Add support for point light and materials.
Add material to objects.
This commit is contained in:
@@ -4,7 +4,7 @@ set(THREADS_PREFER_PTHREAD_FLAG ON)
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find_package(Threads REQUIRED)
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set(TESTS_SRC tuple_test.cpp colour_test.cpp canvas_test.cpp matrix_test.cpp transformation_test.cpp ray_test.cpp
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intersect_test.cpp sphere_test.cpp)
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intersect_test.cpp sphere_test.cpp light_test.cpp material_test.cpp)
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add_executable(testMyRays)
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target_include_directories(testMyRays PUBLIC ${gtest_SOURCE_DIR}/include ${gtest_SOURCE_DIR})
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24
tests/light_test.cpp
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24
tests/light_test.cpp
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@@ -0,0 +1,24 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Light unit tests
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*
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* Created by Manoël Trapier
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* Copyright (c) 2020 986-Studio.
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*
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*/
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#include <light.h>
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#include <math.h>
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#include <colour.h>
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#include <tuple.h>
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#include <gtest/gtest.h>
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TEST(LightTest, A_point_lighthas_a_position_and_intensity)
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{
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Colour intensity = Colour(1, 1, 1);
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Point position = Point(0, 0, 0);
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Light light = Light(POINT_LIGHT, position, intensity);
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ASSERT_EQ(light.position, position);
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ASSERT_EQ(light.intensity, intensity);
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}
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90
tests/material_test.cpp
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90
tests/material_test.cpp
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@@ -0,0 +1,90 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Material unit tests
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*
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* Created by Manoël Trapier
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* Copyright (c) 2020 986-Studio.
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*
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*/
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#include <material.h>
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#include <math.h>
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#include <colour.h>
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#include <gtest/gtest.h>
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TEST(MaterialTest, The_default_material)
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{
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Material m = Material();
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ASSERT_EQ(m.colour, Colour(1, 1, 1));
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ASSERT_EQ(m.ambient, 0.1);
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ASSERT_EQ(m.diffuse, 0.9);
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ASSERT_EQ(m.specular, 0.9);
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ASSERT_EQ(m.shininess, 200.0);
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}
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// This is used by the next tests
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static Material m = Material();
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static Point position = Point(0, 0, 0);
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TEST(MaterialTest, Lighting_with_the_eye_between_the_light_and_the_surface)
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{
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Vector eyev = Vector(0, 0, -1);
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Vector normalv = Vector(0, 0, -1);
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Light light = Light(POINT_LIGHT, Point(0, 0, -10), Colour(1, 1, 1));
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Colour result = m.lighting(light, position, eyev, normalv);
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ASSERT_EQ(result, Colour(1.9, 1.9, 1.9));
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}
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TEST(MaterialTest, Lighting_with_the_eye_between_the_light_and_the_surface_eye_offset_by_45)
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{
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Vector eyev = Vector(0, -sqrt(2)/2, -sqrt(2)/2);
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Vector normalv = Vector(0, 0, -1);
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Light light = Light(POINT_LIGHT, Point(0, 0, -10), Colour(1, 1, 1));
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Colour result = m.lighting(light, position, eyev, normalv);
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ASSERT_EQ(result, Colour(1.0, 1.0, 1.0));
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}
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TEST(MaterialTest, Lighting_with_the_eye_opposite_surface_light_offset_45)
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{
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Vector eyev = Vector(0, 0, -1);
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Vector normalv = Vector(0, 0, -1);
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Light light = Light(POINT_LIGHT, Point(0, 10, -10), Colour(1, 1, 1));
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Colour result = m.lighting(light, position, eyev, normalv);
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set_equal_precision(0.0001);
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ASSERT_EQ(result, Colour(0.7364, 0.7364, 0.7364));
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set_equal_precision(FLT_EPSILON);
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}
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TEST(MaterialTest, Lighting_with_the_eye_in_the_path_of_the_reflection_vector)
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{
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Vector eyev = Vector(0, -sqrt(2)/2, -sqrt(2)/2);
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Vector normalv = Vector(0, 0, -1);
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Light light = Light(POINT_LIGHT, Point(0, 10, -10), Colour(1, 1, 1));
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Colour result = m.lighting(light, position, eyev, normalv);
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set_equal_precision(0.0001);
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ASSERT_EQ(result, Colour(1.6364, 1.6364, 1.6364));
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set_equal_precision(FLT_EPSILON);
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}
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TEST(MaterialTest, Lighting_with_the_light_behind_the_surface)
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{
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Vector eyev = Vector(0, 0, -1);
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Vector normalv = Vector(0, 0, -1);
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Light light = Light(POINT_LIGHT, Point(0, 0, 10), Colour(1, 1, 1));
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Colour result = m.lighting(light, position, eyev, normalv);
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ASSERT_EQ(result, Colour(0.1, 0.1, 0.1));
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}
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@@ -8,6 +8,7 @@
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*/
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#include <ray.h>
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#include <sphere.h>
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#include <material.h>
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#include <transformation.h>
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#include <gtest/gtest.h>
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@@ -177,4 +178,24 @@ TEST(SphereTest, Computing_the_normal_on_a_tranformed_sphere)
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/* Revert to default */
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set_equal_precision(FLT_EPSILON);
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}
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TEST(SphereTest, A_sphere_have_a_default_material)
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{
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Sphere s = Sphere();
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Material m = Material();
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ASSERT_EQ(s.material, m);
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}
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TEST(SphereTest, A_sphere_may_be_assigned_a_material)
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{
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Sphere s = Sphere();
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Material m = Material();
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m.ambient = 1;
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s.setMaterial(m);
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ASSERT_EQ(s.material, m);
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}
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