blob: 95eaf6b833e32d0234a56c6c5edabbd157cb0c73 [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.
// We would like to use M_PI on windows too.
#ifdef _WIN32
#define _USE_MATH_DEFINES
#endif
#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 {
#if !defined(OS_WIN)
void DrawPolygon::RecomputeNormalForTesting() {
ConstructNormal();
}
#endif
namespace {
#define CREATE_NEW_DRAW_POLYGON(name, points_vector, normal, polygon_id) \
DrawPolygon name(NULL, points_vector, normal, polygon_id)
#define CREATE_TEST_DRAW_POLYGON(name, points_vector, polygon_id) \
DrawPolygon name(NULL, points_vector, gfx::Vector3dF(1, 2, 3), polygon_id); \
name.RecomputeNormalForTesting()
#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());
#define EXPECT_NORMAL(poly, n_x, n_y, n_z) \
EXPECT_FLOAT_WITHIN_EPSILON_OF(poly.normal().x(), n_x); \
EXPECT_FLOAT_WITHIN_EPSILON_OF(poly.normal().y(), n_y); \
EXPECT_FLOAT_WITHIN_EPSILON_OF(poly.normal().z(), n_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]);
}
}
// A simple square in a plane.
TEST(DrawPolygonConstructionTest, NormalNormal) {
gfx::Transform Identity;
DrawPolygon polygon(NULL, gfx::RectF(10.0f, 10.0f), Identity, 1);
EXPECT_NORMAL(polygon, 0.0f, 0.0f, 1.0f);
}
// More complicated shapes.
TEST(DrawPolygonConstructionTest, TestNormal) {
std::vector<gfx::Point3F> vertices;
vertices.push_back(gfx::Point3F(0.0f, 10.0f, 0.0f));
vertices.push_back(gfx::Point3F(0.0f, 0.0f, 0.0f));
vertices.push_back(gfx::Point3F(10.0f, 0.0f, 0.0f));
vertices.push_back(gfx::Point3F(10.0f, 10.0f, 0.0f));
CREATE_TEST_DRAW_POLYGON(polygon, vertices, 1);
EXPECT_NORMAL(polygon, 0.0f, 0.0f, 1.0f);
}
TEST(DrawPolygonConstructionTest, InverseNormal) {
std::vector<gfx::Point3F> vertices;
vertices.push_back(gfx::Point3F(0.0f, 10.0f, 0.0f));
vertices.push_back(gfx::Point3F(10.0f, 10.0f, 0.0f));
vertices.push_back(gfx::Point3F(10.0f, 0.0f, 0.0f));
vertices.push_back(gfx::Point3F(0.0f, 0.0f, 0.0f));
CREATE_TEST_DRAW_POLYGON(polygon, vertices, 1);
EXPECT_NORMAL(polygon, 0.0f, 0.0f, -1.0f);
}
TEST(DrawPolygonConstructionTest, ClippedNormal) {
std::vector<gfx::Point3F> vertices;
vertices.push_back(gfx::Point3F(0.1f, 10.0f, 0.0f));
vertices.push_back(gfx::Point3F(0.0f, 9.9f, 0.0f));
vertices.push_back(gfx::Point3F(0.0f, 10.0f, 0.0f));
vertices.push_back(gfx::Point3F(0.0f, 0.0f, 0.0f));
vertices.push_back(gfx::Point3F(10.0f, 0.0f, 0.0f));
vertices.push_back(gfx::Point3F(10.0f, 10.0f, 0.0f));
CREATE_TEST_DRAW_POLYGON(polygon, vertices, 1);
EXPECT_NORMAL(polygon, 0.0f, 0.0f, 1.0f);
}
TEST(DrawPolygonConstructionTest, SlimTriangleNormal) {
std::vector<gfx::Point3F> vertices;
vertices.push_back(gfx::Point3F(0.0f, 0.0f, 0.0f));
vertices.push_back(gfx::Point3F(5000.0f, 0.0f, 0.0f));
vertices.push_back(gfx::Point3F(10000.0f, 1.0f, 0.0f));
CREATE_TEST_DRAW_POLYGON(polygon, vertices, 2);
EXPECT_NORMAL(polygon, 0.0f, 0.0f, 1.0f);
}
TEST(DrawPolygonConstructionTest, ManyVertexNormal) {
std::vector<gfx::Point3F> vertices_c;
std::vector<gfx::Point3F> vertices_d;
for (int i = 0; i < 100; i++) {
vertices_c.push_back(
gfx::Point3F(cos(i * M_PI / 50), sin(i * M_PI / 50), 0.0f));
vertices_d.push_back(gfx::Point3F(cos(i * M_PI / 50) + 99.0f,
sin(i * M_PI / 50) + 99.0f, 100.0f));
}
CREATE_TEST_DRAW_POLYGON(polygon_c, vertices_c, 3);
EXPECT_NORMAL(polygon_c, 0.0f, 0.0f, 1.0f);
CREATE_TEST_DRAW_POLYGON(polygon_d, vertices_d, 4);
EXPECT_NORMAL(polygon_c, 0.0f, 0.0f, 1.0f);
}
// A simple rect being transformed.
TEST(DrawPolygonConstructionTest, DizzyNormal) {
gfx::RectF src(-0.1f, -10.0f, 0.2f, 20.0f);
gfx::Transform transform_i(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
DrawPolygon polygon_i(NULL, src, transform_i, 1);
EXPECT_NORMAL(polygon_i, 0.0f, 0.0f, 1.0f);
gfx::Transform tranform_a(0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
DrawPolygon polygon_a(NULL, src, tranform_a, 2);
EXPECT_NORMAL(polygon_a, 0.0f, 0.0f, -1.0f);
gfx::Transform tranform_b(0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1);
DrawPolygon polygon_b(NULL, src, tranform_b, 3);
EXPECT_NORMAL(polygon_b, -1.0f, 0.0f, 0.0f);
gfx::Transform tranform_c(1, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1);
DrawPolygon polygon_c(NULL, src, tranform_c, 4);
EXPECT_NORMAL(polygon_c, 0.0f, -1.0f, 0.0f);
gfx::Transform tranform_d(-1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
DrawPolygon polygon_d(NULL, src, tranform_d, 5);
EXPECT_NORMAL(polygon_d, 0.0f, 0.0f, -1.0f);
}
// Two quads are nearly touching but definitely ordered. Second one should
// compare in front.
TEST(DrawPolygonSplitTest, NearlyTouchingOrder) {
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(0.0f, 10.0f, -1.0f));
vertices_b.push_back(gfx::Point3F(0.0f, 0.0f, -1.0f));
vertices_b.push_back(gfx::Point3F(10.0f, 0.0f, -1.0f));
vertices_b.push_back(gfx::Point3F(10.0f, 10.0f, -1.0f));
gfx::Vector3dF normal(0.0f, 0.0f, 1.0f);
CREATE_NEW_DRAW_POLYGON(polygon_a, vertices_a, normal, 0);
CREATE_NEW_DRAW_POLYGON(polygon_b, vertices_b, normal, 1);
EXPECT_EQ(BSP_BACK, DrawPolygon::SideCompare(polygon_b, polygon_a));
}
// Two quads are definitely not touching and so no split should occur.
TEST(DrawPolygonSplitTest, NotClearlyInFront) {
std::vector<gfx::Point3F> vertices_a;
vertices_a.push_back(gfx::Point3F(87.2f, 1185.0f, 0.9f));
vertices_a.push_back(gfx::Point3F(288.3f, 1185.0f, -0.7f));
vertices_a.push_back(gfx::Point3F(288.3f, 1196.0f, -0.7f));
vertices_a.push_back(gfx::Point3F(87.2f, 1196.0f, 0.9f));
gfx::Vector3dF normal_a = gfx::CrossProduct(vertices_a[1] - vertices_a[0],
vertices_a[1] - vertices_a[2]);
normal_a.Scale(1.0f / normal_a.Length());
std::vector<gfx::Point3F> vertices_b;
vertices_b.push_back(gfx::Point3F(62.1f, 1034.7f, 1.0f));
vertices_b.push_back(gfx::Point3F(313.4f, 1035.3f, -1.0f));
vertices_b.push_back(gfx::Point3F(313.4f, 1196.0f, -1.0f));
vertices_b.push_back(gfx::Point3F(62.1f, 1196.0f, 1.0f));
gfx::Vector3dF normal_b = gfx::CrossProduct(vertices_b[1] - vertices_b[0],
vertices_b[1] - vertices_b[2]);
normal_b.Scale(1.0f / normal_b.Length());
CREATE_NEW_DRAW_POLYGON(polygon_a, vertices_a, normal_a, 0);
CREATE_NEW_DRAW_POLYGON(polygon_b, vertices_b, normal_b, 1);
EXPECT_EQ(BSP_FRONT, DrawPolygon::SideCompare(polygon_b, polygon_a));
}
// 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(BSP_FRONT, DrawPolygon::SideCompare(polygon_b, polygon_a));
}
// 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(BSP_BACK, DrawPolygon::SideCompare(polygon_b, polygon_a));
}
// 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(BSP_SPLIT, DrawPolygon::SideCompare(polygon_b, polygon_a));
scoped_ptr<DrawPolygon> front_polygon;
scoped_ptr<DrawPolygon> back_polygon;
polygon_b.Split(polygon_a, &front_polygon, &back_polygon);
EXPECT_EQ(BSP_FRONT, DrawPolygon::SideCompare(*front_polygon, polygon_a));
EXPECT_EQ(BSP_BACK, DrawPolygon::SideCompare(*back_polygon, polygon_a));
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(4u, front_polygon->points().size());
EXPECT_EQ(4u, back_polygon->points().size());
}
// 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(BSP_SPLIT, DrawPolygon::SideCompare(polygon_a, polygon_b));
scoped_ptr<DrawPolygon> front_polygon;
scoped_ptr<DrawPolygon> back_polygon;
polygon_a.Split(polygon_b, &front_polygon, &back_polygon);
EXPECT_EQ(BSP_FRONT, DrawPolygon::SideCompare(*front_polygon, polygon_b));
EXPECT_EQ(BSP_BACK, DrawPolygon::SideCompare(*back_polygon, polygon_b));
EXPECT_EQ(3u, front_polygon->points().size());
EXPECT_EQ(5u, back_polygon->points().size());
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(1.0f, 0.0f, 1.0f));
vertices_a.push_back(gfx::Point3F(-1.0f, 0.0f, -1.0f));
vertices_a.push_back(gfx::Point3F(0.0f, 1.0f, 0.0f));
CREATE_NEW_DRAW_POLYGON(
polygon_a, vertices_a, gfx::Vector3dF(0.707107f, 0.0f, -0.707107f), 0);
// Check we believe your little white lie.
EXPECT_NORMAL(polygon_a, 0.707107f, 0.0f, -0.707107f);
polygon_a.RecomputeNormalForTesting();
// Check that we recompute it more accurately.
EXPECT_NORMAL(polygon_a, sqrt(2) / 2, 0.0f, -sqrt(2) / 2);
gfx::Transform transform;
transform.RotateAboutYAxis(45.0f);
// 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_NORMAL(polygon_a, 0.0f, 0.0f, -1.0f);
}
} // namespace
} // namespace cc