/**************************************************************************** ** ** Copyright (C) 2019 Klaralvdalens Datakonsult AB (KDAB). ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 3 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL3 included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 3 requirements ** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 2.0 or (at your option) the GNU General ** Public license version 3 or any later version approved by the KDE Free ** Qt Foundation. The licenses are as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-2.0.html and ** https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include #include #include #include #include #include "qbackendnodetester.h" #include "testrenderer.h" class tst_ShaderImage : public Qt3DCore::QBackendNodeTester { Q_OBJECT private Q_SLOTS: void checkInitialState() { // GIVEN Qt3DRender::Render::ShaderImage backendShaderImage; // THEN QCOMPARE(backendShaderImage.isEnabled(), false); QVERIFY(backendShaderImage.peerId().isNull()); QCOMPARE(backendShaderImage.textureId(), Qt3DCore::QNodeId()); QCOMPARE(backendShaderImage.mipLevel(), int(0)); QCOMPARE(backendShaderImage.layer(), int(0)); QCOMPARE(backendShaderImage.layered(), false); QCOMPARE(backendShaderImage.access(), Qt3DRender::QShaderImage::ReadWrite); QCOMPARE(backendShaderImage.format(), Qt3DRender::QShaderImage::NoFormat); } void checkCleanupState() { // GIVEN Qt3DRender::Render::ShaderImage backendShaderImage; // WHEN backendShaderImage.setEnabled(true); backendShaderImage.setTextureId(Qt3DCore::QNodeId::createId()); backendShaderImage.setMipLevel(8); backendShaderImage.setLayer(200); backendShaderImage.setLayered(true); backendShaderImage.setAccess(Qt3DRender::QShaderImage::WriteOnly); backendShaderImage.setFormat(Qt3DRender::QShaderImage::R32F); backendShaderImage.cleanup(); // THEN QCOMPARE(backendShaderImage.isEnabled(), false); QCOMPARE(backendShaderImage.textureId(), Qt3DCore::QNodeId()); QCOMPARE(backendShaderImage.mipLevel(), int(0)); QCOMPARE(backendShaderImage.layer(), int(0)); QCOMPARE(backendShaderImage.layered(), false); QCOMPARE(backendShaderImage.access(), Qt3DRender::QShaderImage::ReadWrite); QCOMPARE(backendShaderImage.format(), Qt3DRender::QShaderImage::NoFormat); } void checkInitializeFromPeer() { // GIVEN Qt3DRender::QShaderImage shaderImage; TestRenderer renderer; { // WHEN Qt3DRender::Render::ShaderImage backendShaderImage; backendShaderImage.setRenderer(&renderer); simulateInitializationSync(&shaderImage, &backendShaderImage); // THEN QCOMPARE(backendShaderImage.isEnabled(), true); QCOMPARE(backendShaderImage.peerId(), shaderImage.id()); QCOMPARE(backendShaderImage.textureId(), Qt3DCore::QNodeId()); QCOMPARE(backendShaderImage.mipLevel(), 0); QCOMPARE(backendShaderImage.layer(), 0); QCOMPARE(backendShaderImage.layered(), false); QCOMPARE(backendShaderImage.access(), Qt3DRender::QShaderImage::ReadWrite); QCOMPARE(backendShaderImage.format(), Qt3DRender::QShaderImage::Automatic); } { // WHEN Qt3DRender::Render::ShaderImage backendShaderImage; shaderImage.setEnabled(false); backendShaderImage.setRenderer(&renderer); simulateInitializationSync(&shaderImage, &backendShaderImage); // THEN QCOMPARE(backendShaderImage.peerId(), shaderImage.id()); QCOMPARE(backendShaderImage.isEnabled(), false); } } void checkSceneChangeEvents() { // GIVEN Qt3DRender::QShaderImage shaderImage; Qt3DRender::Render::ShaderImage backendShaderImage; TestRenderer renderer; backendShaderImage.setRenderer(&renderer); simulateInitializationSync(&shaderImage, &backendShaderImage); { // WHEN const bool newValue = false; shaderImage.setEnabled(newValue); backendShaderImage.syncFromFrontEnd(&shaderImage, false); // THEN QCOMPARE(backendShaderImage.isEnabled(), newValue); } { // WHEN Qt3DRender::QTexture2D tex2D; shaderImage.setTexture(&tex2D); backendShaderImage.syncFromFrontEnd(&shaderImage, false); // THEN QCOMPARE(backendShaderImage.textureId(), tex2D.id()); } { // WHEN const int newValue = 883; shaderImage.setMipLevel(newValue); backendShaderImage.syncFromFrontEnd(&shaderImage, false); // THEN QCOMPARE(backendShaderImage.mipLevel(), newValue); } { // WHEN const int newValue = 1584; shaderImage.setLayer(newValue); backendShaderImage.syncFromFrontEnd(&shaderImage, false); // THEN QCOMPARE(backendShaderImage.layer(), newValue); } { // WHEN const bool newValue = true; shaderImage.setLayered(newValue); backendShaderImage.syncFromFrontEnd(&shaderImage, false); // THEN QCOMPARE(backendShaderImage.layered(), newValue); } { // WHEN const Qt3DRender::QShaderImage::Access newValue = Qt3DRender::QShaderImage::WriteOnly; shaderImage.setAccess(newValue); backendShaderImage.syncFromFrontEnd(&shaderImage, false); // THEN QCOMPARE(backendShaderImage.access(), newValue); } { // WHEN const Qt3DRender::QShaderImage::ImageFormat newValue = Qt3DRender::QShaderImage::RG16F; shaderImage.setFormat(newValue); backendShaderImage.syncFromFrontEnd(&shaderImage, false); // THEN QCOMPARE(backendShaderImage.format(), newValue); } } }; QTEST_MAIN(tst_ShaderImage) #include "tst_shaderimage.moc"