149 lines
3.4 KiB
C++
149 lines
3.4 KiB
C++
/*
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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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#include <world.h>
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#include <worldbuilder.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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TEST(LightTest, Point_lights_evaluate_the_lights_intensity_at_a_given_point)
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{
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World w = DefaultWorld();
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Light *light = w.getLight(0);
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Tuple testList[] = {
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Point(0, 1.0001, 0),
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Point(-1.0001, 0, 0),
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Point(0, 0, -1.0001),
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Point(0, 0, 1.0001),
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Point(1.0001, 0, 0),
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Point(0, -1.0001, 0),
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Point(0, 0, 0),
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};
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double testResult[] = {
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1.0,
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1.0,
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1.0,
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0.0,
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0.0,
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0.0,
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0.0,
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};
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int testCount = sizeof(testList)/sizeof((testList)[0]);
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int i;
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for(i = 0; i < testCount; i++)
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{
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ASSERT_TRUE(double_equal(light->intensityAt(w, testList[i]), testResult[i]));
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}
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}
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TEST(LightTest, Creating_an_area_light)
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{
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Tuple corner = Point(0, 0, 0);
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Tuple v1 = Vector(2, 0, 0);
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Tuple v2 = Vector(0, 0, 1);
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Light light = Light(AREA_LIGHT, corner, v1, 4, v2, 2, Colour(1, 1, 1));
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/* Position is used to store the corner in area lights */
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ASSERT_EQ(light.corner, corner);
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ASSERT_EQ(light.uVec, Vector(0.5, 0, 0));
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ASSERT_EQ(light.uSteps, 4);
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ASSERT_EQ(light.vVec, Vector(0, 0, 0.5));
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ASSERT_EQ(light.vSteps, 2);
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ASSERT_EQ(light.samples, 8);
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ASSERT_EQ(light.position, Point(1, 0, 0.5));
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}
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TEST(LightTest, Finding_a_single_point_on_an_area_light)
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{
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Tuple corner = Point(0, 0, 0);
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Tuple v1 = Vector(2, 0, 0);
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Tuple v2 = Vector(0, 0, 1);
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Light light = Light(AREA_LIGHT, corner, v1, 4, v2, 2, Colour(1, 1, 1));
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uint32_t testList[][2] = {
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{0, 0},
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{1, 0},
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{0, 1},
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{2, 0},
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{3, 1},
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};
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Point testResults[] {
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Point(0.25, 0, 0.25),
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Point(0.75, 0, 0.25),
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Point(0.25, 0, 0.75),
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Point(1.25, 0, 0.25),
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Point(1.75, 0, 0.75),
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};
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int testCount = sizeof(testList)/sizeof((testList)[0]);
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int i;
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for(i = 0; i < testCount; i++)
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{
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Tuple tp = light.pointOnLight(testList[i][0], testList[i][1]);
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ASSERT_EQ(tp, testResults[i]);
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}
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}
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TEST(LightTest, The_area_light_intensity_function)
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{
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World w = DefaultWorld();
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Tuple corner = Point(-0.5, -0.5, -5);
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Tuple v1 = Vector(1, 0, 0);
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Tuple v2 = Vector(0, 1, 0);
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Light light = Light(AREA_LIGHT, corner, v1, 2, v2, 2, Colour(1, 1, 1));
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Point testList[] = {
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Point(0, 0, 2),
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Point(1, -1, 2),
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Point(1.5, 0, 2),
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Point(1.25, 1.25, 3),
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Point(0, 0, -2),
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};
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double testResults[] {
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0.0,
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0.25,
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0.5,
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0.75,
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1,
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};
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int testCount = sizeof(testList)/sizeof((testList)[0]);
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int i;
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for(i = 0; i < testCount; i++)
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{
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double intensity = light.intensityAt(w, testList[i]);
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ASSERT_TRUE(double_equal(intensity, testResults[i]));
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}
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} |