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author | Paul Lemire <paul.lemire@kdab.com> | 2016-08-12 09:04:06 +0200 |
---|---|---|
committer | Paul Lemire <paul.lemire@kdab.com> | 2016-09-05 17:14:36 +0000 |
commit | 0c7e6a3904624e80e53c15c3ecffac8eb96cdfab (patch) | |
tree | a81cdd2600558f31cb971c4689d568b7b2d893d9 /tests | |
parent | c576d9f2ef0ddbab6159d969105c54a9183cfd21 (diff) |
ShaderData: refactoring
Only store the original properties (does not store transformed values anymore
as these can change on a per thread basis and lead to races in the
ShaderData).
Instead introduce a method to check if a property needs to be transformed and
a method which given a viewMatrix returns the transformed value. This can
then be used concurrently by each UniformBlockValueBuilder without introducing
races.
Also since building UBO from a ShaderData has been disabled since 5.7, remove
all the nested ShaderData update logic.
Unit tests updated.
Change-Id: Id0e5956b9f7d93f8d019c3d8999268fc3ad68e79
Task-number: QTBUG-54818
Reviewed-by: Kevin Ottens <kevin.ottens@kdab.com>
Diffstat (limited to 'tests')
-rw-r--r-- | tests/auto/render/renderviewutils/tst_renderviewutils.cpp | 44 |
1 files changed, 44 insertions, 0 deletions
diff --git a/tests/auto/render/renderviewutils/tst_renderviewutils.cpp b/tests/auto/render/renderviewutils/tst_renderviewutils.cpp index df68a61d4..b3ef1ba74 100644 --- a/tests/auto/render/renderviewutils/tst_renderviewutils.cpp +++ b/tests/auto/render/renderviewutils/tst_renderviewutils.cpp @@ -47,6 +47,7 @@ private Q_SLOTS: void topLevelStructValue_data(); void topLevelStructValue(); void topLevelDynamicProperties(); + void transformedProperties(); void shouldNotifyDynamicPropertyChanges(); private: @@ -496,6 +497,49 @@ void tst_RenderViewUtils::topLevelDynamicProperties() shaderData->property("array")); } +void tst_RenderViewUtils::transformedProperties() +{ + // GIVEN + QScopedPointer<Qt3DRender::QShaderData> shaderData(new Qt3DRender::QShaderData()); + QScopedPointer<Qt3DRender::Render::ShaderDataManager> manager(new Qt3DRender::Render::ShaderDataManager()); + + // WHEN + const QVector3D position = QVector3D(15.0f, -5.0f, 10.0f); + QMatrix4x4 worldMatrix; + QMatrix4x4 viewMatrix; + + worldMatrix.translate(-3.0f, 2.0f, 7.5f); + viewMatrix.translate(9.0f, 6.0f, 12.0f); + + shaderData->setProperty("position0", position); + shaderData->setProperty("position1", position); + shaderData->setProperty("position2", position); + shaderData->setProperty("position3", position); + shaderData->setProperty("position1Transformed", Qt3DRender::Render::ShaderData::ModelToEye); + shaderData->setProperty("position2Transformed", Qt3DRender::Render::ShaderData::ModelToWorld); + shaderData->setProperty("position3Transformed", Qt3DRender::Render::ShaderData::ModelToWorldDirection); + initBackendShaderData(shaderData.data(), manager.data()); + + // THEN + Qt3DRender::Render::ShaderData *backendShaderData = manager->lookupResource(shaderData->id()); + QVERIFY(backendShaderData != nullptr); + QVERIFY(!backendShaderData->isPropertyToBeTransformed(QStringLiteral("position0"))); + QVERIFY(backendShaderData->isPropertyToBeTransformed(QStringLiteral("position1"))); + QVERIFY(backendShaderData->isPropertyToBeTransformed(QStringLiteral("position2"))); + QVERIFY(backendShaderData->isPropertyToBeTransformed(QStringLiteral("position3"))); + + // WHEN + backendShaderData->updateWorldTransform(worldMatrix); + const QVector3D position1Value = backendShaderData->getTransformedProperty(QStringLiteral("position1"), viewMatrix).value<QVector3D>(); + const QVector3D position2Value = backendShaderData->getTransformedProperty(QStringLiteral("position2"), viewMatrix).value<QVector3D>(); + const QVector3D position3Value = backendShaderData->getTransformedProperty(QStringLiteral("position3"), viewMatrix).value<QVector3D>(); + + // THEN + QCOMPARE(position1Value, viewMatrix * worldMatrix * position); + QCOMPARE(position2Value, worldMatrix * position); + QCOMPARE(position3Value, (worldMatrix * QVector4D(position, 0.0f)).toVector3D()); +} + void tst_RenderViewUtils::shouldNotifyDynamicPropertyChanges() { // GIVEN |