blob: 27cfed43816b02bc64df851c03d4806bf6efe268 [file] [log] [blame]
// 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,
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