#include #include #include "materials.h" #include "runner.h" #include "lights.h" static bool materials_test_0(const char ** scenario) { *scenario = "The default material"; struct material m = material(); return tuple_equal(m.color, color(1.0f, 1.0f, 1.0f)) && float_equal(m.ambient, 0.1f) && float_equal(m.diffuse, 0.9f) && float_equal(m.specular, 0.9f) && float_equal(m.shininess, 200.0f); } static bool materials_test_1(const char ** scenario) { *scenario = "Lighting with the eye between the light and the surface"; struct material m = material(); struct tuple position = point(0.0f, 0.0f, 0.0f); struct tuple eyev = vector(0.0f, 0.0f, -1.0f); struct tuple normalv = vector(0.0f, 0.0f, -1.0f); struct light light = point_light(point(0.0f, 0.0f, -10.0f), color(1.0f, 1.0f, 1.0f)); struct tuple result = lighting(m, light, position, eyev, normalv, false); return tuple_equal(result, color(1.9f, 1.9f, 1.9f)); } static bool materials_test_2(const char ** scenario) { *scenario = "Lighting with the eye between the light and surface, eye offset 45 degrees"; struct material m = material(); struct tuple position = point(0.0f, 0.0f, 0.0f); struct tuple eyev = vector(0.0f, 0.7071067811865476, -0.7071067811865476); struct tuple normalv = vector(0.0f, 0.0f, -1.0f); struct light light = point_light(point(0.0f, 0.0f, -10.0f), color(1.0f, 1.0f, 1.0f)); struct tuple result = lighting(m, light, position, eyev, normalv, false); return tuple_equal(result, color(1.0f, 1.0f, 1.0f)); } static bool materials_test_3(const char ** scenario) { *scenario = "Lighting with eye opposite surface, light offset 45 degress"; struct material m = material(); struct tuple position = point(0.0f, 0.0f, 0.0f); struct tuple eyev = vector(0.0f, 0.0f, -1.0f); struct tuple normalv = vector(0.0f, 0.0f, -1.0f); struct light light = point_light(point(0.0f, 10.0f, -10.0f), color(1.0f, 1.0f, 1.0f)); struct tuple result = lighting(m, light, position, eyev, normalv, false); return tuple_equal(result, color(0.7364f, 0.7364f, 0.7364f)); } static bool materials_test_4(const char ** scenario) { *scenario = "Lighting with eye in the path of the reflection vector"; struct material m = material(); struct tuple position = point(0.0f, 0.0f, 0.0f); struct tuple eyev = vector(0.0f, -0.7071067811865476, -0.7071067811865476); struct tuple normalv = vector(0.0f, 0.0f, -1.0f); struct light light = point_light(point(0.0f, 10.0f, -10.0f), color(1.0f, 1.0f, 1.0f)); struct tuple result = lighting(m, light, position, eyev, normalv, false); return tuple_equal(result, color(1.63639, 1.63639, 1.63639)); } static bool materials_test_5(const char ** scenario) { *scenario = "Lighting with the light behind the surface"; struct material m = material(); struct tuple position = point(0.0f, 0.0f, 0.0f); struct tuple eyev = vector(0.0f, 0.0f, -1.0f); struct tuple normalv = vector(0.0f, 0.0f, -1.0f); struct light light = point_light(point(0.0f, 0.0f, 10.0f), color(1.0f, 1.0f, 1.0f)); struct tuple result = lighting(m, light, position, eyev, normalv, false); return tuple_equal(result, color(0.1f, 0.1f, 0.1f)); } static bool materials_test_6(const char ** scenario) { *scenario = "Lighting with the surface in shadow"; struct material m = material(); struct tuple position = point(0.0f, 0.0f, 0.0f); struct tuple eyev = vector(0.0f, 0.0f, -1.0f); struct tuple normalv = vector(0.0f, 0.0f, -1.0f); struct light light = point_light(point(0.0f, 0.0f, -10.0f), color(1.0f, 1.0f, 1.0f)); bool in_shadow = true; struct tuple result = lighting(m, light, position, eyev, normalv, in_shadow); return tuple_equal(result, color(0.1f, 0.1f, 0.1f)); } test_t materials_tests[] = { materials_test_0, materials_test_1, materials_test_2, materials_test_3, materials_test_4, materials_test_5, materials_test_6, }; RUNNER(materials_tests)