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jMonkeyEngine is a 3-D game engine for adventurous Java developers
/*
* Copyright (c) 2021 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme3.material;
import com.jme3.asset.AssetManager;
import com.jme3.asset.DesktopAssetManager;
import com.jme3.export.binary.BinaryExporter;
import org.junit.Assert;
import org.junit.Test;
/**
* Test cloning/saving/loading a RenderState. Related issues include #1718 and
* #1723.
*
* @author Stephen Gold [email protected]
*/
public class RenderStateTest {
// *************************************************************************
// fields
private static final AssetManager assetManager = new DesktopAssetManager();
private static final boolean testSerialization = true;
private static final RenderState testObject = new RenderState();
// *************************************************************************
// new methods exposed
@Test
public void testCloneRenderState() {
for (RenderState.BlendEquation equation : RenderState.BlendEquation.values()) {
testObject.setBlendEquation(equation);
test();
}
for (RenderState.BlendEquationAlpha eqAlpha : RenderState.BlendEquationAlpha.values()) {
testObject.setBlendEquationAlpha(eqAlpha);
test();
}
for (RenderState.BlendMode mode : RenderState.BlendMode.values()) {
testObject.setBlendMode(mode);
test();
}
testObject.setColorWrite(true);
test();
testObject.setColorWrite(false);
test();
testCustomBlendFactors();
for (RenderState.TestFunction function : RenderState.TestFunction.values()) {
testObject.setDepthFunc(function);
test();
}
testObject.setDepthTest(true);
test();
testObject.setDepthTest(false);
test();
testObject.setDepthWrite(true);
test();
testObject.setDepthWrite(false);
test();
for (RenderState.FaceCullMode mode : RenderState.FaceCullMode.values()) {
testObject.setFaceCullMode(mode);
test();
}
testObject.setLineWidth(1f);
test();
testObject.setLineWidth(9f);
test();
for (int factor = -1; factor <= 1; ++factor) {
for (int units = -1; units <= 1; ++units) {
testObject.setPolyOffset(factor, units);
test();
}
}
testStencils();
testObject.setWireframe(true);
test();
testObject.setWireframe(false);
test();
}
// *************************************************************************
// private methods
private static void test() {
/*
* Test a clone for equality.
*/
RenderState clone = testObject.clone();
Assert.assertEquals(testObject, clone);
if (testSerialization) {
/*
* Test a save-and-load copy for equality.
*/
RenderState copy = BinaryExporter.saveAndLoad(assetManager, testObject);
Assert.assertEquals(testObject, copy);
}
}
/**
* Tests 242 of the 14,641 possile blend-factor combinations.
*/
private static void testCustomBlendFactors() {
final RenderState.BlendFunc dAlpha = RenderState.BlendFunc.Zero;
final RenderState.BlendFunc sAlpha = RenderState.BlendFunc.Dst_Color;
for (RenderState.BlendFunc sourceRgb : RenderState.BlendFunc.values()) {
for (RenderState.BlendFunc destRgb : RenderState.BlendFunc.values()) {
testObject.setCustomBlendFactors(sourceRgb, destRgb, sAlpha, dAlpha);
test();
}
}
final RenderState.BlendFunc dRgb = RenderState.BlendFunc.One_Minus_Dst_Alpha;
final RenderState.BlendFunc sRgb = RenderState.BlendFunc.Src_Color;
for (RenderState.BlendFunc sourceAlpha : RenderState.BlendFunc.values()) {
for (RenderState.BlendFunc destAlpha : RenderState.BlendFunc.values()) {
testObject.setCustomBlendFactors(sRgb, dRgb, sourceAlpha, destAlpha);
test();
}
}
}
/**
* Tests a subset of the possile stencil combinations.
*/
private static void testStencils() {
boolean enabled = true;
final RenderState.StencilOperation frontSfo = RenderState.StencilOperation.Increment;
final RenderState.StencilOperation frontDfo = RenderState.StencilOperation.Invert;
final RenderState.StencilOperation frontDpo = RenderState.StencilOperation.Zero;
final RenderState.StencilOperation backSfo = RenderState.StencilOperation.Replace;
final RenderState.StencilOperation backDfo = RenderState.StencilOperation.DecrementWrap;
final RenderState.StencilOperation backDpo = RenderState.StencilOperation.Keep;
/*
* Vary the test functions (8th and 9th arguments).
*/
for (RenderState.TestFunction front : RenderState.TestFunction.values()) {
for (RenderState.TestFunction back : RenderState.TestFunction.values()) {
testObject.setStencil(enabled,
frontSfo, frontDfo, frontDpo, backSfo, backDfo, backDpo,
front, back);
test();
}
}
final RenderState.TestFunction front = RenderState.TestFunction.GreaterOrEqual;
final RenderState.TestFunction back = RenderState.TestFunction.NotEqual;
/*
* Vary the 2nd, 4th, and 7th arguments.
*/
for (RenderState.StencilOperation arg2 : RenderState.StencilOperation.values()) {
for (RenderState.StencilOperation arg4 : RenderState.StencilOperation.values()) {
for (RenderState.StencilOperation arg7 : RenderState.StencilOperation.values()) {
testObject.setStencil(enabled,
arg2, frontDfo, arg4, backSfo, backDfo, arg7,
front, back);
test();
}
}
}
/*
* Vary the 3rd, 5th, and 6th arguments.
*/
for (RenderState.StencilOperation arg3 : RenderState.StencilOperation.values()) {
for (RenderState.StencilOperation arg5 : RenderState.StencilOperation.values()) {
for (RenderState.StencilOperation arg6 : RenderState.StencilOperation.values()) {
testObject.setStencil(enabled,
frontSfo, arg3, frontDpo, arg5, arg6, backDpo,
front, back);
test();
}
}
}
enabled = false;
testObject.setStencil(enabled,
frontSfo, frontDfo, frontDpo, backSfo, backDfo, backDpo,
front, back);
test();
}
}
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