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Added ImageTexture unit tests
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tests/scene/test_image_texture.h
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tests/scene/test_image_texture.h
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/**************************************************************************/
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/* test_image_texture.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef TEST_IMAGE_TEXTURE_H
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#define TEST_IMAGE_TEXTURE_H
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#include "core/io/image.h"
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#include "scene/resources/image_texture.h"
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#include "tests/test_macros.h"
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#include "tests/test_utils.h"
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namespace TestImageTexture {
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// [SceneTree] in a test case name enables initializing a mock render server,
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// which ImageTexture is dependent on.
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TEST_CASE("[SceneTree][ImageTexture] constructor") {
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Ref<ImageTexture> image_texture = memnew(ImageTexture);
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CHECK(image_texture->get_width() == 0);
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CHECK(image_texture->get_height() == 0);
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CHECK(image_texture->get_format() == 0);
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CHECK(image_texture->has_alpha() == false);
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CHECK(image_texture->get_image() == Ref<Image>());
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}
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TEST_CASE("[SceneTree][ImageTexture] create_from_image") {
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Ref<Image> image = memnew(Image(16, 8, true, Image::FORMAT_RGBA8));
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Ref<ImageTexture> image_texture = ImageTexture::create_from_image(image);
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CHECK(image_texture->get_width() == 16);
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CHECK(image_texture->get_height() == 8);
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CHECK(image_texture->get_format() == Image::FORMAT_RGBA8);
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CHECK(image_texture->has_alpha() == true);
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CHECK(image_texture->get_rid().is_valid() == true);
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}
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TEST_CASE("[SceneTree][ImageTexture] set_image") {
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Ref<ImageTexture> image_texture = memnew(ImageTexture);
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Ref<Image> image = memnew(Image(8, 4, false, Image::FORMAT_RGB8));
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image_texture->set_image(image);
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CHECK(image_texture->get_width() == 8);
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CHECK(image_texture->get_height() == 4);
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CHECK(image_texture->get_format() == Image::FORMAT_RGB8);
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CHECK(image_texture->has_alpha() == false);
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CHECK(image_texture->get_width() == image_texture->get_image()->get_width());
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CHECK(image_texture->get_height() == image_texture->get_image()->get_height());
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CHECK(image_texture->get_format() == image_texture->get_image()->get_format());
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}
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TEST_CASE("[SceneTree][ImageTexture] set_size_override") {
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Ref<Image> image = memnew(Image(16, 8, false, Image::FORMAT_RGB8));
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Ref<ImageTexture> image_texture = ImageTexture::create_from_image(image);
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CHECK(image_texture->get_width() == 16);
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CHECK(image_texture->get_height() == 8);
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image_texture->set_size_override(Size2i(32, 16));
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CHECK(image_texture->get_width() == 32);
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CHECK(image_texture->get_height() == 16);
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}
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TEST_CASE("[SceneTree][ImageTexture] is_pixel_opaque") {
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Ref<Image> image = memnew(Image(8, 8, false, Image::FORMAT_RGBA8));
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image->set_pixel(0, 0, Color(0.0, 0.0, 0.0, 0.0)); // not opaque
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image->set_pixel(0, 1, Color(0.0, 0.0, 0.0, 0.1)); // not opaque
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image->set_pixel(0, 2, Color(0.0, 0.0, 0.0, 0.5)); // opaque
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image->set_pixel(0, 3, Color(0.0, 0.0, 0.0, 0.9)); // opaque
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image->set_pixel(0, 4, Color(0.0, 0.0, 0.0, 1.0)); // opaque
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Ref<ImageTexture> image_texture = ImageTexture::create_from_image(image);
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CHECK(image_texture->is_pixel_opaque(0, 0) == false);
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CHECK(image_texture->is_pixel_opaque(0, 1) == false);
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CHECK(image_texture->is_pixel_opaque(0, 2) == true);
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CHECK(image_texture->is_pixel_opaque(0, 3) == true);
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CHECK(image_texture->is_pixel_opaque(0, 4) == true);
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}
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TEST_CASE("[SceneTree][ImageTexture] set_path") {
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Ref<ImageTexture> image_texture = memnew(ImageTexture);
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String path = TestUtils::get_data_path("images/icon.png");
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image_texture->set_path(path, true);
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CHECK(image_texture->get_path() == path);
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}
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} //namespace TestImageTexture
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#endif // TEST_IMAGE_TEXTURE_H
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@ -106,6 +106,7 @@
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#include "tests/scene/test_curve_2d.h"
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#include "tests/scene/test_curve_3d.h"
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#include "tests/scene/test_gradient.h"
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#include "tests/scene/test_image_texture.h"
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#include "tests/scene/test_navigation_agent_2d.h"
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#include "tests/scene/test_navigation_obstacle_2d.h"
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#include "tests/scene/test_navigation_region_2d.h"
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