Files
ResInsight/Fwk/VizFwk/Tests/LibViewing_UnitTests/cvfEffect-Test.cpp
sigurdp bbebebadd5 Added complete VizFwk
Added the complete VizFwk from the ResInsight branch in Perforce as of
changelist 190.
2013-11-01 08:49:42 +01:00

174 lines
5.6 KiB
C++

//##################################################################################################
//
// Custom Visualization Core library
// Copyright (C) 2011-2013 Ceetron AS
//
// This library may be used under the terms of either the GNU General Public License or
// the GNU Lesser General Public License as follows:
//
// GNU General Public License Usage
// This library is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE.
//
// See the GNU General Public License at <<http://www.gnu.org/licenses/gpl.html>>
// for more details.
//
// GNU Lesser General Public License Usage
// This library is free software; you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE.
//
// See the GNU Lesser General Public License at <<http://www.gnu.org/licenses/lgpl-2.1.html>>
// for more details.
//
//##################################################################################################
#include "cvfBase.h"
#include "cvfEffect.h"
#include "cvfUniform.h"
#include "cvfUniformSet.h"
#include "cvfShaderProgram.h"
#include "cvfRenderStatePolygonMode.h"
#include "cvfRenderState_FF.h"
#include "gtest/gtest.h"
using namespace cvf;
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
TEST(EffectTest, BasicConstruction)
{
ref<Effect> myEff = new Effect;
ASSERT_EQ(1, myEff->refCount());
ASSERT_EQ(NULL, myEff->shaderProgram());
ASSERT_EQ(NULL, myEff->uniformSet());
ASSERT_EQ(NULL, myEff->renderStateSet());
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
TEST(EffectTest, AddRemoveShaderProgram)
{
ref<ShaderProgram> prog = new ShaderProgram;
EXPECT_EQ(1, prog->refCount());
{
Effect eff;
eff.setShaderProgram(prog.p());
EXPECT_EQ(2, prog->refCount());
eff.setShaderProgram(NULL);
EXPECT_EQ(1, prog->refCount());
}
{
Effect eff;
eff.setShaderProgram(prog.p());
EXPECT_EQ(2, prog->refCount());
}
EXPECT_EQ(1, prog->refCount());
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
TEST(EffectTest, SetUniform)
{
ref<Effect> eff = new Effect;
ASSERT_EQ(NULL, eff->uniformSet());
ref<Uniform> u1 = new UniformFloat("u1");
ref<Uniform> u2 = new UniformFloat("u2");
eff->setUniform(u1.p());
eff->setUniform(u2.p());
const UniformSet* us = eff->uniformSet();
ASSERT_EQ(2, us->count());
EXPECT_EQ(u1.p(), us->uniform(0));
EXPECT_EQ(u2.p(), us->uniform(1));
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
TEST(EffectTest, SetUniformsFromUniformSet)
{
ref<Uniform> u1 = new UniformFloat("u1", 1.0);
ref<Uniform> u2 = new UniformFloat("u2", 2.0);
ref<UniformSet> myus = new UniformSet;
myus->setUniform(u1.p());
myus->setUniform(u2.p());
ref<Effect> eff = new Effect;
ASSERT_EQ(NULL, eff->uniformSet());
ref<Uniform> u = new UniformFloat("u1", 99.0f);
eff->setUniform(u.p());
const UniformSet* effus0 = eff->uniformSet();
ASSERT_EQ(1, effus0->count());
EXPECT_EQ(u.p(), effus0->uniform(0));
eff->setUniformsFromUniformSet(myus.p());
{
const UniformSet* effus = eff->uniformSet();
ASSERT_EQ(effus, effus0);
ASSERT_NE(effus, myus);
ASSERT_EQ(2, effus->count());
EXPECT_EQ(u1.p(), effus->uniform(0));
EXPECT_EQ(u2.p(), effus->uniform(1));
}
}
//--------------------------------------------------------------------------------------------------
///
//--------------------------------------------------------------------------------------------------
TEST(EffectTest, AddRemoveRenderState)
{
Effect eff;
ref<RenderStateMaterial_FF> material1 = new RenderStateMaterial_FF;
ref<RenderStatePolygonMode> polyMode = new RenderStatePolygonMode;
eff.setRenderState(material1.p());
eff.setRenderState(polyMode.p());
EXPECT_EQ(2, material1->refCount());
EXPECT_EQ(2, polyMode->refCount());
EXPECT_EQ(material1.p(), eff.renderStateOfType(RenderState::MATERIAL_FF));
EXPECT_EQ(polyMode.p(), eff.renderStateOfType(RenderState::POLYGON_MODE));
eff.removeRenderState(RenderState::MATERIAL_FF);
EXPECT_EQ(1, material1->refCount());
EXPECT_EQ(2, polyMode->refCount());
EXPECT_EQ(NULL, eff.renderStateOfType(RenderState::MATERIAL_FF));
EXPECT_EQ(polyMode.p(), eff.renderStateOfType(RenderState::POLYGON_MODE));
}