Esempio n. 1
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def test_lighting_with_the_light_behind_the_surface(material, position):
    eyev = vector(0, 0, -1)
    normalv = vector(0, 0, -1)
    light = PointLight(point(0, 0, 10), color(1, 1, 1))

    result = material.lighting(light, position, eyev, normalv, False)

    assert (np.array_equal(color(0.1, 0.1, 0.1), result))
Esempio n. 2
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def test_lighting_with_the_surface_in_shadow(material, position):
    eyev = vector(0, 0, -1)
    normalv = vector(0, 0, -1)
    light = PointLight(point(0, 0, -10), color(1, 1, 1))
    in_shadow = True

    result = material.lighting(light, position, eyev, normalv, in_shadow)
    assert (np.allclose(color(0.1, 0.1, 0.1), result))
Esempio n. 3
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def test_lighting_with_the_eye_opposite_surface_light_offest_45_degrees(
        material, position):
    eyev = vector(0, 0, -1)
    normalv = vector(0, 0, -1)
    light = PointLight(point(0, 10, -10), color(1, 1, 1))

    result = material.lighting(light, position, eyev, normalv, False)

    assert (np.allclose(color(0.7364, 0.7364, 0.7364), result))
Esempio n. 4
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def test_lighting_with_the_eye_in_the_path_of_the_reflection_vector(
        material, position):
    eyev = vector(0, -math.sqrt(2) / 2, -math.sqrt(2) / 2)
    normalv = vector(0, 0, -1)
    light = PointLight(point(0, 10, -10), color(1, 1, 1))

    result = material.lighting(light, position, eyev, normalv, False)

    assert (np.allclose(color(1.6364, 1.6364, 1.6364), result))
Esempio n. 5
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def test_lighting_with_the_eye_between_the_light_and_the_surface_and_wyw_offset_45_degrees(
        material, position):
    eyev = vector(0, math.sqrt(2) / 2, -math.sqrt(2) / 2)
    normalv = vector(0, 0, -1)
    light = PointLight(point(0, 0, -10), color(1, 1, 1))

    result = material.lighting(light, position, eyev, normalv, False)

    assert (np.array_equal(color(1.0, 1.0, 1.0), result))
Esempio n. 6
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def test_shading_an_intersection_from_the_inside():
    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[1]
    i = Intersection(0.5, shape)

    comps = i.prepare_computations(r)
    c = w.shade_hit(comps)

    assert(np.allclose(color(0.90498, 0.90498, 0.90498), c))
Esempio n. 7
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def test_shade_hit_is_given_an_intersection_in_shadow():
    light = PointLight(point(0, 0, -10), color(1, 1, 1))
    s1 = Sphere()
    s2 = Sphere(transformation=translation(0, 0, 10))
    w = World(light, 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(np.allclose(color(0.1, 0.1, 0.1), c))
Esempio n. 8
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def default_world():
    light = PointLight(point(-10, 10, -10), white)
    m = Material(color=color(0.8, 1.0, 0.6), diffuse=0.7, specular=0.2)
    s1 = Sphere(material=m)
    s2 = Sphere(transformation=scaling(0.5, 0.5, 0.5))

    return World(light, s1, s2)
Esempio n. 9
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def test_shading_an_intersection():
    w = default_world()
    r = Ray(point(0, 0, -5), vector(0, 0, 1))
    shape = w[0]
    i = Intersection(4, shape)

    comps = i.prepare_computations(r)
    c = w.shade_hit(comps)

    assert(np.allclose(color(0.38066, 0.47583, 0.2855), c, atol=0.0001))
Esempio n. 10
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def test_rendering_a_world_with_a_camera():
    w = default_world()
    from_ = point(0, 0, -5)
    to = point(0, 0, 0)
    up = vector(0, 1, 0)
    c = Camera(11, 11, math.pi/2, transform=view_transformation(from_, to, up))

    image = c.render(w)

    assert(np.allclose(image.pixel_at(5, 5), color(
        0.38066, 0.47583, 0.2855), atol=0.00001))
Esempio n. 11
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def test_constructing_the_PPM_pixel_data():
    canvas = Canvas(5, 3)

    c1 = color(1.5, 0, 0)
    c2 = color(0, 0.5, 0)
    c3 = color(-0.5, 0, 1)

    canvas.write_pixel(0, 0, c1)
    canvas.write_pixel(2, 1, c2)
    canvas.write_pixel(4, 2, c3)

    actualPPM = canvas.to_PPM()

    expectedPPM = """P3
5 3
255
255 0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 127 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0 255
"""

    assert (expectedPPM == actualPPM)
Esempio n. 12
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def test_the_color_when_the_ray_hits():
    w = default_world()
    r = Ray(point(0, 0, -5), vector(0, 0, 1))

    c = w.color_at(r)
    assert(np.allclose(color(0.38066, 0.47583, 0.2855), c, atol=0.0001))
Esempio n. 13
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from pytracer.spheres import Sphere
from pytracer.transformations import scaling, rotation_y, rotation_x, translation, concat, view_transformation
from pytracer.materials import Material
from pytracer.colors import color
from pytracer.camera import Camera
from pytracer.tuples import point, vector
from pytracer.lights import PointLight
from pytracer.world import World
import math

floor_material = Material(color=color(1, 0.9, 0.9), specular=0)
floor = Sphere(transformation=scaling(10, 0.01, 10), material=floor_material)

left_wall_transformation = concat(translation(0, 0,
                                              5), rotation_y(-math.pi / 4),
                                  rotation_x(math.pi / 2),
                                  scaling(10, 0.01, 10))
left_wall = Sphere(transformation=left_wall_transformation,
                   material=floor_material)

right_wall_transform = concat(translation(0, 0, 5), rotation_y(math.pi / 4),
                              rotation_x(math.pi / 2), scaling(10, 0.01, 10))
right_wall = Sphere(transformation=right_wall_transform,
                    material=floor_material)

middle_transform = translation(-0.5, 1, 0.5)
middle_material = Material(color=color(0.1, 1, 0.5), diffuse=0.7, specular=0.3)
middle = Sphere(material=middle_material, transformation=middle_transform)

right_transform = concat(translation(1.5, 0.5, -0.5), scaling(0.5, 0.5, 0.5))
right_material = Material(color=color(0.5, 1, 0.1), diffuse=0.7, specular=0.3)