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| 1 // Copyright 2014 The Chromium Authors. All rights reserved. |
| 2 // Use of this source code is governed by a BSD-style license that can be |
| 3 // found in the LICENSE file. |
| 4 |
| 5 #include <limits> |
| 6 #include <vector> |
| 7 |
| 8 #include "cc/output/bsp_compare_result.h" |
| 9 #include "cc/quads/draw_polygon.h" |
| 10 #include "testing/gtest/include/gtest/gtest.h" |
| 11 #include "ui/gfx/transform.h" |
| 12 |
| 13 namespace cc { |
| 14 namespace { |
| 15 |
| 16 #define CREATE_NEW_DRAW_POLYGON(name, points_vector, normal, polygon_id) \ |
| 17 DrawPolygon name(NULL, points_vector, normal, polygon_id) |
| 18 |
| 19 #define EXPECT_FLOAT_WITHIN_EPSILON_OF(a, b) \ |
| 20 EXPECT_TRUE(std::abs(a - b) < std::numeric_limits<float>::epsilon()); |
| 21 |
| 22 #define EXPECT_POINT_EQ(point_a, point_b) \ |
| 23 EXPECT_FLOAT_EQ(point_a.x(), point_b.x()); \ |
| 24 EXPECT_FLOAT_EQ(point_a.y(), point_b.y()); \ |
| 25 EXPECT_FLOAT_EQ(point_a.z(), point_b.z()); |
| 26 |
| 27 static void ValidatePoints(const DrawPolygon& polygon, |
| 28 const std::vector<gfx::Point3F>& points) { |
| 29 EXPECT_EQ(polygon.points().size(), points.size()); |
| 30 for (size_t i = 0; i < points.size(); i++) { |
| 31 EXPECT_POINT_EQ(polygon.points()[i], points[i]); |
| 32 } |
| 33 } |
| 34 |
| 35 // Two quads are definitely not touching and so no split should occur. |
| 36 TEST(DrawPolygonSplitTest, NotTouchingNoSplit) { |
| 37 std::vector<gfx::Point3F> vertices_a; |
| 38 vertices_a.push_back(gfx::Point3F(0.0f, 10.0f, 0.0f)); |
| 39 vertices_a.push_back(gfx::Point3F(0.0f, 0.0f, 0.0f)); |
| 40 vertices_a.push_back(gfx::Point3F(10.0f, 0.0f, 0.0f)); |
| 41 vertices_a.push_back(gfx::Point3F(10.0f, 10.0f, 0.0f)); |
| 42 std::vector<gfx::Point3F> vertices_b; |
| 43 vertices_b.push_back(gfx::Point3F(5.0f, 10.0f, 5.0f)); |
| 44 vertices_b.push_back(gfx::Point3F(5.0f, 0.0f, 15.0f)); |
| 45 vertices_b.push_back(gfx::Point3F(5.0f, 0.0f, 15.0f)); |
| 46 vertices_b.push_back(gfx::Point3F(5.0f, 10.0f, 5.0f)); |
| 47 |
| 48 CREATE_NEW_DRAW_POLYGON( |
| 49 polygon_a, vertices_a, gfx::Vector3dF(0.0f, 0.0f, 1.0f), 0); |
| 50 CREATE_NEW_DRAW_POLYGON( |
| 51 polygon_b, vertices_b, gfx::Vector3dF(-1.0f, 0.0f, 0.0f), 1); |
| 52 |
| 53 EXPECT_EQ(DrawPolygon::SideCompare(polygon_b, polygon_a), BSP_FRONT); |
| 54 } |
| 55 |
| 56 // One quad is resting against another, but doesn't cross its plane so no split |
| 57 // should occur. |
| 58 TEST(DrawPolygonSplitTest, BarelyTouchingNoSplit) { |
| 59 std::vector<gfx::Point3F> vertices_a; |
| 60 vertices_a.push_back(gfx::Point3F(0.0f, 10.0f, 0.0f)); |
| 61 vertices_a.push_back(gfx::Point3F(0.0f, 0.0f, 0.0f)); |
| 62 vertices_a.push_back(gfx::Point3F(10.0f, 0.0f, 0.0f)); |
| 63 vertices_a.push_back(gfx::Point3F(10.0f, 10.0f, 0.0f)); |
| 64 std::vector<gfx::Point3F> vertices_b; |
| 65 vertices_b.push_back(gfx::Point3F(5.0f, 10.0f, 0.0f)); |
| 66 vertices_b.push_back(gfx::Point3F(5.0f, 0.0f, -10.0f)); |
| 67 vertices_b.push_back(gfx::Point3F(5.0f, 0.0f, -10.0f)); |
| 68 vertices_b.push_back(gfx::Point3F(5.0f, 10.0f, 0.0f)); |
| 69 |
| 70 CREATE_NEW_DRAW_POLYGON( |
| 71 polygon_a, vertices_a, gfx::Vector3dF(0.0f, 0.0f, 1.0f), 0); |
| 72 CREATE_NEW_DRAW_POLYGON( |
| 73 polygon_b, vertices_b, gfx::Vector3dF(-1.0f, 0.0f, 0.0f), 1); |
| 74 |
| 75 EXPECT_EQ(DrawPolygon::SideCompare(polygon_b, polygon_a), BSP_BACK); |
| 76 } |
| 77 |
| 78 // One quad intersects another and becomes two pieces. |
| 79 TEST(DrawPolygonSplitTest, BasicSplit) { |
| 80 std::vector<gfx::Point3F> vertices_a; |
| 81 vertices_a.push_back(gfx::Point3F(0.0f, 10.0f, 0.0f)); |
| 82 vertices_a.push_back(gfx::Point3F(0.0f, 0.0f, 0.0f)); |
| 83 vertices_a.push_back(gfx::Point3F(10.0f, 0.0f, 0.0f)); |
| 84 vertices_a.push_back(gfx::Point3F(10.0f, 10.0f, 0.0f)); |
| 85 std::vector<gfx::Point3F> vertices_b; |
| 86 vertices_b.push_back(gfx::Point3F(5.0f, 10.0f, -5.0f)); |
| 87 vertices_b.push_back(gfx::Point3F(5.0f, 0.0f, -5.0f)); |
| 88 vertices_b.push_back(gfx::Point3F(5.0f, 0.0f, 5.0f)); |
| 89 vertices_b.push_back(gfx::Point3F(5.0f, 10.0f, 5.0f)); |
| 90 |
| 91 CREATE_NEW_DRAW_POLYGON( |
| 92 polygon_a, vertices_a, gfx::Vector3dF(0.0f, 0.0f, 1.0f), 0); |
| 93 CREATE_NEW_DRAW_POLYGON( |
| 94 polygon_b, vertices_b, gfx::Vector3dF(-1.0f, 0.0f, 0.0f), 1); |
| 95 |
| 96 EXPECT_EQ(DrawPolygon::SideCompare(polygon_b, polygon_a), BSP_SPLIT); |
| 97 |
| 98 scoped_ptr<DrawPolygon> front_polygon; |
| 99 scoped_ptr<DrawPolygon> back_polygon; |
| 100 polygon_b.Split(polygon_a, &front_polygon, &back_polygon); |
| 101 EXPECT_EQ(DrawPolygon::SideCompare(*front_polygon, polygon_a), BSP_FRONT); |
| 102 EXPECT_EQ(DrawPolygon::SideCompare(*back_polygon, polygon_a), BSP_BACK); |
| 103 |
| 104 std::vector<gfx::Point3F> test_points_a; |
| 105 test_points_a.push_back(gfx::Point3F(5.0f, 0.0f, 0.0f)); |
| 106 test_points_a.push_back(gfx::Point3F(5.0f, 0.0f, 5.0f)); |
| 107 test_points_a.push_back(gfx::Point3F(5.0f, 10.0f, 5.0f)); |
| 108 test_points_a.push_back(gfx::Point3F(5.0f, 10.0f, 0.0f)); |
| 109 std::vector<gfx::Point3F> test_points_b; |
| 110 test_points_b.push_back(gfx::Point3F(5.0f, 10.0f, 0.0f)); |
| 111 test_points_b.push_back(gfx::Point3F(5.0f, 10.0f, -5.0f)); |
| 112 test_points_b.push_back(gfx::Point3F(5.0f, 0.0f, -5.0f)); |
| 113 test_points_b.push_back(gfx::Point3F(5.0f, 0.0f, 0.0f)); |
| 114 ValidatePoints(*(front_polygon.get()), test_points_a); |
| 115 ValidatePoints(*(back_polygon.get()), test_points_b); |
| 116 |
| 117 EXPECT_EQ(front_polygon->points().size(), 4u); |
| 118 EXPECT_EQ(back_polygon->points().size(), 4u); |
| 119 } |
| 120 |
| 121 // In this test we cut the corner of a quad so that it creates a triangle and |
| 122 // a pentagon as a result. |
| 123 TEST(DrawPolygonSplitTest, AngledSplit) { |
| 124 std::vector<gfx::Point3F> vertices_a; |
| 125 vertices_a.push_back(gfx::Point3F(0.0f, 0.0f, 0.0f)); |
| 126 vertices_a.push_back(gfx::Point3F(0.0f, 0.0f, 10.0f)); |
| 127 vertices_a.push_back(gfx::Point3F(10.0f, 0.0f, 10.0f)); |
| 128 vertices_a.push_back(gfx::Point3F(10.0f, 0.0f, 0.0f)); |
| 129 std::vector<gfx::Point3F> vertices_b; |
| 130 vertices_b.push_back(gfx::Point3F(2.0f, 5.0f, 1.0f)); |
| 131 vertices_b.push_back(gfx::Point3F(2.0f, -5.0f, 1.0f)); |
| 132 vertices_b.push_back(gfx::Point3F(-1.0f, -5.0f, -2.0f)); |
| 133 vertices_b.push_back(gfx::Point3F(-1.0f, 5.0f, -2.0f)); |
| 134 |
| 135 CREATE_NEW_DRAW_POLYGON( |
| 136 polygon_a, vertices_a, gfx::Vector3dF(0.0f, 1.0f, 0.0f), 0); |
| 137 CREATE_NEW_DRAW_POLYGON( |
| 138 polygon_b, vertices_b, gfx::Vector3dF(0.707107f, 0.0f, -0.707107f), 1); |
| 139 |
| 140 EXPECT_EQ(DrawPolygon::SideCompare(polygon_a, polygon_b), BSP_SPLIT); |
| 141 |
| 142 scoped_ptr<DrawPolygon> front_polygon; |
| 143 scoped_ptr<DrawPolygon> back_polygon; |
| 144 polygon_a.Split(polygon_b, &front_polygon, &back_polygon); |
| 145 EXPECT_EQ(DrawPolygon::SideCompare(*front_polygon, polygon_b), BSP_FRONT); |
| 146 EXPECT_EQ(DrawPolygon::SideCompare(*back_polygon, polygon_b), BSP_BACK); |
| 147 |
| 148 EXPECT_EQ(front_polygon->points().size(), 3u); |
| 149 EXPECT_EQ(back_polygon->points().size(), 5u); |
| 150 |
| 151 std::vector<gfx::Point3F> test_points_a; |
| 152 test_points_a.push_back(gfx::Point3F(10.0f, 0.0f, 9.0f)); |
| 153 test_points_a.push_back(gfx::Point3F(10.0f, 0.0f, 0.0f)); |
| 154 test_points_a.push_back(gfx::Point3F(1.0f, 0.0f, 0.0f)); |
| 155 std::vector<gfx::Point3F> test_points_b; |
| 156 test_points_b.push_back(gfx::Point3F(1.0f, 0.0f, 0.0f)); |
| 157 test_points_b.push_back(gfx::Point3F(0.0f, 0.0f, 0.0f)); |
| 158 test_points_b.push_back(gfx::Point3F(0.0f, 0.0f, 10.0f)); |
| 159 test_points_b.push_back(gfx::Point3F(10.0f, 0.0f, 10.0f)); |
| 160 test_points_b.push_back(gfx::Point3F(10.0f, 0.0f, 9.0f)); |
| 161 |
| 162 ValidatePoints(*(front_polygon.get()), test_points_a); |
| 163 ValidatePoints(*(back_polygon.get()), test_points_b); |
| 164 } |
| 165 |
| 166 TEST(DrawPolygonTransformTest, TransformNormal) { |
| 167 // We give this polygon no actual vertices because we're not interested |
| 168 // in actually transforming any points, just the normal. |
| 169 std::vector<gfx::Point3F> vertices_a; |
| 170 CREATE_NEW_DRAW_POLYGON( |
| 171 polygon_a, vertices_a, gfx::Vector3dF(0.707107f, 0.0f, -0.707107f), 0); |
| 172 |
| 173 gfx::Transform transform; |
| 174 transform.RotateAboutYAxis(45.0); |
| 175 // This would transform the vertices as well, but we are transforming a |
| 176 // DrawPolygon with 0 vertices just to make sure our normal transformation |
| 177 // using the inverse tranpose matrix gives us the right result. |
| 178 polygon_a.TransformToScreenSpace(transform); |
| 179 |
| 180 // Note: We use EXPECT_FLOAT_WITHIN_EPSILON instead of EXPECT_FLOAT_EQUAL here |
| 181 // because some architectures (e.g., Arm64) employ a fused multiply-add |
| 182 // instruction which causes rounding asymmetry and reduces precision. |
| 183 // http://crbug.com/401117. |
| 184 EXPECT_FLOAT_WITHIN_EPSILON_OF(polygon_a.normal().x(), 0); |
| 185 EXPECT_FLOAT_WITHIN_EPSILON_OF(polygon_a.normal().y(), 0); |
| 186 EXPECT_FLOAT_WITHIN_EPSILON_OF(polygon_a.normal().z(), -1); |
| 187 } |
| 188 |
| 189 } // namespace |
| 190 } // namespace cc |
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