[FEAT] Add shadow support
This commit is contained in:
@@ -77,7 +77,8 @@ int shadow_sphere(uint8_t a_canvas_pixels, double a_wall_size, uint8_t a_wall_z)
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Tuple the_point = the_ray.position(the_intersec.distance_t());
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Tuple the_normal = the_intersec.object().normal_at(the_point);
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Tuple the_eye = -the_ray.direction();
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Color the_color = the_intersec.object().material().lighting(the_light, the_point, the_eye, the_normal);
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Color the_color =
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the_intersec.object().material().lighting(the_light, the_point, the_eye, the_normal, false);
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the_canvas.write_pixel(x, y, the_color);
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}
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}
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@@ -32,8 +32,6 @@
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#include "common.h"
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#define kEpsilon 0.00001
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/* ------------------------------------------------------------------------- */
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bool Raytracer::double_equal(double a, double b)
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@@ -26,6 +26,8 @@
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#ifndef _RAYTRACER_COMMON_H
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#define _RAYTRACER_COMMON_H
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#define kEpsilon 0.00001
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namespace Raytracer
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{
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bool double_equal(double a, double b);
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@@ -82,6 +82,20 @@ void IntersectionData::set_point(const Tuple &a_point)
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/* ------------------------------------------------------------------------- */
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const Tuple &IntersectionData::over_point(void) const
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{
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return m_over_point;
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}
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/* ------------------------------------------------------------------------- */
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void IntersectionData::set_over_point(const Tuple &a_point)
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{
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m_over_point = a_point;
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}
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/* ------------------------------------------------------------------------- */
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const Tuple &IntersectionData::eyev(void) const
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{
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return m_eyev;
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@@ -50,6 +50,9 @@ namespace Raytracer
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const Tuple &point(void) const;
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void set_point(const Tuple &a_point);
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const Tuple &over_point(void) const;
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void set_over_point(const Tuple &a_point);
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const Tuple &eyev(void) const;
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void set_eyev(const Tuple &an_eyev);
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@@ -64,6 +67,7 @@ namespace Raytracer
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double m_distance;
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Shape m_shape; // TODO ??
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Tuple m_point;
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Tuple m_over_point;
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Tuple m_eyev;
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Tuple m_normalv;
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};
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@@ -174,6 +174,7 @@ IntersectionData Intersection::prepare_computations(Ray a_ray) const
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the_data.set_point(a_ray.position(m_distance_t));
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the_data.set_eyev(-a_ray.direction());
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the_data.set_normalv(m_shape.normal_at(the_data.point()));
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the_data.set_over_point(the_data.point() + the_data.normalv() * kEpsilon);
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the_data.set_inside();
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return the_data;
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@@ -123,8 +123,8 @@ void Material::set_shininess(double a_value)
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/* ------------------------------------------------------------------------- */
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Color Material::lighting(const PointLight &a_light, const Tuple &a_point, const Tuple &an_eyev,
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const Tuple &a_normalv) const
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Color Material::lighting(const PointLight &a_light, const Tuple &a_point, const Tuple &an_eyev, const Tuple &a_normalv,
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bool is_shadowed) const
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{
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Color the_effective_color;
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Tuple the_light_v, the_reflect_v;
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@@ -139,6 +139,11 @@ Color Material::lighting(const PointLight &a_light, const Tuple &a_point, const
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// Compute the ambient contribution
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the_ambient = the_effective_color * m_ambient;
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if (is_shadowed)
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{
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return the_ambient;
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}
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// light_dot_normal represents the cosine of the angle between the light vector and the normal vector.
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// a negative number means the light is on the other side of the surface.
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double the_light_dot_normal = the_light_v.dot(a_normalv);
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@@ -58,8 +58,8 @@ namespace Raytracer
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const double &shininess(void) const;
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void set_shininess(double a_value);
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Color lighting(const PointLight &a_light, const Tuple &a_point, const Tuple &an_eyev,
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const Tuple &a_normalv) const;
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Color lighting(const PointLight &a_light, const Tuple &a_point, const Tuple &an_eyev, const Tuple &a_normalv,
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bool is_shadowed) const;
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private:
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Color m_color;
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@@ -157,8 +157,10 @@ Intersections World::intersect_world(const Ray &a_ray) const
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Color World::shade_hit(const IntersectionData &an_intersection_data) const
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{
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return an_intersection_data.object().material().lighting(
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m_light, an_intersection_data.point(), an_intersection_data.eyev(), an_intersection_data.normalv());
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bool the_shadowed = is_shadowed(an_intersection_data.over_point());
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return an_intersection_data.object().material().lighting(m_light, an_intersection_data.over_point(),
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an_intersection_data.eyev(),
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an_intersection_data.normalv(), the_shadowed);
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}
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/* ------------------------------------------------------------------------- */
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@@ -188,6 +190,26 @@ Color World::color_at(const Ray &a_ray) const
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/* ------------------------------------------------------------------------- */
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bool World::is_shadowed(const Tuple &a_point) const
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{
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Tuple the_v = m_light.position() - a_point;
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double the_distance = the_v.magnitude();
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Tuple the_direction = the_v.normalize();
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Ray the_ray(a_point, the_direction);
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Intersections the_intersections = intersect_world(the_ray);
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Intersection the_h = the_intersections.hit();
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if ((the_h.is_defined()) && (the_h.distance_t() < the_distance))
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{
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return true;
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}
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return false;
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}
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/* ------------------------------------------------------------------------- */
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World World::default_world(void)
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{
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World the_world;
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@@ -64,6 +64,8 @@ namespace Raytracer
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Color shade_hit(const IntersectionData &an_intersection_data) const;
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Color color_at(const Ray &a_ray) const;
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bool is_shadowed(const Tuple &a_point) const;
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static World default_world(void);
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private:
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@@ -331,7 +331,7 @@ SCENARIO("Lighting with the eye between the light and the surface", "[features/m
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PointLight light = PointLight(Tuple::Point(0, 0, -10), Color(1, 1, 1));
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WHEN("result <- lighting(m, light, position, eyev, normalv)")
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{
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Color result = m.lighting(light, position, eyev, normalv);
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Color result = m.lighting(light, position, eyev, normalv, false);
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THEN("result = color(1.9, 1.9, 1.9)")
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{
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REQUIRE(result == Color(1.9, 1.9, 1.9));
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@@ -360,7 +360,7 @@ SCENARIO("Lighting with eye between the light & surface, eye offset 45°", "[fea
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PointLight light = PointLight(Tuple::Point(0, 0, -10), Color(1, 1, 1));
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WHEN("result <- lighting(m, light, position, eyev, normalv)")
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{
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Color result = m.lighting(light, position, eyev, normalv);
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Color result = m.lighting(light, position, eyev, normalv, false);
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THEN("result = color(1.0, 1.0, 1.0)")
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{
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REQUIRE(result == Color(1.0, 1.0, 1.0));
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@@ -389,7 +389,7 @@ SCENARIO("Lighting with the eye opposite surface, light offset 45°", "[features
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PointLight light = PointLight(Tuple::Point(0, 10, -10), Color(1, 1, 1));
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WHEN("result <- lighting(m, light, position, eyev, normalv)")
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{
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Color result = m.lighting(light, position, eyev, normalv);
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Color result = m.lighting(light, position, eyev, normalv, false);
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THEN("result = color(0.7364, 0.7364, 0.7364)")
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{
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REQUIRE(result == Color(0.7364, 0.7364, 0.7364));
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@@ -418,7 +418,7 @@ SCENARIO("Lighting with the eye in the path of the reflection vector", "[feature
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PointLight light = PointLight(Tuple::Point(0, 10, -10), Color(1, 1, 1));
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WHEN("result <- lighting(m, light, position, eyev, normalv)")
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{
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Color result = m.lighting(light, position, eyev, normalv);
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Color result = m.lighting(light, position, eyev, normalv, false);
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THEN("result = color(1.6364, 1.6364, 1.6364)")
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{
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REQUIRE(result == Color(1.6364, 1.6364, 1.6364));
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@@ -447,7 +447,7 @@ SCENARIO("Lighting with the light behind the surface", "[features/materials.feat
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PointLight light = PointLight(Tuple::Point(0, 0, 10), Color(1, 1, 1));
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WHEN("result <- lighting(m, light, position, eyev, normalv)")
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{
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Color result = m.lighting(light, position, eyev, normalv);
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Color result = m.lighting(light, position, eyev, normalv, false);
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THEN("result = color(0.1, 0.1, 0.1)")
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{
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REQUIRE(result == Color(0.1, 0.1, 0.1));
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@@ -296,10 +296,16 @@ SCENARIO("Shading an intersection from the inside", "[features/world.feature]")
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AND_WHEN("c <- shade_hit(w, comps)")
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{
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Color c = w.shade_hit(comps);
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#if 0 // Not working anymore with shadow.
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THEN("c = color(0.90498, 0.90498, 0.90498)")
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{
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REQUIRE(c == Color(0.90498, 0.90498, 0.90498));
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}
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#endif
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THEN("c = color(0.1, 0.1, 0.1)")
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{
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REQUIRE(c == Color(0.1, 0.1, 0.1));
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}
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}
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}
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}
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219
tests/08_shadows.cpp
Normal file
219
tests/08_shadows.cpp
Normal file
@@ -0,0 +1,219 @@
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/*!
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* 08_shadows.cpp
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*
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* Copyright (c) 2015-2024, NADAL Jean-Baptiste. All rights reserved.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
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* MA 02110-1301 USA
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*
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* @Author: NADAL Jean-Baptiste
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* @Date: 26/02/2024
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*
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*/
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/*---------------------------------------------------------------------------*/
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#include <catch.hpp>
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#include "raytracing.h"
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using namespace Raytracer;
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/* ------------------------------------------------------------------------- */
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SCENARIO("Lightning with the surface in shadow", "[features/materials.feature]")
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{
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Tuple position = Tuple::Point(0, 0, 0);
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Material m;
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GIVEN("eyev <- vector(0, 0, -1)")
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{
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Tuple eyev = Tuple::Vector(0, 0, -1);
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AND_GIVEN("normalv <- vector(0, 0, -1)")
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{
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Tuple normalv = Tuple::Vector(0, 0, -1);
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AND_GIVEN("light <- point_light(point(0, 0, -10), color(1, 1, 1))")
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{
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PointLight light = PointLight(Tuple::Point(0, 0, -10), Color(1, 1, 1));
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AND_GIVEN("in_shadow <- true")
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{
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bool in_shadow = true;
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WHEN("result <- lighting(m, light, position, eyev, normalv, in_shadow)")
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{
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Color result = m.lighting(light, position, eyev, normalv, in_shadow);
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THEN("result = color(0.1, 0.1, 0.1)")
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{
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REQUIRE(result == Color(0.1, 0.1, 0.1));
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}
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}
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}
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}
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}
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}
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}
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/* ------------------------------------------------------------------------- */
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SCENARIO("There is no shadow when noting is collinear with p&l", "[features/world.feature]")
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{
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GIVEN("w <- default_world()")
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{
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World w = World::default_world();
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AND_GIVEN("p <- point(0, 10, 0)")
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{
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Tuple p = Tuple::Point(0, 10, 0);
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THEN("is_shadowed(w, p) is false")
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{
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REQUIRE(w.is_shadowed(p) == false);
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}
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}
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}
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}
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/* ------------------------------------------------------------------------- */
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SCENARIO("There shadow when an object is between the p&l", "[features/world.feature]")
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{
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GIVEN("w <- default_world()")
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{
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World w = World::default_world();
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AND_GIVEN("p <- point(10, -10, 10)")
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{
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Tuple p = Tuple::Point(10, -10, 10);
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THEN("is_shadowed(w, p) is true")
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{
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REQUIRE(w.is_shadowed(p) == true);
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}
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}
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}
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}
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/* ------------------------------------------------------------------------- */
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SCENARIO("There is no shadow when an object is behind the p&l", "[features/world.feature]")
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{
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GIVEN("w <- default_world()")
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{
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World w = World::default_world();
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AND_GIVEN("p <- point(-20, 20, -20)")
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{
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Tuple p = Tuple::Point(-20, 20, -20);
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THEN("is_shadowed(w, p) is false")
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{
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REQUIRE(w.is_shadowed(p) == false);
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}
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}
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}
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}
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/* ------------------------------------------------------------------------- */
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SCENARIO("There is no shadow when an object is behind the point", "[features/world.feature]")
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{
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GIVEN("w <- default_world()")
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{
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World w = World::default_world();
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AND_GIVEN("p <- point(-2, 2, -2)")
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{
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Tuple p = Tuple::Point(-2, 2, -2);
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THEN("is_shadowed(w, p) is false")
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{
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REQUIRE(w.is_shadowed(p) == false);
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}
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}
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}
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}
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/* ------------------------------------------------------------------------- */
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SCENARIO("shade_hit() is given an intersection in the shadow", "[features/world.feature]")
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{
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GIVEN("w <- world()")
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{
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World w;
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AND_GIVEN("w.light <- point_light(point(0, 0, -10), color(1, 1, 1))")
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{
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w.set_light(PointLight(Tuple::Point(0, 0, -10), Color(1, 1, 1)));
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AND_GIVEN("s1 <- sphere()")
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{
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Sphere *s1 = new Sphere;
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AND_GIVEN("s1 is added to w")
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{
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w.add_object(s1);
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AND_GIVEN("s2 <- sphere() with transform(translation(0, 0, 10))")
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{
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Sphere *s2 = new Sphere;
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s2->set_transform(Matrix::translation(0, 0, 10));
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AND_GIVEN("s2 is added to w")
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{
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w.add_object(s2);
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AND_GIVEN("r <- ray(point(0, 0, 5), vector(0, 0, 1))")
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{
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Ray r(Tuple::Point(0, 0, 5), Tuple::Vector(0, 0, 1));
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AND_GIVEN("i <- intersection(4, s2)")
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{
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Intersection i(4, *s2);
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WHEN("comps <- prepare_computatons(i,r)")
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{
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IntersectionData comps = i.prepare_computations(r);
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AND_WHEN("c <- shade_hit(w, comps)")
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{
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Color c = w.shade_hit(comps);
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THEN("c = color (0.1, 0.1, 0.1)")
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{
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REQUIRE(c == Color(0.1, 0.1, 0.1));
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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/* ------------------------------------------------------------------------- */
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SCENARIO("The hit should offset the point", "[features/intersections.feature]")
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{
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GIVEN("r <- ray(point(0, 0, -5), vector(0, 0, 1))")
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{
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Ray r(Tuple::Point(0, 0, -5), Tuple::Vector(0, 0, 1));
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AND_GIVEN("shape <- sphere()")
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{
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Sphere shape;
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shape.set_transform(Matrix::translation(0, 0, 1));
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AND_GIVEN("i <- intersection(5, shape)")
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{
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Intersection i(5, shape);
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WHEN("comps <- prepare_computatons(i,r)")
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{
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IntersectionData comps = i.prepare_computations(r);
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THEN("comps.over_point.z < -EPSILON/2")
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{
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REQUIRE(comps.over_point().z() < -kEpsilon / 2);
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}
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AND_THEN("comps.point.z < comps.over_point.z")
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{
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REQUIRE(comps.point().z() > comps.over_point().z());
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}
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}
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}
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}
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}
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||||
}
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@@ -18,6 +18,7 @@ add_executable(raytracing_test
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05_rays.cpp
|
||||
06_light_shading.cpp
|
||||
07_making_scene.cpp
|
||||
08_shadows.cpp
|
||||
)
|
||||
|
||||
include_directories("${CMAKE_SOURCE_DIR}/tests")
|
||||
|
||||
Reference in New Issue
Block a user