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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. */
- /* 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
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