9 Commits

Author SHA1 Message Date
Godzil
51a6bbebb9 Refraction is fully there, with magic fresnel! 2020-02-22 01:27:48 +00:00
Godzil
e45dbad59e Added some proper test scenes for chapter 11. 2020-02-22 00:50:55 +00:00
Godzil
3db0aaaeac Refraction seems to work. Still need to do a nice scene. 2020-02-21 22:50:12 +00:00
Godzil
df52cb36db Working on refraction & transparency.
Lots of work left to do!
2020-02-21 18:59:14 +00:00
Godzil
89dd74fa7c Finally! We have reflections! 2020-02-21 17:39:45 +00:00
Godzil
7337ae4837 Finally! We have reflections! 2020-02-21 17:21:06 +00:00
Godzil
9fffb68026 Remove nanogui dependencies for now. If the need of a gui come, will add back but for now it just add unnecessary checkout time 2020-02-21 12:08:54 +00:00
Godzil
7687581e83 Finishing touch for patterns! 2020-02-21 12:05:30 +00:00
Godzil
75cf59cc1a Adding support for pattern.
Still a bit more work to be done there.
2020-02-21 09:36:34 +00:00
38 changed files with 1617 additions and 43 deletions

3
.gitmodules vendored
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@@ -1,9 +1,6 @@
[submodule "external/googletest"]
path = external/googletest
url = https://github.com/google/googletest.git
[submodule "external/nanogui"]
path = external/nanogui
url = https://github.com/Godzil/nanogui.git
[submodule "external/glfw"]
path = external/glfw
url = https://github.com/glfw/glfw.git

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@@ -32,4 +32,16 @@ From Chapter 08:
From Chapter 09:
![Chapter 9 rendering test](output/ch9_test.png)
![Chapter 9 rendering test](output/ch9_test.png)
From Chapter 10:
![Chapter 10 rendering test](output/ch10_test.png)
From Chapter 11:
![Chapter 11 reflections rendering test](output/ch11_reflection.png)
![Chapter 11 refraction rendering test](output/ch11_refraction.png)
![Chapter 11 rendering test](output/ch11_test.png)

1
external/nanogui vendored

Submodule external/nanogui deleted from 16bc6b1d3a

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@@ -3,12 +3,12 @@
# First most is build as a library
add_library(rayonnement STATIC)
file(GLOB RAY_HEADERS ${CMAKE_CURRENT_SOURCE_DIR}/include/*.h)
file(GLOB RAY_HEADERS ${CMAKE_CURRENT_SOURCE_DIR}/include/*.h ${CMAKE_CURRENT_SOURCE_DIR}/pattern/*.h)
file(GLOB RAY_SOURCES ${CMAKE_CURRENT_SOURCE_DIR}/*.cpp ${CMAKE_CURRENT_SOURCE_DIR}/shapes/*.cpp
${CMAKE_CURRENT_SOURCE_DIR}/worldbuilder/*.cpp)
target_include_directories(rayonnement PUBLIC include)
target_include_directories(rayonnement PUBLIC include pattern)
target_sources(rayonnement PRIVATE ${RAY_HEADERS} ${RAY_SOURCES})
target_link_libraries(rayonnement LodePNG)

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@@ -55,7 +55,7 @@ Ray Camera::rayForPixel(uint32_t pixelX, uint32_t pixelY)
return Ray(origin, direction);
}
Canvas Camera::render(World world)
Canvas Camera::render(World world, uint32_t depth)
{
uint32_t x, y;
Canvas image = Canvas(this->horizontalSize, this->verticalSize);
@@ -65,7 +65,7 @@ Canvas Camera::render(World world)
for(x = 0; x < this->horizontalSize; x++)
{
Ray r = this->rayForPixel(x, y);
Tuple colour = world.colourAt(r);
Tuple colour = world.colourAt(r, depth);
image.putPixel(x, y, colour);
}
}

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@@ -32,7 +32,7 @@ public:
Camera(uint32_t hsize, uint32_t vsize, double fov);
void setTransform(Matrix transform);
Ray rayForPixel(uint32_t pixelX, uint32_t pixelY);
Canvas render(World w);
Canvas render(World w, uint32_t depth = 5);
};
#endif /* DORAYME_CAMERA_H */

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@@ -13,18 +13,53 @@
#include <ray.h>
class Shape;
class Intersect;
struct Computation
{
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) { };
Computation(Shape *object, double t, Tuple point, Tuple eyev, Tuple normalv, Tuple overHitP,
bool inside, Tuple reflectV = Vector(0, 0, 0), double n1 = 1.0, double n2 = 1.0,
Tuple underHitP = Point(0, 0, 0)) :
object(object), t(t), hitPoint(point), eyeVector(eyev), normalVector(normalv), inside(inside),
overHitPoint(overHitP), underHitPoint(underHitP), reflectVector(reflectV), n1(n1), n2(n2) { };
double schlick()
{
/* Find the cos of the angle betzeen the eye and normal vector */
double cos = this->eyeVector.dot(this->normalVector);
double r0;
/* Total internal reflection can only occur when n1 > n2 */
if (this->n1 > this->n2)
{
double n, sin2_t;
n = this->n1 / this->n2;
sin2_t = (n * n) * (1.0 - (cos * cos));
if (sin2_t > 1.0)
{
return 1.0;
}
/* Compute the cos of theta */
cos = sqrt(1.0 - sin2_t);
}
r0 = ((this->n1 - this->n2) / (this->n1 + this->n2));
r0 = r0 * r0;
return r0 + (1 - r0) * ((1 - cos)*(1 - cos)*(1 - cos)*(1 - cos)*(1 - cos));
};
Shape *object;
double t;
Tuple hitPoint;
Tuple overHitPoint;
Tuple underHitPoint;
Tuple eyeVector;
Tuple normalVector;
Tuple reflectVector;
double n1;
double n2;
bool inside;
};
@@ -39,7 +74,7 @@ public:
Intersection(double t, Shape *object) : t(t), object(object) { };
bool nothing() { return (this->object == nullptr); };
Computation prepareComputation(Ray r);
Computation prepareComputation(Ray r, Intersect *xs = nullptr);
bool operator==(const Intersection &b) const { return ((this->t == b.t) && (this->object == b.object)); };
};

112
source/include/list.h Normal file
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@@ -0,0 +1,112 @@
/*
* DoRayMe - a quick and dirty Raytracer
* List header
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#ifndef DORAYME_LIST_H
#define DORAYME_LIST_H
#include <shape.h>
struct ChainList
{
Shape *shape;
ChainList *next;
};
class List
{
private:
ChainList *head;
ChainList *tail;
uint32_t count;
public:
List() : head(nullptr), tail(nullptr), count(0) { };
~List()
{
ChainList *p = this->head;
if (p == nullptr) { return; }
/* clear up the list */
}
Shape *last()
{
ChainList *p = this->tail;
if (p == nullptr) { return nullptr; }
return p->shape;
}
void remove(Shape *s)
{
ChainList *p = this->head;
if (p == nullptr) { return; }
if ((p->next == nullptr) && (p->shape == s))
{
/* First element */
this->tail = nullptr;
free(this->head);
this->head = nullptr;
this->count = 0;
return;
}
while(p->next != nullptr)
{
if (p->next->shape == s)
{
ChainList *found = p->next;
p->next = p->next->next;
free(found);
if (p->next == NULL) { this->tail = p; }
this->count --;
return;
}
p = p->next;
}
}
void append(Shape *s)
{
ChainList *theNew = (ChainList *)calloc(1, sizeof(ChainList));
theNew->shape = s;
ChainList *p = this->tail;
this->tail = theNew;
if (p != nullptr) { p->next = theNew; }
else { this->head = theNew; } /* If the tail is empty, it mean the list IS empty. */
this->count ++;
}
bool isEmpty()
{
return (this->count == 0);
}
bool doesInclude(Shape *s)
{
ChainList *p = this->head;
while(p != nullptr)
{
if (p->shape == s) { return true; }
p = p->next;
}
return false;
}
};
#endif //DORAYME_LIST_H

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@@ -11,8 +11,11 @@
#include <tuple.h>
#include <colour.h>
#include <pattern.h>
#include <light.h>
class Shape;
class Material
{
public:
@@ -21,11 +24,17 @@ public:
double diffuse;
double specular;
double shininess;
double reflective;
double transparency;
double refractiveIndex;
Pattern *pattern;
public:
Material() : colour(Colour(1, 1, 1)), ambient(0.1), diffuse(0.9), specular(0.9), shininess(200) {};
Material() : colour(Colour(1, 1, 1)), ambient(0.1), diffuse(0.9), specular(0.9), shininess(200),
reflective(0.0), transparency(0.0), refractiveIndex(1.0), pattern(nullptr) {};
Colour lighting(Light light, Tuple point, Tuple eyeVector, Tuple normalVector, bool inShadow = false);
Colour lighting(Light light, Tuple point, Tuple eyeVector, Tuple normalVector, Shape *hitObject, bool inShadow = false);
bool operator==(const Material &b) const { return double_equal(this->ambient, b.ambient) &&
double_equal(this->diffuse, b.diffuse) &&
@@ -34,4 +43,5 @@ public:
(this->colour == b.colour); };
};
#endif /* DORAYME_MATERIAL_H */

36
source/include/pattern.h Normal file
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@@ -0,0 +1,36 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Pattern header
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#ifndef DORAYME_PATTERN_H
#define DORAYME_PATTERN_H
#include <colour.h>
#include <tuple.h>
#include <matrix.h>
class Shape;
class Pattern
{
public:
Colour a;
Colour b;
Matrix transformMatrix;
Matrix inverseTransform;
public:
Pattern(Colour a, Colour b);
virtual Colour patternAt(Tuple point) = 0;
void setTransform(Matrix transform);
Colour patternAtObject(Shape *object, Tuple point);
};
#endif /* DORAYME_PATTERN_H */

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@@ -24,4 +24,11 @@ public:
/* All sphere are at (0, 0, 0) and radius 1 in the object space */
};
/* Mostly for test purposes */
class GlassSphere : public Sphere
{
public:
GlassSphere() : Sphere() { this->material.transparency = 1.0; this->material.refractiveIndex = 1.5; };
};
#endif /* DORAYME_SPHERE_H */

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@@ -40,11 +40,15 @@ public:
bool objectIsIn(Shape &s);
Shape *getObject(int i) { return this->objectList[i]; };
Light *getLight(int i) { return this->lightList[i]; };
Tuple shadeHit(Computation comps);;
Tuple colourAt(Ray r);
Tuple shadeHit(Computation comps, uint32_t depthCount = 4);
Tuple colourAt(Ray r, uint32_t depthCount = 4);
bool isShadowed(Tuple point);
Colour reflectColour(Computation comps, uint32_t depthCount = 4);
Colour refractedColour(Computation comps, uint32_t depthCount = 4);
Intersect intersect(Ray r);
};

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@@ -8,9 +8,13 @@
*/
#include <intersection.h>
#include <shape.h>
#include <list.h>
Computation Intersection::prepareComputation(Ray r)
Computation Intersection::prepareComputation(Ray r, Intersect *xs)
{
double n1 = 1.0;
double n2 = 1.0;
Tuple hitP = r.position(this->t);
Tuple normalV = this->object->normalAt(hitP);
Tuple eyeV = -r.direction;
@@ -23,6 +27,46 @@ Computation Intersection::prepareComputation(Ray r)
}
Tuple overHitP = hitP + normalV * getEpsilon();
Tuple underHitP = hitP - normalV * getEpsilon();
Tuple reflectV = r.direction.reflect(normalV);
if (xs != nullptr)
{
List containers;
int j, k;
for(j = 0; j < xs->count(); j++)
{
Intersection i = (*xs)[j];
if (*this == i)
{
if (!containers.isEmpty())
{
n1 = containers.last()->material.refractiveIndex;
}
}
if (containers.doesInclude(i.object))
{
containers.remove(i.object);
}
else
{
containers.append(i.object);
}
if (*this == i)
{
if (!containers.isEmpty())
{
n2 = containers.last()->material.refractiveIndex;
}
/* End the loop */
break;
}
}
}
return Computation(this->object,
this->t,
@@ -30,5 +74,9 @@ Computation Intersection::prepareComputation(Ray r)
eyeV,
normalV,
overHitP,
inside);
inside,
reflectV,
n1,
n2,
underHitP);
}

31
source/pattern.cpp Normal file
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@@ -0,0 +1,31 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Pattern implementation
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#include <pattern.h>
#include <shape.h>
Pattern::Pattern(Colour a, Colour b): a(a), b(b)
{
this->transformMatrix = Matrix4().identity();
this->inverseTransform = this->transformMatrix.inverse();
};
Colour Pattern::patternAtObject(Shape *object, Tuple worldPoint)
{
Tuple objectPoint = object->inverseTransform * worldPoint;
Tuple patternPoint = this->inverseTransform * objectPoint;
return this->patternAt(patternPoint);
}
void Pattern::setTransform(Matrix transform)
{
this->transformMatrix = transform;
this->inverseTransform = transform.inverse();
}

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@@ -0,0 +1,25 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Checkers Pattern header
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#ifndef DORAYME_CHECKERSPATTERN_H
#define DORAYME_CHECKERSPATTERN_H
class CheckersPattern : public Pattern
{
public:
CheckersPattern(Colour a, Colour b) : Pattern(a, b) { };
Colour patternAt(Tuple point)
{
double value = floor(point.x) + floor(point.y) + floor(point.z);
return (fmod(value, 2) == 0)?this->a:this->b;
}
};
#endif /* DORAYME_CHECKERSPATTERN_H */

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@@ -0,0 +1,30 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Gradient Pattern header
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#ifndef DORAYME_GRADIENTPATTERN_H
#define DORAYME_GRADIENTPATTERN_H
#include <pattern.h>
class GradientPattern : public Pattern
{
public:
GradientPattern(Colour a, Colour b) : Pattern(a, b) { };
Colour patternAt(Tuple point)
{
Tuple distance = this->b - this->a;
double fraction = point.x - floor(point.x);
Tuple ret = this->a + distance * fraction;
return Colour(ret.x, ret.y, ret.z);
}
};
#endif /* DORAYME_GRADIENTPATTERN_H */

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@@ -0,0 +1,30 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Ring Pattern header
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#ifndef DORAYME_RINGSUPPORT_H
#define DORAYME_RINGSUPPORT_H
#include <pattern.h>
class RingPattern : public Pattern
{
public:
RingPattern(Colour a, Colour b) : Pattern(a, b) { };
Colour patternAt(Tuple point)
{
double squared = (point.x * point.x) + (point.z * point.z);
double value = floor(sqrt(squared));
return (fmod(value, 2) == 0)?this->a:this->b;
}
};
#endif /* DORAYME_RINGSUPPORT_H */

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@@ -0,0 +1,32 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Strip Pattern header
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#ifndef DORAYME_STRIPPATTERN_H
#define DORAYME_STRIPPATTERN_H
#include <pattern.h>
#include <stdio.h>
class StripPattern : public Pattern
{
public:
StripPattern(Colour a, Colour b) : Pattern(a, b) { };
Colour patternAt(Tuple point)
{
if (fmod(floor(point.x), 2) == 0)
{
return this->a;
}
return this->b;
}
};
#endif /* DORAYME_STRIPPATTERN_H */

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@@ -0,0 +1,27 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Strip Pattern header
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#ifndef DORAYME_TESTPATTERN_H
#define DORAYME_TESTPATTERN_H
#include <pattern.h>
#include <stdio.h>
class TestPattern : public Pattern
{
public:
TestPattern() : Pattern(Colour(0, 0, 0), Colour(1, 1, 1)) { };
Colour patternAt(Tuple point)
{
return Colour(point.x, point.y, point.z);
}
};
#endif /* DORAYME_TESTPATTERN_H */

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@@ -9,13 +9,21 @@
#include <tuple.h>
#include <material.h>
#include <colour.h>
#include <shape.h>
Colour Material::lighting(Light light, Tuple point, Tuple eyeVector, Tuple normalVector, bool inShadow)
Colour Material::lighting(Light light, Tuple point, Tuple eyeVector, Tuple normalVector, Shape *hitObject, bool inShadow)
{
Colour pointColor = this->colour;
if (this->pattern != nullptr)
{
pointColor = this->pattern->patternAtObject(hitObject, point);
}
Tuple lightVector = (light.position - point).normalise();
Tuple reflectVector = Tuple(0, 0, 0, 0);
Tuple effectiveColour = this->colour * light.intensity;
Tuple effectiveColour = pointColor * light.intensity;
Tuple ambientColour = Colour(0, 0, 0);
Tuple diffuseColour = Colour(0, 0, 0);
Tuple specularColour = Colour(0, 0, 0);

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@@ -92,19 +92,33 @@ Intersect World::intersect(Ray r)
return ret;
}
Tuple World::shadeHit(Computation comps)
Tuple World::shadeHit(Computation comps, uint32_t depthCount)
{
/* 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 surface = comps.object->material.lighting(*this->lightList[0], comps.overHitPoint, comps.eyeVector,
comps.normalVector, comps.object, isThereAnObstacle);
Tuple reflected = this->reflectColour(comps, depthCount);
Tuple refracted = this->refractedColour(comps, depthCount);
if ((comps.object->material.reflective > 0) && (comps.object->material.transparency > 0))
{
double reflectance = comps.schlick();
return surface + reflected * reflectance + refracted * (1 - reflectance);
}
return surface + reflected + refracted;
}
Tuple World::colourAt(Ray r)
Tuple World::colourAt(Ray r, uint32_t depthCount)
{
Intersection hit = this->intersect(r).hit();
Intersect allHits = this->intersect(r);
Intersection hit = allHits.hit();
if (hit.nothing())
{
@@ -112,7 +126,7 @@ Tuple World::colourAt(Ray r)
}
else
{
return this->shadeHit(hit.prepareComputation(r));
return this->shadeHit(hit.prepareComputation(r, &allHits), depthCount);
}
}
@@ -134,3 +148,40 @@ bool World::isShadowed(Tuple point)
return false;
}
Colour World::reflectColour(Computation comps, uint32_t depthCount)
{
if ((depthCount == 0) || (comps.object->material.reflective == 0))
{
return Colour(0, 0, 0);
}
/* So it is reflective, even just a bit. Let'sr reflect the ray! */
Ray reflectedRay = Ray(comps.overHitPoint, comps.reflectVector);
Tuple hitColour = this->colourAt(reflectedRay, depthCount - 1);
hitColour = hitColour * comps.object->material.reflective;
return Colour(hitColour.x, hitColour.y, hitColour.z);
}
Colour World::refractedColour(Computation comps, uint32_t depthCount)
{
double nRatio = comps.n1 / comps.n2;
double cos_i = comps.eyeVector.dot(comps.normalVector);
double sin2_t = (nRatio*nRatio) * (1 - cos_i * cos_i);
if ((sin2_t > 1 ) || (depthCount == 0) || (comps.object->material.transparency == 0))
{
return Colour(0, 0, 0);
}
double cos_t = sqrt(1.0 - sin2_t);
Tuple direction = comps.normalVector * (nRatio * cos_i - cos_t) - comps.eyeVector * nRatio;
Ray refractedRay = Ray(comps.underHitPoint, direction);
Tuple hitColour = this->colourAt(refractedRay, depthCount - 1) * comps.object->material.transparency;
return Colour(hitColour.x, hitColour.y, hitColour.z);
}

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@@ -5,7 +5,7 @@ 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
shape_test.cpp plane_test.cpp)
shape_test.cpp plane_test.cpp pattern_test.cpp)
add_executable(testMyRays)
target_include_directories(testMyRays PUBLIC ${gtest_SOURCE_DIR}/include ${gtest_SOURCE_DIR})
@@ -30,16 +30,40 @@ target_sources(ch6_test PRIVATE ch6_test.cpp)
target_link_libraries(ch6_test rayonnement)
add_executable(ch7_test)
target_include_directories(ch6_test PUBLIC ../source/include)
target_include_directories(ch7_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_include_directories(ch9_test PUBLIC ../source/include)
target_sources(ch9_test PRIVATE ch9_test.cpp)
target_link_libraries(ch9_test rayonnement)
add_executable(ch10_test)
target_include_directories(ch10_test PUBLIC ../source/include)
target_sources(ch10_test PRIVATE ch10_test.cpp)
target_link_libraries(ch10_test rayonnement)
add_executable(ch11_reflection)
target_include_directories(ch11_reflection PUBLIC ../source/include)
target_sources(ch11_reflection PRIVATE ch11_reflection.cpp)
target_link_libraries(ch11_reflection rayonnement)
add_executable(ch11_refraction)
target_include_directories(ch11_refraction PUBLIC ../source/include)
target_sources(ch11_refraction PRIVATE ch11_refraction.cpp)
target_link_libraries(ch11_refraction rayonnement)
add_executable(ch11_test)
target_include_directories(ch11_test PUBLIC ../source/include)
target_sources(ch11_test PRIVATE ch11_test.cpp)
target_link_libraries(ch11_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 Chapter09_Test COMMAND $<TARGET_FILE:ch9_test>)
add_test(NAME Chapter09_Test COMMAND $<TARGET_FILE:ch9_test>)
add_test(NAME Chapter10_Test COMMAND $<TARGET_FILE:ch10_test>)
add_test(NAME Chapter11_Reflection COMMAND $<TARGET_FILE:ch11_reflection>)
add_test(NAME Chapter11_Refraction COMMAND $<TARGET_FILE:ch11_refraction>)
add_test(NAME Chapter11_Test COMMAND $<TARGET_FILE:ch11_test>)

94
tests/ch10_test.cpp Normal file
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@@ -0,0 +1,94 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Render test for chapter 10
*
* 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 <pattern.h>
#include <strippattern.h>
#include <gradientpattern.h>
#include <checkerspattern.h>
#include <ringpattern.h>
#include <transformation.h>
int main()
{
/* First we need to construct the world */
Plane floor = Plane();
floor.material.specular = 0;
floor.material.pattern = new RingPattern(Colour(1, 0.9, 0.9), Colour(1, 0.2, 0.2));
Plane wall = Plane();
wall.material.specular = 0;
wall.material.pattern = new StripPattern(Colour(1, 0.9, 0.9), Colour(1, 0.2, 0.2));
wall.material.pattern->setTransform(translation(0, 0, 1) * rotationY(M_PI/4));
wall.setTransform(translation(0, 0, 5) * rotationX(M_PI/2));
Sphere middle = Sphere();
middle.setTransform(translation(-0.7, 1, 0.6));
middle.material.diffuse = 0.7;
middle.material.specular = 0.3;
middle.material.pattern = new StripPattern(Colour(0.1, 1, 0.5), Colour(0, 0.2, 0.2));
middle.material.pattern->setTransform((rotationZ(M_PI/4) * rotationY(M_PI/5) * scaling(0.2, 0.2, 0.2)));
Sphere right = Sphere();
right.setTransform(translation(1.5, 0.5, -0.5) * scaling(0.5, 0.5, 0.5));
right.material.diffuse = 0.7;
right.material.specular = 0.3;
right.material.pattern = new StripPattern(Colour(0.5, 1, 0.1), Colour(0, 0, 0));
right.material.pattern->setTransform((scaling(0.1, 0.1, 0.1)));
Sphere left = Sphere();
left.setTransform(translation(-1.5, 0.33, -0.75) * scaling(0.33, 0.33, 0.33));
left.material.diffuse = 0.7;
left.material.specular = 0.3;
left.material.pattern = new GradientPattern(Colour(1, 0.8, 0.1), Colour(0.1, 0.1, 1));
left.material.pattern->setTransform(translation(1.5, 0, 0) * scaling(2.1, 2, 2) * rotationY(-M_PI/4));
Sphere fourth = Sphere();
fourth.setTransform(translation(.5, 0.25, 0.4) * scaling(0.3, 0.3, 0.3));
fourth.material.diffuse = 0.7;
fourth.material.specular = 0.3;
fourth.material.pattern = new CheckersPattern(Colour(0.1, 0.8, 0.1), Colour(0.8, 1, 0.8));
fourth.material.pattern->setTransform( scaling(0.2, 0.2, 0.2));
World w = World();
w.addObject(&floor);
w.addObject(&wall);
w.addObject(&middle);
w.addObject(&left);
w.addObject(&right);
w.addObject(&fourth);
/* Add light */
Light light = Light(POINT_LIGHT, Point(-10, 10, -10), Colour(1, 1, 1));
w.addLight(&light);
/* Set the camera */
Camera camera = Camera(1920, 1080, 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("ch10_test.png");
return 0;
}

117
tests/ch11_reflection.cpp Normal file
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@@ -0,0 +1,117 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Render test for reflection in chapter 11.
*
* 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 <pattern.h>
#include <strippattern.h>
#include <gradientpattern.h>
#include <checkerspattern.h>
#include <ringpattern.h>
#include <transformation.h>
int main()
{
/* First we need to construct the world */
Plane floor = Plane();
floor.material.specular = 0;
floor.material.pattern = new RingPattern(Colour(1, 0.9, 0.9), Colour(1, 0.2, 0.2));
floor.material.reflective = 0.1;
Plane wall = Plane();
wall.material.specular = 0;
wall.material.pattern = new StripPattern(Colour(1, 0.9, 0.9), Colour(1, 0.2, 0.2));
wall.material.pattern->setTransform(translation(0, 0, 1) * rotationY(M_PI/4));
wall.setTransform(translation(0, 0, 5) * rotationX(M_PI/2));
Sphere middle = Sphere();
middle.setTransform(translation(-0.7, 1, 0.6));
middle.material.diffuse = 0.7;
middle.material.specular = 0.3;
middle.material.pattern = new StripPattern(Colour(0.1, 1, 0.5), Colour(0, 0.2, 0.2));
middle.material.pattern->setTransform((rotationZ(M_PI/4) * rotationY(M_PI/5) * scaling(0.2, 0.2, 0.2)));
Sphere right = Sphere();
right.setTransform(translation(1.5, 0.5, -0.5) * scaling(0.5, 0.5, 0.5));
right.material.diffuse = 0.7;
right.material.specular = 0.3;
right.material.pattern = new StripPattern(Colour(0.5, 1, 0.1), Colour(0, 0, 0));
right.material.pattern->setTransform((scaling(0.1, 0.1, 0.1)));
right.material.reflective = 0.1;
Sphere left = Sphere();
left.setTransform(translation(-1.5, 0.33, -0.75) * scaling(0.33, 0.33, 0.33));
left.material.diffuse = 0.7;
left.material.specular = 0.3;
left.material.pattern = new GradientPattern(Colour(1, 0.8, 0.1), Colour(0.1, 0.1, 1));
left.material.pattern->setTransform(translation(1.5, 0, 0) * scaling(2.1, 2, 2) * rotationY(-M_PI/4));
Sphere fourth = Sphere();
fourth.setTransform(translation(.5, 0.25, 0.4) * scaling(0.3, 0.3, 0.3));
fourth.material.diffuse = 0.7;
fourth.material.specular = 0.3;
fourth.material.pattern = new CheckersPattern(Colour(0.1, 0.8, 0.1), Colour(0.8, 1, 0.8));
fourth.material.pattern->setTransform( scaling(0.2, 0.2, 0.2));
fourth.material.reflective = 0.4;
World w = World();
w.addObject(&floor);
w.addObject(&wall);
w.addObject(&middle);
w.addObject(&left);
w.addObject(&right);
w.addObject(&fourth);
/* Add some more reflective spheres */
Sphere ref1 = Sphere();
ref1.setTransform(translation(1, 1, .4) * scaling(0.2, 0.2, 0.2));
ref1.material.reflective = 1;
ref1.material.colour = Colour(0.3, 0.7, 0.6);
w.addObject(&ref1);
Sphere ref2 = Sphere();
ref2.setTransform(translation(1.5, 2, -.8) * scaling(0.2, 0.2, 0.2));
ref2.material.reflective = 1;
ref2.material.specular = 0.5;
ref2.material.colour = Colour(0.3, 0.3, 0.3);
w.addObject(&ref2);
Sphere ref3 = Sphere();
ref3.setTransform(translation(-2, 1.678, .4) * scaling(0.4, 0.4, 0.4));
ref3.material.reflective = 1;
ref3.material.specular = 0.5;
w.addObject(&ref3);
/* Add light */
Light light = Light(POINT_LIGHT, Point(-10, 10, -10), Colour(1, 1, 1));
w.addLight(&light);
/* Set the camera */
Camera camera = Camera(100, 50, 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("ch11_reflection.png");
return 0;
}

71
tests/ch11_refraction.cpp Normal file
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@@ -0,0 +1,71 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Render test for reflection in chapter 11.
*
* 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 <pattern.h>
#include <strippattern.h>
#include <gradientpattern.h>
#include <checkerspattern.h>
#include <ringpattern.h>
#include <transformation.h>
int main()
{
World w = World();
/* First we need to construct the world */
Plane floor = Plane();
floor.material.pattern = new CheckersPattern(Colour(1, 1, 1), Colour(0, 0, 0));
floor.setTransform(translation(0, -10, 0));
w.addObject(&floor);
Sphere glassBall = Sphere();
glassBall.material.shininess = 300;
glassBall.material.transparency = 1;
glassBall.material.reflective = 1;
glassBall.material.refractiveIndex = 1.52;
glassBall.material.diffuse = 0.1;
w.addObject(&glassBall);
Sphere airBall = Sphere();
airBall.setTransform(scaling(0.5, 0.5, 0.5));
airBall.material.shininess = 300;
airBall.material.transparency = 1;
airBall.material.reflective = 1;
airBall.material.refractiveIndex = 1.0009;
airBall.material.diffuse = 0.1;
w.addObject(&airBall);
/* Add light */
Light light = Light(POINT_LIGHT, Point(20, 10, 0), Colour(0.7, 0.7, 0.7));
w.addLight(&light);
/* Set the camera */
Camera camera = Camera(100, 100, M_PI / 3);
camera.setTransform(viewTransform(Point(0, 2.5, 0),
Point(0, 0, 0),
Vector(1, 0, 0)));
/* Now render it */
Canvas image = camera.render(w);
image.SaveAsPNG("ch11_refraction.png");
return 0;
}

160
tests/ch11_test.cpp Normal file
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@@ -0,0 +1,160 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Render test for reflection in chapter 11.
*
* 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 <pattern.h>
#include <strippattern.h>
#include <gradientpattern.h>
#include <checkerspattern.h>
#include <ringpattern.h>
#include <transformation.h>
int main()
{
World w = World();
Material wallMaterial = Material();
wallMaterial.pattern = new StripPattern(Colour(0.45, 0.45, 0.45), Colour(0.55, 0.55, 0.55));
wallMaterial.pattern->setTransform( scaling(0.25, 0.25, 0.25) * rotationY(1.5708));
wallMaterial.ambient = 0;
wallMaterial.diffuse = 0.4;
wallMaterial.specular = 0;
wallMaterial.reflective = 0.3;
/* ----------------------------- */
/* The flood */
Plane floor = Plane();
floor.setTransform(rotationY(0.31415));
floor.material.pattern = new CheckersPattern(Colour(0.35, 0.35, 0.35), Colour(0.65, 0.65, 0.65));
floor.material.specular = 0;
floor.material.reflective = 0.4;
w.addObject(&floor);
/* the ceiling */
Plane ceiling = Plane();
ceiling.setTransform(translation(0, 5, 0));
ceiling.material.colour = Colour(0.8, 0.8, 0.8);
ceiling.material.ambient = 0.3;
ceiling.material.specular = 0;
w.addObject(&ceiling);
/* West wall */
Plane westWall = Plane();
westWall.setTransform( translation(-5, 0, 0) * rotationZ(1.5708) * rotationY(1.5708));
westWall.setMaterial(wallMaterial);
w.addObject(&westWall);
/* east wall */
Plane eastWall = Plane();
eastWall.setTransform( translation(5, 0, 0) * rotationZ(1.5708) * rotationY(1.5708));
eastWall.setMaterial(wallMaterial);
w.addObject(&eastWall);
/* north wall */
Plane northWall = Plane();
northWall.setTransform( translation(0, 0, 5) * rotationX(1.5708));
northWall.setMaterial(wallMaterial);
w.addObject(&northWall);
/* south wall */
Plane southWall = Plane();
southWall.setTransform( translation(0, 0, -5) * rotationX(1.5708));
southWall.setMaterial(wallMaterial);
w.addObject(&southWall);
/* ----------------------------- */
/* Background balls */
Sphere bg1 = Sphere();
bg1.setTransform(translation(4.6, 0.4, 1) * scaling(0.4, 0.4, 0.4));
bg1.material.colour = Colour(0.8, 0.5, 0.3);
bg1.material.shininess = 50;
w.addObject(&bg1);
Sphere bg2 = Sphere();
bg2.setTransform(translation(4.7, 0.3, 0.4) * scaling(0.3, 0.3, 0.3));
bg2.material.colour = Colour(0.9, 0.4, 0.5);
bg2.material.shininess = 50;
w.addObject(&bg2);
Sphere bg3 = Sphere();
bg3.setTransform(translation(-1, 0.5, 4.5) * scaling(0.5, 0.5, 0.5));
bg3.material.colour = Colour(0.4, 0.9, 0.6);
bg3.material.shininess = 50;
w.addObject(&bg3);
Sphere bg4 = Sphere();
bg4.setTransform(translation(-1.7, 0.3, 4.7) * scaling(0.3, 0.3, 0.3));
bg4.material.colour = Colour(0.4, 0.6, 0.9);
bg4.material.shininess = 50;
w.addObject(&bg4);
/* Forground balls */
/* Red sphere */
Sphere redBall = Sphere();
redBall.setTransform(translation(-0.6, 1, 0.6));
redBall.material.colour = Colour(1, 0.3, 0.2);
redBall.material.shininess = 5;
redBall.material.specular = 0.4;
w.addObject(&redBall);
/* blue glass ball */
Sphere blueGlassBall = Sphere();
blueGlassBall.setTransform(translation(0.6, 0.7, -0.6) * scaling(0.7, 0.7, 0.7));
blueGlassBall.material.colour = Colour(0, 0, 0.2);
blueGlassBall.material.ambient = 0;
blueGlassBall.material.diffuse = 0.4;
blueGlassBall.material.specular = 0.9;
blueGlassBall.material.shininess = 300;
blueGlassBall.material.transparency = 0.9;
blueGlassBall.material.refractiveIndex = 1.5;
w.addObject(&blueGlassBall);
/* green glass ball */
Sphere greenGlassBall = Sphere();
greenGlassBall.setTransform(translation(-0.7, 0.5, -0.8) * scaling(0.5, 0.5, 0.5));
greenGlassBall.material.colour = Colour(0, 0.2, 0);
greenGlassBall.material.ambient = 0;
greenGlassBall.material.diffuse = 0.4;
greenGlassBall.material.specular = 0.9;
greenGlassBall.material.shininess = 300;
greenGlassBall.material.transparency = 0.9;
greenGlassBall.material.refractiveIndex = 1.5;
w.addObject(&greenGlassBall);
/* ----------------------------- */
/* Add light */
Light light = Light(POINT_LIGHT, Point(-4.9, 4.9, -1), Colour(1, 1, 1));
w.addLight(&light);
/* Set the camera */
Camera camera = Camera(400, 100, 1.152);
camera.setTransform(viewTransform(Point(-2.6, 1.5, -3.9),
Point(-0.6, 1, -0.8),
Vector(0, 1, 0)));
/* Now render it */
Canvas image = camera.render(w);
image.SaveAsPNG("ch11_test.png");
return 0;
}

View File

@@ -1,6 +1,6 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Render test for chapter 5 "Put it together".
* Render test for chapter 6 "Put it together".
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
@@ -45,7 +45,7 @@ int main()
Tuple hitPoint = r.position(hit.t);
Tuple hitNormalVector = hit.object->normalAt(hitPoint);
Tuple eye = -r.direction;
Colour pixelColour = hit.object->material.lighting(light, hitPoint, eye, hitNormalVector);
Colour pixelColour = hit.object->material.lighting(light, hitPoint, eye, hitNormalVector, hit.object);
c.putPixel(x, y, pixelColour);
}

View File

@@ -1,6 +1,6 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Render test for chapter 5 "Put it together".
* Render test for chapter 7 "Put it together".
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.

View File

@@ -1,6 +1,6 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Render test for chapter 5 "Put it together".
* Render test for chapter 9.
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
@@ -54,7 +54,7 @@ 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

@@ -9,6 +9,7 @@
#include <intersect.h>
#include <intersection.h>
#include <sphere.h>
#include <plane.h>
#include <transformation.h>
#include <gtest/gtest.h>
@@ -189,4 +190,116 @@ TEST(IntersectTest, The_hit_should_offset_the_point)
ASSERT_LT(comps.overHitPoint.z, -getEpsilon() / 2);
ASSERT_GT(comps.hitPoint.z, comps.overHitPoint.z);
}
TEST(IntersectTest, Precomputing_the_reflection_vector)
{
Plane s = Plane();
Ray r = Ray(Point(0, 1, -1), Vector(0, -sqrt(2) / 2, sqrt(2) / 2));
Intersection i = Intersection(sqrt(2), &s);
Computation comps = i.prepareComputation(r);
ASSERT_EQ(comps.reflectVector, Vector(0, sqrt(2) / 2, sqrt(2) / 2));
}
TEST(IntersectTest, Finding_n1_and_n2_at_various_intersections)
{
int i;
double n1_res[6] = { 1.0, 1.5, 2.0, 2.5, 2.5, 1.5 };
double n2_res[6] = { 1.5, 2.0, 2.5, 2.5, 1.5, 1.0 };
GlassSphere A = GlassSphere();
A.setTransform(scaling(2, 2, 2));
A.material.refractiveIndex = 1.5;
GlassSphere B = GlassSphere();
B.setTransform(translation(0, 0, -0.25));
B.material.refractiveIndex = 2.0;
GlassSphere C = GlassSphere();
C.setTransform(translation(0, 0, 0.25));
C.material.refractiveIndex = 2.5;
Ray r = Ray(Point(0, 0, -4), Vector(0, 0, 1));
Intersect xs = Intersect();
xs.add(Intersection(2.0, &A));
xs.add(Intersection(2.75, &B));
xs.add(Intersection(3.25, &C));
xs.add(Intersection(4.75, &B));
xs.add(Intersection(5.25, &C));
xs.add(Intersection(6, &A));
for(i = 0; i < xs.count(); i++)
{
Intersection inter = xs[i];
Computation comps = inter.prepareComputation(r, &xs);
ASSERT_EQ(comps.n1, n1_res[i]);
ASSERT_EQ(comps.n2, n2_res[i]);
}
}
TEST(IntersectTest, The_under_point_is_offset_below_the_surface)
{
Ray r = Ray(Point(0, 0, -5), Vector(0, 0, 1));
GlassSphere shape = GlassSphere();
shape.setTransform(translation(0, 0, 1));
Intersection i = Intersection(5, &shape);
Intersect xs = Intersect();
xs.add(i);
Computation comps = i.prepareComputation(r, &xs);
ASSERT_TRUE(double_equal(comps.underHitPoint.z, getEpsilon() / 2));
ASSERT_LT(comps.hitPoint.z, comps.underHitPoint.z);
}
TEST(IntersectTest, The_Schlick_approximation_under_total_internal_reflection)
{
GlassSphere shape = GlassSphere();
Ray r = Ray(Point(0, 0, sqrt(2)/2), Vector(0, 1, 0));
Intersect xs = Intersect();
xs.add(Intersection(-sqrt(2)/2, &shape));
xs.add(Intersection(sqrt(2)/2, &shape));
Computation comps = xs[1].prepareComputation(r, &xs);
double reflectance = comps.schlick();
ASSERT_EQ(reflectance, 1.0);
}
TEST(IntersectTest, The_Schlick_approximation_with_a_perpendicular_viewing_angle)
{
GlassSphere shape = GlassSphere();
Ray r = Ray(Point(0, 0, 0), Vector(0, 1, 0));
Intersect xs = Intersect();
xs.add(Intersection(-1, &shape));
xs.add(Intersection(1, &shape));
Computation comps = xs[1].prepareComputation(r, &xs);
double reflectance = comps.schlick();
ASSERT_TRUE(double_equal(reflectance, 0.04));
}
TEST(IntersectTest, The_Schlick_approximation_with_small_angle_and_n2_gt_n1)
{
GlassSphere shape = GlassSphere();
Ray r = Ray(Point(0, 0.99, -2), Vector(0, 0, 1));
Intersect xs = Intersect();
xs.add(Intersection(1.8589, &shape));
Computation comps = xs[0].prepareComputation(r, &xs);
double reflectance = comps.schlick();
/* Temporary lower the precision */
set_equal_precision(0.00001);
ASSERT_TRUE(double_equal(reflectance, 0.48873));
set_equal_precision(FLT_EPSILON);
}

View File

@@ -9,6 +9,7 @@
#include <material.h>
#include <math.h>
#include <colour.h>
#include <testshape.h>
#include <gtest/gtest.h>
TEST(MaterialTest, The_default_material)
@@ -28,33 +29,36 @@ static Point position = Point(0, 0, 0);
TEST(MaterialTest, Lighting_with_the_eye_between_the_light_and_the_surface)
{
TestShape t = TestShape();
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));
Colour result = m.lighting(light, position, eyev, normalv);
Colour result = m.lighting(light, position, eyev, normalv, &t);
ASSERT_EQ(result, Colour(1.9, 1.9, 1.9));
}
TEST(MaterialTest, Lighting_with_the_eye_between_the_light_and_the_surface_eye_offset_by_45)
{
TestShape t = TestShape();
Vector eyev = Vector(0, -sqrt(2)/2, -sqrt(2)/2);
Vector normalv = Vector(0, 0, -1);
Light light = Light(POINT_LIGHT, Point(0, 0, -10), Colour(1, 1, 1));
Colour result = m.lighting(light, position, eyev, normalv);
Colour result = m.lighting(light, position, eyev, normalv, &t);
ASSERT_EQ(result, Colour(1.0, 1.0, 1.0));
}
TEST(MaterialTest, Lighting_with_the_eye_opposite_surface_light_offset_45)
{
TestShape t = TestShape();
Vector eyev = Vector(0, 0, -1);
Vector normalv = Vector(0, 0, -1);
Light light = Light(POINT_LIGHT, Point(0, 10, -10), Colour(1, 1, 1));
Colour result = m.lighting(light, position, eyev, normalv);
Colour result = m.lighting(light, position, eyev, normalv, &t);
set_equal_precision(0.0001);
@@ -65,11 +69,12 @@ TEST(MaterialTest, Lighting_with_the_eye_opposite_surface_light_offset_45)
TEST(MaterialTest, Lighting_with_the_eye_in_the_path_of_the_reflection_vector)
{
TestShape t = TestShape();
Vector eyev = Vector(0, -sqrt(2)/2, -sqrt(2)/2);
Vector normalv = Vector(0, 0, -1);
Light light = Light(POINT_LIGHT, Point(0, 10, -10), Colour(1, 1, 1));
Colour result = m.lighting(light, position, eyev, normalv);
Colour result = m.lighting(light, position, eyev, normalv, &t);
set_equal_precision(0.0001);
@@ -80,23 +85,40 @@ TEST(MaterialTest, Lighting_with_the_eye_in_the_path_of_the_reflection_vector)
TEST(MaterialTest, Lighting_with_the_light_behind_the_surface)
{
TestShape t = TestShape();
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));
Colour result = m.lighting(light, position, eyev, normalv);
Colour result = m.lighting(light, position, eyev, normalv, &t);
ASSERT_EQ(result, Colour(0.1, 0.1, 0.1));
}
TEST(MaterialTest, Lighting_with_the_surface_in_shadow)
{
TestShape t = TestShape();
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);
Colour result = m.lighting(light, position, eyev, normalv, &t, inShadow);
ASSERT_EQ(result, Colour(0.1, 0.1, 0.1));
}
TEST(MaterialTest, Reflectivity_for_the_default_material)
{
Material m = Material();
ASSERT_EQ(m.reflective, 0);
}
TEST(MaterialTest, Transparency_and_refractive_index_for_the_default_material)
{
Material m = Material();
ASSERT_EQ(m.transparency, 0.0);
ASSERT_EQ(m.refractiveIndex, 1.0);
}

211
tests/pattern_test.cpp Normal file
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@@ -0,0 +1,211 @@
/*
* DoRayMe - a quick and dirty Raytracer
* Pattern unit tests
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#include <pattern.h>
#include <strippattern.h>
#include <gradientpattern.h>
#include <ringpattern.h>
#include <checkerspattern.h>
#include <testpattern.h>
#include <transformation.h>
#include <colour.h>
#include <sphere.h>
#include <gtest/gtest.h>
#include <material.h>
Colour black = Colour(0, 0, 0);
Colour white = Colour(1, 1, 1);
TEST(PatternTest, Creating_a_stripe_pattern)
{
StripPattern p = StripPattern(white, black);
ASSERT_EQ(p.a, white);
ASSERT_EQ(p.b, black);
}
TEST(PatternTest, A_strip_pattern_is_constant_in_y)
{
StripPattern p = StripPattern(white, black);
ASSERT_EQ(p.patternAt(Point(0, 0, 0)), white);
ASSERT_EQ(p.patternAt(Point(0, 1, 0)), white);
ASSERT_EQ(p.patternAt(Point(0, 2, 0)), white);
}
TEST(PatternTest, A_strip_pattern_is_constant_in_z)
{
StripPattern p = StripPattern(white, black);
ASSERT_EQ(p.patternAt(Point(0, 0, 0)), white);
ASSERT_EQ(p.patternAt(Point(0, 0, 1)), white);
ASSERT_EQ(p.patternAt(Point(0, 0, 2)), white);
}
TEST(PatternTest, A_strip_pattern_alternate_in_x)
{
StripPattern p = StripPattern(white, black);
ASSERT_EQ(p.patternAt(Point(0, 0, 0)), white);
ASSERT_EQ(p.patternAt(Point(0.9, 0, 0)), white);
ASSERT_EQ(p.patternAt(Point(1, 0, 0)), black);
ASSERT_EQ(p.patternAt(Point(-0.1, 0, 0)), black);
ASSERT_EQ(p.patternAt(Point(-1, 0, 0)), black);
ASSERT_EQ(p.patternAt(Point(-1.1, 0, 0)), white);
}
TEST(PatternTest, Lightning_with_a_pattern_applied)
{
Sphere s = Sphere();
Material m;
StripPattern p = StripPattern(white, black);
m.pattern = &p;
m.ambient = 1;
m.diffuse = 0;
m.specular = 0;
Tuple eyev = Vector(0, 0, -1);
Tuple normalv = Vector(0, 0, -1);
Light light = Light(POINT_LIGHT, Point(0, 0, -10), Colour(1, 1, 1));
Colour c1 = m.lighting(light, Point(0, 9, 0), eyev, normalv, &s, false);
Colour c2 = m.lighting(light, Point(1, 1, 0), eyev, normalv, &s, false);
ASSERT_EQ(c1, Colour(1, 1, 1));
ASSERT_EQ(c2, Colour(0, 0, 0));
}
TEST(PatternTest, Stripe_with_an_object_transformation)
{
Sphere s = Sphere();
s.setTransform(scaling(2, 2, 2));
StripPattern pattern = StripPattern(white, black);
Colour c = pattern.patternAtObject(&s, Point(1.5, 0, 0));
ASSERT_EQ(c, white);
}
TEST(PatternTest, Stripe_with_a_pattern_transformation)
{
Sphere s = Sphere();
StripPattern pattern = StripPattern(white, black);
pattern.setTransform(scaling(2, 2, 2));
Colour c = pattern.patternAtObject(&s, Point(1.5, 0, 0));
ASSERT_EQ(c, white);
}
TEST(PatternTest, Stripe_with_both_an_object_and_a_pattern_transformation)
{
Sphere s = Sphere();
s.setTransform(scaling(2, 2, 2));
StripPattern pattern = StripPattern(white, black);
pattern.setTransform(translation(0.5, 0, 0));
Colour c = pattern.patternAtObject(&s, Point(2.5, 0, 0));
ASSERT_EQ(c, white);
}
TEST(PatternTest, The_default_pattern_transformation)
{
TestPattern pattern = TestPattern();
ASSERT_EQ(pattern.transformMatrix, Matrix4().identity());
}
TEST(PatternTest, Assigning_a_transformation)
{
TestPattern pattern = TestPattern();
pattern.setTransform(translation(1, 2, 3));
ASSERT_EQ(pattern.transformMatrix, translation(1, 2, 3));
}
TEST(PatternTest, A_pattern_with_an_object_transformation)
{
Sphere s = Sphere();
s.setTransform(scaling(2, 2, 2));
TestPattern pattern = TestPattern();
Colour c = pattern.patternAtObject(&s, Point(2, 3, 4));
ASSERT_EQ(c, Colour(1, 1.5, 2));
}
TEST(PatternTest, A_pattern_with_a_pattern_transformation)
{
Sphere s = Sphere();
TestPattern pattern = TestPattern();
pattern.setTransform(scaling(2, 2, 2));
Colour c = pattern.patternAtObject(&s, Point(2, 3, 4));
ASSERT_EQ(c, Colour(1, 1.5, 2));
}
TEST(PatternTest, A_pattern_with_an_object_and_a_pattern_transformation)
{
Sphere s = Sphere();
s.setTransform(scaling(2, 2, 2));
TestPattern pattern = TestPattern();
pattern.setTransform(translation(0.5, 1, 1.5));
Colour c = pattern.patternAtObject(&s, Point(2.5, 3, 3.5));
ASSERT_EQ(c, Colour(0.75, 0.5, 0.25));
}
TEST(PatternTest, A_gradient_linearly_interpolates_betweens_colors)
{
GradientPattern pattern = GradientPattern(white, black);
ASSERT_EQ(pattern.patternAt(Point(0.25, 0, 0)), Colour(0.75, 0.75, 0.75));
ASSERT_EQ(pattern.patternAt(Point(0.5, 0, 0)), Colour(0.5, 0.5, 0.5));
ASSERT_EQ(pattern.patternAt(Point(0.75, 0, 0)), Colour(0.25, 0.25, 0.25));
}
TEST(PatternTest, A_ring_should_extend_in_both_x_and_z)
{
RingPattern pattern = RingPattern(white, black);
ASSERT_EQ(pattern.patternAt(Point(0, 0, 0)), white);
ASSERT_EQ(pattern.patternAt(Point(1, 0, 0)), black);
ASSERT_EQ(pattern.patternAt(Point(0, 0, 1)), black);
/* 0.708 is just bit more than sqrt(2)/2 */
ASSERT_EQ(pattern.patternAt(Point(0.708, 0, 0.708)), black);
}
TEST(PatternTest, Checkers_should_repeat_in_x)
{
CheckersPattern pattern = CheckersPattern(white, black);
ASSERT_EQ(pattern.patternAt(Point(0, 0, 0)), white);
ASSERT_EQ(pattern.patternAt(Point(0.99, 0, 0)), white);
ASSERT_EQ(pattern.patternAt(Point(1.01, 0, 0)), black);
}
TEST(PatternTest, Checkers_should_repeat_in_y)
{
CheckersPattern pattern = CheckersPattern(white, black);
ASSERT_EQ(pattern.patternAt(Point(0, 0, 0)), white);
ASSERT_EQ(pattern.patternAt(Point(0, 0.99, 0)), white);
ASSERT_EQ(pattern.patternAt(Point(0, 1.01, 0)), black);
}
TEST(PatternTest, Checkers_should_repeat_in_z)
{
CheckersPattern pattern = CheckersPattern(white, black);
ASSERT_EQ(pattern.patternAt(Point(0, 0, 0)), white);
ASSERT_EQ(pattern.patternAt(Point(0, 0, 0.99)), white);
ASSERT_EQ(pattern.patternAt(Point(0, 0, 1.01)), black);
}

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@@ -198,4 +198,13 @@ TEST(SphereTest, A_sphere_may_be_assigned_a_material)
s.setMaterial(m);
ASSERT_EQ(s.material, m);
}
TEST(SphereTest, A_helper_for_producing_a_sphere_with_a_glassy_material)
{
GlassSphere s = GlassSphere();
ASSERT_EQ(s.transformMatrix, Matrix4().identity());
ASSERT_EQ(s.material.transparency, 1.0);
ASSERT_EQ(s.material.refractiveIndex, 1.5);
}

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@@ -12,8 +12,10 @@
#include <material.h>
#include <transformation.h>
#include <worldbuilder.h>
#include <testpattern.h>
#include <math.h>
#include <gtest/gtest.h>
#include <plane.h>
TEST(WorldTest, Creating_a_world)
@@ -167,4 +169,261 @@ TEST(WorldTest, Shade_hit_is_given_an_intersection_in_shadow)
Tuple c = w.shadeHit(comps);
ASSERT_EQ(c, Colour(0.1, 0.1, 0.1));
};
};
TEST(WorldTest, The_reflected_colour_for_a_non_reflective_material)
{
World w = DefaultWorld();
Ray r = Ray(Point(0, 0, 0), Vector(0, 0, 1));
Shape *shape = w.getObject(1); /* The second object */
shape->material.ambient = 1; /* We use this to get a predictable colour */
Intersection i = Intersection(1, shape);
Computation comps = i.prepareComputation(r);
Colour colour = w.reflectColour(comps);
ASSERT_EQ(colour, Colour(0, 0, 0));
}
TEST(WorldTest, The_reflected_colour_for_a_reflective_material)
{
World w = DefaultWorld();
Plane shape = Plane();
shape.material.reflective = 0.5;
shape.setTransform(translation(0, -1, 0));
w.addObject(&shape);
Ray r = Ray(Point(0, 0, -3), Vector(0, -sqrt(2)/2, sqrt(2)/2));
Intersection i = Intersection(sqrt(2), &shape);
Computation comps = i.prepareComputation(r);
Colour colour = w.reflectColour(comps);
/* Temporary lower the precision */
set_equal_precision(0.00002);
ASSERT_EQ(colour, Colour(0.19032, 0.2379, 0.14274));
set_equal_precision(FLT_EPSILON);
}
TEST(WorldTest, Shade_hit_with_a_reflective_material)
{
World w = DefaultWorld();
Plane shape = Plane();
shape.material.reflective = 0.5;
shape.setTransform(translation(0, -1, 0));
w.addObject(&shape);
Ray r = Ray(Point(0, 0, -3), Vector(0, -sqrt(2)/2, sqrt(2)/2));
Intersection i = Intersection(sqrt(2), &shape);
Computation comps = i.prepareComputation(r);
Tuple colour = w.shadeHit(comps);
/* Temporary lower the precision */
set_equal_precision(0.00005);
ASSERT_EQ(colour, Colour(0.87677, 0.92436, 0.82918));
set_equal_precision(FLT_EPSILON);
}
TEST(WorldTest, Colour_at_with_mutually_reflective_surfaces)
{
World w = World();
Light l = Light(POINT_LIGHT, Point(0, 0, 0), Colour(1, 1, 1));
w.addLight(&l);
Plane lower = Plane();
lower.material.reflective = 1;
lower.setTransform(translation(0, -1, 0));
Plane higher = Plane();
higher.material.reflective = 1;
higher.setTransform(translation(0, 1, 0));
w.addObject(&lower);
w.addObject(&higher);
Ray r = Ray(Point(0, 0, 0), Vector(0, 1, 0));
/* It should just exit, we don't care about the actual colour */
w.colourAt(r);
SUCCEED();
}
TEST(WorldTest, The_reflected_colour_at_the_maximum_recursion_depth)
{
World w = DefaultWorld();
Plane shape = Plane();
shape.material.reflective = 0.5;
shape.setTransform(translation(0, -1, 0));
w.addObject(&shape);
Ray r = Ray(Point(0, 0, -3), Vector(0, -sqrt(2)/2, sqrt(2)/2));
Intersection i = Intersection(sqrt(2), &shape);
Computation comps = i.prepareComputation(r);
Tuple colour = w.reflectColour(comps, 0);
/* Temporary lower the precision */
ASSERT_EQ(colour, Colour(0, 0, 0));
}
TEST(WorldTest, The_refracted_colour_with_an_opaque_surface)
{
World w = DefaultWorld();
Shape *shape = w.getObject(0);
Ray r = Ray(Point(0, 0, -5), Vector(0, 0, 1));
Intersect xs = Intersect();
xs.add(Intersection(4, shape));
xs.add(Intersection(6, shape));
Computation comps = xs[0].prepareComputation(r, &xs);
Colour c = w.refractedColour(comps, 5);
ASSERT_EQ(c, Colour(0, 0, 0));
}
TEST(WorldTest, The_refracted_colour_at_the_maximum_recursive_depth)
{
World w = DefaultWorld();
Shape *shape = w.getObject(0);
shape->material.transparency = 1.0;
shape->material.refractiveIndex = 1.5;
Ray r = Ray(Point(0, 0, -5), Vector(0, 0, 1));
Intersect xs = Intersect();
xs.add(Intersection(4, shape));
xs.add(Intersection(6, shape));
Computation comps = xs[0].prepareComputation(r, &xs);
Colour c = w.refractedColour(comps, 0);
ASSERT_EQ(c, Colour(0, 0, 0));
}
TEST(WorldTest, The_refracted_colour_under_total_internal_reflection)
{
World w = DefaultWorld();
Shape *shape = w.getObject(0);
shape->material.transparency = 1.0;
shape->material.refractiveIndex = 1.5;
Ray r = Ray(Point(0, 0, sqrt(2)/2), Vector(0, 1, 0));
Intersect xs = Intersect();
xs.add(Intersection(-sqrt(2)/2, shape));
xs.add(Intersection(sqrt(2)/2, shape));
Computation comps = xs[1].prepareComputation(r, &xs);
Colour c = w.refractedColour(comps, 5);
ASSERT_EQ(c, Colour(0, 0, 0));
}
TEST(WorldTest, The_refracted_coloud_with_a_refracted_ray)
{
World w = DefaultWorld();
Shape *A = w.getObject(0);
A->material.ambient = 1.0;
A->material.pattern = new TestPattern();
Shape *B = w.getObject(1);
B->material.transparency = 1.0;
B->material.refractiveIndex = 1.5;
Ray r = Ray(Point(0, 0, 0.1), Vector(0, 1, 0));
Intersect xs = Intersect();
xs.add(Intersection(-0.9899, A));
xs.add(Intersection(-0.4899, B));
xs.add(Intersection(0.4899, B));
xs.add(Intersection(0.9899, A));
Computation comps = xs[2].prepareComputation(r, &xs);
Colour c = w.refractedColour(comps, 5);
/* Temporary lower the precision */
set_equal_precision(0.00005);
ASSERT_EQ(c, Colour(0, 0.99888, 0.04725));
set_equal_precision(FLT_EPSILON);
}
TEST(WorldTest, Shade_hit_with_a_transparent_material)
{
World w = DefaultWorld();
Plane floor = Plane();
floor.setTransform(translation(0, -1, 0));
floor.material.transparency = 0.5;
floor.material.refractiveIndex = 1.5;
w.addObject(&floor);
Sphere ball = Sphere();
ball.material.colour = Colour(1, 0, 0);
ball.material.ambient = 0.5;
ball.setTransform(translation(0, -3.5, -0.5));
w.addObject(&ball);
Ray r = Ray(Point(0, 0, -3), Vector(0, -sqrt(2)/2, sqrt(2)/2));
Intersect xs = Intersect();
xs.add(Intersection(sqrt(2), &floor));
Computation comps = xs[0].prepareComputation(r, &xs);
Tuple c = w.shadeHit(comps, 5);
/* Temporary lower the precision */
set_equal_precision(0.00001);
ASSERT_EQ(c, Colour(0.93642, 0.68642, 0.68642));
set_equal_precision(FLT_EPSILON);
}
TEST(WorldTest, Shade_hit_with_a_reflective_transparent_material)
{
World w = DefaultWorld();
Ray r = Ray(Point(0, 0, -3), Vector(0, -sqrt(2)/2, sqrt(2)/2));
Plane floor = Plane();
floor.setTransform(translation(0, -1, 0));
floor.material.transparency = 0.5;
floor.material.reflective = 0.5;
floor.material.refractiveIndex = 1.5;
w.addObject(&floor);
Sphere ball = Sphere();
ball.material.colour = Colour(1, 0, 0);
ball.material.ambient = 0.5;
ball.setTransform(translation(0, -3.5, -0.5));
w.addObject(&ball);
Intersect xs = Intersect();
xs.add(Intersection(sqrt(2), &floor));
Computation comps = xs[0].prepareComputation(r, &xs);
Tuple c = w.shadeHit(comps, 5);
/* Temporary lower the precision */
set_equal_precision(0.00001);
ASSERT_EQ(c, Colour(0.93391, 0.69643, 0.69243));
set_equal_precision(FLT_EPSILON);
}