147 lines
5.5 KiB
C++
147 lines
5.5 KiB
C++
#include "graphics/engine/lightman.h"
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#include "graphics/core/device_mock.h"
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#include "graphics/engine/engine_mock.h"
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#include <gtest/gtest.h>
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using namespace Gfx;
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using testing::_;
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using testing::Invoke;
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using testing::Return;
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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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: lightManager(&engine)
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{}
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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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CLightManager lightManager;
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CEngineMock engine;
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CDeviceMock device;
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private:
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std::vector<DynamicLight> dynamicLights;
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std::vector<int> expectedLightTypes;
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int maxLightsCount;
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};
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void LightManagerUT::PrepareLightTesting(int maxLights, Math::Vector eyePos)
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{
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maxLightsCount = maxLights;
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EXPECT_CALL(device, GetMaxLightCount()).WillOnce(Return(maxLights));
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lightManager.SetDevice(&device);
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ON_CALL(device, SetLight(_, _)).WillByDefault(Invoke(this, &LightManagerUT::CheckLight));
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EXPECT_CALL(engine, GetEyePt()).WillRepeatedly(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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expectedLightTypes = expectedLights;
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EXPECT_CALL(device, SetLight(_, _)).Times(expectedLights.size());
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for (int i = 0; i < static_cast<int>( expectedLights.size() ); ++i)
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EXPECT_CALL(device, SetLightEnabled(i, true));
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for (int i = expectedLights.size(); i < maxLightsCount; ++i)
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EXPECT_CALL(device, SetLightEnabled(i, false));
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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>( expectedLightTypes.size() ));
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ASSERT_EQ(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 = 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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lightManager.SetLight(rank, light);
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lightManager.SetLightEnabled(rank, enabled);
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lightManager.SetLightIncludeType(rank, includeType);
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lightManager.SetLightExcludeType(rank, excludeType);
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if (!used)
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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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