Files
dorayme/tests/material_test.cpp
2020-02-28 18:35:45 +00:00

208 lines
5.1 KiB
C++

/*
* DoRayMe - a quick and dirty Raytracer
* Material unit tests
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#include <material.h>
#include <math.h>
#include <colour.h>
#include <testshape.h>
#include <gtest/gtest.h>
#include <world.h>
#include <worldbuilder.h>
TEST(MaterialTest, The_default_material)
{
Material m = Material();
ASSERT_EQ(m.colour, Colour(1, 1, 1));
ASSERT_EQ(m.ambient, 0.1);
ASSERT_EQ(m.diffuse, 0.9);
ASSERT_EQ(m.specular, 0.9);
ASSERT_EQ(m.shininess, 200.0);
}
// This is used by the next tests
static Material m = Material();
static Point position = Point(0, 0, 0);
TEST(MaterialTest, Lighting_with_the_eye_between_the_light_and_the_surface)
{
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));
Colour result = m.lighting(light, position, eyev, normalv, &t);
ASSERT_EQ(result, Colour(1.9, 1.9, 1.9));
}
TEST(MaterialTest, Lighting_with_the_eye_between_the_light_and_the_surface_eye_offset_by_45)
{
TestShape t = TestShape();
Vector eyev = Vector(0, -sqrt(2)/2, -sqrt(2)/2);
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, &t);
ASSERT_EQ(result, Colour(1.0, 1.0, 1.0));
}
TEST(MaterialTest, Lighting_with_the_eye_opposite_surface_light_offset_45)
{
TestShape t = TestShape();
Vector eyev = Vector(0, 0, -1);
Vector normalv = Vector(0, 0, -1);
Light light = Light(POINT_LIGHT, Point(0, 10, -10), Colour(1, 1, 1));
Colour result = m.lighting(light, position, eyev, normalv, &t);
set_equal_precision(0.0001);
ASSERT_EQ(result, Colour(0.7364, 0.7364, 0.7364));
set_equal_precision(FLT_EPSILON);
}
TEST(MaterialTest, Lighting_with_the_eye_in_the_path_of_the_reflection_vector)
{
TestShape t = TestShape();
Vector eyev = Vector(0, -sqrt(2)/2, -sqrt(2)/2);
Vector normalv = Vector(0, 0, -1);
Light light = Light(POINT_LIGHT, Point(0, 10, -10), Colour(1, 1, 1));
Colour result = m.lighting(light, position, eyev, normalv, &t);
set_equal_precision(0.0001);
ASSERT_EQ(result, Colour(1.6364, 1.6364, 1.6364));
set_equal_precision(FLT_EPSILON);
}
TEST(MaterialTest, Lighting_with_the_light_behind_the_surface)
{
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));
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));
double lightLevel = 0.0;
Colour result = m.lighting(light, position, eyev, normalv, &t, lightLevel);
ASSERT_EQ(result, Colour(0.1, 0.1, 0.1));
}
TEST(MaterialTest, Reflectivity_for_the_default_material)
{
Material m = Material();
ASSERT_EQ(m.reflective, 0);
}
TEST(MaterialTest, Transparency_and_refractive_index_for_the_default_material)
{
Material m = Material();
ASSERT_EQ(m.transparency, 0.0);
ASSERT_EQ(m.refractiveIndex, 1.0);
}
TEST(MaterialTest, Equality_tests)
{
Material m = Material();
Material m2 = Material();
ASSERT_EQ(m, m2);
m.ambient = 42;
ASSERT_NE(m, m2);
m.ambient = m2.ambient;
m.diffuse = 42;
ASSERT_NE(m, m2);
m.diffuse = m2.diffuse;
m.specular = 42;
ASSERT_NE(m, m2);
m.specular = m2.specular;
m.shininess = 42;
ASSERT_NE(m, m2);
m.shininess = m2.shininess;
m.reflective = 42;
ASSERT_NE(m, m2);
m.reflective = m2.reflective;
m.transparency = 42;
ASSERT_NE(m, m2);
m.transparency = m2.transparency;
m.emissive = 42;
ASSERT_NE(m, m2);
m.emissive = m2.emissive;
m.refractiveIndex = 42;
ASSERT_NE(m, m2);
m.refractiveIndex = m2.refractiveIndex;
m.colour = Colour(32, 32, 32);
ASSERT_NE(m, m2);
}
TEST(MaterialTest, lighting_uses_light_intensity_to_attenuate_colour)
{
World w = DefaultWorld();
Light *light = w.getLight(0);
Shape *shape = w.getObject(0);
light->position = Point(0, 0, -10);
light->intensity = Colour(1, 1, 1);
shape->material.ambient = 0.1;
shape->material.diffuse = 0.9;
shape->material.specular = 0;
shape->material.colour = Colour(1, 1, 1);
Tuple pt = Point(0, 0, -1);
Tuple eyev = Vector(0, 0, -1);
Tuple normalv = Vector(0, 0, -1);
double testList[] = {
1.0,
0.5,
0.0,
};
Colour testResult[] = {
Colour(1, 1, 1),
Colour(0.55, 0.55, 0.55),
Colour(0.1, 0.1, 0.1),
};
int testCount = sizeof(testList)/sizeof((testList)[0]);
int i;
for(i = 0; i < testCount; i++)
{
ASSERT_EQ(shape->material.lighting(*light, pt, eyev, normalv, shape, testList[i]), testResult[i]);
}
}