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#include "gtest/gtest.h"
#include "RadiantTest.h"
#include "scenelib.h"
#include "render/MeshVertex.h"
#include "render/CompactWindingVertexBuffer.h"
#include "render/WindingRenderer.h"
#include "render/GeometryStore.h"
#include "testutil/RenderUtils.h"
#include "testutil/TestBufferObjectProvider.h"
#include "testutil/TestObjectRenderer.h"
#include "testutil/TestSyncObjectProvider.h"
#include "algorithm/Entity.h"
namespace test
{
using WindingRendererTest = RadiantTest;
// Local test implementations of renderer interfaces
namespace
{
TestBufferObjectProvider bufferObjectProvider;
TestSyncObjectProvider syncObjectProvider;
TestObjectRenderer testObjectRenderer;
}
constexpr int SmallestWindingSize = 3;
constexpr int LargestWindingSize = 12;
using VertexBuffer = render::CompactWindingVertexBuffer<MeshVertex>;
inline MeshVertex createNthVertexOfWinding(int n, int id, std::size_t size)
{
auto offset = static_cast<double>(n + size * id);
return MeshVertex(
{ offset + 0.0, offset + 0.5, offset + 0.3 },
{ 0, 0, offset + 0.0 },
{ offset + 0.0, -offset + 0.0 }
);
}
inline std::vector<MeshVertex> createWinding(int id, std::size_t size)
{
std::vector<MeshVertex> winding;
for (int i = 0; i < size; ++i)
{
winding.emplace_back(createNthVertexOfWinding(i, id, size));
}
return winding;
}
inline void checkWindingIndices(const VertexBuffer& buffer, VertexBuffer::Slot slot)
{
// Slot must be within range
auto windingSize = buffer.getWindingSize();
auto numWindingsInBuffer = buffer.getVertices().size() / windingSize;
EXPECT_LT(slot, numWindingsInBuffer) << "Slot out of bounds";
// Assume the indices are within bounds
auto indexStart = buffer.getNumIndicesPerWinding() * slot;
EXPECT_LE(indexStart + buffer.getNumIndicesPerWinding(), buffer.getIndices().size());
// Check the indices, they must be referencing vertices in that slot
for (auto i = indexStart; i < indexStart + buffer.getNumIndicesPerWinding(); ++i)
{
auto index = buffer.getIndices().at(i);
EXPECT_GE(index, slot * windingSize) << "Winding index out of lower bounds";
EXPECT_LT(index, (slot + 1) * windingSize) << "Winding index out of upper bounds";
}
}
inline void checkWindingDataInSlot(const VertexBuffer& buffer, VertexBuffer::Slot slot, int expectedId)
{
// Slot must be within range
auto windingSize = buffer.getWindingSize();
auto numWindingsInBuffer = buffer.getVertices().size() / windingSize;
EXPECT_LT(slot, numWindingsInBuffer) << "Slot out of bounds";
for (auto i = 0; i < windingSize; ++i)
{
auto position = slot * windingSize + i;
auto expectedVertex = createNthVertexOfWinding(i, expectedId, windingSize);
auto vertex = buffer.getVertices().at(position);
EXPECT_TRUE(math::isNear(vertex.vertex, expectedVertex.vertex, 0.01)) << "Vertex data mismatch";
EXPECT_TRUE(math::isNear(vertex.texcoord, expectedVertex.texcoord, 0.01)) << "Texcoord data mismatch";
EXPECT_TRUE(math::isNear(vertex.normal, expectedVertex.normal, 0.01)) << "Texcoord data mismatch";
}
}
TEST(CompactWindingVertexBuffer, NumIndicesPerWinding)
{
for (auto i = 0; i < 10; ++i)
{
VertexBuffer buffer(i);
EXPECT_EQ(buffer.getWindingSize(), i);
EXPECT_EQ(buffer.getNumIndicesPerWinding(), 3 * (buffer.getWindingSize() - 2));
}
}
TEST(CompactWindingVertexBuffer, AddSingleWinding)
{
for (auto size = SmallestWindingSize; size < LargestWindingSize; ++size)
{
VertexBuffer buffer(size);
auto winding1 = createWinding(1, size);
auto slot = buffer.pushWinding(winding1);
EXPECT_EQ(slot, 0) << "Wrong slot assignment";
EXPECT_EQ(buffer.getVertices().size(), size);
EXPECT_EQ(buffer.getIndices().size(), buffer.getNumIndicesPerWinding());
// Assume that the indices have been correctly calculated
checkWindingIndices(buffer, slot);
checkWindingDataInSlot(buffer, slot, 1); // ID is the same as in createWinding
}
}
TEST(CompactWindingVertexBuffer, AddMultipleWindings)
{
for (auto size = SmallestWindingSize; size < LargestWindingSize; ++size)
{
VertexBuffer buffer(size);
// Add 10 windings to the buffer
for (auto n = 1; n <= 10; ++n)
{
auto winding1 = createWinding(n, size);
auto slot = buffer.pushWinding(winding1);
EXPECT_EQ(slot, n-1) << "Unexpected slot assignment";
EXPECT_EQ(buffer.getVertices().size(), n * size);
EXPECT_EQ(buffer.getIndices().size(), n * buffer.getNumIndicesPerWinding());
// Assume that the indices have been correctly calculated
checkWindingIndices(buffer, slot);
checkWindingDataInSlot(buffer, slot, n); // ID is the same as in createWinding
}
}
}
TEST(CompactWindingVertexBuffer, RemoveOneWinding)
{
for (auto size = SmallestWindingSize; size < LargestWindingSize; ++size)
{
// We will work with a buffer containing 13 windings,
// the test will remove a single winding from every possible position
constexpr auto NumWindings = 13;
for (int slotToRemove = 0; slotToRemove < NumWindings; ++slotToRemove)
{
VertexBuffer buffer(size);
// Add the desired number of windings to the buffer
for (auto n = 1; n <= NumWindings; ++n)
{
buffer.pushWinding(createWinding(n, size));
}
// Remove a winding from the slot, this should move all
// windings in greater slot numbers towards the left
buffer.removeWinding(slotToRemove);
// Check the resized vectors
EXPECT_EQ(buffer.getVertices().size(), (NumWindings - 1) * buffer.getWindingSize()) << "Vertex array not resized";
EXPECT_EQ(buffer.getIndices().size(), (NumWindings - 1) * buffer.getNumIndicesPerWinding()) << "Index array not resized";
// All winding indices must still be correct
auto remainingSlots = NumWindings - 1;
for (auto slot = 0; slot < remainingSlots; ++slot)
{
checkWindingIndices(buffer, slot);
// We expect the winding vertex data to be unchanged if the slot has not been touched
auto id = slot + 1;
checkWindingDataInSlot(buffer, slot, slot < slotToRemove ? id : id + 1);
}
}
}
}
TEST(CompactWindingVertexBuffer, RemoveNonExistentSlot)
{
VertexBuffer buffer(4);
// Add a few windings to the buffer
for (auto n = 1; n <= 20; ++n)
{
auto winding1 = createWinding(n, 4);
buffer.pushWinding(winding1);
}
// Pass a non-existent slot number to removeWinding(), it should throw
auto numSlots = static_cast<VertexBuffer::Slot>(buffer.getVertices().size() / buffer.getWindingSize());
EXPECT_THROW(buffer.removeWinding(numSlots), std::logic_error);
EXPECT_THROW(buffer.removeWinding(numSlots + 1), std::logic_error);
EXPECT_THROW(buffer.removeWinding(numSlots + 200), std::logic_error);
}
TEST(CompactWindingVertexBuffer, ReplaceWinding)
{
for (auto size = SmallestWindingSize; size < LargestWindingSize; ++size)
{
// We will work with a buffer containing 13 windings,
// the test will replace a single winding from every possible position
constexpr auto NumWindings = 13;
constexpr auto IdForReplacement = NumWindings * 2;
for (int slotToReplace = 0; slotToReplace < NumWindings; ++slotToReplace)
{
VertexBuffer buffer(size);
// Add the desired number of windings to the buffer
for (auto n = 1; n <= NumWindings; ++n)
{
buffer.pushWinding(createWinding(n, size));
}
auto replacementWinding = createWinding(IdForReplacement, size);
// Replace a winding in the desired slot
buffer.replaceWinding(slotToReplace, replacementWinding);
// Check the unchanged vector sizes
EXPECT_EQ(buffer.getVertices().size(), NumWindings * buffer.getWindingSize()) << "Vertex array should remain unchanged";
EXPECT_EQ(buffer.getIndices().size(), NumWindings * buffer.getNumIndicesPerWinding()) << "Index array should remain unchanged";
// Check the slot data
for (auto n = 1; n <= NumWindings; ++n)
{
auto slot = n - 1;
checkWindingDataInSlot(buffer, slot, slot == slotToReplace ? IdForReplacement : n);
}
}
}
}
TEST(CompactWindingVertexBuffer, RemoveMultipleWindings)
{
for (auto size = SmallestWindingSize; size < LargestWindingSize; ++size)
{
// We will work with a buffer containing N windings,
// the test will remove 1 to N windings from every possible position (2^N - 1)
constexpr auto NumWindings = 9;
for (int combination = 1; combination <= (1 << NumWindings) - 1; ++combination)
{
VertexBuffer buffer(size);
// Add the desired number of windings to the buffer
for (auto n = 1; n <= NumWindings; ++n)
{
buffer.pushWinding(createWinding(n, size));
}
std::vector<VertexBuffer::Slot> slotsToRemove;
// Translate the bit combination to a set of slots to remove
for (int pos = 0; pos < NumWindings; ++pos)
{
if (combination & (1 << pos))
{
slotsToRemove.push_back(pos);
}
}
buffer.removeWindings(slotsToRemove);
// The buffer should be smaller now
auto remainingWindings = NumWindings - slotsToRemove.size();
EXPECT_EQ(buffer.getVertices().size(), remainingWindings * buffer.getWindingSize()) <<
"Winding vertex array has the wrong size after removal";
EXPECT_EQ(buffer.getIndices().size(), remainingWindings * buffer.getNumIndicesPerWinding()) <<
"Winding index array has the wrong size after removal";
// Check the winding data, the ones we removed should be missing now
for (int i = 0, slot = 0; i < NumWindings; ++i)
{
if (std::find(slotsToRemove.begin(), slotsToRemove.end(), i) != slotsToRemove.end())
{
continue; // this id got removed, skip it
}
checkWindingIndices(buffer, slot);
checkWindingDataInSlot(buffer, slot, i + 1);
++slot;
}
}
}
}
TEST(CompactWindingVertexBuffer, TriangleIndexerSize3) // Winding size == 3
{
render::CompactWindingVertexBuffer<MeshVertex, render::WindingIndexer_Triangles> buffer(3);
EXPECT_EQ(buffer.getNumIndicesPerWinding(), 3);
// Generate winding indices and check the result
std::vector<unsigned int> indices;
render::WindingIndexer_Triangles::GenerateAndAssignIndices(std::back_inserter(indices), buffer.getWindingSize(), 80);
EXPECT_EQ(indices.size(), buffer.getNumIndicesPerWinding()) << "Wrong number of indices generated";
EXPECT_EQ(indices[0], 80) << "Index 0 mismatch";
EXPECT_EQ(indices[1], 81) << "Index 1 mismatch";
EXPECT_EQ(indices[2], 82) << "Index 2 mismatch";
}
TEST(CompactWindingVertexBuffer, TriangleIndexerSize4) // Winding size == 4
{
render::CompactWindingVertexBuffer<MeshVertex, render::WindingIndexer_Triangles> buffer(4);
EXPECT_EQ(buffer.getNumIndicesPerWinding(), 6);
// Generate winding indices and check the result
std::vector<unsigned int> indices;
render::WindingIndexer_Triangles::GenerateAndAssignIndices(std::back_inserter(indices), buffer.getWindingSize(), 80);
EXPECT_EQ(indices.size(), buffer.getNumIndicesPerWinding()) << "Wrong number of indices generated";
EXPECT_EQ(indices[0], 80) << "Index 0 mismatch";
EXPECT_EQ(indices[1], 82) << "Index 1 mismatch";
EXPECT_EQ(indices[2], 83) << "Index 2 mismatch";
EXPECT_EQ(indices[3], 80) << "Index 3 mismatch";
EXPECT_EQ(indices[4], 81) << "Index 4 mismatch";
EXPECT_EQ(indices[5], 82) << "Index 5 mismatch";
}
TEST(CompactWindingVertexBuffer, TriangleIndexerSize5) // Winding size == 5
{
render::CompactWindingVertexBuffer<MeshVertex, render::WindingIndexer_Triangles> buffer(5);
EXPECT_EQ(buffer.getNumIndicesPerWinding(), 9);
// Generate winding indices and check the result
std::vector<unsigned int> indices;
render::WindingIndexer_Triangles::GenerateAndAssignIndices(std::back_inserter(indices), buffer.getWindingSize(), 80);
EXPECT_EQ(indices.size(), buffer.getNumIndicesPerWinding()) << "Wrong number of indices generated";
EXPECT_EQ(indices[0], 80) << "Index 0 mismatch";
EXPECT_EQ(indices[1], 83) << "Index 1 mismatch";
EXPECT_EQ(indices[2], 84) << "Index 2 mismatch";
EXPECT_EQ(indices[3], 80) << "Index 3 mismatch";
EXPECT_EQ(indices[4], 82) << "Index 4 mismatch";
EXPECT_EQ(indices[5], 83) << "Index 5 mismatch";
EXPECT_EQ(indices[6], 80) << "Index 6 mismatch";
EXPECT_EQ(indices[7], 81) << "Index 7 mismatch";
EXPECT_EQ(indices[8], 82) << "Index 8 mismatch";
}
TEST(CompactWindingVertexBuffer, LineIndexerSize3) // Winding size == 3
{
render::CompactWindingVertexBuffer<MeshVertex, render::WindingIndexer_Lines> buffer(3);
EXPECT_EQ(buffer.getNumIndicesPerWinding(), 6);
// Generate winding indices and check the result
std::vector<unsigned int> indices;
render::WindingIndexer_Lines::GenerateAndAssignIndices(std::back_inserter(indices), buffer.getWindingSize(), 80);
EXPECT_EQ(indices.size(), buffer.getNumIndicesPerWinding()) << "Wrong number of indices generated";
EXPECT_EQ(indices[0], 80) << "Index 0 mismatch";
EXPECT_EQ(indices[1], 81) << "Index 1 mismatch";
EXPECT_EQ(indices[2], 81) << "Index 2 mismatch";
EXPECT_EQ(indices[3], 82) << "Index 3 mismatch";
EXPECT_EQ(indices[4], 82) << "Index 4 mismatch";
EXPECT_EQ(indices[5], 80) << "Index 5 mismatch";
}
TEST(CompactWindingVertexBuffer, LineIndexerSize4) // Winding size == 4
{
render::CompactWindingVertexBuffer<MeshVertex, render::WindingIndexer_Lines> buffer(4);
EXPECT_EQ(buffer.getNumIndicesPerWinding(), 8);
// Generate winding indices and check the result
std::vector<unsigned int> indices;
render::WindingIndexer_Lines::GenerateAndAssignIndices(std::back_inserter(indices), buffer.getWindingSize(), 80);
EXPECT_EQ(indices.size(), buffer.getNumIndicesPerWinding()) << "Wrong number of indices generated";
EXPECT_EQ(indices[0], 80) << "Index 0 mismatch";
EXPECT_EQ(indices[1], 81) << "Index 1 mismatch";
EXPECT_EQ(indices[2], 81) << "Index 2 mismatch";
EXPECT_EQ(indices[3], 82) << "Index 3 mismatch";
EXPECT_EQ(indices[4], 82) << "Index 4 mismatch";
EXPECT_EQ(indices[5], 83) << "Index 5 mismatch";
EXPECT_EQ(indices[6], 83) << "Index 6 mismatch";
EXPECT_EQ(indices[7], 80) << "Index 7 mismatch";
}
TEST(CompactWindingVertexBuffer, LineIndexerSize5) // Winding size == 5
{
render::CompactWindingVertexBuffer<MeshVertex, render::WindingIndexer_Lines> buffer(5);
EXPECT_EQ(buffer.getNumIndicesPerWinding(), 10);
// Generate winding indices and check the result
std::vector<unsigned int> indices;
render::WindingIndexer_Lines::GenerateAndAssignIndices(std::back_inserter(indices), buffer.getWindingSize(), 80);
EXPECT_EQ(indices.size(), buffer.getNumIndicesPerWinding()) << "Wrong number of indices generated";
EXPECT_EQ(indices[0], 80) << "Index 0 mismatch";
EXPECT_EQ(indices[1], 81) << "Index 1 mismatch";
EXPECT_EQ(indices[2], 81) << "Index 2 mismatch";
EXPECT_EQ(indices[3], 82) << "Index 3 mismatch";
EXPECT_EQ(indices[4], 82) << "Index 4 mismatch";
EXPECT_EQ(indices[5], 83) << "Index 5 mismatch";
EXPECT_EQ(indices[6], 83) << "Index 6 mismatch";
EXPECT_EQ(indices[7], 84) << "Index 7 mismatch";
EXPECT_EQ(indices[8], 84) << "Index 8 mismatch";
EXPECT_EQ(indices[9], 80) << "Index 9 mismatch";
}
TEST(CompactWindingVertexBuffer, PolygonIndexerSize5) // Winding size == 5
{
render::CompactWindingVertexBuffer<MeshVertex, render::WindingIndexer_Polygon> buffer(5);
EXPECT_EQ(buffer.getNumIndicesPerWinding(), 5);
// Generate winding indices and check the result
std::vector<unsigned int> indices;
render::WindingIndexer_Polygon::GenerateAndAssignIndices(std::back_inserter(indices), buffer.getWindingSize(), 80);
EXPECT_EQ(indices.size(), buffer.getNumIndicesPerWinding()) << "Wrong number of indices generated";
EXPECT_EQ(indices[0], 80) << "Index 0 mismatch";
EXPECT_EQ(indices[1], 81) << "Index 1 mismatch";
EXPECT_EQ(indices[2], 82) << "Index 2 mismatch";
EXPECT_EQ(indices[3], 83) << "Index 3 mismatch";
EXPECT_EQ(indices[4], 84) << "Index 4 mismatch";
}
inline std::size_t getNumEntitySurfaces(IRenderEntity* entity)
{
std::size_t count = 0;
entity->foreachRenderable([&](const render::IRenderableObject::Ptr& object, Shader* shader)
{
++count;
});
return count;
}
inline render::IRenderableObject::Ptr getNthEntitySurface(IRenderEntity* entity, std::size_t index)
{
std::size_t count = 0;
render::IRenderableObject::Ptr foundObject;
entity->foreachRenderable([&](const render::IRenderableObject::Ptr& object, Shader* _)
{
if (count++ == index)
{
foundObject = object;
}
});
return foundObject;
}
TEST_F(WindingRendererTest, EntitySurfaceCreation)
{
render::GeometryStore geometryStore(syncObjectProvider, bufferObjectProvider);
auto shader = GlobalRenderSystem().capture("textures/common/caulk");
auto entity = algorithm::createEntityByClassName("func_static");
scene::addNodeToContainer(entity, GlobalMapModule().getRoot());
// Create a new triangle WindingRenderer
render::WindingRenderer<render::WindingIndexer_Triangles> renderer(geometryStore, testObjectRenderer, shader.get());
// Test windings of various sizes
std::vector<render::RenderVertex> winding4 = generateVertices(1, 4);
std::vector<render::RenderVertex> winding3 = generateVertices(1, 3);
EXPECT_EQ(getNumEntitySurfaces(entity.get()), 0) << "Entity should start with no surfaces";
auto winding4Slot = renderer.addWinding(winding4, entity.get());
EXPECT_EQ(getNumEntitySurfaces(entity.get()), 1) << "Entity should have 1 surface now";
auto winding3Slot = renderer.addWinding(winding3, entity.get());
EXPECT_EQ(getNumEntitySurfaces(entity.get()), 2) << "Entity should have 2 surfaces now";
renderer.removeWinding(winding4Slot);
EXPECT_EQ(getNumEntitySurfaces(entity.get()), 1) << "Entity should have 1 surface now";
renderer.removeWinding(winding3Slot);
EXPECT_EQ(getNumEntitySurfaces(entity.get()), 0) << "Entity should be empty again";
}
TEST_F(WindingRendererTest, EntitySurfacesRemovedInDestructor)
{
render::GeometryStore geometryStore(syncObjectProvider, bufferObjectProvider);
auto shader = GlobalRenderSystem().capture("textures/common/caulk");
auto entity = algorithm::createEntityByClassName("func_static");
scene::addNodeToContainer(entity, GlobalMapModule().getRoot());
// Create a new triangle WindingRenderer
auto renderer = std::make_unique<render::WindingRenderer<render::WindingIndexer_Triangles>>(geometryStore, testObjectRenderer, shader.get());
// Test windings of various sizes
std::vector<render::RenderVertex> winding4 = generateVertices(1, 4);
std::vector<render::RenderVertex> winding3 = generateVertices(1, 3);
renderer->addWinding(winding4, entity.get());
renderer->addWinding(winding3, entity.get());
EXPECT_EQ(getNumEntitySurfaces(entity.get()), 2) << "Entity should have 2 surfaces now";
// All entity surfaces should be removed in the WindingRenderer's destructor
renderer.reset();
EXPECT_EQ(getNumEntitySurfaces(entity.get()), 0) << "Entity should be empty again";
}
// Checks that the given vertex slot contains the given set of vertices
void verifyVertexSlot(render::IGeometryStore& store, render::IGeometryStore::Slot slot,
const std::vector<render::RenderVertex>& vertices)
{
auto renderParms = store.getBufferAddresses(slot);
auto expectedVertex = vertices.begin();
for (auto vertex = renderParms.clientBufferStart + renderParms.firstVertex;
expectedVertex != vertices.end();
++vertex, ++expectedVertex)
{
EXPECT_TRUE(math::isNear(vertex->vertex, expectedVertex->vertex, 0.01)) << "Vertex data mismatch";
EXPECT_TRUE(math::isNear(vertex->texcoord, expectedVertex->texcoord, 0.01)) << "Texcoord data mismatch";
EXPECT_TRUE(math::isNear(vertex->normal, expectedVertex->normal, 0.01)) << "Normal data mismatch";
}
}
// #5963: Entity surface IndexRemap slots not updated after moving the CompactWindingVertexBuffer to a different vertex geometry slot
TEST_F(WindingRendererTest, IndexRemapsUpdatedAfterReallocation)
{
render::GeometryStore geometryStore(syncObjectProvider, bufferObjectProvider);
auto shader = GlobalRenderSystem().capture("textures/common/caulk");
auto entity = algorithm::createEntityByClassName("func_static");
auto entity2 = algorithm::createEntityByClassName("func_static");
scene::addNodeToContainer(entity, GlobalMapModule().getRoot());
scene::addNodeToContainer(entity2, GlobalMapModule().getRoot());
// Create a new triangle WindingRenderer
auto renderer = std::make_unique<render::WindingRenderer<render::WindingIndexer_Triangles>>(geometryStore, testObjectRenderer, shader.get());
// Generate a couple of windings
std::vector<render::RenderVertex> entity1Windings;
for (int i = 0; i < 3; ++i)
{
std::vector<render::RenderVertex> winding4 = generateVertices(i, 4);
renderer->addWinding(winding4, entity.get());
std::copy(winding4.begin(), winding4.end(), std::back_inserter(entity1Windings));
}
// Make sure the windings are stored in the geometry store
renderer->prepareForRendering();
// Acquire a few unrelated blocks in the geometry store to simulate other objects allocating memory
geometryStore.allocateSlot(15, 24);
geometryStore.allocateSlot(50, 60);
geometryStore.allocateSlot(5, 12);
geometryStore.allocateSlot(100, 150);
EXPECT_EQ(getNumEntitySurfaces(entity.get()), 1) << "Entity should have 1 surface now";
auto surfaceEntity1 = getNthEntitySurface(entity.get(), 0);
EXPECT_TRUE(surfaceEntity1) << "Entity Surface not found";
// Verify the winding geometry in the given slot
verifyVertexSlot(geometryStore, surfaceEntity1->getStorageLocation(), entity1Windings);
// Remember the offset of the first vertex
auto firstVertexOffsetBeforeMove = geometryStore.getBufferAddresses(surfaceEntity1->getStorageLocation()).firstVertex;
// Now add a few more windings for the second entity, this should invalidate all
// the entity surfaces of the renderer (it failed to do so before #5963).
// The WindingRenderer will have to reallocate its geometry slot, so the vertices
// will be located at a different memory location. Since we added unrelated blocks, we force the
// larger allocation to be moved to the end of the geometry store
std::vector<render::RenderVertex> entity2Windings;
for (int i = 0; i < 5; ++i)
{
std::vector<render::RenderVertex> winding4 = generateVertices(i + 10, 4);
renderer->addWinding(winding4, entity2.get());
std::copy(winding4.begin(), winding4.end(), std::back_inserter(entity2Windings));
}
// Force another geometry store update
renderer->prepareForRendering();
// Get the surface again
surfaceEntity1 = getNthEntitySurface(entity.get(), 0);
auto surfaceEntity2 = getNthEntitySurface(entity2.get(), 0);
// Now check the connection of the IndexRemap slots of entity 1's surface,
// it should be correctly referring to the moved vertex slot
verifyVertexSlot(geometryStore, surfaceEntity1->getStorageLocation(), entity1Windings);
// The first vertex' offset of entity 1's surface ought to be different now
auto firstVertexOffsetAfterMove = geometryStore.getBufferAddresses(surfaceEntity1->getStorageLocation()).firstVertex;
EXPECT_NE(firstVertexOffsetAfterMove, firstVertexOffsetBeforeMove) << "First vertex offset didn't change, this is very suspicious";
// Compare the vertex offset of entity1's surface to that of entity2, they should match
auto entity2VertexOffset = geometryStore.getBufferAddresses(surfaceEntity2->getStorageLocation()).firstVertex;
EXPECT_EQ(entity2VertexOffset, firstVertexOffsetAfterMove) << "First vertex offset of both entities should match";
}
}
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