def test_lighting_with_surface_in_shadow(self, background): eyev = Vector(0, 0, -1) normalv = Vector(0, 0, -1) light = PointLight(Point(0, 0, -10), Color(1, 1, 1)) in_shadow = True result = background['m'].lighting(Sphere(), light, background['position'], eyev, normalv, in_shadow) assert result == Color(0.1, 0.1, 0.1)
def test_hit_when_intersection_occurs_on_inside(self): r = Ray(Point(0, 0, 0), Vector(0, 0, 1)) shape = Sphere() i = Intersection(1, shape) comps = i.prepare_computations(r) assert comps.point == Point(0, 0, 1) assert comps.eyev == Vector(0, 0, -1) assert comps.inside assert comps.normalv == Vector(0, 0, -1)
def test_precomputing_state_of_intersection(self): r = Ray(Point(0, 0, -5), Vector(0, 0, 1)) shape = Sphere() i = Intersection(4, shape) comps = i.prepare_computations(r) assert comps.t == i.t assert comps.object == i.object assert comps.point == Point(0, 0, -1) assert comps.eyev == Vector(0, 0, -1) assert comps.normalv == Vector(0, 0, -1)
def test_lighting_with_pattern_applied(self): m = Material() m.pattern = StripePattern(Color.white(), Color.black()) 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.white()) c1 = m.lighting(Sphere(), light, Point(0.9, 0, 0), eyev, normalv, False) c2 = m.lighting(Sphere(), light, Point(1.1, 0, 0), eyev, normalv, False) assert c1 == Color.white() assert c2 == Color.black()
def test_schlick_approximation_with_small_angle_and_n2_greater_than_n1( self, glass_sphere): shape = glass_sphere() r = Ray(Point(0, 0.99, -2), Vector(0, 0, 1)) xs = Intersections(Intersection(1.8589, shape)) comps = xs[0].prepare_computations(r, xs) reflectance = comps.schlick() assert reflectance == pytest.approx(0.48873, EPSILON)
def test_schlick_approximation_with_perpendicular_viewing_angle( self, glass_sphere): shape = glass_sphere() r = Ray(Point(0, 0, 0), Vector(0, 1, 0)) xs = Intersections(Intersection(-1, shape), Intersection(1, shape)) comps = xs[1].prepare_computations(r, xs) reflectance = comps.schlick() assert reflectance == pytest.approx(0.04)
def test_hit_should_offset_the_point(self): r = Ray(Point(0, 0, -5), Vector(0, 0, 1)) shape = Sphere() shape.transformation = translation(0, 0, 1) i = Intersection(5, shape) comps = i.prepare_computations(r) assert comps.over_point.z < -EPSILON / 2 assert comps.point.z > comps.over_point.z
def test_refracted_color_with_opaque_surface(self, default_world): w = default_world shape = w.objects[0] r = Ray(Point(0, 0, -5), Vector(0, 0, 1)) xs = Intersections(Intersection(4, shape), Intersection(6, shape)) comps = xs[0].prepare_computations(r, xs) c = w.refracted_color(comps, 5) assert c == Color.black()
def test_shading_intersection(self, default_world): w = default_world r = Ray(Point(0, 0, -5), Vector(0, 0, 1)) shape = w.objects[0] i = Intersection(4, shape) comps = i.prepare_computations(r) c = w.shade_hit(comps) assert c == Color(0.38066, 0.47583, 0.2855)
def test_color_with_intersection_behind_ray(self, default_world): w = default_world outer = w.objects[0] outer.material.ambient = 1 inner = w.objects[1] inner.material.ambient = 1 r = Ray(Point(0, 0, 0.75), Vector(0, 0, -1)) c = w.color_at(r) assert c == inner.material.color
def test_intersect_world_with_ray(self, default_world): w = default_world r = Ray(Point(0, 0, -5), Vector(0, 0, 1)) xs = w.intersect(r) assert xs.count == 4 assert xs[0].t == 4 assert xs[1].t == 4.5 assert xs[2].t == 5.5 assert xs[3].t == 6
def test_under_point_is_offset_below_the_surface(self, glass_sphere): r = Ray(Point(0, 0, -5), Vector(0, 0, 1)) shape = glass_sphere() shape.transformation = translation(0, 0, 1) i = Intersection(5, shape) xs = Intersections(i) comps = i.prepare_computations(r, xs) assert comps.under_point.z > EPSILON / 2 assert comps.point.z < comps.under_point.z
def test_render_world_with_camera(self, default_world): w = default_world c = Camera(11, 11, pi / 2) _from = Point(0, 0, -5) to = Point(0, 0, 0) up = Vector(0, 2, 0) c.transformation = view_transform(_from, to, up) image = c.render(w) assert image.pixel_at(5, 5) == Color(0.38066, 0.47583, 0.2855)
def test_schlick_approximation_under_total_internal_reflection( self, glass_sphere): shape = glass_sphere() r = Ray(Point(0, 0, sqrt(2) / 2), Vector(0, 1, 0)) xs = Intersections(Intersection(-sqrt(2) / 2, shape), Intersection(sqrt(2) / 2, shape)) comps = xs[1].prepare_computations(r, xs) reflectance = comps.schlick() assert reflectance == 1.0
def test_reflected_color_for_nonreflective_material(self, default_world): w = default_world r = Ray(Point(0, 0, 0), Vector(0, 0, 1)) shape = w.objects[1] shape.material.ambient = 1 i = Intersection(1, shape) comps = i.prepare_computations(r) color = w.reflected_color(comps) assert color == Color.black()
def test_shading_intersection_from_inside(self, default_world): w = default_world w.light_source = PointLight(Point(0, 0.25, 0), Color.white()) r = Ray(Point(0, 0, 0), Vector(0, 0, 1)) shape = w.objects[1] i = Intersection(0.5, shape) comps = i.prepare_computations(r) c = w.shade_hit(comps) assert c == Color(0.90498, 0.90498, 0.90498)
def test_arbitrary_view_transformation(self): _from = Point(1, 3, 2) to = Point(4, -2, 8) up = Vector(1, 1, 0) t = view_transform(_from, to, up) assert t == Matrix([[-0.50709, 0.50709, 0.67612, -2.36643], [0.76772, 0.60609, 0.12122, -2.82843], [-0.35857, 0.59761, -0.71714, 0.0], [0.0, 0.0, 0.0, 1.0]])
def test_refracted_color_at_max_recursive_depth(self, default_world): w = default_world shape = w.objects[0] shape.material.transparency = 1.0 shape.material.refractive_index = 1.5 r = Ray(Point(0, 0, -5), Vector(0, 0, 1)) xs = Intersections(Intersection(4, shape), Intersection(6, shape)) comps = xs[0].prepare_computations(r, xs) c = w.refracted_color(comps, 0) assert c == Color.black()
def test_reflected_color_at_max_recursive_depth(self, default_world): w = default_world shape = Plane() shape.material.reflective = 0.5 shape.transformation = translation(0, -1, 0) w.add(shape) r = Ray(Point(0, 0, -3), Vector(0, -sqrt(2) / 2, sqrt(2) / 2)) i = Intersection(sqrt(2), shape) comps = i.prepare_computations(r) color = w.reflected_color(comps, 0) assert color == Color.black()
def test_shade_hit_with_reflective_material(self, default_world): w = default_world shape = Plane() shape.material.reflective = 0.5 shape.transformation = translation(0, -1, 0) w.add(shape) r = Ray(Point(0, 0, -3), Vector(0, -sqrt(2) / 2, sqrt(2) / 2)) i = Intersection(sqrt(2), shape) comps = i.prepare_computations(r) color = w.shade_hit(comps) assert color == Color(0.87676, 0.92434, 0.82917)
def test_reflected_color_for_reflective_material(self, default_world): w = default_world shape = Plane() shape.material.reflective = 0.5 shape.transformation = translation(0, -1, 0) w.add(shape) r = Ray(Point(0, 0, -3), Vector(0, -sqrt(2) / 2, sqrt(2) / 2)) i = Intersection(sqrt(2), shape) comps = i.prepare_computations(r) color = w.reflected_color(comps) assert color == Color(0.19033, 0.23791, 0.14274)
def test_shade_hit_is_given_an_intersection_in_shadow(self): w = World() w.light_source = PointLight(Point(0, 0, -10), Color.white()) s1 = Sphere() s2 = Sphere() s2.transformation = translation(0, 0, 10) w.add(s1, s2) r = Ray(Point(0, 0, 5), Vector(0, 0, 1)) i = Intersection(4, s2) comps = i.prepare_computations(r) c = w.shade_hit(comps) assert c == Color(0.1, 0.1, 0.1)
def test_refracted_color_under_total_internal_reflection(self, default_world): w = default_world shape = w.objects[0] shape.material.transparency = 1.0 shape.material.refractive_index = 1.5 r = Ray(Point(0, 0, sqrt(2) / 2), Vector(0, 1, 0)) xs = Intersections(Intersection(-sqrt(2) / 2, shape), Intersection(sqrt(2) / 2, shape)) # NOTE: this time you're inside the sphere, so you need # to look at the second intersection, xs[1], not xs[0] comps = xs[1].prepare_computations(r, xs) c = w.refracted_color(comps, 5) assert c == Color.black()
def test_refracted_color_with_refracted_ray(self, default_world): w = default_world a = w.objects[0] a.material.ambient = 1.0 a.material.pattern = test_pattern() b = w.objects[1] b.material.transparency = 1.0 b.material.refractive_index = 1.5 r = Ray(Point(0, 0, 0.1), Vector(0, 1, 0)) xs = Intersections(Intersection(-0.9899, a), Intersection(-0.4899, b), Intersection(0.4899, b), Intersection(0.9899, a)) comps = xs[2].prepare_computations(r, xs) c = w.refracted_color(comps, 5) assert c == Color(0, 0.99888, 0.04722)
def test_color_at_with_mutually_reflective_surfaces(self): w = World() w.light_source = PointLight(Point(0, 0, 0), Color.white()) lower = Plane() lower.material.reflective = 1 lower.transformation = translation(0, -1, 0) upper = Plane() upper.material.reflective = 1 upper.transformation = translation(0, 1, 0) w.add(lower, upper) r = Ray(Point(0, 0, 0), Vector(0, 1, 0)) # Avoid Infinite Recursion w.color_at(r) assert True
def test_shade_hit_with_transparent_material(self, default_world): w = default_world floor = Plane() floor.transformation = translation(0, -1, 0) floor.material.transparency = 0.5 floor.material.refractive_index = 1.5 ball = Sphere() ball.material.color = Color(1, 0, 0) ball.material.ambient = 0.5 ball.transformation = translation(0, -3.5, -0.5) w.add(floor, ball) r = Ray(Point(0, 0, -3), Vector(0, -sqrt(2) / 2, sqrt(2) / 2)) xs = Intersections(Intersection(sqrt(2), floor)) comps = xs[0].prepare_computations(r, xs) color = w.shade_hit(comps, 5) assert color == Color(0.93642, 0.68642, 0.68642)
def test_finding_n1_and_n2_at_various_intersections( self, glass_sphere, index, n1, n2): a = glass_sphere() a.transformation = scaling(2, 2, 2) a.material.refractive_index = 1.5 b = glass_sphere() b.transformation = translation(0, 0, -0.25) b.material.refractive_index = 2.0 c = glass_sphere() c.transformation = translation(0, 0, 0.25) c.material.refractive_index = 2.5 r = Ray(Point(0, 0, -4), Vector(0, 0, 1)) xs = Intersections(Intersection(2, a), Intersection(2.75, b), Intersection(3.25, c), Intersection(4.75, b), Intersection(5.25, c), Intersection(6, a)) comps = xs[index].prepare_computations(r, xs) assert comps.n1 == n1 assert comps.n2 == n2
floor.material.refractive_index = 1.333 under = Sphere() under.transformation = translation(0, -.5, 0) * scaling(.25, .25, .25) under.material.color = Color(0, .8, 0) under.material.refractive_index = 1.5 under.material.ambient = .8 above = Sphere() above.transformation = translation(1, .5, 0) * scaling(.5, .5, .5) above.material.color = Color(.2, 0, 0) above.material.diffuse = .8 above.material.ambient = .5 bottom = Plane() bottom.transformation = translation(0, -1.25, 0) bottom.material.pattern = StripePattern(Color.black(), Color(0, .2, .2)) bottom.material.diffuse = .25 bottom.material.ambient = .25 world = World() world.add(floor, under, above, bottom) world.light_source = PointLight(Point(-10, 10, -10), Color.white()) camera = Camera(300, 200, pi / 3) camera.transformation = view_transform(Point(0, 1.5, -5), Point(0, 1, 0), Vector(0, 1, 0)) canvas = camera.render(world) write_ppm_to_file(canvas.to_ppm(), f'..{sep}..{sep}resources{sep}reflect_refract.ppm')
from math import pi from os import sep from raytracer.camera import Camera from raytracer.canvas import write_ppm_to_file from raytracer.lights import PointLight from raytracer.matrices import * from raytracer.obj_file import parse_obj_file from raytracer.scene import World from raytracer.tuples import Color, Point, Vector def teapot(): parser = parse_obj_file(f'..{sep}resources{sep}Sting-Sword-lowpoly.obj') return parser.obj_to_group() if __name__ == '__main__': world = World() world.add(teapot()) world.light_source = PointLight(Point(-5, 5, -5), Color.white()) camera = Camera(150, 100, pi / 3) camera.transformation = view_transform(Point(0, 1.5, -10), Point(0, 1, 0), Vector(0, 1, 0)) canvas = camera.render(world) write_ppm_to_file(canvas.to_ppm(), f'..{sep}..{sep}resources{sep}sting.ppm')
def test_create_ray(self): origin = Point(1, 2, 3) direction = Vector(4, 5, 6) r = Ray(origin, direction) assert r.origin == origin assert r.direction == direction