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- /*
- * DoRayMe - a quick and dirty Raytracer
- * Material unit tests
- *
- * Created by Manoël Trapier
- * Copyright (c) 2020 986-Studio.
- *
- */
- #include <material.h>
- #include <math.h>
- #include <colour.h>
- #include <testshape.h>
- #include <gtest/gtest.h>
- #include <world.h>
- #include <worldbuilder.h>
- 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]);
- }
- }
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