// 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 #include #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::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& 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 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 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 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 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 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 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 front_polygon; scoped_ptr 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 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 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 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 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 front_polygon; scoped_ptr 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 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 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 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