Adding support for pattern.
Still a bit more work to be done there.
This commit is contained in:
30
source/include/gradientpattern.h
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30
source/include/gradientpattern.h
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@@ -0,0 +1,30 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Gradient Pattern header
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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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#ifndef DORAYME_GRADIENTPATTERN_H
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#define DORAYME_GRADIENTPATTERN_H
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#include <pattern.h>
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class GradientPattern : public Pattern
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{
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public:
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GradientPattern(Colour a, Colour b) : Pattern(a, b) { };
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Colour patternAt(Tuple point)
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{
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Tuple distance = this->b - this->a;
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double fraction = point.x - floor(point.x);
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Tuple ret = this->a + distance * fraction;
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return Colour(ret.x, ret.y, ret.z);
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}
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};
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#endif //DORAYME_GRADIENTPATTERN_H
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@@ -11,8 +11,11 @@
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#include <tuple.h>
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#include <colour.h>
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#include <pattern.h>
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#include <light.h>
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class Shape;
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class Material
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{
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public:
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@@ -22,10 +25,12 @@ public:
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double specular;
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double shininess;
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public:
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Material() : colour(Colour(1, 1, 1)), ambient(0.1), diffuse(0.9), specular(0.9), shininess(200) {};
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Pattern *pattern;
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Colour lighting(Light light, Tuple point, Tuple eyeVector, Tuple normalVector, bool inShadow = false);
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public:
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Material() : colour(Colour(1, 1, 1)), ambient(0.1), diffuse(0.9), specular(0.9), shininess(200), pattern(nullptr) {};
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Colour lighting(Light light, Tuple point, Tuple eyeVector, Tuple normalVector, Shape *hitObject, bool inShadow = false);
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bool operator==(const Material &b) const { return double_equal(this->ambient, b.ambient) &&
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double_equal(this->diffuse, b.diffuse) &&
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36
source/include/pattern.h
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36
source/include/pattern.h
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@@ -0,0 +1,36 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Pattern header
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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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#ifndef DORAYME_PATTERN_H
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#define DORAYME_PATTERN_H
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#include <colour.h>
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#include <tuple.h>
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#include <matrix.h>
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class Shape;
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class Pattern
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{
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public:
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Colour a;
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Colour b;
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Matrix transformMatrix;
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Matrix inverseTransform;
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public:
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Pattern(Colour a, Colour b);
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virtual Colour patternAt(Tuple point) = 0;
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void setTransform(Matrix transform);
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Colour patternAtObject(Shape *object, Tuple point);
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};
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#endif /* DORAYME_PATTERN_H */
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31
source/include/ringpattern.h
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31
source/include/ringpattern.h
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@@ -0,0 +1,31 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Ring Pattern header
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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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#ifndef DORAYME_RINGSUPPORT_H
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#define DORAYME_RINGSUPPORT_H
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#include <pattern.h>
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class RingPattern : public Pattern
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{
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public:
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RingPattern(Colour a, Colour b) : Pattern(a, b) { };
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Colour patternAt(Tuple point)
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{
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Tuple distance = this->b - this->a;
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double fraction = point.x - floor(point.x);
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Tuple ret = this->a + distance * fraction;
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return Colour(ret.x, ret.y, ret.z);
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}
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};
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#endif //DORAYME_RINGSUPPORT_H
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32
source/include/strippattern.h
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32
source/include/strippattern.h
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@@ -0,0 +1,32 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Strip Pattern header
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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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#ifndef DORAYME_STRIPPATTERN_H
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#define DORAYME_STRIPPATTERN_H
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#include <pattern.h>
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#include <stdio.h>
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class StripPattern : public Pattern
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{
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public:
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StripPattern(Colour a, Colour b) : Pattern(a, b) { };
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Colour patternAt(Tuple point)
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{
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if (fmod(floor(point.x), 2) == 0)
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{
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return this->a;
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}
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return this->b;
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}
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};
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#endif /* DORAYME_STRIPPATTERN_H */
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27
source/include/testpattern.h
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27
source/include/testpattern.h
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@@ -0,0 +1,27 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Strip Pattern header
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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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#ifndef DORAYME_TESTPATTERN_H
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#define DORAYME_TESTPATTERN_H
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#include <pattern.h>
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#include <stdio.h>
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class TestPattern : public Pattern
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{
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public:
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TestPattern() : Pattern(Colour(0, 0, 0), Colour(1, 1, 1)) { };
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Colour patternAt(Tuple point)
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{
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return Colour(point.x, point.y, point.z);
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}
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};
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#endif //DORAYME_TESTPATTERN_H
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31
source/pattern.cpp
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31
source/pattern.cpp
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@@ -0,0 +1,31 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Pattern implementation
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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 <pattern.h>
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#include <shape.h>
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Pattern::Pattern(Colour a, Colour b): a(a), b(b)
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{
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this->transformMatrix = Matrix4().identity();
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this->inverseTransform = this->transformMatrix.inverse();
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};
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Colour Pattern::patternAtObject(Shape *object, Tuple worldPoint)
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{
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Tuple objectPoint = object->inverseTransform * worldPoint;
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Tuple patternPoint = this->inverseTransform * objectPoint;
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return this->patternAt(patternPoint);
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}
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void Pattern::setTransform(Matrix transform)
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{
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this->transformMatrix = transform;
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this->inverseTransform = transform.inverse();
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}
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@@ -9,13 +9,21 @@
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#include <tuple.h>
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#include <material.h>
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#include <colour.h>
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#include <shape.h>
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Colour Material::lighting(Light light, Tuple point, Tuple eyeVector, Tuple normalVector, bool inShadow)
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Colour Material::lighting(Light light, Tuple point, Tuple eyeVector, Tuple normalVector, Shape *hitObject, bool inShadow)
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{
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Colour pointColor = this->colour;
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if (this->pattern != nullptr)
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{
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pointColor = this->pattern->patternAtObject(hitObject, point);
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}
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Tuple lightVector = (light.position - point).normalise();
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Tuple reflectVector = Tuple(0, 0, 0, 0);
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Tuple effectiveColour = this->colour * light.intensity;
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Tuple effectiveColour = pointColor * light.intensity;
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Tuple ambientColour = Colour(0, 0, 0);
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Tuple diffuseColour = Colour(0, 0, 0);
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Tuple specularColour = Colour(0, 0, 0);
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@@ -99,7 +99,7 @@ Tuple World::shadeHit(Computation comps)
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bool isThereAnObstacle = this->isShadowed(comps.overHitPoint);
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return comps.object->material.lighting(*this->lightList[0], comps.overHitPoint, comps.eyeVector,
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comps.normalVector, isThereAnObstacle);
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comps.normalVector, comps.object, isThereAnObstacle);
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}
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Tuple World::colourAt(Ray r)
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@@ -5,7 +5,7 @@ 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 light_test.cpp material_test.cpp world_test.cpp camera_test.cpp
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shape_test.cpp plane_test.cpp)
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shape_test.cpp plane_test.cpp pattern_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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@@ -30,16 +30,22 @@ target_sources(ch6_test PRIVATE ch6_test.cpp)
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target_link_libraries(ch6_test rayonnement)
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add_executable(ch7_test)
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target_include_directories(ch6_test PUBLIC ../source/include)
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target_include_directories(ch7_test PUBLIC ../source/include)
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target_sources(ch7_test PRIVATE ch7_test.cpp)
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target_link_libraries(ch7_test rayonnement)
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add_executable(ch9_test)
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target_include_directories(ch6_test PUBLIC ../source/include)
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target_include_directories(ch9_test PUBLIC ../source/include)
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target_sources(ch9_test PRIVATE ch9_test.cpp)
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target_link_libraries(ch9_test rayonnement)
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add_executable(ch10_test)
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target_include_directories(ch10_test PUBLIC ../source/include)
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target_sources(ch10_test PRIVATE ch10_test.cpp)
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target_link_libraries(ch10_test rayonnement)
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add_test(NAME Chapter05_Test COMMAND $<TARGET_FILE:ch5_test>)
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add_test(NAME Chapter06_Test COMMAND $<TARGET_FILE:ch6_test>)
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add_test(NAME Chapter07_Test COMMAND $<TARGET_FILE:ch7_test>)
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add_test(NAME Chapter09_Test COMMAND $<TARGET_FILE:ch9_test>)
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add_test(NAME Chapter09_Test COMMAND $<TARGET_FILE:ch9_test>)
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add_test(NAME Chapter10_Test COMMAND $<TARGET_FILE:ch10_test>)
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84
tests/ch10_test.cpp
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84
tests/ch10_test.cpp
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@@ -0,0 +1,84 @@
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/*
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* DoRayMe - a quick and dirty Raytracer
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* Render test for chapter 5 "Put it together".
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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 <world.h>
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#include <light.h>
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#include <sphere.h>
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#include <plane.h>
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#include <material.h>
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#include <colour.h>
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#include <canvas.h>
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#include <camera.h>
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#include <pattern.h>
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#include <strippattern.h>
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#include <gradientpattern.h>
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#include <transformation.h>
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int main()
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{
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/* First we need to construct the world */
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Plane floor = Plane();
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floor.material.specular = 0;
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floor.material.pattern = new StripPattern(Colour(1, 0.9, 0.9), Colour(1, 0.2, 0.2));
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Plane wall = Plane();
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wall.material.specular = 0;
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wall.material.pattern = new StripPattern(Colour(1, 0.9, 0.9), Colour(1, 0.2, 0.2));
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wall.material.pattern->setTransform(translation(0, 0, 1) * rotationY(M_PI/4));
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wall.setTransform(translation(0, 0, 5) * rotationX(M_PI/2));
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Sphere middle = Sphere();
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middle.setTransform(translation(-0.5, 1, 0.5));
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middle.material.diffuse = 0.7;
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middle.material.specular = 0.3;
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middle.material.pattern = new StripPattern(Colour(0.1, 1, 0.5), Colour(0, 0.2, 0.2));
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middle.material.pattern->setTransform((rotationZ(M_PI/4) * rotationY(M_PI/5) * scaling(0.2, 0.2, 0.2)));
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Sphere right = Sphere();
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right.setTransform(translation(1.5, 0.5, -0.5) * scaling(0.5, 0.5, 0.5));
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right.material.diffuse = 0.7;
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right.material.specular = 0.3;
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right.material.pattern = new StripPattern(Colour(0.5, 1, 0.1), Colour(0, 0, 0));
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right.material.pattern->setTransform((scaling(0.1, 0.1, 0.1)));
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Sphere left = Sphere();
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left.setTransform(translation(-1.5, 0.33, -0.75) * scaling(0.33, 0.33, 0.33));
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left.material.diffuse = 0.7;
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left.material.specular = 0.3;
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left.material.pattern = new GradientPattern(Colour(1, 0.8, 0.1), Colour(0.1, 0.1, 1));
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left.material.pattern->setTransform(translation(1.5, 0, 0) * scaling(2.1, 2, 2) * rotationY(-M_PI/4));
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World w = World();
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w.addObject(&floor);
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w.addObject(&wall);
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w.addObject(&middle);
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w.addObject(&left);
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w.addObject(&right);
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/* Add light */
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Light light = Light(POINT_LIGHT, Point(-10, 10, -10), Colour(1, 1, 1));
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w.addLight(&light);
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/* Set the camera */
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Camera camera = Camera(1920, 1080, M_PI / 3);
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camera.setTransform(viewTransform(Point(0, 1.5, -5),
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Point(0, 1, 0),
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Vector(0, 1, 0)));
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/* Now render it */
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Canvas image = camera.render(w);
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image.SaveAsPNG("ch10_test.png");
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return 0;
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}
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@@ -45,7 +45,7 @@ int main()
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Tuple hitPoint = r.position(hit.t);
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Tuple hitNormalVector = hit.object->normalAt(hitPoint);
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Tuple eye = -r.direction;
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Colour pixelColour = hit.object->material.lighting(light, hitPoint, eye, hitNormalVector);
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Colour pixelColour = hit.object->material.lighting(light, hitPoint, eye, hitNormalVector, hit.object);
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c.putPixel(x, y, pixelColour);
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}
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@@ -9,6 +9,7 @@
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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 <testshape.h>
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#include <gtest/gtest.h>
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TEST(MaterialTest, The_default_material)
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@@ -28,33 +29,36 @@ 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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TestShape t = TestShape();
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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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Colour result = m.lighting(light, position, eyev, normalv, &t);
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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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TestShape t = TestShape();
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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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Colour result = m.lighting(light, position, eyev, normalv, &t);
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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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TestShape t = TestShape();
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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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Colour result = m.lighting(light, position, eyev, normalv, &t);
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set_equal_precision(0.0001);
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@@ -65,11 +69,12 @@ TEST(MaterialTest, Lighting_with_the_eye_opposite_surface_light_offset_45)
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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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TestShape t = TestShape();
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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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Colour result = m.lighting(light, position, eyev, normalv, &t);
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set_equal_precision(0.0001);
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@@ -80,23 +85,25 @@ TEST(MaterialTest, Lighting_with_the_eye_in_the_path_of_the_reflection_vector)
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TEST(MaterialTest, Lighting_with_the_light_behind_the_surface)
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{
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TestShape t = TestShape();
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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);
|
||||
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));
|
||||
bool inShadow = true;
|
||||
|
||||
Colour result = m.lighting(light, position, eyev, normalv, inShadow);
|
||||
Colour result = m.lighting(light, position, eyev, normalv, &t, inShadow);
|
||||
|
||||
ASSERT_EQ(result, Colour(0.1, 0.1, 0.1));
|
||||
}
|
||||
177
tests/pattern_test.cpp
Normal file
177
tests/pattern_test.cpp
Normal file
@@ -0,0 +1,177 @@
|
||||
/*
|
||||
* DoRayMe - a quick and dirty Raytracer
|
||||
* Pattern unit tests
|
||||
*
|
||||
* Created by Manoël Trapier
|
||||
* Copyright (c) 2020 986-Studio.
|
||||
*
|
||||
*/
|
||||
|
||||
#include <pattern.h>
|
||||
#include <strippattern.h>
|
||||
#include <gradientpattern.h>
|
||||
#include <ringpattern.h>
|
||||
#include <testpattern.h>
|
||||
#include <transformation.h>
|
||||
#include <colour.h>
|
||||
#include <sphere.h>
|
||||
#include <gtest/gtest.h>
|
||||
#include <material.h>
|
||||
|
||||
Colour black = Colour(0, 0, 0);
|
||||
Colour white = Colour(1, 1, 1);
|
||||
|
||||
TEST(PatternTest, Creating_a_stripe_pattern)
|
||||
{
|
||||
StripPattern p = StripPattern(white, black);
|
||||
|
||||
ASSERT_EQ(p.a, white);
|
||||
ASSERT_EQ(p.b, black);
|
||||
}
|
||||
|
||||
TEST(PatternTest, A_strip_pattern_is_constant_in_y)
|
||||
{
|
||||
StripPattern p = StripPattern(white, black);
|
||||
|
||||
ASSERT_EQ(p.patternAt(Point(0, 0, 0)), white);
|
||||
ASSERT_EQ(p.patternAt(Point(0, 1, 0)), white);
|
||||
ASSERT_EQ(p.patternAt(Point(0, 2, 0)), white);
|
||||
}
|
||||
|
||||
TEST(PatternTest, A_strip_pattern_is_constant_in_z)
|
||||
{
|
||||
StripPattern p = StripPattern(white, black);
|
||||
|
||||
ASSERT_EQ(p.patternAt(Point(0, 0, 0)), white);
|
||||
ASSERT_EQ(p.patternAt(Point(0, 0, 1)), white);
|
||||
ASSERT_EQ(p.patternAt(Point(0, 0, 2)), white);
|
||||
}
|
||||
|
||||
TEST(PatternTest, A_strip_pattern_alternate_in_x)
|
||||
{
|
||||
StripPattern p = StripPattern(white, black);
|
||||
|
||||
ASSERT_EQ(p.patternAt(Point(0, 0, 0)), white);
|
||||
ASSERT_EQ(p.patternAt(Point(0.9, 0, 0)), white);
|
||||
ASSERT_EQ(p.patternAt(Point(1, 0, 0)), black);
|
||||
ASSERT_EQ(p.patternAt(Point(-0.1, 0, 0)), black);
|
||||
ASSERT_EQ(p.patternAt(Point(-1, 0, 0)), black);
|
||||
ASSERT_EQ(p.patternAt(Point(-1.1, 0, 0)), white);
|
||||
}
|
||||
|
||||
TEST(PatternTest, Lightning_with_a_pattern_applied)
|
||||
{
|
||||
Sphere s = Sphere();
|
||||
Material m;
|
||||
StripPattern p = StripPattern(white, black);
|
||||
m.pattern = &p;
|
||||
m.ambient = 1;
|
||||
m.diffuse = 0;
|
||||
m.specular = 0;
|
||||
|
||||
Tuple eyev = Vector(0, 0, -1);
|
||||
Tuple normalv = Vector(0, 0, -1);
|
||||
Light light = Light(POINT_LIGHT, Point(0, 0, -10), Colour(1, 1, 1));
|
||||
|
||||
Colour c1 = m.lighting(light, Point(0, 9, 0), eyev, normalv, &s, false);
|
||||
Colour c2 = m.lighting(light, Point(1, 1, 0), eyev, normalv, &s, false);
|
||||
|
||||
ASSERT_EQ(c1, Colour(1, 1, 1));
|
||||
ASSERT_EQ(c2, Colour(0, 0, 0));
|
||||
}
|
||||
|
||||
TEST(PatternTest, Stripe_with_an_object_transformation)
|
||||
{
|
||||
Sphere s = Sphere();
|
||||
s.setTransform(scaling(2, 2, 2));
|
||||
StripPattern pattern = StripPattern(white, black);
|
||||
Colour c = pattern.patternAtObject(&s, Point(1.5, 0, 0));
|
||||
|
||||
ASSERT_EQ(c, white);
|
||||
}
|
||||
|
||||
TEST(PatternTest, Stripe_with_a_pattern_transformation)
|
||||
{
|
||||
Sphere s = Sphere();
|
||||
StripPattern pattern = StripPattern(white, black);
|
||||
pattern.setTransform(scaling(2, 2, 2));
|
||||
Colour c = pattern.patternAtObject(&s, Point(1.5, 0, 0));
|
||||
|
||||
ASSERT_EQ(c, white);
|
||||
}
|
||||
|
||||
TEST(PatternTest, Stripe_with_both_an_object_and_a_pattern_transformation)
|
||||
{
|
||||
Sphere s = Sphere();
|
||||
s.setTransform(scaling(2, 2, 2));
|
||||
StripPattern pattern = StripPattern(white, black);
|
||||
pattern.setTransform(translation(0.5, 0, 0));
|
||||
|
||||
Colour c = pattern.patternAtObject(&s, Point(2.5, 0, 0));
|
||||
|
||||
ASSERT_EQ(c, white);
|
||||
}
|
||||
|
||||
TEST(PatternTest, The_default_pattern_transformation)
|
||||
{
|
||||
TestPattern pattern = TestPattern();
|
||||
|
||||
ASSERT_EQ(pattern.transformMatrix, Matrix4().identity());
|
||||
}
|
||||
|
||||
TEST(PatternTest, Assigning_a_transformation)
|
||||
{
|
||||
TestPattern pattern = TestPattern();
|
||||
pattern.setTransform(translation(1, 2, 3));
|
||||
|
||||
ASSERT_EQ(pattern.transformMatrix, translation(1, 2, 3));
|
||||
}
|
||||
|
||||
TEST(PatternTest, A_pattern_with_an_object_transformation)
|
||||
{
|
||||
Sphere s = Sphere();
|
||||
s.setTransform(scaling(2, 2, 2));
|
||||
TestPattern pattern = TestPattern();
|
||||
|
||||
Colour c = pattern.patternAtObject(&s, Point(2, 3, 4));
|
||||
|
||||
ASSERT_EQ(c, Colour(1, 1.5, 2));
|
||||
}
|
||||
|
||||
TEST(PatternTest, A_pattern_with_a_pattern_transformation)
|
||||
{
|
||||
Sphere s = Sphere();
|
||||
TestPattern pattern = TestPattern();
|
||||
pattern.setTransform(scaling(2, 2, 2));
|
||||
|
||||
Colour c = pattern.patternAtObject(&s, Point(2, 3, 4));
|
||||
|
||||
ASSERT_EQ(c, Colour(1, 1.5, 2));
|
||||
}
|
||||
|
||||
TEST(PatternTest, A_pattern_with_an_object_and_a_pattern_transformation)
|
||||
{
|
||||
Sphere s = Sphere();
|
||||
s.setTransform(scaling(2, 2, 2));
|
||||
TestPattern pattern = TestPattern();
|
||||
pattern.setTransform(translation(0.5, 1, 1.5));
|
||||
|
||||
Colour c = pattern.patternAtObject(&s, Point(2.5, 3, 3.5));
|
||||
|
||||
ASSERT_EQ(c, Colour(0.75, 0.5, 0.25));
|
||||
}
|
||||
|
||||
TEST(PatternTest, A_gradient_linearly_interpolates_betweens_colors)
|
||||
{
|
||||
GradientPattern pattern = GradientPattern(white, black);
|
||||
|
||||
ASSERT_EQ(pattern.patternAt(Point(0.25, 0, 0)), Colour(0.75, 0.75, 0.75));
|
||||
ASSERT_EQ(pattern.patternAt(Point(0.5, 0, 0)), Colour(0.5, 0.5, 0.5));
|
||||
ASSERT_EQ(pattern.patternAt(Point(0.75, 0, 0)), Colour(0.25, 0.25, 0.25));
|
||||
}
|
||||
|
||||
TEST(PatternTest, A_ring_should_extend_in_both_x_and_z)
|
||||
{
|
||||
RingPattern pattern = RingPattern(white, black);
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user