/* * DoRayMe - a quick and dirty Raytracer * Material unit tests * * Created by Manoƫl Trapier * Copyright (c) 2020 986-Studio. * */ #include #include #include #include #include #include #include TEST(MaterialTest, The_default_material) { Material m = Material(); ASSERT_EQ(m.colour, Colour(1, 1, 1)); ASSERT_EQ(m.ambient, 0.1); ASSERT_EQ(m.diffuse, 0.9); ASSERT_EQ(m.specular, 0.9); ASSERT_EQ(m.shininess, 200.0); } // This is used by the next tests static Material m = Material(); static Point position = Point(0, 0, 0); TEST(MaterialTest, Lighting_with_the_eye_between_the_light_and_the_surface) { TestShape t = TestShape(); Vector eyev = Vector(0, 0, -1); Vector normalv = Vector(0, 0, -1); Light light = Light(POINT_LIGHT, Point(0, 0, -10), Colour(1, 1, 1)); Colour result = m.lighting(light, position, eyev, normalv, &t); ASSERT_EQ(result, Colour(1.9, 1.9, 1.9)); } TEST(MaterialTest, Lighting_with_the_eye_between_the_light_and_the_surface_eye_offset_by_45) { TestShape t = TestShape(); Vector eyev = Vector(0, -sqrt(2)/2, -sqrt(2)/2); Vector normalv = Vector(0, 0, -1); Light light = Light(POINT_LIGHT, Point(0, 0, -10), Colour(1, 1, 1)); Colour result = m.lighting(light, position, eyev, normalv, &t); ASSERT_EQ(result, Colour(1.0, 1.0, 1.0)); } TEST(MaterialTest, Lighting_with_the_eye_opposite_surface_light_offset_45) { TestShape t = TestShape(); Vector eyev = Vector(0, 0, -1); Vector normalv = Vector(0, 0, -1); Light light = Light(POINT_LIGHT, Point(0, 10, -10), Colour(1, 1, 1)); Colour result = m.lighting(light, position, eyev, normalv, &t); set_equal_precision(0.0001); ASSERT_EQ(result, Colour(0.7364, 0.7364, 0.7364)); set_equal_precision(FLT_EPSILON); } TEST(MaterialTest, Lighting_with_the_eye_in_the_path_of_the_reflection_vector) { TestShape t = TestShape(); Vector eyev = Vector(0, -sqrt(2)/2, -sqrt(2)/2); Vector normalv = Vector(0, 0, -1); Light light = Light(POINT_LIGHT, Point(0, 10, -10), Colour(1, 1, 1)); Colour result = m.lighting(light, position, eyev, normalv, &t); set_equal_precision(0.0001); ASSERT_EQ(result, Colour(1.6364, 1.6364, 1.6364)); set_equal_precision(FLT_EPSILON); } TEST(MaterialTest, Lighting_with_the_light_behind_the_surface) { TestShape t = TestShape(); Vector eyev = Vector(0, 0, -1); Vector normalv = Vector(0, 0, -1); Light light = Light(POINT_LIGHT, Point(0, 0, 10), Colour(1, 1, 1)); Colour result = m.lighting(light, position, eyev, normalv, &t); ASSERT_EQ(result, Colour(0.1, 0.1, 0.1)); } TEST(MaterialTest, Lighting_with_the_surface_in_shadow) { TestShape t = TestShape(); Vector eyev = Vector(0, 0, -1); Vector normalv = Vector(0, 0, -1); Light light = Light(POINT_LIGHT, Point(0, 0, -10), Colour(1, 1, 1)); double lightLevel = 0.0; Colour result = m.lighting(light, position, eyev, normalv, &t, lightLevel); ASSERT_EQ(result, Colour(0.1, 0.1, 0.1)); } TEST(MaterialTest, Reflectivity_for_the_default_material) { Material m = Material(); ASSERT_EQ(m.reflective, 0); } TEST(MaterialTest, Transparency_and_refractive_index_for_the_default_material) { Material m = Material(); ASSERT_EQ(m.transparency, 0.0); ASSERT_EQ(m.refractiveIndex, 1.0); } TEST(MaterialTest, Equality_tests) { Material m = Material(); Material m2 = Material(); ASSERT_EQ(m, m2); m.ambient = 42; ASSERT_NE(m, m2); m.ambient = m2.ambient; m.diffuse = 42; ASSERT_NE(m, m2); m.diffuse = m2.diffuse; m.specular = 42; ASSERT_NE(m, m2); m.specular = m2.specular; m.shininess = 42; ASSERT_NE(m, m2); m.shininess = m2.shininess; m.reflective = 42; ASSERT_NE(m, m2); m.reflective = m2.reflective; m.transparency = 42; ASSERT_NE(m, m2); m.transparency = m2.transparency; m.emissive = 42; ASSERT_NE(m, m2); m.emissive = m2.emissive; m.refractiveIndex = 42; ASSERT_NE(m, m2); m.refractiveIndex = m2.refractiveIndex; m.colour = Colour(32, 32, 32); ASSERT_NE(m, m2); } TEST(MaterialTest, lighting_uses_light_intensity_to_attenuate_colour) { World w = DefaultWorld(); Light *light = w.getLight(0); Shape *shape = w.getObject(0); light->position = Point(0, 0, -10); light->intensity = Colour(1, 1, 1); shape->material.ambient = 0.1; shape->material.diffuse = 0.9; shape->material.specular = 0; shape->material.colour = Colour(1, 1, 1); Tuple pt = Point(0, 0, -1); Tuple eyev = Vector(0, 0, -1); Tuple normalv = Vector(0, 0, -1); double testList[] = { 1.0, 0.5, 0.0, }; Colour testResult[] = { Colour(1, 1, 1), Colour(0.55, 0.55, 0.55), Colour(0.1, 0.1, 0.1), }; int testCount = sizeof(testList)/sizeof((testList)[0]); int i; for(i = 0; i < testCount; i++) { ASSERT_EQ(shape->material.lighting(*light, pt, eyev, normalv, shape, testList[i]), testResult[i]); } }