paysages3d/src/tests/OpenGLTerrainChunk_Test.cpp
2016-07-23 22:58:32 +02:00

75 lines
2.8 KiB
C++

#include "OpenGLTerrainChunk.h"
#include "BaseTestCase.h"
#include "NoiseNode.h"
#include "OpenGLRenderer.h"
#include "OpenGLVertexArray.h"
#include "Scenery.h"
#include "TerrainDefinition.h"
#include "TestToolNoise.h"
#include "Vector3.h"
static void checkVertex(const OpenGLVertexArray *array, int index, const Vector3 &expected_location, double expected_u,
double expected_v) {
Vector3 location;
double u, v;
array->get(index, &location, &u, &v);
EXPECT_VECTOR3_COORDS(location, expected_location.x, expected_location.y, expected_location.z);
EXPECT_DOUBLE_EQ(expected_u, u);
EXPECT_DOUBLE_EQ(expected_v, v);
}
TEST(OpenGLTerrainChunk, setFirstStepVertices) {
Scenery scenery;
scenery.getTerrain()->propHeightNoise()->forceSetGenerator(new ConstantFractalNoise(0.0));
OpenGLRenderer renderer(&scenery);
OpenGLTerrainChunk chunk(&renderer, 0.0, 0.0, 1.0, 1);
ASSERT_EQ(0, chunk.getVerticesLevel());
chunk.setFirstStepVertices();
EXPECT_EQ(1, chunk.getVerticesLevel());
ASSERT_EQ(6, chunk.getVertices()->getVertexCount());
const OpenGLVertexArray *array = chunk.getVertices();
checkVertex(array, 0, Vector3(0.0, 0.0, 0.0), 0.0, 0.0);
checkVertex(array, 1, Vector3(0.0, 0.0, 1.0), 0.0, 1.0);
checkVertex(array, 2, Vector3(1.0, 0.0, 0.0), 1.0, 0.0);
checkVertex(array, 3, Vector3(1.0, 0.0, 1.0), 1.0, 1.0);
checkVertex(array, 4, Vector3(1.0, 0.0, 0.0), 1.0, 0.0);
checkVertex(array, 5, Vector3(0.0, 0.0, 1.0), 0.0, 1.0);
}
TEST(OpenGLTerrainChunk, augmentVertices) {
Scenery scenery;
scenery.getTerrain()->propHeightNoise()->forceSetGenerator(new ConstantFractalNoise(0.0));
OpenGLRenderer renderer(&scenery);
OpenGLTerrainChunk chunk(&renderer, 0.0, 0.0, 1.0, 1);
ASSERT_EQ(0, chunk.getVerticesLevel());
chunk.setFirstStepVertices();
ASSERT_EQ(1, chunk.getVerticesLevel());
chunk.augmentVertices();
ASSERT_EQ(2, chunk.getVerticesLevel());
EXPECT_EQ(24, chunk.getVertices()->getVertexCount());
const OpenGLVertexArray *array = chunk.getVertices();
checkVertex(array, 0, Vector3(0.0, 0.0, 0.0), 0.0, 0.0);
checkVertex(array, 1, Vector3(0.0, 0.0, 0.5), 0.0, 0.5);
checkVertex(array, 2, Vector3(0.5, 0.0, 0.0), 0.5, 0.0);
checkVertex(array, 3, Vector3(0.5, 0.0, 0.5), 0.5, 0.5);
checkVertex(array, 4, Vector3(0.5, 0.0, 0.0), 0.5, 0.0);
checkVertex(array, 5, Vector3(0.0, 0.0, 0.5), 0.0, 0.5);
checkVertex(array, 6, Vector3(0.5, 0.0, 0.0), 0.5, 0.0);
checkVertex(array, 7, Vector3(0.5, 0.0, 0.5), 0.5, 0.5);
checkVertex(array, 8, Vector3(1.0, 0.0, 0.0), 1.0, 0.0);
checkVertex(array, 9, Vector3(1.0, 0.0, 0.5), 1.0, 0.5);
checkVertex(array, 10, Vector3(1.0, 0.0, 0.0), 1.0, 0.0);
checkVertex(array, 11, Vector3(0.5, 0.0, 0.5), 0.5, 0.5);
}