315 lines
7.9 KiB
C++
315 lines
7.9 KiB
C++
/*
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* DoRayMe - a quick and dirty Raytracer
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* Intersect 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 <intersect.h>
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#include <intersection.h>
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#include <sphere.h>
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#include <plane.h>
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#include <triangle.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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ASSERT_EQ(i.count(), 0);
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i.add(Intersection(1.0, nullptr));
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i.add(Intersection(4.2, nullptr));
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ASSERT_EQ(i.count(), 2);
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ASSERT_EQ(i[0].t, 1.0);
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ASSERT_EQ(i[1].t, 4.2);
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}
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TEST(IntersectTest, An_intersection_encapsulate_t_and_object)
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{
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Sphere s = Sphere();
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Intersection i = Intersection(3.5, &s);
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ASSERT_EQ(i.t, 3.5);
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ASSERT_EQ(i.object, (Shape *)&s);
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}
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TEST(IntersectTest, Aggregating_intersections)
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{
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Sphere s = Sphere();
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Intersection i1 = Intersection(1, &s);
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Intersection i2 = Intersection(2, &s);
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Intersect xs = Intersect();
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xs.add(i1);
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xs.add(i2);
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ASSERT_EQ(xs.count(), 2);
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ASSERT_EQ(xs[0].t, 1);
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ASSERT_EQ(xs[1].t, 2);
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}
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TEST(IntersectTest, Intersect_sets_the_object_on_the_intersection)
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{
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Ray r = Ray(Point(0, 0, -5), Vector(0, 0, 1));
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Sphere s = Sphere();
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Intersect xs = s.intersect(r);
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ASSERT_EQ(xs.count(), 2);
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ASSERT_EQ(xs[0].object, (Shape *)&s);
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ASSERT_EQ(xs[1].object, (Shape *)&s);
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}
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TEST(IntersectTest, The_hit_when_all_intersection_have_positive_t)
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{
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Sphere s = Sphere();
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Intersect xs = Intersect();
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Intersection i1 = Intersection(1, &s);
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Intersection i2 = Intersection(2, &s);
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xs.add(i1);
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xs.add(i2);
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Intersection i = xs.hit();
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ASSERT_EQ(i, i1);
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}
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TEST(IntersectTest, The_hit_when_some_intersection_have_negative_t)
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{
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Sphere s = Sphere();
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Intersect xs = Intersect();
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Intersection i1 = Intersection(-1, &s);
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Intersection i2 = Intersection(2, &s);
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Intersection i3 = Intersection(12, &s);
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xs.add(i1);
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xs.add(i2);
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xs.add(i3);
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Intersection i = xs.hit();
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ASSERT_EQ(i, i2);
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}
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TEST(IntersectTest, The_hit_when_all_intersection_have_negative_t)
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{
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Sphere s = Sphere();
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Intersect xs = Intersect();
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Intersection i1 = Intersection(-2, &s);
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Intersection i2 = Intersection(-1, &s);
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xs.add(i1);
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xs.add(i2);
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Intersection i = xs.hit();
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ASSERT_TRUE(i.nothing());
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}
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TEST(IntersectTest, The_hit_is_always_the_lowest_nonnegative_intersection)
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{
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Sphere s = Sphere();
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Intersect xs = Intersect();
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Intersection i1 = Intersection(5, &s);
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Intersection i2 = Intersection(7, &s);
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Intersection i3 = Intersection(-3, &s);
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Intersection i4 = Intersection(2, &s);
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xs.add(i1);
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xs.add(i2);
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xs.add(i3);
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xs.add(i4);
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Intersection i = xs.hit();
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ASSERT_EQ(i, i4);
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}
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TEST(IntersectTest, Precomputing_the_state_of_an_intersection)
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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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Intersection i = Intersection(4, &shape);
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Computation comps = i.prepareComputation(r);
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ASSERT_EQ(comps.t, i.t);
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ASSERT_EQ(comps.object, i.object);
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ASSERT_EQ(comps.hitPoint, Point(0, 0, -1));
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ASSERT_EQ(comps.eyeVector, Vector(0, 0, -1));
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ASSERT_EQ(comps.normalVector, Vector(0, 0, -1));
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}
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TEST(IntersectTest, The_hit_when_an_intersection_occurs_on_the_outside)
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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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Intersection i = Intersection(4, &shape);
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Computation comps = i.prepareComputation(r);
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ASSERT_EQ(comps.inside, false);
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}
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TEST(IntersectTest, The_hit_when_an_intersection_occurs_on_the_inside)
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{
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Ray r = Ray(Point(0, 0, 0), Vector(0, 0, 1));
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Sphere shape = Sphere();
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Intersection i = Intersection(1, &shape);
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Computation comps = i.prepareComputation(r);
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ASSERT_EQ(comps.hitPoint, Point(0, 0, 1));
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ASSERT_EQ(comps.eyeVector, Vector(0, 0, -1));
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ASSERT_EQ(comps.inside, true);
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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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TEST(IntersectTest, Precomputing_the_reflection_vector)
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{
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Plane s = Plane();
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Ray r = Ray(Point(0, 1, -1), Vector(0, -sqrt(2) / 2, sqrt(2) / 2));
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Intersection i = Intersection(sqrt(2), &s);
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Computation comps = i.prepareComputation(r);
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ASSERT_EQ(comps.reflectVector, Vector(0, sqrt(2) / 2, sqrt(2) / 2));
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}
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TEST(IntersectTest, Finding_n1_and_n2_at_various_intersections)
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{
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int i;
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double n1_res[6] = { 1.0, 1.5, 2.0, 2.5, 2.5, 1.5 };
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double n2_res[6] = { 1.5, 2.0, 2.5, 2.5, 1.5, 1.0 };
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GlassSphere A = GlassSphere();
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A.setTransform(scaling(2, 2, 2));
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A.material.refractiveIndex = 1.5;
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GlassSphere B = GlassSphere();
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B.setTransform(translation(0, 0, -0.25));
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B.material.refractiveIndex = 2.0;
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GlassSphere C = GlassSphere();
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C.setTransform(translation(0, 0, 0.25));
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C.material.refractiveIndex = 2.5;
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Ray r = Ray(Point(0, 0, -4), Vector(0, 0, 1));
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Intersect xs = Intersect();
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xs.add(Intersection(2.0, &A));
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xs.add(Intersection(2.75, &B));
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xs.add(Intersection(3.25, &C));
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xs.add(Intersection(4.75, &B));
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xs.add(Intersection(5.25, &C));
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xs.add(Intersection(6, &A));
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for(i = 0; i < xs.count(); i++)
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{
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Intersection inter = xs[i];
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Computation comps = inter.prepareComputation(r, &xs);
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ASSERT_EQ(comps.n1, n1_res[i]);
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ASSERT_EQ(comps.n2, n2_res[i]);
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}
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}
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TEST(IntersectTest, The_under_point_is_offset_below_the_surface)
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{
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Ray r = Ray(Point(0, 0, -5), Vector(0, 0, 1));
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GlassSphere shape = GlassSphere();
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shape.setTransform(translation(0, 0, 1));
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Intersection i = Intersection(5, &shape);
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Intersect xs = Intersect();
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xs.add(i);
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Computation comps = i.prepareComputation(r, &xs);
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ASSERT_TRUE(double_equal(comps.underHitPoint.z, getEpsilon() / 2));
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ASSERT_LT(comps.hitPoint.z, comps.underHitPoint.z);
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}
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TEST(IntersectTest, The_Schlick_approximation_under_total_internal_reflection)
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{
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GlassSphere shape = GlassSphere();
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Ray r = Ray(Point(0, 0, sqrt(2)/2), Vector(0, 1, 0));
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Intersect xs = Intersect();
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xs.add(Intersection(-sqrt(2)/2, &shape));
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xs.add(Intersection(sqrt(2)/2, &shape));
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Computation comps = xs[1].prepareComputation(r, &xs);
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double reflectance = comps.schlick();
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ASSERT_EQ(reflectance, 1.0);
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}
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TEST(IntersectTest, The_Schlick_approximation_with_a_perpendicular_viewing_angle)
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{
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GlassSphere shape = GlassSphere();
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Ray r = Ray(Point(0, 0, 0), Vector(0, 1, 0));
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Intersect xs = Intersect();
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xs.add(Intersection(-1, &shape));
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xs.add(Intersection(1, &shape));
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Computation comps = xs[1].prepareComputation(r, &xs);
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double reflectance = comps.schlick();
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ASSERT_TRUE(double_equal(reflectance, 0.04));
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}
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TEST(IntersectTest, The_Schlick_approximation_with_small_angle_and_n2_gt_n1)
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{
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GlassSphere shape = GlassSphere();
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Ray r = Ray(Point(0, 0.99, -2), Vector(0, 0, 1));
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Intersect xs = Intersect();
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xs.add(Intersection(1.8589, &shape));
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Computation comps = xs[0].prepareComputation(r, &xs);
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double reflectance = comps.schlick();
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/* Temporary lower the precision */
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set_equal_precision(0.00001);
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ASSERT_TRUE(double_equal(reflectance, 0.48873));
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set_equal_precision(FLT_EPSILON);
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}
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TEST(IntersectTest, An_intersection_can_encapsulage_u_and_v)
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{
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Triangle s = Triangle(Point(0, 1, 0), Point(-1, 0, 0), Point(1, 0, 0));
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Intersection i = Intersection(3.5, &s, 0.2, 0.4);
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ASSERT_EQ(i.u, 0.2);
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ASSERT_EQ(i.v, 0.4);
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} |