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@@ -11,6 +11,8 @@
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#include <colour.h>
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#include <colour.h>
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#include <tuple.h>
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#include <tuple.h>
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#include <gtest/gtest.h>
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#include <gtest/gtest.h>
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+#include <world.h>
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+#include <worldbuilder.h>
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TEST(LightTest, A_point_lighthas_a_position_and_intensity)
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TEST(LightTest, A_point_lighthas_a_position_and_intensity)
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{
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{
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@@ -21,4 +23,127 @@ TEST(LightTest, A_point_lighthas_a_position_and_intensity)
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ASSERT_EQ(light.position, position);
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ASSERT_EQ(light.position, position);
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ASSERT_EQ(light.intensity, intensity);
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ASSERT_EQ(light.intensity, intensity);
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+}
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+
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+TEST(LightTest, Point_lights_evaluate_the_lights_intensity_at_a_given_point)
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+{
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+ World w = DefaultWorld();
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+ Light *light = w.getLight(0);
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+
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+ Tuple testList[] = {
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+ Point(0, 1.0001, 0),
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+ Point(-1.0001, 0, 0),
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+ Point(0, 0, -1.0001),
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+ Point(0, 0, 1.0001),
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+ Point(1.0001, 0, 0),
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+ Point(0, -1.0001, 0),
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+ Point(0, 0, 0),
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+ };
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+
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+ double testResult[] = {
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+ 1.0,
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+ 1.0,
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+ 1.0,
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+ 0.0,
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+ 0.0,
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+ 0.0,
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+ 0.0,
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+ };
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+
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+ int testCount = sizeof(testList)/sizeof((testList)[0]);
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+ int i;
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+
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+ for(i = 0; i < testCount; i++)
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+ {
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+ ASSERT_TRUE(double_equal(light->intensityAt(w, testList[i]), testResult[i]));
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+ }
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+}
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+
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+TEST(LightTest, Creating_an_area_light)
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+{
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+ Tuple corner = Point(0, 0, 0);
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+ Tuple v1 = Vector(2, 0, 0);
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+ Tuple v2 = Vector(0, 0, 1);
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+
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+ Light light = Light(AREA_LIGHT, corner, v1, 4, v2, 2, Colour(1, 1, 1));
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+
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+ /* Position is used to store the corner in area lights */
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+ ASSERT_EQ(light.corner, corner);
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+ ASSERT_EQ(light.uVec, Vector(0.5, 0, 0));
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+ ASSERT_EQ(light.uSteps, 4);
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+ ASSERT_EQ(light.vVec, Vector(0, 0, 0.5));
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+ ASSERT_EQ(light.vSteps, 2);
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+ ASSERT_EQ(light.samples, 8);
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+ ASSERT_EQ(light.position, Point(1, 0, 0.5));
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+}
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+
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+TEST(LightTest, Finding_a_single_point_on_an_area_light)
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+{
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+ Tuple corner = Point(0, 0, 0);
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+ Tuple v1 = Vector(2, 0, 0);
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+ Tuple v2 = Vector(0, 0, 1);
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+
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+ Light light = Light(AREA_LIGHT, corner, v1, 4, v2, 2, Colour(1, 1, 1));
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+
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+ uint32_t testList[][2] = {
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+ {0, 0},
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+ {1, 0},
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+ {0, 1},
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+ {2, 0},
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+ {3, 1},
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+ };
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+
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+ Point testResults[] {
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+ Point(0.25, 0, 0.25),
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+ Point(0.75, 0, 0.25),
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+ Point(0.25, 0, 0.75),
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+ Point(1.25, 0, 0.25),
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+ Point(1.75, 0, 0.75),
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+ };
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+
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+ int testCount = sizeof(testList)/sizeof((testList)[0]);
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+ int i;
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+
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+ for(i = 0; i < testCount; i++)
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+ {
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+ Tuple tp = light.pointOnLight(testList[i][0], testList[i][1]);
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+ ASSERT_EQ(tp, testResults[i]);
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+ }
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+
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+}
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+
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+TEST(LightTest, The_area_light_intensity_function)
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+{
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+ World w = DefaultWorld();
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+ Tuple corner = Point(-0.5, -0.5, -5);
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+ Tuple v1 = Vector(1, 0, 0);
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+ Tuple v2 = Vector(0, 1, 0);
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+
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+ Light light = Light(AREA_LIGHT, corner, v1, 2, v2, 2, Colour(1, 1, 1));
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+
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+ Point testList[] = {
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+ Point(0, 0, 2),
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+ Point(1, -1, 2),
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+ Point(1.5, 0, 2),
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+ Point(1.25, 1.25, 3),
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+ Point(0, 0, -2),
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+ };
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+
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+ double testResults[] {
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+ 0.0,
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+ 0.25,
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+ 0.5,
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+ 0.75,
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+ 1,
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+ };
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+
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+ int testCount = sizeof(testList)/sizeof((testList)[0]);
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+ int i;
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+
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+ for(i = 0; i < testCount; i++)
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+ {
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+ double intensity = light.intensityAt(w, testList[i]);
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+ ASSERT_TRUE(double_equal(intensity, testResults[i]));
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+ }
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+
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}
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}
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