#include "graphics/engine/lightman.h" #include "app/system_mock.h" #include "graphics/core/device_mock.h" #include "graphics/engine/engine_mock.h" #include using namespace Gfx; using testing::_; using testing::Invoke; using testing::Return; class LightManagerUT : public testing::Test { protected: LightManagerUT() : systemUtils(true) , lightManager(&engine) {} void PrepareLightTesting(int maxLights, Math::Vector eyePos); void CheckLightSorting(EngineObjectType objectType, const std::vector& 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); CSystemUtilsMock systemUtils; CLightManager lightManager; CEngineMock engine; CDeviceMock device; private: std::vector dynamicLights; std::vector 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& expectedLights) { expectedLightTypes = expectedLights; EXPECT_CALL(device, SetLight(_, _)).Times(expectedLights.size()); for (int i = 0; i < static_cast( 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( 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(type); light.position = pos; 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 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 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 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 expectedLights = { 2, 1, 3 }; CheckLightSorting(ENG_OBJTYPE_TERRAIN, expectedLights); }