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ResInsight/Fwk/VizFwk/Tests/LibViewing_UnitTests/cvfRenderQueueSorter-Test.cpp
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sigurdp bbebebadd5 Added complete VizFwk
Added the complete VizFwk from the ResInsight branch in Perforce as of
changelist 190.
2013-11-01 08:49:42 +01:00

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//##################################################################################################
//
// Custom Visualization Core library
// Copyright (C) 2011-2013 Ceetron AS
//
// This library may be used under the terms of either the GNU General Public License or
// the GNU Lesser General Public License as follows:
//
// GNU General Public License Usage
// This library is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE.
//
// See the GNU General Public License at <<http://www.gnu.org/licenses/gpl.html>>
// for more details.
//
// GNU Lesser General Public License Usage
// This library is free software; you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE.
//
// See the GNU Lesser General Public License at <<http://www.gnu.org/licenses/lgpl-2.1.html>>
// for more details.
//
//##################################################################################################
#include "cvfBase.h"
#include "cvfRenderQueueSorter.h"
#include "cvfRenderQueue.h"
#include "cvfEffect.h"
#include "cvfPart.h"
#include "cvfRenderState_FF.h"
#include "gtest/gtest.h"
#include <algorithm>
using namespace cvf;
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
TEST(RenderQueueSorterBasicTest, StrategyMinimal)
{
ref<RenderQueueSorterBasic> sorter = new RenderQueueSorterBasic(RenderQueueSorterBasic::MINIMAL);
ref<RenderQueue> q = new RenderQueue;
ref<Effect> e = new Effect;
ref<Part> part1 = new Part;
ref<Part> part2 = new Part;
ref<Part> part3 = new Part;
part1->setPriority(30);
part2->setPriority(20);
part3->setPriority(10);
q->add(part1.p(), NULL, e.p(), 0, 0);
q->add(part2.p(), NULL, e.p(), 0, 0);
q->add(part3.p(), NULL, e.p(), 0, 0);
sorter->sort(q.p());
ASSERT_EQ(3, q->count());
EXPECT_EQ(part3.p(), q->item(0)->part());
EXPECT_EQ(part2.p(), q->item(1)->part());
EXPECT_EQ(part1.p(), q->item(2)->part());
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
TEST(RenderQueueSorterBasicTest, StrategyEffectOnlyNoPriorities)
{
ref<RenderQueueSorterBasic> sorter = new RenderQueueSorterBasic(RenderQueueSorterBasic::EFFECT_ONLY);
ref<RenderQueue> q = new RenderQueue;
ref<Effect> e1 = new Effect;
ref<Effect> e2 = new Effect;
e1->setRenderState(new RenderStateMaterial_FF(Color3f(1,0,1)));
e2->setRenderState(new RenderStateMaterial_FF(Color3f(0,1,0)));
if (e1.p() > e2.p()) e1.swap(e2);
EXPECT_LT(e1.p(), e2.p());
ref<Part> dummyPart = new Part;
q->add(dummyPart.p(), NULL, e2.p(), 0, 0);
q->add(dummyPart.p(), NULL, e1.p(), 0, 0);
q->add(dummyPart.p(), NULL, e2.p(), 0, 0);
q->add(dummyPart.p(), NULL, e1.p(), 0, 0);
sorter->sort(q.p());
ASSERT_EQ(4, q->count());
EXPECT_EQ(e1.p(), q->item(0)->effect());
EXPECT_EQ(e1.p(), q->item(1)->effect());
EXPECT_EQ(e2.p(), q->item(2)->effect());
EXPECT_EQ(e2.p(), q->item(3)->effect());
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
TEST(RenderQueueSorterBasicTest, StrategyEffectOnlyWithPriorities)
{
ref<RenderQueueSorterBasic> sorter = new RenderQueueSorterBasic(RenderQueueSorterBasic::EFFECT_ONLY);
ref<RenderQueue> q = new RenderQueue;
ref<Effect> e1 = new Effect;
ref<Effect> e2 = new Effect;
e1->setRenderState(new RenderStateMaterial_FF(Color3f(1,0,1)));
e2->setRenderState(new RenderStateMaterial_FF(Color3f(0,1,0)));
if (e1.p() > e2.p()) e1.swap(e2);
EXPECT_LT(e1.p(), e2.p());
ref<Part> part1 = new Part;
ref<Part> part2 = new Part;
ref<Part> part3 = new Part;
ref<Part> part4 = new Part;
q->add(part1.p(), NULL, e2.p(), 0, 0);
q->add(part2.p(), NULL, e1.p(), 0, 0);
q->add(part3.p(), NULL, e2.p(), 0, 0);
q->add(part4.p(), NULL, e1.p(), 0, 0);
part1->setPriority(40);
part2->setPriority(30);
part3->setPriority(20);
part4->setPriority(10);
sorter->sort(q.p());
EXPECT_EQ(part4.p(), q->item(0)->part());
EXPECT_EQ(part3.p(), q->item(1)->part());
EXPECT_EQ(part2.p(), q->item(2)->part());
EXPECT_EQ(part1.p(), q->item(3)->part());
// Check that effects get sorted correct within priorities
part1->setPriority(10);
part2->setPriority(10);
part3->setPriority(20);
part4->setPriority(20);
sorter->sort(q.p());
EXPECT_EQ(part2.p(), q->item(0)->part());
EXPECT_EQ(part1.p(), q->item(1)->part());
EXPECT_EQ(part4.p(), q->item(2)->part());
EXPECT_EQ(part3.p(), q->item(3)->part());
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
TEST(RenderQueueSorterBasicTest, StrategyStandardAllPartsDifferentPriority)
{
ref<RenderQueueSorterBasic> sorter = new RenderQueueSorterBasic(RenderQueueSorterBasic::EFFECT_ONLY);
ref<RenderQueue> q = new RenderQueue;
ref<Effect> e1 = new Effect;
ref<Effect> e2 = new Effect;
e1->setRenderState(new RenderStateMaterial_FF(Color3f(1,0,1)));
e2->setRenderState(new RenderStateMaterial_FF(Color3f(0,1,0)));
if (e1.p() > e2.p()) e1.swap(e2);
EXPECT_LT(e1.p(), e2.p());
ref<Part> part1 = new Part;
ref<Part> part2 = new Part;
ref<Part> part3 = new Part;
ref<Part> part4 = new Part;
q->add(part1.p(), NULL, e2.p(), 0, 0);
q->add(part2.p(), NULL, e1.p(), 0, 0);
q->add(part3.p(), NULL, e2.p(), 0, 0);
q->add(part4.p(), NULL, e1.p(), 0, 0);
part1->setPriority(40);
part2->setPriority(30);
part3->setPriority(20);
part4->setPriority(10);
sorter->sort(q.p());
sorter->sort(q.p());
EXPECT_EQ(part4.p(), q->item(0)->part());
EXPECT_EQ(part3.p(), q->item(1)->part());
EXPECT_EQ(part2.p(), q->item(2)->part());
EXPECT_EQ(part1.p(), q->item(3)->part());
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
TEST(RenderQueueSorterBasicTest, StrategyStandard)
{
// TODO Must be replaced by a proper test!
ref<RenderQueueSorterBasic> sorter = new RenderQueueSorterBasic(RenderQueueSorterBasic::STANDARD);
ref<RenderQueue> q = new RenderQueue;
ref<Effect> e1 = new Effect;
ref<Effect> e2 = new Effect;
e1->setRenderState(new RenderStateMaterial_FF(Color3f(1,0,1)));
e2->setRenderState(new RenderStateMaterial_FF(Color3f(0,1,0)));
ref<Part> dummyPart = new Part;
q->add(dummyPart.p(), NULL, e1.p(), 0, 0);
q->add(dummyPart.p(), NULL, e2.p(), 0, 0);
q->add(dummyPart.p(), NULL, e1.p(), 0, 0);
sorter->sort(q.p());
size_t numEntries = q->count();
EXPECT_EQ(3, numEntries);
std::vector<const Effect*> effectsFound;
size_t i;
for (i = 0; i < numEntries; i++)
{
RenderItem* ri = q->item(i);
const Effect* e = ri->effect();
bool foundIt = (std::find(effectsFound.begin(), effectsFound.end(), e) != effectsFound.end());
if (!foundIt)
{
// Not found, add it
effectsFound.push_back(e);
}
else
{
// It is the last item, we're OK
if (e != effectsFound.back())
{
FAIL() << "Unexpected sort order.";
}
}
}
}