/**************************************************************************/ /* test_noise_texture_3d.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. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #ifndef TEST_NOISE_TEXTURE_3D_H #define TEST_NOISE_TEXTURE_3D_H #include "../noise_texture_3d.h" #include "tests/test_macros.h" namespace TestNoiseTexture3D { class NoiseTexture3DTester : public RefCounted { GDCLASS(NoiseTexture3DTester, RefCounted); const NoiseTexture3D *const texture; public: NoiseTexture3DTester(const NoiseTexture3D *const p_texture) : texture{ p_texture } {}; Color compute_average_color(const Ref &p_noise_image) { Color r_avg_color{}; for (int i = 0; i < p_noise_image->get_width(); ++i) { for (int j = 0; j < p_noise_image->get_height(); ++j) { const Color pixel = p_noise_image->get_pixel(i, j); r_avg_color += pixel; } } int pixel_count = p_noise_image->get_width() * p_noise_image->get_height(); r_avg_color /= pixel_count; return r_avg_color; } void check_mip_and_color_ramp() { const Vector> noise_data = texture->get_data(); for (int i = 0; i < noise_data.size(); i++) { const Ref noise_image = noise_data[i]; CHECK(noise_image.is_valid()); CHECK(noise_image->get_width() == texture->get_width()); CHECK(noise_image->get_height() == texture->get_height()); CHECK(noise_image->get_format() == Image::FORMAT_RGBA8); CHECK(!noise_image->has_mipmaps()); Color avg_color = compute_average_color(noise_image); // Check that the noise texture is modulated correctly by the color ramp (Gradient). CHECK_FALSE_MESSAGE((avg_color.r + avg_color.g + avg_color.b) == doctest::Approx(0.0), "The noise texture should not be all black"); CHECK_FALSE_MESSAGE((avg_color.r + avg_color.g + avg_color.b) == doctest::Approx(noise_image->get_width() * noise_image->get_height() * 3.0), "The noise texture should not be all white"); CHECK_MESSAGE(avg_color.g == doctest::Approx(0.0), "The noise texture should not have any green when modulated correctly by the color ramp"); } } void check_seamless_texture_grayscale() { const Vector> noise_data = texture->get_data(); for (int i = 0; i < noise_data.size(); i++) { const Ref noise_image = noise_data[i]; CHECK(noise_image.is_valid()); CHECK(noise_image->get_width() == texture->get_width()); CHECK(noise_image->get_height() == texture->get_height()); CHECK(noise_image->get_format() == Image::FORMAT_L8); Color avg_color = compute_average_color(noise_image); // Since it's a grayscale image and every channel except the alpha channel has the // same values (conversion happens in Image::get_pixel) we only need to test one channel. CHECK(avg_color.r == doctest::Approx(0.5).epsilon(0.05)); } } void check_seamless_texture_rgba() { const Vector> noise_data = texture->get_data(); for (int i = 0; i < noise_data.size(); i++) { const Ref noise_image = noise_data[i]; CHECK(noise_image.is_valid()); CHECK(noise_image->get_width() == texture->get_width()); CHECK(noise_image->get_height() == texture->get_height()); CHECK(noise_image->get_format() == Image::FORMAT_RGBA8); // Check that the noise texture is modulated correctly by the color ramp (Gradient). Color avg_color = compute_average_color(noise_image); // We use a default (black to white) gradient, so the average of the red, green and blue channels should be the same. CHECK(avg_color.r == doctest::Approx(0.5).epsilon(0.05)); CHECK(avg_color.g == doctest::Approx(0.5).epsilon(0.05)); CHECK(avg_color.b == doctest::Approx(0.5).epsilon(0.05)); } } }; TEST_CASE("[NoiseTexture][SceneTree] Getter and setter") { Ref noise_texture = memnew(NoiseTexture3D); Ref noise = memnew(FastNoiseLite); noise_texture->set_noise(noise); CHECK(noise_texture->get_noise() == noise); noise_texture->set_noise(nullptr); CHECK(noise_texture->get_noise().is_null()); noise_texture->set_width(8); noise_texture->set_height(4); noise_texture->set_depth(2); CHECK(noise_texture->get_width() == 8); CHECK(noise_texture->get_height() == 4); CHECK(noise_texture->get_depth() == 2); ERR_PRINT_OFF; noise_texture->set_width(-1); noise_texture->set_height(-1); noise_texture->set_depth(-1); ERR_PRINT_ON; CHECK(noise_texture->get_width() == 8); CHECK(noise_texture->get_height() == 4); CHECK(noise_texture->get_depth() == 2); noise_texture->set_invert(true); CHECK(noise_texture->get_invert() == true); noise_texture->set_invert(false); CHECK(noise_texture->get_invert() == false); noise_texture->set_seamless(true); CHECK(noise_texture->get_seamless() == true); noise_texture->set_seamless(false); CHECK(noise_texture->get_seamless() == false); noise_texture->set_seamless_blend_skirt(0.45); CHECK(noise_texture->get_seamless_blend_skirt() == doctest::Approx(0.45)); ERR_PRINT_OFF; noise_texture->set_seamless_blend_skirt(-1.0); noise_texture->set_seamless_blend_skirt(2.0); CHECK(noise_texture->get_seamless_blend_skirt() == doctest::Approx(0.45)); ERR_PRINT_ON; Ref gradient = memnew(Gradient); noise_texture->set_color_ramp(gradient); CHECK(noise_texture->get_color_ramp() == gradient); noise_texture->set_color_ramp(nullptr); CHECK(noise_texture->get_color_ramp().is_null()); } TEST_CASE("[NoiseTexture3D][SceneTree] Generating a basic noise texture with mipmaps and color ramp modulation") { Ref noise_texture = memnew(NoiseTexture3D); Ref noise = memnew(FastNoiseLite); noise_texture->set_noise(noise); Ref gradient = memnew(Gradient); Vector points; points.push_back({ 0.0, Color(1, 0, 0) }); points.push_back({ 1.0, Color(0, 0, 1) }); gradient->set_points(points); noise_texture->set_color_ramp(gradient); noise_texture->set_width(16); noise_texture->set_height(16); noise_texture->set_depth(16); Ref tester = memnew(NoiseTexture3DTester(noise_texture.ptr())); noise_texture->connect_changed(callable_mp(tester.ptr(), &NoiseTexture3DTester::check_mip_and_color_ramp)); MessageQueue::get_singleton()->flush(); } TEST_CASE("[NoiseTexture3D][SceneTree] Generating a seamless noise texture") { Ref noise_texture = memnew(NoiseTexture3D); Ref noise = memnew(FastNoiseLite); noise->set_frequency(0.5); noise_texture->set_noise(noise); noise_texture->set_width(16); noise_texture->set_height(16); noise_texture->set_depth(16); noise_texture->set_seamless(true); Ref tester = memnew(NoiseTexture3DTester(noise_texture.ptr())); SUBCASE("Grayscale(L8) 16x16x16, with seamless blend skirt of 0.05") { noise_texture->set_seamless_blend_skirt(0.05); noise_texture->connect_changed(callable_mp(tester.ptr(), &NoiseTexture3DTester::check_seamless_texture_grayscale)); MessageQueue::get_singleton()->flush(); } SUBCASE("16x16x16 modulated with default (transparent)black and white gradient (RGBA8), with seamless blend skirt of 1.0") { Ref gradient = memnew(Gradient); Vector points; points.push_back({ 0.0, Color(0, 0, 0, 0) }); points.push_back({ 1.0, Color(1, 1, 1, 1) }); gradient->set_points(points); noise_texture->set_color_ramp(gradient); noise_texture->set_seamless_blend_skirt(1.0); noise_texture->connect_changed(callable_mp(tester.ptr(), &NoiseTexture3DTester::check_seamless_texture_rgba)); MessageQueue::get_singleton()->flush(); } } } //namespace TestNoiseTexture3D #endif // TEST_NOISE_TEXTURE_3D_H