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// Copyright (C) 2020 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
#include <QTest>
#include <QSignalSpy>
#include <QtQuick3D/private/qquick3dspotlight_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrenderlight_p.h>
#include <QtQuick3D/private/qquick3dobject_p.h>
#include <QtQuick3DUtils/private/qssgutils_p.h>
class tst_QQuick3DSpotLight : public QObject
{
Q_OBJECT
// Work-around to get access to updateSpatialNode
class Light : public QQuick3DSpotLight
{
public:
using QQuick3DSpotLight::updateSpatialNode;
};
private slots:
void testProperties();
void testScope();
};
void tst_QQuick3DSpotLight::testProperties()
{
Light light;
auto node = static_cast<QSSGRenderLight *>(light.updateSpatialNode(nullptr));
const auto originalNode = node; // for comparisons later...
QVERIFY(node);
// lightType
QCOMPARE(QSSGRenderLight::Type::SpotLight, 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);
float coneAngle = 60.0f;
float innerConeAngle = 20.0f;
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);
light.setConeAngle(coneAngle);
light.setInnerConeAngle(innerConeAngle);
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);
// light's coneAngles are from edge to edge
// while qssgrenderlight's are from center to edge
QCOMPARE(coneAngle, node->m_coneAngle * 2);
QCOMPARE(innerConeAngle, node->m_innerConeAngle * 2);
}
void tst_QQuick3DSpotLight::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_QQuick3DSpotLight)
#include "tst_qquick3dspotlight.moc"
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