0ad/source/graphics/tests/test_Camera.h
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

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/* 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 <http://www.gnu.org/licenses/>.
*/
#include "lib/self_test.h"
#include "graphics/Camera.h"
#include "maths/MathUtil.h"
#include "maths/Vector2D.h"
#include "maths/Vector3D.h"
#include "maths/Vector4D.h"
#include <cmath>
#include <vector>
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<CPlane> 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<CPlane> 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<CPlane>& expectedPlanes)
{
TS_ASSERT_EQUALS(frustum.GetNumPlanes(), expectedPlanes.size());
std::set<size_t> 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_custom_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()
);
CCamera cameraPerspective = camera;
cameraPerspective.SetPerspectiveProjection(1.0f, 101.0f, DEGTORAD(90.0f));
CMatrix3D projection;
projection.SetPerspective(
cameraPerspective.GetFOV(), cameraPerspective.GetAspectRatio(),
cameraPerspective.GetNearPlane(), cameraPerspective.GetFarPlane());
camera.SetProjection(projection);
const std::vector<float> distances = {
cameraPerspective.GetNearPlane(),
(cameraPerspective.GetNearPlane() + cameraPerspective.GetFarPlane()) / 2.0f,
cameraPerspective.GetFarPlane()
};
CCamera::Quad quad, expectedQuad;
for (const float distance : distances)
{
camera.GetViewQuad(distance, quad);
cameraPerspective.GetViewQuad(distance, expectedQuad);
CompareQuads(quad, expectedQuad);
}
}
void test_perspective_screen_rays()
{
const float EPS = 1e-4f;
const std::vector<SViewPort> 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<SViewPort> 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);
}
}
void CompareBoundingBoxes(const CBoundingBoxAligned& bb1, const CBoundingBoxAligned& bb2)
{
constexpr float EPS = 1e-3f;
CompareVectors(bb1[0], bb2[0], EPS);
CompareVectors(bb1[1], bb2[1], EPS);
}
void test_viewport_bounds_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));
camera.UpdateFrustum();
struct TestCase
{
CBoundingBoxAligned worldSpaceBoundingBox;
CBoundingBoxAligned expectedViewPortBoundingBox;
};
const TestCase testCases[] = {
// Box is in front of the camera.
{
{{-1.0f, 0.0f, 5.0f}, {1.0f, 0.0f, 7.0f}},
{{-0.2f, 0.0f, 0.616f}, {0.2f, 0.0f, 0.731429f}}
},
// Box is out of the camera view.
{
{{-10.0f, -1.0f, 5.0f}, {-8.0f, 1.0f, 7.0f}},
{}
},
{
{{-1.0f, -10.0f, 5.0f}, {1.0f, -8.0f, 7.0f}},
{}
},
// Box is in the bottom part of the camera view.
{
{{-1.0f, -3.0f, 5.0f}, {1.0f, -3.0f, 7.0f}},
{{-0.2f, -0.6f, 0.616f}, {0.2f, -0.428571f, 0.731429f}}
},
{
{{-1.0f, -3.0f, 0.0f}, {1.0f, -3.0f, 7.0f}},
{{-1.0f, -3.0f, -1.0f}, {1.0f, -0.428571f, 0.731429f}}
},
{
{{-1.0f, -3.0f, -7.0f}, {1.0f, -3.0f, 7.0f}},
{{-1.0f, -3.0f, -1.0f}, {1.0f, -0.428571f, 0.731429f}}
},
};
for (const TestCase& testCase : testCases)
{
TS_ASSERT(testCase.worldSpaceBoundingBox[0].X <= testCase.worldSpaceBoundingBox[1].X);
TS_ASSERT(testCase.worldSpaceBoundingBox[0].Y <= testCase.worldSpaceBoundingBox[1].Y);
TS_ASSERT(testCase.worldSpaceBoundingBox[0].Z <= testCase.worldSpaceBoundingBox[1].Z);
const CBoundingBoxAligned result =
camera.GetBoundsInViewPort(testCase.worldSpaceBoundingBox);
if (testCase.expectedViewPortBoundingBox.IsEmpty())
{
TS_ASSERT(result.IsEmpty());
}
else
CompareBoundingBoxes(result, testCase.expectedViewPortBoundingBox);
}
}
void test_viewport_bounds_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)
);
camera.SetOrthoProjection(1.0f, 101.0f, 2.0f);
camera.UpdateFrustum();
struct TestCase
{
CBoundingBoxAligned worldSpaceBoundingBox;
CBoundingBoxAligned expectedViewPortBoundingBox;
};
const TestCase testCases[] = {
// A box is in front of the camera.
{
{{-1.0f, 0.0f, 5.0f}, {1.0f, 0.0f, 7.0f}},
{{-1.0f, 0.0f, -1.1599f}, {1.0f, 0.0f,-1.1200f}}
},
// A box is out of the camera view.
{
{{-10.0f, -1.0f, 5.0f}, {-8.0f, 1.0f, 7.0f}},
{}
},
{
{{-1.0f, -10.0f, 5.0f}, {1.0f, -8.0f, 7.0f}},
{}
},
// The camera is inside a box.
{
{{-1.0f, 0.0f, -7.0f}, {1.0f, 0.0f, 7.0f}},
{{-1.0f, -1.0f, 0.0f}, {1.0f, 1.0f, 0.0f}}
},
// A box intersects with the near plane.
{
{{-1.0f, 0.0f, 0.5f}, {1.0f, 0.0f, 7.0f}},
{{-1.0f, 0.0f, -1.1599f}, {1.0f, 0.0f, -1.1599f}}
},
};
for (const TestCase& testCase : testCases)
{
TS_ASSERT(testCase.worldSpaceBoundingBox[0].X <= testCase.worldSpaceBoundingBox[1].X);
TS_ASSERT(testCase.worldSpaceBoundingBox[0].Y <= testCase.worldSpaceBoundingBox[1].Y);
TS_ASSERT(testCase.worldSpaceBoundingBox[0].Z <= testCase.worldSpaceBoundingBox[1].Z);
const CBoundingBoxAligned result =
camera.GetBoundsInViewPort(testCase.worldSpaceBoundingBox);
if (testCase.expectedViewPortBoundingBox.IsEmpty())
{
TS_ASSERT(result.IsEmpty());
}
else
CompareBoundingBoxes(result, testCase.expectedViewPortBoundingBox);
}
}
};