2023-01-05 12:25:55 +00:00
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/**************************************************************************/
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/* test_visual_shader.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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2022-12-21 10:39:02 +00:00
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#ifndef TEST_VISUAL_SHADER_H
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#define TEST_VISUAL_SHADER_H
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#include "scene/resources/visual_shader.h"
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#include "tests/test_macros.h"
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namespace TestVisualArray {
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TEST_CASE("[SceneTree][VisualShader] Object creation and parameter") {
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Ref<VisualShader> vs = memnew(VisualShader);
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CHECK(vs.is_valid());
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CHECK(vs->get_mode() == Shader::MODE_SPATIAL);
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for (int i = 1; i < Shader::MODE_MAX; i++) {
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vs->set_mode((Shader::Mode)i);
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CHECK(vs->get_mode() == i);
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}
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}
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TEST_CASE("[SceneTree][VisualShader] Testing VisualShaderNodes") {
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SUBCASE("Testing Node Creation") {
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Ref<VisualShader> vs = memnew(VisualShader);
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CHECK(vs.is_valid());
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for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
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Ref<VisualShaderNode> vsn = memnew(VisualShaderNodeInput);
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CHECK(vsn.is_valid());
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vs->add_node(VisualShader::Type(i), vsn, Vector2(1, 10), i + 2);
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CHECK(vs->get_node(VisualShader::Type(i), i + 2) == vsn);
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}
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ERR_PRINT_OFF;
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// Testing for Invalid entries.
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Ref<VisualShaderNode> vsn5 = memnew(VisualShaderNodeInput);
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Ref<VisualShaderNode> vsn6 = memnew(VisualShaderNodeInput);
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CHECK(vsn6.is_valid());
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CHECK(vsn5.is_valid());
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vs->add_node(VisualShader::TYPE_SKY, vsn5, Vector2(1, 10), 0);
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CHECK_FALSE(vs->get_node(VisualShader::TYPE_SKY, 0) == vsn6);
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vs->add_node(VisualShader::TYPE_MAX, vsn6, Vector2(1, 10), 7);
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CHECK_FALSE(vs->get_node(VisualShader::TYPE_SKY, 7) == vsn6);
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ERR_PRINT_ON;
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}
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SUBCASE("Testing VisualShaderNode position getter and setter") {
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Ref<VisualShader> vs = memnew(VisualShader);
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CHECK(vs.is_valid());
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Ref<VisualShaderNode> vsn1 = memnew(VisualShaderNodeInput);
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CHECK(vsn1.is_valid());
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vs->add_node(VisualShader::TYPE_COLLIDE, vsn1, Vector2(0, 0), 3);
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CHECK(vs->get_node_position(VisualShader::TYPE_COLLIDE, 3) == Vector2(0, 0));
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vs->set_node_position(VisualShader::TYPE_COLLIDE, 3, Vector2(1, 1));
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CHECK(vs->get_node_position(VisualShader::TYPE_COLLIDE, 3) == Vector2(1, 1));
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Ref<VisualShaderNode> vsn2 = memnew(VisualShaderNodeInput);
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CHECK(vsn2.is_valid());
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vs->add_node(VisualShader::TYPE_FOG, vsn2, Vector2(1, 2), 4);
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CHECK(vs->get_node_position(VisualShader::TYPE_FOG, 4) == Vector2(1, 2));
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vs->set_node_position(VisualShader::TYPE_FOG, 4, Vector2(2, 2));
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CHECK(vs->get_node_position(VisualShader::TYPE_FOG, 4) == Vector2(2, 2));
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}
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SUBCASE("Testing VisualShaderNode ID") {
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Ref<VisualShader> vs = memnew(VisualShader);
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CHECK(vs.is_valid());
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for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
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Ref<VisualShaderNode> vsn = memnew(VisualShaderNodeInput);
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CHECK(vsn.is_valid());
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vs->add_node(VisualShader::Type(i), vsn, Vector2(1, 10), i + 2);
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CHECK(vs->get_valid_node_id(VisualShader::Type(i)) - 1 == i + 2);
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}
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}
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SUBCASE("Testing remove and replace VisualShaderNode") {
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Ref<VisualShader> vs = memnew(VisualShader);
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CHECK(vs.is_valid());
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ERR_PRINT_OFF;
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for (int i = 0; i < VisualShader::TYPE_MAX; i++) {
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Ref<VisualShaderNode> vsn = memnew(VisualShaderNodeInput);
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CHECK(vsn.is_valid());
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vs->add_node(VisualShader::Type(i), vsn, Vector2(1, 10), i + 2);
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CHECK(vs->get_node(VisualShader::Type(i), i + 2) == vsn);
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vs->remove_node(VisualShader::Type(i), i + 2);
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CHECK_FALSE(vs->get_node(VisualShader::Type(i), i + 2) == vsn);
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}
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ERR_PRINT_ON;
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}
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}
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TEST_CASE("[SceneTree][VisualShader] Testing Varyings") {
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Ref<VisualShader> vs = memnew(VisualShader);
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vs->add_varying("Test1", VisualShader::VARYING_MODE_FRAG_TO_LIGHT, VisualShader::VARYING_TYPE_TRANSFORM);
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CHECK(vs->has_varying("Test1") == true);
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vs->add_varying("Test2", VisualShader::VARYING_MODE_VERTEX_TO_FRAG_LIGHT, VisualShader::VARYING_TYPE_VECTOR_2D);
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CHECK(vs->has_varying("Test2"));
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CHECK_FALSE(vs->has_varying("Does_not_exits"));
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ERR_PRINT_OFF;
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vs->add_varying("Test3", VisualShader::VARYING_MODE_MAX, VisualShader::VARYING_TYPE_INT);
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CHECK_FALSE(vs->has_varying("Test3"));
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vs->add_varying("Test4", VisualShader::VARYING_MODE_FRAG_TO_LIGHT, VisualShader::VARYING_TYPE_MAX);
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CHECK_FALSE(vs->has_varying("Test4"));
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ERR_PRINT_ON;
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}
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} //namespace TestVisualArray
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#endif // TEST_VISUAL_SHADER_H
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