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/*************************************************************************/ | ||
/* test_visual_shader.h */ | ||
/*************************************************************************/ | ||
/* This file is part of: */ | ||
/* GODOT ENGINE */ | ||
/* https://godotengine.org */ | ||
/*************************************************************************/ | ||
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ | ||
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ | ||
/* */ | ||
/* 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. */ | ||
/*************************************************************************/ | ||
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#ifndef TEST_VISUAL_SHADER_H | ||
#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") { | ||
Ref<VisualShader> vs = memnew(VisualShader); | ||
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++) { | ||
vs->set_mode((Shader::Mode)i); | ||
CHECK(vs->get_mode() == i); | ||
} | ||
} | ||
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TEST_CASE("[SceneTree][VisualShader] Testing VisualShaderNodes") { | ||
SUBCASE("Testing Node Creation") { | ||
Ref<VisualShader> vs = memnew(VisualShader); | ||
CHECK(vs.is_valid()); | ||
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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); | ||
} | ||
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ERR_PRINT_OFF; | ||
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// Testing for Invalid entries. | ||
Ref<VisualShaderNode> vsn5 = memnew(VisualShaderNodeInput); | ||
Ref<VisualShaderNode> vsn6 = memnew(VisualShaderNodeInput); | ||
CHECK(vsn6.is_valid()); | ||
CHECK(vsn5.is_valid()); | ||
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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); | ||
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ERR_PRINT_ON; | ||
} | ||
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SUBCASE("Testing VisualShaderNode position getter and setter") { | ||
Ref<VisualShader> vs = memnew(VisualShader); | ||
CHECK(vs.is_valid()); | ||
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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)); | ||
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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)); | ||
} | ||
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SUBCASE("Testing VisualShaderNode ID") { | ||
Ref<VisualShader> vs = memnew(VisualShader); | ||
CHECK(vs.is_valid()); | ||
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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); | ||
} | ||
} | ||
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SUBCASE("Testing remove and replace VisualShaderNode") { | ||
Ref<VisualShader> vs = memnew(VisualShader); | ||
CHECK(vs.is_valid()); | ||
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ERR_PRINT_OFF; | ||
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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); | ||
} | ||
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ERR_PRINT_ON; | ||
} | ||
} | ||
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TEST_CASE("[SceneTree][VisualShader] Testing Varyings") { | ||
Ref<VisualShader> vs = memnew(VisualShader); | ||
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vs->add_varying("Test1", VisualShader::VARYING_MODE_FRAG_TO_LIGHT, VisualShader::VARYING_TYPE_TRANSFORM); | ||
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); | ||
CHECK(vs->has_varying("Test2")); | ||
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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")); | ||
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vs->add_varying("Test4", VisualShader::VARYING_MODE_FRAG_TO_LIGHT, VisualShader::VARYING_TYPE_MAX); | ||
CHECK_FALSE(vs->has_varying("Test4")); | ||
ERR_PRINT_ON; | ||
} | ||
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} //namespace TestVisualArray | ||
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#endif // TEST_VISUAL_SHADER_H |
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