/* * This file is part of the Colobot: Gold Edition source code * Copyright (C) 2001-2023, Daniel Roux, EPSITEC SA & TerranovaTeam * 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" #include "graphics/core/device.h" #include "graphics/engine/lightman.h" #include #include #include #include using namespace Gfx; using namespace HippoMocks; namespace ph = std::placeholders; class CLightManagerUT : public testing::Test { protected: CLightManagerUT() : m_engine(nullptr), m_device(nullptr), m_maxLightsCount(0) {} ~CLightManagerUT() NOEXCEPT {} void SetUp() override; void PrepareLightTesting(int maxLights, glm::vec3 eyePos); void CheckLightSorting(EngineObjectType objectType, const std::vector& 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); std::unique_ptr m_lightManager; MockRepository m_mocks; CEngine* m_engine; CDevice* m_device; private: std::vector m_dynamicLights; std::vector m_expectedLightTypes; int m_maxLightsCount; }; void CLightManagerUT::SetUp() { m_engine = m_mocks.Mock(); m_device = m_mocks.Mock(); m_lightManager = std::make_unique(m_engine); } void CLightManagerUT::PrepareLightTesting(int maxLights, glm::vec3 eyePos) { m_maxLightsCount = maxLights; m_mocks.OnCall(m_device, CDevice::GetMaxLightCount).Return(maxLights); m_lightManager->SetDevice(m_device); m_mocks.OnCall(m_device, CDevice::SetLight).Do(std::bind(&CLightManagerUT::CheckLight, this, ph::_1, ph::_2)); m_mocks.OnCall(m_engine, CEngine::GetEyePt).Return(eyePos); } void CLightManagerUT::CheckLightSorting(EngineObjectType objectType, const std::vector& expectedLights) { m_expectedLightTypes = expectedLights; for (int i = 0; i < m_maxLightsCount; ++i) { if (i < static_cast( 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) { ASSERT_TRUE(index >= 0 && index < static_cast( 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) { int rank = m_lightManager->CreateLight(priority); Light light; light.type = static_cast(type); light.position = pos; m_lightManager->SetLight(rank, light); m_lightManager->SetLightEnabled(rank, enabled); m_lightManager->SetLightIncludeType(rank, includeType); m_lightManager->SetLightExcludeType(rank, excludeType); if (!used) 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 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 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 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 expectedLights = { 2, 1, 3 }; CheckLightSorting(ENG_OBJTYPE_TERRAIN, expectedLights); }