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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 <gtest/gtest.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)
- {
- 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);
- 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)
- {
- 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);
- ASSERT_EQ(result, Colour(1.0, 1.0, 1.0));
- }
- TEST(MaterialTest, Lighting_with_the_eye_opposite_surface_light_offset_45)
- {
- 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);
- 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)
- {
- 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);
- 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)
- {
- 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);
- ASSERT_EQ(result, Colour(0.1, 0.1, 0.1));
- }
- TEST(MaterialTest, Lighting_with_the_surface_in_shadow)
- {
- 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));
- bool inShadow = true;
- Colour result = m.lighting(light, position, eyev, normalv, inShadow);
- ASSERT_EQ(result, Colour(0.1, 0.1, 0.1));
- }
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