = this->inverseTransform * point;
|
||||
|
||||
Tuple local_normal = this->localNormalAt(local_point);
|
||||
|
||||
Tuple world_normal = this->inverseTransform.transpose() * local_normal;
|
||||
|
||||
/* W may get wrong, so hack it. This is perfectly normal as we are using a 4x4 matrix instead of a 3x3 */
|
||||
world_normal.w = 0;
|
||||
|
||||
return world_normal.normalise();
|
||||
}
|
||||
|
||||
void Shape::setTransform(Matrix transform)
|
||||
|
||||
@@ -13,17 +13,15 @@
|
||||
#include <tuple.h>
|
||||
#include <intersect.h>
|
||||
|
||||
Intersect Sphere::intersect(Ray r)
|
||||
Intersect Sphere::localIntersect(Ray r)
|
||||
{
|
||||
Intersect ret;
|
||||
double a, b, c, discriminant;
|
||||
|
||||
Ray transRay = this->invTransform(r);
|
||||
Tuple sphere_to_ray = r.origin - Point(0, 0, 0);
|
||||
|
||||
Tuple sphere_to_ray = transRay.origin - Point(0, 0, 0);
|
||||
|
||||
a = transRay.direction.dot(transRay.direction);
|
||||
b = 2 * transRay.direction.dot(sphere_to_ray);
|
||||
a = r.direction.dot(r.direction);
|
||||
b = 2 * r.direction.dot(sphere_to_ray);
|
||||
c = sphere_to_ray.dot(sphere_to_ray) - 1;
|
||||
|
||||
discriminant = b * b - 4 * a * c;
|
||||
@@ -37,14 +35,7 @@ Intersect Sphere::intersect(Ray r)
|
||||
return ret;
|
||||
}
|
||||
|
||||
Tuple Sphere::normalAt(Tuple point)
|
||||
Tuple Sphere::localNormalAt(Tuple point)
|
||||
{
|
||||
Tuple object_point = this->inverseTransform * point;
|
||||
Tuple object_normal = (object_point - Point(0, 0, 0)).normalise();
|
||||
Tuple world_normal = this->inverseTransform.transpose() * object_normal;
|
||||
|
||||
/* W may get wrong, so hack it. This is perfectly normal as we are using a 4x4 matrix instead of a 3x3 */
|
||||
world_normal.w = 0;
|
||||
|
||||
return world_normal.normalise();
|
||||
return (point - Point(0, 0, 0)).normalise();
|
||||
}
|
||||
25
source/shapes/testshape.cpp
Normal file
25
source/shapes/testshape.cpp
Normal file
@@ -0,0 +1,25 @@
|
||||
/*
|
||||
* DoRayMe - a quick and dirty Raytracer
|
||||
* Test shape implementation
|
||||
*
|
||||
* Created by Manoël Trapier
|
||||
* Copyright (c) 2020 986-Studio.
|
||||
*
|
||||
*/
|
||||
#include <shape.h>
|
||||
#include <testshape.h>
|
||||
|
||||
TestShape::TestShape() : localRay(Point(0, 0, 0), Vector(0, 0, 0))
|
||||
{
|
||||
}
|
||||
|
||||
Intersect TestShape::localIntersect(Ray r)
|
||||
{
|
||||
this->localRay = r;
|
||||
return Intersect();
|
||||
}
|
||||
|
||||
Tuple TestShape::localNormalAt(Tuple point)
|
||||
{
|
||||
return Vector(point.x, point.y, point.z);
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
@@ -4,7 +4,8 @@ set(THREADS_PREFER_PTHREAD_FLAG ON)
|
||||
find_package(Threads REQUIRED)
|
||||
|
||||
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 light_test.cpp material_test.cpp world_test.cpp camera_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)
|
||||
|
||||
add_executable(testMyRays)
|
||||
target_include_directories(testMyRays PUBLIC ${gtest_SOURCE_DIR}/include ${gtest_SOURCE_DIR})
|
||||
@@ -33,6 +34,12 @@ target_include_directories(ch6_test PUBLIC ../source/include)
|
||||
target_sources(ch7_test PRIVATE ch7_test.cpp)
|
||||
target_link_libraries(ch7_test rayonnement)
|
||||
|
||||
add_executable(ch9_test)
|
||||
target_include_directories(ch6_test PUBLIC ../source/include)
|
||||
target_sources(ch9_test PRIVATE ch9_test.cpp)
|
||||
target_link_libraries(ch9_test rayonnement)
|
||||
|
||||
add_test(NAME Chapter05_Test COMMAND $<TARGET_FILE:ch5_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>)
|
||||
add_test(NAME Chapter09_Test COMMAND $<TARGET_FILE:ch9_test>)
|
||||
@@ -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);
|
||||
}
|
||||
@@ -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)));
|
||||
|
||||
69
tests/ch9_test.cpp
Normal file
69
tests/ch9_test.cpp
Normal file
@@ -0,0 +1,69 @@
|
||||
/*
|
||||
* DoRayMe - a quick and dirty Raytracer
|
||||
* Render test for chapter 5 "Put it together".
|
||||
*
|
||||
* Created by Manoël Trapier
|
||||
* Copyright (c) 2020 986-Studio.
|
||||
*
|
||||
*/
|
||||
#include <world.h>
|
||||
#include <light.h>
|
||||
#include <sphere.h>
|
||||
#include <plane.h>
|
||||
#include <material.h>
|
||||
#include <colour.h>
|
||||
#include <canvas.h>
|
||||
#include <camera.h>
|
||||
#include <transformation.h>
|
||||
|
||||
int main()
|
||||
{
|
||||
/* First we need to construct the world */
|
||||
Plane floor = Plane();
|
||||
floor.material.colour = Colour(1, 0.9, 0.9);
|
||||
floor.material.specular = 0;
|
||||
|
||||
Sphere middle = Sphere();
|
||||
middle.setTransform(translation(-0.5, 1, 0.5));
|
||||
middle.material.colour = Colour(0.1, 1, 0.5);
|
||||
middle.material.diffuse = 0.7;
|
||||
middle.material.specular = 0.3;
|
||||
|
||||
Sphere right = Sphere();
|
||||
right.setTransform(translation(1.5, 0.5, -0.5) * scaling(0.5, 0.5, 0.5));
|
||||
right.material.colour = Colour(0.5, 1, 0.1);
|
||||
right.material.diffuse = 0.7;
|
||||
right.material.specular = 0.3;
|
||||
|
||||
Sphere left = Sphere();
|
||||
left.setTransform(translation(-1.5, 0.33, -0.75) * scaling(0.33, 0.33, 0.33));
|
||||
left.material.colour = Colour(1, 0.8, 0.1);
|
||||
left.material.diffuse = 0.7;
|
||||
left.material.specular = 0.3;
|
||||
|
||||
World w = World();
|
||||
|
||||
w.addObject(&floor);
|
||||
w.addObject(&middle);
|
||||
w.addObject(&left);
|
||||
w.addObject(&right);
|
||||
|
||||
/* Add light */
|
||||
Light light = Light(POINT_LIGHT, Point(-10, 10, -10), Colour(1, 1, 1));
|
||||
|
||||
w.addLight(&light);
|
||||
|
||||
/* Set the camera */
|
||||
Camera camera = Camera(1000, 500, M_PI / 3);
|
||||
camera.setTransform(viewTransform(Point(0, 1.5, -5),
|
||||
Point(0, 1, 0),
|
||||
Vector(0, 1, 0)));
|
||||
|
||||
/* Now render it */
|
||||
Canvas image = camera.render(w);
|
||||
|
||||
image.SaveAsPNG("ch9_test.png");
|
||||
|
||||
|
||||
return 0;
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
@@ -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));
|
||||
}
|
||||
71
tests/plane_test.cpp
Normal file
71
tests/plane_test.cpp
Normal file
@@ -0,0 +1,71 @@
|
||||
/*
|
||||
* DoRayMe - a quick and dirty Raytracer
|
||||
* Plane unit tests
|
||||
*
|
||||
* Created by Manoël Trapier
|
||||
* Copyright (c) 2020 986-Studio.
|
||||
*
|
||||
*/
|
||||
|
||||
#include <ray.h>
|
||||
#include <shape.h>
|
||||
#include <plane.h>
|
||||
#include <material.h>
|
||||
#include <transformation.h>
|
||||
#include <gtest/gtest.h>
|
||||
|
||||
TEST(PlaneTest, The_normal_of_a_plane_is_constant_everywhere)
|
||||
{
|
||||
Plane p = Plane();
|
||||
Tuple n1 = p.normalAt(Point(0, 0, 0));
|
||||
Tuple n2 = p.normalAt(Point(10, 0, -10));
|
||||
Tuple n3 = p.normalAt(Point(-5, 0, 0150));
|
||||
|
||||
ASSERT_EQ(n1, Vector(0, 1, 0));
|
||||
ASSERT_EQ(n2, Vector(0, 1, 0));
|
||||
ASSERT_EQ(n3, Vector(0, 1, 0));
|
||||
}
|
||||
|
||||
TEST(PlaneTest, Intersect_with_a_ray_parallel_to_the_plane)
|
||||
{
|
||||
Plane p = Plane();
|
||||
Ray r = Ray(Point(0, 10, 0), Vector(0, 0, 1));
|
||||
|
||||
Intersect xs = p.intersect(r);
|
||||
|
||||
ASSERT_EQ(xs.count(), 0);
|
||||
}
|
||||
|
||||
TEST(PlaneTest, Intersect_with_a_coplanar_ray)
|
||||
{
|
||||
Plane p = Plane();
|
||||
Ray r = Ray(Point(0, 0, 0), Vector(0, 0, 1));
|
||||
|
||||
Intersect xs = p.intersect(r);
|
||||
|
||||
ASSERT_EQ(xs.count(), 0);
|
||||
}
|
||||
|
||||
TEST(PlaneTest, A_ray_intersecting_a_plane_from_above)
|
||||
{
|
||||
Plane p = Plane();
|
||||
Ray r = Ray(Point(0, 1, 0), Vector(0, -1, 0));
|
||||
|
||||
Intersect xs = p.intersect(r);
|
||||
|
||||
ASSERT_EQ(xs.count(), 1);
|
||||
ASSERT_EQ(xs[0].t, 1);
|
||||
ASSERT_EQ(xs[0].object, &p);
|
||||
}
|
||||
|
||||
TEST(PlaneTest, A_ray_intersecting_a_plane_from_below)
|
||||
{
|
||||
Plane p = Plane();
|
||||
Ray r = Ray(Point(0, -1, 0), Vector(0, 1, 0));
|
||||
|
||||
Intersect xs = p.intersect(r);
|
||||
|
||||
ASSERT_EQ(xs.count(), 1);
|
||||
ASSERT_EQ(xs[0].t, 1);
|
||||
ASSERT_EQ(xs[0].object, &p);
|
||||
}
|
||||
@@ -9,6 +9,7 @@
|
||||
#include <ray.h>
|
||||
#include <transformation.h>
|
||||
#include <shape.h>
|
||||
#include <testshape.h>
|
||||
#include <gtest/gtest.h>
|
||||
|
||||
|
||||
@@ -38,7 +39,7 @@ TEST(RayTest, Translating_a_ray)
|
||||
Ray r = Ray(Point(1, 2, 3), Vector(0, 1, 0));
|
||||
|
||||
Matrix m = translation(3, 4, 5);
|
||||
Shape o = Shape();
|
||||
TestShape o = TestShape();
|
||||
|
||||
o.setTransform(m);
|
||||
|
||||
@@ -53,7 +54,7 @@ TEST(RayTest, Scaling_a_ray)
|
||||
Ray r = Ray(Point(1, 2, 3), Vector(0, 1, 0));
|
||||
|
||||
Matrix m = scaling(2, 3, 4);
|
||||
Shape o = Shape();
|
||||
TestShape o = TestShape();
|
||||
|
||||
o.setTransform(m);
|
||||
|
||||
|
||||
98
tests/shape_test.cpp
Normal file
98
tests/shape_test.cpp
Normal file
@@ -0,0 +1,98 @@
|
||||
/*
|
||||
* DoRayMe - a quick and dirty Raytracer
|
||||
* Shape unit tests
|
||||
*
|
||||
* Created by Manoël Trapier
|
||||
* Copyright (c) 2020 986-Studio.
|
||||
*
|
||||
*/
|
||||
#include <shape.h>
|
||||
#include <testshape.h>
|
||||
#include <matrix.h>
|
||||
#include <transformation.h>
|
||||
#include <gtest/gtest.h>
|
||||
|
||||
TEST(ShapeTest, The_default_transformation)
|
||||
{
|
||||
TestShape s = TestShape();
|
||||
ASSERT_EQ(s.transformMatrix, Matrix4().identity());
|
||||
}
|
||||
|
||||
TEST(ShapeTest, Assigning_a_transformation)
|
||||
{
|
||||
TestShape s = TestShape();
|
||||
|
||||
s.setTransform(translation(2, 3, 4));
|
||||
|
||||
ASSERT_EQ(s.transformMatrix, translation(2, 3, 4));
|
||||
}
|
||||
|
||||
TEST(ShapeTest, The_default_material)
|
||||
{
|
||||
TestShape s = TestShape();
|
||||
|
||||
ASSERT_EQ(s.material, Material());
|
||||
}
|
||||
|
||||
TEST(ShapeTest, Assigning_a_material)
|
||||
{
|
||||
TestShape s = TestShape();
|
||||
Material m = Material();
|
||||
m.ambient = 1;
|
||||
|
||||
s.material = m;
|
||||
|
||||
ASSERT_EQ(s.material, m);
|
||||
}
|
||||
|
||||
TEST(ShapeTest, Intersecting_a_scaled_shape_with_a_ray)
|
||||
{
|
||||
Ray r = Ray(Point(0, 0, -5), Vector(0, 0, 1));
|
||||
TestShape s = TestShape();
|
||||
|
||||
s.setTransform(scaling(2, 2, 2));
|
||||
Intersect xs = s.intersect(r);
|
||||
|
||||
ASSERT_EQ(s.localRay.origin, Point(0, 0, -2.5));
|
||||
ASSERT_EQ(s.localRay.direction, Vector(0, 0, 0.5));
|
||||
}
|
||||
|
||||
TEST(ShapeTest, Intersecting_a_translated_shape_with_a_ray)
|
||||
{
|
||||
Ray r = Ray(Point(0, 0, -5), Vector(0, 0, 1));
|
||||
TestShape s = TestShape();
|
||||
|
||||
s.setTransform(translation(5, 0, 0));
|
||||
Intersect xs = s.intersect(r);
|
||||
|
||||
ASSERT_EQ(s.localRay.origin, Point(-5, 0, -5));
|
||||
ASSERT_EQ(s.localRay.direction, Vector(0, 0, 1));
|
||||
}
|
||||
|
||||
TEST(ShapeTest, Computing_the_normal_on_a_translated_shape)
|
||||
{
|
||||
TestShape s = TestShape();
|
||||
s.setTransform(translation(0, 1, 0));
|
||||
Tuple n = s.normalAt(Point(0, 1.70711, -0.70711));
|
||||
|
||||
/* Temporary lower the precision */
|
||||
set_equal_precision(0.00001);
|
||||
|
||||
ASSERT_EQ(n, Vector(0, 0.70711, -0.70711));
|
||||
|
||||
set_equal_precision(FLT_EPSILON);
|
||||
}
|
||||
|
||||
TEST(ShapeTest, Computing_the_normal_on_a_tranformed_shape)
|
||||
{
|
||||
TestShape s = TestShape();
|
||||
s.setTransform(scaling(1, 0.5, 1) * rotationZ(M_PI / 5));
|
||||
Tuple n = s.normalAt(Point(0, sqrt(2)/2, -sqrt(2)/2));
|
||||
|
||||
/* Temporary lower the precision */
|
||||
set_equal_precision(0.00001);
|
||||
|
||||
ASSERT_EQ(n, Vector(0, 0.97014, -0.24254));
|
||||
|
||||
set_equal_precision(FLT_EPSILON);
|
||||
}
|
||||
@@ -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));
|
||||
};
|
||||
Reference in New Issue
Block a user