395 lines
9.6 KiB
C++
395 lines
9.6 KiB
C++
/*
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* DoRayMe - a quick and dirty Raytracer
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* World 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 <world.h>
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#include <light.h>
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#include <sphere.h>
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#include <material.h>
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#include <transformation.h>
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#include <worldbuilder.h>
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#include <testpattern.h>
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#include <math.h>
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#include <gtest/gtest.h>
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#include <plane.h>
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TEST(WorldTest, Creating_a_world)
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{
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World w;
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ASSERT_EQ(w.lightCount, 0);
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ASSERT_EQ(w.objectCount, 0);
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}
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TEST(WorldTest, The_default_world)
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{
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World w = DefaultWorld();
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Light l = Light(POINT_LIGHT, Point(-10, 10, -10), Colour(1, 1, 1));
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Sphere s1 = Sphere();
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Sphere s2 = Sphere();
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Material s1Mat = Material();
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s1Mat.colour = Colour(0.8, 1.0, 0.6);
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s1Mat.diffuse = 0.7;
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s1Mat.specular = 0.2;
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s1.setMaterial(s1Mat);
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s2.setTransform(scaling(0.5, 0.5,0.5));
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ASSERT_TRUE(w.lightIsIn(l));
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ASSERT_TRUE(w.objectIsIn(s1));
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ASSERT_TRUE(w.objectIsIn(s2));
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};
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TEST(WorldTest, Intersect_a_world_with_a_ray)
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{
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World w = DefaultWorld();
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Ray r = Ray(Point(0, 0, -5), Vector(0, 0, 1));
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Intersect xs = w.intersect(r);
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ASSERT_EQ(xs.count(), 4);
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ASSERT_EQ(xs[0].t, 4);
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ASSERT_EQ(xs[1].t, 4.5);
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ASSERT_EQ(xs[2].t, 5.5);
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ASSERT_EQ(xs[3].t, 6);
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}
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TEST(WorldTest, Shading_an_intersection)
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{
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World w = DefaultWorld();
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Ray r = Ray(Point(0, 0, -5), Vector(0, 0, 1));
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Shape *s = w.getObject(0);
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Intersection i = Intersection(4, s);
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Computation comps = i.prepareComputation(r);
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Tuple c = w.shadeHit(comps);
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/* Temporary lower the precision */
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set_equal_precision(0.00001);
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ASSERT_EQ(c, Colour(0.38066, 0.47583, 0.2855));
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set_equal_precision(FLT_EPSILON);
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}
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TEST(WorldTest, The_when_ray_miss)
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{
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World w = DefaultWorld();
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Ray r = Ray(Point(0, 0, -5), Vector(0, 1, 0));
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Tuple c = w.colourAt(r);
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ASSERT_EQ(c, Colour(0, 0, 0));
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}
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TEST(WorldTest, The_when_ray_hit)
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{
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World w = DefaultWorld();
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Ray r = Ray(Point(0, 0, -5), Vector(0, 0, 1));
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Tuple c = w.colourAt(r);
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/* Temporary lower the precision */
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set_equal_precision(0.00001);
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ASSERT_EQ(c, Colour(0.38066, 0.47583, 0.2855));
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set_equal_precision(FLT_EPSILON);
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}
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TEST(WorldTest, The_colour_with_an_intersection_behind_the_ray)
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{
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World w = DefaultWorld();
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Shape *outer = w.getObject(0);
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outer->material.ambient = 1;
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Shape *inner = w.getObject(1);
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inner->material.ambient = 1;
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Ray r = Ray(Point(0, 0, 0.75), Vector(0, 0, -1));
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Tuple c = w.colourAt(r);
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ASSERT_EQ(c, inner->material.colour);
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}
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TEST(WorldTest, There_is_no_shadow_when_nothing_is_collinear_with_point_and_light)
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{
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World w = DefaultWorld();
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Tuple p = Point(0, 10, 0);
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ASSERT_FALSE(w.isShadowed(p));
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}
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TEST(WorldTest, The_shadow_when_an_object_is_between_the_point_and_the_light)
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{
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World w = DefaultWorld();
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Tuple p = Point(10, -10, 10);
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ASSERT_TRUE(w.isShadowed(p));
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}
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TEST(WorldTest, There_is_no_shadow_whne_an_object_is_behing_the_light)
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{
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World w = DefaultWorld();
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Tuple p = Point(-20, 20, -20);
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ASSERT_FALSE(w.isShadowed(p));
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}
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TEST(WorldTest, There_is_no_shadow_when_an_object_is_behing_the_point)
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{
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World w = DefaultWorld();
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Tuple p = Point(-2, 2, -2);
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ASSERT_FALSE(w.isShadowed(p));
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}
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TEST(WorldTest, Shade_hit_is_given_an_intersection_in_shadow)
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{
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World w = World();
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Light l = Light(POINT_LIGHT, Point(0, 0, -10), Colour(1, 1, 1));
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w.addLight(&l);
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Sphere s1 = Sphere();
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w.addObject(&s1);
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Sphere s2 = Sphere();
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s2.setTransform(translation(0, 0, 10));
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w.addObject(&s2);
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Ray r = Ray(Point(0, 0, 5), Vector(0, 0, 1));
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Intersection i = Intersection(4, &s2);
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Computation comps = i.prepareComputation(r);
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Tuple c = w.shadeHit(comps);
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ASSERT_EQ(c, Colour(0.1, 0.1, 0.1));
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};
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TEST(WorldTest, The_reflected_colour_for_a_non_reflective_material)
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{
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World w = DefaultWorld();
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Ray r = Ray(Point(0, 0, 0), Vector(0, 0, 1));
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Shape *shape = w.getObject(1); /* The second object */
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shape->material.ambient = 1; /* We use this to get a predictable colour */
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Intersection i = Intersection(1, shape);
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Computation comps = i.prepareComputation(r);
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Colour colour = w.reflectColour(comps);
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ASSERT_EQ(colour, Colour(0, 0, 0));
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}
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TEST(WorldTest, The_reflected_colour_for_a_reflective_material)
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{
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World w = DefaultWorld();
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Plane shape = Plane();
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shape.material.reflective = 0.5;
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shape.setTransform(translation(0, -1, 0));
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w.addObject(&shape);
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Ray r = Ray(Point(0, 0, -3), Vector(0, -sqrt(2)/2, sqrt(2)/2));
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Intersection i = Intersection(sqrt(2), &shape);
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Computation comps = i.prepareComputation(r);
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Colour colour = w.reflectColour(comps);
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/* Temporary lower the precision */
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set_equal_precision(0.00002);
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ASSERT_EQ(colour, Colour(0.19032, 0.2379, 0.14274));
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set_equal_precision(FLT_EPSILON);
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}
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TEST(WorldTest, Shade_hit_with_a_reflective_material)
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{
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World w = DefaultWorld();
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Plane shape = Plane();
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shape.material.reflective = 0.5;
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shape.setTransform(translation(0, -1, 0));
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w.addObject(&shape);
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Ray r = Ray(Point(0, 0, -3), Vector(0, -sqrt(2)/2, sqrt(2)/2));
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Intersection i = Intersection(sqrt(2), &shape);
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Computation comps = i.prepareComputation(r);
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Tuple colour = w.shadeHit(comps);
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/* Temporary lower the precision */
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set_equal_precision(0.00005);
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ASSERT_EQ(colour, Colour(0.87677, 0.92436, 0.82918));
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set_equal_precision(FLT_EPSILON);
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}
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TEST(WorldTest, Colour_at_with_mutually_reflective_surfaces)
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{
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World w = World();
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Light l = Light(POINT_LIGHT, Point(0, 0, 0), Colour(1, 1, 1));
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w.addLight(&l);
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Plane lower = Plane();
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lower.material.reflective = 1;
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lower.setTransform(translation(0, -1, 0));
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Plane higher = Plane();
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higher.material.reflective = 1;
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higher.setTransform(translation(0, 1, 0));
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w.addObject(&lower);
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w.addObject(&higher);
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Ray r = Ray(Point(0, 0, 0), Vector(0, 1, 0));
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/* It should just exit, we don't care about the actual colour */
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w.colourAt(r);
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SUCCEED();
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}
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TEST(WorldTest, The_reflected_colour_at_the_maximum_recursion_depth)
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{
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World w = DefaultWorld();
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Plane shape = Plane();
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shape.material.reflective = 0.5;
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shape.setTransform(translation(0, -1, 0));
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w.addObject(&shape);
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Ray r = Ray(Point(0, 0, -3), Vector(0, -sqrt(2)/2, sqrt(2)/2));
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Intersection i = Intersection(sqrt(2), &shape);
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Computation comps = i.prepareComputation(r);
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Tuple colour = w.reflectColour(comps, 0);
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/* Temporary lower the precision */
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ASSERT_EQ(colour, Colour(0, 0, 0));
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}
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TEST(WorldTest, The_refracted_colour_with_an_opaque_surface)
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{
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World w = DefaultWorld();
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Shape *shape = w.getObject(0);
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Ray r = Ray(Point(0, 0, -5), Vector(0, 0, 1));
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Intersect xs = Intersect();
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xs.add(Intersection(4, shape));
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xs.add(Intersection(6, shape));
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Computation comps = xs[0].prepareComputation(r, &xs);
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Colour c = w.refractedColour(comps, 5);
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ASSERT_EQ(c, Colour(0, 0, 0));
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}
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TEST(WorldTest, The_refracted_colour_at_the_maximum_recursive_depth)
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{
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World w = DefaultWorld();
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Shape *shape = w.getObject(0);
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shape->material.transparency = 1.0;
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shape->material.refractiveIndex = 1.5;
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Ray r = Ray(Point(0, 0, -5), Vector(0, 0, 1));
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Intersect xs = Intersect();
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xs.add(Intersection(4, shape));
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xs.add(Intersection(6, shape));
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Computation comps = xs[0].prepareComputation(r, &xs);
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Colour c = w.refractedColour(comps, 0);
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ASSERT_EQ(c, Colour(0, 0, 0));
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}
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TEST(WorldTest, The_refracted_colour_under_total_internal_reflection)
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{
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World w = DefaultWorld();
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Shape *shape = w.getObject(0);
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shape->material.transparency = 1.0;
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shape->material.refractiveIndex = 1.5;
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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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Colour c = w.refractedColour(comps, 5);
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ASSERT_EQ(c, Colour(0, 0, 0));
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}
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TEST(WorldTest, The_refracted_coloud_with_a_refracted_ray)
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{
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World w = DefaultWorld();
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Shape *A = w.getObject(0);
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A->material.ambient = 1.0;
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A->material.pattern = new TestPattern();
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Shape *B = w.getObject(1);
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B->material.transparency = 1.0;
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B->material.refractiveIndex = 1.5;
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Ray r = Ray(Point(0, 0, 0.1), Vector(0, 1, 0));
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Intersect xs = Intersect();
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xs.add(Intersection(-0.9899, A));
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xs.add(Intersection(-0.4899, B));
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xs.add(Intersection(0.4899, B));
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xs.add(Intersection(0.9899, A));
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Computation comps = xs[2].prepareComputation(r, &xs);
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Colour c = w.refractedColour(comps, 5);
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/* Temporary lower the precision */
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set_equal_precision(0.00005);
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ASSERT_EQ(c, Colour(0, 0.99888, 0.04725));
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set_equal_precision(FLT_EPSILON);
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}
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TEST(WorldTest, Shade_hit_with_a_transparent_material)
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{
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World w = DefaultWorld();
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Plane floor = Plane();
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floor.setTransform(translation(0, -1, 0));
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floor.material.transparency = 0.5;
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floor.material.refractiveIndex = 1.5;
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w.addObject(&floor);
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Sphere ball = Sphere();
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ball.material.colour = Colour(1, 0, 0);
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ball.material.ambient = 0.5;
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ball.setTransform(translation(0, -3.5, -0.5));
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w.addObject(&ball);
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Ray r = Ray(Point(0, 0, -3), Vector(0, -sqrt(2)/2, sqrt(2)/2));
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Intersect xs = Intersect();
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xs.add(Intersection(sqrt(2), &floor));
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Computation comps = xs[0].prepareComputation(r, &xs);
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Tuple c = w.shadeHit(comps, 5);
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/* Temporary lower the precision */
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set_equal_precision(0.00001);
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ASSERT_EQ(c, Colour(0.93642, 0.68642, 0.68642));
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set_equal_precision(FLT_EPSILON);
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} |