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https://github.com/orange-cpp/omath.git
synced 2026-02-13 07:03:25 +00:00
improved opengl tests stability
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@@ -37,8 +37,6 @@ TEST(unit_test_opengl, ForwardVectorRotationYaw)
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EXPECT_NEAR(forward.z, omath::opengl_engine::k_abs_right.z, 0.00001f);
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EXPECT_NEAR(forward.z, omath::opengl_engine::k_abs_right.z, 0.00001f);
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}
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}
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TEST(unit_test_opengl, ForwardVectorRotationPitch)
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TEST(unit_test_opengl, ForwardVectorRotationPitch)
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{
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{
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omath::opengl_engine::ViewAngles angles;
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omath::opengl_engine::ViewAngles angles;
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@@ -68,7 +66,6 @@ TEST(unit_test_opengl, ProjectTargetMovedFromCamera)
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constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
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constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
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const auto cam = omath::opengl_engine::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
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const auto cam = omath::opengl_engine::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, fov, 0.01f, 1000.f);
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for (float distance = -10.f; distance > -1000.f; distance -= 0.01f)
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for (float distance = -10.f; distance > -1000.f; distance -= 0.01f)
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{
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{
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const auto projected = cam.world_to_screen({0, 0, distance});
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const auto projected = cam.world_to_screen({0, 0, distance});
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@@ -111,8 +108,6 @@ TEST(unit_test_opengl_engine, loook_at_random_all_axis)
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constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
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constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
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auto cam = omath::opengl_engine::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, fov, 0.001f, 10000.f);
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auto cam = omath::opengl_engine::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, fov, 0.001f, 10000.f);
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std::size_t failed_points = 0;
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std::size_t failed_points = 0;
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for (int i = 0; i < 1000; i++)
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for (int i = 0; i < 1000; i++)
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{
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{
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@@ -130,7 +125,7 @@ TEST(unit_test_opengl_engine, loook_at_random_all_axis)
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if (!projected_pos)
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if (!projected_pos)
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continue;
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continue;
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if (std::abs(projected_pos->x-0.f) >= 0.01f || std::abs(projected_pos->y-0.f) >= 0.01f)
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if (std::abs(projected_pos->x - 0.f) >= 0.01f || std::abs(projected_pos->y - 0.f) >= 0.01f)
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failed_points++;
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failed_points++;
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}
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}
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EXPECT_LE(failed_points, 100);
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EXPECT_LE(failed_points, 100);
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@@ -144,11 +139,13 @@ TEST(unit_test_opengl_engine, loook_at_random_x_axis)
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constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
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constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
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auto cam = omath::opengl_engine::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, fov, 0.001f, 10000.f);
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auto cam = omath::opengl_engine::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, fov, 0.001f, 10000.f);
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for (int i = 0; i < 1000; i++)
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for (int i = 0; i < 1000; i++)
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{
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{
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const auto position_to_look = omath::Vector3<float>{dist(gen), 0.f, 0.f};
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const auto position_to_look = omath::Vector3<float>{dist(gen), 0.f, 0.f};
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if (cam.get_origin().distance_to(position_to_look) < 10)
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continue;
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cam.look_at(position_to_look);
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cam.look_at(position_to_look);
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auto projected_pos = cam.world_to_view_port(position_to_look);
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auto projected_pos = cam.world_to_view_port(position_to_look);
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@@ -171,11 +168,13 @@ TEST(unit_test_opengl_engine, loook_at_random_y_axis)
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constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
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constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
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auto cam = omath::opengl_engine::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, fov, 0.001f, 10000.f);
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auto cam = omath::opengl_engine::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, fov, 0.001f, 10000.f);
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for (int i = 0; i < 1000; i++)
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for (int i = 0; i < 1000; i++)
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{
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{
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const auto position_to_look = omath::Vector3<float>{0.f, dist(gen), 0.f};
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const auto position_to_look = omath::Vector3<float>{0.f, dist(gen), 0.f};
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if (cam.get_origin().distance_to(position_to_look) < 10)
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continue;
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cam.look_at(position_to_look);
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cam.look_at(position_to_look);
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auto projected_pos = cam.world_to_view_port(position_to_look);
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auto projected_pos = cam.world_to_view_port(position_to_look);
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@@ -198,11 +197,12 @@ TEST(unit_test_opengl_engine, loook_at_random_z_axis)
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constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
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constexpr auto fov = omath::projection::FieldOfView::from_degrees(90.f);
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auto cam = omath::opengl_engine::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, fov, 0.001f, 10000.f);
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auto cam = omath::opengl_engine::Camera({0, 0, 0}, {}, {1920.f, 1080.f}, fov, 0.001f, 10000.f);
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for (int i = 0; i < 1000; i++)
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for (int i = 0; i < 1000; i++)
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{
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{
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const auto position_to_look = omath::Vector3<float>{0.f, 0.f, dist(gen)};
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const auto position_to_look = omath::Vector3<float>{0.f, 0.f, dist(gen)};
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if (cam.get_origin().distance_to(position_to_look) < 10)
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continue;
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cam.look_at(position_to_look);
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cam.look_at(position_to_look);
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auto projected_pos = cam.world_to_view_port(position_to_look);
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auto projected_pos = cam.world_to_view_port(position_to_look);
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