// // Created by Wouter Groeneveld on 08/07/20. // #include #include #include #include #include #include #include class MatrixFxSuite : public ::testing::Test { protected: virtual void TearDown() { } virtual void SetUp() { } }; INLINE float rnd2(float val) { return (float) ((std::floor(val * 10) + .5) / 10); } void assertMatrix(MatrixFx expected, MatrixFx actual, std::string matrixName) { for(int i = 0; i < MATRIX_DIMENSION; i++) { auto expect = expected.mAt(i); auto act = actual.mAt(i); // WHY check the rounded floats instead of fixed numbers? conversion issues. -256 and -257 should be 'equal' float expectFl = rnd2(fx2float(expect)); float actFl = rnd2(fx2float(act)); ASSERT_EQ(expectFl, actFl) << matrixName << "[" << i << "] does not match: (exp, act) " << expect << ", " << act << " - floats: " << expectFl << ", " << actFl; } } TEST_F(MatrixFxSuite, RotationMatriches) { auto result = MatrixFx::rotationZ(0); auto expectedIdMatrix = MatrixFx(float2fx(1.0), 0, 0, 0, 0, float2fx(1.0), 0, 0, 0, 0, float2fx(1.0), 0, 0, 0, 0, float2fx(1.0)); assertMatrix(expectedIdMatrix, result, "rotz"); } TEST_F(MatrixFxSuite, RotationYawPitchRoll) { auto expectedIdMatrix = MatrixFx(float2fx(1.0), 0, 0, 0, 0, float2fx(1.0), 0, 0, 0, 0, float2fx(1.0), 0, 0, 0, 0, float2fx(1.0)); auto rotYwaPitchRoll = MatrixFx::rotationYawPitchRoll(0, 0, 0); assertMatrix(expectedIdMatrix, rotYwaPitchRoll, "rotywa"); } TEST_F(MatrixFxSuite, MeshToTransformMatrix_IntegrationTest) { // source: Mesh cube; cube.add(VectorFx(-1, 1, 1)); cube.add(VectorFx(1, 1, 1)); cube.add(VectorFx(-1, -1, 1)); cube.add(VectorFx(-1, -1, -1)); cube.add(VectorFx(-1, 1, -1)); cube.add(VectorFx(1, 1, -1)); cube.add(VectorFx(1, -1, 1)); cube.add(VectorFx(-1, -1, -1)); auto currentCamera = Camera(VectorFx::fromInt(0, 0, 10), VectorFx::fromInt(0, 0, 0)); auto viewMatrix = MatrixFx::lookAtLH(currentCamera.getPosition(), currentCamera.getTarget(), VectorFx::up()); auto projectionMatrix = MatrixFx::perspectiveFovLH(float2fx(0.78), fxdiv(GBA_SCREEN_WIDTH_FX, GBA_SCREEN_HEIGHT_FX), float2fx(0.01), ONE); auto expectedProjectionMatrix = MatrixFx(float2fx(1.64f), 0, 0, 0, 0, float2fx(2.55f), 0, 0, 0, 0, float2fx(1.05), float2fx(1.05), 0, 0, float2fx(-0.05), 0); assertMatrix(expectedProjectionMatrix, projectionMatrix, "project"); auto expectedIdMatrix = MatrixFx(float2fx(1.0), 0, 0, 0, 0, float2fx(1.0), 0, 0, 0, 0, float2fx(1.0), 0, 0, 0, 0, float2fx(1.0)); auto rotYwaPitchRoll = MatrixFx::rotationYawPitchRoll(cube.roty(), cube.rotx(), cube.rotz()); assertMatrix(expectedIdMatrix, rotYwaPitchRoll, "rotywa"); auto translatedPos = MatrixFx::translation(cube.position()); assertMatrix(expectedIdMatrix, translatedPos, "translpos"); auto worldMatrix = rotYwaPitchRoll * translatedPos; assertMatrix(expectedIdMatrix, worldMatrix, "worldmatrix"); auto transformMatrix = worldMatrix * viewMatrix * projectionMatrix; auto expectedTransformMatrix = MatrixFx(float2fx(-1.67), 0, 0, 0, 0, float2fx(2.55), 0, 0, 0, 0, float2fx(-1.0), float2fx(-1.0), 0, 0, float2fx(9.85), float2fx(9.75)); assertMatrix(expectedTransformMatrix, transformMatrix, "transfomatrix"); auto coord = *cube.vertices()[0].get(); auto point = MatrixFx::transformCoordinates(coord, transformMatrix); ASSERT_EQ(fx2float(point.x()), 0.125f); ASSERT_EQ(fx2float(point.y()), 0.25f); ASSERT_EQ(fx2float(point.z()), 1.00f); auto x = fxmul(point.x(), GBA_SCREEN_WIDTH_FX) + fxdiv(GBA_SCREEN_WIDTH_FX, int2fx(2)); auto y = fxmul(-point.y(), GBA_SCREEN_HEIGHT_FX) + fxdiv(GBA_SCREEN_HEIGHT_FX, int2fx(2)); ASSERT_EQ(fx2float(x), 150); ASSERT_EQ(fx2float(y), 40); // dest in Babylon - dest according to for loop below (should print something roughly similar) /* * 163, 36 - 150,40 * 76, 36 - 60,40 * 163, 123 - 150,140 * 155, 115 - 93,26 * 155, 44 - 93,115 * 84, 44 - 172,115 * 76, 123 - 60,140 * 84, 115 - 93,26 * */ for(auto& vertex : cube.vertices()) { auto point = MatrixFx::transformCoordinates(*vertex.get(), transformMatrix); auto x = fxmul(point.x(), GBA_SCREEN_WIDTH_FX) + fxdiv(GBA_SCREEN_WIDTH_FX, int2fx(2)); auto y = fxmul(-point.y(), GBA_SCREEN_HEIGHT_FX) + fxdiv(GBA_SCREEN_HEIGHT_FX, int2fx(2)); std::cout << "plotting (" << fx2int(x) << "," << fx2int(y) << ")" << std::endl; } } TEST_F(MatrixFxSuite, lookAtLH_TestData) { /* * IN: * eye 0, 0, 10 * taget: 0, 0, 0 * up: 0, 1, 0 * OUT: 0: -1 1: 0 2: 0 3: 0 4: 0 5: 1 6: 0 7: 0 8: 0 9: 0 10: -1 11: 0 12: -0 13: -0 14: 10 15: 1 */ auto eye = VectorFx::fromInt(0, 0, 10); auto target = VectorFx::fromInt(0, 0, 0); auto up = VectorFx::up(); auto result = MatrixFx::lookAtLH(eye, target, up); auto expected = MatrixFx(-257, 0, 0, 0, 0, 256, 0, 0, 0, 0, -250, 0, 0, 0, 2500, 256); assertMatrix(expected, result, "M"); } TEST_F(MatrixFxSuite, PerspectiveFovLH_TestData) { /* IN: * fov 0.78, aspect 1.6, znear 0.01, zfar 1 * OUT: 0: 1.520478108791285 1: 0 2: 0 3: 0 4: 0 5: 2.4327649740660564 6: 0 7: 0 8: 0 9: 0 10: 1.0101010101010102 11: 1 12: 0 13: 0 14: -0.010101010101010102 15: 0 */ auto result = MatrixFx::perspectiveFovLH(float2fx(0.78), float2fx(1.6), float2fx(0.01), float2fx(1)); auto expected = MatrixFx::fromFloat(1.565f, 0, 0, 0, 0, 2.505f, 0, 0, 0, 0, 1.005f, 1, 0, 0, -0.005f, 0); assertMatrix(expected, result, "M"); }