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

147 lines
5.5 KiB
C++

#include "graphics/engine/lightman.h"
#include "graphics/core/device_mock.h"
#include "graphics/engine/engine_mock.h"
#include <gtest/gtest.h>
using namespace Gfx;
using testing::_;
using testing::Invoke;
using testing::Return;
class LightManagerUT : public testing::Test
{
protected:
LightManagerUT()
: lightManager(&engine)
{}
void PrepareLightTesting(int maxLights, Math::Vector 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,
Math::Vector pos, EngineObjectType includeType, EngineObjectType excludeType);
CLightManager lightManager;
CEngineMock engine;
CDeviceMock device;
private:
std::vector<DynamicLight> dynamicLights;
std::vector<int> expectedLightTypes;
int maxLightsCount;
};
void LightManagerUT::PrepareLightTesting(int maxLights, Math::Vector eyePos)
{
maxLightsCount = maxLights;
EXPECT_CALL(device, GetMaxLightCount()).WillOnce(Return(maxLights));
lightManager.SetDevice(&device);
ON_CALL(device, SetLight(_, _)).WillByDefault(Invoke(this, &LightManagerUT::CheckLight));
EXPECT_CALL(engine, GetEyePt()).WillRepeatedly(Return(eyePos));
}
void LightManagerUT::CheckLightSorting(EngineObjectType objectType, const std::vector<int>& expectedLights)
{
expectedLightTypes = expectedLights;
EXPECT_CALL(device, SetLight(_, _)).Times(expectedLights.size());
for (int i = 0; i < static_cast<int>( expectedLights.size() ); ++i)
EXPECT_CALL(device, SetLightEnabled(i, true));
for (int i = expectedLights.size(); i < maxLightsCount; ++i)
EXPECT_CALL(device, SetLightEnabled(i, false));
lightManager.UpdateDeviceLights(objectType);
}
void LightManagerUT::CheckLight(int index, const Light& light)
{
ASSERT_TRUE(index >= 0 && index < static_cast<int>( expectedLightTypes.size() ));
ASSERT_EQ(expectedLightTypes[index], light.type);
}
void LightManagerUT::AddLight(int type, LightPriority priority, bool used, bool enabled,
Math::Vector pos, EngineObjectType includeType, EngineObjectType excludeType)
{
int rank = lightManager.CreateLight(priority);
Light light;
light.type = static_cast<LightType>(type);
light.position = pos;
lightManager.SetLight(rank, light);
lightManager.SetLightEnabled(rank, enabled);
lightManager.SetLightIncludeType(rank, includeType);
lightManager.SetLightExcludeType(rank, excludeType);
if (!used)
lightManager.DeleteLight(rank);
}
TEST_F(LightManagerUT, LightSorting_UnusedOrDisabledAreSkipped)
{
const int lightCount = 10;
const Math::Vector eyePos(0.0f, 0.0f, 0.0f);
PrepareLightTesting(lightCount, eyePos);
AddLight(1, LIGHT_PRI_LOW, false, true, Math::Vector(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL);
AddLight(2, LIGHT_PRI_LOW, true, false, Math::Vector(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL);
AddLight(3, LIGHT_PRI_LOW, false, false, Math::Vector(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL);
std::vector<int> expectedLights;
CheckLightSorting(ENG_OBJTYPE_TERRAIN, expectedLights);
}
TEST_F(LightManagerUT, LightSorting_IncludeTypesAreIncluded)
{
const int lightCount = 10;
const Math::Vector eyePos(0.0f, 0.0f, 0.0f);
PrepareLightTesting(lightCount, eyePos);
AddLight(1, LIGHT_PRI_LOW, true, true, Math::Vector(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL);
AddLight(2, LIGHT_PRI_LOW, true, true, Math::Vector(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_TERRAIN, ENG_OBJTYPE_NULL);
AddLight(3, LIGHT_PRI_LOW, true, true, Math::Vector(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(LightManagerUT, LightSorting_ExcludeTypesAreExcluded)
{
const int lightCount = 10;
const Math::Vector eyePos(0.0f, 0.0f, 0.0f);
PrepareLightTesting(lightCount, eyePos);
AddLight(1, LIGHT_PRI_LOW, true, true, Math::Vector(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL);
AddLight(2, LIGHT_PRI_LOW, true, true, Math::Vector(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_TERRAIN);
AddLight(3, LIGHT_PRI_LOW, true, true, Math::Vector(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(LightManagerUT, LightSorting_SortingAccordingToDistance)
{
const int lightCount = 3;
const Math::Vector eyePos(0.0f, 0.0f, 0.0f);
PrepareLightTesting(lightCount, eyePos);
AddLight(1, LIGHT_PRI_HIGH, true, true, Math::Vector(10.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL);
AddLight(2, LIGHT_PRI_LOW, true, true, Math::Vector(4.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL);
AddLight(3, LIGHT_PRI_HIGH, true, true, Math::Vector(20.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL);
AddLight(4, LIGHT_PRI_LOW, true, true, Math::Vector(11.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL);
AddLight(5, LIGHT_PRI_LOW, true, true, Math::Vector(100.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL);
AddLight(6, LIGHT_PRI_HIGH, true, true, Math::Vector(21.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL);
std::vector<int> expectedLights = { 2, 1, 3 };
CheckLightSorting(ENG_OBJTYPE_TERRAIN, expectedLights);
}