152 lines
6.2 KiB
C++
152 lines
6.2 KiB
C++
/**************************************************************************/
|
|
/* 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. */
|
|
/* 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_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
|