colobot/test/unit/graphics/engine/lightman_test.cpp

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/*
* This file is part of the Colobot: Gold Edition source code
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* Copyright (C) 2001-2021, Daniel Roux, EPSITEC SA & TerranovaTeam
2015-08-22 14:40:02 +00:00
* http://epsitec.ch; http://colobot.info; http://github.com/colobot
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see http://gnu.org/licenses
*/
#include "common/make_unique.h"
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#include "graphics/core/device.h"
#include "graphics/engine/lightman.h"
#include <gtest/gtest.h>
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#include <hippomocks.h>
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#include <memory>
#include <functional>
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using namespace Gfx;
using namespace HippoMocks;
namespace ph = std::placeholders;
class CLightManagerUT : public testing::Test
{
protected:
CLightManagerUT() :
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m_engine(nullptr),
m_device(nullptr),
m_maxLightsCount(0)
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{}
~CLightManagerUT() NOEXCEPT
{}
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void SetUp() override;
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void PrepareLightTesting(int maxLights, glm::vec3 eyePos);
void CheckLightSorting(EngineObjectType objectType, const std::vector<int>& expectedLights);
void CheckLight(int index, const Light& light);
void AddLight(int type, LightPriority priority, bool used, bool enabled,
glm::vec3 pos, EngineObjectType includeType, EngineObjectType excludeType);
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std::unique_ptr<CLightManager> m_lightManager;
MockRepository m_mocks;
CEngine* m_engine;
CDevice* m_device;
private:
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std::vector<DynamicLight> m_dynamicLights;
std::vector<int> m_expectedLightTypes;
int m_maxLightsCount;
};
void CLightManagerUT::SetUp()
{
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m_engine = m_mocks.Mock<CEngine>();
m_device = m_mocks.Mock<CDevice>();
m_lightManager = MakeUnique<CLightManager>(m_engine);
}
void CLightManagerUT::PrepareLightTesting(int maxLights, glm::vec3 eyePos)
{
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m_maxLightsCount = maxLights;
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m_mocks.OnCall(m_device, CDevice::GetMaxLightCount).Return(maxLights);
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m_lightManager->SetDevice(m_device);
m_mocks.OnCall(m_device, CDevice::SetLight).Do(std::bind(&CLightManagerUT::CheckLight, this, ph::_1, ph::_2));
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m_mocks.OnCall(m_engine, CEngine::GetEyePt).Return(eyePos);
}
void CLightManagerUT::CheckLightSorting(EngineObjectType objectType, const std::vector<int>& expectedLights)
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{
m_expectedLightTypes = expectedLights;
for (int i = 0; i < m_maxLightsCount; ++i)
{
if (i < static_cast<int>( expectedLights.size() ))
{
m_mocks.ExpectCall(m_device, CDevice::SetLight).With(i, _);
m_mocks.ExpectCall(m_device, CDevice::SetLightEnabled).With(i, true);
}
else
{
m_mocks.ExpectCall(m_device, CDevice::SetLightEnabled).With(i, false);
}
}
m_lightManager->UpdateDeviceLights(objectType);
}
void CLightManagerUT::CheckLight(int index, const Light& light)
{
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ASSERT_TRUE(index >= 0 && index < static_cast<int>( m_expectedLightTypes.size() ));
ASSERT_EQ(m_expectedLightTypes[index], light.type);
}
void CLightManagerUT::AddLight(int type, LightPriority priority, bool used, bool enabled,
glm::vec3 pos, EngineObjectType includeType, EngineObjectType excludeType)
{
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int rank = m_lightManager->CreateLight(priority);
Light light;
light.type = static_cast<LightType>(type);
light.position = pos;
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m_lightManager->SetLight(rank, light);
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m_lightManager->SetLightEnabled(rank, enabled);
m_lightManager->SetLightIncludeType(rank, includeType);
m_lightManager->SetLightExcludeType(rank, excludeType);
if (!used)
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m_lightManager->DeleteLight(rank);
}
TEST_F(CLightManagerUT, LightSorting_UnusedOrDisabledAreSkipped)
{
const int lightCount = 10;
const glm::vec3 eyePos(0.0f, 0.0f, 0.0f);
PrepareLightTesting(lightCount, eyePos);
AddLight(1, LIGHT_PRI_LOW, false, true, glm::vec3(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL);
AddLight(2, LIGHT_PRI_LOW, true, false, glm::vec3(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL);
AddLight(3, LIGHT_PRI_LOW, false, false, glm::vec3(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL);
std::vector<int> expectedLights;
CheckLightSorting(ENG_OBJTYPE_TERRAIN, expectedLights);
}
TEST_F(CLightManagerUT, LightSorting_IncludeTypesAreIncluded)
{
const int lightCount = 10;
const glm::vec3 eyePos(0.0f, 0.0f, 0.0f);
PrepareLightTesting(lightCount, eyePos);
AddLight(1, LIGHT_PRI_LOW, true, true, glm::vec3(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL);
AddLight(2, LIGHT_PRI_LOW, true, true, glm::vec3(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_TERRAIN, ENG_OBJTYPE_NULL);
AddLight(3, LIGHT_PRI_LOW, true, true, glm::vec3(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_QUARTZ, ENG_OBJTYPE_NULL);
std::vector<int> expectedLights = { 1, 2 };
CheckLightSorting(ENG_OBJTYPE_TERRAIN, expectedLights);
}
TEST_F(CLightManagerUT, LightSorting_ExcludeTypesAreExcluded)
{
const int lightCount = 10;
const glm::vec3 eyePos(0.0f, 0.0f, 0.0f);
PrepareLightTesting(lightCount, eyePos);
AddLight(1, LIGHT_PRI_LOW, true, true, glm::vec3(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL);
AddLight(2, LIGHT_PRI_LOW, true, true, glm::vec3(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_TERRAIN);
AddLight(3, LIGHT_PRI_LOW, true, true, glm::vec3(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_QUARTZ);
std::vector<int> expectedLights = { 1, 3 };
CheckLightSorting(ENG_OBJTYPE_TERRAIN, expectedLights);
}
TEST_F(CLightManagerUT, LightSorting_SortingAccordingToDistance)
{
const int lightCount = 3;
const glm::vec3 eyePos(0.0f, 0.0f, 0.0f);
PrepareLightTesting(lightCount, eyePos);
AddLight(1, LIGHT_PRI_HIGH, true, true, glm::vec3(10.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL);
AddLight(2, LIGHT_PRI_LOW, true, true, glm::vec3(4.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL);
AddLight(3, LIGHT_PRI_HIGH, true, true, glm::vec3(20.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL);
AddLight(4, LIGHT_PRI_LOW, true, true, glm::vec3(11.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL);
AddLight(5, LIGHT_PRI_LOW, true, true, glm::vec3(100.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL);
AddLight(6, LIGHT_PRI_HIGH, true, true, glm::vec3(21.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL);
std::vector<int> expectedLights = { 2, 1, 3 };
CheckLightSorting(ENG_OBJTYPE_TERRAIN, expectedLights);
}