Adding shadows!
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@@ -16,11 +16,13 @@ class Shape;
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struct Computation
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{
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Computation(Shape *object, double t, Tuple point, Tuple eyev, Tuple normalv, bool inside) :
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object(object), t(t), hitPoint(point), eyeVector(eyev), normalVector(normalv), inside(inside) { };
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Computation(Shape *object, double t, Tuple point, Tuple eyev, Tuple normalv, Tuple overHitP, bool inside) :
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object(object), t(t), hitPoint(point), eyeVector(eyev), normalVector(normalv), inside(inside), overHitPoint(overHitP) { };
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Shape *object;
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double t;
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Tuple hitPoint;
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Tuple overHitPoint;
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Tuple eyeVector;
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Tuple normalVector;
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@@ -25,7 +25,7 @@ public:
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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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Colour lighting(Light light, Tuple point, Tuple eyeVector, Tuple normalVector);
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Colour lighting(Light light, Tuple point, Tuple eyeVector, Tuple normalVector, 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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@@ -13,6 +13,7 @@
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#include <math.h>
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void set_equal_precision(double v);
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double getEpsilon();
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bool double_equal(double a, double b);
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double deg_to_rad(double deg);
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@@ -43,6 +43,7 @@ public:
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Tuple shadeHit(Computation comps);;
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Tuple colourAt(Ray r);
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bool isShadowed(Tuple point);
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Intersect intersect(Ray r);
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@@ -22,11 +22,13 @@ Computation Intersection::prepareComputation(Ray r)
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normalV = -normalV;
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}
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Tuple overHitP = hitP + normalV * getEpsilon();
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return Computation(this->object,
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this->t,
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hitP,
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eyeV,
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normalV,
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overHitP,
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inside);
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}
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@@ -18,6 +18,11 @@ void set_equal_precision(double v)
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current_precision = v;
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}
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double getEpsilon()
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{
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return current_precision;
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}
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bool double_equal(double a, double b)
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{
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return fabs(a - b) < current_precision;
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@@ -10,7 +10,7 @@
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#include <material.h>
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#include <colour.h>
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Colour Material::lighting(Light light, Tuple point, Tuple eyeVector, Tuple normalVector)
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Colour Material::lighting(Light light, Tuple point, Tuple eyeVector, Tuple normalVector, bool inShadow)
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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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@@ -25,31 +25,33 @@ Colour Material::lighting(Light light, Tuple point, Tuple eyeVector, Tuple norma
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ambientColour = effectiveColour * this->ambient;
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lightDotNormal = lightVector.dot(normalVector);
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if (lightDotNormal < 0)
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if (!inShadow)
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{
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diffuseColour = Colour(0, 0, 0);
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specularColour = Colour(0, 0, 0);
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}
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else
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{
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diffuseColour = effectiveColour * this->diffuse * lightDotNormal;
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reflectVector = -lightVector.reflect(normalVector);
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lightDotNormal = lightVector.dot(normalVector);
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reflectDotEye = reflectVector.dot(eyeVector);
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if (reflectDotEye < 0)
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if (lightDotNormal < 0)
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{
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diffuseColour = Colour(0, 0, 0);
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specularColour = Colour(0, 0, 0);
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}
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else
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{
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double factor = pow(reflectDotEye, this->shininess);
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specularColour = light.intensity * this->specular * factor;
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diffuseColour = effectiveColour * this->diffuse * lightDotNormal;
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reflectVector = -lightVector.reflect(normalVector);
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reflectDotEye = reflectVector.dot(eyeVector);
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if (reflectDotEye < 0)
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{
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specularColour = Colour(0, 0, 0);
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}
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else
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{
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double factor = pow(reflectDotEye, this->shininess);
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specularColour = light.intensity * this->specular * factor;
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}
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}
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}
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finalColour = ambientColour + diffuseColour + specularColour;
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return Colour(finalColour.x, finalColour.y, finalColour.z);
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@@ -94,7 +94,12 @@ Intersect World::intersect(Ray r)
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Tuple World::shadeHit(Computation comps)
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{
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return comps.object->material.lighting(*this->lightList[0], comps.hitPoint, comps.eyeVector, comps.normalVector);
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/* TODO: Add support for more than one light */
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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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}
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Tuple World::colourAt(Ray r)
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@@ -110,3 +115,22 @@ Tuple World::colourAt(Ray r)
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return this->shadeHit(hit.prepareComputation(r));
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}
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}
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bool World::isShadowed(Tuple point)
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{
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/* TODO: Add support for more than one light */
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Tuple v = this->lightList[0]->position - point;
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double distance = v.magnitude();
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Tuple direction = v.normalise();
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Ray r = Ray(point, direction);
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Intersection h = this->intersect(r).hit();
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if (!h.nothing() && h.t < distance)
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{
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return true;
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}
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return false;
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}
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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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@@ -174,3 +174,19 @@ TEST(IntersectTest, The_hit_when_an_intersection_occurs_on_the_inside)
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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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@@ -88,3 +88,15 @@ TEST(MaterialTest, Lighting_with_the_light_behind_the_surface)
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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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@@ -112,3 +112,59 @@ TEST(WorldTest, The_colour_with_an_intersection_behind_the_ray)
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ASSERT_EQ(c, inner->material.colour);
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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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