| Index: cc/quads/draw_polygon_unittest.cc
|
| diff --git a/cc/quads/draw_polygon_unittest.cc b/cc/quads/draw_polygon_unittest.cc
|
| new file mode 100644
|
| index 0000000000000000000000000000000000000000..27cfed43816b02bc64df851c03d4806bf6efe268
|
| --- /dev/null
|
| +++ b/cc/quads/draw_polygon_unittest.cc
|
| @@ -0,0 +1,190 @@
|
| +// Copyright 2014 The Chromium Authors. All rights reserved.
|
| +// Use of this source code is governed by a BSD-style license that can be
|
| +// found in the LICENSE file.
|
| +
|
| +#include <limits>
|
| +#include <vector>
|
| +
|
| +#include "cc/output/bsp_compare_result.h"
|
| +#include "cc/quads/draw_polygon.h"
|
| +#include "testing/gtest/include/gtest/gtest.h"
|
| +#include "ui/gfx/transform.h"
|
| +
|
| +namespace cc {
|
| +namespace {
|
| +
|
| +#define CREATE_NEW_DRAW_POLYGON(name, points_vector, normal, polygon_id) \
|
| + DrawPolygon name(NULL, points_vector, normal, polygon_id)
|
| +
|
| +#define EXPECT_FLOAT_WITHIN_EPSILON_OF(a, b) \
|
| + EXPECT_TRUE(std::abs(a - b) < std::numeric_limits<float>::epsilon());
|
| +
|
| +#define EXPECT_POINT_EQ(point_a, point_b) \
|
| + EXPECT_FLOAT_EQ(point_a.x(), point_b.x()); \
|
| + EXPECT_FLOAT_EQ(point_a.y(), point_b.y()); \
|
| + EXPECT_FLOAT_EQ(point_a.z(), point_b.z());
|
| +
|
| +static void ValidatePoints(const DrawPolygon& polygon,
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| + const std::vector<gfx::Point3F>& points) {
|
| + EXPECT_EQ(polygon.points().size(), points.size());
|
| + for (size_t i = 0; i < points.size(); i++) {
|
| + EXPECT_POINT_EQ(polygon.points()[i], points[i]);
|
| + }
|
| +}
|
| +
|
| +// Two quads are definitely not touching and so no split should occur.
|
| +TEST(DrawPolygonSplitTest, NotTouchingNoSplit) {
|
| + std::vector<gfx::Point3F> vertices_a;
|
| + vertices_a.push_back(gfx::Point3F(0.0f, 10.0f, 0.0f));
|
| + vertices_a.push_back(gfx::Point3F(0.0f, 0.0f, 0.0f));
|
| + vertices_a.push_back(gfx::Point3F(10.0f, 0.0f, 0.0f));
|
| + vertices_a.push_back(gfx::Point3F(10.0f, 10.0f, 0.0f));
|
| + std::vector<gfx::Point3F> vertices_b;
|
| + vertices_b.push_back(gfx::Point3F(5.0f, 10.0f, 5.0f));
|
| + vertices_b.push_back(gfx::Point3F(5.0f, 0.0f, 15.0f));
|
| + vertices_b.push_back(gfx::Point3F(5.0f, 0.0f, 15.0f));
|
| + vertices_b.push_back(gfx::Point3F(5.0f, 10.0f, 5.0f));
|
| +
|
| + CREATE_NEW_DRAW_POLYGON(
|
| + polygon_a, vertices_a, gfx::Vector3dF(0.0f, 0.0f, 1.0f), 0);
|
| + CREATE_NEW_DRAW_POLYGON(
|
| + polygon_b, vertices_b, gfx::Vector3dF(-1.0f, 0.0f, 0.0f), 1);
|
| +
|
| + EXPECT_EQ(DrawPolygon::SideCompare(polygon_b, polygon_a), BSP_FRONT);
|
| +}
|
| +
|
| +// One quad is resting against another, but doesn't cross its plane so no split
|
| +// should occur.
|
| +TEST(DrawPolygonSplitTest, BarelyTouchingNoSplit) {
|
| + std::vector<gfx::Point3F> vertices_a;
|
| + vertices_a.push_back(gfx::Point3F(0.0f, 10.0f, 0.0f));
|
| + vertices_a.push_back(gfx::Point3F(0.0f, 0.0f, 0.0f));
|
| + vertices_a.push_back(gfx::Point3F(10.0f, 0.0f, 0.0f));
|
| + vertices_a.push_back(gfx::Point3F(10.0f, 10.0f, 0.0f));
|
| + std::vector<gfx::Point3F> vertices_b;
|
| + vertices_b.push_back(gfx::Point3F(5.0f, 10.0f, 0.0f));
|
| + vertices_b.push_back(gfx::Point3F(5.0f, 0.0f, -10.0f));
|
| + vertices_b.push_back(gfx::Point3F(5.0f, 0.0f, -10.0f));
|
| + vertices_b.push_back(gfx::Point3F(5.0f, 10.0f, 0.0f));
|
| +
|
| + CREATE_NEW_DRAW_POLYGON(
|
| + polygon_a, vertices_a, gfx::Vector3dF(0.0f, 0.0f, 1.0f), 0);
|
| + CREATE_NEW_DRAW_POLYGON(
|
| + polygon_b, vertices_b, gfx::Vector3dF(-1.0f, 0.0f, 0.0f), 1);
|
| +
|
| + EXPECT_EQ(DrawPolygon::SideCompare(polygon_b, polygon_a), BSP_BACK);
|
| +}
|
| +
|
| +// One quad intersects another and becomes two pieces.
|
| +TEST(DrawPolygonSplitTest, BasicSplit) {
|
| + std::vector<gfx::Point3F> vertices_a;
|
| + vertices_a.push_back(gfx::Point3F(0.0f, 10.0f, 0.0f));
|
| + vertices_a.push_back(gfx::Point3F(0.0f, 0.0f, 0.0f));
|
| + vertices_a.push_back(gfx::Point3F(10.0f, 0.0f, 0.0f));
|
| + vertices_a.push_back(gfx::Point3F(10.0f, 10.0f, 0.0f));
|
| + std::vector<gfx::Point3F> vertices_b;
|
| + vertices_b.push_back(gfx::Point3F(5.0f, 10.0f, -5.0f));
|
| + vertices_b.push_back(gfx::Point3F(5.0f, 0.0f, -5.0f));
|
| + vertices_b.push_back(gfx::Point3F(5.0f, 0.0f, 5.0f));
|
| + vertices_b.push_back(gfx::Point3F(5.0f, 10.0f, 5.0f));
|
| +
|
| + CREATE_NEW_DRAW_POLYGON(
|
| + polygon_a, vertices_a, gfx::Vector3dF(0.0f, 0.0f, 1.0f), 0);
|
| + CREATE_NEW_DRAW_POLYGON(
|
| + polygon_b, vertices_b, gfx::Vector3dF(-1.0f, 0.0f, 0.0f), 1);
|
| +
|
| + EXPECT_EQ(DrawPolygon::SideCompare(polygon_b, polygon_a), BSP_SPLIT);
|
| +
|
| + scoped_ptr<DrawPolygon> front_polygon;
|
| + scoped_ptr<DrawPolygon> back_polygon;
|
| + polygon_b.Split(polygon_a, &front_polygon, &back_polygon);
|
| + EXPECT_EQ(DrawPolygon::SideCompare(*front_polygon, polygon_a), BSP_FRONT);
|
| + EXPECT_EQ(DrawPolygon::SideCompare(*back_polygon, polygon_a), BSP_BACK);
|
| +
|
| + std::vector<gfx::Point3F> test_points_a;
|
| + test_points_a.push_back(gfx::Point3F(5.0f, 0.0f, 0.0f));
|
| + test_points_a.push_back(gfx::Point3F(5.0f, 0.0f, 5.0f));
|
| + test_points_a.push_back(gfx::Point3F(5.0f, 10.0f, 5.0f));
|
| + test_points_a.push_back(gfx::Point3F(5.0f, 10.0f, 0.0f));
|
| + std::vector<gfx::Point3F> test_points_b;
|
| + test_points_b.push_back(gfx::Point3F(5.0f, 10.0f, 0.0f));
|
| + test_points_b.push_back(gfx::Point3F(5.0f, 10.0f, -5.0f));
|
| + test_points_b.push_back(gfx::Point3F(5.0f, 0.0f, -5.0f));
|
| + test_points_b.push_back(gfx::Point3F(5.0f, 0.0f, 0.0f));
|
| + ValidatePoints(*(front_polygon.get()), test_points_a);
|
| + ValidatePoints(*(back_polygon.get()), test_points_b);
|
| +
|
| + EXPECT_EQ(front_polygon->points().size(), 4u);
|
| + EXPECT_EQ(back_polygon->points().size(), 4u);
|
| +}
|
| +
|
| +// In this test we cut the corner of a quad so that it creates a triangle and
|
| +// a pentagon as a result.
|
| +TEST(DrawPolygonSplitTest, AngledSplit) {
|
| + std::vector<gfx::Point3F> vertices_a;
|
| + vertices_a.push_back(gfx::Point3F(0.0f, 0.0f, 0.0f));
|
| + vertices_a.push_back(gfx::Point3F(0.0f, 0.0f, 10.0f));
|
| + vertices_a.push_back(gfx::Point3F(10.0f, 0.0f, 10.0f));
|
| + vertices_a.push_back(gfx::Point3F(10.0f, 0.0f, 0.0f));
|
| + std::vector<gfx::Point3F> vertices_b;
|
| + vertices_b.push_back(gfx::Point3F(2.0f, 5.0f, 1.0f));
|
| + vertices_b.push_back(gfx::Point3F(2.0f, -5.0f, 1.0f));
|
| + vertices_b.push_back(gfx::Point3F(-1.0f, -5.0f, -2.0f));
|
| + vertices_b.push_back(gfx::Point3F(-1.0f, 5.0f, -2.0f));
|
| +
|
| + CREATE_NEW_DRAW_POLYGON(
|
| + polygon_a, vertices_a, gfx::Vector3dF(0.0f, 1.0f, 0.0f), 0);
|
| + CREATE_NEW_DRAW_POLYGON(
|
| + polygon_b, vertices_b, gfx::Vector3dF(0.707107f, 0.0f, -0.707107f), 1);
|
| +
|
| + EXPECT_EQ(DrawPolygon::SideCompare(polygon_a, polygon_b), BSP_SPLIT);
|
| +
|
| + scoped_ptr<DrawPolygon> front_polygon;
|
| + scoped_ptr<DrawPolygon> back_polygon;
|
| + polygon_a.Split(polygon_b, &front_polygon, &back_polygon);
|
| + EXPECT_EQ(DrawPolygon::SideCompare(*front_polygon, polygon_b), BSP_FRONT);
|
| + EXPECT_EQ(DrawPolygon::SideCompare(*back_polygon, polygon_b), BSP_BACK);
|
| +
|
| + EXPECT_EQ(front_polygon->points().size(), 3u);
|
| + EXPECT_EQ(back_polygon->points().size(), 5u);
|
| +
|
| + std::vector<gfx::Point3F> test_points_a;
|
| + test_points_a.push_back(gfx::Point3F(10.0f, 0.0f, 9.0f));
|
| + test_points_a.push_back(gfx::Point3F(10.0f, 0.0f, 0.0f));
|
| + test_points_a.push_back(gfx::Point3F(1.0f, 0.0f, 0.0f));
|
| + std::vector<gfx::Point3F> test_points_b;
|
| + test_points_b.push_back(gfx::Point3F(1.0f, 0.0f, 0.0f));
|
| + test_points_b.push_back(gfx::Point3F(0.0f, 0.0f, 0.0f));
|
| + test_points_b.push_back(gfx::Point3F(0.0f, 0.0f, 10.0f));
|
| + test_points_b.push_back(gfx::Point3F(10.0f, 0.0f, 10.0f));
|
| + test_points_b.push_back(gfx::Point3F(10.0f, 0.0f, 9.0f));
|
| +
|
| + ValidatePoints(*(front_polygon.get()), test_points_a);
|
| + ValidatePoints(*(back_polygon.get()), test_points_b);
|
| +}
|
| +
|
| +TEST(DrawPolygonTransformTest, TransformNormal) {
|
| + // We give this polygon no actual vertices because we're not interested
|
| + // in actually transforming any points, just the normal.
|
| + std::vector<gfx::Point3F> vertices_a;
|
| + CREATE_NEW_DRAW_POLYGON(
|
| + polygon_a, vertices_a, gfx::Vector3dF(0.707107f, 0.0f, -0.707107f), 0);
|
| +
|
| + gfx::Transform transform;
|
| + transform.RotateAboutYAxis(45.0);
|
| + // This would transform the vertices as well, but we are transforming a
|
| + // DrawPolygon with 0 vertices just to make sure our normal transformation
|
| + // using the inverse tranpose matrix gives us the right result.
|
| + polygon_a.TransformToScreenSpace(transform);
|
| +
|
| + // Note: We use EXPECT_FLOAT_WITHIN_EPSILON instead of EXPECT_FLOAT_EQUAL here
|
| + // because some architectures (e.g., Arm64) employ a fused multiply-add
|
| + // instruction which causes rounding asymmetry and reduces precision.
|
| + // http://crbug.com/401117.
|
| + EXPECT_FLOAT_WITHIN_EPSILON_OF(polygon_a.normal().x(), 0);
|
| + EXPECT_FLOAT_WITHIN_EPSILON_OF(polygon_a.normal().y(), 0);
|
| + EXPECT_FLOAT_WITHIN_EPSILON_OF(polygon_a.normal().z(), -1);
|
| +}
|
| +
|
| +} // namespace
|
| +} // namespace cc
|
|
|