gba-bitmap-engine/test/matrixfxtest.cpp

175 lines
5.9 KiB
C++

//
// Created by Wouter Groeneveld on 08/07/20.
//
#include <gtest/gtest.h>
#include <math.h>
#include <libgba-sprite-engine/matrixfx.h>
#include <libgba-sprite-engine/math.h>
#include <libgba-sprite-engine/mesh.h>
#include <libgba-sprite-engine/camera.h>
#include <libgba-sprite-engine/gba_engine.h>
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");
}