3 Commits

Author SHA1 Message Date
Godzil
9d0db6a635 Added planes! 2020-02-21 00:26:48 +00:00
Godzil
66c1582a5f Shape is now an abstract class and can't be instanciated.
Change derived shape to only deal with local calculation they don't need anymore to deal with how they've been transformed.
2020-02-21 00:02:30 +00:00
Godzil
2a8fe61388 Working on adding test for the shape object. 2020-02-20 18:06:29 +00:00
16 changed files with 394 additions and 26 deletions

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@@ -28,4 +28,8 @@ From Chapter 07:
From Chapter 08: From Chapter 08:
![Chapter 8 rendering test](output/ch8_test.png) ![Chapter 8 rendering test](output/ch8_test.png)
From Chapter 09:
![Chapter 9 rendering test](output/ch9_test.png)

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22
source/include/plane.h Normal file
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@@ -0,0 +1,22 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Plane header
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#ifndef DORAYME_PLANE_H
#define DORAYME_PLANE_H
class Plane : public Shape
{
private:
Intersect localIntersect(Ray r);
Tuple localNormalAt(Tuple point);
public:
Plane() : Shape(SHAPE_PLANE) { };
};
#endif //DORAYME_PLANE_H

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@@ -21,6 +21,7 @@ enum ShapeType
{ {
SHAPE_NONE, SHAPE_NONE,
SHAPE_SPHERE, SHAPE_SPHERE,
SHAPE_PLANE,
}; };
/* Base class for all object that can be presented in the world */ /* Base class for all object that can be presented in the world */
@@ -29,6 +30,10 @@ class Shape
private: private:
ShapeType type; ShapeType type;
private:
virtual Intersect localIntersect(Ray r) = 0;
virtual Tuple localNormalAt(Tuple point) = 0;
public: public:
Matrix transformMatrix; Matrix transformMatrix;
Matrix inverseTransform; Matrix inverseTransform;
@@ -37,8 +42,8 @@ public:
public: public:
Shape(ShapeType = SHAPE_NONE); Shape(ShapeType = SHAPE_NONE);
virtual Intersect intersect(Ray r); Intersect intersect(Ray r);
virtual Tuple normalAt(Tuple point); Tuple normalAt(Tuple point);
void setTransform(Matrix transform); void setTransform(Matrix transform);
void setMaterial(Material material) { this->material = material; }; void setMaterial(Material material) { this->material = material; };

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@@ -15,11 +15,13 @@
class Sphere : public Shape class Sphere : public Shape
{ {
private:
Intersect localIntersect(Ray r);
Tuple localNormalAt(Tuple point);
public: public:
Sphere() : Shape(SHAPE_SPHERE) { }; Sphere() : Shape(SHAPE_SPHERE) { };
/* All sphere are at (0, 0, 0) and radius 1 in the object space */ /* All sphere are at (0, 0, 0) and radius 1 in the object space */
virtual Intersect intersect(Ray r);
virtual Tuple normalAt(Tuple point);
}; };
#endif /* DORAYME_SPHERE_H */ #endif /* DORAYME_SPHERE_H */

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@@ -0,0 +1,28 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Test shape header
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#ifndef DORAYME_TESTSHAPE_H
#define DORAYME_TESTSHAPE_H
#include <shape.h>
#include <ray.h>
#include <tuple.h>
class TestShape : public Shape
{
private:
Intersect localIntersect(Ray r);
Tuple localNormalAt(Tuple point);
public:
Ray localRay;
TestShape();
};
#endif //DORAYME_TESTSHAPE_H

36
source/shapes/plane.cpp Normal file
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@@ -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);
}

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@@ -22,12 +22,21 @@ Shape::Shape(ShapeType type)
Intersect Shape::intersect(Ray r) Intersect Shape::intersect(Ray r)
{ {
return Intersect(); return this->localIntersect(this->invTransform(r));
}; };
Tuple Shape::normalAt(Tuple point) 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) void Shape::setTransform(Matrix transform)

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@@ -13,17 +13,15 @@
#include <tuple.h> #include <tuple.h>
#include <intersect.h> #include <intersect.h>
Intersect Sphere::intersect(Ray r) Intersect Sphere::localIntersect(Ray r)
{ {
Intersect ret; Intersect ret;
double a, b, c, discriminant; 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 = r.direction.dot(r.direction);
b = 2 * r.direction.dot(sphere_to_ray);
a = transRay.direction.dot(transRay.direction);
b = 2 * transRay.direction.dot(sphere_to_ray);
c = sphere_to_ray.dot(sphere_to_ray) - 1; c = sphere_to_ray.dot(sphere_to_ray) - 1;
discriminant = b * b - 4 * a * c; discriminant = b * b - 4 * a * c;
@@ -37,14 +35,7 @@ Intersect Sphere::intersect(Ray r)
return ret; return ret;
} }
Tuple Sphere::normalAt(Tuple point) Tuple Sphere::localNormalAt(Tuple point)
{ {
Tuple object_point = this->inverseTransform * point; return (point - Point(0, 0, 0)).normalise();
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();
} }

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@@ -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);
}

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@@ -4,7 +4,8 @@ set(THREADS_PREFER_PTHREAD_FLAG ON)
find_package(Threads REQUIRED) 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 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) add_executable(testMyRays)
target_include_directories(testMyRays PUBLIC ${gtest_SOURCE_DIR}/include ${gtest_SOURCE_DIR}) 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_sources(ch7_test PRIVATE ch7_test.cpp)
target_link_libraries(ch7_test rayonnement) 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 Chapter05_Test COMMAND $<TARGET_FILE:ch5_test>)
add_test(NAME Chapter06_Test COMMAND $<TARGET_FILE:ch6_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>)

69
tests/ch9_test.cpp Normal file
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@@ -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;
}

71
tests/plane_test.cpp Normal file
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@@ -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);
}

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@@ -9,6 +9,7 @@
#include <ray.h> #include <ray.h>
#include <transformation.h> #include <transformation.h>
#include <shape.h> #include <shape.h>
#include <testshape.h>
#include <gtest/gtest.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)); Ray r = Ray(Point(1, 2, 3), Vector(0, 1, 0));
Matrix m = translation(3, 4, 5); Matrix m = translation(3, 4, 5);
Shape o = Shape(); TestShape o = TestShape();
o.setTransform(m); o.setTransform(m);
@@ -53,7 +54,7 @@ TEST(RayTest, Scaling_a_ray)
Ray r = Ray(Point(1, 2, 3), Vector(0, 1, 0)); Ray r = Ray(Point(1, 2, 3), Vector(0, 1, 0));
Matrix m = scaling(2, 3, 4); Matrix m = scaling(2, 3, 4);
Shape o = Shape(); TestShape o = TestShape();
o.setTransform(m); o.setTransform(m);

98
tests/shape_test.cpp Normal file
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@@ -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);
}