1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158
|
// Copyright (C) 2019 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
#include <QTest>
#include <QSignalSpy>
#include <QtQuick3D/private/qquick3dpointlight_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrenderlight_p.h>
#include <QtQuick3D/private/qquick3dobject_p.h>
#include <QtQuick3DUtils/private/qssgutils_p.h>
class tst_QQuick3DPointLight : public QObject
{
Q_OBJECT
// Work-around to get access to updateSpatialNode
class Light : public QQuick3DPointLight
{
public:
using QQuick3DPointLight::updateSpatialNode;
};
private slots:
void testProperties();
void testScope();
};
void tst_QQuick3DPointLight::testProperties()
{
Light light;
auto node = static_cast<QSSGRenderLight *>(light.updateSpatialNode(nullptr));
const auto originalNode = node; // for comparisons later...
QVERIFY(node);
// lightType
QCOMPARE(QSSGRenderLight::Type::PointLight, node->type);
const float brightness = 0.5f;
light.setBrightness(brightness);
node = static_cast<QSSGRenderLight *>(light.updateSpatialNode(node));
QCOMPARE(originalNode, node);
QCOMPARE(brightness, node->m_brightness);
QCOMPARE(light.brightness(), node->m_brightness);
const float constantFade = 0.4f;
light.setConstantFade(constantFade);
node = static_cast<QSSGRenderLight *>(light.updateSpatialNode(node));
QCOMPARE(constantFade, node->m_constantFade);
QCOMPARE(light.constantFade(), node->m_constantFade);
const float linearFade = 0.4f;
light.setLinearFade(linearFade);
node = static_cast<QSSGRenderLight *>(light.updateSpatialNode(node));
QCOMPARE(linearFade, node->m_linearFade);
QCOMPARE(light.linearFade(), node->m_linearFade);
const float quadraticFade = 0.4f;
light.setQuadraticFade(quadraticFade);
node = static_cast<QSSGRenderLight *>(light.updateSpatialNode(node));
QCOMPARE(quadraticFade, node->m_quadraticFade);
QCOMPARE(light.quadraticFade(), node->m_quadraticFade);
const float shadowBias = 0.5f;
light.setShadowBias(shadowBias);
node = static_cast<QSSGRenderLight *>(light.updateSpatialNode(node));
QCOMPARE(shadowBias, node->m_shadowBias);
QCOMPARE(light.shadowBias(), node->m_shadowBias);
const float shadowFactor = 4.0f;
light.setShadowFactor(shadowFactor);
node = static_cast<QSSGRenderLight *>(light.updateSpatialNode(node));
QCOMPARE(shadowFactor, node->m_shadowFactor);
QCOMPARE(light.shadowFactor(), node->m_shadowFactor);
const float shadowMapFar = 2000.0f;
light.setShadowMapFar(shadowMapFar);
node = static_cast<QSSGRenderLight *>(light.updateSpatialNode(node));
QCOMPARE(shadowMapFar, node->m_shadowMapFar);
QCOMPARE(light.shadowMapFar(), node->m_shadowMapFar);
const float shadowFilter = 20.0f;
light.setShadowFilter(shadowFilter);
node = static_cast<QSSGRenderLight *>(light.updateSpatialNode(node));
QCOMPARE(shadowFilter, node->m_shadowFilter);
QCOMPARE(light.shadowFilter(), node->m_shadowFilter);
const QQuick3DAbstractLight::QSSGShadowMapQuality qualities[] = {
QQuick3DAbstractLight::QSSGShadowMapQuality::ShadowMapQualityLow,
QQuick3DAbstractLight::QSSGShadowMapQuality::ShadowMapQualityMedium,
QQuick3DAbstractLight::QSSGShadowMapQuality::ShadowMapQualityHigh,
QQuick3DAbstractLight::QSSGShadowMapQuality::ShadowMapQualityVeryHigh,
QQuick3DAbstractLight::QSSGShadowMapQuality::ShadowMapQualityUltra
};
const unsigned int mappedResolutions[] = {256, 512, 1024, 2048, 4096};
for (int i = 0; i < 5; ++i) {
const auto shadowMapQuality = qualities[i];
const auto mappedResolution = mappedResolutions[i];
light.setShadowMapQuality(shadowMapQuality);
node = static_cast<QSSGRenderLight *>(light.updateSpatialNode(node));
QCOMPARE(mappedResolution, node->m_shadowMapRes);
QCOMPARE(light.shadowMapQuality(), shadowMapQuality);
}
const QQuick3DAbstractLight::QSSGSoftShadowQuality ssq = QQuick3DAbstractLight::QSSGSoftShadowQuality::PCF16;
light.setSoftShadowQuality(ssq);
node = static_cast<QSSGRenderLight *>(light.updateSpatialNode(node));
QCOMPARE(light.softShadowQuality(), ssq);
const float pcfFactor = 5.0f;
light.setPcfFactor(pcfFactor);
node = static_cast<QSSGRenderLight *>(light.updateSpatialNode(node));
QCOMPARE(light.pcfFactor(), pcfFactor);
light.setCastsShadow(true);
node = static_cast<QSSGRenderLight *>(light.updateSpatialNode(node));
QVERIFY(node->m_castShadow);
light.setCastsShadow(false);
node = static_cast<QSSGRenderLight *>(light.updateSpatialNode(node));
QVERIFY(!node->m_castShadow);
QVERIFY(!node->m_use32BitShadowmap);
light.setUse32BitShadowmap(true);
node = static_cast<QSSGRenderLight *>(light.updateSpatialNode(node));
QVERIFY(node->m_use32BitShadowmap);
QColor color1("#12345678");
QVector3D color1Vec3 = QSSGUtils::color::sRGBToLinear(color1).toVector3D();
QColor color2("#cccccccc");
QVector3D color2Vec3 = QSSGUtils::color::sRGBToLinear(color2).toVector3D();
light.setColor(color1);
light.setAmbientColor(color2);
node = static_cast<QSSGRenderLight *>(light.updateSpatialNode(node));
QCOMPARE(originalNode, node);
QCOMPARE(color1, light.color());
QCOMPARE(color2, light.ambientColor());
// Note: none of these colors contain alpha
QCOMPARE(color1Vec3, node->m_diffuseColor);
QCOMPARE(color1Vec3, node->m_specularColor);
QCOMPARE(color2Vec3, node->m_ambientColor);
}
void tst_QQuick3DPointLight::testScope()
{
Light light;
auto node = static_cast<QSSGRenderLight *>(light.updateSpatialNode(nullptr));
QVERIFY(node);
QQuick3DNode nodeItem;
QVERIFY(!light.scope());
light.setScope(&nodeItem);
QVERIFY(light.scope());
node = static_cast<QSSGRenderLight *>(light.updateSpatialNode(node));
auto scope = static_cast<QSSGRenderNode*>(QQuick3DObjectPrivate::get(light.scope())->spatialNode);
QCOMPARE(scope, node->m_scope);
}
QTEST_APPLESS_MAIN(tst_QQuick3DPointLight)
#include "tst_qquick3dpointlight.moc"
|