/* * DoRayMe - a quick and dirty Raytracer * Light unit tests * * Created by Manoƫl Trapier * Copyright (c) 2020 986-Studio. * */ #include #include #include #include #include #include #include TEST(LightTest, A_point_lighthas_a_position_and_intensity) { Colour intensity = Colour(1, 1, 1); Point position = Point(0, 0, 0); Light light = Light(POINT_LIGHT, position, intensity); ASSERT_EQ(light.position, position); ASSERT_EQ(light.intensity, intensity); } TEST(LightTest, Point_lights_evaluate_the_lights_intensity_at_a_given_point) { World w = DefaultWorld(); Light *light = w.getLight(0); Tuple testList[] = { Point(0, 1.0001, 0), Point(-1.0001, 0, 0), Point(0, 0, -1.0001), Point(0, 0, 1.0001), Point(1.0001, 0, 0), Point(0, -1.0001, 0), Point(0, 0, 0), }; double testResult[] = { 1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0, }; int testCount = sizeof(testList)/sizeof((testList)[0]); int i; for(i = 0; i < testCount; i++) { ASSERT_TRUE(double_equal(light->intensityAt(w, testList[i]), testResult[i])); } } TEST(LightTest, Creating_an_area_light) { Tuple corner = Point(0, 0, 0); Tuple v1 = Vector(2, 0, 0); Tuple v2 = Vector(0, 0, 1); Light light = Light(AREA_LIGHT, corner, v1, 4, v2, 2, Colour(1, 1, 1)); /* Position is used to store the corner in area lights */ ASSERT_EQ(light.corner, corner); ASSERT_EQ(light.uVec, Vector(0.5, 0, 0)); ASSERT_EQ(light.uSteps, 4); ASSERT_EQ(light.vVec, Vector(0, 0, 0.5)); ASSERT_EQ(light.vSteps, 2); ASSERT_EQ(light.samples, 8); ASSERT_EQ(light.position, Point(1, 0, 0.5)); } TEST(LightTest, Finding_a_single_point_on_an_area_light) { Tuple corner = Point(0, 0, 0); Tuple v1 = Vector(2, 0, 0); Tuple v2 = Vector(0, 0, 1); Light light = Light(AREA_LIGHT, corner, v1, 4, v2, 2, Colour(1, 1, 1)); uint32_t testList[][2] = { {0, 0}, {1, 0}, {0, 1}, {2, 0}, {3, 1}, }; Point testResults[] { Point(0.25, 0, 0.25), Point(0.75, 0, 0.25), Point(0.25, 0, 0.75), Point(1.25, 0, 0.25), Point(1.75, 0, 0.75), }; int testCount = sizeof(testList)/sizeof((testList)[0]); int i; for(i = 0; i < testCount; i++) { Tuple tp = light.pointOnLight(testList[i][0], testList[i][1]); ASSERT_EQ(tp, testResults[i]); } } TEST(LightTest, The_area_light_intensity_function) { World w = DefaultWorld(); Tuple corner = Point(-0.5, -0.5, -5); Tuple v1 = Vector(1, 0, 0); Tuple v2 = Vector(0, 1, 0); Light light = Light(AREA_LIGHT, corner, v1, 2, v2, 2, Colour(1, 1, 1)); Point testList[] = { Point(0, 0, 2), Point(1, -1, 2), Point(1.5, 0, 2), Point(1.25, 1.25, 3), Point(0, 0, -2), }; double testResults[] { 0.0, 0.25, 0.5, 0.75, 1, }; int testCount = sizeof(testList)/sizeof((testList)[0]); int i; for(i = 0; i < testCount; i++) { double intensity = light.intensityAt(w, testList[i]); ASSERT_TRUE(double_equal(intensity, testResults[i])); } }