Compare commits
3 Commits
| Author | SHA1 | Date | |
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9d0db6a635 | ||
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66c1582a5f | ||
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2a8fe61388 |
@@ -28,4 +28,8 @@ From Chapter 07:
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From Chapter 08:
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From Chapter 09:
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BIN
output/ch8_test.png
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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 |
22
source/include/plane.h
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22
source/include/plane.h
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@@ -0,0 +1,22 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Plane 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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*/
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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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public:
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Plane() : Shape(SHAPE_PLANE) { };
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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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{
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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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/* 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:
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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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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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#endif /* DORAYME_SPHERE_H */
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28
source/include/testshape.h
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28
source/include/testshape.h
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@@ -0,0 +1,28 @@
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/*
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* 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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*/
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#ifndef DORAYME_TESTSHAPE_H
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#define DORAYME_TESTSHAPE_H
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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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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);
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public:
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Ray localRay;
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TestShape();
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};
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#endif //DORAYME_TESTSHAPE_H
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36
source/shapes/plane.cpp
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36
source/shapes/plane.cpp
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@@ -0,0 +1,36 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Plane implementation
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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 <tuple.h>
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#include <ray.h>
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#include <shape.h>
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#include <plane.h>
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#include <math_helper.h>
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Intersect Plane::localIntersect(Ray r)
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{
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double t;
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Intersect ret = Intersect();
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if (fabs(r.direction.y) < getEpsilon())
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{
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/* With a direction == 0, the ray can't intersect the plane */
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return ret;
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}
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t = -r.origin.y / r.direction.y;
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ret.add(Intersection(t, this));
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return ret;
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}
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Tuple Plane::localNormalAt(Tuple point)
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{
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return Vector(0, 1, 0);
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}
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@@ -22,12 +22,21 @@ Shape::Shape(ShapeType type)
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Intersect Shape::intersect(Ray r)
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{
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return Intersect();
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return this->localIntersect(this->invTransform(r));
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};
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Tuple Shape::normalAt(Tuple point)
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{
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return Vector(0, 0, 0);
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Tuple local_point = this->inverseTransform * point;
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Tuple local_normal = this->localNormalAt(local_point);
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Tuple world_normal = this->inverseTransform.transpose() * local_normal;
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/* W may get wrong, so hack it. This is perfectly normal as we are using a 4x4 matrix instead of a 3x3 */
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world_normal.w = 0;
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return world_normal.normalise();
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}
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void Shape::setTransform(Matrix transform)
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@@ -13,17 +13,15 @@
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#include <tuple.h>
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#include <intersect.h>
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Intersect Sphere::intersect(Ray r)
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Intersect Sphere::localIntersect(Ray r)
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{
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Intersect ret;
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double a, b, c, discriminant;
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Ray transRay = this->invTransform(r);
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Tuple sphere_to_ray = r.origin - Point(0, 0, 0);
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Tuple sphere_to_ray = transRay.origin - Point(0, 0, 0);
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a = transRay.direction.dot(transRay.direction);
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b = 2 * transRay.direction.dot(sphere_to_ray);
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a = r.direction.dot(r.direction);
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b = 2 * r.direction.dot(sphere_to_ray);
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c = sphere_to_ray.dot(sphere_to_ray) - 1;
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discriminant = b * b - 4 * a * c;
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@@ -37,14 +35,7 @@ Intersect Sphere::intersect(Ray r)
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return ret;
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}
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Tuple Sphere::normalAt(Tuple point)
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Tuple Sphere::localNormalAt(Tuple point)
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{
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Tuple object_point = this->inverseTransform * point;
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Tuple object_normal = (object_point - Point(0, 0, 0)).normalise();
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Tuple world_normal = this->inverseTransform.transpose() * object_normal;
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/* W may get wrong, so hack it. This is perfectly normal as we are using a 4x4 matrix instead of a 3x3 */
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world_normal.w = 0;
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return world_normal.normalise();
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return (point - Point(0, 0, 0)).normalise();
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}
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25
source/shapes/testshape.cpp
Normal file
25
source/shapes/testshape.cpp
Normal file
@@ -0,0 +1,25 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Test shape implementation
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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 <shape.h>
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#include <testshape.h>
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TestShape::TestShape() : localRay(Point(0, 0, 0), Vector(0, 0, 0))
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{
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}
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Intersect TestShape::localIntersect(Ray r)
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{
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this->localRay = r;
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return Intersect();
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}
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Tuple TestShape::localNormalAt(Tuple point)
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{
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return Vector(point.x, point.y, point.z);
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}
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@@ -4,7 +4,8 @@ set(THREADS_PREFER_PTHREAD_FLAG ON)
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find_package(Threads REQUIRED)
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set(TESTS_SRC tuple_test.cpp colour_test.cpp canvas_test.cpp matrix_test.cpp transformation_test.cpp ray_test.cpp
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intersect_test.cpp sphere_test.cpp light_test.cpp material_test.cpp world_test.cpp camera_test.cpp)
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intersect_test.cpp sphere_test.cpp light_test.cpp material_test.cpp world_test.cpp camera_test.cpp
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shape_test.cpp plane_test.cpp)
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add_executable(testMyRays)
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target_include_directories(testMyRays PUBLIC ${gtest_SOURCE_DIR}/include ${gtest_SOURCE_DIR})
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@@ -33,6 +34,12 @@ target_include_directories(ch6_test PUBLIC ../source/include)
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target_sources(ch7_test PRIVATE ch7_test.cpp)
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target_link_libraries(ch7_test rayonnement)
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add_executable(ch9_test)
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target_include_directories(ch6_test PUBLIC ../source/include)
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target_sources(ch9_test PRIVATE ch9_test.cpp)
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target_link_libraries(ch9_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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add_test(NAME Chapter07_Test COMMAND $<TARGET_FILE:ch7_test>)
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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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69
tests/ch9_test.cpp
Normal file
69
tests/ch9_test.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 chapter 5 "Put it together".
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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 <transformation.h>
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int main()
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{
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/* First we need to construct the world */
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Plane floor = Plane();
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floor.material.colour = Colour(1, 0.9, 0.9);
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floor.material.specular = 0;
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Sphere middle = Sphere();
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middle.setTransform(translation(-0.5, 1, 0.5));
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middle.material.colour = Colour(0.1, 1, 0.5);
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middle.material.diffuse = 0.7;
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middle.material.specular = 0.3;
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Sphere right = Sphere();
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right.setTransform(translation(1.5, 0.5, -0.5) * scaling(0.5, 0.5, 0.5));
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right.material.colour = Colour(0.5, 1, 0.1);
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right.material.diffuse = 0.7;
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right.material.specular = 0.3;
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Sphere left = Sphere();
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left.setTransform(translation(-1.5, 0.33, -0.75) * scaling(0.33, 0.33, 0.33));
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left.material.colour = Colour(1, 0.8, 0.1);
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left.material.diffuse = 0.7;
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left.material.specular = 0.3;
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World w = World();
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w.addObject(&floor);
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w.addObject(&middle);
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w.addObject(&left);
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w.addObject(&right);
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/* Add light */
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Light light = Light(POINT_LIGHT, Point(-10, 10, -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, 500, M_PI / 3);
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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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/* Now render it */
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Canvas image = camera.render(w);
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image.SaveAsPNG("ch9_test.png");
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return 0;
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}
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71
tests/plane_test.cpp
Normal file
71
tests/plane_test.cpp
Normal file
@@ -0,0 +1,71 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Plane unit tests
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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 <ray.h>
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#include <shape.h>
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#include <plane.h>
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#include <material.h>
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#include <transformation.h>
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#include <gtest/gtest.h>
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TEST(PlaneTest, The_normal_of_a_plane_is_constant_everywhere)
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{
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Plane p = Plane();
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Tuple n1 = p.normalAt(Point(0, 0, 0));
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Tuple n2 = p.normalAt(Point(10, 0, -10));
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Tuple n3 = p.normalAt(Point(-5, 0, 0150));
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ASSERT_EQ(n1, Vector(0, 1, 0));
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ASSERT_EQ(n2, Vector(0, 1, 0));
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ASSERT_EQ(n3, Vector(0, 1, 0));
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}
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TEST(PlaneTest, Intersect_with_a_ray_parallel_to_the_plane)
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{
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Plane p = Plane();
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Ray r = Ray(Point(0, 10, 0), Vector(0, 0, 1));
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Intersect xs = p.intersect(r);
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ASSERT_EQ(xs.count(), 0);
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}
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TEST(PlaneTest, Intersect_with_a_coplanar_ray)
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{
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Plane p = Plane();
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Ray r = Ray(Point(0, 0, 0), Vector(0, 0, 1));
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Intersect xs = p.intersect(r);
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ASSERT_EQ(xs.count(), 0);
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}
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TEST(PlaneTest, A_ray_intersecting_a_plane_from_above)
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{
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Plane p = Plane();
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Ray r = Ray(Point(0, 1, 0), Vector(0, -1, 0));
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|
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Intersect xs = p.intersect(r);
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ASSERT_EQ(xs.count(), 1);
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ASSERT_EQ(xs[0].t, 1);
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ASSERT_EQ(xs[0].object, &p);
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}
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TEST(PlaneTest, A_ray_intersecting_a_plane_from_below)
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{
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Plane p = Plane();
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Ray r = Ray(Point(0, -1, 0), Vector(0, 1, 0));
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|
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Intersect xs = p.intersect(r);
|
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|
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ASSERT_EQ(xs.count(), 1);
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ASSERT_EQ(xs[0].t, 1);
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ASSERT_EQ(xs[0].object, &p);
|
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}
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@@ -9,6 +9,7 @@
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#include <ray.h>
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#include <transformation.h>
|
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#include <shape.h>
|
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#include <testshape.h>
|
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#include <gtest/gtest.h>
|
||||
|
||||
|
||||
@@ -38,7 +39,7 @@ TEST(RayTest, Translating_a_ray)
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Ray r = Ray(Point(1, 2, 3), Vector(0, 1, 0));
|
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|
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Matrix m = translation(3, 4, 5);
|
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Shape o = Shape();
|
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TestShape o = TestShape();
|
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|
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o.setTransform(m);
|
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|
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@@ -53,7 +54,7 @@ TEST(RayTest, Scaling_a_ray)
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Ray r = Ray(Point(1, 2, 3), Vector(0, 1, 0));
|
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|
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Matrix m = scaling(2, 3, 4);
|
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Shape o = Shape();
|
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TestShape o = TestShape();
|
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|
||||
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>
|
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#include <matrix.h>
|
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#include <transformation.h>
|
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#include <gtest/gtest.h>
|
||||
|
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TEST(ShapeTest, The_default_transformation)
|
||||
{
|
||||
TestShape s = TestShape();
|
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ASSERT_EQ(s.transformMatrix, Matrix4().identity());
|
||||
}
|
||||
|
||||
TEST(ShapeTest, Assigning_a_transformation)
|
||||
{
|
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TestShape s = TestShape();
|
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|
||||
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);
|
||||
}
|
||||
Reference in New Issue
Block a user