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authorPiotr Dziwinski <piotrdz@gmail.com>2013-02-25 21:58:01 +0100
committerPiotr Dziwinski <piotrdz@gmail.com>2013-02-25 21:58:01 +0100
commitb0d86ebe5a3c2330307a5c383f0136377338336c (patch)
tree358d9f002de1478eefce00e7f81f02d71403b648 /test/unit/graphics/engine/lightman_test.cpp
parent3a594dc3a814cff4ae4db02985f4b1ce643a0604 (diff)
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Better light sorting
Should fix lighting issue (#62)
Diffstat (limited to 'test/unit/graphics/engine/lightman_test.cpp')
-rw-r--r--test/unit/graphics/engine/lightman_test.cpp145
1 files changed, 145 insertions, 0 deletions
diff --git a/test/unit/graphics/engine/lightman_test.cpp b/test/unit/graphics/engine/lightman_test.cpp
new file mode 100644
index 0000000..529cee8
--- /dev/null
+++ b/test/unit/graphics/engine/lightman_test.cpp
@@ -0,0 +1,145 @@
+#include "graphics/engine/lightman.h"
+
+#include "graphics/core/device_mock.h"
+#include "graphics/engine/engine_mock.h"
+
+#include <gtest/gtest.h>
+
+using namespace Gfx;
+
+using testing::_;
+using testing::Invoke;
+using testing::Return;
+
+class LightManagerUT : public testing::Test
+{
+protected:
+ LightManagerUT()
+ : lightManager(&engine)
+ {}
+
+ void PrepareLightTesting(int maxLights, Math::Vector eyePos);
+ void CheckLightSorting(EngineObjectType objectType, const std::vector<int>& expectedLights);
+ void CheckLight(int index, const Light& light);
+ void AddLight(int type, LightPriority priority, bool used, bool enabled,
+ Math::Vector pos, EngineObjectType includeType, EngineObjectType excludeType);
+
+
+ CLightManager lightManager;
+ CEngineMock engine;
+ CDeviceMock device;
+
+private:
+ std::vector<DynamicLight> dynamicLights;
+ std::vector<int> expectedLightTypes;
+ int maxLightsCount;
+};
+
+void LightManagerUT::PrepareLightTesting(int maxLights, Math::Vector eyePos)
+{
+ maxLightsCount = maxLights;
+
+ EXPECT_CALL(device, GetMaxLightCount()).WillOnce(Return(maxLights));
+ lightManager.SetDevice(&device);
+
+ ON_CALL(device, SetLight(_, _)).WillByDefault(Invoke(this, &LightManagerUT::CheckLight));
+
+ EXPECT_CALL(engine, GetEyePt()).WillRepeatedly(Return(eyePos));
+}
+
+void LightManagerUT::CheckLightSorting(EngineObjectType objectType, const std::vector<int>& expectedLights)
+{
+ expectedLightTypes = expectedLights;
+
+ EXPECT_CALL(device, SetLight(_, _)).Times(expectedLights.size());
+
+ for (int i = 0; i < static_cast<int>( expectedLights.size() ); ++i)
+ EXPECT_CALL(device, SetLightEnabled(i, true));
+
+ for (int i = expectedLights.size(); i < maxLightsCount; ++i)
+ EXPECT_CALL(device, SetLightEnabled(i, false));
+
+ lightManager.UpdateDeviceLights(objectType);
+}
+
+void LightManagerUT::CheckLight(int index, const Light& light)
+{
+ ASSERT_TRUE(index >= 0 && index < static_cast<int>( expectedLightTypes.size() ));
+ ASSERT_EQ(expectedLightTypes[index], light.type);
+}
+
+void LightManagerUT::AddLight(int type, LightPriority priority, bool used, bool enabled,
+ Math::Vector pos, EngineObjectType includeType, EngineObjectType excludeType)
+{
+ int rank = lightManager.CreateLight(priority);
+
+ Light light;
+ light.type = static_cast<LightType>(type);
+ lightManager.SetLight(rank, light);
+
+ lightManager.SetLightEnabled(rank, enabled);
+ lightManager.SetLightIncludeType(rank, includeType);
+ lightManager.SetLightExcludeType(rank, excludeType);
+
+ if (!used)
+ lightManager.DeleteLight(rank);
+}
+
+TEST_F(LightManagerUT, LightSorting_UnusedOrDisabledAreSkipped)
+{
+ const int lightCount = 10;
+ const Math::Vector eyePos(0.0f, 0.0f, 0.0f);
+ PrepareLightTesting(lightCount, eyePos);
+
+ AddLight(1, LIGHT_PRI_LOW, false, true, Math::Vector(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL);
+ AddLight(2, LIGHT_PRI_LOW, true, false, Math::Vector(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL);
+ AddLight(3, LIGHT_PRI_LOW, false, false, Math::Vector(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL);
+
+ std::vector<int> expectedLights;
+ CheckLightSorting(ENG_OBJTYPE_TERRAIN, expectedLights);
+}
+
+TEST_F(LightManagerUT, LightSorting_IncludeTypesAreIncluded)
+{
+ const int lightCount = 10;
+ const Math::Vector eyePos(0.0f, 0.0f, 0.0f);
+ PrepareLightTesting(lightCount, eyePos);
+
+ AddLight(1, LIGHT_PRI_LOW, true, true, Math::Vector(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL);
+ AddLight(2, LIGHT_PRI_LOW, true, true, Math::Vector(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_TERRAIN, ENG_OBJTYPE_NULL);
+ AddLight(3, LIGHT_PRI_LOW, true, true, Math::Vector(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_QUARTZ, ENG_OBJTYPE_NULL);
+
+ std::vector<int> expectedLights = { 1, 2 };
+ CheckLightSorting(ENG_OBJTYPE_TERRAIN, expectedLights);
+}
+
+TEST_F(LightManagerUT, LightSorting_ExcludeTypesAreExcluded)
+{
+ const int lightCount = 10;
+ const Math::Vector eyePos(0.0f, 0.0f, 0.0f);
+ PrepareLightTesting(lightCount, eyePos);
+
+ AddLight(1, LIGHT_PRI_LOW, true, true, Math::Vector(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL);
+ AddLight(2, LIGHT_PRI_LOW, true, true, Math::Vector(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_TERRAIN);
+ AddLight(3, LIGHT_PRI_LOW, true, true, Math::Vector(0.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_QUARTZ);
+
+ std::vector<int> expectedLights = { 1, 3 };
+ CheckLightSorting(ENG_OBJTYPE_TERRAIN, expectedLights);
+}
+
+TEST_F(LightManagerUT, LightSorting_SortingAccordingToDistance)
+{
+ const int lightCount = 3;
+ const Math::Vector eyePos(0.0f, 0.0f, 0.0f);
+ PrepareLightTesting(lightCount, eyePos);
+
+ AddLight(1, LIGHT_PRI_HIGH, true, true, Math::Vector(10.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL);
+ AddLight(2, LIGHT_PRI_LOW, true, true, Math::Vector(4.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL);
+ AddLight(3, LIGHT_PRI_HIGH, true, true, Math::Vector(20.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL);
+ AddLight(4, LIGHT_PRI_LOW, true, true, Math::Vector(11.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL);
+ AddLight(5, LIGHT_PRI_LOW, true, true, Math::Vector(100.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL);
+ AddLight(6, LIGHT_PRI_HIGH, true, true, Math::Vector(21.0f, 0.0f, 0.0f), ENG_OBJTYPE_NULL, ENG_OBJTYPE_NULL);
+
+ std::vector<int> expectedLights = { 1, 2, 3 };
+ CheckLightSorting(ENG_OBJTYPE_TERRAIN, expectedLights);
+}