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o3de/Gems/Atom/RPI/Code/Tests/System/ViewTests.cpp

264 lines
9.6 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include <Atom/RPI.Public/View.h>
#include <AzCore/UnitTest/TestTypes.h>
#include <Common/RPITestFixture.h>
namespace UnitTest
{
/*
* Helper function to create a view with a given vertical field of view and aspect ratio
*/
AZ::RPI::ViewPtr CreateView(float fovY, float aspectRatio)
{
using namespace AZ;
using namespace RPI;
ViewPtr view = View::CreateView(AZ::Name("TestView"), RPI::View::UsageCamera);
AZ::Matrix4x4 worldToView = AZ::Matrix4x4::CreateIdentity();
const float nearDist = 0.1f;
const float farDist = 100.0f;
AZ::Matrix4x4 viewToClip = AZ::Matrix4x4::CreateProjection(fovY, aspectRatio, nearDist, farDist);
view->SetWorldToViewMatrix(worldToView);
view->SetViewToClipMatrix(viewToClip);
return view;
}
/*
* Helper function to do a sanity check on CalculateSphereAreaInClipSpace
* Given a fovY and aspect ratio it creates a view.
* It then computes how far away the sphere of the given radius would have to be such that the edge of
* the sphere horizon would touch the top and bottom edges of the view
* It then uses CalculateSphereAreaInClipSpace with this distance and checks the answer agrees
*/
void TestCalculateSphereAreaInClipSpaceWithSphereFillingYDimension(float fovY, float aspectRatio, float sphereRadius)
{
using namespace AZ;
using namespace RPI;
ViewPtr view = CreateView(fovY, aspectRatio);
// Sphere distance from camera is radius/sin(fov/2)
// At this distance the horizon of the sphere should be touching the edge of the viewport vertically
// So the visible area of the sphere would be a circle the diameter of the viewport height
// So the coverage percentage would be 0.5f * 0.5f * pi (radius will be half screen height)
float sinHalfFovY = sin(fovY * 0.5f);
float dist = sphereRadius / sinHalfFovY;
AZ::Vector3 center(0.0f, 0.0f, -dist);
float coverage = view->CalculateSphereAreaInClipSpace(center, sphereRadius);
const float expectedCoverage = 0.5f * 0.5f * AZ::Constants::Pi;
const float allowedEpsilon = 0.001f;
float diff = fabsf(coverage - expectedCoverage);
EXPECT_TRUE(diff < allowedEpsilon);
}
/*
* Helper function to do a sanity check on CalculateSphereAreaInClipSpace
* This uses a calculation that computes the projected radius of a sphere when the camera is looking directly at the sphere
*/
void TestCalculateSphereAreaInClipSpaceVsProjectedRadius(float fovY, float aspectRatio, const AZ::Vector3& sphereCenter, float sphereRadius)
{
using namespace AZ;
using namespace RPI;
ViewPtr view = CreateView(fovY, aspectRatio);
float coverage = view->CalculateSphereAreaInClipSpace(sphereCenter, sphereRadius);
// This computes the projected radius of a sphere using the calculation described here:
// https://stackoverflow.com/questions/21648630/radius-of-projected-sphere-in-screen-space
float radiusSq = sphereRadius * sphereRadius;
AZ::Vector3 distanceVector = sphereCenter;
float distanceSq = distanceVector.GetLengthSq();
float tanHalfFovY = tan(fovY * 0.5f);
float cotHalfFovY = 1.0f / tanHalfFovY; // this is actually just the same as view->GetViewToClipMatrix().GetElement(1, 1)
float sqrtDistanceSqMinusRadiusSq = sqrt(distanceSq - radiusSq);
float projectedRadius = cotHalfFovY * sphereRadius / sqrtDistanceSqMinusRadiusSq;
// projectedRadius is a percentage of half of the view height. To get as percentage of view height we halve it
float prAsAPercentOfViewHeight = projectedRadius * 0.5f;
float prSq = prAsAPercentOfViewHeight * prAsAPercentOfViewHeight;
float expectedArea = prSq * AZ::Constants::Pi;
const float allowedEpsilon = 0.0001f;
float diff = fabsf(coverage - expectedArea);
EXPECT_TRUE(diff < allowedEpsilon);
}
class ViewTests
: public RPITestFixture
{
};
TEST_F(ViewTests, SphereCoverageSpecialCases)
{
using namespace AZ;
using namespace RPI;
// Square view, 90 field of view
{
const float fovY = Constants::Pi * 0.5f; // 90 degrees
const float aspectRatio = 1.0f;
ViewPtr view = CreateView(fovY, aspectRatio);
// Sphere in front of camera but touching camera origin
// This is treated as a special case and should return 1.0
{
AZ::Vector3 center(0.0f, 0.0f, -1.0f);
float radius = 1.0f;
float coverage = view->CalculateSphereAreaInClipSpace(center, radius);
EXPECT_EQ(coverage, 1.0f);
}
// Sphere at camera origin
// This is treated as a special case and should return 1.0
{
AZ::Vector3 center(0.0f, 0.0f, 0.0f);
float radius = 1.0f;
float coverage = view->CalculateSphereAreaInClipSpace(center, radius);
EXPECT_EQ(coverage, 1.0f);
}
// Sphere fully behind the camera origin
// This is treated as a special case and should return 0.0
{
AZ::Vector3 center(0.0f, 0.0f, 1.1f);
float radius = 1.0f;
float coverage = view->CalculateSphereAreaInClipSpace(center, radius);
EXPECT_EQ(coverage, 0.0f);
}
// Sphere behind camera but touching camera origin
// This is treated as a special case and should return 1.0
{
AZ::Vector3 center(0.0f, 0.0f, 1.0f);
float radius = 1.0f;
float coverage = view->CalculateSphereAreaInClipSpace(center, radius);
EXPECT_EQ(coverage, 1.0f);
}
// Camera inside sphere, sphere center in front of camera
// This is treated as a special case and should return 1.0
{
AZ::Vector3 center(0.0f, 0.0f, -0.75f);
float radius = 1.0f;
float coverage = view->CalculateSphereAreaInClipSpace(center, radius);
EXPECT_EQ(coverage, 1.0f);
}
// Camera inside sphere, sphere center behind camera
// This is treated as a special case and should return 1.0
{
AZ::Vector3 center(0.0f, 0.0f, 0.5f);
float radius = 1.0f;
float coverage = view->CalculateSphereAreaInClipSpace(center, radius);
EXPECT_EQ(coverage, 1.0f);
}
// Sphere radius zero
// This is treated as a special case and should return 0.0
{
AZ::Vector3 center(0.0f, 0.0f, -10.0f);
float radius = 0.0f;
float coverage = view->CalculateSphereAreaInClipSpace(center, radius);
EXPECT_EQ(coverage, 0.0f);
}
// Sphere radius less than zero
// This is treated as a special case and should return 0.0
{
AZ::Vector3 center(0.0f, 0.0f, -10.0f);
float radius = -1.0f;
float coverage = view->CalculateSphereAreaInClipSpace(center, radius);
EXPECT_EQ(coverage, 0.0f);
}
}
}
TEST_F(ViewTests, SphereCoverageFillY)
{
using namespace AZ;
using namespace RPI;
// Square view, 90 field of view, radius 1
{
const float fovY = AZ::DegToRad(90.0f);
const float aspectRatio = 1.0f;
const float sphereRadius = 1.0f;
TestCalculateSphereAreaInClipSpaceWithSphereFillingYDimension(fovY, aspectRatio, sphereRadius);
}
// Rectangular view, 60 field of view, radius 5
{
const float fovY = AZ::DegToRad(60.0f);
const float aspectRatio = 1.5f;
const float sphereRadius = 5.0f;
TestCalculateSphereAreaInClipSpaceWithSphereFillingYDimension(fovY, aspectRatio, sphereRadius);
}
}
TEST_F(ViewTests, SphereCoverageVsProjectedRadius)
{
using namespace AZ;
using namespace RPI;
// Square view, 90 field of view, radius 1, distance 3
{
const float fovY = AZ::DegToRad(90.0f);
const float aspectRatio = 1.0f;
AZ::Vector3 sphereCenter(0.0f, 0.0f, -3.0f);
float sphereRadius = 1.0f;
TestCalculateSphereAreaInClipSpaceVsProjectedRadius(fovY, aspectRatio, sphereCenter, sphereRadius);
}
// Rectangular view, 60 field of view, radius 4, distance 20
{
const float fovY = AZ::DegToRad(60.0f);
const float aspectRatio = 1.5f;
AZ::Vector3 sphereCenter(0.0f, 0.0f, -20.0f);
float sphereRadius = 4.0f;
TestCalculateSphereAreaInClipSpaceVsProjectedRadius(fovY, aspectRatio, sphereCenter, sphereRadius);
}
// Rectangular view, 70 field of view, radius 1, distance 30
{
const float fovY = AZ::DegToRad(70.0f);
const float aspectRatio = 1.5f;
AZ::Vector3 sphereCenter(0.0f, 0.0f, -30.0f);
float sphereRadius = 0.05f;
TestCalculateSphereAreaInClipSpaceVsProjectedRadius(fovY, aspectRatio, sphereCenter, sphereRadius);
}
}
}