godot/modules/noise/tests/test_noise_texture_3d.h

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/**************************************************************************/
/* test_noise_texture_3d.h */
/**************************************************************************/
/* This file is part of: */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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#ifndef TEST_NOISE_TEXTURE_3D_H
#define TEST_NOISE_TEXTURE_3D_H
#include "../noise_texture_3d.h"
#include "tests/test_macros.h"
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()));
noise_texture->connect_changed(callable_mp(tester.ptr(), &NoiseTexture3DTester::check_mip_and_color_ramp));
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);
noise_texture->connect_changed(callable_mp(tester.ptr(), &NoiseTexture3DTester::check_seamless_texture_grayscale));
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);
noise_texture->connect_changed(callable_mp(tester.ptr(), &NoiseTexture3DTester::check_seamless_texture_rgba));
MessageQueue::get_singleton()->flush();
}
}
} //namespace TestNoiseTexture3D
#endif // TEST_NOISE_TEXTURE_3D_H