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XCEngine/tests/Resources/Mesh/test_mesh_loader.cpp

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#include <gtest/gtest.h>
#include <XCEngine/Core/Asset/AssetDatabase.h>
#include <XCEngine/Core/Asset/ArtifactContainer.h>
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#include <XCEngine/Core/Asset/ResourceManager.h>
#include <XCEngine/Resources/BuiltinResources.h>
#include <XCEngine/Resources/Material/MaterialLoader.h>
#include <XCEngine/Resources/Mesh/MeshLoader.h>
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#include <XCEngine/Resources/Mesh/MeshImportSettings.h>
#include <XCEngine/Resources/Material/Material.h>
#include <XCEngine/Resources/Model/Model.h>
#include <XCEngine/Resources/Texture/Texture.h>
#include <XCEngine/Core/Asset/ResourceTypes.h>
#include <XCEngine/Core/Containers/Array.h>
#include <chrono>
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#include <filesystem>
#include <fstream>
#include <thread>
#ifdef _WIN32
#ifndef NOMINMAX
#define NOMINMAX
#endif
#include <windows.h>
#endif
using namespace XCEngine::Resources;
using namespace XCEngine::Containers;
namespace {
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std::string GetMeshFixturePath(const char* fileName) {
return (std::filesystem::path(XCENGINE_TEST_FIXTURES_DIR) / "Resources" / "Mesh" / fileName).string();
}
std::filesystem::path GetRepositoryRoot() {
return std::filesystem::path(__FILE__).parent_path().parent_path().parent_path().parent_path();
}
XCEngine::Core::uint32 GetFirstSectionMaterialIndex(const Mesh& mesh) {
if (mesh.GetSections().Empty()) {
return 0;
}
return mesh.GetSections()[0].materialID;
}
Material* GetFirstSectionMaterial(Mesh& mesh) {
const XCEngine::Core::uint32 materialIndex = GetFirstSectionMaterialIndex(mesh);
if (materialIndex >= mesh.GetMaterials().Size()) {
return nullptr;
}
return mesh.GetMaterial(materialIndex);
}
bool PumpAsyncLoadsUntilIdle(ResourceManager& manager,
std::chrono::milliseconds timeout = std::chrono::milliseconds(4000)) {
const auto deadline = std::chrono::steady_clock::now() + timeout;
while (manager.IsAsyncLoading() && std::chrono::steady_clock::now() < deadline) {
manager.UpdateAsyncLoads();
std::this_thread::sleep_for(std::chrono::milliseconds(5));
}
manager.UpdateAsyncLoads();
return !manager.IsAsyncLoading();
}
void FlipLastByte(const std::filesystem::path& path) {
std::ifstream input(path, std::ios::binary);
ASSERT_TRUE(input.is_open());
std::vector<char> bytes(
(std::istreambuf_iterator<char>(input)),
std::istreambuf_iterator<char>());
ASSERT_FALSE(bytes.empty());
bytes.back() ^= 0x01;
std::ofstream output(path, std::ios::binary | std::ios::trunc);
ASSERT_TRUE(output.is_open());
output.write(bytes.data(), static_cast<std::streamsize>(bytes.size()));
ASSERT_TRUE(static_cast<bool>(output));
}
TEST(MeshLoader, GetResourceType) {
MeshLoader loader;
EXPECT_EQ(loader.GetResourceType(), ResourceType::Mesh);
}
TEST(MeshLoader, GetSupportedExtensions) {
MeshLoader loader;
auto extensions = loader.GetSupportedExtensions();
EXPECT_GE(extensions.Size(), 1u);
}
TEST(MeshLoader, CanLoad) {
MeshLoader loader;
EXPECT_TRUE(loader.CanLoad("test.obj"));
EXPECT_TRUE(loader.CanLoad("test.fbx"));
EXPECT_TRUE(loader.CanLoad("test.gltf"));
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EXPECT_TRUE(loader.CanLoad("test.OBJ"));
EXPECT_FALSE(loader.CanLoad("test.txt"));
EXPECT_FALSE(loader.CanLoad("test.png"));
}
TEST(MeshLoader, LoadInvalidPath) {
MeshLoader loader;
LoadResult result = loader.Load("invalid/path/mesh.obj");
EXPECT_FALSE(result);
}
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TEST(MeshLoader, ResourceManagerRegistersMeshAndTextureLoaders) {
ResourceManager& manager = ResourceManager::Get();
manager.Initialize();
EXPECT_NE(manager.GetLoader(ResourceType::Mesh), nullptr);
EXPECT_NE(manager.GetLoader(ResourceType::Texture), nullptr);
manager.Shutdown();
}
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TEST(MeshLoader, LoadValidObjMesh) {
MeshLoader loader;
const std::string path = GetMeshFixturePath("triangle.obj");
LoadResult result = loader.Load(path.c_str());
ASSERT_TRUE(result);
ASSERT_NE(result.resource, nullptr);
auto* mesh = static_cast<Mesh*>(result.resource);
EXPECT_EQ(mesh->GetVertexCount(), 3u);
EXPECT_EQ(mesh->GetIndexCount(), 3u);
EXPECT_EQ(mesh->GetVertexStride(), sizeof(StaticMeshVertex));
EXPECT_FALSE(mesh->IsUse32BitIndex());
ASSERT_EQ(mesh->GetSections().Size(), 1u);
EXPECT_EQ(mesh->GetSections()[0].vertexCount, 3u);
EXPECT_EQ(mesh->GetSections()[0].indexCount, 3u);
EXPECT_TRUE(HasVertexAttribute(mesh->GetVertexAttributes(), VertexAttribute::Position));
EXPECT_TRUE(HasVertexAttribute(mesh->GetVertexAttributes(), VertexAttribute::Normal));
EXPECT_TRUE(HasVertexAttribute(mesh->GetVertexAttributes(), VertexAttribute::UV0));
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EXPECT_EQ(mesh->GetBounds().GetMin(), XCEngine::Math::Vector3(0.0f, 0.0f, -1.0f));
EXPECT_EQ(mesh->GetBounds().GetMax(), XCEngine::Math::Vector3(1.0f, 1.0f, -1.0f));
EXPECT_EQ(mesh->GetSections()[0].bounds.GetMin(), XCEngine::Math::Vector3(0.0f, 0.0f, -1.0f));
EXPECT_EQ(mesh->GetSections()[0].bounds.GetMax(), XCEngine::Math::Vector3(1.0f, 1.0f, -1.0f));
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const auto* vertices = static_cast<const StaticMeshVertex*>(mesh->GetVertexData());
ASSERT_NE(vertices, nullptr);
EXPECT_FLOAT_EQ(vertices[0].position.x, 0.0f);
EXPECT_FLOAT_EQ(vertices[0].position.y, 0.0f);
EXPECT_FLOAT_EQ(vertices[0].position.z, -1.0f);
EXPECT_FLOAT_EQ(vertices[0].normal.z, -1.0f);
EXPECT_FLOAT_EQ(vertices[1].uv0.x, 1.0f);
EXPECT_FLOAT_EQ(vertices[2].uv0.y, 1.0f);
delete mesh;
}
TEST(MeshLoader, GeneratesNormalsAndTangentsWhenRequested) {
MeshLoader loader;
MeshImportSettings settings;
settings.AddImportFlag(MeshImportFlags::GenerateNormals);
settings.AddImportFlag(MeshImportFlags::GenerateTangents);
const std::string path = GetMeshFixturePath("triangle_no_normals.obj");
LoadResult result = loader.Load(path.c_str(), &settings);
ASSERT_TRUE(result);
ASSERT_NE(result.resource, nullptr);
auto* mesh = static_cast<Mesh*>(result.resource);
EXPECT_TRUE(HasVertexAttribute(mesh->GetVertexAttributes(), VertexAttribute::Normal));
EXPECT_TRUE(HasVertexAttribute(mesh->GetVertexAttributes(), VertexAttribute::Tangent));
EXPECT_TRUE(HasVertexAttribute(mesh->GetVertexAttributes(), VertexAttribute::Bitangent));
const auto* vertices = static_cast<const StaticMeshVertex*>(mesh->GetVertexData());
ASSERT_NE(vertices, nullptr);
EXPECT_GT(vertices[0].normal.Magnitude(), 0.0f);
EXPECT_GT(vertices[0].tangent.Magnitude(), 0.0f);
EXPECT_GT(vertices[0].bitangent.Magnitude(), 0.0f);
delete mesh;
}
TEST(MeshLoader, ImportsMaterialTexturesFromObj) {
MeshLoader loader;
const std::string path = GetMeshFixturePath("textured_triangle.obj");
LoadResult result = loader.Load(path.c_str());
ASSERT_TRUE(result);
ASSERT_NE(result.resource, nullptr);
auto* mesh = static_cast<Mesh*>(result.resource);
ASSERT_EQ(mesh->GetSections().Size(), 1u);
ASSERT_GE(mesh->GetMaterials().Size(), 1u);
EXPECT_LT(mesh->GetSections()[0].materialID, mesh->GetMaterials().Size());
Material* material = mesh->GetMaterial(mesh->GetSections()[0].materialID);
ASSERT_NE(material, nullptr);
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ASSERT_NE(material->GetShader(), nullptr);
EXPECT_EQ(material->GetShader()->GetPath(), GetBuiltinForwardLitShaderPath());
EXPECT_TRUE(material->HasProperty("_BaseColor"));
EXPECT_TRUE(material->HasProperty("_MainTex"));
EXPECT_FALSE(material->HasProperty("baseColorTexture"));
EXPECT_EQ(material->GetTextureBindingCount(), 1u);
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EXPECT_EQ(material->GetTextureBindingName(0), "_MainTex");
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ResourceHandle<Texture> diffuseTexture = material->GetTexture("_MainTex");
ASSERT_TRUE(diffuseTexture.IsValid());
EXPECT_EQ(diffuseTexture->GetWidth(), 2u);
EXPECT_EQ(diffuseTexture->GetHeight(), 2u);
EXPECT_EQ(diffuseTexture->GetPixelDataSize(), 16u);
EXPECT_EQ(diffuseTexture->GetFormat(), TextureFormat::RGBA8_UNORM);
EXPECT_EQ(mesh->GetTextures().Size(), 1u);
delete mesh;
}
TEST(MeshLoader, ProjectBackpackSampleImportsMaterialTextures) {
namespace fs = std::filesystem;
const fs::path repositoryRoot = GetRepositoryRoot();
const fs::path projectRoot = repositoryRoot / "project";
const fs::path backpackMeshPath = projectRoot / "Assets" / "Models" / "backpack" / "backpack.obj";
const fs::path assimpDllPath = repositoryRoot / "engine" / "third_party" / "assimp" / "bin" / "assimp-vc143-mt.dll";
if (!fs::exists(backpackMeshPath)) {
GTEST_SKIP() << "Backpack sample mesh is not available in the local project fixture.";
}
ASSERT_TRUE(fs::exists(assimpDllPath));
#ifdef _WIN32
struct DllGuard {
HMODULE module = nullptr;
~DllGuard() {
if (module != nullptr) {
FreeLibrary(module);
}
}
} dllGuard;
dllGuard.module = LoadLibraryW(assimpDllPath.wstring().c_str());
ASSERT_NE(dllGuard.module, nullptr);
#endif
ResourceManager& manager = ResourceManager::Get();
manager.Initialize();
manager.SetResourceRoot(projectRoot.string().c_str());
MeshLoader loader;
const LoadResult result = loader.Load(backpackMeshPath.string().c_str());
ASSERT_TRUE(result);
ASSERT_NE(result.resource, nullptr);
auto* mesh = static_cast<Mesh*>(result.resource);
ASSERT_NE(mesh, nullptr);
ASSERT_FALSE(mesh->GetMaterials().Empty());
Material* material = GetFirstSectionMaterial(*mesh);
ASSERT_NE(material, nullptr);
EXPECT_EQ(material->GetTextureBindingCount(), 1u);
EXPECT_EQ(material->GetTextureBindingName(0), "_MainTex");
EXPECT_EQ(
fs::path(material->GetTextureBindingPath(0).CStr()).lexically_normal().generic_string(),
(projectRoot / "Assets" / "Models" / "backpack" / "diffuse.jpg").lexically_normal().generic_string());
delete mesh;
manager.SetResourceRoot("");
manager.Shutdown();
}
TEST(MeshLoader, ProjectBackpackSampleArtifactRetainsSectionMaterialTextures) {
namespace fs = std::filesystem;
const fs::path repositoryRoot = GetRepositoryRoot();
const fs::path projectRoot = repositoryRoot / "project";
const fs::path backpackMeshPath = projectRoot / "Assets" / "Models" / "backpack" / "backpack.obj";
const fs::path assimpDllPath = repositoryRoot / "engine" / "third_party" / "assimp" / "bin" / "assimp-vc143-mt.dll";
if (!fs::exists(backpackMeshPath)) {
GTEST_SKIP() << "Backpack sample mesh is not available in the local project fixture.";
}
ASSERT_TRUE(fs::exists(assimpDllPath));
#ifdef _WIN32
struct DllGuard {
HMODULE module = nullptr;
~DllGuard() {
if (module != nullptr) {
FreeLibrary(module);
}
}
} dllGuard;
dllGuard.module = LoadLibraryW(assimpDllPath.wstring().c_str());
ASSERT_NE(dllGuard.module, nullptr);
#endif
ResourceManager& manager = ResourceManager::Get();
manager.Initialize();
manager.SetResourceRoot(projectRoot.string().c_str());
AssetDatabase database;
database.Initialize(projectRoot.string().c_str());
AssetDatabase::ResolvedAsset resolvedAsset;
ASSERT_TRUE(database.EnsureArtifact("Assets/Models/backpack/backpack.obj", ResourceType::Model, resolvedAsset));
ASSERT_TRUE(resolvedAsset.artifactReady);
EXPECT_EQ(fs::path(resolvedAsset.artifactMainPath.CStr()).extension().string(), ".xcmodel");
const String meshArtifactPath =
BuildArtifactContainerEntryPath(resolvedAsset.artifactMainPath, "mesh_0.xcmesh");
XCEngine::Containers::Array<XCEngine::Core::uint8> payload;
ASSERT_TRUE(ReadArtifactContainerEntryPayload(
resolvedAsset.artifactMainPath,
"mesh_0.xcmesh",
ResourceType::Mesh,
payload));
MeshLoader loader;
const LoadResult result = loader.Load(meshArtifactPath);
ASSERT_TRUE(result);
ASSERT_NE(result.resource, nullptr);
auto* mesh = static_cast<Mesh*>(result.resource);
ASSERT_NE(mesh, nullptr);
ASSERT_FALSE(mesh->GetSections().Empty());
ASSERT_FALSE(mesh->GetMaterials().Empty());
Material* sectionMaterial = GetFirstSectionMaterial(*mesh);
ASSERT_NE(sectionMaterial, nullptr);
EXPECT_EQ(sectionMaterial->GetTextureBindingCount(), 1u);
EXPECT_EQ(sectionMaterial->GetTextureBindingName(0), "_MainTex");
EXPECT_FALSE(sectionMaterial->GetTextureBindingPath(0).Empty());
delete mesh;
database.Shutdown();
manager.SetResourceRoot("");
manager.Shutdown();
}
TEST(MeshLoader, ProjectNahidaSampleMarksFallbackUv1WhenSecondaryChannelIsAbsent) {
namespace fs = std::filesystem;
const fs::path repositoryRoot = GetRepositoryRoot();
const fs::path projectRoot = repositoryRoot / "project";
const fs::path nahidaModelPath =
projectRoot / "Assets" / "Characters" / "Nahida" / "Model" / "Avatar_Loli_Catalyst_Nahida.fbx";
const fs::path assimpDllPath = repositoryRoot / "engine" / "third_party" / "assimp" / "bin" / "assimp-vc143-mt.dll";
if (!fs::exists(nahidaModelPath)) {
GTEST_SKIP() << "Nahida sample model is not available in the local project fixture.";
}
ASSERT_TRUE(fs::exists(assimpDllPath));
#ifdef _WIN32
struct DllGuard {
HMODULE module = nullptr;
~DllGuard() {
if (module != nullptr) {
FreeLibrary(module);
}
}
} dllGuard;
dllGuard.module = LoadLibraryW(assimpDllPath.wstring().c_str());
ASSERT_NE(dllGuard.module, nullptr);
#endif
ResourceManager& manager = ResourceManager::Get();
manager.Initialize();
manager.SetResourceRoot(projectRoot.string().c_str());
MeshLoader loader;
const LoadResult result = loader.Load(nahidaModelPath.string().c_str());
ASSERT_TRUE(result);
ASSERT_NE(result.resource, nullptr);
auto* mesh = static_cast<Mesh*>(result.resource);
ASSERT_NE(mesh, nullptr);
EXPECT_TRUE(HasVertexAttribute(mesh->GetVertexAttributes(), VertexAttribute::UV0));
EXPECT_TRUE(HasVertexAttribute(mesh->GetVertexAttributes(), VertexAttribute::UV1));
EXPECT_TRUE(HasVertexAttribute(mesh->GetVertexAttributes(), VertexAttribute::Color));
const auto* vertices = static_cast<const StaticMeshVertex*>(mesh->GetVertexData());
ASSERT_NE(vertices, nullptr);
ASSERT_GT(mesh->GetVertexCount(), 0u);
EXPECT_FLOAT_EQ(vertices[0].uv0.x, vertices[0].uv1.x);
EXPECT_FLOAT_EQ(vertices[0].uv0.y, vertices[0].uv1.y);
delete mesh;
manager.SetResourceRoot("");
manager.Shutdown();
}
TEST(MeshLoader, AssetDatabaseCreatesModelArtifactAndReusesItWithoutReimport) {
namespace fs = std::filesystem;
using namespace std::chrono_literals;
ResourceManager& manager = ResourceManager::Get();
manager.Initialize();
const fs::path projectRoot = fs::temp_directory_path() / "xc_mesh_library_cache_test";
const fs::path assetsDir = projectRoot / "Assets";
fs::remove_all(projectRoot);
fs::create_directories(assetsDir);
fs::copy_file(GetMeshFixturePath("textured_triangle.obj"),
assetsDir / "textured_triangle.obj",
fs::copy_options::overwrite_existing);
fs::copy_file(GetMeshFixturePath("textured_triangle.mtl"),
assetsDir / "textured_triangle.mtl",
fs::copy_options::overwrite_existing);
fs::copy_file(GetMeshFixturePath("checker.bmp"),
assetsDir / "checker.bmp",
fs::copy_options::overwrite_existing);
MeshLoader sourceMeshLoader;
LoadResult sourceMeshResult =
sourceMeshLoader.Load((assetsDir / "textured_triangle.obj").string().c_str());
ASSERT_TRUE(sourceMeshResult);
ASSERT_NE(sourceMeshResult.resource, nullptr);
auto* sourceMesh = static_cast<Mesh*>(sourceMeshResult.resource);
ASSERT_NE(sourceMesh, nullptr);
ASSERT_GE(sourceMesh->GetMaterials().Size(), 1u);
Material* sourceSectionMaterial = GetFirstSectionMaterial(*sourceMesh);
ASSERT_NE(sourceSectionMaterial, nullptr);
const XCEngine::Core::uint32 sourceMaterialIndex = GetFirstSectionMaterialIndex(*sourceMesh);
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ASSERT_NE(sourceSectionMaterial->GetShader(), nullptr);
EXPECT_EQ(sourceSectionMaterial->GetShader()->GetPath(), GetBuiltinForwardLitShaderPath());
EXPECT_EQ(sourceSectionMaterial->GetTextureBindingCount(), 1u);
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EXPECT_EQ(sourceSectionMaterial->GetTextureBindingName(0), "_MainTex");
EXPECT_FALSE(sourceSectionMaterial->GetTextureBindingPath(0).Empty());
delete sourceMesh;
AssetDatabase database;
database.Initialize(projectRoot.string().c_str());
AssetDatabase::ResolvedAsset firstResolve;
ASSERT_TRUE(database.EnsureArtifact("Assets/textured_triangle.obj", ResourceType::Model, firstResolve));
ASSERT_TRUE(firstResolve.exists);
ASSERT_TRUE(firstResolve.artifactReady);
EXPECT_EQ(fs::path(firstResolve.artifactMainPath.CStr()).extension().string(), ".xcmodel");
EXPECT_TRUE(fs::exists(projectRoot / "Assets" / "textured_triangle.obj.meta"));
EXPECT_TRUE(fs::exists(projectRoot / "Library" / "assets.db"));
EXPECT_TRUE(fs::exists(projectRoot / "Library" / "artifacts.db"));
EXPECT_TRUE(fs::exists(firstResolve.artifactMainPath.CStr()));
const String meshArtifactPath =
BuildArtifactContainerEntryPath(firstResolve.artifactMainPath, "mesh_0.xcmesh");
const String materialArtifactPath = BuildArtifactContainerEntryPath(
firstResolve.artifactMainPath,
String(("material_" + std::to_string(sourceMaterialIndex) + ".xcmat").c_str()));
XCEngine::Containers::Array<XCEngine::Core::uint8> artifactPayload;
EXPECT_TRUE(ReadArtifactContainerEntryPayload(
firstResolve.artifactMainPath,
"mesh_0.xcmesh",
ResourceType::Mesh,
artifactPayload));
EXPECT_TRUE(ReadArtifactContainerEntryPayload(
firstResolve.artifactMainPath,
String(("material_" + std::to_string(sourceMaterialIndex) + ".xcmat").c_str()),
ResourceType::Material,
artifactPayload));
EXPECT_TRUE(ReadArtifactContainerEntryPayload(
firstResolve.artifactMainPath,
"texture_0.xctex",
ResourceType::Texture,
artifactPayload));
MaterialLoader materialLoader;
LoadResult materialArtifactResult = materialLoader.Load(materialArtifactPath);
ASSERT_TRUE(materialArtifactResult);
ASSERT_NE(materialArtifactResult.resource, nullptr);
auto* artifactMaterial = static_cast<Material*>(materialArtifactResult.resource);
ASSERT_NE(artifactMaterial, nullptr);
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ASSERT_NE(artifactMaterial->GetShader(), nullptr);
EXPECT_EQ(artifactMaterial->GetShader()->GetPath(), GetBuiltinForwardLitShaderPath());
EXPECT_EQ(artifactMaterial->GetTextureBindingCount(), 1u);
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EXPECT_EQ(artifactMaterial->GetTextureBindingName(0), "_MainTex");
EXPECT_FALSE(artifactMaterial->GetTextureBindingPath(0).Empty());
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const ResourceHandle<Texture> artifactLazyTexture = artifactMaterial->GetTexture("_MainTex");
EXPECT_FALSE(artifactLazyTexture.IsValid());
EXPECT_GT(manager.GetAsyncPendingCount(), 0u);
ASSERT_TRUE(PumpAsyncLoadsUntilIdle(manager));
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const ResourceHandle<Texture> artifactResolvedTexture = artifactMaterial->GetTexture("_MainTex");
ASSERT_TRUE(artifactResolvedTexture.IsValid());
EXPECT_EQ(artifactResolvedTexture->GetWidth(), 2u);
EXPECT_EQ(artifactResolvedTexture->GetHeight(), 2u);
delete artifactMaterial;
MeshLoader meshLoader;
LoadResult meshArtifactResult = meshLoader.Load(meshArtifactPath);
ASSERT_TRUE(meshArtifactResult);
ASSERT_NE(meshArtifactResult.resource, nullptr);
auto* artifactMesh = static_cast<Mesh*>(meshArtifactResult.resource);
ASSERT_NE(artifactMesh, nullptr);
ASSERT_GE(artifactMesh->GetMaterials().Size(), 1u);
Material* artifactSectionMaterial = GetFirstSectionMaterial(*artifactMesh);
ASSERT_NE(artifactSectionMaterial, nullptr);
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ASSERT_NE(artifactSectionMaterial->GetShader(), nullptr);
EXPECT_EQ(artifactSectionMaterial->GetShader()->GetPath(), GetBuiltinForwardLitShaderPath());
EXPECT_EQ(artifactSectionMaterial->GetTextureBindingCount(), 1u);
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EXPECT_EQ(artifactSectionMaterial->GetTextureBindingName(0), "_MainTex");
EXPECT_FALSE(artifactSectionMaterial->GetTextureBindingPath(0).Empty());
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const ResourceHandle<Texture> artifactMeshLazyTexture = artifactSectionMaterial->GetTexture("_MainTex");
EXPECT_FALSE(artifactMeshLazyTexture.IsValid());
EXPECT_GT(manager.GetAsyncPendingCount(), 0u);
ASSERT_TRUE(PumpAsyncLoadsUntilIdle(manager));
const ResourceHandle<Texture> artifactMeshResolvedTexture =
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artifactSectionMaterial->GetTexture("_MainTex");
ASSERT_TRUE(artifactMeshResolvedTexture.IsValid());
EXPECT_EQ(artifactMeshResolvedTexture->GetWidth(), 2u);
EXPECT_EQ(artifactMeshResolvedTexture->GetHeight(), 2u);
delete artifactMesh;
AssetRef assetRef;
ASSERT_TRUE(database.TryGetAssetRef("Assets/textured_triangle.obj", ResourceType::Model, assetRef));
EXPECT_TRUE(assetRef.IsValid());
const auto originalArtifactWriteTime = fs::last_write_time(firstResolve.artifactMainPath.CStr());
std::this_thread::sleep_for(50ms);
AssetDatabase::ResolvedAsset secondResolve;
ASSERT_TRUE(database.EnsureArtifact("Assets/textured_triangle.obj", ResourceType::Model, secondResolve));
EXPECT_EQ(firstResolve.artifactMainPath, secondResolve.artifactMainPath);
EXPECT_EQ(originalArtifactWriteTime, fs::last_write_time(secondResolve.artifactMainPath.CStr()));
database.Shutdown();
manager.Shutdown();
fs::remove_all(projectRoot);
}
TEST(MeshLoader, AssetDatabaseReimportsModelWhenDependencyChanges) {
namespace fs = std::filesystem;
using namespace std::chrono_literals;
const fs::path projectRoot = fs::temp_directory_path() / "xc_mesh_dependency_reimport_test";
const fs::path assetsDir = projectRoot / "Assets";
fs::remove_all(projectRoot);
fs::create_directories(assetsDir);
fs::copy_file(GetMeshFixturePath("textured_triangle.obj"),
assetsDir / "textured_triangle.obj",
fs::copy_options::overwrite_existing);
fs::copy_file(GetMeshFixturePath("textured_triangle.mtl"),
assetsDir / "textured_triangle.mtl",
fs::copy_options::overwrite_existing);
fs::copy_file(GetMeshFixturePath("checker.bmp"),
assetsDir / "checker.bmp",
fs::copy_options::overwrite_existing);
AssetDatabase database;
database.Initialize(projectRoot.string().c_str());
AssetDatabase::ResolvedAsset firstResolve;
ASSERT_TRUE(database.EnsureArtifact("Assets/textured_triangle.obj", ResourceType::Model, firstResolve));
ASSERT_TRUE(firstResolve.artifactReady);
const String firstArtifactPath = firstResolve.artifactMainPath;
database.Shutdown();
std::this_thread::sleep_for(50ms);
{
std::ofstream mtlOutput(assetsDir / "textured_triangle.mtl", std::ios::app);
ASSERT_TRUE(mtlOutput.is_open());
mtlOutput << "\n# force dependency reimport\n";
ASSERT_TRUE(static_cast<bool>(mtlOutput));
}
database.Initialize(projectRoot.string().c_str());
AssetDatabase::ResolvedAsset secondResolve;
ASSERT_TRUE(database.EnsureArtifact("Assets/textured_triangle.obj", ResourceType::Model, secondResolve));
ASSERT_TRUE(secondResolve.artifactReady);
EXPECT_NE(firstArtifactPath, secondResolve.artifactMainPath);
const String secondArtifactPath = secondResolve.artifactMainPath;
database.Shutdown();
std::this_thread::sleep_for(50ms);
FlipLastByte(assetsDir / "checker.bmp");
database.Initialize(projectRoot.string().c_str());
AssetDatabase::ResolvedAsset thirdResolve;
ASSERT_TRUE(database.EnsureArtifact("Assets/textured_triangle.obj", ResourceType::Model, thirdResolve));
ASSERT_TRUE(thirdResolve.artifactReady);
EXPECT_NE(secondArtifactPath, thirdResolve.artifactMainPath);
EXPECT_TRUE(fs::exists(thirdResolve.artifactMainPath.CStr()));
database.Shutdown();
fs::remove_all(projectRoot);
}
TEST(MeshLoader, ResourceManagerLoadsImportedMeshSubAssetByAssetRefFromProjectAssets) {
namespace fs = std::filesystem;
ResourceManager& manager = ResourceManager::Get();
manager.Initialize();
const fs::path projectRoot = fs::temp_directory_path() / "xc_mesh_asset_ref_test";
const fs::path assetsDir = projectRoot / "Assets";
fs::remove_all(projectRoot);
fs::create_directories(assetsDir);
fs::copy_file(GetMeshFixturePath("textured_triangle.obj"),
assetsDir / "textured_triangle.obj",
fs::copy_options::overwrite_existing);
fs::copy_file(GetMeshFixturePath("textured_triangle.mtl"),
assetsDir / "textured_triangle.mtl",
fs::copy_options::overwrite_existing);
fs::copy_file(GetMeshFixturePath("checker.bmp"),
assetsDir / "checker.bmp",
fs::copy_options::overwrite_existing);
manager.SetResourceRoot(projectRoot.string().c_str());
{
const auto directSourceMesh = manager.Load<Mesh>("Assets/textured_triangle.obj");
ASSERT_TRUE(directSourceMesh.IsValid());
EXPECT_EQ(directSourceMesh->GetVertexCount(), 3u);
EXPECT_EQ(directSourceMesh->GetIndexCount(), 3u);
EXPECT_EQ(directSourceMesh->GetTextures().Size(), 1u);
Material* directMaterial = GetFirstSectionMaterial(*directSourceMesh.Get());
ASSERT_NE(directMaterial, nullptr);
const ResourceHandle<Texture> directTexture = directMaterial->GetTexture("_MainTex");
ASSERT_TRUE(directTexture.IsValid());
EXPECT_EQ(directTexture->GetWidth(), 2u);
EXPECT_EQ(directTexture->GetHeight(), 2u);
}
AssetRef modelAssetRef;
AssetRef meshAssetRef;
String resolvedMeshPath;
{
const auto modelHandle = manager.Load<Model>("Assets/textured_triangle.obj");
ASSERT_TRUE(modelHandle.IsValid());
ASSERT_TRUE(manager.TryGetAssetRef("Assets/textured_triangle.obj", ResourceType::Model, modelAssetRef));
ASSERT_TRUE(modelHandle->GetMeshBindings().Size() >= 1u);
meshAssetRef.assetGuid = modelAssetRef.assetGuid;
meshAssetRef.localID = modelHandle->GetMeshBindings()[0].meshLocalID;
meshAssetRef.resourceType = ResourceType::Mesh;
ASSERT_TRUE(meshAssetRef.IsValid());
ASSERT_TRUE(manager.TryResolveAssetPath(meshAssetRef, resolvedMeshPath));
String resolvedContainerPath;
String resolvedEntryName;
ASSERT_TRUE(TryParseArtifactContainerEntryPath(
resolvedMeshPath,
resolvedContainerPath,
resolvedEntryName));
EXPECT_EQ(resolvedEntryName, "mesh_0.xcmesh");
}
manager.UnloadAll();
XCEngine::Core::uint32 initialMaterialCount = 0;
XCEngine::Core::uint32 firstSectionMaterialIndex = 0;
{
const auto firstHandle = manager.Load<Mesh>(meshAssetRef);
ASSERT_TRUE(firstHandle.IsValid());
EXPECT_EQ(firstHandle->GetPath(), resolvedMeshPath);
EXPECT_EQ(firstHandle->GetVertexCount(), 3u);
EXPECT_EQ(firstHandle->GetIndexCount(), 3u);
EXPECT_GE(firstHandle->GetMaterials().Size(), 1u);
EXPECT_EQ(firstHandle->GetTextures().Size(), 0u);
initialMaterialCount = firstHandle->GetMaterials().Size();
firstSectionMaterialIndex = GetFirstSectionMaterialIndex(*firstHandle.Get());
EXPECT_LT(firstSectionMaterialIndex, initialMaterialCount);
Material* firstMaterial = GetFirstSectionMaterial(*firstHandle.Get());
ASSERT_NE(firstMaterial, nullptr);
ASSERT_NE(firstMaterial->GetShader(), nullptr);
EXPECT_EQ(firstMaterial->GetShader()->GetPath(), GetBuiltinForwardLitShaderPath());
EXPECT_EQ(firstMaterial->GetTextureBindingCount(), 1u);
EXPECT_EQ(firstMaterial->GetTextureBindingName(0), "_MainTex");
EXPECT_FALSE(firstMaterial->GetTextureBindingPath(0).Empty());
const ResourceHandle<Texture> firstLazyTexture = firstMaterial->GetTexture("_MainTex");
EXPECT_FALSE(firstLazyTexture.IsValid());
EXPECT_GT(manager.GetAsyncPendingCount(), 0u);
ASSERT_TRUE(PumpAsyncLoadsUntilIdle(manager));
const ResourceHandle<Texture> firstResolvedTexture = firstMaterial->GetTexture("_MainTex");
ASSERT_TRUE(firstResolvedTexture.IsValid());
EXPECT_EQ(firstResolvedTexture->GetWidth(), 2u);
EXPECT_EQ(firstResolvedTexture->GetHeight(), 2u);
}
manager.UnloadAll();
{
const auto secondHandle = manager.Load<Mesh>(meshAssetRef);
ASSERT_TRUE(secondHandle.IsValid());
EXPECT_EQ(secondHandle->GetPath(), resolvedMeshPath);
EXPECT_EQ(secondHandle->GetVertexCount(), 3u);
EXPECT_EQ(secondHandle->GetIndexCount(), 3u);
EXPECT_EQ(secondHandle->GetMaterials().Size(), initialMaterialCount);
EXPECT_EQ(secondHandle->GetTextures().Size(), 0u);
EXPECT_EQ(GetFirstSectionMaterialIndex(*secondHandle.Get()), firstSectionMaterialIndex);
Material* secondMaterial = GetFirstSectionMaterial(*secondHandle.Get());
ASSERT_NE(secondMaterial, nullptr);
ASSERT_NE(secondMaterial->GetShader(), nullptr);
EXPECT_EQ(secondMaterial->GetShader()->GetPath(), GetBuiltinForwardLitShaderPath());
EXPECT_EQ(secondMaterial->GetTextureBindingCount(), 1u);
EXPECT_EQ(secondMaterial->GetTextureBindingName(0), "_MainTex");
EXPECT_FALSE(secondMaterial->GetTextureBindingPath(0).Empty());
const ResourceHandle<Texture> secondLazyTexture = secondMaterial->GetTexture("_MainTex");
EXPECT_FALSE(secondLazyTexture.IsValid());
EXPECT_GT(manager.GetAsyncPendingCount(), 0u);
ASSERT_TRUE(PumpAsyncLoadsUntilIdle(manager));
const ResourceHandle<Texture> secondResolvedTexture = secondMaterial->GetTexture("_MainTex");
ASSERT_TRUE(secondResolvedTexture.IsValid());
EXPECT_EQ(secondResolvedTexture->GetWidth(), 2u);
EXPECT_EQ(secondResolvedTexture->GetHeight(), 2u);
}
manager.SetResourceRoot("");
manager.Shutdown();
fs::remove_all(projectRoot);
}
} // namespace