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..7f82d238ac98940ba9fa99f3645bc652b68f523e |
--- /dev/null |
+++ b/cc/quads/draw_polygon_unittest.cc |
@@ -0,0 +1,182 @@ |
+// 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 <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_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, |
+ const std::vector<gfx::Point3F>& points) { |
+ EXPECT_EQ(polygon.points().size(), points.size()); |
+ for (unsigned int i = 0; i < points.size(); i++) { |
enne (OOO)
2014/07/28 23:11:34
size_t
troyhildebrandt
2014/07/28 23:48:45
Done.
|
+ 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(), static_cast<unsigned int>(4)); |
enne (OOO)
2014/07/28 23:11:34
4u, here and elsewhere :(
If it's helpful, this p
|
+ EXPECT_EQ(back_polygon->points().size(), static_cast<unsigned int>(4)); |
+} |
+ |
+// 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(0.707107, 0, -0.707107), 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(), static_cast<unsigned int>(3)); |
+ EXPECT_EQ(back_polygon->points().size(), static_cast<unsigned int>(5)); |
+ |
+ 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) { |
+ std::vector<gfx::Point3F> vertices_a; |
+ vertices_a.push_back(gfx::Point3F(2.0f, -5.0f, 1.0f)); |
+ vertices_a.push_back(gfx::Point3F(2.0f, 5.0f, 1.0f)); |
+ vertices_a.push_back(gfx::Point3F(-1.0f, 5.0f, -2.0f)); |
+ vertices_a.push_back(gfx::Point3F(-1.0f, -5.0f, -2.0f)); |
+ |
+ CREATE_NEW_DRAW_POLYGON( |
+ polygon_a, vertices_a, gfx::Vector3dF(0.707107, 0, -0.707107), 0); |
+ |
+ gfx::Transform transform; |
+ transform.RotateAboutYAxis(45.0); |
+ polygon_a.ApplyTransformToNormal(transform); |
+ |
+ EXPECT_FLOAT_EQ(polygon_a.normal().x(), 0); |
+ EXPECT_FLOAT_EQ(polygon_a.normal().y(), 0); |
+ EXPECT_FLOAT_EQ(polygon_a.normal().z(), -1); |
+} |
+ |
+} // namespace |
+} // namespace cc |