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/* test_noise_texture_3d.h */
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# ifndef TEST_NOISE_TEXTURE_3D_H
# define TEST_NOISE_TEXTURE_3D_H
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# include "../noise_texture_3d.h"
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# include "tests/test_macros.h"
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namespace TestNoiseTexture3D {
class NoiseTexture3DTester : public RefCounted {
GDCLASS ( NoiseTexture3DTester , RefCounted ) ;
const NoiseTexture3D * const texture ;
public :
NoiseTexture3DTester ( const NoiseTexture3D * 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 Vector < Ref < Image > > noise_data = texture - > get_data ( ) ;
for ( int i = 0 ; i < noise_data . size ( ) ; i + + ) {
const Ref < Image > noise_image = noise_data [ i ] ;
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_seamless_texture_grayscale ( ) {
const Vector < Ref < Image > > noise_data = texture - > get_data ( ) ;
for ( int i = 0 ; i < noise_data . size ( ) ; i + + ) {
const Ref < Image > noise_image = noise_data [ i ] ;
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 Vector < Ref < Image > > noise_data = texture - > get_data ( ) ;
for ( int i = 0 ; i < noise_data . size ( ) ; i + + ) {
const Ref < Image > noise_image = noise_data [ i ] ;
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 < NoiseTexture3D > noise_texture = memnew ( NoiseTexture3D ) ;
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 ( ) = = nullptr ) ;
noise_texture - > set_width ( 8 ) ;
noise_texture - > set_height ( 4 ) ;
noise_texture - > set_depth ( 2 ) ;
CHECK ( noise_texture - > get_width ( ) = = 8 ) ;
CHECK ( noise_texture - > get_height ( ) = = 4 ) ;
CHECK ( noise_texture - > get_depth ( ) = = 2 ) ;
ERR_PRINT_OFF ;
noise_texture - > set_width ( - 1 ) ;
noise_texture - > set_height ( - 1 ) ;
noise_texture - > set_depth ( - 1 ) ;
ERR_PRINT_ON ;
CHECK ( noise_texture - > get_width ( ) = = 8 ) ;
CHECK ( noise_texture - > get_height ( ) = = 4 ) ;
CHECK ( noise_texture - > get_depth ( ) = = 2 ) ;
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_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 ;
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 ( ) = = nullptr ) ;
}
TEST_CASE ( " [NoiseTexture3D][SceneTree] Generating a basic noise texture with mipmaps and color ramp modulation " ) {
Ref < NoiseTexture3D > noise_texture = memnew ( NoiseTexture3D ) ;
Ref < FastNoiseLite > noise = memnew ( FastNoiseLite ) ;
noise_texture - > set_noise ( noise ) ;
Ref < Gradient > gradient = memnew ( Gradient ) ;
Vector < Gradient : : Point > points ;
points . push_back ( { 0.0 , Color ( 1 , 0 , 0 ) } ) ;
points . push_back ( { 1.0 , Color ( 0 , 0 , 1 ) } ) ;
gradient - > set_points ( points ) ;
noise_texture - > set_color_ramp ( gradient ) ;
noise_texture - > set_width ( 16 ) ;
noise_texture - > set_height ( 16 ) ;
noise_texture - > set_depth ( 16 ) ;
Ref < NoiseTexture3DTester > tester = memnew ( NoiseTexture3DTester ( noise_texture . ptr ( ) ) ) ;
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noise_texture - > connect_changed ( callable_mp ( tester . ptr ( ) , & NoiseTexture3DTester : : check_mip_and_color_ramp ) ) ;
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MessageQueue : : get_singleton ( ) - > flush ( ) ;
}
TEST_CASE ( " [NoiseTexture3D][SceneTree] Generating a seamless noise texture " ) {
Ref < NoiseTexture3D > noise_texture = memnew ( NoiseTexture3D ) ;
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_depth ( 16 ) ;
noise_texture - > set_seamless ( true ) ;
Ref < NoiseTexture3DTester > tester = memnew ( NoiseTexture3DTester ( noise_texture . ptr ( ) ) ) ;
SUBCASE ( " Grayscale(L8) 16x16x16, with seamless blend skirt of 0.05 " ) {
noise_texture - > set_seamless_blend_skirt ( 0.05 ) ;
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noise_texture - > connect_changed ( callable_mp ( tester . ptr ( ) , & NoiseTexture3DTester : : check_seamless_texture_grayscale ) ) ;
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MessageQueue : : get_singleton ( ) - > flush ( ) ;
}
SUBCASE ( " 16x16x16 modulated with default (transparent)black and white gradient (RGBA8), with seamless blend skirt of 1.0 " ) {
Ref < Gradient > gradient = memnew ( Gradient ) ;
Vector < Gradient : : Point > points ;
points . push_back ( { 0.0 , Color ( 0 , 0 , 0 , 0 ) } ) ;
points . push_back ( { 1.0 , Color ( 1 , 1 , 1 , 1 ) } ) ;
gradient - > set_points ( points ) ;
noise_texture - > set_color_ramp ( gradient ) ;
noise_texture - > set_seamless_blend_skirt ( 1.0 ) ;
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noise_texture - > connect_changed ( callable_mp ( tester . ptr ( ) , & NoiseTexture3DTester : : check_seamless_texture_rgba ) ) ;
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MessageQueue : : get_singleton ( ) - > flush ( ) ;
}
}
} //namespace TestNoiseTexture3D
# endif // TEST_NOISE_TEXTURE_3D_H