Files
dorayme/tests/material_test.cpp
2020-02-21 17:21:06 +00:00

117 lines
3.1 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>
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));
bool inShadow = true;
Colour result = m.lighting(light, position, eyev, normalv, &t, inShadow);
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);
}