Files
dorayme/tests/intersect_test.cpp
2020-02-20 17:46:03 +00:00

192 lines
4.4 KiB
C++

/*
* DoRayMe - a quick and dirty Raytracer
* Intersect unit tests
*
* Created by Manoël Trapier
* Copyright (c) 2020 986-Studio.
*
*/
#include <intersect.h>
#include <intersection.h>
#include <sphere.h>
#include <transformation.h>
#include <gtest/gtest.h>
TEST(IntersectTest, Creating_an_intersect_and_do_some_check)
{
Intersect i;
ASSERT_EQ(i.count(), 0);
i.add(Intersection(1.0, nullptr));
i.add(Intersection(4.2, nullptr));
ASSERT_EQ(i.count(), 2);
ASSERT_EQ(i[0].t, 1.0);
ASSERT_EQ(i[1].t, 4.2);
}
TEST(IntersectTest, An_intersection_encapsulate_t_and_object)
{
Sphere s = Sphere();
Intersection i = Intersection(3.5, &s);
ASSERT_EQ(i.t, 3.5);
ASSERT_EQ(i.object, (Shape *)&s);
}
TEST(IntersectTest, Aggregating_intersections)
{
Sphere s = Sphere();
Intersection i1 = Intersection(1, &s);
Intersection i2 = Intersection(2, &s);
Intersect xs = Intersect();
xs.add(i1);
xs.add(i2);
ASSERT_EQ(xs.count(), 2);
ASSERT_EQ(xs[0].t, 1);
ASSERT_EQ(xs[1].t, 2);
}
TEST(IntersectTest, Intersect_sets_the_object_on_the_intersection)
{
Ray r = Ray(Point(0, 0, -5), Vector(0, 0, 1));
Sphere s = Sphere();
Intersect xs = s.intersect(r);
ASSERT_EQ(xs.count(), 2);
ASSERT_EQ(xs[0].object, (Shape *)&s);
ASSERT_EQ(xs[1].object, (Shape *)&s);
}
TEST(IntersectTest, The_hit_when_all_intersection_have_positive_t)
{
Sphere s = Sphere();
Intersect xs = Intersect();
Intersection i1 = Intersection(1, &s);
Intersection i2 = Intersection(2, &s);
xs.add(i1);
xs.add(i2);
Intersection i = xs.hit();
ASSERT_EQ(i, i1);
}
TEST(IntersectTest, The_hit_when_some_intersection_have_negative_t)
{
Sphere s = Sphere();
Intersect xs = Intersect();
Intersection i1 = Intersection(-1, &s);
Intersection i2 = Intersection(2, &s);
Intersection i3 = Intersection(12, &s);
xs.add(i1);
xs.add(i2);
xs.add(i3);
Intersection i = xs.hit();
ASSERT_EQ(i, i2);
}
TEST(IntersectTest, The_hit_when_all_intersection_have_negative_t)
{
Sphere s = Sphere();
Intersect xs = Intersect();
Intersection i1 = Intersection(-2, &s);
Intersection i2 = Intersection(-1, &s);
xs.add(i1);
xs.add(i2);
Intersection i = xs.hit();
ASSERT_TRUE(i.nothing());
}
TEST(IntersectTest, The_hit_is_always_the_lowest_nonnegative_intersection)
{
Sphere s = Sphere();
Intersect xs = Intersect();
Intersection i1 = Intersection(5, &s);
Intersection i2 = Intersection(7, &s);
Intersection i3 = Intersection(-3, &s);
Intersection i4 = Intersection(2, &s);
xs.add(i1);
xs.add(i2);
xs.add(i3);
xs.add(i4);
Intersection i = xs.hit();
ASSERT_EQ(i, i4);
}
TEST(IntersectTest, Precomputing_the_state_of_an_intersection)
{
Ray r = Ray(Point(0, 0, -5), Vector(0, 0, 1));
Sphere shape = Sphere();
Intersection i = Intersection(4, &shape);
Computation comps = i.prepareComputation(r);
ASSERT_EQ(comps.t, i.t);
ASSERT_EQ(comps.object, i.object);
ASSERT_EQ(comps.hitPoint, Point(0, 0, -1));
ASSERT_EQ(comps.eyeVector, Vector(0, 0, -1));
ASSERT_EQ(comps.normalVector, Vector(0, 0, -1));
}
TEST(IntersectTest, The_hit_when_an_intersection_occurs_on_the_outside)
{
Ray r = Ray(Point(0, 0, -5), Vector(0, 0, 1));
Sphere shape = Sphere();
Intersection i = Intersection(4, &shape);
Computation comps = i.prepareComputation(r);
ASSERT_EQ(comps.inside, false);
}
TEST(IntersectTest, The_hit_when_an_intersection_occurs_on_the_inside)
{
Ray r = Ray(Point(0, 0, 0), Vector(0, 0, 1));
Sphere shape = Sphere();
Intersection i = Intersection(1, &shape);
Computation comps = i.prepareComputation(r);
ASSERT_EQ(comps.hitPoint, Point(0, 0, 1));
ASSERT_EQ(comps.eyeVector, Vector(0, 0, -1));
ASSERT_EQ(comps.inside, true);
/* Normal vector would have been (0, 0, 1); but is inverted ! */
ASSERT_EQ(comps.normalVector, Vector(0, 0, -1));
}
TEST(IntersectTest, The_hit_should_offset_the_point)
{
Ray r = Ray(Point(0, 0, -5), Vector(0, 0, 1));
Sphere shape = Sphere();
shape.setTransform(translation(0, 0, 1));
Intersection i = Intersection(5, &shape);
Computation comps = i.prepareComputation(r);
/* Normal vector would have been (0, 0, 1); but is inverted ! */
ASSERT_LT(comps.overHitPoint.z, -getEpsilon() / 2);
ASSERT_GT(comps.hitPoint.z, comps.overHitPoint.z);
}