|
| 1 | +/*************************************************************************/ |
| 2 | +/* test_visual_shader.h */ |
| 3 | +/*************************************************************************/ |
| 4 | +/* This file is part of: */ |
| 5 | +/* GODOT ENGINE */ |
| 6 | +/* https://godotengine.org */ |
| 7 | +/*************************************************************************/ |
| 8 | +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ |
| 9 | +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ |
| 10 | +/* */ |
| 11 | +/* Permission is hereby granted, free of charge, to any person obtaining */ |
| 12 | +/* a copy of this software and associated documentation files (the */ |
| 13 | +/* "Software"), to deal in the Software without restriction, including */ |
| 14 | +/* without limitation the rights to use, copy, modify, merge, publish, */ |
| 15 | +/* distribute, sublicense, and/or sell copies of the Software, and to */ |
| 16 | +/* permit persons to whom the Software is furnished to do so, subject to */ |
| 17 | +/* the following conditions: */ |
| 18 | +/* */ |
| 19 | +/* The above copyright notice and this permission notice shall be */ |
| 20 | +/* included in all copies or substantial portions of the Software. */ |
| 21 | +/* */ |
| 22 | +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ |
| 23 | +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ |
| 24 | +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ |
| 25 | +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
| 26 | +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ |
| 27 | +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
| 28 | +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
| 29 | +/*************************************************************************/ |
| 30 | + |
| 31 | +#ifndef TEST_VISUAL_SHADER_H |
| 32 | +#define TEST_VISUAL_SHADER_H |
| 33 | + |
| 34 | +#include "scene/resources/visual_shader.h" |
| 35 | + |
| 36 | +#include "tests/test_macros.h" |
| 37 | + |
| 38 | +namespace TestVisualArray { |
| 39 | + |
| 40 | +TEST_CASE("[SceneTree][VisualShader] Object creation and parameter") { |
| 41 | + Ref<VisualShader> vs = memnew(VisualShader); |
| 42 | + CHECK(vs.is_valid()); |
| 43 | + |
| 44 | + CHECK(vs->get_mode() == Shader::MODE_SPATIAL); |
| 45 | + |
| 46 | + for (int i = 1; i < Shader::MODE_MAX; i++) { |
| 47 | + vs->set_mode((Shader::Mode)i); |
| 48 | + CHECK(vs->get_mode() == i); |
| 49 | + } |
| 50 | +} |
| 51 | + |
| 52 | +TEST_CASE("[SceneTree][VisualShader] Testing VisualShaderNodes") { |
| 53 | + SUBCASE("Testing Node Creation") { |
| 54 | + Ref<VisualShader> vs = memnew(VisualShader); |
| 55 | + CHECK(vs.is_valid()); |
| 56 | + |
| 57 | + for (int i = 0; i < VisualShader::TYPE_MAX; i++) { |
| 58 | + Ref<VisualShaderNode> vsn = memnew(VisualShaderNodeInput); |
| 59 | + CHECK(vsn.is_valid()); |
| 60 | + vs->add_node(VisualShader::Type(i), vsn, Vector2(1, 10), i + 2); |
| 61 | + CHECK(vs->get_node(VisualShader::Type(i), i + 2) == vsn); |
| 62 | + } |
| 63 | + |
| 64 | + ERR_PRINT_OFF; |
| 65 | + |
| 66 | + // Testing for Invalid entries. |
| 67 | + Ref<VisualShaderNode> vsn5 = memnew(VisualShaderNodeInput); |
| 68 | + Ref<VisualShaderNode> vsn6 = memnew(VisualShaderNodeInput); |
| 69 | + CHECK(vsn6.is_valid()); |
| 70 | + CHECK(vsn5.is_valid()); |
| 71 | + |
| 72 | + vs->add_node(VisualShader::TYPE_SKY, vsn5, Vector2(1, 10), 0); |
| 73 | + CHECK_FALSE(vs->get_node(VisualShader::TYPE_SKY, 0) == vsn6); |
| 74 | + vs->add_node(VisualShader::TYPE_MAX, vsn6, Vector2(1, 10), 7); |
| 75 | + CHECK_FALSE(vs->get_node(VisualShader::TYPE_SKY, 7) == vsn6); |
| 76 | + |
| 77 | + ERR_PRINT_ON; |
| 78 | + } |
| 79 | + |
| 80 | + SUBCASE("Testing VisualShaderNode position getter and setter") { |
| 81 | + Ref<VisualShader> vs = memnew(VisualShader); |
| 82 | + CHECK(vs.is_valid()); |
| 83 | + |
| 84 | + Ref<VisualShaderNode> vsn1 = memnew(VisualShaderNodeInput); |
| 85 | + CHECK(vsn1.is_valid()); |
| 86 | + vs->add_node(VisualShader::TYPE_COLLIDE, vsn1, Vector2(0, 0), 3); |
| 87 | + CHECK(vs->get_node_position(VisualShader::TYPE_COLLIDE, 3) == Vector2(0, 0)); |
| 88 | + vs->set_node_position(VisualShader::TYPE_COLLIDE, 3, Vector2(1, 1)); |
| 89 | + CHECK(vs->get_node_position(VisualShader::TYPE_COLLIDE, 3) == Vector2(1, 1)); |
| 90 | + |
| 91 | + Ref<VisualShaderNode> vsn2 = memnew(VisualShaderNodeInput); |
| 92 | + CHECK(vsn2.is_valid()); |
| 93 | + vs->add_node(VisualShader::TYPE_FOG, vsn2, Vector2(1, 2), 4); |
| 94 | + CHECK(vs->get_node_position(VisualShader::TYPE_FOG, 4) == Vector2(1, 2)); |
| 95 | + vs->set_node_position(VisualShader::TYPE_FOG, 4, Vector2(2, 2)); |
| 96 | + CHECK(vs->get_node_position(VisualShader::TYPE_FOG, 4) == Vector2(2, 2)); |
| 97 | + } |
| 98 | + |
| 99 | + SUBCASE("Testing VisualShaderNode ID") { |
| 100 | + Ref<VisualShader> vs = memnew(VisualShader); |
| 101 | + CHECK(vs.is_valid()); |
| 102 | + |
| 103 | + for (int i = 0; i < VisualShader::TYPE_MAX; i++) { |
| 104 | + Ref<VisualShaderNode> vsn = memnew(VisualShaderNodeInput); |
| 105 | + CHECK(vsn.is_valid()); |
| 106 | + vs->add_node(VisualShader::Type(i), vsn, Vector2(1, 10), i + 2); |
| 107 | + CHECK(vs->get_valid_node_id(VisualShader::Type(i)) - 1 == i + 2); |
| 108 | + } |
| 109 | + } |
| 110 | + |
| 111 | + SUBCASE("Testing remove and replace VisualShaderNode") { |
| 112 | + Ref<VisualShader> vs = memnew(VisualShader); |
| 113 | + CHECK(vs.is_valid()); |
| 114 | + |
| 115 | + ERR_PRINT_OFF; |
| 116 | + |
| 117 | + for (int i = 0; i < VisualShader::TYPE_MAX; i++) { |
| 118 | + Ref<VisualShaderNode> vsn = memnew(VisualShaderNodeInput); |
| 119 | + CHECK(vsn.is_valid()); |
| 120 | + vs->add_node(VisualShader::Type(i), vsn, Vector2(1, 10), i + 2); |
| 121 | + CHECK(vs->get_node(VisualShader::Type(i), i + 2) == vsn); |
| 122 | + vs->remove_node(VisualShader::Type(i), i + 2); |
| 123 | + CHECK_FALSE(vs->get_node(VisualShader::Type(i), i + 2) == vsn); |
| 124 | + } |
| 125 | + |
| 126 | + ERR_PRINT_ON; |
| 127 | + } |
| 128 | +} |
| 129 | + |
| 130 | +TEST_CASE("[SceneTree][VisualShader] Testing Varyings") { |
| 131 | + Ref<VisualShader> vs = memnew(VisualShader); |
| 132 | + |
| 133 | + vs->add_varying("Test1", VisualShader::VARYING_MODE_FRAG_TO_LIGHT, VisualShader::VARYING_TYPE_TRANSFORM); |
| 134 | + CHECK(vs->has_varying("Test1") == true); |
| 135 | + |
| 136 | + vs->add_varying("Test2", VisualShader::VARYING_MODE_VERTEX_TO_FRAG_LIGHT, VisualShader::VARYING_TYPE_VECTOR_2D); |
| 137 | + CHECK(vs->has_varying("Test2")); |
| 138 | + |
| 139 | + CHECK_FALSE(vs->has_varying("Does_not_exits")); |
| 140 | + ERR_PRINT_OFF; |
| 141 | + vs->add_varying("Test3", VisualShader::VARYING_MODE_MAX, VisualShader::VARYING_TYPE_INT); |
| 142 | + CHECK_FALSE(vs->has_varying("Test3")); |
| 143 | + |
| 144 | + vs->add_varying("Test4", VisualShader::VARYING_MODE_FRAG_TO_LIGHT, VisualShader::VARYING_TYPE_MAX); |
| 145 | + CHECK_FALSE(vs->has_varying("Test4")); |
| 146 | + ERR_PRINT_ON; |
| 147 | +} |
| 148 | + |
| 149 | +} //namespace TestVisualArray |
| 150 | + |
| 151 | +#endif // TEST_VISUAL_SHADER_H |
0 commit comments