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133 lines
4.3 KiB
C++
133 lines
4.3 KiB
C++
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// Phase 0 – Frustum plane extraction and intersection tests
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#include <catch_amalgamated.hpp>
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#include "rendering/frustum.hpp"
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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using wowee::rendering::Frustum;
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using wowee::rendering::Plane;
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TEST_CASE("Plane distanceToPoint", "[frustum]") {
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// Plane facing +Y at y=5
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Plane p(glm::vec3(0.0f, 1.0f, 0.0f), -5.0f);
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// Point at y=10 → distance = 10 + (-5) = 5 (in front)
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REQUIRE(p.distanceToPoint(glm::vec3(0, 10, 0)) == Catch::Approx(5.0f));
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// Point at y=5 → distance = 0 (on plane)
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REQUIRE(p.distanceToPoint(glm::vec3(0, 5, 0)) == Catch::Approx(0.0f));
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// Point at y=0 → distance = -5 (behind)
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REQUIRE(p.distanceToPoint(glm::vec3(0, 0, 0)) == Catch::Approx(-5.0f));
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}
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TEST_CASE("Frustum extractFromMatrix with identity", "[frustum]") {
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Frustum f;
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f.extractFromMatrix(glm::mat4(1.0f));
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// Identity matrix gives clip-space frustum: [-1,1]^3 (or [0,1] for z)
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// The origin should be inside
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REQUIRE(f.containsPoint(glm::vec3(0.0f, 0.0f, 0.5f)));
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}
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TEST_CASE("Frustum containsPoint perspective", "[frustum]") {
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// Create a typical perspective projection and look-at
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glm::mat4 proj = glm::perspective(glm::radians(90.0f), 1.0f, 0.1f, 100.0f);
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glm::mat4 view = glm::lookAt(
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glm::vec3(0, 0, 0), // eye
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glm::vec3(0, 0, -1), // center (looking -Z)
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glm::vec3(0, 1, 0) // up
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);
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glm::mat4 vp = proj * view;
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Frustum f;
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f.extractFromMatrix(vp);
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// Point in front (at -Z)
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REQUIRE(f.containsPoint(glm::vec3(0, 0, -10)));
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// Point behind camera (at +Z) should be outside
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REQUIRE_FALSE(f.containsPoint(glm::vec3(0, 0, 10)));
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// Point very far away inside the frustum
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REQUIRE(f.containsPoint(glm::vec3(0, 0, -50)));
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// Point beyond far plane
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REQUIRE_FALSE(f.containsPoint(glm::vec3(0, 0, -200)));
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}
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TEST_CASE("Frustum intersectsSphere", "[frustum]") {
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glm::mat4 proj = glm::perspective(glm::radians(60.0f), 1.0f, 1.0f, 100.0f);
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glm::mat4 view = glm::lookAt(
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glm::vec3(0, 0, 0),
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glm::vec3(0, 0, -1),
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glm::vec3(0, 1, 0)
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);
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Frustum f;
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f.extractFromMatrix(proj * view);
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// Sphere clearly inside
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REQUIRE(f.intersectsSphere(glm::vec3(0, 0, -10), 1.0f));
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// Sphere behind camera
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REQUIRE_FALSE(f.intersectsSphere(glm::vec3(0, 0, 50), 1.0f));
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// Large sphere that straddles the near plane
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REQUIRE(f.intersectsSphere(glm::vec3(0, 0, 0), 5.0f));
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// Sphere at edge of frustum — large radius should still intersect
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REQUIRE(f.intersectsSphere(glm::vec3(0, 0, -105), 10.0f));
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}
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TEST_CASE("Frustum intersectsAABB", "[frustum]") {
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glm::mat4 proj = glm::perspective(glm::radians(60.0f), 1.0f, 1.0f, 100.0f);
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glm::mat4 view = glm::lookAt(
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glm::vec3(0, 0, 0),
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glm::vec3(0, 0, -1),
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glm::vec3(0, 1, 0)
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);
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Frustum f;
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f.extractFromMatrix(proj * view);
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// Box inside frustum
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REQUIRE(f.intersectsAABB(glm::vec3(-1, -1, -11), glm::vec3(1, 1, -9)));
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// Box behind camera
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REQUIRE_FALSE(f.intersectsAABB(glm::vec3(-1, -1, 5), glm::vec3(1, 1, 10)));
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// Box beyond far plane
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REQUIRE_FALSE(f.intersectsAABB(glm::vec3(-1, -1, -200), glm::vec3(1, 1, -150)));
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// Large box straddling near/far
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REQUIRE(f.intersectsAABB(glm::vec3(-5, -5, -50), glm::vec3(5, 5, 0)));
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}
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TEST_CASE("Frustum getPlane returns 6 planes", "[frustum]") {
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glm::mat4 proj = glm::perspective(glm::radians(90.0f), 1.0f, 1.0f, 100.0f);
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Frustum f;
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f.extractFromMatrix(proj);
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// Access all 6 planes — should not crash
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for (int i = 0; i < 6; ++i) {
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const auto& p = f.getPlane(static_cast<Frustum::Side>(i));
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// Normal should be a unit vector (after normalization)
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float len = glm::length(p.normal);
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REQUIRE(len == Catch::Approx(1.0f).margin(0.01f));
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}
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}
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TEST_CASE("Frustum box far right is outside", "[frustum]") {
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glm::mat4 proj = glm::perspective(glm::radians(45.0f), 1.0f, 1.0f, 100.0f);
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glm::mat4 view = glm::lookAt(
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glm::vec3(0, 0, 0),
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glm::vec3(0, 0, -1),
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glm::vec3(0, 1, 0)
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);
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Frustum f;
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f.extractFromMatrix(proj * view);
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// Box far off to the right — outside the frustum
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REQUIRE_FALSE(f.intersectsAABB(glm::vec3(200, 0, -10), glm::vec3(201, 1, -9)));
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}
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