Adding shadows!
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@@ -9,9 +9,9 @@
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#include <intersect.h>
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#include <intersection.h>
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#include <sphere.h>
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#include <transformation.h>
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#include <gtest/gtest.h>
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TEST(IntersectTest, Creating_an_intersect_and_do_some_check)
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{
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Intersect i;
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@@ -173,4 +173,20 @@ TEST(IntersectTest, The_hit_when_an_intersection_occurs_on_the_inside)
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/* Normal vector would have been (0, 0, 1); but is inverted ! */
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ASSERT_EQ(comps.normalVector, Vector(0, 0, -1));
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}
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TEST(IntersectTest, The_hit_should_offset_the_point)
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{
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Ray r = Ray(Point(0, 0, -5), Vector(0, 0, 1));
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Sphere shape = Sphere();
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shape.setTransform(translation(0, 0, 1));
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Intersection i = Intersection(5, &shape);
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Computation comps = i.prepareComputation(r);
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/* Normal vector would have been (0, 0, 1); but is inverted ! */
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ASSERT_LT(comps.overHitPoint.z, -getEpsilon() / 2);
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ASSERT_GT(comps.hitPoint.z, comps.overHitPoint.z);
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}
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@@ -86,5 +86,17 @@ TEST(MaterialTest, Lighting_with_the_light_behind_the_surface)
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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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TEST(MaterialTest, Lighting_with_the_surface_in_shadow)
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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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bool inShadow = true;
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Colour result = m.lighting(light, position, eyev, normalv, inShadow);
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ASSERT_EQ(result, Colour(0.1, 0.1, 0.1));
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}
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@@ -111,4 +111,60 @@ TEST(WorldTest, The_colour_with_an_intersection_behind_the_ray)
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Tuple c = w.colourAt(r);
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ASSERT_EQ(c, inner->material.colour);
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}
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}
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TEST(WorldTest, There_is_no_shadow_when_nothing_is_collinear_with_point_and_light)
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{
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World w = DefaultWorld();
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Tuple p = Point(0, 10, 0);
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ASSERT_FALSE(w.isShadowed(p));
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}
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TEST(WorldTest, The_shadow_when_an_object_is_between_the_point_and_the_light)
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{
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World w = DefaultWorld();
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Tuple p = Point(10, -10, 10);
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ASSERT_TRUE(w.isShadowed(p));
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}
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TEST(WorldTest, There_is_no_shadow_whne_an_object_is_behing_the_light)
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{
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World w = DefaultWorld();
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Tuple p = Point(-20, 20, -20);
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ASSERT_FALSE(w.isShadowed(p));
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}
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TEST(WorldTest, There_is_no_shadow_when_an_object_is_behing_the_point)
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{
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World w = DefaultWorld();
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Tuple p = Point(-2, 2, -2);
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ASSERT_FALSE(w.isShadowed(p));
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}
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TEST(WorldTest, Shade_hit_is_given_an_intersection_in_shadow)
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{
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World w = World();
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Light l = Light(POINT_LIGHT, Point(0, 0, -10), Colour(1, 1, 1));
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w.addLight(&l);
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Sphere s1 = Sphere();
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w.addObject(&s1);
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Sphere s2 = Sphere();
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s2.setTransform(translation(0, 0, 10));
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w.addObject(&s2);
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Ray r = Ray(Point(0, 0, 5), Vector(0, 0, 1));
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Intersection i = Intersection(4, &s2);
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Computation comps = i.prepareComputation(r);
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Tuple c = w.shadeHit(comps);
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ASSERT_EQ(c, Colour(0.1, 0.1, 0.1));
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};
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