godot/tests/scene/test_visual_shader.h

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/**************************************************************************/
/* test_visual_shader.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/**************************************************************************/
2022-12-21 10:39:02 +00:00
#ifndef TEST_VISUAL_SHADER_H
#define TEST_VISUAL_SHADER_H
#include "scene/resources/visual_shader.h"
#include "tests/test_macros.h"
namespace TestVisualArray {
TEST_CASE("[SceneTree][VisualShader] Object creation and parameter") {
Ref<VisualShader> vs = memnew(VisualShader);
CHECK(vs.is_valid());
CHECK(vs->get_mode() == Shader::MODE_SPATIAL);
for (int i = 1; i < Shader::MODE_MAX; i++) {
vs->set_mode((Shader::Mode)i);
CHECK(vs->get_mode() == i);
}
}
TEST_CASE("[SceneTree][VisualShader] Testing VisualShaderNodes") {
SUBCASE("Testing Node Creation") {
Ref<VisualShader> vs = memnew(VisualShader);
CHECK(vs.is_valid());
for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
Ref<VisualShaderNode> vsn = memnew(VisualShaderNodeInput);
CHECK(vsn.is_valid());
vs->add_node(VisualShader::Type(i), vsn, Vector2(1, 10), i + 2);
CHECK(vs->get_node(VisualShader::Type(i), i + 2) == vsn);
}
ERR_PRINT_OFF;
// Testing for Invalid entries.
Ref<VisualShaderNode> vsn5 = memnew(VisualShaderNodeInput);
Ref<VisualShaderNode> vsn6 = memnew(VisualShaderNodeInput);
CHECK(vsn6.is_valid());
CHECK(vsn5.is_valid());
vs->add_node(VisualShader::TYPE_SKY, vsn5, Vector2(1, 10), 0);
CHECK_FALSE(vs->get_node(VisualShader::TYPE_SKY, 0) == vsn6);
vs->add_node(VisualShader::TYPE_MAX, vsn6, Vector2(1, 10), 7);
CHECK_FALSE(vs->get_node(VisualShader::TYPE_SKY, 7) == vsn6);
ERR_PRINT_ON;
}
SUBCASE("Testing VisualShaderNode position getter and setter") {
Ref<VisualShader> vs = memnew(VisualShader);
CHECK(vs.is_valid());
Ref<VisualShaderNode> vsn1 = memnew(VisualShaderNodeInput);
CHECK(vsn1.is_valid());
vs->add_node(VisualShader::TYPE_COLLIDE, vsn1, Vector2(0, 0), 3);
CHECK(vs->get_node_position(VisualShader::TYPE_COLLIDE, 3) == Vector2(0, 0));
vs->set_node_position(VisualShader::TYPE_COLLIDE, 3, Vector2(1, 1));
CHECK(vs->get_node_position(VisualShader::TYPE_COLLIDE, 3) == Vector2(1, 1));
Ref<VisualShaderNode> vsn2 = memnew(VisualShaderNodeInput);
CHECK(vsn2.is_valid());
vs->add_node(VisualShader::TYPE_FOG, vsn2, Vector2(1, 2), 4);
CHECK(vs->get_node_position(VisualShader::TYPE_FOG, 4) == Vector2(1, 2));
vs->set_node_position(VisualShader::TYPE_FOG, 4, Vector2(2, 2));
CHECK(vs->get_node_position(VisualShader::TYPE_FOG, 4) == Vector2(2, 2));
}
SUBCASE("Testing VisualShaderNode ID") {
Ref<VisualShader> vs = memnew(VisualShader);
CHECK(vs.is_valid());
for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
Ref<VisualShaderNode> vsn = memnew(VisualShaderNodeInput);
CHECK(vsn.is_valid());
vs->add_node(VisualShader::Type(i), vsn, Vector2(1, 10), i + 2);
CHECK(vs->get_valid_node_id(VisualShader::Type(i)) - 1 == i + 2);
}
}
SUBCASE("Testing remove and replace VisualShaderNode") {
Ref<VisualShader> vs = memnew(VisualShader);
CHECK(vs.is_valid());
ERR_PRINT_OFF;
for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
Ref<VisualShaderNode> vsn = memnew(VisualShaderNodeInput);
CHECK(vsn.is_valid());
vs->add_node(VisualShader::Type(i), vsn, Vector2(1, 10), i + 2);
CHECK(vs->get_node(VisualShader::Type(i), i + 2) == vsn);
vs->remove_node(VisualShader::Type(i), i + 2);
CHECK_FALSE(vs->get_node(VisualShader::Type(i), i + 2) == vsn);
}
ERR_PRINT_ON;
}
}
TEST_CASE("[SceneTree][VisualShader] Testing Varyings") {
Ref<VisualShader> vs = memnew(VisualShader);
vs->add_varying("Test1", VisualShader::VARYING_MODE_FRAG_TO_LIGHT, VisualShader::VARYING_TYPE_TRANSFORM);
CHECK(vs->has_varying("Test1") == true);
vs->add_varying("Test2", VisualShader::VARYING_MODE_VERTEX_TO_FRAG_LIGHT, VisualShader::VARYING_TYPE_VECTOR_2D);
CHECK(vs->has_varying("Test2"));
CHECK_FALSE(vs->has_varying("Does_not_exits"));
ERR_PRINT_OFF;
vs->add_varying("Test3", VisualShader::VARYING_MODE_MAX, VisualShader::VARYING_TYPE_INT);
CHECK_FALSE(vs->has_varying("Test3"));
vs->add_varying("Test4", VisualShader::VARYING_MODE_FRAG_TO_LIGHT, VisualShader::VARYING_TYPE_MAX);
CHECK_FALSE(vs->has_varying("Test4"));
ERR_PRINT_ON;
}
} //namespace TestVisualArray
#endif // TEST_VISUAL_SHADER_H