material_test.cpp 2.8 KB

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  1. /*
  2. * DoRayMe - a quick and dirty Raytracer
  3. * Material unit tests
  4. *
  5. * Created by Manoël Trapier
  6. * Copyright (c) 2020 986-Studio.
  7. *
  8. */
  9. #include <material.h>
  10. #include <math.h>
  11. #include <colour.h>
  12. #include <gtest/gtest.h>
  13. TEST(MaterialTest, The_default_material)
  14. {
  15. Material m = Material();
  16. ASSERT_EQ(m.colour, Colour(1, 1, 1));
  17. ASSERT_EQ(m.ambient, 0.1);
  18. ASSERT_EQ(m.diffuse, 0.9);
  19. ASSERT_EQ(m.specular, 0.9);
  20. ASSERT_EQ(m.shininess, 200.0);
  21. }
  22. // This is used by the next tests
  23. static Material m = Material();
  24. static Point position = Point(0, 0, 0);
  25. TEST(MaterialTest, Lighting_with_the_eye_between_the_light_and_the_surface)
  26. {
  27. Vector eyev = Vector(0, 0, -1);
  28. Vector normalv = Vector(0, 0, -1);
  29. Light light = Light(POINT_LIGHT, Point(0, 0, -10), Colour(1, 1, 1));
  30. Colour result = m.lighting(light, position, eyev, normalv);
  31. ASSERT_EQ(result, Colour(1.9, 1.9, 1.9));
  32. }
  33. TEST(MaterialTest, Lighting_with_the_eye_between_the_light_and_the_surface_eye_offset_by_45)
  34. {
  35. Vector eyev = Vector(0, -sqrt(2)/2, -sqrt(2)/2);
  36. Vector normalv = Vector(0, 0, -1);
  37. Light light = Light(POINT_LIGHT, Point(0, 0, -10), Colour(1, 1, 1));
  38. Colour result = m.lighting(light, position, eyev, normalv);
  39. ASSERT_EQ(result, Colour(1.0, 1.0, 1.0));
  40. }
  41. TEST(MaterialTest, Lighting_with_the_eye_opposite_surface_light_offset_45)
  42. {
  43. Vector eyev = Vector(0, 0, -1);
  44. Vector normalv = Vector(0, 0, -1);
  45. Light light = Light(POINT_LIGHT, Point(0, 10, -10), Colour(1, 1, 1));
  46. Colour result = m.lighting(light, position, eyev, normalv);
  47. set_equal_precision(0.0001);
  48. ASSERT_EQ(result, Colour(0.7364, 0.7364, 0.7364));
  49. set_equal_precision(FLT_EPSILON);
  50. }
  51. TEST(MaterialTest, Lighting_with_the_eye_in_the_path_of_the_reflection_vector)
  52. {
  53. Vector eyev = Vector(0, -sqrt(2)/2, -sqrt(2)/2);
  54. Vector normalv = Vector(0, 0, -1);
  55. Light light = Light(POINT_LIGHT, Point(0, 10, -10), Colour(1, 1, 1));
  56. Colour result = m.lighting(light, position, eyev, normalv);
  57. set_equal_precision(0.0001);
  58. ASSERT_EQ(result, Colour(1.6364, 1.6364, 1.6364));
  59. set_equal_precision(FLT_EPSILON);
  60. }
  61. TEST(MaterialTest, Lighting_with_the_light_behind_the_surface)
  62. {
  63. Vector eyev = Vector(0, 0, -1);
  64. Vector normalv = Vector(0, 0, -1);
  65. Light light = Light(POINT_LIGHT, Point(0, 0, 10), Colour(1, 1, 1));
  66. Colour result = m.lighting(light, position, eyev, normalv);
  67. ASSERT_EQ(result, Colour(0.1, 0.1, 0.1));
  68. }
  69. TEST(MaterialTest, Lighting_with_the_surface_in_shadow)
  70. {
  71. Vector eyev = Vector(0, 0, -1);
  72. Vector normalv = Vector(0, 0, -1);
  73. Light light = Light(POINT_LIGHT, Point(0, 0, -10), Colour(1, 1, 1));
  74. bool inShadow = true;
  75. Colour result = m.lighting(light, position, eyev, normalv, inShadow);
  76. ASSERT_EQ(result, Colour(0.1, 0.1, 0.1));
  77. }