This patch implements the pixelate node for the realtime compositor. Differential Revision: https://developer.blender.org/D15662 Reviewed By: Clement Foucault
136 lines
3.9 KiB
C++
136 lines
3.9 KiB
C++
/* SPDX-License-Identifier: Apache-2.0 */
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#include "testing/testing.h"
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#include "BLI_float3x3.hh"
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#include "BLI_math_base.h"
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#include "BLI_math_vec_types.hh"
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namespace blender::tests {
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TEST(float3x3, Identity)
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{
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float2 point(1.0f, 2.0f);
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float3x3 transformation = float3x3::identity();
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float2 result = transformation * point;
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EXPECT_EQ(result, point);
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}
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TEST(float3x3, Translation)
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{
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float2 point(1.0f, 2.0f);
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float3x3 transformation = float3x3::from_translation(float2(5.0f, 3.0f));
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float2 result = transformation * point;
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EXPECT_FLOAT_EQ(result[0], 6.0f);
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EXPECT_FLOAT_EQ(result[1], 5.0f);
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}
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TEST(float3x3, Rotation)
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{
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float2 point(1.0f, 2.0f);
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float3x3 transformation = float3x3::from_rotation(M_PI_2);
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float2 result = transformation * point;
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EXPECT_FLOAT_EQ(result[0], -2.0f);
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EXPECT_FLOAT_EQ(result[1], 1.0f);
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}
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TEST(float3x3, Scale)
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{
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float2 point(1.0f, 2.0f);
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float3x3 transformation = float3x3::from_scale(float2(2.0f, 3.0f));
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float2 result = transformation * point;
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EXPECT_FLOAT_EQ(result[0], 2.0f);
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EXPECT_FLOAT_EQ(result[1], 6.0f);
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}
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TEST(float3x3, TranslationRotationScale)
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{
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float2 point(1.0f, 2.0f);
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float3x3 transformation = float3x3::from_translation_rotation_scale(
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float2(1.0f, 3.0f), M_PI_2, float2(2.0f, 3.0f));
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float2 result = transformation * point;
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EXPECT_FLOAT_EQ(result[0], -5.0f);
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EXPECT_FLOAT_EQ(result[1], 5.0f);
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}
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TEST(float3x3, NormalizedAxes)
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{
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float2 point(1.0f, 2.0f);
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/* The horizontal is aligned with (1, 1) and vertical is aligned with (-1, 1), in other words, a
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* Pi / 4 rotation. */
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float value = std::sqrt(2.0f) / 2.0f;
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float3x3 transformation = float3x3::from_normalized_axes(
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float2(1.0f, 3.0f), float2(value), float2(-value, value));
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float2 result = transformation * point;
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float3x3 expected_transformation = float3x3::from_translation_rotation_scale(
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float2(1.0f, 3.0f), M_PI_4, float2(1.0f));
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float2 expected = expected_transformation * point;
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EXPECT_FLOAT_EQ(result[0], expected[0]);
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EXPECT_FLOAT_EQ(result[1], expected[1]);
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}
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TEST(float3x3, PostTransformationMultiplication)
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{
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float2 point(1.0f, 2.0f);
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float3x3 translation = float3x3::from_translation(float2(5.0f, 3.0f));
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float3x3 rotation = float3x3::from_rotation(M_PI_2);
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float3x3 transformation = translation * rotation;
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float2 result = transformation * point;
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EXPECT_FLOAT_EQ(result[0], 3.0f);
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EXPECT_FLOAT_EQ(result[1], 4.0f);
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}
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TEST(float3x3, PreTransformationMultiplication)
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{
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float2 point(1.0f, 2.0f);
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float3x3 translation = float3x3::from_translation(float2(5.0f, 3.0f));
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float3x3 rotation = float3x3::from_rotation(M_PI_2);
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float3x3 transformation = rotation * translation;
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float2 result = transformation * point;
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EXPECT_FLOAT_EQ(result[0], -5.0f);
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EXPECT_FLOAT_EQ(result[1], 6.0f);
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}
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TEST(float3x3, TransformationMultiplicationAssignment)
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{
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float2 point(1.0f, 2.0f);
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float3x3 transformation = float3x3::from_translation(float2(5.0f, 3.0f));
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transformation *= float3x3::from_rotation(M_PI_2);
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float2 result = transformation * point;
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EXPECT_FLOAT_EQ(result[0], 3.0f);
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EXPECT_FLOAT_EQ(result[1], 4.0f);
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}
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TEST(float3x3, Inverted)
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{
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float2 point(1.0f, 2.0f);
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float3x3 transformation = float3x3::from_translation_rotation_scale(
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float2(1.0f, 3.0f), M_PI_4, float2(1.0f));
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transformation *= transformation.inverted();
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float2 result = transformation * point;
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EXPECT_FLOAT_EQ(result[0], 1.0f);
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EXPECT_FLOAT_EQ(result[1], 2.0f);
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}
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TEST(float3x3, Origin)
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{
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float2 point(1.0f, 2.0f);
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float3x3 rotation = float3x3::from_rotation(M_PI_2);
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float3x3 transformation = float3x3::from_origin_transformation(rotation, float2(0.0f, 2.0f));
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float2 result = transformation * point;
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EXPECT_FLOAT_EQ(result[0], 0.0f);
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EXPECT_FLOAT_EQ(result[1], 3.0f);
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}
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TEST(float3x3, GetScale2D)
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{
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float2 scale(2.0f, 3.0f);
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float3x3 transformation = float3x3::from_scale(scale);
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EXPECT_EQ(scale, transformation.scale_2d());
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}
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} // namespace blender::tests
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