Compare commits
7 Commits
| Author | SHA1 | Date | |
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dac74007ea | ||
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b251b632ac | ||
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81e323fdf4 | ||
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c9021974f6 | ||
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4d4c4a7453 | ||
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935c8ebff7 | ||
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4cdf7a4264 |
@@ -44,4 +44,8 @@ From Chapter 11:
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From Chapter 12:
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28
source/include/cube.h
Normal file
28
source/include/cube.h
Normal file
@@ -0,0 +1,28 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Cube header
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*
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* Created by Manoël Trapier
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* Copyright (c) 2020 986-Studio.
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*
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*/
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#ifndef DORAYME_CUBE_H
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#define DORAYME_CUBE_H
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#include <shape.h>
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#include <ray.h>
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#include <intersect.h>
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class Cube : public Shape {
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private:
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void checkAxis(double axeOrigine, double axeDirection, double *axeMin, double *axeMax);
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Intersect localIntersect(Ray r);
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Tuple localNormalAt(Tuple point);
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public:
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Cube() : Shape(SHAPE_CUBE) {};
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};
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#endif /* DORAYME_CUBE_H */
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@@ -26,13 +26,14 @@ public:
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double shininess;
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double reflective;
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double transparency;
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double emissive;
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double refractiveIndex;
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Pattern *pattern;
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public:
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Material() : colour(Colour(1, 1, 1)), ambient(0.1), diffuse(0.9), specular(0.9), shininess(200),
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reflective(0.0), transparency(0.0), refractiveIndex(1.0), pattern(nullptr) {};
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reflective(0.0), transparency(0.0), emissive(0), refractiveIndex(1.0), pattern(nullptr) {};
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Colour lighting(Light light, Tuple point, Tuple eyeVector, Tuple normalVector, Shape *hitObject, bool inShadow = false);
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@@ -40,6 +41,10 @@ public:
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double_equal(this->diffuse, b.diffuse) &&
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double_equal(this->specular, b.specular) &&
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double_equal(this->shininess, b.shininess) &&
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double_equal(this->reflective, b.reflective) &&
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double_equal(this->transparency, b.transparency) &&
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double_equal(this->emissive, b.emissive) &&
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double_equal(this->refractiveIndex, b.refractiveIndex) &&
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(this->colour == b.colour); };
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};
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@@ -18,4 +18,7 @@ bool double_equal(double a, double b);
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double deg_to_rad(double deg);
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double min3(double a, double b, double c);
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double max3(double a, double b, double c);
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#endif /* DORAYME_MATH_HELPER_H */
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@@ -22,6 +22,8 @@ enum ShapeType
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SHAPE_NONE,
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SHAPE_SPHERE,
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SHAPE_PLANE,
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SHAPE_CUBE,
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SHAPE_CONE,
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};
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/* Base class for all object that can be presented in the world */
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@@ -38,6 +40,7 @@ public:
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Matrix transformMatrix;
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Matrix inverseTransform;
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Material material;
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bool dropShadow;
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public:
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Shape(ShapeType = SHAPE_NONE);
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@@ -44,7 +44,7 @@ public:
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Tuple shadeHit(Computation comps, uint32_t depthCount = 4);
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Tuple colourAt(Ray r, uint32_t depthCount = 4);
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bool isShadowed(Tuple point);
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bool isShadowed(Tuple point, uint32_t light = 0);
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Colour reflectColour(Computation comps, uint32_t depthCount = 4);
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Colour refractedColour(Computation comps, uint32_t depthCount = 4);
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@@ -10,6 +10,7 @@
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#define DORAYME_WORLDBUILDER_H
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#include <world.h>
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#include <camera.h>
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/* Let's keep a single header for now, will see later */
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@@ -22,7 +23,30 @@ public:
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/* Not implemented yet */
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class Hw3File : public World
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{
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private:
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Matrix transformStack[50];
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uint32_t transStackCount;
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public:
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double currentAmbient;
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double currentShininess;
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double currentSpecular;
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double currentDiffuse;
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double currentEmission;
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double currentReflective;
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double currentTransparency;
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double currentRefIndex;
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Colour currentColour;
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Matrix cam;
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double camFoV;
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public:
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Matrix getTransformMatrix();
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void popTransformMatrix();
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void pushTransformMatrix();
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void applyTransformMatrix(Matrix t);
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Hw3File(const char *filename);
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};
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@@ -31,4 +31,42 @@ bool double_equal(double a, double b)
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double deg_to_rad(double deg)
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{
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return deg * M_PI / 180.;
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}
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double min3(double a, double b, double c)
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{
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if (a <= b)
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{
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if (c < a) return c;
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return a;
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}
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if (b <= a)
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{
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if (c < b) return c;
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return b;
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}
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if (c <= a)
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{
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if (b < c) return b;
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}
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return c;
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}
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double max3(double a, double b, double c)
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{
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if (a >= b)
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{
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if (c > a) return c;
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return a;
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}
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if (b >= a)
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{
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if (c > b) return c;
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return b;
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}
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if (c >= a)
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{
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if (b > c) return b;
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}
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return c;
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}
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76
source/shapes/cube.cpp
Normal file
76
source/shapes/cube.cpp
Normal file
@@ -0,0 +1,76 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Cube implementation
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*
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* Created by Manoël Trapier
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* Copyright (c) 2020 986-Studio.
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*
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*/
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#include <tuple.h>
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#include <ray.h>
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#include <shape.h>
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#include <cube.h>
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#include <math_helper.h>
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void Cube::checkAxis(double axeOrigin, double axeDirection, double *axeMin, double *axeMax)
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{
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double tMinNumerator = (-1 - axeOrigin);
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double tMaxNumerator = (1 - axeOrigin);
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if (fabs(axeDirection) >= getEpsilon())
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{
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*axeMin = tMinNumerator / axeDirection;
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*axeMax = tMaxNumerator / axeDirection;
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}
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else
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{
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*axeMin = tMinNumerator * INFINITY;
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*axeMax = tMaxNumerator * INFINITY;
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}
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if (*axeMin > *axeMax)
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{
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double swap = *axeMax;
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*axeMax = *axeMin;
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*axeMin = swap;
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}
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}
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Intersect Cube::localIntersect(Ray r)
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{
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Intersect ret;
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double xtMin, xtMax, ytMin, ytMax, ztMin, ztMax;
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double tMin, tMax;
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this->checkAxis(r.origin.x, r.direction.x, &xtMin, &xtMax);
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this->checkAxis(r.origin.y, r.direction.y, &ytMin, &ytMax);
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this->checkAxis(r.origin.z, r.direction.z, &ztMin, &ztMax);
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tMin = max3(xtMin, ytMin, ztMin);
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tMax = min3(xtMax, ytMax, ztMax);
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if (tMin <= tMax)
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{
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ret.add(Intersection(tMin, this));
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ret.add(Intersection(tMax, this));
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}
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return ret;
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}
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Tuple Cube::localNormalAt(Tuple point)
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{
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double maxC = max3(fabs(point.x), fabs(point.y), fabs(point.z));
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if (maxC == fabs(point.x))
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{
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return Vector(point.x, 0, 0);
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}
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else if (maxC == fabs(point.y))
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{
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return Vector(0, point.y, 0);
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}
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return Vector(0, 0, point.z);
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}
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@@ -25,6 +25,7 @@ Colour Material::lighting(Light light, Tuple point, Tuple eyeVector, Tuple norma
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Tuple effectiveColour = pointColor * light.intensity;
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Tuple ambientColour = Colour(0, 0, 0);
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Tuple emissiveColour = Colour(0, 0, 0);
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Tuple diffuseColour = Colour(0, 0, 0);
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Tuple specularColour = Colour(0, 0, 0);
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Tuple finalColour = Colour(0, 0, 0);
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@@ -33,6 +34,8 @@ Colour Material::lighting(Light light, Tuple point, Tuple eyeVector, Tuple norma
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ambientColour = effectiveColour * this->ambient;
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emissiveColour = pointColor * this->emissive;
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if (!inShadow)
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{
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lightDotNormal = lightVector.dot(normalVector);
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@@ -60,7 +63,7 @@ Colour Material::lighting(Light light, Tuple point, Tuple eyeVector, Tuple norma
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}
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}
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}
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finalColour = ambientColour + diffuseColour + specularColour;
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finalColour = emissiveColour + ambientColour + diffuseColour + specularColour;
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return Colour(finalColour.x, finalColour.y, finalColour.z);
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}
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@@ -15,6 +15,7 @@
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Shape::Shape(ShapeType type)
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{
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this->dropShadow = true;
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this->type = type;
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this->transformMatrix = Matrix4().identity();
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this->inverseTransform = this->transformMatrix.inverse();
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@@ -94,13 +94,17 @@ Intersect World::intersect(Ray r)
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Tuple World::shadeHit(Computation comps, uint32_t depthCount)
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{
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/* TODO: Add support for more than one light */
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uint32_t lightIndex;
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bool isThereAnObstacle = this->isShadowed(comps.overHitPoint);
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Tuple surface = Colour(0, 0, 0);
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Tuple surface = comps.object->material.lighting(*this->lightList[0], comps.overHitPoint, comps.eyeVector,
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comps.normalVector, comps.object, isThereAnObstacle);
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for(lightIndex = 0; lightIndex < this->lightCount; lightIndex++)
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{
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bool isThereAnObstacle = this->isShadowed(comps.overHitPoint, lightIndex);
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surface = surface + comps.object->material.lighting(*this->lightList[lightIndex], comps.overHitPoint, comps.eyeVector,
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comps.normalVector, comps.object, isThereAnObstacle);
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}
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Tuple reflected = this->reflectColour(comps, depthCount);
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Tuple refracted = this->refractedColour(comps, depthCount);
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@@ -109,7 +113,6 @@ Tuple World::shadeHit(Computation comps, uint32_t depthCount)
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double reflectance = comps.schlick();
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return surface + reflected * reflectance + refracted * (1 - reflectance);
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}
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return surface + reflected + refracted;
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@@ -130,22 +133,27 @@ Tuple World::colourAt(Ray r, uint32_t depthCount)
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}
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}
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bool World::isShadowed(Tuple point)
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bool World::isShadowed(Tuple point, uint32_t light)
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{
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/* TODO: Add support for more than one light */
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Tuple v = this->lightList[0]->position - point;
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Tuple v = this->lightList[light]->position - point;
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double distance = v.magnitude();
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Tuple direction = v.normalise();
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Ray r = Ray(point, direction);
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Intersection h = this->intersect(r).hit();
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Intersect xs = this->intersect(r);
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if (!h.nothing() && (h.t < distance))
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int i;
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for(i = 0; i < xs.count(); i++)
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{
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return true;
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}
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Intersection h = xs[i];
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if (h.t < 0) continue;
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if ((h.object->dropShadow == true) && (h.t < distance))
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{
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return true;
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}
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}
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return false;
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}
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@@ -7,18 +7,20 @@
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*
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*/
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/* Don't build for now */
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#if 0
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/* This file is parsing a text format from another raytracer I made in the past. */
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <stdint.h>
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#include <ctype.h>
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#include <math.h>
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#include <worldbuilder.h>
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#include <sphere.h>
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#include <matrix.h>
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#include <transformation.h>
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#define IS_CMD(_cmd) (strncmp(buffer, _cmd, sizeof(_cmd)) == 0)
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typedef void (*cmdFunc)(scene *sc, uint32_t curLine, char *first, float argv[15]);
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typedef void (*cmdFunc)(Hw3File *w, uint32_t curLine, double argv[15]);
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|
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typedef struct cmd_def
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{
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@@ -27,111 +29,127 @@ typedef struct cmd_def
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cmdFunc f;
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} cmd_def;
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void cmdCamera (scene *sc, uint32_t curLine, char *first, float argv[15])
|
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static void cmdCamera (Hw3File *w, uint32_t curLine, double argv[15])
|
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{
|
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sc->cam.seteye(point(argv[0], argv[1], argv[2]));
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sc->cam.setat(point(argv[3], argv[4], argv[5]));
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sc->cam.setup(vector(argv[6], argv[7], argv[8]));
|
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sc->cam.setfovy(argv[9]);
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w->cam = viewTransform(Point(argv[0], argv[1], argv[2]),
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Point(argv[3], argv[4], argv[5]),
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Vector(argv[6], argv[7], argv[8]));
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|
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w->camFoV = deg_to_rad(argv[9]);
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}
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|
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void cmdSphere (scene *sc, uint32_t curLine, char *first, float argv[15])
|
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/* 0: X, 1: Y, 2: Z
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* 3: Radius
|
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*/
|
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static void cmdSphere (Hw3File *w, uint32_t curLine, double argv[15])
|
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{
|
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printf("Adding a sphere...\n");
|
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/* Instanciate a sphere */
|
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sphere *sp = new sphere(point(argv[0], argv[1], argv[2]), argv[3], sc->getMatrix());
|
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sp->ambient = sc->ambient;
|
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sp->diffuse = sc->diffuse;
|
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sp->specular = sc->specular;
|
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sp->emission = sc->emission;
|
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sp->shininess = sc->shininess;
|
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sp->sourceLine = curLine;
|
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sc->o[sc->o_count] = sp;
|
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sc->o_count++;
|
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Sphere *shape = new Sphere();
|
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|
||||
Matrix pos = translation(argv[0], argv[1], argv[2]) * scaling(argv[3], argv[3], argv[3]);
|
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|
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shape->setTransform(w->getTransformMatrix() * pos);
|
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|
||||
shape->material.ambient = w->currentAmbient;
|
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shape->material.reflective = w->currentReflective;
|
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shape->material.shininess = w->currentShininess;
|
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shape->material.specular = w->currentSpecular;
|
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shape->material.diffuse = w->currentDiffuse;
|
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shape->material.colour = w->currentColour;
|
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shape->material.transparency = w->currentTransparency;
|
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shape->material.refractiveIndex = w->currentRefIndex;
|
||||
|
||||
w->addObject(shape);
|
||||
}
|
||||
|
||||
void cmdCube (scene *sc, uint32_t curLine, char *first, float argv[15])
|
||||
static void cmdCube (Hw3File *w, uint32_t curLine, double argv[15])
|
||||
{
|
||||
}
|
||||
|
||||
static void cmdTrans (Hw3File *w, uint32_t curLine, double argv[15])
|
||||
{
|
||||
Matrix m = translation(argv[0], argv[1], argv[2]);
|
||||
w->applyTransformMatrix(m);
|
||||
}
|
||||
|
||||
static void cmdRotate (Hw3File *w, uint32_t curLine, double argv[15])
|
||||
{
|
||||
Matrix m = Matrix4().identity();
|
||||
if (argv[2] != 0)
|
||||
{
|
||||
m = m * rotationZ(argv[3]);
|
||||
}
|
||||
if (argv[1] != 0)
|
||||
{
|
||||
m = m * rotationY(argv[3]);
|
||||
}
|
||||
if (argv[0] != 0)
|
||||
{
|
||||
m = m * rotationX(argv[3]);
|
||||
}
|
||||
|
||||
w->applyTransformMatrix(m);
|
||||
}
|
||||
|
||||
static void cmdScale (Hw3File *w, uint32_t curLine, double argv[15])
|
||||
{
|
||||
Matrix m = scaling(argv[0], argv[1], argv[2]);
|
||||
|
||||
w->applyTransformMatrix(m);
|
||||
}
|
||||
|
||||
static void cmdPushT (Hw3File *w, uint32_t curLine, double argv[15])
|
||||
{
|
||||
w->pushTransformMatrix();
|
||||
}
|
||||
|
||||
static void cmdPopT (Hw3File *w, uint32_t curLine, double argv[15])
|
||||
{
|
||||
w->popTransformMatrix();
|
||||
}
|
||||
|
||||
static void cmdLPoint (Hw3File *w, uint32_t curLine, double argv[15])
|
||||
{
|
||||
/* create point light */
|
||||
Light *l = new Light(POINT_LIGHT, Point(argv[0], argv[1], argv[2]), Colour(argv[3], argv[4], argv[5]));
|
||||
|
||||
w->addLight(l);
|
||||
}
|
||||
|
||||
static void cmdAmbient (Hw3File *w, uint32_t curLine, double argv[15])
|
||||
{
|
||||
//w->currentAmbient = (argv[0] + argv[1] + argv[2]) / 3;
|
||||
w->currentColour = Colour(argv[0], argv[1], argv[2]);
|
||||
}
|
||||
|
||||
static void cmdColour (Hw3File *w, uint32_t curLine, double argv[15])
|
||||
{
|
||||
w->currentColour = Colour(argv[0], argv[1], argv[2]);
|
||||
}
|
||||
|
||||
static void cmdDiffuse (Hw3File *w, uint32_t curLine, double argv[15])
|
||||
{
|
||||
w->currentDiffuse = (argv[0] + argv[1] + argv[2]) / 3;
|
||||
}
|
||||
|
||||
static void cmdSpecular (Hw3File *w, uint32_t curLine, double argv[15])
|
||||
{
|
||||
w->currentSpecular = (argv[0] + argv[1] + argv[2]) / 3;
|
||||
}
|
||||
|
||||
static void cmdShine (Hw3File *w, uint32_t curLine, double argv[15])
|
||||
{
|
||||
w->currentReflective = argv[0];
|
||||
}
|
||||
|
||||
static void cmdEmission (Hw3File *w, uint32_t curLine, double argv[15])
|
||||
{
|
||||
w->currentEmission = (argv[0] + argv[1] + argv[2]) / 3;
|
||||
}
|
||||
|
||||
#if 0
|
||||
void cmdMaxVerts (scene *sc, uint32_t curLine, char *first, float argv[15])
|
||||
{
|
||||
sc->vertexCount = (uint32_t) argv[0];
|
||||
sc->vertex = new point[sc->vertexCount];
|
||||
sc->curVertex = 0;
|
||||
}
|
||||
|
||||
void cmdMaxVertN (scene *sc, uint32_t curLine, char *first, float argv[15])
|
||||
{
|
||||
/* ignore for now */
|
||||
}
|
||||
|
||||
void cmdVertex (scene *sc, uint32_t curLine, char *first, float argv[15])
|
||||
{
|
||||
sc->vertex[sc->curVertex].set(argv[0], argv[1], argv[2]);
|
||||
sc->curVertex++;
|
||||
}
|
||||
|
||||
void cmdVertexN (scene *sc, uint32_t curLine, char *first, float argv[15])
|
||||
{
|
||||
/* ignore for now */
|
||||
}
|
||||
|
||||
void cmdTri (scene *sc, uint32_t curLine, char *first, float argv[15])
|
||||
{
|
||||
/* arg are vertex numbers */
|
||||
triangle *tr = new triangle(sc->vertex[(int)argv[0]], sc->vertex[(int)argv[1]], sc->vertex[(int)argv[2]], sc->getMatrix());
|
||||
tr->ambient = sc->ambient;
|
||||
tr->diffuse = sc->diffuse;
|
||||
tr->specular = sc->specular;
|
||||
tr->emission = sc->emission;
|
||||
tr->shininess = sc->shininess;
|
||||
tr->sourceLine = curLine;
|
||||
sc->o[sc->o_count] = tr;
|
||||
sc->o_count++;
|
||||
}
|
||||
|
||||
void cmdTriN (scene *sc, uint32_t curLine, char *first, float argv[15])
|
||||
{
|
||||
/* ignore for noz */
|
||||
}
|
||||
#endif
|
||||
|
||||
void cmdTrans (scene *sc, uint32_t curLine, char *first, float argv[15])
|
||||
{
|
||||
matrix m;
|
||||
m.translation(argv[0], argv[1], argv[2]);
|
||||
sc->applyTransform(m);
|
||||
}
|
||||
|
||||
void cmdRotate (scene *sc, uint32_t curLine, char *first, float argv[15])
|
||||
{
|
||||
matrix m;
|
||||
vector axis;
|
||||
axis.set(argv[0], argv[1], argv[2]);
|
||||
m.rotation(axis, argv[3]);
|
||||
sc->applyTransform(m);
|
||||
}
|
||||
|
||||
void cmdScale (scene *sc, uint32_t curLine, char *first, float argv[15])
|
||||
{
|
||||
matrix m;
|
||||
m.scale(argv[0], argv[1], argv[2]);
|
||||
sc->applyTransform(m);
|
||||
}
|
||||
|
||||
void cmdPushT (scene *sc, uint32_t curLine, char *first, float argv[15])
|
||||
{
|
||||
sc->pushMatrix();
|
||||
}
|
||||
|
||||
void cmdPopT (scene *sc, uint32_t curLine, char *first, float argv[15])
|
||||
{
|
||||
sc->popMatrix();
|
||||
}
|
||||
|
||||
#if 0
|
||||
void cmdLDire (scene *sc, uint32_t curLine, char *first, float argv[15])
|
||||
static void cmdLDire (Hw3File *w, uint32_t curLine, double argv[15])
|
||||
{
|
||||
/* create directional light */
|
||||
light *cur = new light();
|
||||
@@ -145,163 +163,184 @@ void cmdLDire (scene *sc, uint32_t curLine, char *first, float argv[15])
|
||||
sc->l[sc->l_count] = cur;
|
||||
sc->l_count++;
|
||||
}
|
||||
#endif
|
||||
|
||||
void cmdLPoint (scene *sc, uint32_t curLine, char *first, float argv[15])
|
||||
static void cmdAtten (Hw3File *w, uint32_t curLine, double argv[15])
|
||||
{
|
||||
/* create point light */
|
||||
light *cur = new light();
|
||||
|
||||
cur->type = LIGHT_POINT;
|
||||
cur->attenuation = sc->attenuation;
|
||||
|
||||
cur->position.set(argv[0], argv[1], argv[2]);
|
||||
cur->lightcolor.set(argv[3], argv[4], argv[5]);
|
||||
sc->l[sc->l_count] = cur;
|
||||
sc->l_count++;
|
||||
sc->attenuation = Vector(argv[0], argv[1], argv[2]);
|
||||
}
|
||||
|
||||
#if 0
|
||||
void cmdAtten (scene *sc, uint32_t curLine, char *first, float argv[15])
|
||||
static void cmdMaxVerts (Hw3File *w, uint32_t curLine, double argv[15])
|
||||
{
|
||||
sc->attenuation = vector(argv[0], argv[1], argv[2]);
|
||||
sc->vertexCount = (uint32_t) argv[0];
|
||||
sc->vertex = new point[sc->vertexCount];
|
||||
sc->curVertex = 0;
|
||||
}
|
||||
|
||||
static void cmdMaxVertN (Hw3File *w, uint32_t curLine, double argv[15])
|
||||
{
|
||||
/* ignore for now */
|
||||
}
|
||||
|
||||
static void cmdVertex (Hw3File *w, uint32_t curLine, double argv[15])
|
||||
{
|
||||
sc->vertex[sc->curVertex].set(argv[0], argv[1], argv[2]);
|
||||
sc->curVertex++;
|
||||
}
|
||||
|
||||
static void cmdVertexN (Hw3File *w, uint32_t curLine, double argv[15])
|
||||
{
|
||||
/* ignore for now */
|
||||
}
|
||||
|
||||
static void cmdTri (Hw3File *w, uint32_t curLine, double argv[15])
|
||||
{
|
||||
/* arg are vertex numbers */
|
||||
triangle *tr = new triangle(sc->vertex[(int)argv[0]], sc->vertex[(int)argv[1]], sc->vertex[(int)argv[2]], sc->getMatrix());
|
||||
tr->ambient = sc->ambient;
|
||||
tr->diffuse = sc->diffuse;
|
||||
tr->specular = sc->specular;
|
||||
tr->emission = sc->emission;
|
||||
tr->shininess = sc->shininess;
|
||||
tr->sourceLine = curLine;
|
||||
sc->o[sc->o_count] = tr;
|
||||
sc->o_count++;
|
||||
}
|
||||
#endif
|
||||
|
||||
void cmdAmbient (scene *sc, uint32_t curLine, char *first, float argv[15])
|
||||
static cmd_def commandList[] =
|
||||
{
|
||||
sc->ambient = color(argv[0], argv[1], argv[2]);
|
||||
}
|
||||
|
||||
void cmdDiffuse (scene *sc, uint32_t curLine, char *first, float argv[15])
|
||||
{
|
||||
sc->diffuse = color(argv[0], argv[1], argv[2]);
|
||||
}
|
||||
|
||||
void cmdSpecular (scene *sc, uint32_t curLine, char *first, float argv[15])
|
||||
{
|
||||
sc->specular = color(argv[0], argv[1], argv[2]);
|
||||
}
|
||||
|
||||
void cmdShine (scene *sc, uint32_t curLine, char *first, float argv[15])
|
||||
{
|
||||
sc->shininess = argv[0];
|
||||
}
|
||||
|
||||
void cmdEmission (scene *sc, uint32_t curLine, char *first, float argv[15])
|
||||
{
|
||||
sc->emission = color(argv[0], argv[1], argv[2]);
|
||||
}
|
||||
|
||||
cmd_def commandList[] =
|
||||
{
|
||||
/* Camera */
|
||||
{ "camera", 10, cmdCamera },
|
||||
/* Geometry */
|
||||
{ "sphere", 4, cmdSphere },
|
||||
//{ "maxverts", 1, cmdMaxVerts },
|
||||
//{ "maxvertnorms", 1, cmdMaxVertN },
|
||||
//{ "vertex", 3, cmdVertex },
|
||||
//{ "vertexnormal", 6, cmdVertexN },
|
||||
//{ "tri", 3, cmdTri },
|
||||
//{ "trinormal", 3, cmdTriN },
|
||||
//{ "cube", 1, cmdCube },
|
||||
/* transformation */
|
||||
{ "translate", 3, cmdTrans },
|
||||
{ "rotate", 4, cmdRotate },
|
||||
{ "scale", 3, cmdScale },
|
||||
{ "pushTransform", 0, cmdPushT },
|
||||
{ "popTransform", 0, cmdPopT },
|
||||
/* Lights */
|
||||
//{ "directional", 6, cmdLDire },
|
||||
{ "point", 6, cmdLPoint },
|
||||
//{ "attenuation", 3, cmdAtten },
|
||||
/* Materials */
|
||||
{ "ambient", 3, cmdAmbient },
|
||||
{ "diffuse", 3, cmdDiffuse },
|
||||
{ "specular", 3, cmdSpecular },
|
||||
{ "shininess", 1, cmdShine },
|
||||
{ "emission", 3, cmdEmission },
|
||||
};
|
||||
/* Camera */
|
||||
{"camera", 10, cmdCamera},
|
||||
/* Geometry */
|
||||
{"sphere", 4, cmdSphere},
|
||||
//{ "maxverts", 1, cmdMaxVerts },
|
||||
//{ "maxvertnorms", 1, cmdMaxVertN },
|
||||
//{ "vertex", 3, cmdVertex },
|
||||
//{ "vertexnormal", 6, cmdVertexN },
|
||||
//{ "tri", 3, cmdTri },
|
||||
//{ "trinormal", 3, cmdTriN },
|
||||
//{ "cube", 1, cmdCube },
|
||||
/* transformation */
|
||||
{"translate", 3, cmdTrans},
|
||||
{"rotate", 4, cmdRotate},
|
||||
{"scale", 3, cmdScale},
|
||||
{"pushTransform", 0, cmdPushT},
|
||||
{"popTransform", 0, cmdPopT},
|
||||
/* Lights */
|
||||
//{ "directional", 6, cmdLDire },
|
||||
{"point", 6, cmdLPoint},
|
||||
//{ "attenuation", 3, cmdAtten },
|
||||
/* Materials */
|
||||
{"color", 3, cmdColour},
|
||||
{"ambient", 3, cmdAmbient},
|
||||
{"diffuse", 3, cmdDiffuse},
|
||||
{"specular", 3, cmdSpecular},
|
||||
{"shininess", 1, cmdShine},
|
||||
{"emission", 3, cmdEmission},
|
||||
};
|
||||
#define CMD_COUNT (sizeof(commandList) / sizeof(cmd_def))
|
||||
|
||||
|
||||
scene *readfile::read(char *filename)
|
||||
Hw3File::Hw3File(const char *filename) : transStackCount(0), currentColour(Colour(1, 1, 1)),
|
||||
currentEmission(0), currentShininess(200), currentAmbient(0.1),
|
||||
currentDiffuse(0.9), currentSpecular(0.9), camFoV(0)
|
||||
{
|
||||
FILE *fp;
|
||||
scene *sc = new scene;
|
||||
if (sc != NULL)
|
||||
|
||||
this->popTransformMatrix();
|
||||
|
||||
fp = fopen(filename, "rt");
|
||||
if (fp != NULL)
|
||||
{
|
||||
fp = fopen(filename, "rt");
|
||||
if (fp == NULL)
|
||||
char buffer[512];
|
||||
int line = 0;
|
||||
while(!feof(fp))
|
||||
{
|
||||
delete sc;
|
||||
sc = NULL;
|
||||
}
|
||||
else
|
||||
{
|
||||
char buffer[512];
|
||||
int line = 0;
|
||||
while(!feof(fp))
|
||||
uint32_t i;
|
||||
|
||||
line++;
|
||||
|
||||
memset(buffer, 0, 512);
|
||||
fgets(buffer, 512, fp);
|
||||
|
||||
if ((buffer[0] == '#') || (strlen(buffer) < 2))
|
||||
{
|
||||
uint32_t i;
|
||||
line++;
|
||||
memset(buffer, 0, 512);
|
||||
fgets(buffer, 512, fp);
|
||||
if ((buffer[0] == '#') || (strlen(buffer) < 2))
|
||||
continue; /* Ingore empty line or commented lines */
|
||||
//printf("::%d:> %s", strlen(buffer), buffer);
|
||||
for (i = 0; i < CMD_COUNT; i++)
|
||||
continue; /* Ingore empty line or commented lines */
|
||||
}
|
||||
|
||||
for (i = 0; i < CMD_COUNT; i++)
|
||||
{
|
||||
if (strncmp(buffer, commandList[i].name, strlen(commandList[i].name)) == 0)
|
||||
{
|
||||
if (strncmp(buffer, commandList[i].name, strlen(commandList[i].name)) == 0)
|
||||
char first[512];
|
||||
double value[15];
|
||||
if (commandList[i].numparam != 0)
|
||||
{
|
||||
char first[512];
|
||||
float value[15];
|
||||
if (commandList[i].numparam != 0)
|
||||
size_t j;
|
||||
int k = 0, l = 0;
|
||||
char buff[512];
|
||||
for(j = strlen(commandList[i].name); j < strlen(buffer); j++)
|
||||
{
|
||||
size_t j;
|
||||
int k = 0, l = 0;
|
||||
char buff[512];
|
||||
for(j = strlen(commandList[i].name); j < strlen(buffer); j++)
|
||||
if (!isspace(buffer[j]))
|
||||
{
|
||||
if (!isspace(buffer[j]))
|
||||
{
|
||||
buff[l++] = buffer[j];
|
||||
}
|
||||
else
|
||||
{
|
||||
buff[l] = 0;
|
||||
l = 0;
|
||||
if (k == 0)
|
||||
{
|
||||
strcpy(first, buff);
|
||||
}
|
||||
if (strlen(buff) > 0)
|
||||
{
|
||||
value[k++] = atof(buff);
|
||||
}
|
||||
}
|
||||
buff[l++] = buffer[j];
|
||||
}
|
||||
if (k != abs(commandList[i].numparam))
|
||||
else
|
||||
{
|
||||
printf("line %d malformed: given %d parameter, expected %d\n%s", line, k, abs(commandList[i].numparam), buffer);
|
||||
sc = NULL;
|
||||
goto exit;
|
||||
buff[l] = 0;
|
||||
l = 0;
|
||||
if (k == 0)
|
||||
{
|
||||
strcpy(first, buff);
|
||||
}
|
||||
if (strlen(buff) > 0)
|
||||
{
|
||||
value[k++] = atof(buff);
|
||||
}
|
||||
}
|
||||
}
|
||||
commandList[i].f(sc, line, first, value);
|
||||
break;
|
||||
if (k != abs(commandList[i].numparam))
|
||||
{
|
||||
printf("line %d malformed: given %d parameter, expected %d\n%s", line, k, abs(commandList[i].numparam), buffer);
|
||||
goto exit;
|
||||
}
|
||||
}
|
||||
commandList[i].f(this, line, value);
|
||||
break;
|
||||
}
|
||||
}
|
||||
#ifdef USE_OCTREE
|
||||
sc->createOctree();
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
exit:
|
||||
return sc;
|
||||
return;
|
||||
}
|
||||
|
||||
#endif
|
||||
Matrix Hw3File::getTransformMatrix()
|
||||
{
|
||||
return this->transformStack[this->transStackCount];
|
||||
}
|
||||
|
||||
void Hw3File::popTransformMatrix()
|
||||
{
|
||||
if (this->transStackCount == 0)
|
||||
{
|
||||
this->transformStack[0] = Matrix4().identity();
|
||||
}
|
||||
else
|
||||
{
|
||||
this->transformStack[this->transStackCount] = Matrix4().identity();
|
||||
this->transStackCount --;
|
||||
}
|
||||
}
|
||||
|
||||
void Hw3File::pushTransformMatrix()
|
||||
{
|
||||
this->transStackCount ++;
|
||||
this->transformStack[this->transStackCount] = this->transformStack[this->transStackCount - 1];
|
||||
}
|
||||
|
||||
void Hw3File::applyTransformMatrix(Matrix t)
|
||||
{
|
||||
this->transformStack[this->transStackCount] = this->transformStack[this->transStackCount] * t;
|
||||
}
|
||||
@@ -3,9 +3,9 @@ project(DoRayTested)
|
||||
set(THREADS_PREFER_PTHREAD_FLAG ON)
|
||||
find_package(Threads REQUIRED)
|
||||
|
||||
set(TESTS_SRC tuple_test.cpp colour_test.cpp canvas_test.cpp matrix_test.cpp transformation_test.cpp ray_test.cpp
|
||||
intersect_test.cpp sphere_test.cpp light_test.cpp material_test.cpp world_test.cpp camera_test.cpp
|
||||
shape_test.cpp plane_test.cpp pattern_test.cpp)
|
||||
set(TESTS_SRC math_test.cpp 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 pattern_test.cpp cube_test.cpp)
|
||||
|
||||
add_executable(testMyRays)
|
||||
target_include_directories(testMyRays PUBLIC ${gtest_SOURCE_DIR}/include ${gtest_SOURCE_DIR})
|
||||
@@ -19,6 +19,11 @@ gtest_discover_tests(testMyRays
|
||||
)
|
||||
|
||||
|
||||
add_executable(hw3render)
|
||||
target_include_directories(hw3render PUBLIC ../source/include)
|
||||
target_sources(hw3render PRIVATE hw3render.cpp)
|
||||
target_link_libraries(hw3render rayonnement)
|
||||
|
||||
add_executable(ch5_test)
|
||||
target_include_directories(ch5_test PUBLIC ../source/include)
|
||||
target_sources(ch5_test PRIVATE ch5_test.cpp)
|
||||
@@ -59,6 +64,11 @@ target_include_directories(ch11_test PUBLIC ../source/include)
|
||||
target_sources(ch11_test PRIVATE ch11_test.cpp)
|
||||
target_link_libraries(ch11_test rayonnement)
|
||||
|
||||
add_executable(ch12_test)
|
||||
target_include_directories(ch12_test PUBLIC ../source/include)
|
||||
target_sources(ch12_test PRIVATE ch12_test.cpp)
|
||||
target_link_libraries(ch12_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>)
|
||||
@@ -67,3 +77,4 @@ 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>)
|
||||
add_test(NAME Chapter12_Test COMMAND $<TARGET_FILE:ch12_test>)
|
||||
@@ -79,7 +79,7 @@ int main()
|
||||
w.addLight(&light);
|
||||
|
||||
/* Set the camera */
|
||||
Camera camera = Camera(1920, 1080, 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)));
|
||||
|
||||
@@ -145,7 +145,7 @@ int main()
|
||||
w.addLight(&light);
|
||||
|
||||
/* Set the camera */
|
||||
Camera camera = Camera(400, 100, 1.152);
|
||||
Camera camera = Camera(400, 200, 1.152);
|
||||
camera.setTransform(viewTransform(Point(-2.6, 1.5, -3.9),
|
||||
Point(-0.6, 1, -0.8),
|
||||
Vector(0, 1, 0)));
|
||||
|
||||
213
tests/ch12_test.cpp
Normal file
213
tests/ch12_test.cpp
Normal file
@@ -0,0 +1,213 @@
|
||||
/*
|
||||
* DoRayMe - a quick and dirty Raytracer
|
||||
* Render test for reflection in chapter 12.
|
||||
*
|
||||
* Created by Manoël Trapier
|
||||
* Copyright (c) 2020 986-Studio.
|
||||
*
|
||||
*/
|
||||
#include <world.h>
|
||||
#include <light.h>
|
||||
#include <sphere.h>
|
||||
#include <plane.h>
|
||||
#include <cube.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();
|
||||
|
||||
/* Add light */
|
||||
Light light = Light(POINT_LIGHT, Point(0, 6.9, -5), Colour(1, 1, 0.9));
|
||||
w.addLight(&light);
|
||||
|
||||
/* ----------------------------- */
|
||||
|
||||
/* The floor / ceiling */
|
||||
Cube floor = Cube();
|
||||
floor.setTransform( scaling(20, 7, 20) * translation(0, 1, 0));
|
||||
floor.material.pattern = new CheckersPattern(Colour(0, 0, 0), Colour(0.25, 0.25, 0.25));
|
||||
floor.material.pattern->setTransform(scaling(0.07, 0.07, 0.07));
|
||||
floor.material.ambient = 0.25;
|
||||
floor.material.diffuse = 0.7;
|
||||
floor.material.specular = 0.9;
|
||||
floor.material.shininess = 300;
|
||||
floor.material.reflective = 0.1;
|
||||
w.addObject(&floor);
|
||||
|
||||
/* Walls */
|
||||
Cube walls = Cube();
|
||||
walls.setTransform(scaling(10, 10, 10));
|
||||
walls.material.pattern = new CheckersPattern(Colour( 0.4863, 0.3765, 0.2941), Colour(0.3725, 0.2902, 0.2275 ));
|
||||
walls.material.pattern->setTransform(scaling(0.05, 20, 0.05));
|
||||
walls.material.ambient = 0.1;
|
||||
walls.material.diffuse = 0.7;
|
||||
walls.material.specular = 0.9;
|
||||
walls.material.shininess = 300;
|
||||
walls.material.reflective = 0.1;
|
||||
w.addObject(&walls);
|
||||
|
||||
/* Table top */
|
||||
Cube tableTop = Cube();
|
||||
tableTop.setTransform(translation(0, 3.1, 0) * scaling(3, 0.1, 2));
|
||||
tableTop.material.pattern = new StripPattern(Colour(0.5529, 0.4235, 0.3255), Colour(0.6588, 0.5098, 0.4000 ));
|
||||
tableTop.material.pattern->setTransform(scaling(0.05, 0.05, 0.05) * rotationY(0.1));
|
||||
tableTop.material.ambient = 0.1;
|
||||
tableTop.material.diffuse = 0.7;
|
||||
tableTop.material.specular = 0.9;
|
||||
tableTop.material.shininess = 300;
|
||||
tableTop.material.reflective = 0.2;
|
||||
w.addObject(&tableTop);
|
||||
|
||||
/* Leg 1 */
|
||||
Cube leg1 = Cube();
|
||||
leg1.setTransform(translation(2.7, 1.5, -1.7) * scaling(0.1, 1.5, 0.1));
|
||||
leg1.material.colour = Colour(0.5529, 0.4235, 0.3255);
|
||||
leg1.material.ambient = 0.2;
|
||||
leg1.material.diffuse = 0.7;
|
||||
w.addObject(&leg1);
|
||||
|
||||
/* Leg 2 */
|
||||
Cube leg2 = Cube();
|
||||
leg2.setTransform(translation(2.7, 1.5, 1.7) * scaling(0.1, 1.5, 0.1));
|
||||
leg2.material.colour = Colour(0.5529, 0.4235, 0.3255);
|
||||
leg2.material.ambient = 0.2;
|
||||
leg2.material.diffuse = 0.7;
|
||||
w.addObject(&leg2);
|
||||
|
||||
/* Leg 3 */
|
||||
Cube leg3 = Cube();
|
||||
leg3.setTransform(translation(-2.7, 1.5, -1.7) * scaling(0.1, 1.5, 0.1));
|
||||
leg3.material.colour = Colour(0.5529, 0.4235, 0.3255);
|
||||
leg3.material.ambient = 0.2;
|
||||
leg3.material.diffuse = 0.7;
|
||||
w.addObject(&leg3);
|
||||
|
||||
/* Leg 4 */
|
||||
Cube leg4 = Cube();
|
||||
leg4.setTransform(translation(-2.7, 1.5, 1.7) * scaling(0.1, 1.5, 0.1));
|
||||
leg4.material.colour = Colour(0.5529, 0.4235, 0.3255);
|
||||
leg4.material.ambient = 0.2;
|
||||
leg4.material.diffuse = 0.7;
|
||||
w.addObject(&leg4);
|
||||
|
||||
/* ----------------------------- */
|
||||
|
||||
/* Glass cube */
|
||||
Cube glassCube = Cube();
|
||||
glassCube.setTransform(translation(0, 3.45001, 0) * rotationY(0.2) * scaling(0.25, 0.25, 0.25));
|
||||
glassCube.dropShadow = false;
|
||||
glassCube.material.colour = Colour(1, 1, 0.8);
|
||||
glassCube.material.ambient = 0;
|
||||
glassCube.material.diffuse = 0.3;
|
||||
glassCube.material.specular = 0.9;
|
||||
glassCube.material.shininess = 300;
|
||||
glassCube.material.reflective = 0.7;
|
||||
glassCube.material.transparency = 0.7;
|
||||
glassCube.material.refractiveIndex = 1.5;
|
||||
w.addObject(&glassCube);
|
||||
|
||||
/* Little cube 1 */
|
||||
Cube lilCube1 = Cube();
|
||||
lilCube1.setTransform(translation(1, 3.25, -0.9) *
|
||||
rotationY(-0.4) *
|
||||
scaling(0.15, 0.15, 0.15));
|
||||
lilCube1.material.colour = Colour(1, 0.5, 0.5);
|
||||
lilCube1.material.reflective = 0.6;
|
||||
lilCube1.material.diffuse = 0.4;
|
||||
w.addObject(&lilCube1);
|
||||
|
||||
/* Little cube 2 */
|
||||
Cube lilCube2 = Cube();
|
||||
lilCube2.setTransform(translation(-1.5, 3.27, 0.3) *
|
||||
rotationY(0.4) *
|
||||
scaling(0.15, 0.07, 0.15));
|
||||
lilCube2.material.colour = Colour(1, 1, 0.5);
|
||||
w.addObject(&lilCube2);
|
||||
|
||||
/* Little cube 3 */
|
||||
Cube lilCube3 = Cube();
|
||||
lilCube3.setTransform(translation(0, 3.25, 1) *
|
||||
rotationY(0.4) *
|
||||
scaling(0.2, 0.05, 0.05));
|
||||
lilCube3.material.colour = Colour(0.5, 1, 0.5);
|
||||
w.addObject(&lilCube3);
|
||||
|
||||
/* Little cube 4 */
|
||||
Cube lilCube4 = Cube();
|
||||
lilCube4.setTransform(translation(-0.6, 3.4, -1) *
|
||||
rotationY(0.8) *
|
||||
scaling(0.05, 0.2, 0.05));
|
||||
lilCube4.material.colour = Colour(0.5, 0.5, 1);
|
||||
w.addObject(&lilCube4);
|
||||
|
||||
/* Little cube 5 */
|
||||
Cube lilCube5 = Cube();
|
||||
lilCube5.setTransform(translation(2, 3.4, 1) *
|
||||
rotationY(0.8) *
|
||||
scaling(0.05, 0.2, 0.05));
|
||||
lilCube5.material.colour = Colour(0.5, 1, 1);
|
||||
w.addObject(&lilCube5);
|
||||
|
||||
/* ----------------------------- */
|
||||
|
||||
/* Frame 1 */
|
||||
Cube frame1 = Cube();
|
||||
frame1.setTransform(translation(-10, 4, 1) * scaling(0.05, 1, 1));
|
||||
frame1.material.colour = Colour(0.7098, 0.2471, 0.2196);
|
||||
frame1.material.diffuse = 0.6;
|
||||
w.addObject(&frame1);
|
||||
|
||||
/* Frame 2 */
|
||||
Cube frame2 = Cube();
|
||||
frame2.setTransform(translation(-10, 3.4, 2.7) * scaling(0.05, 0.4, 0.4));
|
||||
frame2.material.colour = Colour(0.2667, 0.2706, 0.6902);
|
||||
frame2.material.diffuse = 0.6;
|
||||
w.addObject(&frame2);
|
||||
|
||||
/* Frame 3 */
|
||||
Cube frame3 = Cube();
|
||||
frame3.setTransform(translation(-10, 4.6, 2.7) * scaling(0.05, 0.4, 0.4));
|
||||
frame3.material.colour = Colour(0.3098, 0.5961, 0.3098);
|
||||
frame3.material.diffuse = 0.6;
|
||||
w.addObject(&frame3);
|
||||
|
||||
/* ----------------------------- */
|
||||
|
||||
/* Mirror */
|
||||
Cube mirror = Cube();
|
||||
mirror.setTransform(translation(-2, 3.5, 9.95) * scaling(4.8, 1.4, 0.06));
|
||||
mirror.material.colour = Colour(0, 0, 0);
|
||||
mirror.material.diffuse = 0;
|
||||
mirror.material.ambient = 0;
|
||||
mirror.material.specular = 1;
|
||||
mirror.material.shininess = 300;
|
||||
mirror.material.reflective = 1;
|
||||
w.addObject(&mirror);
|
||||
|
||||
/* ----------------------------- */
|
||||
|
||||
/* Set the camera */
|
||||
Camera camera = Camera(400, 200, 0.785);
|
||||
camera.setTransform(viewTransform(Point(8, 6, -8),
|
||||
Point(0, 3, 0),
|
||||
Vector(0, 1, 0)));
|
||||
|
||||
/* Now render it */
|
||||
Canvas image = camera.render(w, 4);
|
||||
|
||||
image.SaveAsPNG("ch12_test.png");
|
||||
|
||||
return 0;
|
||||
}
|
||||
117
tests/cube_test.cpp
Normal file
117
tests/cube_test.cpp
Normal file
@@ -0,0 +1,117 @@
|
||||
/*
|
||||
* DoRayMe - a quick and dirty Raytracer
|
||||
* Cube unit tests
|
||||
*
|
||||
* Created by Manoël Trapier
|
||||
* Copyright (c) 2020 986-Studio.
|
||||
*
|
||||
*/
|
||||
#include <intersect.h>
|
||||
#include <intersection.h>
|
||||
#include <cube.h>
|
||||
#include <transformation.h>
|
||||
#include <gtest/gtest.h>
|
||||
|
||||
TEST(CubeTest, A_ray_intersects_a_cube)
|
||||
{
|
||||
Cube c = Cube();
|
||||
|
||||
Point Origins[] = {
|
||||
Point(5, 0.5, 0),
|
||||
Point(-5, 0.5, 0),
|
||||
Point(0.5, 5, 0),
|
||||
Point(0.5, -5, 0),
|
||||
Point(0.5, 0, 5),
|
||||
Point(0.5, 0, -5),
|
||||
Point(0, 0.5, 0),
|
||||
};
|
||||
|
||||
Vector Directions[] = {
|
||||
Vector(-1, 0, 0),
|
||||
Vector(1, 0, 0),
|
||||
Vector(0, -1, 0),
|
||||
Vector(0, 1, 0),
|
||||
Vector(0, 0, -1),
|
||||
Vector(0, 0, 1),
|
||||
Vector(0, 0, 1),
|
||||
};
|
||||
|
||||
double t1[] = { 4, 4, 4, 4, 4, 4, -1 };
|
||||
double t2[] = { 6, 6, 6, 6, 6, 6, 1 };
|
||||
|
||||
int i;
|
||||
for(i = 0; i < 7; i++)
|
||||
{
|
||||
Ray r = Ray(Origins[i], Directions[i]);
|
||||
Intersect xs = c.intersect(r);
|
||||
|
||||
ASSERT_EQ(xs.count(), 2);
|
||||
EXPECT_EQ(xs[0].t, t1[i]);
|
||||
EXPECT_EQ(xs[1].t, t2[i]);
|
||||
}
|
||||
}
|
||||
|
||||
TEST(CubeTest, A_ray_miss_a_cube)
|
||||
{
|
||||
Cube c = Cube();
|
||||
|
||||
Point Origins[] = {
|
||||
Point(-2, 0, 0),
|
||||
Point(0, -2, 0),
|
||||
Point(0, 0, -2),
|
||||
Point(2, 0, 2),
|
||||
Point(0, 2, 2),
|
||||
Point(2, 2, 0),
|
||||
};
|
||||
|
||||
Vector Directions[] = {
|
||||
Vector(0.2673, 0.5345, 0.8018),
|
||||
Vector(0.8018, 0.2673, 0.5345),
|
||||
Vector(0.5345, 0.8018, 0.2673),
|
||||
Vector(0, 0, -1),
|
||||
Vector(0, -1, 0),
|
||||
Vector(-1, 0, 0),
|
||||
};
|
||||
|
||||
int i;
|
||||
for(i = 0; i < 6; i++)
|
||||
{
|
||||
Ray r = Ray(Origins[i], Directions[i]);
|
||||
Intersect xs = c.intersect(r);
|
||||
|
||||
ASSERT_EQ(xs.count(), 0);
|
||||
}
|
||||
}
|
||||
|
||||
TEST(CubeTest, The_normal_on_the_surface_of_a_cube)
|
||||
{
|
||||
Cube c = Cube();
|
||||
|
||||
Point HitPoints[] = {
|
||||
Point(1, 0.5, -0.8),
|
||||
Point(-1, -0.2, 0.9),
|
||||
Point(-0.4, 1, -0.1),
|
||||
Point(0.3, -1, -0.7),
|
||||
Point(-0.6, 0.3, 1),
|
||||
Point(0.4, 0.4, -1),
|
||||
Point(1, 1, 1),
|
||||
Point(-1, -1, -1),
|
||||
};
|
||||
|
||||
Vector ExpectedNormals[] = {
|
||||
Vector(1, 0, 0),
|
||||
Vector(-1, 0, 0),
|
||||
Vector(0, 1, 0),
|
||||
Vector(0, -1, 0),
|
||||
Vector(0, 0, 1),
|
||||
Vector(0, 0, -1),
|
||||
Vector(1, 0, 0),
|
||||
Vector(-1, 0, 0),
|
||||
};
|
||||
|
||||
int i;
|
||||
for(i = 0; i < 8; i++)
|
||||
{
|
||||
ASSERT_EQ(c.normalAt(HitPoints[i]), ExpectedNormals[i]);
|
||||
}
|
||||
}
|
||||
42
tests/hw3render.cpp
Normal file
42
tests/hw3render.cpp
Normal file
@@ -0,0 +1,42 @@
|
||||
/*
|
||||
* DoRayMe - a quick and dirty Raytracer
|
||||
* Renderer using hw3 files as world builder.
|
||||
*
|
||||
* Created by Manoël Trapier
|
||||
* Copyright (c) 2020 986-Studio.
|
||||
*
|
||||
*/
|
||||
#include <stdio.h>
|
||||
|
||||
#include <world.h>
|
||||
#include <worldbuilder.h>
|
||||
#include <light.h>
|
||||
#include <sphere.h>
|
||||
#include <material.h>
|
||||
#include <colour.h>
|
||||
#include <canvas.h>
|
||||
#include <camera.h>
|
||||
#include <transformation.h>
|
||||
|
||||
int main(int argc, char *argv[])
|
||||
{
|
||||
if(argc != 2)
|
||||
{
|
||||
printf("usage: %s file.hw3\n", argv[0]);
|
||||
return -1;
|
||||
}
|
||||
|
||||
Hw3File world = Hw3File(argv[1]);
|
||||
|
||||
/* Set the camera resolution */
|
||||
Camera cam = Camera(640, 480, world.camFoV);
|
||||
|
||||
cam.setTransform(world.cam);
|
||||
|
||||
/* Now render it */
|
||||
Canvas image = cam.render(world);
|
||||
|
||||
image.SaveAsPNG("hw3render.png");
|
||||
|
||||
return 0;
|
||||
}
|
||||
97
tests/math_test.cpp
Normal file
97
tests/math_test.cpp
Normal file
@@ -0,0 +1,97 @@
|
||||
/*
|
||||
* DoRayMe - a quick and dirty Raytracer
|
||||
* Math helper unit tests
|
||||
*
|
||||
* Created by Manoël Trapier
|
||||
* Copyright (c) 2020 986-Studio.
|
||||
*
|
||||
*/
|
||||
#include <math_helper.h>
|
||||
#include <gtest/gtest.h>
|
||||
|
||||
TEST(MathTest, Default_epsilon)
|
||||
{
|
||||
ASSERT_EQ(getEpsilon(), FLT_EPSILON);
|
||||
}
|
||||
|
||||
TEST(MathTest, Check_setting_epsilon)
|
||||
{
|
||||
set_equal_precision(0.00001);
|
||||
|
||||
ASSERT_EQ(getEpsilon(), 0.00001);
|
||||
|
||||
set_equal_precision(FLT_EPSILON);
|
||||
}
|
||||
|
||||
TEST(MathTest, Check_double_equal_is_working)
|
||||
{
|
||||
ASSERT_TRUE(double_equal(0 - DBL_EPSILON, 0));
|
||||
|
||||
ASSERT_FALSE(double_equal(0 - FLT_EPSILON, 0));
|
||||
ASSERT_TRUE(double_equal(0 - FLT_EPSILON/2.0, 0));
|
||||
|
||||
ASSERT_FALSE(double_equal(0 - 0.001, 0));
|
||||
ASSERT_FALSE(double_equal(0 - 0.00001, 0));
|
||||
ASSERT_FALSE(double_equal(0 - 0.000001, 0));
|
||||
|
||||
set_equal_precision(0.00001);
|
||||
ASSERT_TRUE(double_equal(0 - FLT_EPSILON*2, 0));
|
||||
ASSERT_FALSE(double_equal(0 - 0.001, 0));
|
||||
ASSERT_FALSE(double_equal(0 - 0.00001, 0));
|
||||
ASSERT_TRUE(double_equal(0 - 0.000001, 0));
|
||||
|
||||
set_equal_precision(FLT_EPSILON);
|
||||
}
|
||||
|
||||
|
||||
|
||||
TEST(MathTest, Check_that_deg_to_rad_is_working)
|
||||
{
|
||||
double angle180 = deg_to_rad(180);
|
||||
double angle90 = deg_to_rad(90);
|
||||
double angle270 = deg_to_rad(270);
|
||||
|
||||
ASSERT_EQ(angle180, M_PI);
|
||||
ASSERT_EQ(angle90, M_PI / 2.);
|
||||
ASSERT_EQ(angle270, M_PI * 1.5);
|
||||
}
|
||||
|
||||
TEST(MathTest, Min_is_working)
|
||||
{
|
||||
ASSERT_EQ(min3(1, 2, 3), 1);
|
||||
ASSERT_EQ(min3(1, 3, 2), 1);
|
||||
ASSERT_EQ(min3(2, 1, 3), 1);
|
||||
ASSERT_EQ(min3(2, 3, 1), 1);
|
||||
ASSERT_EQ(min3(3, 1, 2), 1);
|
||||
ASSERT_EQ(min3(3, 2, 1), 1);
|
||||
|
||||
ASSERT_EQ(min3(1, 2, 2), 1);
|
||||
ASSERT_EQ(min3(2, 1, 2), 1);
|
||||
ASSERT_EQ(min3(2, 2, 1), 1);
|
||||
|
||||
ASSERT_EQ(min3(3, 2, 2), 2);
|
||||
ASSERT_EQ(min3(2, 3, 2), 2);
|
||||
ASSERT_EQ(min3(2, 2, 3), 2);
|
||||
|
||||
ASSERT_EQ(min3(2, 2, 2), 2);
|
||||
}
|
||||
|
||||
TEST(MathTest, Max_is_working)
|
||||
{
|
||||
ASSERT_EQ(max3(1, 2, 3), 3);
|
||||
ASSERT_EQ(max3(1, 3, 2), 3);
|
||||
ASSERT_EQ(max3(2, 1, 3), 3);
|
||||
ASSERT_EQ(max3(2, 3, 1), 3);
|
||||
ASSERT_EQ(max3(3, 1, 2), 3);
|
||||
ASSERT_EQ(max3(3, 2, 1), 3);
|
||||
|
||||
ASSERT_EQ(max3(1, 2, 2), 2);
|
||||
ASSERT_EQ(max3(2, 1, 2), 2);
|
||||
ASSERT_EQ(max3(2, 2, 1), 2);
|
||||
|
||||
ASSERT_EQ(max3(3, 2, 2), 3);
|
||||
ASSERT_EQ(max3(2, 3, 2), 3);
|
||||
ASSERT_EQ(max3(2, 2, 3), 3);
|
||||
|
||||
ASSERT_EQ(max3(2, 2, 2), 2);
|
||||
}
|
||||
@@ -245,14 +245,4 @@ TEST(TransformationTest, An_arbitrary_view_transformation)
|
||||
set_equal_precision(FLT_EPSILON);
|
||||
}
|
||||
|
||||
TEST(TransformationTest, Check_that_deg_to_rad_is_working)
|
||||
{
|
||||
double angle180 = deg_to_rad(180);
|
||||
double angle90 = deg_to_rad(90);
|
||||
double angle270 = deg_to_rad(270);
|
||||
|
||||
ASSERT_EQ(angle180, M_PI);
|
||||
ASSERT_EQ(angle90, M_PI / 2.);
|
||||
ASSERT_EQ(angle270, M_PI * 1.5);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user