/
Renderer.cpp
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/
Renderer.cpp
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#include "RadiantTest.h"
#include "ieclass.h"
#include "ientity.h"
#include "irender.h"
#include "ilightnode.h"
#include "math/Matrix4.h"
#include "scenelib.h"
namespace test
{
using RendererTest = RadiantTest;
using RenderSystemTest = RadiantTest;
IEntityNodePtr createByClassName(const std::string& className)
{
auto cls = GlobalEntityClassManager().findClass(className);
return GlobalEntityModule().createEntity(cls);
}
using V4 = Vector4;
using V3 = Vector3;
// Wrapper for a light entity and its respective node interfaces
struct Light
{
IEntityNodePtr node;
ILightNodePtr iLightNode;
Entity* entity = nullptr;
// Construct with no properties
Light()
: node(createByClassName("light"))
{
if (node)
{
entity = Node_getEntity(node);
iLightNode = Node_getLightNode(node);
}
}
// Return the light texture matrix
Matrix4 getMatrix() const
{
return iLightNode->getRendererLight().getLightTextureTransformation();
}
// Construct a light with a specified radius and default origin
static Light withRadius(const V3& radius)
{
Light light;
light.entity->setKeyValue("light_radius", string::to_string(radius));
return light;
}
// Construct a projected light with specified vectors
static Light projected(const V3& target, const V3& right,
const V3& up)
{
Light light;
light.entity->setKeyValue("light_target", string::to_string(target));
light.entity->setKeyValue("light_right", string::to_string(right));
light.entity->setKeyValue("light_up", string::to_string(up));
return light;
}
// Construct a projected light with vectors and origin
static Light projected(const V3& target, const V3& right,
const V3& up, const V3& origin)
{
Light light = projected(target, right, up);
light.entity->setKeyValue("origin", string::to_string(origin));
return light;
}
};
TEST_F(RendererTest, CreateLightNode)
{
Light light;
ASSERT_TRUE(light.node);
ASSERT_TRUE(light.entity);
ASSERT_TRUE(light.iLightNode);
}
TEST_F(RendererTest, GetLightTextureTransform)
{
V3 SIZE(10, 128, 1002);
Light light = Light::withRadius(SIZE);
// Get the texture matrix transform
Matrix4 texMat = light.getMatrix();
// Radius is symmetric around the origin, so the scale factor should be
// 0.5/SIZE, with an offset to map the resulting light-space coordinates from
// [-0.5, 0.5] onto ST coordinates spanning [0, 1]
EXPECT_EQ(texMat, Matrix4::byRows(0.5/SIZE.x(), 0, 0, 0.5,
0, 0.5/SIZE.y(), 0, 0.5,
0, 0, 0.5/SIZE.z(), 0.5,
0, 0, 0, 1));
}
TEST_F(RendererTest, UpdateLightRadius)
{
// Set initial radius
Light light = Light::withRadius(V3(256, 64, 512));
// Save initial matrix
const Matrix4 initMat = light.getMatrix();
// Change the light radius
V3 SIZE(92, 100, 64);
light.entity->setKeyValue("light_radius", string::to_string(SIZE));
// Matrix should have changed from its initial value
Matrix4 newMat = light.getMatrix();
EXPECT_NE(newMat, initMat);
// New value should be correct
EXPECT_EQ(newMat, Matrix4::byRows(0.5/SIZE.x(), 0, 0, 0.5,
0, 0.5/SIZE.y(), 0, 0.5,
0, 0, 0.5/SIZE.z(), 0.5,
0, 0, 0, 1));
}
TEST_F(RendererTest, LightCenterDoesNotAffectMatrix)
{
V3 SIZE(100, 128, 2046);
Light light = Light::withRadius(SIZE);
// Store initial matrix
const Matrix4 initMat = light.getMatrix();
// Set a light center
light.entity->setKeyValue("light_center", "50 64 512");
// Matrix should not have changed
EXPECT_EQ(light.getMatrix(), initMat);
// Make another change just to be sure
light.entity->setKeyValue("light_center", "0 -1000 2");
EXPECT_EQ(light.getMatrix(), initMat);
}
TEST_F(RendererTest, LightMatrixInWorldSpace)
{
const V3 RADIUS(32, 32, 32);
Light light = Light::withRadius(RADIUS);
// Set an origin
const V3 ORIGIN(128, 64, -192);
light.entity->setKeyValue("origin", string::to_string(ORIGIN));
// Light matrix should subtract the origin scaled to the light bounds (twice
// the radius), then add the 0.5 offset to get to [0, 1].
Matrix4 texMat = light.getMatrix();
const V3 BOUNDS = RADIUS * 2;
EXPECT_EQ(
texMat,
Matrix4::byRows(0.5 / RADIUS.x(), 0, 0, 0.5 - ORIGIN.x() / BOUNDS.x(),
0, 0.5 / RADIUS.y(), 0, 0.5 - ORIGIN.y() / BOUNDS.y(),
0, 0, 0.5 / RADIUS.z(), 0.5 - ORIGIN.z() / BOUNDS.z(),
0, 0, 0, 1)
);
}
TEST_F(RendererTest, SimpleProjectedLight)
{
// Create a light at the origin, pointing directly downwards
const V3 TARGET(0, 0, -8), UP(0, 4, 0), RIGHT(4, 0, 0);
Light light = Light::projected(TARGET, RIGHT, UP);
// Inspect the matrix by transforming some key points into texture space.
// Note that we are dealing with projective geometry so we need 4 element
// vectors to handle the W coordinate.
Matrix4 mat = light.getMatrix();
// At the origin (which is also the light's origin) we have a singularity:
// the light texture image is infinitely small, which means any X or Y
// coordinate must go to -INF or +INF in texture space. This is achieved in
// projective space by setting the W coordinate to 0, while the X/Y/Z
// coordinates are unchanged (and irrelevant).
const V4 origin = mat * V4(0, 0, 0, 1);
EXPECT_EQ(origin, V4(0, 0, 0, 0));
// Any point on the Z=0 plane should also have the same W coordinate of 0
EXPECT_EQ((mat * V4(128, 456, 0, 1)).w(), 0);
EXPECT_EQ((mat * V4(9999, -500, 0, 1)).w(), 0);
EXPECT_EQ((mat * V4(0.004, 23.3445, 0, 1)).w(), 0);
// The W coordinate should increase linearly from 0 at the origin to 1 at
// the target plane.
V4 projT = mat * V4(TARGET);
EXPECT_EQ(projT.w(), 1);
EXPECT_EQ((mat * V4(0.25 * TARGET)).w(), 0.25);
EXPECT_EQ((mat * V4(0.5 * TARGET)).w(), 0.5);
EXPECT_EQ((mat * V4(0.75 * TARGET)).w(), 0.75);
// Target vector points to the center of the projected image, so should have
// S and T coordinates [0.5, 0.5]
EXPECT_EQ(projT.x(), 0.5);
EXPECT_EQ(projT.y(), 0.5);
// Follow the target vector, then +/- RIGHT should get to the S (X) texture
// boundaries
EXPECT_EQ(mat * V4(TARGET + RIGHT), V4(1, 0.5, 1, 1));
EXPECT_EQ(mat * V4(TARGET - RIGHT), V4(0, 0.5, 1, 1));
// Likewise, TARGET +/- UP should get to the boundaries of T (Y). Currently
// the T coordinate is inverted so 0 is at the top and 1 at the bottom.
EXPECT_EQ(mat * V4(TARGET + UP), V4(0.5, 0, 1, 1));
EXPECT_EQ(mat * V4(TARGET - UP), V4(0.5, 1, 1, 1));
// Z coordinate controls the falloff; this should increase from 0 at the
// origin to 1 at the target plane (so it basically does the same as W for
// this example)
EXPECT_EQ(projT.z(), 1);
EXPECT_EQ((mat * V4(0.25 * TARGET)).z(), 0.25);
EXPECT_EQ((mat * V4(0.5 * TARGET)).z(), 0.5);
EXPECT_EQ((mat * V4(0.75 * TARGET)).z(), 0.75);
}
TEST_F(RendererTest, TranslatedProjectedLight)
{
// This light points directly downwards as with SimpleProjectedLight, but it
// is not at the origin
const V3 TARGET(0, 0, -8), UP(0, 4, 0), RIGHT(4, 0, 0);
const V3 ORIGIN(128, 64, -80);
Light light = Light::projected(TARGET, RIGHT, UP, ORIGIN);
Matrix4 mat = light.getMatrix();
// The light's own origin should transform to [0, 0, 0, 0]
auto origT = mat * V4(ORIGIN);
EXPECT_EQ(origT, V4(0, 0, 0, 0));
// Target vector is relative (it does not update when the light is moved),
// so we add it to the light origin to get the absolute target point.
auto targetT = mat * V4(ORIGIN + TARGET);
EXPECT_EQ(targetT, V4(0.5, 0.5, 1, 1));
}
TEST_F(RendererTest, RotatedProjectedLight)
{
// Light is at [-16, 0, 0] and is rotated (not targeted) to point towards
// [16, 0, 0], so directly along the positive X axis.
const V3 ORIGIN(-16, 0, 0), TARGET(0, 0, -32), UP(0, 8, 0), RIGHT(8, 0, 0);
Light light = Light::projected(TARGET, RIGHT, UP, ORIGIN);
// Apply the rotation matrix (rotation key is 3x3)
light.entity->setKeyValue("rotation", "0 0 1 0 1 0 -1 0 0");
Matrix4 mat = light.getMatrix();
// Check the origin
EXPECT_EQ(mat * V4(ORIGIN), V4(0, 0, 0, 0));
// World space target should be [16, 0, 0], not [0, 0, -32], due to the
// rotation
EXPECT_EQ(mat * V4(16, 0, 0, 1), V4(0.5, 0.5, 1, 1));
}
namespace
{
std::size_t getEntityCount(RenderSystemPtr& renderSystem)
{
std::size_t count = 0;
renderSystem->foreachEntity([&](const IRenderEntityPtr&)
{
++count;
});
return count;
}
std::size_t getLightCount(RenderSystemPtr& renderSystem)
{
std::size_t count = 0;
renderSystem->foreachLight([&](const RendererLightPtr&)
{
++count;
});
return count;
}
}
// Ensure that any entity in the scene is connected to the rendersystem
TEST_F(RenderSystemTest, EntityRegistration)
{
auto rootNode = GlobalMapModule().getRoot();
auto renderSystem = rootNode->getRenderSystem();
EXPECT_TRUE(renderSystem);
EXPECT_EQ(getEntityCount(renderSystem), 0) << "Rendersystem should be pristine";
auto entity = createByClassName("func_static");
auto entity2 = createByClassName("func_static");
scene::addNodeToContainer(entity, rootNode);
EXPECT_EQ(getEntityCount(renderSystem), 1) << "Rendersystem should contain one entity now";
scene::addNodeToContainer(entity2, rootNode);
EXPECT_EQ(getEntityCount(renderSystem), 2) << "Rendersystem should contain two entities now";
scene::removeNodeFromParent(entity);
EXPECT_EQ(getEntityCount(renderSystem), 1) << "Rendersystem should contain one entity now";
scene::addNodeToContainer(entity, rootNode);
EXPECT_EQ(getEntityCount(renderSystem), 2) << "Rendersystem should contain two entities now";
scene::removeNodeFromParent(entity);
scene::removeNodeFromParent(entity2);
EXPECT_EQ(getEntityCount(renderSystem), 0) << "Rendersystem should be empty again";
}
TEST_F(RenderSystemTest, DuplicateEntityRegistration)
{
auto rootNode = GlobalMapModule().getRoot();
auto renderSystem = rootNode->getRenderSystem();
auto entity = createByClassName("func_static");
scene::addNodeToContainer(entity, rootNode);
EXPECT_EQ(getEntityCount(renderSystem), 1) << "Rendersystem should contain one entity now";
// Manually try to register the same entity twice
EXPECT_THROW(renderSystem->addEntity(entity), std::logic_error);
}
TEST_F(RenderSystemTest, DuplicateEntityDeregistration)
{
auto rootNode = GlobalMapModule().getRoot();
auto renderSystem = rootNode->getRenderSystem();
auto entity = createByClassName("func_static");
renderSystem->addEntity(entity);
EXPECT_EQ(getEntityCount(renderSystem), 1) << "Rendersystem should contain one entity now";
// Manually try to remove the entity
renderSystem->removeEntity(entity);
EXPECT_EQ(getEntityCount(renderSystem), 0) << "Rendersystem should be empty now";
// Same call again should trigger an exception
EXPECT_THROW(renderSystem->removeEntity(entity), std::logic_error);
}
TEST_F(RenderSystemTest, EntityEnumeration)
{
auto rootNode = GlobalMapModule().getRoot();
auto renderSystem = rootNode->getRenderSystem();
auto entity = createByClassName("func_static");
scene::addNodeToContainer(entity, rootNode);
std::vector<IRenderEntityPtr> visitedEntities;
renderSystem->foreachEntity([&](const IRenderEntityPtr& entity)
{
visitedEntities.push_back(entity);
});
EXPECT_EQ(visitedEntities.size(), 1) << "We should've hit one entity";
EXPECT_EQ(visitedEntities.front(), entity) << "We should've hit our known entity";
}
TEST_F(RenderSystemTest, LightRegistration)
{
auto rootNode = GlobalMapModule().getRoot();
auto renderSystem = rootNode->getRenderSystem();
EXPECT_TRUE(renderSystem);
EXPECT_EQ(getEntityCount(renderSystem), 0) << "Rendersystem should be pristine";
EXPECT_EQ(getLightCount(renderSystem), 0) << "Rendersystem should be pristine";
auto light = createByClassName("atdm:light_base");
auto entity = createByClassName("func_static");
scene::addNodeToContainer(entity, rootNode);
EXPECT_EQ(getLightCount(renderSystem), 0) << "Rendersystem should still be empty";
scene::addNodeToContainer(light, rootNode);
EXPECT_EQ(getLightCount(renderSystem), 1) << "Rendersystem should contain one light now";
scene::removeNodeFromParent(entity);
EXPECT_EQ(getLightCount(renderSystem), 1) << "Rendersystem should still contain one light";
scene::removeNodeFromParent(light);
EXPECT_EQ(getLightCount(renderSystem), 0) << "Rendersystem should be empty now";
}
TEST_F(RenderSystemTest, AttachmentIsRegisteredAsLight)
{
auto renderSystem = GlobalMapModule().getRoot()->getRenderSystem();
EXPECT_EQ(getLightCount(renderSystem), 0) << "Rendersystem should be empty at first";
auto light = createByClassName("light");
scene::addNodeToContainer(light, GlobalMapModule().getRoot());
EXPECT_EQ(getLightCount(renderSystem), 1) << "Rendersystem should know of 1 light now";
// Insert a static entity with an attached light to the scene
auto torch = createByClassName("atdm:torch_brazier");
scene::addNodeToContainer(torch, GlobalMapModule().getRoot());
EXPECT_EQ(getLightCount(renderSystem), 2) << "Rendersystem should know of 2 lights now";
// Remove the static entity again
scene::removeNodeFromParent(torch);
EXPECT_EQ(getLightCount(renderSystem), 1) << "Rendersystem should know of 1 light after removing the torch";
}
}