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Add Chapter 06 test!

Godzil 4 years ago
parent
commit
9bdfb26f7e
2 changed files with 63 additions and 1 deletions
  1. 6 1
      tests/CMakeLists.txt
  2. 57 0
      tests/ch6_test.cpp

+ 6 - 1
tests/CMakeLists.txt

@@ -21,4 +21,9 @@ gtest_discover_tests(testMyRays
 add_executable(ch5_test)
 target_include_directories(ch5_test PUBLIC ../source/include)
 target_sources(ch5_test PRIVATE ch5_test.cpp)
-target_link_libraries(ch5_test rayonnement)
+target_link_libraries(ch5_test rayonnement)
+
+add_executable(ch6_test)
+target_include_directories(ch6_test PUBLIC ../source/include)
+target_sources(ch6_test PRIVATE ch6_test.cpp)
+target_link_libraries(ch6_test rayonnement)

+ 57 - 0
tests/ch6_test.cpp

@@ -0,0 +1,57 @@
+/*
+ *  DoRayMe - a quick and dirty Raytracer
+ *  Render test for chapter 5 "Put it together".
+ *
+ *  Created by Manoël Trapier
+ *  Copyright (c) 2020 986-Studio.
+ *
+ */
+#include <ray.h>
+#include <sphere.h>
+#include <colour.h>
+#include <canvas.h>
+#include <transformation.h>
+
+int main()
+{
+    int x, y;
+    Canvas c = Canvas(100, 100);
+
+    Sphere s = Sphere();
+
+    s.material.colour = Colour(1, 0.2, 1);
+
+
+    Light light = Light(POINT_LIGHT, Point(-10, 10, -10), Colour(1, 1, 1));
+
+    Point cameraOrigin = Point(0, 0, -5);
+    double wallDistance = 10;
+    double wallSize = 7;
+    double pixelSize = wallSize / c.width;
+    for(y = 0; y < c.height; y++)
+    {
+        double worldY = (wallSize / 2) - pixelSize * y;
+        for(x = 0; x < c.width; x++)
+        {
+            double worldX = -(wallSize / 2) + pixelSize * x;
+            Point position = Point(worldX, worldY, wallDistance);
+            Ray r = Ray(cameraOrigin, (position - cameraOrigin).normalise());
+            Intersect xs = s.intersect(r);
+
+            Intersection hit = xs.hit();
+
+            if (!hit.nothing())
+            {
+                Tuple hitPoint = r.position(hit.t);
+                Tuple hitNormalVector = hit.object->normalAt(hitPoint);
+                Tuple eye = -r.direction;
+                Colour pixelColour = hit.object->material.lighting(light, hitPoint, eye, hitNormalVector);
+
+                c.put_pixel(x, y, pixelColour);
+            }
+
+        }
+    }
+    c.SaveAsPNG("ch6_test.png");
+    return 0;
+}