[FEAT] Add strip pattern to material
This commit is contained in:
@@ -16,3 +16,6 @@ target_link_libraries(chapter_07 PRIVATE raytracing gcov)
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add_executable(chapter_09 chapter_09.cpp)
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add_executable(chapter_09 chapter_09.cpp)
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target_link_libraries(chapter_09 PRIVATE raytracing gcov OpenMP::OpenMP_CXX)
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target_link_libraries(chapter_09 PRIVATE raytracing gcov OpenMP::OpenMP_CXX)
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add_executable(chapter_10 chapter_10.cpp)
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target_link_libraries(chapter_10 PRIVATE raytracing gcov)
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106
apps/chapter_10.cpp
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106
apps/chapter_10.cpp
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@@ -0,0 +1,106 @@
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/*!
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* chapter_10.cpp
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*
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* Copyright (c) 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: 29/02/2024
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*
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*/
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// This is an independent project of an individual developer. Dear PVS-Studio, please check it.
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// PVS-Studio Static Code Analyzer for C, C++, C#, and Java: http://www.viva64.com
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#include <chrono>
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#include <cstdio>
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#include <raytracing.h>
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/* ------------------------------------------------------------------------- */
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using namespace Raytracer;
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using namespace std;
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/* ------------------------------------------------------------------------- */
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int main(void)
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{
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World the_world;
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Camera the_camera;
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Canvas the_canvas;
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Plane *the_floor;
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Sphere *the_middle, *the_right, *the_left;
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chrono::time_point<chrono::high_resolution_clock> the_start, the_end;
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printf("Chapter 10 example.\n");
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// Floor is an extremely flattened sphere with a matte texture.
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the_floor = new Plane();
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Material &the_floor_material = the_floor->material();
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the_floor_material.set_color(Color(1, 0.9, 0.9));
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the_floor_material.set_specular(0);
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the_floor_material.set_pattern(new StripePattern(Color(1, 1, 1), Color(0, 0, 0)));
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the_world.add_object(the_floor);
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// The large sphere in the middle is a unit sphere, translated upward slightly and colored green.
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the_middle = new Sphere();
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the_middle->set_transform(Matrix::translation(-0.5, 1, 0.5));
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Material &the_middle_material = the_middle->material();
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the_middle_material.set_color(Color(0.1, 1, 0.5));
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the_middle_material.set_diffuse(0.7);
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the_middle_material.set_specular(0.3);
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the_world.add_object(the_middle);
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// The smaller green sphere on the right is scaled in half
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the_right = new Sphere();
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the_right->set_transform(Matrix::translation(1.5, 0.5, -0.5) * Matrix::scaling(0.5, 0.5, 0.5));
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Material &the_right_material = the_right->material();
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the_right_material.set_color(Color(0.5, 1, 0.1));
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the_right_material.set_diffuse(0.7);
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the_right_material.set_specular(0.3);
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the_world.add_object(the_right);
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// The smallest sphere is scaled by a third, before being translated
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the_left = new Sphere();
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the_left->set_transform(Matrix::translation(-1.5, 0.33, -0.75) * Matrix::scaling(0.33, 0.33, 0.33));
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Material &the_left_material = the_left->material();
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the_left_material.set_color(Color(1, 0.8, 0.1));
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the_left_material.set_diffuse(0.7);
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the_left_material.set_specular(0.3);
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the_world.add_object(the_left);
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// The Light source is white, shining from above and to the left
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the_world.set_light(PointLight(Tuple::Point(-10, 10, -10), Color(1, 1, 1)));
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// Configure the camera.
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// the_camera = Camera(100, 50, std::numbers::pi / 2);
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the_camera = Camera(320, 200, std::numbers::pi / 2);
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the_camera.set_transform(
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Matrix::view_transform(Tuple::Point(0, 1.5, -3.5), Tuple::Point(0, 1, 0), Tuple::Vector(0, 1, 0)));
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the_start = chrono::high_resolution_clock::now();
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the_canvas = the_camera.render(the_world);
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the_end = chrono::high_resolution_clock::now();
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the_canvas.save_to_file("chapter10.ppm");
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chrono::duration<double> the_elapsed_time = the_end - the_start;
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printf("Execution Time: %f secondes\n", the_elapsed_time.count());
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return 0;
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}
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@@ -38,7 +38,13 @@ using namespace Raytracer;
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/* ------------------------------------------------------------------------- */
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/* ------------------------------------------------------------------------- */
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Material::Material(void) : m_color(1, 1, 1), m_ambient(0.1), m_diffuse(0.9), m_specular(0.9), m_shininess(200)
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Material::Material(void) :
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m_color(1, 1, 1),
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m_ambient(0.1),
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m_diffuse(0.9),
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m_specular(0.9),
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m_shininess(200),
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m_pattern(nullptr)
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{
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{
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}
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}
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@@ -49,6 +55,7 @@ bool Material::operator==(const Material &a_material) const
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return (m_color == a_material.m_color) && double_equal(m_ambient, a_material.m_ambient) &&
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return (m_color == a_material.m_color) && double_equal(m_ambient, a_material.m_ambient) &&
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double_equal(m_diffuse, a_material.m_diffuse) && double_equal(m_specular, a_material.m_specular) &&
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double_equal(m_diffuse, a_material.m_diffuse) && double_equal(m_specular, a_material.m_specular) &&
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double_equal(m_shininess, a_material.m_shininess);
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double_equal(m_shininess, a_material.m_shininess);
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// TODO m_pattern
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}
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}
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/* ------------------------------------------------------------------------- */
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/* ------------------------------------------------------------------------- */
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@@ -123,15 +130,38 @@ void Material::set_shininess(double a_value)
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/* ------------------------------------------------------------------------- */
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/* ------------------------------------------------------------------------- */
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const StripePattern *Material::pattern(void) const
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{
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return m_pattern;
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}
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/* ------------------------------------------------------------------------- */
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void Material::set_pattern(StripePattern *a_pattern)
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{
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m_pattern = a_pattern;
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}
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/* ------------------------------------------------------------------------- */
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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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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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bool is_shadowed) const
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{
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{
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Color the_effective_color;
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Color the_effective_color;
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Tuple the_light_v, the_reflect_v;
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Tuple the_light_v, the_reflect_v;
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Color the_ambient, the_diffuse, the_specular;
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Color the_color, the_ambient, the_diffuse, the_specular;
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if (m_pattern != nullptr)
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{
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the_color = m_pattern->stripe_at(a_point);
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}
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else
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{
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the_color = m_color;
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}
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// Combine the surface color with the light's color
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// Combine the surface color with the light's color
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the_effective_color = m_color * a_light.intensity();
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the_effective_color = the_color * a_light.intensity();
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// Find the direction to the light source
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// Find the direction to the light source
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the_light_v = (a_light.position() - a_point).normalize();
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the_light_v = (a_light.position() - a_point).normalize();
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@@ -31,6 +31,7 @@
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#include "core/color.h"
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#include "core/color.h"
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#include "core/tuple.h"
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#include "core/tuple.h"
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#include "lights/point-light.h"
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#include "lights/point-light.h"
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#include "stripe-pattern.h"
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/* ------------------------------------------------------------------------- */
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/* ------------------------------------------------------------------------- */
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@@ -58,6 +59,9 @@ namespace Raytracer
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const double &shininess(void) const;
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const double &shininess(void) const;
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void set_shininess(double a_value);
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void set_shininess(double a_value);
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const StripePattern *pattern(void) const;
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void set_pattern(StripePattern *a_pattern);
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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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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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bool is_shadowed) const;
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@@ -67,6 +71,7 @@ namespace Raytracer
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double m_diffuse;
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double m_diffuse;
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double m_specular;
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double m_specular;
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double m_shininess;
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double m_shininess;
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StripePattern *m_pattern;
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};
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};
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}; // namespace Raytracer
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}; // namespace Raytracer
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@@ -44,6 +44,13 @@ StripePattern::StripePattern(const Color &a_color_a, const Color &a_color_b) : m
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/* ------------------------------------------------------------------------- */
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/* ------------------------------------------------------------------------- */
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bool StripePattern::operator==(const StripePattern &a_pattern) const
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{
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return (m_a == a_pattern.m_a) && (m_b == a_pattern.m_b);
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}
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/* ------------------------------------------------------------------------- */
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const Color &StripePattern::a(void) const
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const Color &StripePattern::a(void) const
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{
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{
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return m_a;
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return m_a;
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@@ -58,7 +65,7 @@ const Color &StripePattern::b(void) const
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/* ------------------------------------------------------------------------- */
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/* ------------------------------------------------------------------------- */
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const Color &StripePattern::stripe_at(Tuple a_point) const
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const Color &StripePattern::stripe_at(const Tuple &a_point) const
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{
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{
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if (((int)std::floor(a_point.x()) % 2) == 0)
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if (((int)std::floor(a_point.x()) % 2) == 0)
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return m_a;
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return m_a;
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@@ -40,10 +40,12 @@ namespace Raytracer
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public:
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public:
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StripePattern(const Color &a_color_a, const Color &a_color_b);
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StripePattern(const Color &a_color_a, const Color &a_color_b);
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bool operator==(const StripePattern &a_pattern) const;
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const Color &a(void) const;
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const Color &a(void) const;
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const Color &b(void) const;
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const Color &b(void) const;
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const Color &stripe_at(Tuple a_point) const;
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const Color &stripe_at(const Tuple &a_point) const;
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private:
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private:
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Color m_a;
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Color m_a;
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@@ -123,3 +123,55 @@ SCENARIO("A stripe pattern alternates in x", "[features/patterns.feature]")
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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("Lightning with a pattern applied", "[features/materials.feature]")
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{
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Material m;
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GIVEN("m.pattern <- strip_pattern(color(1, 1, 1), color(0, 0, 0))")
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{
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m.set_pattern(new StripePattern(Color(1, 1, 1), Color(0, 0, 0)));
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AND_GIVEN("m.ambient <- 1")
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{
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m.set_ambient(1);
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AND_GIVEN("m.diffuse <- 0")
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{
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m.set_diffuse(0);
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AND_GIVEN("m.specular <- 0")
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{
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m.set_specular(0);
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AND_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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WHEN("c1 <- lighting(m, light, point(0.9, 0, 0), eyev, normalv, false)")
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{
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Color c1 = m.lighting(light, Tuple::Point(0.9, 0, 0), eyev, normalv, false);
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AND_WHEN("c2 <- lighting(m, light, point(1.1, 0, 0), eyev, normalv, false)")
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{
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Color c2 = m.lighting(light, Tuple::Point(1.1, 0, 0), eyev, normalv, false);
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THEN("c1 = color(1, 1, 1)")
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{
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REQUIRE(c1 == Color(1, 1, 1));
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}
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AND_THEN("c2 = color(0, 0, 0)")
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{
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REQUIRE(c2 == Color(0, 0, 0));
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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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