196 lines
7.0 KiB
C++
196 lines
7.0 KiB
C++
/*
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* This file is part of the Colobot: Gold Edition source code
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* Copyright (C) 2001-2014, Daniel Roux, EPSITEC SA & TerranovaTeam
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* http://epsiteс.ch; http://colobot.info; http://github.com/colobot
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see http://gnu.org/licenses
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*/
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#include "graphics/engine/lightman.h"
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#include "graphics/core/device.h"
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#include <gtest/gtest.h>
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#include <hippomocks.h>
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#include <memory>
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#include <functional>
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using namespace Gfx;
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using namespace HippoMocks;
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namespace ph = std::placeholders;
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class LightManagerUT : public testing::Test
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{
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protected:
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LightManagerUT() :
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m_systemUtils(nullptr),
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m_engine(nullptr),
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m_device(nullptr)
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{}
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~LightManagerUT() NOEXCEPT
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{}
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void SetUp() override;
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void TearDown() override;
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void PrepareLightTesting(int maxLights, Math::Vector eyePos);
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void CheckLightSorting(EngineObjectType objectType, const std::vector<int>& expectedLights);
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void CheckLight(int index, const Light& light);
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void AddLight(int type, LightPriority priority, bool used, bool enabled,
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Math::Vector pos, EngineObjectType includeType, EngineObjectType excludeType);
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std::unique_ptr<CLightManager> m_lightManager;
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MockRepository m_mocks;
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CSystemUtils* m_systemUtils;
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CEngine* m_engine;
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CDevice* m_device;
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private:
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std::vector<DynamicLight> m_dynamicLights;
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std::vector<int> m_expectedLightTypes;
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int m_maxLightsCount;
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};
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void LightManagerUT::SetUp()
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{
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m_systemUtils = m_mocks.Mock<CSystemUtils>();
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CSystemUtils::ReplaceInstance(m_systemUtils);
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m_engine = m_mocks.Mock<CEngine>();
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m_device = m_mocks.Mock<CDevice>();
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m_lightManager.reset(new CLightManager(m_engine));
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}
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void LightManagerUT::TearDown()
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{
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CSystemUtils::ReplaceInstance(nullptr);
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}
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void LightManagerUT::PrepareLightTesting(int maxLights, Math::Vector eyePos)
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{
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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);
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m_mocks.OnCall(m_device, CDevice::SetLight).Do(std::bind(&LightManagerUT::CheckLight, this, ph::_1, ph::_2));
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m_mocks.OnCall(m_engine, CEngine::GetEyePt).Return(eyePos);
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}
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void LightManagerUT::CheckLightSorting(EngineObjectType objectType, const std::vector<int>& expectedLights)
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{
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m_expectedLightTypes = expectedLights;
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for (int i = 0; i < m_maxLightsCount; ++i)
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{
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if (i < static_cast<int>( expectedLights.size() ))
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{
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m_mocks.ExpectCall(m_device, CDevice::SetLight).With(i, _);
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m_mocks.ExpectCall(m_device, CDevice::SetLightEnabled).With(i, true);
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}
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else
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{
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m_mocks.ExpectCall(m_device, CDevice::SetLightEnabled).With(i, false);
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}
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}
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m_lightManager->UpdateDeviceLights(objectType);
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}
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void LightManagerUT::CheckLight(int index, const Light& light)
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{
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ASSERT_TRUE(index >= 0 && index < static_cast<int>( m_expectedLightTypes.size() ));
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ASSERT_EQ(m_expectedLightTypes[index], light.type);
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}
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void LightManagerUT::AddLight(int type, LightPriority priority, bool used, bool enabled,
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Math::Vector pos, EngineObjectType includeType, EngineObjectType excludeType)
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{
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int rank = m_lightManager->CreateLight(priority);
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Light light;
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light.type = static_cast<LightType>(type);
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light.position = pos;
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m_lightManager->SetLight(rank, light);
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m_lightManager->SetLightEnabled(rank, enabled);
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m_lightManager->SetLightIncludeType(rank, includeType);
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m_lightManager->SetLightExcludeType(rank, excludeType);
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if (!used)
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m_lightManager->DeleteLight(rank);
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}
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TEST_F(LightManagerUT, LightSorting_UnusedOrDisabledAreSkipped)
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{
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const int lightCount = 10;
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const Math::Vector eyePos(0.0f, 0.0f, 0.0f);
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PrepareLightTesting(lightCount, eyePos);
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AddLight(1, LIGHT_PRI_LOW, false, true, Math::Vector(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL);
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AddLight(2, LIGHT_PRI_LOW, true, false, Math::Vector(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL);
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AddLight(3, LIGHT_PRI_LOW, false, false, Math::Vector(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL);
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std::vector<int> expectedLights;
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CheckLightSorting(ENG_OBJTYPE_TERRAIN, expectedLights);
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}
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TEST_F(LightManagerUT, LightSorting_IncludeTypesAreIncluded)
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{
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const int lightCount = 10;
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const Math::Vector eyePos(0.0f, 0.0f, 0.0f);
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PrepareLightTesting(lightCount, eyePos);
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AddLight(1, LIGHT_PRI_LOW, true, true, Math::Vector(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL);
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AddLight(2, LIGHT_PRI_LOW, true, true, Math::Vector(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_TERRAIN, ENG_OBJTYPE_NULL);
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AddLight(3, LIGHT_PRI_LOW, true, true, Math::Vector(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_QUARTZ, ENG_OBJTYPE_NULL);
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std::vector<int> expectedLights = { 1, 2 };
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CheckLightSorting(ENG_OBJTYPE_TERRAIN, expectedLights);
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}
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TEST_F(LightManagerUT, LightSorting_ExcludeTypesAreExcluded)
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{
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const int lightCount = 10;
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const Math::Vector eyePos(0.0f, 0.0f, 0.0f);
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PrepareLightTesting(lightCount, eyePos);
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AddLight(1, LIGHT_PRI_LOW, true, true, Math::Vector(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL);
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AddLight(2, LIGHT_PRI_LOW, true, true, Math::Vector(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_TERRAIN);
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AddLight(3, LIGHT_PRI_LOW, true, true, Math::Vector(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_QUARTZ);
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std::vector<int> expectedLights = { 1, 3 };
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CheckLightSorting(ENG_OBJTYPE_TERRAIN, expectedLights);
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}
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TEST_F(LightManagerUT, LightSorting_SortingAccordingToDistance)
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{
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const int lightCount = 3;
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const Math::Vector eyePos(0.0f, 0.0f, 0.0f);
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PrepareLightTesting(lightCount, eyePos);
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AddLight(1, LIGHT_PRI_HIGH, true, true, Math::Vector(10.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL);
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AddLight(2, LIGHT_PRI_LOW, true, true, Math::Vector(4.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL);
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AddLight(3, LIGHT_PRI_HIGH, true, true, Math::Vector(20.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL);
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AddLight(4, LIGHT_PRI_LOW, true, true, Math::Vector(11.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL);
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AddLight(5, LIGHT_PRI_LOW, true, true, Math::Vector(100.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL);
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AddLight(6, LIGHT_PRI_HIGH, true, true, Math::Vector(21.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL);
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std::vector<int> expectedLights = { 2, 1, 3 };
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CheckLightSorting(ENG_OBJTYPE_TERRAIN, expectedLights);
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}
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