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#include <QtTest/QTest>
#include <Qt3DRender/qshaderimage.h>
#include <Qt3DRender/private/qshaderimage_p.h>
#include <Qt3DRender/private/shaderimage_p.h>
#include <Qt3DRender/qtexture.h>
#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"