Compare commits
7 Commits
| Author | SHA1 | Date | |
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51a6bbebb9 | ||
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e45dbad59e | ||
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3db0aaaeac | ||
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df52cb36db | ||
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89dd74fa7c | ||
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7337ae4837 | ||
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9fffb68026 |
3
.gitmodules
vendored
3
.gitmodules
vendored
@@ -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
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||||
[submodule "external/glfw"]
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||||
path = external/glfw
|
||||
url = https://github.com/glfw/glfw.git
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||||
|
||||
10
README.md
10
README.md
@@ -36,4 +36,12 @@ From Chapter 09:
|
||||
|
||||
From Chapter 10:
|
||||
|
||||

|
||||

|
||||
|
||||
From Chapter 11:
|
||||
|
||||

|
||||
|
||||

|
||||
|
||||

|
||||
1
external/nanogui
vendored
1
external/nanogui
vendored
Submodule external/nanogui deleted from 16bc6b1d3a
BIN
output/ch11_reflection.png
Normal file
BIN
output/ch11_reflection.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 170 KiB |
BIN
output/ch11_refraction.png
Normal file
BIN
output/ch11_refraction.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 242 KiB |
BIN
output/ch11_test.png
Normal file
BIN
output/ch11_test.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 194 KiB |
@@ -55,7 +55,7 @@ Ray Camera::rayForPixel(uint32_t pixelX, uint32_t pixelY)
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||||
return Ray(origin, direction);
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||||
}
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||||
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||||
Canvas Camera::render(World world)
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||||
Canvas Camera::render(World world, uint32_t depth)
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||||
{
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uint32_t x, y;
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Canvas image = Canvas(this->horizontalSize, this->verticalSize);
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||||
@@ -65,7 +65,7 @@ Canvas Camera::render(World world)
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for(x = 0; x < this->horizontalSize; x++)
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||||
{
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Ray r = this->rayForPixel(x, y);
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Tuple colour = world.colourAt(r);
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Tuple colour = world.colourAt(r, depth);
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image.putPixel(x, y, colour);
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}
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||||
}
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||||
|
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@@ -32,7 +32,7 @@ public:
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Camera(uint32_t hsize, uint32_t vsize, double fov);
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||||
void setTransform(Matrix transform);
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||||
Ray rayForPixel(uint32_t pixelX, uint32_t pixelY);
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Canvas render(World w);
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Canvas render(World w, uint32_t depth = 5);
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};
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||||
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#endif /* DORAYME_CAMERA_H */
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||||
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@@ -13,18 +13,53 @@
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||||
#include <ray.h>
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|
||||
class Shape;
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class Intersect;
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|
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struct Computation
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||||
{
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Computation(Shape *object, double t, Tuple point, Tuple eyev, Tuple normalv, 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,
|
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bool inside, Tuple reflectV = Vector(0, 0, 0), double n1 = 1.0, double n2 = 1.0,
|
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Tuple underHitP = Point(0, 0, 0)) :
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||||
object(object), t(t), hitPoint(point), eyeVector(eyev), normalVector(normalv), inside(inside),
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overHitPoint(overHitP), underHitPoint(underHitP), reflectVector(reflectV), n1(n1), n2(n2) { };
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||||
|
||||
double schlick()
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||||
{
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||||
/* Find the cos of the angle betzeen the eye and normal vector */
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double cos = this->eyeVector.dot(this->normalVector);
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double r0;
|
||||
/* Total internal reflection can only occur when n1 > n2 */
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if (this->n1 > this->n2)
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||||
{
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||||
double n, sin2_t;
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||||
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);
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||||
}
|
||||
|
||||
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||||
r0 = ((this->n1 - this->n2) / (this->n1 + this->n2));
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||||
r0 = r0 * r0;
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||||
|
||||
return r0 + (1 - r0) * ((1 - cos)*(1 - cos)*(1 - cos)*(1 - cos)*(1 - cos));
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||||
};
|
||||
|
||||
Shape *object;
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||||
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) { };
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||||
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
112
source/include/list.h
Normal file
@@ -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
|
||||
@@ -24,11 +24,15 @@ 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), pattern(nullptr) {};
|
||||
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, Shape *hitObject, bool inShadow = false);
|
||||
|
||||
@@ -39,4 +43,5 @@ public:
|
||||
(this->colour == b.colour); };
|
||||
};
|
||||
|
||||
|
||||
#endif /* DORAYME_MATERIAL_H */
|
||||
|
||||
@@ -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 */
|
||||
|
||||
@@ -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);
|
||||
|
||||
};
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
@@ -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,
|
||||
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);
|
||||
}
|
||||
@@ -44,8 +44,26 @@ 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 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>)
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
/*
|
||||
* DoRayMe - a quick and dirty Raytracer
|
||||
* Render test for chapter 5 "Put it together".
|
||||
* Render test for chapter 10
|
||||
*
|
||||
* Created by Manoël Trapier
|
||||
* Copyright (c) 2020 986-Studio.
|
||||
@@ -79,7 +79,7 @@ int main()
|
||||
w.addLight(&light);
|
||||
|
||||
/* Set the camera */
|
||||
Camera camera = Camera(100, 50, M_PI / 3);
|
||||
Camera camera = Camera(1920, 1080, M_PI / 3);
|
||||
camera.setTransform(viewTransform(Point(0, 1.5, -5),
|
||||
Point(0, 1, 0),
|
||||
Vector(0, 1, 0)));
|
||||
|
||||
117
tests/ch11_reflection.cpp
Normal file
117
tests/ch11_reflection.cpp
Normal file
@@ -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
71
tests/ch11_refraction.cpp
Normal file
@@ -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
160
tests/ch11_test.cpp
Normal file
@@ -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;
|
||||
}
|
||||
@@ -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.
|
||||
|
||||
@@ -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.
|
||||
|
||||
@@ -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.
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
@@ -106,4 +106,19 @@ TEST(MaterialTest, Lighting_with_the_surface_in_shadow)
|
||||
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);
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
Reference in New Issue
Block a user