#include #include #include #include using namespace XCEngine::Components; namespace { TEST(CameraComponent_Test, DefaultValues) { CameraComponent camera; EXPECT_EQ(camera.GetProjectionType(), CameraProjectionType::Perspective); EXPECT_FLOAT_EQ(camera.GetFieldOfView(), 60.0f); EXPECT_FLOAT_EQ(camera.GetOrthographicSize(), 5.0f); EXPECT_FLOAT_EQ(camera.GetNearClipPlane(), 0.1f); EXPECT_FLOAT_EQ(camera.GetFarClipPlane(), 1000.0f); EXPECT_TRUE(camera.IsPrimary()); EXPECT_EQ(camera.GetClearMode(), CameraClearMode::Auto); EXPECT_EQ(camera.GetStackType(), CameraStackType::Base); EXPECT_EQ(camera.GetCullingMask(), 0xFFFFFFFFu); EXPECT_FLOAT_EQ(camera.GetViewportRect().x, 0.0f); EXPECT_FLOAT_EQ(camera.GetViewportRect().y, 0.0f); EXPECT_FLOAT_EQ(camera.GetViewportRect().width, 1.0f); EXPECT_FLOAT_EQ(camera.GetViewportRect().height, 1.0f); } TEST(CameraComponent_Test, SetterClamping) { CameraComponent camera; camera.SetFieldOfView(500.0f); camera.SetOrthographicSize(-1.0f); camera.SetNearClipPlane(-10.0f); camera.SetFarClipPlane(0.0f); EXPECT_FLOAT_EQ(camera.GetFieldOfView(), 179.0f); EXPECT_FLOAT_EQ(camera.GetOrthographicSize(), 0.001f); EXPECT_FLOAT_EQ(camera.GetNearClipPlane(), 0.001f); EXPECT_GT(camera.GetFarClipPlane(), camera.GetNearClipPlane()); } TEST(CameraComponent_Test, ViewportRectIsClampedToNormalizedSurfaceRange) { CameraComponent camera; camera.SetViewportRect(XCEngine::Math::Rect(-0.25f, 0.2f, 1.5f, 1.1f)); EXPECT_FLOAT_EQ(camera.GetViewportRect().x, 0.0f); EXPECT_FLOAT_EQ(camera.GetViewportRect().y, 0.2f); EXPECT_FLOAT_EQ(camera.GetViewportRect().width, 1.0f); EXPECT_FLOAT_EQ(camera.GetViewportRect().height, 0.8f); } TEST(CameraComponent_Test, SerializeRoundTripPreservesViewportAndClearState) { CameraComponent source; source.SetClearMode(CameraClearMode::DepthOnly); source.SetStackType(CameraStackType::Overlay); source.SetCullingMask(0x0000000Fu); source.SetViewportRect(XCEngine::Math::Rect(0.25f, 0.125f, 0.5f, 0.625f)); std::stringstream stream; source.Serialize(stream); CameraComponent target; target.Deserialize(stream); EXPECT_EQ(target.GetClearMode(), CameraClearMode::DepthOnly); EXPECT_EQ(target.GetStackType(), CameraStackType::Overlay); EXPECT_EQ(target.GetCullingMask(), 0x0000000Fu); EXPECT_FLOAT_EQ(target.GetViewportRect().x, 0.25f); EXPECT_FLOAT_EQ(target.GetViewportRect().y, 0.125f); EXPECT_FLOAT_EQ(target.GetViewportRect().width, 0.5f); EXPECT_FLOAT_EQ(target.GetViewportRect().height, 0.625f); } TEST(LightComponent_Test, DefaultValues) { LightComponent light; EXPECT_EQ(light.GetLightType(), LightType::Directional); EXPECT_FLOAT_EQ(light.GetIntensity(), 1.0f); EXPECT_FLOAT_EQ(light.GetRange(), 10.0f); EXPECT_FLOAT_EQ(light.GetSpotAngle(), 30.0f); EXPECT_FALSE(light.GetCastsShadows()); } TEST(LightComponent_Test, SetterClamping) { LightComponent light; light.SetIntensity(-3.0f); light.SetRange(-1.0f); light.SetSpotAngle(500.0f); EXPECT_FLOAT_EQ(light.GetIntensity(), 0.0f); EXPECT_FLOAT_EQ(light.GetRange(), 0.001f); EXPECT_FLOAT_EQ(light.GetSpotAngle(), 179.0f); } } // namespace