1 // Copyright 2014 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
8 #include "cc/output/bsp_compare_result.h"
9 #include "cc/quads/draw_polygon.h"
10 #include "testing/gtest/include/gtest/gtest.h"
11 #include "ui/gfx/transform.h"
16 #define CREATE_NEW_DRAW_POLYGON(name, points_vector, normal, polygon_id) \
17 DrawPolygon name(NULL, points_vector, normal, polygon_id)
19 #define EXPECT_FLOAT_WITHIN_EPSILON_OF(a, b) \
20 EXPECT_TRUE(std::abs(a - b) < std::numeric_limits<float>::epsilon());
22 #define EXPECT_POINT_EQ(point_a, point_b) \
23 EXPECT_FLOAT_EQ(point_a.x(), point_b.x()); \
24 EXPECT_FLOAT_EQ(point_a.y(), point_b.y()); \
25 EXPECT_FLOAT_EQ(point_a.z(), point_b.z());
27 static void ValidatePoints(const DrawPolygon
& polygon
,
28 const std::vector
<gfx::Point3F
>& points
) {
29 EXPECT_EQ(polygon
.points().size(), points
.size());
30 for (size_t i
= 0; i
< points
.size(); i
++) {
31 EXPECT_POINT_EQ(polygon
.points()[i
], points
[i
]);
35 // Two quads are definitely not touching and so no split should occur.
36 TEST(DrawPolygonSplitTest
, NotTouchingNoSplit
) {
37 std::vector
<gfx::Point3F
> vertices_a
;
38 vertices_a
.push_back(gfx::Point3F(0.0f
, 10.0f
, 0.0f
));
39 vertices_a
.push_back(gfx::Point3F(0.0f
, 0.0f
, 0.0f
));
40 vertices_a
.push_back(gfx::Point3F(10.0f
, 0.0f
, 0.0f
));
41 vertices_a
.push_back(gfx::Point3F(10.0f
, 10.0f
, 0.0f
));
42 std::vector
<gfx::Point3F
> vertices_b
;
43 vertices_b
.push_back(gfx::Point3F(5.0f
, 10.0f
, 5.0f
));
44 vertices_b
.push_back(gfx::Point3F(5.0f
, 0.0f
, 15.0f
));
45 vertices_b
.push_back(gfx::Point3F(5.0f
, 0.0f
, 15.0f
));
46 vertices_b
.push_back(gfx::Point3F(5.0f
, 10.0f
, 5.0f
));
48 CREATE_NEW_DRAW_POLYGON(
49 polygon_a
, vertices_a
, gfx::Vector3dF(0.0f
, 0.0f
, 1.0f
), 0);
50 CREATE_NEW_DRAW_POLYGON(
51 polygon_b
, vertices_b
, gfx::Vector3dF(-1.0f
, 0.0f
, 0.0f
), 1);
53 EXPECT_EQ(DrawPolygon::SideCompare(polygon_b
, polygon_a
), BSP_FRONT
);
56 // One quad is resting against another, but doesn't cross its plane so no split
58 TEST(DrawPolygonSplitTest
, BarelyTouchingNoSplit
) {
59 std::vector
<gfx::Point3F
> vertices_a
;
60 vertices_a
.push_back(gfx::Point3F(0.0f
, 10.0f
, 0.0f
));
61 vertices_a
.push_back(gfx::Point3F(0.0f
, 0.0f
, 0.0f
));
62 vertices_a
.push_back(gfx::Point3F(10.0f
, 0.0f
, 0.0f
));
63 vertices_a
.push_back(gfx::Point3F(10.0f
, 10.0f
, 0.0f
));
64 std::vector
<gfx::Point3F
> vertices_b
;
65 vertices_b
.push_back(gfx::Point3F(5.0f
, 10.0f
, 0.0f
));
66 vertices_b
.push_back(gfx::Point3F(5.0f
, 0.0f
, -10.0f
));
67 vertices_b
.push_back(gfx::Point3F(5.0f
, 0.0f
, -10.0f
));
68 vertices_b
.push_back(gfx::Point3F(5.0f
, 10.0f
, 0.0f
));
70 CREATE_NEW_DRAW_POLYGON(
71 polygon_a
, vertices_a
, gfx::Vector3dF(0.0f
, 0.0f
, 1.0f
), 0);
72 CREATE_NEW_DRAW_POLYGON(
73 polygon_b
, vertices_b
, gfx::Vector3dF(-1.0f
, 0.0f
, 0.0f
), 1);
75 EXPECT_EQ(DrawPolygon::SideCompare(polygon_b
, polygon_a
), BSP_BACK
);
78 // One quad intersects another and becomes two pieces.
79 TEST(DrawPolygonSplitTest
, BasicSplit
) {
80 std::vector
<gfx::Point3F
> vertices_a
;
81 vertices_a
.push_back(gfx::Point3F(0.0f
, 10.0f
, 0.0f
));
82 vertices_a
.push_back(gfx::Point3F(0.0f
, 0.0f
, 0.0f
));
83 vertices_a
.push_back(gfx::Point3F(10.0f
, 0.0f
, 0.0f
));
84 vertices_a
.push_back(gfx::Point3F(10.0f
, 10.0f
, 0.0f
));
85 std::vector
<gfx::Point3F
> vertices_b
;
86 vertices_b
.push_back(gfx::Point3F(5.0f
, 10.0f
, -5.0f
));
87 vertices_b
.push_back(gfx::Point3F(5.0f
, 0.0f
, -5.0f
));
88 vertices_b
.push_back(gfx::Point3F(5.0f
, 0.0f
, 5.0f
));
89 vertices_b
.push_back(gfx::Point3F(5.0f
, 10.0f
, 5.0f
));
91 CREATE_NEW_DRAW_POLYGON(
92 polygon_a
, vertices_a
, gfx::Vector3dF(0.0f
, 0.0f
, 1.0f
), 0);
93 CREATE_NEW_DRAW_POLYGON(
94 polygon_b
, vertices_b
, gfx::Vector3dF(-1.0f
, 0.0f
, 0.0f
), 1);
96 EXPECT_EQ(DrawPolygon::SideCompare(polygon_b
, polygon_a
), BSP_SPLIT
);
98 scoped_ptr
<DrawPolygon
> front_polygon
;
99 scoped_ptr
<DrawPolygon
> back_polygon
;
100 polygon_b
.Split(polygon_a
, &front_polygon
, &back_polygon
);
101 EXPECT_EQ(DrawPolygon::SideCompare(*front_polygon
, polygon_a
), BSP_FRONT
);
102 EXPECT_EQ(DrawPolygon::SideCompare(*back_polygon
, polygon_a
), BSP_BACK
);
104 std::vector
<gfx::Point3F
> test_points_a
;
105 test_points_a
.push_back(gfx::Point3F(5.0f
, 0.0f
, 0.0f
));
106 test_points_a
.push_back(gfx::Point3F(5.0f
, 0.0f
, 5.0f
));
107 test_points_a
.push_back(gfx::Point3F(5.0f
, 10.0f
, 5.0f
));
108 test_points_a
.push_back(gfx::Point3F(5.0f
, 10.0f
, 0.0f
));
109 std::vector
<gfx::Point3F
> test_points_b
;
110 test_points_b
.push_back(gfx::Point3F(5.0f
, 10.0f
, 0.0f
));
111 test_points_b
.push_back(gfx::Point3F(5.0f
, 10.0f
, -5.0f
));
112 test_points_b
.push_back(gfx::Point3F(5.0f
, 0.0f
, -5.0f
));
113 test_points_b
.push_back(gfx::Point3F(5.0f
, 0.0f
, 0.0f
));
114 ValidatePoints(*(front_polygon
.get()), test_points_a
);
115 ValidatePoints(*(back_polygon
.get()), test_points_b
);
117 EXPECT_EQ(front_polygon
->points().size(), 4u);
118 EXPECT_EQ(back_polygon
->points().size(), 4u);
121 // In this test we cut the corner of a quad so that it creates a triangle and
122 // a pentagon as a result.
123 TEST(DrawPolygonSplitTest
, AngledSplit
) {
124 std::vector
<gfx::Point3F
> vertices_a
;
125 vertices_a
.push_back(gfx::Point3F(0.0f
, 0.0f
, 0.0f
));
126 vertices_a
.push_back(gfx::Point3F(0.0f
, 0.0f
, 10.0f
));
127 vertices_a
.push_back(gfx::Point3F(10.0f
, 0.0f
, 10.0f
));
128 vertices_a
.push_back(gfx::Point3F(10.0f
, 0.0f
, 0.0f
));
129 std::vector
<gfx::Point3F
> vertices_b
;
130 vertices_b
.push_back(gfx::Point3F(2.0f
, 5.0f
, 1.0f
));
131 vertices_b
.push_back(gfx::Point3F(2.0f
, -5.0f
, 1.0f
));
132 vertices_b
.push_back(gfx::Point3F(-1.0f
, -5.0f
, -2.0f
));
133 vertices_b
.push_back(gfx::Point3F(-1.0f
, 5.0f
, -2.0f
));
135 CREATE_NEW_DRAW_POLYGON(
136 polygon_a
, vertices_a
, gfx::Vector3dF(0.0f
, 1.0f
, 0.0f
), 0);
137 CREATE_NEW_DRAW_POLYGON(
138 polygon_b
, vertices_b
, gfx::Vector3dF(0.707107f
, 0.0f
, -0.707107f
), 1);
140 EXPECT_EQ(DrawPolygon::SideCompare(polygon_a
, polygon_b
), BSP_SPLIT
);
142 scoped_ptr
<DrawPolygon
> front_polygon
;
143 scoped_ptr
<DrawPolygon
> back_polygon
;
144 polygon_a
.Split(polygon_b
, &front_polygon
, &back_polygon
);
145 EXPECT_EQ(DrawPolygon::SideCompare(*front_polygon
, polygon_b
), BSP_FRONT
);
146 EXPECT_EQ(DrawPolygon::SideCompare(*back_polygon
, polygon_b
), BSP_BACK
);
148 EXPECT_EQ(front_polygon
->points().size(), 3u);
149 EXPECT_EQ(back_polygon
->points().size(), 5u);
151 std::vector
<gfx::Point3F
> test_points_a
;
152 test_points_a
.push_back(gfx::Point3F(10.0f
, 0.0f
, 9.0f
));
153 test_points_a
.push_back(gfx::Point3F(10.0f
, 0.0f
, 0.0f
));
154 test_points_a
.push_back(gfx::Point3F(1.0f
, 0.0f
, 0.0f
));
155 std::vector
<gfx::Point3F
> test_points_b
;
156 test_points_b
.push_back(gfx::Point3F(1.0f
, 0.0f
, 0.0f
));
157 test_points_b
.push_back(gfx::Point3F(0.0f
, 0.0f
, 0.0f
));
158 test_points_b
.push_back(gfx::Point3F(0.0f
, 0.0f
, 10.0f
));
159 test_points_b
.push_back(gfx::Point3F(10.0f
, 0.0f
, 10.0f
));
160 test_points_b
.push_back(gfx::Point3F(10.0f
, 0.0f
, 9.0f
));
162 ValidatePoints(*(front_polygon
.get()), test_points_a
);
163 ValidatePoints(*(back_polygon
.get()), test_points_b
);
166 TEST(DrawPolygonTransformTest
, TransformNormal
) {
167 // We give this polygon no actual vertices because we're not interested
168 // in actually transforming any points, just the normal.
169 std::vector
<gfx::Point3F
> vertices_a
;
170 CREATE_NEW_DRAW_POLYGON(
171 polygon_a
, vertices_a
, gfx::Vector3dF(0.707107f
, 0.0f
, -0.707107f
), 0);
173 gfx::Transform transform
;
174 transform
.RotateAboutYAxis(45.0);
175 // This would transform the vertices as well, but we are transforming a
176 // DrawPolygon with 0 vertices just to make sure our normal transformation
177 // using the inverse tranpose matrix gives us the right result.
178 polygon_a
.TransformToScreenSpace(transform
);
180 // Note: We use EXPECT_FLOAT_WITHIN_EPSILON instead of EXPECT_FLOAT_EQUAL here
181 // because some architectures (e.g., Arm64) employ a fused multiply-add
182 // instruction which causes rounding asymmetry and reduces precision.
183 // http://crbug.com/401117.
184 EXPECT_FLOAT_WITHIN_EPSILON_OF(polygon_a
.normal().x(), 0);
185 EXPECT_FLOAT_WITHIN_EPSILON_OF(polygon_a
.normal().y(), 0);
186 EXPECT_FLOAT_WITHIN_EPSILON_OF(polygon_a
.normal().z(), -1);