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272 lines
9.2 KiB
C++
272 lines
9.2 KiB
C++
/* Copyright (C) 2023 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "lib/self_test.h"
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#include "graphics/ColladaManager.h"
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#include "graphics/Decal.h"
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#include "graphics/Material.h"
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#include "graphics/Model.h"
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#include "graphics/ModelDef.h"
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#include "graphics/ObjectEntry.h"
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#include "graphics/ObjectManager.h"
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#include "graphics/ShaderDefines.h"
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#include "graphics/SkeletonAnimManager.h"
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#include "graphics/Terrain.h"
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#include "graphics/Unit.h"
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#include "graphics/UnitManager.h"
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#include "lib/file/io/io.h"
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#include "ps/ConfigDB.h"
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#include "ps/CStrInternStatic.h"
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#include "ps/ProfileViewer.h"
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#include "ps/VideoMode.h"
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#include "ps/XML/Xeromyces.h"
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#include "renderer/backend/dummy/Device.h"
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#include "renderer/Renderer.h"
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#include "scriptinterface/ScriptInterface.h"
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#include "simulation2/Simulation2.h"
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#include <memory>
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#include <string_view>
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namespace
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{
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constexpr std::string_view TEST_SKELETON_XML{R"(<?xml version="1.0" encoding="UTF-8"?><skeletons></skeletons>)"};
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constexpr std::string_view TEST_MESH_XML{R"(<?xml version="1.0" encoding="utf-8"?>
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<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">
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<asset>
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<unit name="meter" meter="1"/>
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<up_axis>Z_UP</up_axis>
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</asset>
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<library_geometries>
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<geometry id="Plane-mesh" name="Plane">
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<mesh>
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<source id="Plane-mesh-positions">
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<float_array id="Plane-mesh-positions-array" count="12">1 1 0 1 -1 0 -1 -0.9999998 0 -0.9999997 1 0</float_array>
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</source>
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<source id="Plane-mesh-normals">
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<float_array id="Plane-mesh-normals-array" count="3">0 0 1</float_array>
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</source>
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<source id="Plane-mesh-map-0">
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<float_array id="Plane-mesh-map-0-array" count="8">0 0 1 0 1 1 0 1</float_array>
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</source>
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<vertices id="Plane-mesh-vertices">
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<input semantic="POSITION" source="#Plane-mesh-positions"/>
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</vertices>
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<polylist count="1">
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<input semantic="VERTEX" source="#Plane-mesh-vertices" offset="0"/>
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<input semantic="NORMAL" source="#Plane-mesh-normals" offset="1"/>
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<input semantic="TEXCOORD" source="#Plane-mesh-map-0" offset="2" set="0"/>
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<vcount>4 </vcount>
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<p>0 0 0 3 0 1 2 0 2 1 0 3</p>
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</polylist>
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</mesh>
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</geometry>
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</library_geometries>
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<library_visual_scenes>
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<visual_scene id="Scene" name="Scene">
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<node id="Plane" type="NODE"><instance_geometry url="#Plane-mesh"/></node>
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</visual_scene>
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</library_visual_scenes>
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<scene><instance_visual_scene url="#Scene"/></scene>
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</COLLADA>)"};
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constexpr std::string_view TEST_ACTOR_WITH_SHADOWS_NAME{"test_with_shadows.xml"};
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constexpr std::string_view TEST_ACTOR_WITH_SHADOWS_XML{R"(<?xml version="1.0" encoding="utf-8"?>
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<actor version="1">
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<castshadow/>
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<group>
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<variant><mesh>test.dae</mesh></variant>
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</group>
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</actor>)"};
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}
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class TestModel : public CxxTest::TestSuite
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{
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OsPath m_ModPath;
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OsPath m_CachePath;
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std::unique_ptr<CProfileViewer> m_Viewer;
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std::unique_ptr<CRenderer> m_Renderer;
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public:
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void setUp()
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{
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g_VFS = CreateVfs();
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CConfigDB::Initialise();
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CConfigDB::Instance()->SetValueString(CFG_SYSTEM, "rendererbackend", "dummy");
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CXeromyces::Startup();
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TestLogger logger;
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g_VideoMode.InitNonSDL();
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g_VideoMode.CreateBackendDevice(false);
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m_Viewer = std::make_unique<CProfileViewer>();
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m_Renderer = std::make_unique<CRenderer>(g_VideoMode.GetBackendDevice());
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m_ModPath = DataDir() / "mods" / "_test.model" / "";
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m_CachePath = DataDir() / "_testcache" / "";
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const OsPath skeletonsPath = m_ModPath / "art" / "skeletons";
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TS_ASSERT_EQUALS(INFO::OK, CreateDirectories(skeletonsPath, 0700, false));
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const OsPath meshesPath = m_ModPath / "art" / "meshes";
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TS_ASSERT_EQUALS(INFO::OK, CreateDirectories(meshesPath, 0700, false));
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const OsPath testSkeletonPath = skeletonsPath / "test.xml";
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TS_ASSERT_EQUALS(INFO::OK, io::Store(testSkeletonPath, TEST_SKELETON_XML.data(), TEST_SKELETON_XML.size()));
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const OsPath testMeshPath = meshesPath / "test.dae";
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TS_ASSERT_EQUALS(INFO::OK, io::Store(testMeshPath, TEST_MESH_XML.data(), TEST_MESH_XML.size()));
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const OsPath actorsPath = m_ModPath / "art" / "actors";
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TS_ASSERT_EQUALS(INFO::OK, CreateDirectories(actorsPath, 0700, false));
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const OsPath testActorPath = actorsPath / TEST_ACTOR_WITH_SHADOWS_NAME.data();
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TS_ASSERT_EQUALS(INFO::OK, io::Store(testActorPath, TEST_ACTOR_WITH_SHADOWS_XML.data(), TEST_ACTOR_WITH_SHADOWS_XML.size()));
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TS_ASSERT_OK(g_VFS->Mount(L"", m_ModPath));
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TS_ASSERT_OK(g_VFS->Mount(L"cache/", m_CachePath, 0, VFS_MAX_PRIORITY));
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}
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void tearDown()
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{
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m_Renderer.reset();
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m_Viewer.reset();
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g_VideoMode.Shutdown();
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CXeromyces::Terminate();
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CConfigDB::Shutdown();
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g_VFS.reset();
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DeleteDirectory(m_ModPath);
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DeleteDirectory(m_CachePath);
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}
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bool HasShaderDefine(const CShaderDefines& defines, CStrIntern define)
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{
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const auto& map = defines.GetMap();
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const auto it = map.find(define);
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return it != map.end() && it->second == str_1;
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}
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bool HasMaterialDefine(CModel* model, CStrIntern define)
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{
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return HasShaderDefine(model->GetMaterial().GetShaderDefines(), define);
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}
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bool HasMaterialDefine(CModelDecal* model, CStrIntern define)
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{
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return HasShaderDefine(model->m_Decal.m_Material.GetShaderDefines(), define);
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}
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void test_model_with_flags()
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{
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TestLogger logger;
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CMaterial material{};
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CSimulation2 simulation{nullptr, g_ScriptContext, nullptr};
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CTerrain terrain;
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terrain.Initialize(4, nullptr);
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// TODO: load a proper mock for modeldef.
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CModelDefPtr modeldef = std::make_shared<CModelDef>();
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std::unique_ptr<CModel> model = std::make_unique<CModel>(simulation, material, modeldef);
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SPropPoint propPoint{};
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model->AddProp(&propPoint, std::make_unique<CModel>(simulation, material, modeldef), nullptr);
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SDecal decal{CMaterial{}, 4.0f, 4.0f, 0.0f, 4.0f, 4.0f, false};
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model->AddProp(&propPoint, std::make_unique<CModelDecal>(&terrain, decal), nullptr);
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model->AddFlagsRec(ModelFlag::IGNORE_LOS);
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model->RemoveShadowsRec();
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TS_ASSERT(HasMaterialDefine(model.get(), str_DISABLE_RECEIVE_SHADOWS));
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TS_ASSERT(HasMaterialDefine(model.get(), str_IGNORE_LOS));
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for (const CModel::Prop& prop : model->GetProps())
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{
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TS_ASSERT(prop.m_Model->ToCModel() || prop.m_Model->ToCModelDecal());
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if (prop.m_Model->ToCModel())
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{
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TS_ASSERT(HasMaterialDefine(prop.m_Model->ToCModel(), str_DISABLE_RECEIVE_SHADOWS));
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TS_ASSERT(HasMaterialDefine(prop.m_Model->ToCModel(), str_IGNORE_LOS));
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}
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else if (prop.m_Model->ToCModelDecal())
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{
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TS_ASSERT(HasMaterialDefine(prop.m_Model->ToCModelDecal(), str_DISABLE_RECEIVE_SHADOWS));
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}
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}
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std::unique_ptr<CModelAbstract> clonedModel = model->Clone();
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TS_ASSERT(clonedModel->ToCModel());
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TS_ASSERT(HasMaterialDefine(clonedModel->ToCModel(), str_DISABLE_RECEIVE_SHADOWS));
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TS_ASSERT(HasMaterialDefine(clonedModel->ToCModel(), str_IGNORE_LOS));
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TS_ASSERT_EQUALS(model->GetProps().size(), clonedModel->ToCModel()->GetProps().size());
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for (const CModel::Prop& prop : clonedModel->ToCModel()->GetProps())
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{
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TS_ASSERT(prop.m_Model->ToCModel() || prop.m_Model->ToCModelDecal());
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if (prop.m_Model->ToCModel())
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{
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TS_ASSERT(HasMaterialDefine(prop.m_Model->ToCModel(), str_DISABLE_RECEIVE_SHADOWS));
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TS_ASSERT(HasMaterialDefine(prop.m_Model->ToCModel(), str_IGNORE_LOS));
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}
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else if (prop.m_Model->ToCModelDecal())
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{
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TS_ASSERT(HasMaterialDefine(prop.m_Model->ToCModelDecal(), str_DISABLE_RECEIVE_SHADOWS));
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}
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}
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}
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void test_unit_reload()
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{
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TestLogger logger;
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CColladaManager colladaManager{g_VFS};
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CMeshManager meshManager{colladaManager};
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CSkeletonAnimManager skeletonAnimationManager{colladaManager};
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CUnitManager unitManager;
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CSimulation2 simulation{&unitManager, g_ScriptContext, nullptr};
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CObjectManager objectManager{
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meshManager, skeletonAnimationManager, simulation};
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unitManager.SetObjectManager(objectManager);
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const CStrW actorName = CStr{TEST_ACTOR_WITH_SHADOWS_NAME}.FromUTF8();
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const entity_id_t id = 1;
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const uint32_t seed = 1;
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CUnit* unit = unitManager.CreateUnit(actorName, id, seed);
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TS_ASSERT(unit);
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CModel* model = unit->GetModel().ToCModel();
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TS_ASSERT(model);
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TS_ASSERT((model->GetFlags() & ModelFlag::CAST_SHADOWS) == ModelFlag::CAST_SHADOWS);
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auto [success, actor] = objectManager.FindActorDef(actorName);
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TS_ASSERT(success);
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const uint32_t newSeed = 2;
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// Trigger the unit reload.
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unit->SetActorSelections(actor.PickSelectionsAtRandom(newSeed));
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model = unit->GetModel().ToCModel();
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TS_ASSERT(model);
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TS_ASSERT((model->GetFlags() & ModelFlag::CAST_SHADOWS) == ModelFlag::CAST_SHADOWS);
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}
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};
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