#include #include #include #include #include #include #include #include #include #include #include #include #include #include #include using namespace testing; // FIXME: Clear global data (planes, etc) between each test static const mapface_t *Mapbrush_FirstFaceWithTextureName(const mapbrush_t *brush, const std::string &texname) { for (int i = 0; i < brush->numfaces; i++) { const mapface_t *face = &brush->face(i); if (face->texname == texname) { return face; } } return nullptr; } static mapentity_t LoadMap(const char *map) { options.target_version = &bspver_q1; options.target_game = options.target_version->game; parser_t parser(map); mapentity_t worldspawn; // FIXME: adds the brush to the global map... Q_assert(ParseEntity(parser, &worldspawn)); CalculateWorldExtent(); return worldspawn; } #include static mbsp_t LoadTestmapRef(const std::filesystem::path &name) { const char *destdir = test_quake2_maps_dir; if (strlen(destdir) == 0) { return {}; } auto testmap_path = std::filesystem::path(testmaps_dir) / name; auto map_in_game_path = fs::path(destdir) / name; fs::copy(testmap_path, map_in_game_path, fs::copy_options::overwrite_existing); std::string map_string = map_in_game_path.generic_string(); const char *command_line[] = {R"(C:\Users\Eric\Documents\q2tools-220\x64\Debug\4bsp.exe)", map_string.c_str(), NULL}; struct subprocess_s subprocess; int result = subprocess_create(command_line, 0, &subprocess); if (0 != result) { throw std::exception("error launching process"); } int retcode; if (0 != subprocess_join(&subprocess, &retcode)) { throw std::exception("error joining"); } // re-open the .bsp and return it fs::path bsp_path = map_in_game_path; bsp_path.replace_extension("bsp"); bspdata_t bspdata; LoadBSPFile(bsp_path, &bspdata); bspdata.version->game->init_filesystem(bsp_path, options); ConvertBSPFormat(&bspdata, &bspver_generic); // write to .json for inspection serialize_bsp(bspdata, std::get(bspdata.bsp), fs::path(bsp_path).replace_extension(".bsp.json")); return std::get(bspdata.bsp); } static mbsp_t LoadTestmap(const std::filesystem::path &name, std::vector extra_args = {}) { auto map_path = std::filesystem::path(testmaps_dir) / name; auto bsp_path = map_path; bsp_path.replace_extension(".bsp"); std::vector args{"", "-nopercent", "-noprogress", "-keepprt"}; for (auto &arg : extra_args) { args.push_back(arg); } args.push_back(map_path.string()); args.push_back(bsp_path.string()); // run qbsp InitQBSP(args); ProcessFile(); const char *destdir = ""; // read cmake variables TEST_QUAKE_MAP_EXPORT_DIR / TEST_QUAKE2_MAP_EXPORT_DIR if (options.target_game->id == GAME_QUAKE_II) { destdir = test_quake2_maps_dir; } else if (options.target_game->id == GAME_QUAKE) { destdir = test_quake_maps_dir; } // copy .bsp to game's basedir/maps directory, for easy in-game testing if (strlen(destdir) > 0) { auto dest = fs::path(destdir) / name; dest.replace_extension(".bsp"); fs::copy(options.bsp_path, dest, fs::copy_options::overwrite_existing); } // re-open the .bsp and return it options.bsp_path.replace_extension("bsp"); bspdata_t bspdata; LoadBSPFile(options.bsp_path, &bspdata); bspdata.version->game->init_filesystem(options.bsp_path, options); ConvertBSPFormat(&bspdata, &bspver_generic); // write to .json for inspection serialize_bsp(bspdata, std::get(bspdata.bsp), fs::path(options.bsp_path).replace_extension(".bsp.json")); return std::get(bspdata.bsp); } static mbsp_t LoadBsp(const std::filesystem::path &path_in) { std::filesystem::path path = path_in; bspdata_t bspdata; LoadBSPFile(path, &bspdata); ConvertBSPFormat(&bspdata, &bspver_generic); return std::get(bspdata.bsp); } static std::map> MakeTextureToFaceMap(const mbsp_t &bsp) { std::map> result; for (auto &face : bsp.dfaces) { result[Face_TextureName(&bsp, &face)].push_back(&face); } return result; } static const texvecf &GetTexvecs(const char *map, const char *texname) { mapentity_t worldspawn = LoadMap(map); const mapbrush_t *mapbrush = &worldspawn.mapbrush(0); const mapface_t *mapface = Mapbrush_FirstFaceWithTextureName(mapbrush, "tech02_1"); Q_assert(nullptr != mapface); return mapface->get_texvecs(); } // https://github.com/ericwa/ericw-tools/issues/158 TEST(qbsp, testTextureIssue) { const char *bufActual = R"( { "classname" "worldspawn" "wad" "Q.wad" { ( -104 -4 23.999998 ) ( -96.000252 -4 39.999489 ) ( -96.000252 4 39.999489 ) skip 0 0 0 1.000000 1.000000 0 0 0 ( -135.996902 4 80.001549 ) ( -152 4 72 ) ( -104 4 23.999998 ) skip 0 -11 -45 1.000000 -1.070000 0 0 0 ( -152 -4 72 ) ( -135.996902 -4 80.001549 ) ( -95.998451 -4 40.003094 ) skip 0 -11 -45 1.000000 -1.070000 0 0 0 ( -96.000633 -4 40.000637 ) ( -136 -4 80.000008 ) ( -136 4 80.000008 ) skip 0 0 0 1.000000 1.000000 0 0 0 ( -136 -4 80 ) ( -152 -4 72 ) ( -152 4 72 ) skip 0 0 0 1.000000 1.000000 0 0 0 ( -152 -4 72.000008 ) ( -104.000168 -4 24.000172 ) ( -104.000168 4 24.000172 ) tech02_1 0 -8 0 1.000000 0.750000 0 0 0 } } )"; const char *bufExpected = R"( { "classname" "worldspawn" "wad" "Q.wad" { ( -104 -4 23.999998 ) ( -96.000252 -4 39.999489 ) ( -96.000252 4 39.999489 ) skip 0 0 0 1.000000 1.000000 0 0 0 ( -135.996902 4 80.001549 ) ( -152 4 72 ) ( -104 4 23.999998 ) skip 0 -11 -45 1.000000 -1.070000 0 0 0 ( -152 -4 72 ) ( -135.996902 -4 80.001549 ) ( -95.998451 -4 40.003094 ) skip 0 -11 -45 1.000000 -1.070000 0 0 0 ( -96.000633 -4 40.000637 ) ( -136 -4 80.000008 ) ( -136 4 80.000008 ) skip 0 0 0 1.000000 1.000000 0 0 0 ( -136 -4 80 ) ( -152 -4 72 ) ( -152 4 72 ) skip 0 0 0 1.000000 1.000000 0 0 0 ( -152 -4 72 ) ( -104 -4 24 ) ( -104 4 24 ) tech02_1 0 -8 0 1 0.75 0 0 0 } } )"; const auto texvecsExpected = GetTexvecs(bufExpected, "tech02_1"); const auto texvecsActual = GetTexvecs(bufActual, "tech02_1"); // not going to fix #158 for now #if 0 for (int i=0; i<2; i++) { for (int j=0; j<4; j++) { EXPECT_DOUBLE_EQ(texvecsExpected[i][j], texvecsActual[i][j]); } } #endif } TEST(qbsp, duplicatePlanes) { // a brush from e1m4.map with 7 planes, only 6 unique. const char *mapWithDuplicatePlanes = R"( { "classname" "worldspawn" { ( 512 120 1184 ) ( 512 104 1184 ) ( 512 8 1088 ) WBRICK1_5 0 0 0 1.000000 1.000000 ( 1072 104 1184 ) ( 176 104 1184 ) ( 176 8 1088 ) WBRICK1_5 0 0 0 1.000000 1.000000 ( 896 56 1184 ) ( 896 72 1184 ) ( 896 -24 1088 ) WBRICK1_5 0 0 0 1.000000 1.000000 ( 176 88 1184 ) ( 1072 88 1184 ) ( 1072 -8 1088 ) WBRICK1_5 0 0 0 1.000000 1.000000 ( 176 88 1184 ) ( 176 104 1184 ) ( 1072 104 1184 ) WBRICK1_5 0 0 0 1.000000 1.000000 ( 1072 8 1088 ) ( 176 8 1088 ) ( 176 -8 1088 ) WBRICK1_5 0 0 0 1.000000 1.000000 ( 960 8 1088 ) ( 864 104 1184 ) ( 848 104 1184 ) WBRICK1_5 0 0 0 1.000000 1.000000 } } )"; mapentity_t worldspawn = LoadMap(mapWithDuplicatePlanes); ASSERT_EQ(1, worldspawn.nummapbrushes); EXPECT_EQ(0, worldspawn.brushes.size()); EXPECT_EQ(6, worldspawn.mapbrush(0).numfaces); std::optional brush = LoadBrush(&worldspawn, &worldspawn.mapbrush(0), {CONTENTS_SOLID}, {}, rotation_t::none, 0); ASSERT_NE(std::nullopt, brush); EXPECT_EQ(6, brush->faces.size()); } /** * Test that this skip face gets auto-corrected. */ TEST(qbsp, InvalidTextureProjection) { const char *map = R"( // entity 0 { "classname" "worldspawn" // brush 0 { ( -64 -64 -16 ) ( -64 -63 -16 ) ( -64 -64 -15 ) +2butn [ 0 -1 0 0 ] [ 0 0 -1 0 ] 0 1 1 ( 64 64 16 ) ( 64 64 17 ) ( 64 65 16 ) +2butn [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1 ( -64 -64 -16 ) ( -64 -64 -15 ) ( -63 -64 -16 ) +2butn [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 ( 64 64 16 ) ( 65 64 16 ) ( 64 64 17 ) +2butn [ -1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 ( 64 64 64 ) ( 64 65 64 ) ( 65 64 64 ) +2butn [ 1 0 0 -0 ] [ 0 -1 0 -0 ] -0 1 1 ( -64 -64 -0 ) ( -63 -64 -0 ) ( -64 -63 -0 ) skip [ 0 0 0 0 ] [ 0 0 0 0 ] -0 1 1 } } )"; mapentity_t worldspawn = LoadMap(map); Q_assert(1 == worldspawn.nummapbrushes); const mapface_t *face = &worldspawn.mapbrush(0).face(5); ASSERT_EQ("skip", face->texname); const auto texvecs = face->get_texvecs(); EXPECT_TRUE(IsValidTextureProjection(face->plane.normal, texvecs.row(0), texvecs.row(1))); } /** * Same as above but the texture scales are 0 */ TEST(qbsp, InvalidTextureProjection2) { const char *map = R"( // entity 0 { "classname" "worldspawn" // brush 0 { ( -64 -64 -16 ) ( -64 -63 -16 ) ( -64 -64 -15 ) +2butn [ 0 -1 0 0 ] [ 0 0 -1 0 ] 0 1 1 ( 64 64 16 ) ( 64 64 17 ) ( 64 65 16 ) +2butn [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1 ( -64 -64 -16 ) ( -64 -64 -15 ) ( -63 -64 -16 ) +2butn [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 ( 64 64 16 ) ( 65 64 16 ) ( 64 64 17 ) +2butn [ -1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 ( 64 64 64 ) ( 64 65 64 ) ( 65 64 64 ) +2butn [ 1 0 0 -0 ] [ 0 -1 0 -0 ] -0 1 1 ( -64 -64 -0 ) ( -63 -64 -0 ) ( -64 -63 -0 ) skip [ 0 0 0 0 ] [ 0 0 0 0 ] -0 0 0 } } )"; mapentity_t worldspawn = LoadMap(map); Q_assert(1 == worldspawn.nummapbrushes); const mapface_t *face = &worldspawn.mapbrush(0).face(5); ASSERT_EQ("skip", face->texname); const auto texvecs = face->get_texvecs(); EXPECT_TRUE(IsValidTextureProjection(face->plane.normal, texvecs.row(0), texvecs.row(1))); } /** * More realistic: *lava1 has tex vecs perpendicular to face */ TEST(qbsp, InvalidTextureProjection3) { const char *map = R"( // entity 0 { "classname" "worldspawn" "wad" "Q.wad" // brush 0 { ( 512 512 64 ) ( 512 512 -0 ) ( 512 448 64 ) *04mwat1 [ 0 1 0 0 ] [ 0 0 -1 0 ] -0 1 1 ( -0 448 -0 ) ( -0 512 -0 ) ( -0 448 64 ) *04mwat1 [ 0 -1 0 0 ] [ -0 -0 -1 0 ] -0 1 1 ( 512 512 64 ) ( -0 512 64 ) ( 512 512 -0 ) *04mwat1 [ -1 0 0 0 ] [ 0 0 -1 0 ] -0 1 1 ( -0 448 -0 ) ( -0 448 64 ) ( 512 448 -0 ) *lava1 [ 0 1 0 0 ] [ 0 0 -1 0 ] -0 1 1 ( 512 512 64 ) ( 512 448 64 ) ( -0 512 64 ) *04mwat1 [ 1 0 0 0 ] [ 0 -1 0 0 ] -0 1 1 ( -0 448 -0 ) ( 512 448 -0 ) ( -0 512 -0 ) *04mwat1 [ -1 0 0 0 ] [ -0 -1 -0 -0 ] -0 1 1 } } )"; mapentity_t worldspawn = LoadMap(map); Q_assert(1 == worldspawn.nummapbrushes); const mapface_t *face = &worldspawn.mapbrush(0).face(3); ASSERT_EQ("*lava1", face->texname); const auto texvecs = face->get_texvecs(); EXPECT_TRUE(IsValidTextureProjection(qvec3f(face->plane.normal), texvecs.row(0), texvecs.row(1))); } TEST(mathlib, WindingArea) { winding_t w{5}; // poor test.. but at least checks that the colinear point is treated correctly w[0] = {0, 0, 0}; w[1] = {0, 32, 0}; // colinear w[2] = {0, 64, 0}; w[3] = {64, 64, 0}; w[4] = {64, 0, 0}; EXPECT_EQ(64.0f * 64.0f, w.area()); } // Q1 testmaps /** * checks that options are reset across tests. * set two random options and check that they don't carry over. */ TEST(testmaps_q1, options_reset1) { LoadTestmap("qbsp_simple_sealed.map", {"-transsky"}); EXPECT_FALSE(options.forcegoodtree.value()); EXPECT_TRUE(options.transsky.value()); } TEST(testmaps_q1, options_reset2) { LoadTestmap("qbsp_simple_sealed.map", {"-forcegoodtree"}); EXPECT_TRUE(options.forcegoodtree.value()); EXPECT_FALSE(options.transsky.value()); } /** * The brushes are touching but not intersecting, so ChopBrushes shouldn't change anything. */ TEST(testmaps_q1, chop_no_change) { LoadTestmap("qbsp_chop_no_change.map"); // TODO: ideally we should check we get back the same brush pointers from ChopBrushes } TEST(testmaps_q1, simple_sealed) { mbsp_t result = LoadTestmap("qbsp_simple_sealed.map"); ASSERT_EQ(map.brushes.size(), 6); ASSERT_EQ(result.dleafs.size(), 2); ASSERT_EQ(result.dleafs[0].contents, CONTENTS_SOLID); ASSERT_EQ(result.dleafs[1].contents, CONTENTS_EMPTY); // just a hollow box ASSERT_EQ(result.dfaces.size(), 6); } TEST(testmaps_q1, simple_sealed2) { mbsp_t bsp = LoadTestmap("qbsp_simple_sealed2.map"); EXPECT_EQ(map.brushes.size(), 14); EXPECT_EQ(bsp.dleafs.size(), 3); EXPECT_EQ(bsp.dleafs[0].contents, CONTENTS_SOLID); EXPECT_EQ(bsp.dleafs[1].contents, CONTENTS_EMPTY); EXPECT_EQ(bsp.dleafs[2].contents, CONTENTS_EMPTY); // L-shaped room // 2 ceiling + 2 floor + 6 wall faces EXPECT_EQ(bsp.dfaces.size(), 10); // get markfaces const qvec3d player_pos{-56, -96, 120}; const qvec3d other_empty_leaf_pos{-71, -288, 102}; auto *player_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], player_pos); auto *other_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], other_empty_leaf_pos); auto player_markfaces = Leaf_Markfaces(&bsp, player_leaf); auto other_markfaces = Leaf_Markfaces(&bsp, other_leaf); // other room's expected markfaces auto *other_floor = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], qvec3d(-80, -272, 64), qvec3d(0, 0, 1)); auto *other_ceil = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], qvec3d(-80, -272, 192), qvec3d(0, 0, -1)); auto *other_minus_x = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], qvec3d(-16, -272, 128), qvec3d(-1, 0, 0)); auto *other_plus_x = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], qvec3d(-128, -272, 128), qvec3d(1, 0, 0)); // +X normal wall (extends into player leaf) auto *other_plus_y = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], qvec3d(-64, -368, 128), qvec3d(0, 1, 0)); // back wall +Y normal EXPECT_THAT(other_markfaces, testing::UnorderedElementsAreArray({ other_floor, other_ceil, other_minus_x, other_plus_x, other_plus_y })); } TEST(testmaps_q1, simple_worldspawn_worldspawn) { const mbsp_t bsp = LoadTestmap("qbsp_simple_worldspawn_worldspawn.map"); // 6 for the room // 1 for the button ASSERT_EQ(map.brushes.size(), 7); // 1 solid leaf // 5 empty leafs around the button ASSERT_EQ(bsp.dleafs.size(), 6); // 5 faces for the "button" // 9 faces for the room (6 + 3 extra for the floor splits) ASSERT_EQ(bsp.dfaces.size(), 14); int fan_faces = 0; int room_faces = 0; for (auto &face : bsp.dfaces) { const char *texname = Face_TextureName(&bsp, &face); if (!strcmp(texname, "orangestuff8")) { ++room_faces; } else if (!strcmp(texname, "+0fan")) { ++fan_faces; } else { FAIL(); } } ASSERT_EQ(fan_faces, 5); ASSERT_EQ(room_faces, 9); } TEST(testmaps_q1, simple_worldspawn_detail_wall) { const mbsp_t bsp = LoadTestmap("qbsp_simple_worldspawn_detail_wall.map"); ASSERT_FALSE(map.leakfile); // 6 for the room // 1 for the button ASSERT_EQ(map.brushes.size(), 7); // 5 faces for the "button" // 6 faces for the room ASSERT_EQ(bsp.dfaces.size(), 11); } TEST(testmaps_q1, simple_worldspawn_detail) { const mbsp_t bsp = LoadTestmap("qbsp_simple_worldspawn_detail.map"); ASSERT_FALSE(map.leakfile); // 6 for the room // 1 for the button ASSERT_EQ(map.brushes.size(), 7); // 5 faces for the "button" // 9 faces for the room ASSERT_EQ(bsp.dfaces.size(), 14); } TEST(testmaps_q1, simple_worldspawn_detail_illusionary) { const mbsp_t bsp = LoadTestmap("qbsp_simple_worldspawn_detail_illusionary.map"); ASSERT_FALSE(map.leakfile); // 6 for the room // 1 for the button EXPECT_EQ(map.brushes.size(), 7); // 5 faces for the "button" // 6 faces for the room EXPECT_EQ(bsp.dfaces.size(), 11); // leaf/node counts EXPECT_EQ(11, bsp.dnodes.size()); // one node per face EXPECT_EQ(7, bsp.dleafs.size()); // shared solid leaf + 6 empty leafs inside the room // where the func_detail_illusionary sticks into the void const qvec3d illusionary_in_void{8, -40, 72}; EXPECT_EQ(CONTENTS_SOLID, BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], illusionary_in_void)->contents); } TEST(testmaps_q1, simple_worldspawn_sky) { const mbsp_t bsp = LoadTestmap("qbsp_simple_worldspawn_sky.map"); ASSERT_FALSE(map.leakfile); // just a box with sky on the ceiling const auto textureToFace = MakeTextureToFaceMap(bsp); EXPECT_EQ(1, textureToFace.at("sky3").size()); EXPECT_EQ(5, textureToFace.at("orangestuff8").size()); // leaf/node counts // - we'd get 7 nodes if it's cut like a cube (solid outside), with 1 additional cut inside to divide sky / empty // - we'd get 11 if it's cut as the sky plane (1), then two open cubes (5 nodes each) // - can get in between values if it does some vertical cuts, then the sky plane, then other vertical cuts // // the 7 solution is better but the BSP heuristics won't help reach that one in this trivial test map EXPECT_THAT(bsp.dnodes.size(), AllOf(Ge(7), Le(11))); EXPECT_EQ(3, bsp.dleafs.size()); // shared solid leaf + empty + sky // check contents const qvec3d player_pos{-88, -64, 120}; const double inside_sky_z = 232; EXPECT_EQ(CONTENTS_EMPTY, BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], player_pos)->contents); // way above map is solid - sky should not fill outwards // (otherwise, if you had sky with a floor further up above it, it's not clear where the leafs would be divided, or // if the floor contents would turn to sky, etc.) EXPECT_EQ(CONTENTS_SOLID, BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], player_pos + qvec3d(0,0,500))->contents); EXPECT_EQ(CONTENTS_SKY, BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], qvec3d(player_pos[0], player_pos[1], inside_sky_z))->contents); EXPECT_EQ(CONTENTS_SOLID, BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], player_pos + qvec3d( 500, 0, 0))->contents); EXPECT_EQ(CONTENTS_SOLID, BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], player_pos + qvec3d(-500, 0, 0))->contents); EXPECT_EQ(CONTENTS_SOLID, BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], player_pos + qvec3d( 0, 500, 0))->contents); EXPECT_EQ(CONTENTS_SOLID, BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], player_pos + qvec3d( 0, -500, 0))->contents); EXPECT_EQ(CONTENTS_SOLID, BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], player_pos + qvec3d( 0, 0, -500))->contents); } TEST(testmaps_q1, water_detail_illusionary) { const mbsp_t bsp = LoadTestmap("qbsp_water_detail_illusionary.map"); EXPECT_FALSE(map.leakfile); const qvec3d inside_water_and_fence{-20, -52, 124}; const qvec3d inside_fence{-20, -52, 172}; EXPECT_EQ(BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], inside_water_and_fence)->contents, CONTENTS_WATER); EXPECT_EQ(BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], inside_fence)->contents, CONTENTS_EMPTY); const qvec3d underwater_face_pos{-40, -52, 124}; const qvec3d above_face_pos{-40, -52, 172}; // make sure the detail_illusionary face underwater isn't clipped away EXPECT_NE(nullptr, BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], underwater_face_pos, {-1, 0, 0})); EXPECT_NE(nullptr, BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], above_face_pos, {-1, 0, 0})); } TEST(testmaps_q1, noclipfaces) { const mbsp_t bsp = LoadTestmap("qbsp_noclipfaces.map"); ASSERT_FALSE(map.leakfile); ASSERT_EQ(bsp.dfaces.size(), 2); // TODO: contents should be empty in hull0 because it's func_detail_illusionary for (auto &face : bsp.dfaces) { ASSERT_STREQ("{trigger", Face_TextureName(&bsp, &face)); } } /** * Same as previous test, but the T shaped brush entity has _mirrorinside */ TEST(testmaps_q1, noclipfaces_mirrorinside) { const mbsp_t bsp = LoadTestmap("qbsp_noclipfaces_mirrorinside.map"); ASSERT_FALSE(map.leakfile); ASSERT_EQ(bsp.dfaces.size(), 4); // TODO: contents should be empty in hull0 because it's func_detail_illusionary for (auto &face : bsp.dfaces) { ASSERT_STREQ("{trigger", Face_TextureName(&bsp, &face)); } } TEST(testmaps_q1, detail_illusionary_intersecting) { const mbsp_t bsp = LoadTestmap("qbsp_detail_illusionary_intersecting.map"); EXPECT_FALSE(map.leakfile); // sides: 3*4 = 12 // top: 3 // bottom: 3 EXPECT_EQ(bsp.dfaces.size(), 18); for (auto &face : bsp.dfaces) { EXPECT_STREQ("{trigger", Face_TextureName(&bsp, &face)); } // top of cross EXPECT_EQ(1, BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], qvec3d(-58, -50, 120), qvec3d(0, 0, 1)).size()); // interior face that should be clipped away EXPECT_EQ(0, BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], qvec3d(-58, -52, 116), qvec3d(0, -1, 0)).size()); } TEST(testmaps_q1, detail_illusionary_noclipfaces_intersecting) { const mbsp_t bsp = LoadTestmap("qbsp_detail_illusionary_noclipfaces_intersecting.map"); EXPECT_FALSE(map.leakfile); for (auto &face : bsp.dfaces) { EXPECT_STREQ("{trigger", Face_TextureName(&bsp, &face)); } // top of cross has 2 faces Z-fighting, because we disabled clipping EXPECT_EQ(2, BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], qvec3d(-58, -50, 120), qvec3d(0, 0, 1)).size()); // interior face not clipped away EXPECT_EQ(1, BSP_FindFacesAtPoint(&bsp, &bsp.dmodels[0], qvec3d(-58, -52, 116), qvec3d(0, -1, 0)).size()); } TEST(testmaps_q1, detail_doesnt_seal) { const mbsp_t bsp = LoadTestmap("qbsp_detail_doesnt_seal.map"); ASSERT_TRUE(map.leakfile); } TEST(testmaps_q1, detail_doesnt_remove_world_nodes) { const mbsp_t bsp = LoadTestmap("qbsp_detail_doesnt_remove_world_nodes.map"); ASSERT_FALSE(map.leakfile); { // check for a face under the start pos const qvec3d floor_under_start{-56, -72, 64}; auto *floor_under_start_face = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], floor_under_start, {0, 0, 1}); ASSERT_NE(nullptr, floor_under_start_face); } { // floor face should be clipped away by detail const qvec3d floor_inside_detail{64, -72, 64}; auto *floor_inside_detail_face = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], floor_inside_detail, {0, 0, 1}); ASSERT_EQ(nullptr, floor_inside_detail_face); } { // but the sturctural nodes/leafs should not be clipped away by detail const qvec3d covered_by_detail{48, -88, 128}; auto *covered_by_detail_node = BSP_FindNodeAtPoint(&bsp, &bsp.dmodels[0], covered_by_detail, {-1, 0, 0}); ASSERT_NE(nullptr, covered_by_detail_node); } } TEST(testmaps_q1, merge) { const mbsp_t bsp = LoadTestmap("qbsp_merge.map"); ASSERT_EQ(9, map.brushes.size()); ASSERT_TRUE(map.leakfile); ASSERT_EQ(6, bsp.dfaces.size()); } TEST(testmaps_q1, tjunc_many_sided_face) { const mbsp_t bsp = LoadTestmap("qbsp_tjunc_many_sided_face.map"); ASSERT_FALSE(map.leakfile); std::map> faces_by_normal; for (auto &face : bsp.dfaces) { faces_by_normal[Face_Normal(&bsp, &face)].push_back(&face); } ASSERT_EQ(6, faces_by_normal.size()); // the floor has a 0.1 texture scale, so it gets subdivided into many small faces EXPECT_EQ(15 * 15, (faces_by_normal.at({0, 0, 1}).size())); // the ceiling gets split into 2 faces because fixing T-Junctions with all of the // wall sections exceeds the max vertices per face limit EXPECT_EQ(2, (faces_by_normal.at({0, 0, -1}).size())); } /** * Because it comes second, the sbutt2 brush should "win" in clipping against the floor, * in both a worldspawn test case, as well as a func_wall. */ TEST(testmaps_q1, brush_clipping_order) { const mbsp_t bsp = LoadTestmap("qbsp_brush_clipping_order.map"); ASSERT_FALSE(map.leakfile); const qvec3d world_button{-8, -8, 16}; const qvec3d func_wall_button{152, -8, 16}; // 0 = world, 1 = func_wall ASSERT_EQ(2, bsp.dmodels.size()); ASSERT_EQ(20, bsp.dfaces.size()); ASSERT_EQ(10, bsp.dmodels[0].numfaces); // 5 faces for the sides + bottom, 5 faces for the top ASSERT_EQ(10, bsp.dmodels[1].numfaces); // (same on worldspawn and func_wall) auto *world_button_face = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], world_button, {0, 0, 1}); ASSERT_NE(nullptr, world_button_face); ASSERT_STREQ("sbutt2", Face_TextureName(&bsp, world_button_face)); auto *func_wall_button_face = BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[1], func_wall_button, {0, 0, 1}); ASSERT_NE(nullptr, func_wall_button_face); ASSERT_STREQ("sbutt2", Face_TextureName(&bsp, func_wall_button_face)); } /** * Box room with a rotating fan (just a cube). Works in a mod with hiprotate - AD, Quoth, etc. */ TEST(testmaps_q1, origin) { const mbsp_t bsp = LoadTestmap("qbsp_origin.map"); ASSERT_FALSE(map.leakfile); // 0 = world, 1 = rotate_object ASSERT_EQ(2, bsp.dmodels.size()); // check that the origin brush didn't clip away any solid faces, or generate faces ASSERT_EQ(6, bsp.dmodels[1].numfaces); // FIXME: should the origin brush update the dmodel's origin too? ASSERT_EQ(qvec3f(0, 0, 0), bsp.dmodels[1].origin); // check that the origin brush updated the entity lump auto ents = EntData_Parse(bsp.dentdata); auto it = std::find_if(ents.begin(), ents.end(), [](const entdict_t &dict) -> bool { return dict.get("classname") == "rotate_object"; }); ASSERT_NE(it, ents.end()); ASSERT_EQ("216 -216 340", it->get("origin")); } TEST(testmaps_q1, simple) { const mbsp_t bsp = LoadTestmap("qbsp_simple.map"); ASSERT_TRUE(map.leakfile); } /** * Lots of features in one map, more for testing in game than automated testing */ TEST(testmaps_q1, features) { const mbsp_t bsp = LoadTestmap("qbspfeatures.map"); ASSERT_FALSE(map.leakfile); } // q2 testmaps TEST(testmaps_q2, detail) { const mbsp_t bsp = LoadTestmap("qbsp_q2_detail.map", {"-q2bsp"}); EXPECT_FALSE(map.leakfile); EXPECT_EQ(GAME_QUAKE_II, bsp.loadversion->game->id); // stats EXPECT_EQ(1, bsp.dmodels.size()); // Q2 reserves leaf 0 as an invalid leaf // leafs: // 6 solid leafs outside the room (* can be more depending on when the "divider" is cut) // 1 empty leaf filling the room above the divider // 2 empty leafs + 1 solid leaf for divider // 1 detail leaf for button // 4 empty leafs around + 1 on top of button std::map counts_by_contents; for (size_t i = 1; i < bsp.dleafs.size(); ++i) { ++counts_by_contents[bsp.dleafs[i].contents]; } EXPECT_EQ(3, counts_by_contents.size()); // number of types EXPECT_EQ(1, counts_by_contents.at(Q2_CONTENTS_SOLID | Q2_CONTENTS_DETAIL)); EXPECT_EQ(8, counts_by_contents.at(0)); // empty leafs EXPECT_THAT(counts_by_contents.at(Q2_CONTENTS_SOLID), AllOf(Ge(7), Le(9))); // clusters: // 1 empty cluster filling the room above the divider // 2 empty clusters created by divider // 1 cluster for the part of the room with the button std::set clusters; // first add the empty leafs for (size_t i = 1; i < bsp.dleafs.size(); ++i) { if (0 == bsp.dleafs[i].contents) { clusters.insert(bsp.dleafs[i].cluster); } } EXPECT_EQ(4, clusters.size()); // various points in the main room cluster const qvec3d under_button{46, -64, 96}; // directly on the main floor plane const qvec3d inside_button{46, -64, 98}; const qvec3d above_button{46, -64, 120}; // side room (different cluster) const qvec3d side_room{-62, 76, 140}; // detail clips away world faces EXPECT_EQ(nullptr, BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], under_button, {0, 0, 1})); // check for correct contents auto *detail_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], inside_button); EXPECT_EQ(Q2_CONTENTS_SOLID | Q2_CONTENTS_DETAIL, detail_leaf->contents); // check for button (detail) brush EXPECT_EQ(1, Leaf_Brushes(&bsp, detail_leaf).size()); EXPECT_EQ(Q2_CONTENTS_SOLID | Q2_CONTENTS_DETAIL, Leaf_Brushes(&bsp, detail_leaf).at(0)->contents); // get more leafs auto *empty_leaf_above_button = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], above_button); EXPECT_EQ(0, empty_leaf_above_button->contents); EXPECT_EQ(0, Leaf_Brushes(&bsp, empty_leaf_above_button).size()); auto *empty_leaf_side_room = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], side_room); EXPECT_EQ(0, empty_leaf_side_room->contents); EXPECT_EQ(0, Leaf_Brushes(&bsp, empty_leaf_side_room).size()); // check cluster indices EXPECT_EQ(empty_leaf_above_button->cluster, detail_leaf->cluster); EXPECT_NE(empty_leaf_side_room->contents, detail_leaf->cluster); } TEST(testmaps_q2, playerclip) { const mbsp_t bsp = LoadTestmap("qbsp_q2_playerclip.map", {"-q2bsp"}); EXPECT_FALSE(map.leakfile); EXPECT_EQ(GAME_QUAKE_II, bsp.loadversion->game->id); const qvec3d in_playerclip{32, -136, 144}; auto *playerclip_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], in_playerclip); EXPECT_EQ(Q2_CONTENTS_PLAYERCLIP, playerclip_leaf->contents); // make sure faces at these locations aren't clipped away const qvec3d floor_under_clip{32, -136, 96}; const qvec3d pillar_side_in_clip1{32, -48, 144}; const qvec3d pillar_side_in_clip2{32, -208, 144}; EXPECT_NE(nullptr, BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], floor_under_clip, {0, 0, 1})); EXPECT_NE(nullptr, BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], pillar_side_in_clip1, {0, -1, 0})); EXPECT_NE(nullptr, BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], pillar_side_in_clip2, {0, 1, 0})); // make sure no face is generated for the playerclip brush const qvec3d playerclip_front_face{16, -152, 144}; EXPECT_EQ(nullptr, BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], playerclip_front_face, {-1, 0, 0})); // check for brush EXPECT_EQ(1, Leaf_Brushes(&bsp, playerclip_leaf).size()); EXPECT_EQ(Q2_CONTENTS_PLAYERCLIP, Leaf_Brushes(&bsp, playerclip_leaf).at(0)->contents); } TEST(testmaps_q2, areaportal) { using namespace testing; const mbsp_t bsp = LoadTestmap("qbsp_q2_areaportal.map", {"-q2bsp"}); EXPECT_FALSE(map.leakfile); EXPECT_EQ(GAME_QUAKE_II, bsp.loadversion->game->id); // area 0 is a placeholder // areaportal 0 is a placeholder // // the conceptual area portal has portalnum 1, and consists of two dareaportals entries with connections to area 1 and 2 EXPECT_THAT(bsp.dareaportals, UnorderedElementsAre(dareaportal_t{0, 0}, dareaportal_t{1, 1}, dareaportal_t{1, 2})); EXPECT_THAT(bsp.dareas, UnorderedElementsAre(darea_t{0, 0}, darea_t{1, 1}, darea_t{1, 2})); // look up the leafs const qvec3d player_start{-88, -112, 120}; const qvec3d other_room{128, -112, 120}; const qvec3d areaportal_pos{32, -112, 120}; const qvec3d void_pos{-408, -112, 120}; auto *player_start_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], player_start); auto *other_room_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], other_room); auto *areaportal_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], areaportal_pos); auto *void_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], void_pos); // check leaf contents EXPECT_EQ(0, player_start_leaf->contents); EXPECT_EQ(0, other_room_leaf->contents); EXPECT_EQ(Q2_CONTENTS_AREAPORTAL, areaportal_leaf->contents); EXPECT_EQ(Q2_CONTENTS_SOLID, void_leaf->contents); // make sure faces at these locations aren't clipped away const qvec3d floor_under_areaportal{32, -136, 96}; EXPECT_NE(nullptr, BSP_FindFaceAtPoint(&bsp, &bsp.dmodels[0], floor_under_areaportal, {0, 0, 1})); // check for brushes EXPECT_EQ(1, Leaf_Brushes(&bsp, areaportal_leaf).size()); EXPECT_EQ(Q2_CONTENTS_AREAPORTAL, Leaf_Brushes(&bsp, areaportal_leaf).at(0)->contents); EXPECT_EQ(1, Leaf_Brushes(&bsp, void_leaf).size()); EXPECT_EQ(Q2_CONTENTS_SOLID, Leaf_Brushes(&bsp, void_leaf).at(0)->contents); // check leaf areas EXPECT_THAT((std::vector{1, 2}), UnorderedElementsAre(player_start_leaf->area, other_room_leaf->area)); // the areaportal leaf itself actually gets assigned to one of the two sides' areas EXPECT_THAT(areaportal_leaf->area, AnyOf(1, 2)); EXPECT_THAT(0, void_leaf->area); // a solid leaf gets the invalid area // check the func_areaportal entity had its "style" set auto ents = EntData_Parse(bsp.dentdata); auto it = std::find_if(ents.begin(), ents.end(), [](const entdict_t &dict) { return dict.get("classname") == "func_areaportal"; }); ASSERT_NE(it, ents.end()); ASSERT_EQ("1", it->get("style")); } TEST(testmaps_q2, base1) { #if 0 const mbsp_t bsp = LoadTestmap("base1.map", {"-q2bsp"}); EXPECT_FALSE(map.leakfile); EXPECT_EQ(GAME_QUAKE_II, bsp.loadversion->game->id); // bspinfo output from a compile done with // https://github.com/qbism/q2tools-220 at 46fd97bbe1b3657ca9e93227f89aaf0fbd3677c9. // only took a couple of seconds (debug build) // 35 models // 9918 planes 198360 //10367 vertexes 124404 // 5177 nodes 144956 // 637 texinfos 48412 // 7645 faces 152900 // 5213 leafs 145964 // 9273 leaffaces 18546 // 7307 leafbrushes 14614 //20143 edges 80572 //37287 surfedges 149148 // 1765 brushes 21180 //15035 brushsides 60140 // 3 areas 24 // 3 areaportals 24 // lightdata 0 // visdata 0 // entdata 53623 #endif } TEST(testmaps_q2, base1leak) { const mbsp_t bsp = LoadTestmap("base1leak.map", {"-q2bsp"}); EXPECT_FALSE(map.leakfile); EXPECT_EQ(GAME_QUAKE_II, bsp.loadversion->game->id); EXPECT_EQ(8, map.brushes.size()); EXPECT_EQ(8, bsp.dbrushes.size()); EXPECT_EQ(8, bsp.dleafs.size()); // 1 placeholder + 1 empty (room interior) + 6 solid (sides of room) const qvec3d in_plus_y_wall{-776, 976, -24}; auto *plus_y_wall_leaf = BSP_FindLeafAtPoint(&bsp, &bsp.dmodels[0], in_plus_y_wall); EXPECT_EQ(Q2_CONTENTS_SOLID, plus_y_wall_leaf->contents); EXPECT_EQ(3, plus_y_wall_leaf->numleafbrushes); } TEST(benchmark, winding) { ankerl::nanobench::Bench bench; bench.run("std::vector reserve(3*4*6)", [&] { std::vector temp; temp.reserve(3 * 4 * 6); ankerl::nanobench::doNotOptimizeAway(temp); }); bench.run("std::vector reserve(4*6)", [&] { std::vector temp; temp.reserve(4 * 6); ankerl::nanobench::doNotOptimizeAway(temp); }); bench.run("std::array", [&] { std::array temp; ankerl::nanobench::doNotOptimizeAway(temp); }); bench.run("std::array", [&] { std::array temp; ankerl::nanobench::doNotOptimizeAway(temp); }); bench.run("polylib::winding_base_t<6> construct", [&] { polylib::winding_base_t<6> temp; ankerl::nanobench::doNotOptimizeAway(temp); }); }