def test_the_color_when_a_ray_misses__only_negative_intersection_t():
    w = World()
    w.light = PointLight(Point(-10, 10, -10), Color(1, 1, 1))
    w.objects = [Plane()]
    r = Ray(Point(0, 10, 0), Vector(0, 1, 1).normalize())
    c = w.color_at(r)
    assert c == Color(0, 0, 0)
Ejemplo n.º 2
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def test_a_point_light_has_a_position_and_intensity():
    # Given
    intensity = Color(1, 1, 1)
    position = Point(0, 0, 0)
    # When
    light = PointLight(position, intensity)
    # Then
    assert light.position == position
    assert light.intensity == intensity
def test_shading_an_intersection_from_the_inside():
    # Given
    w = default_world()
    w.light = PointLight(Point(0, 0.25, 0), Color(1, 1, 1))
    r = Ray(Point(0, 0, 0), Vector(0, 0, 1))
    shape = w.objects[1]
    i = Intersection(0.5, shape)
    # When
    comps = i.prepare_computations(r)
    c = w.shade_hit(comps)
    # Then
    assert c == Color(0.90498, 0.90498, 0.90498)
Ejemplo n.º 4
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def test_lighting_with_the_light_behind_the_surface():
    # Given
    m = Material()
    position = Point(0, 0, 0)
    eyev = Vector(0, 0, -1)
    normalv = Vector(0, 0, -1)
    light = PointLight(Point(0, 0, 10), Color(1, 1, 1))
    object = Sphere()
    # When
    result = m.lighting(object, light, position, eyev, normalv)
    # Then
    assert result == Color(0.1, 0.1, 0.1)
Ejemplo n.º 5
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def test_lighting_with_the_eye_in_the_path_of_the_reflection_vector():
    # Given
    m = Material()
    position = Point(0, 0, 0)
    eyev = Vector(0, -sqrt(2) / 2, -sqrt(2) / 2)
    normalv = Vector(0, 0, -1)
    light = PointLight(Point(0, 10, -10), Color(1, 1, 1))
    object = Sphere()
    # When
    result = m.lighting(object, light, position, eyev, normalv)
    # Then
    assert result == Color(1.6364, 1.6364, 1.6364)
Ejemplo n.º 6
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def test_lighting_with_the_eye_opposite_surface_light_offset_45degree():
    # Given
    m = Material()
    position = Point(0, 0, 0)
    eyev = Vector(0, 0, -1)
    normalv = Vector(0, 0, -1)
    light = PointLight(Point(0, 10, -10), Color(1, 1, 1))
    object = Sphere()
    # When
    result = m.lighting(object, light, position, eyev, normalv)
    # Then
    assert result == Color(0.7364, 0.7364, 0.7364)
Ejemplo n.º 7
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def test_lighting_with_the_eye_between_light_and_surface_eye_offset_45degree():
    # Given
    m = Material()
    position = Point(0, 0, 0)
    eyev = Vector(0, sqrt(2) / 2, sqrt(2) / 2)
    normalv = Vector(0, 0, -1)
    light = PointLight(Point(0, 0, -10), Color(1, 1, 1))
    object = Sphere()
    # When
    result = m.lighting(object, light, position, eyev, normalv)
    # Then
    assert result == Color(1.0, 1.0, 1.0)
Ejemplo n.º 8
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def default_world():
    light = PointLight(Point(-10, 10, -10), Color(1, 1, 1))
    s1 = Sphere()
    s1.material.color = Color(0.8, 1.0, 0.6)
    s1.material.diffuse = 0.7
    s1.material.specular = 0.2
    s2 = Sphere()
    s2.transform = scaling(0.5, 0.5, 0.5)

    w = World()
    w.light = light
    w.objects = [s1, s2]
    return w
def test_default_world():
    # Given
    light = PointLight(Point(-10, 10, -10), Color(1, 1, 1))
    s1 = Sphere()
    s1.material.color = Color(0.8, 1.0, 0.6)
    s1.material.diffuse = 0.7
    s1.material.specular = 0.2
    s2 = Sphere()
    s2.transform = scaling(0.5, 0.5, 0.5)
    # When
    w = default_world()
    # Then
    assert w.light == light
    assert s1 in w.objects
    assert s2 in w.objects
Ejemplo n.º 10
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def test__shade_hit__is_given_an_intersection_in_shadow():
    # Given
    w = World()
    w.light = PointLight(Point(0, 0, -10), Color(1, 1, 1))
    s1 = Sphere()
    w.objects.append(s1)
    s2 = Sphere()
    s2.transform = translation(0, 0, 10)
    w.objects.append(s2)
    r = Ray(Point(0, 0, 5), Vector(0, 0, 1))
    i = Intersection(4, s2)
    # When
    comps = i.prepare_computations(r)
    c = w.shade_hit(comps)
    # Then
    assert c == Color(0.1, 0.1, 0.1)
Ejemplo n.º 11
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def test_lighting_with_a_pattern_applied():
    # Given
    m = Material()
    m.pattern = StripePattern(Color(1, 1, 1), Color(0, 0, 0))
    m.ambient = 1
    m.diffuse = 0
    m.specular = 0
    eyev = Vector(0, 0, -1)
    normalv = Vector(0, 0, -1)
    light = PointLight(Point(0, 0, -10), Color(1, 1, 1))
    object = Sphere()
    # When
    c1 = m.lighting(object, light, Point(0.9, 0, 0), eyev, normalv)
    c2 = m.lighting(object, light, Point(1.1, 0, 0), eyev, normalv)
    # Then
    assert c1 == Color(1, 1, 1)
    assert c2 == Color(0, 0, 0)
Ejemplo n.º 12
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def test__color_at__with_mutually_reflective_surfaces():
    # Given
    w = World()
    w.light = PointLight(Point(0, 0, 0), Color(1, 1, 1))
    lower = Plane()
    lower.material.reflective = 1
    lower.transform = translation(0, -1, 0)
    w.objects.append(lower)
    upper = Plane()
    upper.material.reflective = 1
    upper.transform = translation(0, 1, 0)
    w.objects.append(upper)
    r = Ray(Point(0, 0, 0), Vector(0, 1, 0))
    # Then
    try:
        w.color_at(r)
    except RecursionError:
        pytest.fail("Unexpected RecursionError ...")
Ejemplo n.º 13
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    # right.material.pattern = pattern
    # right.material.diffuse = 0.7
    # right.material.specular = 0.3
    right.material.diffuse = 0
    right.material.specular = 0

    left = Sphere()
    left.transform = translation(-1.5, 0.33, -0.75) * scaling(0.33, 0.33, 0.33)
    left.material = Material()
    left.material.color = Color(1, 0.8, 0.1)
    # left.material.pattern = pattern
    left.material.diffuse = 0.7
    left.material.specular = 0.3

    cube = Cube()
    cube.transform = translation(
        0, 0, 1) * rotation_y(pi / 4) * scaling(0.5, 0.5, 0.5)

    world = World()
    # world.objects = [floor, backdrop, backdrop2, middle, right, left]
    world.objects = [cube]
    world.light = PointLight(Point(-10, 10, -10), Color(1, 1, 1))

    camera = Camera(100, 50, pi / 3)
    camera.transform = view_transform(Point(0, 1.5, -5),
                                      Point(0, 1, 0),
                                      Vector(0, 1, 0))

    canvas = camera.render(world)
    print(canvas.to_ppm())
Ejemplo n.º 14
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if __name__ == "__main__":
    ray_origin = Point(0, 0, -5)
    wall_z = 10
    wall_size = 7.0
    canvas_pixcels = 100
    pixel_size = wall_size / canvas_pixcels
    half = wall_size / 2

    canvas = Canvas(canvas_pixcels, canvas_pixcels)
    shape = Sphere()
    shape.material = Material()
    shape.material.color = Color(1, 0.2, 1)

    light_position = Point(-10, 10, -10)
    light_color = Color(1, 1, 1)
    light = PointLight(light_position, light_color)

    # for each row of pixels in the canvas
    for y in range(canvas_pixcels):
        # compute the world y coordinate (top = +half, bottom = -half)
        world_y = half - pixel_size * y

        for x in range(canvas_pixcels):
            # compute the world x coordinate (left = -half, right = half)
            world_x = -half + pixel_size * x

            # describe the point on the wall that the ray will target
            position = Point(world_x, world_y, wall_z)

            r = Ray(ray_origin, (position - ray_origin).normalize())
            xs = shape.intersect(r)