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