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raytracer_challenge/tests/08_shadows.cpp
2024-02-29 18:39:45 +01:00

220 lines
7.4 KiB
C++

/*!
* 08_shadows.cpp
*
* Copyright (c) 2015-2024, NADAL Jean-Baptiste. All rights reserved.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
* MA 02110-1301 USA
*
* @Author: NADAL Jean-Baptiste
* @Date: 26/02/2024
*
*/
/*---------------------------------------------------------------------------*/
#include <catch.hpp>
#include "raytracing.h"
using namespace Raytracer;
/* ------------------------------------------------------------------------- */
SCENARIO("Lightning with the surface in shadow", "[features/materials.feature]")
{
Tuple position = Tuple::Point(0, 0, 0);
Material m;
GIVEN("eyev <- vector(0, 0, -1)")
{
Tuple eyev = Tuple::Vector(0, 0, -1);
AND_GIVEN("normalv <- vector(0, 0, -1)")
{
Tuple normalv = Tuple::Vector(0, 0, -1);
AND_GIVEN("light <- point_light(point(0, 0, -10), color(1, 1, 1))")
{
PointLight light = PointLight(Tuple::Point(0, 0, -10), Color(1, 1, 1));
AND_GIVEN("in_shadow <- true")
{
bool in_shadow = true;
WHEN("result <- lighting(m, light, position, eyev, normalv, in_shadow)")
{
Color result = m.lighting(nullptr, light, position, eyev, normalv, in_shadow);
THEN("result = color(0.1, 0.1, 0.1)")
{
REQUIRE(result == Color(0.1, 0.1, 0.1));
}
}
}
}
}
}
}
/* ------------------------------------------------------------------------- */
SCENARIO("There is no shadow when noting is collinear with p&l", "[features/world.feature]")
{
GIVEN("w <- default_world()")
{
World w = World::default_world();
AND_GIVEN("p <- point(0, 10, 0)")
{
Tuple p = Tuple::Point(0, 10, 0);
THEN("is_shadowed(w, p) is false")
{
REQUIRE(w.is_shadowed(p) == false);
}
}
}
}
/* ------------------------------------------------------------------------- */
SCENARIO("There shadow when an object is between the p&l", "[features/world.feature]")
{
GIVEN("w <- default_world()")
{
World w = World::default_world();
AND_GIVEN("p <- point(10, -10, 10)")
{
Tuple p = Tuple::Point(10, -10, 10);
THEN("is_shadowed(w, p) is true")
{
REQUIRE(w.is_shadowed(p) == true);
}
}
}
}
/* ------------------------------------------------------------------------- */
SCENARIO("There is no shadow when an object is behind the p&l", "[features/world.feature]")
{
GIVEN("w <- default_world()")
{
World w = World::default_world();
AND_GIVEN("p <- point(-20, 20, -20)")
{
Tuple p = Tuple::Point(-20, 20, -20);
THEN("is_shadowed(w, p) is false")
{
REQUIRE(w.is_shadowed(p) == false);
}
}
}
}
/* ------------------------------------------------------------------------- */
SCENARIO("There is no shadow when an object is behind the point", "[features/world.feature]")
{
GIVEN("w <- default_world()")
{
World w = World::default_world();
AND_GIVEN("p <- point(-2, 2, -2)")
{
Tuple p = Tuple::Point(-2, 2, -2);
THEN("is_shadowed(w, p) is false")
{
REQUIRE(w.is_shadowed(p) == false);
}
}
}
}
/* ------------------------------------------------------------------------- */
SCENARIO("shade_hit() is given an intersection in the shadow", "[features/world.feature]")
{
GIVEN("w <- world()")
{
World w;
AND_GIVEN("w.light <- point_light(point(0, 0, -10), color(1, 1, 1))")
{
w.set_light(PointLight(Tuple::Point(0, 0, -10), Color(1, 1, 1)));
AND_GIVEN("s1 <- sphere()")
{
Sphere *s1 = new Sphere;
AND_GIVEN("s1 is added to w")
{
w.add_object(s1);
AND_GIVEN("s2 <- sphere() with transform(translation(0, 0, 10))")
{
Sphere *s2 = new Sphere;
s2->set_transform(Matrix::translation(0, 0, 10));
AND_GIVEN("s2 is added to w")
{
w.add_object(s2);
AND_GIVEN("r <- ray(point(0, 0, 5), vector(0, 0, 1))")
{
Ray r(Tuple::Point(0, 0, 5), Tuple::Vector(0, 0, 1));
AND_GIVEN("i <- intersection(4, s2)")
{
Intersection i(4, s2);
WHEN("comps <- prepare_computatons(i,r)")
{
IntersectionData comps = i.prepare_computations(r);
AND_WHEN("c <- shade_hit(w, comps)")
{
Color c = w.shade_hit(comps);
THEN("c = color (0.1, 0.1, 0.1)")
{
REQUIRE(c == Color(0.1, 0.1, 0.1));
}
}
}
}
}
}
}
}
}
}
}
}
/* ------------------------------------------------------------------------- */
SCENARIO("The hit should offset the point", "[features/intersections.feature]")
{
GIVEN("r <- ray(point(0, 0, -5), vector(0, 0, 1))")
{
Ray r(Tuple::Point(0, 0, -5), Tuple::Vector(0, 0, 1));
AND_GIVEN("shape <- sphere()")
{
Sphere shape;
shape.set_transform(Matrix::translation(0, 0, 1));
AND_GIVEN("i <- intersection(5, shape)")
{
Intersection i(5, &shape);
WHEN("comps <- prepare_computatons(i,r)")
{
IntersectionData comps = i.prepare_computations(r);
THEN("comps.over_point.z < -EPSILON/2")
{
REQUIRE(comps.over_point().z() < -kEpsilon / 2);
}
AND_THEN("comps.point.z < comps.over_point.z")
{
REQUIRE(comps.point().z() > comps.over_point().z());
}
}
}
}
}
}