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- /**************************************************************************/
- /* test_noise_texture_2d.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_NOISE_TEXTURE_2D_H
- #define TEST_NOISE_TEXTURE_2D_H
- #include "../noise_texture_2d.h"
- #include "tests/test_macros.h"
- namespace TestNoiseTexture2D {
- class NoiseTextureTester : public RefCounted {
- GDCLASS(NoiseTextureTester, RefCounted);
- const NoiseTexture2D *const texture;
- public:
- NoiseTextureTester(const NoiseTexture2D *const p_texture) :
- texture{ p_texture } {}
- Color compute_average_color(const Ref<Image> &p_noise_image) {
- Color r_avg_color{};
- for (int i = 0; i < p_noise_image->get_width(); ++i) {
- for (int j = 0; j < p_noise_image->get_height(); ++j) {
- const Color pixel = p_noise_image->get_pixel(i, j);
- r_avg_color += pixel;
- }
- }
- int pixel_count = p_noise_image->get_width() * p_noise_image->get_height();
- r_avg_color /= pixel_count;
- return r_avg_color;
- }
- void check_mip_and_color_ramp() {
- const Ref<Image> noise_image = texture->get_image();
- CHECK(noise_image.is_valid());
- CHECK(noise_image->get_width() == texture->get_width());
- CHECK(noise_image->get_height() == texture->get_height());
- CHECK(noise_image->get_format() == Image::FORMAT_RGBA8);
- CHECK(noise_image->has_mipmaps());
- Color avg_color = compute_average_color(noise_image);
- // Check that the noise texture is modulated correctly by the color ramp (Gradient).
- CHECK_FALSE_MESSAGE((avg_color.r + avg_color.g + avg_color.b) == doctest::Approx(0.0), "The noise texture should not be all black");
- CHECK_FALSE_MESSAGE((avg_color.r + avg_color.g + avg_color.b) == doctest::Approx(noise_image->get_width() * noise_image->get_height() * 3.0), "The noise texture should not be all white");
- CHECK_MESSAGE(avg_color.g == doctest::Approx(0.0), "The noise texture should not have any green when modulated correctly by the color ramp");
- }
- void check_normal_map() {
- const Ref<Image> noise_image = texture->get_image();
- CHECK(noise_image.is_valid());
- CHECK(noise_image->get_width() == texture->get_width());
- CHECK(noise_image->get_height() == texture->get_height());
- CHECK(noise_image->get_format() == Image::FORMAT_RGBA8);
- CHECK_FALSE(noise_image->has_mipmaps());
- Color avg_color = compute_average_color(noise_image);
- // Check for the characteristic color distribution (for tangent space) of a normal map.
- CHECK(avg_color.r == doctest::Approx(0.5).epsilon(0.05));
- CHECK(avg_color.g == doctest::Approx(0.5).epsilon(0.05));
- CHECK(avg_color.b == doctest::Approx(1.0).epsilon(0.05));
- }
- void check_seamless_texture_grayscale() {
- const Ref<Image> noise_image = texture->get_image();
- CHECK(noise_image.is_valid());
- CHECK(noise_image->get_width() == texture->get_width());
- CHECK(noise_image->get_height() == texture->get_height());
- CHECK(noise_image->get_format() == Image::FORMAT_L8);
- Color avg_color = compute_average_color(noise_image);
- // Since it's a grayscale image and every channel except the alpha channel has the
- // same values (conversion happens in Image::get_pixel) we only need to test one channel.
- CHECK(avg_color.r == doctest::Approx(0.5).epsilon(0.05));
- }
- void check_seamless_texture_rgba() {
- const Ref<Image> noise_image = texture->get_image();
- CHECK(noise_image.is_valid());
- CHECK(noise_image->get_width() == texture->get_width());
- CHECK(noise_image->get_height() == texture->get_height());
- CHECK(noise_image->get_format() == Image::FORMAT_RGBA8);
- // Check that the noise texture is modulated correctly by the color ramp (Gradient).
- Color avg_color = compute_average_color(noise_image);
- // We use a default (black to white) gradient, so the average of the red, green and blue channels should be the same.
- CHECK(avg_color.r == doctest::Approx(0.5).epsilon(0.05));
- CHECK(avg_color.g == doctest::Approx(0.5).epsilon(0.05));
- CHECK(avg_color.b == doctest::Approx(0.5).epsilon(0.05));
- }
- };
- TEST_CASE("[NoiseTexture][SceneTree] Getter and setter") {
- Ref<NoiseTexture2D> noise_texture = memnew(NoiseTexture2D);
- Ref<FastNoiseLite> noise = memnew(FastNoiseLite);
- noise_texture->set_noise(noise);
- CHECK(noise_texture->get_noise() == noise);
- noise_texture->set_noise(nullptr);
- CHECK(noise_texture->get_noise().is_null());
- noise_texture->set_width(8);
- noise_texture->set_height(4);
- CHECK(noise_texture->get_width() == 8);
- CHECK(noise_texture->get_height() == 4);
- ERR_PRINT_OFF;
- noise_texture->set_width(-1);
- noise_texture->set_height(-1);
- ERR_PRINT_ON;
- CHECK(noise_texture->get_width() == 8);
- CHECK(noise_texture->get_height() == 4);
- noise_texture->set_invert(true);
- CHECK(noise_texture->get_invert() == true);
- noise_texture->set_invert(false);
- CHECK(noise_texture->get_invert() == false);
- noise_texture->set_in_3d_space(true);
- CHECK(noise_texture->is_in_3d_space() == true);
- noise_texture->set_in_3d_space(false);
- CHECK(noise_texture->is_in_3d_space() == false);
- noise_texture->set_generate_mipmaps(true);
- CHECK(noise_texture->is_generating_mipmaps() == true);
- noise_texture->set_generate_mipmaps(false);
- CHECK(noise_texture->is_generating_mipmaps() == false);
- noise_texture->set_seamless(true);
- CHECK(noise_texture->get_seamless() == true);
- noise_texture->set_seamless(false);
- CHECK(noise_texture->get_seamless() == false);
- noise_texture->set_seamless_blend_skirt(0.45);
- CHECK(noise_texture->get_seamless_blend_skirt() == doctest::Approx(0.45));
- ERR_PRINT_OFF;
- noise_texture->set_seamless_blend_skirt(-1.0);
- noise_texture->set_seamless_blend_skirt(2.0);
- CHECK(noise_texture->get_seamless_blend_skirt() == doctest::Approx(0.45));
- ERR_PRINT_ON;
- noise_texture->set_as_normal_map(true);
- CHECK(noise_texture->is_normal_map() == true);
- noise_texture->set_as_normal_map(false);
- CHECK(noise_texture->is_normal_map() == false);
- noise_texture->set_bump_strength(0.168);
- CHECK(noise_texture->get_bump_strength() == doctest::Approx(0.168));
- Ref<Gradient> gradient = memnew(Gradient);
- noise_texture->set_color_ramp(gradient);
- CHECK(noise_texture->get_color_ramp() == gradient);
- noise_texture->set_color_ramp(nullptr);
- CHECK(noise_texture->get_color_ramp().is_null());
- }
- TEST_CASE("[NoiseTexture2D][SceneTree] Generating a basic noise texture with mipmaps and color ramp modulation") {
- Ref<NoiseTexture2D> noise_texture = memnew(NoiseTexture2D);
- Ref<FastNoiseLite> noise = memnew(FastNoiseLite);
- noise_texture->set_noise(noise);
- Ref<Gradient> gradient = memnew(Gradient);
- Vector<float> offsets = { 0.0, 1.0 };
- Vector<Color> colors = { Color(1, 0, 0), Color(0, 0, 1) };
- gradient->set_offsets(offsets);
- gradient->set_colors(colors);
- noise_texture->set_color_ramp(gradient);
- noise_texture->set_width(16);
- noise_texture->set_height(16);
- noise_texture->set_generate_mipmaps(true);
- Ref<NoiseTextureTester> tester = memnew(NoiseTextureTester(noise_texture.ptr()));
- noise_texture->connect_changed(callable_mp(tester.ptr(), &NoiseTextureTester::check_mip_and_color_ramp));
- MessageQueue::get_singleton()->flush();
- }
- TEST_CASE("[NoiseTexture2D][SceneTree] Generating a normal map without mipmaps") {
- Ref<NoiseTexture2D> noise_texture = memnew(NoiseTexture2D);
- Ref<FastNoiseLite> noise = memnew(FastNoiseLite);
- noise->set_frequency(0.5);
- noise_texture->set_noise(noise);
- noise_texture->set_width(16);
- noise_texture->set_height(16);
- noise_texture->set_as_normal_map(true);
- noise_texture->set_bump_strength(0.5);
- noise_texture->set_generate_mipmaps(false);
- Ref<NoiseTextureTester> tester = memnew(NoiseTextureTester(noise_texture.ptr()));
- noise_texture->connect_changed(callable_mp(tester.ptr(), &NoiseTextureTester::check_normal_map));
- MessageQueue::get_singleton()->flush();
- }
- TEST_CASE("[NoiseTexture2D][SceneTree] Generating a seamless noise texture") {
- Ref<NoiseTexture2D> noise_texture = memnew(NoiseTexture2D);
- Ref<FastNoiseLite> noise = memnew(FastNoiseLite);
- noise->set_frequency(0.5);
- noise_texture->set_noise(noise);
- noise_texture->set_width(16);
- noise_texture->set_height(16);
- noise_texture->set_seamless(true);
- Ref<NoiseTextureTester> tester = memnew(NoiseTextureTester(noise_texture.ptr()));
- SUBCASE("Grayscale(L8) 16x16, with seamless blend skirt of 0.05") {
- noise_texture->set_seamless_blend_skirt(0.05);
- noise_texture->connect_changed(callable_mp(tester.ptr(), &NoiseTextureTester::check_seamless_texture_grayscale));
- MessageQueue::get_singleton()->flush();
- }
- SUBCASE("16x16 modulated with default (transparent)black and white gradient (RGBA8), with seamless blend skirt of 1.0") {
- Ref<Gradient> gradient = memnew(Gradient);
- Vector<float> offsets = { 0.0, 1.0 };
- Vector<Color> colors = { Color(0, 0, 0, 0), Color(1, 1, 1, 1) };
- gradient->set_offsets(offsets);
- gradient->set_colors(colors);
- noise_texture->set_color_ramp(gradient);
- noise_texture->set_seamless_blend_skirt(1.0);
- noise_texture->connect_changed(callable_mp(tester.ptr(), &NoiseTextureTester::check_seamless_texture_rgba));
- MessageQueue::get_singleton()->flush();
- }
- }
- } //namespace TestNoiseTexture2D
- #endif // TEST_NOISE_TEXTURE_2D_H
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