/* Copyright (C) 2021 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "lib/self_test.h" #include "graphics/Camera.h" #include "maths/MathUtil.h" #include "maths/Vector3D.h" #include #include class TestCamera : public CxxTest::TestSuite { public: void test_frustum_perspective() { SViewPort viewPort; viewPort.m_X = 0; viewPort.m_Y = 0; viewPort.m_Width = 512; viewPort.m_Height = 512; CCamera camera; camera.SetViewPort(viewPort); camera.LookAlong( CVector3D(0.0f, 0.0f, 0.0f), CVector3D(0.0f, 0.0f, 1.0f), CVector3D(0.0f, 1.0f, 0.0f) ); camera.SetPerspectiveProjection(1.0f, 101.0f, DEGTORAD(90.0f)); TS_ASSERT_EQUALS(camera.GetProjectionType(), CCamera::ProjectionType::PERSPECTIVE); camera.UpdateFrustum(); const float sqrt2 = sqrtf(2.0f) / 2.0f; const std::vector expectedPlanes = { CVector4D(sqrt2, 0.0f, sqrt2, 0.0f), CVector4D(-sqrt2, 0.0f, sqrt2, 0.0f), CVector4D(0.0f, sqrt2, sqrt2, 0.0f), CVector4D(0.0f, -sqrt2, sqrt2, 0.0f), CVector4D(0.0f, 0.0f, -1.0f, 101.0f), CVector4D(0.0f, 0.0f, 1.0f, -1.0f), }; CheckFrustumPlanes(camera.GetFrustum(), expectedPlanes); } void test_frustum_ortho() { SViewPort viewPort; viewPort.m_X = 0; viewPort.m_Y = 0; viewPort.m_Width = 512; viewPort.m_Height = 512; CCamera camera; camera.SetViewPort(viewPort); camera.LookAlong( CVector3D(0.0f, 0.0f, 0.0f), CVector3D(0.0f, 0.0f, 1.0f), CVector3D(0.0f, 1.0f, 0.0f) ); CMatrix3D projection; projection.SetOrtho(-10.0f, 10.0f, -10.0f, 10.0f, -10.0f, 10.0f); camera.SetProjection(projection); TS_ASSERT_EQUALS(camera.GetProjectionType(), CCamera::ProjectionType::CUSTOM); camera.UpdateFrustum(); const std::vector expectedPlanes = { CVector4D(1.0f, 0.0f, 0.0f, 10.0f), CVector4D(-1.0f, 0.0f, 0.0f, 10.0f), CVector4D(0.0f, 1.0f, 0.0f, 10.0f), CVector4D(0.0f, -1.0f, 0.0f, 10.0f), CVector4D(0.0f, 0.0f, 1.0f, 10.0f), CVector4D(0.0f, 0.0f, -1.0f, 10.0f) }; CheckFrustumPlanes(camera.GetFrustum(), expectedPlanes); } // Order of planes is unknown. So use interactive checker. void CheckFrustumPlanes(const CFrustum& frustum, const std::vector& expectedPlanes) { TS_ASSERT_EQUALS(frustum.GetNumPlanes(), expectedPlanes.size()); std::set indices; for (size_t i = 0; i < expectedPlanes.size(); ++i) indices.insert(i); for (size_t i = 0; i < frustum.GetNumPlanes(); ++i) { bool found = false; for (size_t j : indices) { if (EqualPlanes(frustum[i], expectedPlanes[j])) { found = true; indices.erase(j); break; } } if (!found) TS_FAIL(frustum[i]); } } bool EqualPlanes(const CPlane& p1, const CPlane& p2) const { const float EPS = 1e-3f; if (std::fabs(p1.m_Dist - p2.m_Dist) >= EPS) return false; return std::fabs(p1.m_Norm.X - p2.m_Norm.X) < EPS && std::fabs(p1.m_Norm.Y - p2.m_Norm.Y) < EPS && std::fabs(p1.m_Norm.Z - p2.m_Norm.Z) < EPS; } void CompareVectors(const CVector3D& vector1, const CVector3D& vector2, const float EPS) { TS_ASSERT_DELTA(vector1.X, vector2.X, EPS); TS_ASSERT_DELTA(vector1.Y, vector2.Y, EPS); TS_ASSERT_DELTA(vector1.Z, vector2.Z, EPS); } void CompareQuads(const CCamera::Quad& quad, const CCamera::Quad& expectedQuad) { const float EPS = 1e-4f; for (size_t index = 0; index < expectedQuad.size(); ++index) CompareVectors(quad[index], expectedQuad[index], EPS); } void CompareQuadsInWorldSpace(const CCamera& camera, const CCamera::Quad& quad, const CCamera::Quad& expectedQuad) { const float EPS = 1e-4f; for (size_t index = 0; index < expectedQuad.size(); ++index) { // Transform quad points from camera space to world space. CVector3D point = camera.GetOrientation().Transform(quad[index]); CompareVectors(point, expectedQuad[index], EPS); } } void test_perspective_plane_points() { SViewPort viewPort; viewPort.m_X = 0; viewPort.m_Y = 0; viewPort.m_Width = 512; viewPort.m_Height = 512; CCamera camera; camera.SetViewPort(viewPort); camera.LookAt( CVector3D(10.0f, 20.0f, 10.0f), CVector3D(10.0f, 10.0f, 20.0f), CVector3D(0.0f, 1.0f, 1.0f).Normalized() ); camera.SetPerspectiveProjection(1.0f, 101.0f, DEGTORAD(90.0f)); CCamera::Quad quad; // Zero distance point is the origin of all camera rays, // so all plane points should stay there. camera.GetViewQuad(0.0f, quad); for (const CVector3D& point : quad) TS_ASSERT_EQUALS(point, CVector3D(0.0f, 0.0f, 0.0f)); // Points lying on the near plane. CCamera::Quad expectedNearQuad = { CVector3D(-1.0f, -1.0f, 1.0f), CVector3D(1.0f, -1.0f, 1.0f), CVector3D(1.0f, 1.0f, 1.0f), CVector3D(-1.0f, 1.0f, 1.0f) }; CCamera::Quad nearQuad; camera.GetViewQuad(camera.GetNearPlane(), nearQuad); CompareQuads(nearQuad, expectedNearQuad); CCamera::Quad expectedWorldSpaceNearQuad = { CVector3D(9.0f, 18.5857868f, 10.0f), CVector3D(11.0f, 18.5857868f, 10.0f), CVector3D(11.0f, 20.0f, 11.4142132f), CVector3D(9.0f, 20.0f, 11.4142132f) }; CompareQuadsInWorldSpace(camera, nearQuad, expectedWorldSpaceNearQuad); // Points lying on the far plane. CCamera::Quad expectedFarQuad = { CVector3D(-101.0f, -101.0f, 101.0f), CVector3D(101.0f, -101.0f, 101.0f), CVector3D(101.0f, 101.0f, 101.0f), CVector3D(-101.0f, 101.0f, 101.0f) }; CCamera::Quad farQuad; camera.GetViewQuad(camera.GetFarPlane(), farQuad); CompareQuads(farQuad, expectedFarQuad); CCamera::Quad expectedWorldSpaceFarQuad = { CVector3D(-91.0000153f, -122.8355865f, 10.0f), CVector3D(111.0000153f, -122.8355865f, 10.0f), CVector3D(111.0000153f, 20.0f, 152.8355865f), CVector3D(-91.0000153f, 20.0f, 152.8355865f) }; CompareQuadsInWorldSpace(camera, farQuad, expectedWorldSpaceFarQuad); } void test_ortho_plane_points() { SViewPort viewPort; viewPort.m_X = 0; viewPort.m_Y = 0; viewPort.m_Width = 512; viewPort.m_Height = 512; CCamera camera; camera.SetViewPort(viewPort); camera.LookAt( CVector3D(10.0f, 20.0f, 10.0f), CVector3D(10.0f, 10.0f, 20.0f), CVector3D(0.0f, 1.0f, 1.0f).Normalized() ); camera.SetOrthoProjection(2.0f, 128.0f, 10.0f); // Zero distance is the origin plane of all camera rays, // so all plane points should stay there. CCamera::Quad quad; camera.GetViewQuad(0.0f, quad); for (const CVector3D& point : quad) { constexpr float EPS = 1e-4f; TS_ASSERT_DELTA(point.Z, 0.0f, EPS); } // Points lying on the near plane. CCamera::Quad expectedNearQuad = { CVector3D(-5.0f, -5.0f, 2.0f), CVector3D(5.0f, -5.0f, 2.0f), CVector3D(5.0f, 5.0f, 2.0f), CVector3D(-5.0f, 5.0f, 2.0f) }; CCamera::Quad nearQuad; camera.GetViewQuad(camera.GetNearPlane(), nearQuad); CompareQuads(nearQuad, expectedNearQuad); CCamera::Quad expectedWorldSpaceNearQuad = { CVector3D(4.9999995f, 15.0502520f, 7.8786793f), CVector3D(15.0f, 15.0502520f, 7.8786793f), CVector3D(15.0f, 22.1213207f, 14.9497480f), CVector3D(4.9999995f, 22.1213207f, 14.9497480f) }; CompareQuadsInWorldSpace(camera, nearQuad, expectedWorldSpaceNearQuad); // Points lying on the far plane. CCamera::Quad expectedFarQuad = { CVector3D(-5.0f, -5.0f, 128.0f), CVector3D(5.0f, -5.0f, 128.0f), CVector3D(5.0f, 5.0f, 128.0f), CVector3D(-5.0f, 5.0f, 128.0f) }; CCamera::Quad farQuad; camera.GetViewQuad(camera.GetFarPlane(), farQuad); CompareQuads(farQuad, expectedFarQuad); CCamera::Quad expectedWorldSpaceFarQuad = { CVector3D(4.9999995f, -74.0452118f, 96.9741364f), CVector3D(15.0f, -74.0452118f, 96.9741364f), CVector3D(15.0f, -66.9741364f, 104.0452118f), CVector3D(4.9999995f, -66.9741364f, 104.0452118f) }; CompareQuadsInWorldSpace(camera, farQuad, expectedWorldSpaceFarQuad); } void test_perspective_screen_rays() { const float EPS = 1e-4f; const std::vector viewPorts = { SViewPort{0, 0, 512, 512}, SViewPort{0, 0, 1024, 768}, SViewPort{0, 0, 1440, 2536}, }; for (const SViewPort& viewPort : viewPorts) { const CVector3D cameraPosition(10.0f, 20.0f, 10.0f); const CVector3D cameraDirection(CVector3D(0.0f, -1.0f, 1.0f).Normalized()); CCamera camera; camera.SetViewPort(viewPort); camera.LookAt( cameraPosition, cameraPosition + cameraDirection * 10.0f, CVector3D(0.0f, 1.0f, 1.0f).Normalized() ); camera.SetPerspectiveProjection(1.0f, 101.0f, DEGTORAD(90.0f)); CVector3D origin, dir; camera.BuildCameraRay(viewPort.m_Width / 2, viewPort.m_Height / 2, origin, dir); const CVector3D expectedOrigin = cameraPosition; const CVector3D expectedDir = cameraDirection; CompareVectors(origin, expectedOrigin, EPS); CompareVectors(dir, expectedDir, EPS); } } void test_ortho_screen_rays() { const float EPS = 1e-4f; const std::vector viewPorts = { SViewPort{0, 0, 512, 512}, SViewPort{0, 0, 1024, 768}, SViewPort{0, 0, 1440, 2536}, }; for (const SViewPort& viewPort : viewPorts) { const CVector3D cameraPosition(10.0f, 20.0f, 10.0f); const CVector3D cameraDirection(CVector3D(0.0f, -1.0f, 1.0f).Normalized()); CCamera camera; camera.SetViewPort(viewPort); camera.LookAt( cameraPosition, cameraPosition + cameraDirection * 10.0f, CVector3D(0.0f, 1.0f, 1.0f).Normalized() ); camera.SetOrthoProjection(2.0f, 128.0f, 10.0f); CVector3D origin, dir; camera.BuildCameraRay(viewPort.m_Width / 2, viewPort.m_Height / 2, origin, dir); const CVector3D expectedOrigin = cameraPosition; const CVector3D expectedDir = cameraDirection; CompareVectors(origin, expectedOrigin, EPS); CompareVectors(dir, expectedDir, EPS); } } };