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*/
#include "UnitTestPCH.h"

#include "Common/ScenePreprocessor.h"
#include "PostProcessing/SortByPTypeProcess.h"
#include <assimp/scene.h>

using namespace std;
using namespace Assimp;

class SortByPTypeProcessTest : public ::testing::Test {
public:
    SortByPTypeProcessTest() :
            Test(), mProcess1(nullptr), mScene(nullptr) {
        // empty
    }

protected:
    virtual void SetUp();
    virtual void TearDown();

protected:
    SortByPTypeProcess *mProcess1;
    aiScene *mScene;
};

// ------------------------------------------------------------------------------------------------
static unsigned int num[10][4] = {
    { 0, 0, 0, 1000 },
    { 0, 0, 1000, 0 },
    { 0, 1000, 0, 0 },
    { 1000, 0, 0, 0 },
    { 500, 500, 0, 0 },
    { 500, 0, 500, 0 },
    { 0, 330, 330, 340 },
    { 250, 250, 250, 250 },
    { 100, 100, 100, 700 },
    { 0, 100, 0, 900 },
};

// ------------------------------------------------------------------------------------------------
static unsigned int result[10] = {
    aiPrimitiveType_POLYGON,
    aiPrimitiveType_TRIANGLE,
    aiPrimitiveType_LINE,
    aiPrimitiveType_POINT,
    aiPrimitiveType_POINT | aiPrimitiveType_LINE,
    aiPrimitiveType_POINT | aiPrimitiveType_TRIANGLE,
    aiPrimitiveType_TRIANGLE | aiPrimitiveType_LINE | aiPrimitiveType_POLYGON,
    aiPrimitiveType_POLYGON | aiPrimitiveType_LINE | aiPrimitiveType_TRIANGLE | aiPrimitiveType_POINT,
    aiPrimitiveType_POLYGON | aiPrimitiveType_LINE | aiPrimitiveType_TRIANGLE | aiPrimitiveType_POINT,
    aiPrimitiveType_LINE | aiPrimitiveType_POLYGON,
};

// ------------------------------------------------------------------------------------------------
void SortByPTypeProcessTest::SetUp() {
    mProcess1 = new SortByPTypeProcess();
    mScene = new aiScene();

    mScene->mNumMeshes = 10;
    mScene->mMeshes = new aiMesh *[10];

    bool five = false;
    for (unsigned int i = 0; i < 10; ++i) {
        aiMesh *mesh = mScene->mMeshes[i] = new aiMesh();
        mesh->mNumFaces = 1000;
        aiFace *faces = mesh->mFaces = new aiFace[1000];
        aiVector3D *pv = mesh->mVertices = new aiVector3D[mesh->mNumFaces * 5];
        aiVector3D *pn = mesh->mNormals = new aiVector3D[mesh->mNumFaces * 5];

        aiVector3D *pt = mesh->mTangents = new aiVector3D[mesh->mNumFaces * 5];
        aiVector3D *pb = mesh->mBitangents = new aiVector3D[mesh->mNumFaces * 5];

        aiVector3D *puv = mesh->mTextureCoords[0] = new aiVector3D[mesh->mNumFaces * 5];

        unsigned int remaining[4] = { num[i][0], num[i][1], num[i][2], num[i][3] };
        unsigned int n = 0;
        for (unsigned int m = 0; m < 1000; ++m) {
            unsigned int idx = m % 4;
            while (true) {
                if (!remaining[idx]) {
                    if (4 == ++idx) {
                        idx = 0;
                    }
                    continue;
                }
                break;
            }
            faces->mNumIndices = idx + 1;
            if (4 == faces->mNumIndices) {
                if (five) ++faces->mNumIndices;
                five = !five;
            }
            faces->mIndices = new unsigned int[faces->mNumIndices];
            for (unsigned int q = 0; q < faces->mNumIndices; ++q, ++n) {
                faces->mIndices[q] = n;
                float f = (float)remaining[idx];

                // (the values need to be unique - otherwise all degenerates would be removed)
                *pv++ = aiVector3D(f, f + 1.f, f + q);
                *pn++ = aiVector3D(f, f + 1.f, f + q);
                *pt++ = aiVector3D(f, f + 1.f, f + q);
                *pb++ = aiVector3D(f, f + 1.f, f + q);
                *puv++ = aiVector3D(f, f + 1.f, f + q);
            }
            ++faces;
            --remaining[idx];
        }
        mesh->mNumVertices = n;
    }

    mScene->mRootNode = new aiNode();
    mScene->mRootNode->mNumChildren = 5;
    mScene->mRootNode->mChildren = new aiNode *[5];
    for (unsigned int i = 0; i < 5; ++i) {
        aiNode *node = mScene->mRootNode->mChildren[i] = new aiNode();
        node->mNumMeshes = 2;
        node->mMeshes = new unsigned int[2];
        node->mMeshes[0] = (i << 1u);
        node->mMeshes[1] = (i << 1u) + 1;
    }
}

// ------------------------------------------------------------------------------------------------
void SortByPTypeProcessTest::TearDown() {
    delete mProcess1;
    delete mScene;
}

// ------------------------------------------------------------------------------------------------
TEST_F(SortByPTypeProcessTest, SortByPTypeStep) {
    ScenePreprocessor s(mScene);
    s.ProcessScene();
    for (unsigned int m = 0; m < 10; ++m)
        EXPECT_EQ(result[m], mScene->mMeshes[m]->mPrimitiveTypes);

    mProcess1->Execute(mScene);

    unsigned int idx = 0;
    for (unsigned int m = 0, real = 0; m < 10; ++m) {
        for (unsigned int n = 0; n < 4; ++n) {
            idx = num[m][n];
            if (idx) {
                EXPECT_TRUE(real < mScene->mNumMeshes);

                aiMesh *mesh = mScene->mMeshes[real];

                EXPECT_TRUE(NULL != mesh);
                EXPECT_EQ(AI_PRIMITIVE_TYPE_FOR_N_INDICES(n + 1), mesh->mPrimitiveTypes);
                EXPECT_TRUE(NULL != mesh->mVertices);
                EXPECT_TRUE(NULL != mesh->mNormals);
                EXPECT_TRUE(NULL != mesh->mTangents);
                EXPECT_TRUE(NULL != mesh->mBitangents);
                EXPECT_TRUE(NULL != mesh->mTextureCoords[0]);

                EXPECT_TRUE(mesh->mNumFaces == idx);
                for (unsigned int f = 0; f < mesh->mNumFaces; ++f) {
                    aiFace &face = mesh->mFaces[f];
                    EXPECT_TRUE(face.mNumIndices == (n + 1) || (3 == n && face.mNumIndices > 3));
                }
                ++real;
            }
        }
    }
}
