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XCEngine/tests/editor/test_scene_viewport_overlay_renderer.cpp

333 lines
14 KiB
C++

#include <gtest/gtest.h>
#include "Viewport/SceneViewportCameraController.h"
#include "Viewport/SceneViewportHudOverlay.h"
#include "Viewport/SceneViewportMath.h"
#include <XCEngine/Components/GameObject.h>
#include <XCEngine/Core/Math/Vector4.h>
#include <XCEngine/Rendering/Passes/BuiltinInfiniteGridPass.h>
#include <cmath>
namespace {
bool NearlyEqual(float lhs, float rhs, float epsilon = 1e-4f) {
return std::abs(lhs - rhs) <= epsilon;
}
bool NearlyEqual(const XCEngine::Math::Vector3& lhs, const XCEngine::Math::Vector3& rhs, float epsilon = 1e-4f) {
return NearlyEqual(lhs.x, rhs.x, epsilon) &&
NearlyEqual(lhs.y, rhs.y, epsilon) &&
NearlyEqual(lhs.z, rhs.z, epsilon);
}
bool NearlyEqual(
const XCEngine::Math::Matrix4x4& lhs,
const XCEngine::Math::Matrix4x4& rhs,
float epsilon = 1e-4f) {
for (int row = 0; row < 4; ++row) {
for (int column = 0; column < 4; ++column) {
if (!NearlyEqual(lhs.m[row][column], rhs.m[row][column], epsilon)) {
return false;
}
}
}
return true;
}
bool IsPowerOfTenSpacing(float value) {
if (value <= 0.0f) {
return false;
}
const float exponent = std::floor(std::log10(value));
const float base = std::pow(10.0f, exponent);
const float normalized = value / base;
return NearlyEqual(normalized, 1.0f, 1e-4f);
}
} // namespace
XCEngine::Rendering::Passes::InfiniteGridPassData ToInfiniteGridPassData(
const XCEngine::Editor::SceneViewportOverlayData& overlay) {
XCEngine::Rendering::Passes::InfiniteGridPassData data = {};
data.valid = overlay.valid;
data.cameraPosition = overlay.cameraPosition;
data.cameraForward = overlay.cameraForward;
data.cameraRight = overlay.cameraRight;
data.cameraUp = overlay.cameraUp;
data.verticalFovDegrees = overlay.verticalFovDegrees;
data.nearClipPlane = overlay.nearClipPlane;
data.farClipPlane = overlay.farClipPlane;
data.orbitDistance = overlay.orbitDistance;
return data;
}
using XCEngine::Editor::BuildSceneViewportAxisDragPlaneNormal;
using XCEngine::Editor::SceneViewportCameraController;
using XCEngine::Editor::SceneViewportHudOverlayHitKind;
using XCEngine::Editor::SceneViewportHudOverlayHitResult;
using XCEngine::Editor::BuildSceneViewportProjectionMatrix;
using XCEngine::Editor::BuildSceneViewportHudOverlayData;
using XCEngine::Editor::BuildSceneViewportViewMatrix;
using XCEngine::Editor::HitTestSceneViewportHudOverlay;
using XCEngine::Editor::ProjectSceneViewportWorldPoint;
using XCEngine::Editor::SceneViewportOverlayFrameData;
using XCEngine::Editor::SceneViewportOverlaySpritePrimitive;
using XCEngine::Editor::SceneViewportOverlaySpriteTextureKind;
using XCEngine::Editor::SceneViewportOverlayData;
using XCEngine::Components::GameObject;
using XCEngine::Math::Vector3;
using XCEngine::Math::Vector4;
using XCEngine::Rendering::Passes::BuildInfiniteGridParameters;
using XCEngine::Rendering::Passes::InfiniteGridParameters;
TEST(SceneViewportOverlayRenderer_Test, BuildInfiniteGridParametersUsesPowerOfTenSpacingSeries) {
SceneViewportOverlayData overlay = {};
overlay.valid = true;
overlay.cameraPosition = Vector3(0.0f, 6.0f, -6.0f);
overlay.cameraForward = Vector3(0.0f, -0.5f, 0.8660254f);
const InfiniteGridParameters parameters = BuildInfiniteGridParameters(ToInfiniteGridPassData(overlay));
EXPECT_TRUE(parameters.valid);
EXPECT_TRUE(IsPowerOfTenSpacing(parameters.baseScale));
EXPECT_GE(parameters.transitionBlend, 0.0f);
EXPECT_LE(parameters.transitionBlend, 1.0f);
EXPECT_GT(parameters.fadeDistance, parameters.baseScale);
}
TEST(SceneViewportOverlayRenderer_Test, BuildInfiniteGridParametersIsStableAcrossHorizontalCameraMovement) {
SceneViewportOverlayData left = {};
left.valid = true;
left.cameraPosition = Vector3(-120.0f, 12.0f, 40.0f);
left.cameraForward = Vector3(0.0f, -0.5f, 0.8660254f);
SceneViewportOverlayData right = left;
right.cameraPosition = Vector3(380.0f, 12.0f, -260.0f);
const InfiniteGridParameters leftParameters = BuildInfiniteGridParameters(ToInfiniteGridPassData(left));
const InfiniteGridParameters rightParameters = BuildInfiniteGridParameters(ToInfiniteGridPassData(right));
EXPECT_TRUE(leftParameters.valid);
EXPECT_TRUE(rightParameters.valid);
EXPECT_FLOAT_EQ(leftParameters.baseScale, rightParameters.baseScale);
EXPECT_FLOAT_EQ(leftParameters.transitionBlend, rightParameters.transitionBlend);
EXPECT_FLOAT_EQ(leftParameters.fadeDistance, rightParameters.fadeDistance);
}
TEST(SceneViewportOverlayRenderer_Test, BuildInfiniteGridParametersExpandsScaleAsCameraHeightGrows) {
SceneViewportOverlayData nearOverlay = {};
nearOverlay.valid = true;
nearOverlay.cameraPosition = Vector3(0.0f, 3.0f, -4.0f);
nearOverlay.cameraForward = Vector3(0.0f, -0.5f, 0.8660254f);
SceneViewportOverlayData farOverlay = nearOverlay;
farOverlay.cameraPosition = Vector3(0.0f, 120.0f, -150.0f);
const InfiniteGridParameters nearParameters = BuildInfiniteGridParameters(ToInfiniteGridPassData(nearOverlay));
const InfiniteGridParameters farParameters = BuildInfiniteGridParameters(ToInfiniteGridPassData(farOverlay));
EXPECT_TRUE(nearParameters.valid);
EXPECT_TRUE(farParameters.valid);
EXPECT_GE(farParameters.baseScale, nearParameters.baseScale);
EXPECT_GE(farParameters.fadeDistance, nearParameters.fadeDistance);
}
TEST(SceneViewportOverlayRenderer_Test, BuildInfiniteGridParametersPromotesMajorLinesByDecimalGrouping) {
SceneViewportOverlayData overlay = {};
overlay.valid = true;
overlay.cameraPosition = Vector3(0.0f, 14.0f, -18.0f);
overlay.cameraForward = Vector3(0.0f, -0.5f, 0.8660254f);
const InfiniteGridParameters parameters = BuildInfiniteGridParameters(ToInfiniteGridPassData(overlay));
EXPECT_TRUE(parameters.valid);
EXPECT_TRUE(IsPowerOfTenSpacing(parameters.baseScale));
EXPECT_TRUE(IsPowerOfTenSpacing(parameters.baseScale * 10.0f));
}
TEST(SceneViewportOverlayRenderer_Test, BuildInfiniteGridParametersFadesTowardNextScaleBeforeThreshold) {
SceneViewportOverlayData earlyOverlay = {};
earlyOverlay.valid = true;
earlyOverlay.cameraPosition = Vector3(0.0f, 4.0f, -6.0f);
SceneViewportOverlayData lateOverlay = earlyOverlay;
lateOverlay.cameraPosition = Vector3(0.0f, 18.0f, -6.0f);
const InfiniteGridParameters earlyParameters = BuildInfiniteGridParameters(ToInfiniteGridPassData(earlyOverlay));
const InfiniteGridParameters lateParameters = BuildInfiniteGridParameters(ToInfiniteGridPassData(lateOverlay));
EXPECT_FLOAT_EQ(earlyParameters.baseScale, 1.0f);
EXPECT_FLOAT_EQ(lateParameters.baseScale, 1.0f);
EXPECT_LT(earlyParameters.transitionBlend, 0.05f);
EXPECT_GT(lateParameters.transitionBlend, 0.90f);
}
TEST(SceneViewportOverlayRenderer_Test, BuildInfiniteGridParametersSwitchesScaleAtHalfThePreviousDistanceThreshold) {
SceneViewportOverlayData nearOverlay = {};
nearOverlay.valid = true;
nearOverlay.cameraPosition = Vector3(0.0f, 19.9f, -6.0f);
SceneViewportOverlayData farOverlay = nearOverlay;
farOverlay.cameraPosition = Vector3(0.0f, 20.0f, -6.0f);
const InfiniteGridParameters nearParameters = BuildInfiniteGridParameters(ToInfiniteGridPassData(nearOverlay));
const InfiniteGridParameters farParameters = BuildInfiniteGridParameters(ToInfiniteGridPassData(farOverlay));
EXPECT_FLOAT_EQ(nearParameters.baseScale, 1.0f);
EXPECT_FLOAT_EQ(farParameters.baseScale, 10.0f);
EXPECT_GT(nearParameters.transitionBlend, 0.95f);
EXPECT_LT(farParameters.transitionBlend, 0.05f);
}
TEST(SceneViewportOverlayRenderer_Test, BuildInfiniteGridParametersIgnoresStaleOrbitDistanceForSameView) {
SceneViewportOverlayData nearOrbit = {};
nearOrbit.valid = true;
nearOrbit.cameraPosition = Vector3(0.0f, 12.0f, -24.0f);
nearOrbit.cameraForward = Vector3(0.0f, -0.5f, 0.8660254f);
nearOrbit.orbitDistance = 2.0f;
SceneViewportOverlayData farOrbit = nearOrbit;
farOrbit.orbitDistance = 200.0f;
const InfiniteGridParameters nearOrbitParameters = BuildInfiniteGridParameters(ToInfiniteGridPassData(nearOrbit));
const InfiniteGridParameters farOrbitParameters = BuildInfiniteGridParameters(ToInfiniteGridPassData(farOrbit));
EXPECT_TRUE(nearOrbitParameters.valid);
EXPECT_TRUE(farOrbitParameters.valid);
EXPECT_FLOAT_EQ(nearOrbitParameters.baseScale, farOrbitParameters.baseScale);
EXPECT_FLOAT_EQ(nearOrbitParameters.transitionBlend, farOrbitParameters.transitionBlend);
EXPECT_FLOAT_EQ(nearOrbitParameters.fadeDistance, farOrbitParameters.fadeDistance);
}
TEST(SceneViewportOverlayRenderer_Test, ViewMatrixKeepsForwardWorldPointsInFrontOfCamera) {
SceneViewportOverlayData overlay = {};
overlay.valid = true;
overlay.cameraPosition = Vector3(0.0f, 0.0f, 0.0f);
overlay.cameraForward = Vector3::Forward();
overlay.cameraRight = Vector3::Right();
overlay.cameraUp = Vector3::Up();
overlay.verticalFovDegrees = 60.0f;
overlay.nearClipPlane = 0.03f;
overlay.farClipPlane = 2000.0f;
const auto view = BuildSceneViewportViewMatrix(overlay);
const Vector3 pointInView = view.MultiplyPoint(Vector3(0.0f, 0.0f, 5.0f));
EXPECT_TRUE(NearlyEqual(pointInView, Vector3(0.0f, 0.0f, 5.0f), 1e-4f));
const auto projection = BuildSceneViewportProjectionMatrix(overlay, 1280.0f, 720.0f);
const Vector4 clipPoint = projection * Vector4(Vector3(0.0f, 0.0f, 5.0f), 1.0f);
EXPECT_GT(clipPoint.w, 0.0f);
}
TEST(SceneViewportOverlayRenderer_Test, ViewMatrixMatchesSceneCameraTransformConvention) {
SceneViewportCameraController controller;
controller.Reset();
controller.Focus(Vector3(2.0f, 1.5f, -3.0f));
GameObject cameraObject("EditorCamera");
controller.ApplyTo(*cameraObject.GetTransform());
SceneViewportOverlayData overlay = {};
overlay.valid = true;
overlay.cameraPosition = cameraObject.GetTransform()->GetPosition();
overlay.cameraForward = cameraObject.GetTransform()->GetForward();
overlay.cameraRight = cameraObject.GetTransform()->GetRight();
overlay.cameraUp = cameraObject.GetTransform()->GetUp();
overlay.verticalFovDegrees = 60.0f;
overlay.nearClipPlane = 0.03f;
overlay.farClipPlane = 2000.0f;
EXPECT_TRUE(NearlyEqual(
BuildSceneViewportViewMatrix(overlay),
cameraObject.GetTransform()->GetWorldToLocalMatrix(),
1e-3f));
}
TEST(SceneViewportOverlayRenderer_Test, ProjectSceneViewportWorldPointMapsOriginToViewportCenter) {
SceneViewportOverlayData overlay = {};
overlay.valid = true;
overlay.cameraPosition = Vector3(0.0f, 0.0f, -5.0f);
overlay.cameraForward = Vector3::Forward();
overlay.cameraRight = Vector3::Right();
overlay.cameraUp = Vector3::Up();
overlay.verticalFovDegrees = 60.0f;
overlay.nearClipPlane = 0.03f;
overlay.farClipPlane = 2000.0f;
const auto projected = ProjectSceneViewportWorldPoint(overlay, 800.0f, 600.0f, Vector3::Zero());
EXPECT_TRUE(projected.visible);
EXPECT_NEAR(projected.screenPosition.x, 400.0f, 1e-3f);
EXPECT_NEAR(projected.screenPosition.y, 300.0f, 1e-3f);
}
TEST(SceneViewportOverlayRenderer_Test, BuildSceneViewportAxisDragPlaneNormalFallsBackWhenForwardAlignsWithAxis) {
SceneViewportOverlayData overlay = {};
overlay.valid = true;
overlay.cameraForward = Vector3::Right();
overlay.cameraRight = Vector3::Back();
overlay.cameraUp = Vector3::Up();
Vector3 planeNormal = Vector3::Zero();
ASSERT_TRUE(BuildSceneViewportAxisDragPlaneNormal(overlay, Vector3::Right(), planeNormal));
EXPECT_NEAR(Vector3::Dot(planeNormal, Vector3::Right()), 0.0f, 1e-4f);
EXPECT_GT(planeNormal.SqrMagnitude(), 0.5f);
}
TEST(SceneViewportOverlayRenderer_Test, BuildSceneViewportHudOverlayDataTracksVisibilityIntent) {
SceneViewportOverlayData overlay = {};
overlay.valid = true;
const auto visibleHud = BuildSceneViewportHudOverlayData(overlay);
const auto hiddenHud = BuildSceneViewportHudOverlayData(overlay, false);
EXPECT_TRUE(visibleHud.HasVisibleElements());
EXPECT_FALSE(hiddenHud.HasVisibleElements());
}
TEST(SceneViewportOverlayRenderer_Test, BuildSceneViewportHudOverlayDataCanExposeSceneIconsWithoutOrientationGizmo) {
SceneViewportOverlayData overlay = {};
overlay.valid = true;
SceneViewportOverlayFrameData frameData = {};
frameData.overlay = overlay;
SceneViewportOverlaySpritePrimitive& sprite = frameData.worldSprites.emplace_back();
sprite.worldPosition = Vector3::Zero();
sprite.sizePixels = XCEngine::Math::Vector2(32.0f, 32.0f);
sprite.textureKind = SceneViewportOverlaySpriteTextureKind::Camera;
const auto iconsOnlyHud = BuildSceneViewportHudOverlayData(
overlay,
false,
&frameData,
true);
EXPECT_TRUE(iconsOnlyHud.HasVisibleElements());
}
TEST(SceneViewportOverlayRenderer_Test, HitTestSceneViewportHudOverlaySkipsInvalidOrHiddenOverlay) {
const SceneViewportHudOverlayHitResult invalidHit =
HitTestSceneViewportHudOverlay({}, ImVec2(0.0f, 0.0f), ImVec2(200.0f, 200.0f), ImVec2(100.0f, 100.0f));
EXPECT_EQ(invalidHit.kind, SceneViewportHudOverlayHitKind::None);
SceneViewportOverlayData overlay = {};
overlay.valid = true;
overlay.cameraPosition = Vector3(0.0f, 0.0f, -5.0f);
overlay.cameraForward = Vector3::Forward();
overlay.cameraRight = Vector3::Right();
overlay.cameraUp = Vector3::Up();
overlay.verticalFovDegrees = 60.0f;
overlay.nearClipPlane = 0.03f;
overlay.farClipPlane = 2000.0f;
const SceneViewportHudOverlayHitResult hiddenHit =
HitTestSceneViewportHudOverlay(
BuildSceneViewportHudOverlayData(overlay, false),
ImVec2(0.0f, 0.0f),
ImVec2(200.0f, 200.0f),
ImVec2(100.0f, 100.0f));
EXPECT_EQ(hiddenHit.kind, SceneViewportHudOverlayHitKind::None);
}