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World is on the verge of working!

Godzil 4 years ago
parent
commit
999419dfe1
6 changed files with 170 additions and 0 deletions
  1. 16 0
      source/include/intersection.h
  2. 5 0
      source/include/world.h
  3. 32 0
      source/intersection.cpp
  4. 19 0
      source/world.cpp
  5. 44 0
      tests/intersect_test.cpp
  6. 54 0
      tests/world_test.cpp

+ 16 - 0
source/include/intersection.h

@@ -10,9 +10,23 @@
 #define DORAYME_INTERSECTION_H
 
 #include <stdlib.h>
+#include <ray.h>
 
 class Shape;
 
+struct Computation
+{
+    Computation(Shape *object, double t, Tuple point, Tuple eyev, Tuple normalv, bool inside) :
+          object(object), t(t), hitPoint(point), eyeVector(eyev), normalVector(normalv), inside(inside) { };
+    Shape *object;
+    double t;
+    Tuple hitPoint;
+    Tuple eyeVector;
+    Tuple normalVector;
+
+    bool inside;
+};
+
 class Intersection
 {
 public:
@@ -23,6 +37,8 @@ public:
     Intersection(double t, Shape *object) : t(t), object(object) { };
     bool nothing() { return (this->object == nullptr); };
 
+    Computation prepareComputation(Ray r);
+
     bool operator==(const Intersection &b) const { return ((this->t == b.t) && (this->object == b.object)); };
 };
 

+ 5 - 0
source/include/world.h

@@ -39,6 +39,11 @@ public:
     bool lightIsIn(Light &l);
     bool objectIsIn(Shape &s);
 
+    Shape *getObject(int i) { return this->objectList[i]; };
+
+    Tuple shadeHit(Computation comps);;
+    Tuple colourAt(Ray r);
+
     Intersect intersect(Ray r);
 
 };

+ 32 - 0
source/intersection.cpp

@@ -0,0 +1,32 @@
+/*
+ *  DoRayMe - a quick and dirty Raytracer
+ *  Intersection implementation
+ *
+ *  Created by Manoël Trapier
+ *  Copyright (c) 2020 986-Studio.
+ *
+ */
+#include <intersection.h>
+#include <shape.h>
+
+Computation Intersection::prepareComputation(Ray r)
+{
+    Tuple hitP = r.position(this->t);
+    Tuple normalV = this->object->normalAt(hitP);
+    Tuple eyeV = -r.direction;
+    bool inside;
+
+    if (normalV.dot(eyeV) < 0)
+    {
+        inside = true;
+        normalV = -normalV;
+    }
+
+
+    return Computation(this->object,
+                       this->t,
+                       hitP,
+                       eyeV,
+                       normalV,
+                       inside);
+}

+ 19 - 0
source/world.cpp

@@ -90,4 +90,23 @@ Intersect World::intersect(Ray r)
     }
 
     return ret;
+}
+
+Tuple World::shadeHit(Computation comps)
+{
+    return comps.object->material.lighting(*this->lightList[0], comps.hitPoint, comps.eyeVector, comps.normalVector);
+}
+
+Tuple World::colourAt(Ray r)
+{
+    Intersection hit = this->intersect(r).hit();
+
+    if (hit.nothing())
+    {
+        return Colour(0, 0, 0);
+    }
+    else
+    {
+        return this->shadeHit(hit.prepareComputation(r));
+    }
 }

+ 44 - 0
tests/intersect_test.cpp

@@ -7,6 +7,7 @@
  *
  */
 #include <intersect.h>
+#include <intersection.h>
 #include <sphere.h>
 #include <gtest/gtest.h>
 
@@ -129,4 +130,47 @@ TEST(IntersectTest, The_hit_is_always_the_lowest_nonnegative_intersection)
     Intersection i = xs.hit();
 
     ASSERT_EQ(i, i4);
+}
+
+TEST(IntersectTest, Precomputing_the_state_of_an_intersection)
+{
+    Ray r = Ray(Point(0, 0, -5), Vector(0, 0, 1));
+    Sphere shape = Sphere();
+    Intersection i = Intersection(4, &shape);
+
+    Computation comps = i.prepareComputation(r);
+
+    ASSERT_EQ(comps.t, i.t);
+    ASSERT_EQ(comps.object, i.object);
+    ASSERT_EQ(comps.hitPoint, Point(0, 0, -1));
+    ASSERT_EQ(comps.eyeVector, Vector(0, 0, -1));
+    ASSERT_EQ(comps.normalVector, Vector(0, 0, -1));
+
+}
+
+TEST(IntersectTest, The_hit_when_an_intersection_occurs_on_the_outside)
+{
+    Ray r = Ray(Point(0, 0, -5), Vector(0, 0, 1));
+    Sphere shape = Sphere();
+    Intersection i = Intersection(4, &shape);
+
+    Computation comps = i.prepareComputation(r);
+
+    ASSERT_EQ(comps.inside, false);
+}
+
+TEST(IntersectTest, The_hit_when_an_intersection_occurs_on_the_inside)
+{
+    Ray r = Ray(Point(0, 0, 0), Vector(0, 0, 1));
+    Sphere shape = Sphere();
+    Intersection i = Intersection(1, &shape);
+
+    Computation comps = i.prepareComputation(r);
+    ASSERT_EQ(comps.hitPoint, Point(0, 0, 1));
+    ASSERT_EQ(comps.eyeVector, Vector(0, 0, -1));
+    ASSERT_EQ(comps.inside, true);
+
+    /* Normal vector would have been (0, 0, 1); but is inverted ! */
+
+    ASSERT_EQ(comps.normalVector, Vector(0, 0, -1));
 }

+ 54 - 0
tests/world_test.cpp

@@ -58,3 +58,57 @@ TEST(WorldTest, Intersect_a_world_with_a_ray)
     ASSERT_EQ(xs[3].t, 6);
 }
 
+TEST(WorldTest, Shading_an_intersection)
+{
+    World w = DefaultWorld();
+    Ray r = Ray(Point(0, 0, -5), Vector(0, 0, 1));
+    Shape *s = w.getObject(0);
+    Intersection i = Intersection(4, s);
+    Computation comps = i.prepareComputation(r);
+    Tuple c = w.shadeHit(comps);
+
+    /* Temporary lower the precision */
+    set_equal_precision(0.00001);
+
+    ASSERT_EQ(c, Colour(0.38066, 0.47583, 0.2855));
+
+    set_equal_precision(FLT_EPSILON);
+}
+
+TEST(WorldTest, The_when_ray_miss)
+{
+    World w = DefaultWorld();
+    Ray r = Ray(Point(0, 0, -5), Vector(0, 1, 0));
+    Tuple c = w.colourAt(r);
+
+    ASSERT_EQ(c, Colour(0, 0, 0));
+}
+
+TEST(WorldTest, The_when_ray_hit)
+{
+    World w = DefaultWorld();
+    Ray r = Ray(Point(0, 0, -5), Vector(0, 0, 1));
+    Tuple c = w.colourAt(r);
+
+    /* Temporary lower the precision */
+    set_equal_precision(0.00001);
+
+    ASSERT_EQ(c, Colour(0.38066, 0.47583, 0.2855));
+
+    set_equal_precision(FLT_EPSILON);
+}
+
+TEST(WorldTest, The_colour_with_an_intersection_behind_the_ray)
+{
+    World w = DefaultWorld();
+    Shape *outer = w.getObject(0);
+    outer->material.ambient = 1;
+    Shape *inner = w.getObject(1);
+    inner->material.ambient = 1;
+
+    Ray r = Ray(Point(0, 0, 0.75), Vector(0, 0, -1));
+
+    Tuple c = w.colourAt(r);
+
+    ASSERT_EQ(c, inner->material.colour);
+}