/*************************************************************************/ /* 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. */ /*************************************************************************/ #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 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 vs = memnew(VisualShader); CHECK(vs.is_valid()); for (int i = 0; i < VisualShader::TYPE_MAX; i++) { Ref 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 vsn5 = memnew(VisualShaderNodeInput); Ref 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 vs = memnew(VisualShader); CHECK(vs.is_valid()); Ref 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 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 vs = memnew(VisualShader); CHECK(vs.is_valid()); for (int i = 0; i < VisualShader::TYPE_MAX; i++) { Ref 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 vs = memnew(VisualShader); CHECK(vs.is_valid()); ERR_PRINT_OFF; for (int i = 0; i < VisualShader::TYPE_MAX; i++) { Ref 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 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