Files
XCEngine/tests/Resources/Material/test_material_loader.cpp

868 lines
32 KiB
C++
Raw Normal View History

#include <gtest/gtest.h>
#include <XCEngine/Core/Asset/ArtifactFormats.h>
#include <XCEngine/Core/Asset/AssetDatabase.h>
#include <XCEngine/Resources/Material/MaterialLoader.h>
#include <XCEngine/Core/Asset/ResourceManager.h>
#include <XCEngine/Core/Asset/ResourceTypes.h>
#include <XCEngine/Core/Containers/Array.h>
#include <chrono>
#include <cstdio>
#include <filesystem>
#include <fstream>
#include <thread>
#include <vector>
using namespace XCEngine::Resources;
using namespace XCEngine::Containers;
namespace {
std::string GetMeshFixturePath(const char* fileName) {
return (std::filesystem::path(XCENGINE_TEST_FIXTURES_DIR) / "Resources" / "Mesh" / fileName).string();
}
void WriteArtifactString(std::ofstream& output, const XCEngine::Containers::String& value) {
const XCEngine::Core::uint32 length = static_cast<XCEngine::Core::uint32>(value.Length());
output.write(reinterpret_cast<const char*>(&length), sizeof(length));
if (length > 0) {
output.write(value.CStr(), length);
}
}
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));
}
2026-04-03 14:56:51 +08:00
void WriteTextFile(const std::filesystem::path& path, const std::string& contents) {
std::ofstream output(path, std::ios::binary | std::ios::trunc);
ASSERT_TRUE(output.is_open());
output << contents;
ASSERT_TRUE(static_cast<bool>(output));
}
std::filesystem::path WriteSchemaMaterialShaderManifest(const std::filesystem::path& rootPath) {
namespace fs = std::filesystem;
const fs::path shaderDir = rootPath / "Shaders";
fs::create_directories(shaderDir);
WriteTextFile(shaderDir / "schema.vert.glsl", "#version 430\nvoid main() {}\n");
WriteTextFile(shaderDir / "schema.frag.glsl", "#version 430\nvoid main() {}\n");
const fs::path manifestPath = shaderDir / "schema.shader";
std::ofstream manifest(manifestPath, std::ios::binary | std::ios::trunc);
EXPECT_TRUE(manifest.is_open());
if (!manifest.is_open()) {
return {};
}
manifest << "{\n";
manifest << " \"name\": \"SchemaMaterialShader\",\n";
manifest << " \"properties\": [\n";
manifest << " {\n";
manifest << " \"name\": \"_BaseColor\",\n";
manifest << " \"displayName\": \"Base Color\",\n";
manifest << " \"type\": \"Color\",\n";
manifest << " \"defaultValue\": \"(1,0.5,0.25,1)\",\n";
manifest << " \"semantic\": \"BaseColor\"\n";
manifest << " },\n";
manifest << " {\n";
manifest << " \"name\": \"_Metallic\",\n";
manifest << " \"displayName\": \"Metallic\",\n";
manifest << " \"type\": \"Float\",\n";
manifest << " \"defaultValue\": \"0.7\"\n";
manifest << " },\n";
manifest << " {\n";
manifest << " \"name\": \"_Mode\",\n";
manifest << " \"displayName\": \"Mode\",\n";
manifest << " \"type\": \"Int\",\n";
manifest << " \"defaultValue\": \"2\"\n";
manifest << " },\n";
manifest << " {\n";
manifest << " \"name\": \"_MainTex\",\n";
manifest << " \"displayName\": \"Main Tex\",\n";
manifest << " \"type\": \"Texture2D\",\n";
manifest << " \"defaultValue\": \"white\",\n";
manifest << " \"semantic\": \"BaseColorTexture\"\n";
manifest << " }\n";
manifest << " ],\n";
manifest << " \"passes\": [\n";
manifest << " {\n";
manifest << " \"name\": \"ForwardLit\",\n";
manifest << " \"variants\": [\n";
manifest << " { \"stage\": \"Vertex\", \"backend\": \"OpenGL\", \"language\": \"GLSL\", \"source\": \"schema.vert.glsl\" },\n";
manifest << " { \"stage\": \"Fragment\", \"backend\": \"OpenGL\", \"language\": \"GLSL\", \"source\": \"schema.frag.glsl\" }\n";
manifest << " ]\n";
manifest << " }\n";
manifest << " ]\n";
manifest << "}\n";
EXPECT_TRUE(static_cast<bool>(manifest));
return manifestPath;
}
TEST(MaterialLoader, GetResourceType) {
MaterialLoader loader;
EXPECT_EQ(loader.GetResourceType(), ResourceType::Material);
}
TEST(MaterialLoader, GetSupportedExtensions) {
MaterialLoader loader;
auto extensions = loader.GetSupportedExtensions();
EXPECT_GE(extensions.Size(), 1u);
}
TEST(MaterialLoader, CanLoad) {
MaterialLoader loader;
EXPECT_TRUE(loader.CanLoad("test.mat"));
EXPECT_TRUE(loader.CanLoad("test.json"));
EXPECT_TRUE(loader.CanLoad("test.xcmat"));
EXPECT_FALSE(loader.CanLoad("test.txt"));
EXPECT_FALSE(loader.CanLoad("test.png"));
}
TEST(MaterialLoader, LoadInvalidPath) {
MaterialLoader loader;
LoadResult result = loader.Load("invalid/path/material.mat");
EXPECT_FALSE(result);
}
TEST(MaterialLoader, ResourceManagerRegistersMaterialAndShaderLoaders) {
ResourceManager& manager = ResourceManager::Get();
manager.Initialize();
EXPECT_NE(manager.GetLoader(ResourceType::Material), nullptr);
EXPECT_NE(manager.GetLoader(ResourceType::Shader), nullptr);
manager.Shutdown();
}
TEST(MaterialLoader, LoadValidMaterialParsesRenderMetadata) {
const std::filesystem::path shaderPath =
std::filesystem::current_path() / "material_loader_valid_shader.hlsl";
const std::filesystem::path materialPath =
std::filesystem::current_path() / "material_loader_valid.material";
{
std::ofstream shaderFile(shaderPath);
ASSERT_TRUE(shaderFile.is_open());
shaderFile << "float4 MainPS() : SV_TARGET { return float4(1, 1, 1, 1); }";
}
{
std::ofstream materialFile(materialPath);
ASSERT_TRUE(materialFile.is_open());
materialFile << "{\n";
materialFile << " \"shader\": \"" << shaderPath.generic_string() << "\",\n";
materialFile << " \"renderQueue\": \"Transparent\",\n";
materialFile << " \"shaderPass\": \"ForwardLit\",\n";
materialFile << " \"tags\": {\n";
materialFile << " \"LightMode\": \"ForwardBase\",\n";
materialFile << " \"RenderType\": \"Transparent\"\n";
materialFile << " },\n";
materialFile << " \"renderState\": {\n";
materialFile << " \"cull\": \"Back\",\n";
materialFile << " \"blend\": true,\n";
materialFile << " \"srcBlend\": \"SrcAlpha\",\n";
materialFile << " \"dstBlend\": \"InvSrcAlpha\",\n";
materialFile << " \"depthWrite\": false,\n";
materialFile << " \"depthFunc\": \"LessEqual\"\n";
materialFile << " }\n";
materialFile << "}";
}
MaterialLoader loader;
LoadResult result = loader.Load(materialPath.string().c_str());
ASSERT_TRUE(result);
ASSERT_NE(result.resource, nullptr);
Material* material = static_cast<Material*>(result.resource);
ASSERT_NE(material, nullptr);
EXPECT_TRUE(material->IsValid());
EXPECT_NE(material->GetShader(), nullptr);
EXPECT_EQ(material->GetRenderQueue(), static_cast<XCEngine::Core::int32>(MaterialRenderQueue::Transparent));
EXPECT_EQ(material->GetShaderPass(), "ForwardLit");
EXPECT_EQ(material->GetTag("LightMode"), "ForwardBase");
EXPECT_EQ(material->GetTag("RenderType"), "Transparent");
EXPECT_EQ(material->GetRenderState().cullMode, MaterialCullMode::Back);
EXPECT_TRUE(material->GetRenderState().blendEnable);
EXPECT_EQ(material->GetRenderState().srcBlend, MaterialBlendFactor::SrcAlpha);
EXPECT_EQ(material->GetRenderState().dstBlend, MaterialBlendFactor::InvSrcAlpha);
EXPECT_FALSE(material->GetRenderState().depthWriteEnable);
EXPECT_EQ(material->GetRenderState().depthFunc, MaterialComparisonFunc::LessEqual);
delete material;
std::remove(materialPath.string().c_str());
std::remove(shaderPath.string().c_str());
}
TEST(MaterialLoader, LoadMaterialWithShaderManifestResolvesShaderPass) {
namespace fs = std::filesystem;
ResourceManager& manager = ResourceManager::Get();
manager.Initialize();
const fs::path shaderRoot = fs::temp_directory_path() / "xc_material_shader_manifest_test";
const fs::path shaderDir = shaderRoot / "Shaders";
const fs::path manifestPath = shaderDir / "lit.shader";
const fs::path materialPath = shaderRoot / "manifest.material";
fs::remove_all(shaderRoot);
fs::create_directories(shaderDir);
{
std::ofstream vertexFile(shaderDir / "lit.vert.glsl");
ASSERT_TRUE(vertexFile.is_open());
vertexFile << "#version 430\n// MATERIAL_MANIFEST_GL_VS\nvoid main() {}\n";
}
{
std::ofstream fragmentFile(shaderDir / "lit.frag.glsl");
ASSERT_TRUE(fragmentFile.is_open());
fragmentFile << "#version 430\n// MATERIAL_MANIFEST_GL_PS\nvoid main() {}\n";
}
{
std::ofstream manifestFile(manifestPath);
ASSERT_TRUE(manifestFile.is_open());
manifestFile << "{\n";
manifestFile << " \"name\": \"ManifestLit\",\n";
manifestFile << " \"passes\": [\n";
manifestFile << " {\n";
manifestFile << " \"name\": \"ForwardLit\",\n";
manifestFile << " \"tags\": { \"LightMode\": \"ForwardBase\" },\n";
manifestFile << " \"variants\": [\n";
manifestFile << " { \"stage\": \"Vertex\", \"backend\": \"OpenGL\", \"language\": \"GLSL\", \"source\": \"lit.vert.glsl\" },\n";
manifestFile << " { \"stage\": \"Fragment\", \"backend\": \"OpenGL\", \"language\": \"GLSL\", \"source\": \"lit.frag.glsl\" }\n";
manifestFile << " ]\n";
manifestFile << " }\n";
manifestFile << " ]\n";
manifestFile << "}\n";
}
{
std::ofstream materialFile(materialPath);
ASSERT_TRUE(materialFile.is_open());
materialFile << "{\n";
materialFile << " \"shader\": \"" << manifestPath.generic_string() << "\",\n";
materialFile << " \"shaderPass\": \"ForwardLit\",\n";
materialFile << " \"renderQueue\": \"Geometry\"\n";
materialFile << "}\n";
}
MaterialLoader loader;
LoadResult result = loader.Load(materialPath.string().c_str());
ASSERT_TRUE(result);
ASSERT_NE(result.resource, nullptr);
Material* material = static_cast<Material*>(result.resource);
ASSERT_NE(material, nullptr);
ASSERT_NE(material->GetShader(), nullptr);
EXPECT_EQ(material->GetShaderPass(), "ForwardLit");
ASSERT_NE(material->GetShader()->FindPass("ForwardLit"), nullptr);
const ShaderStageVariant* vertexVariant =
material->GetShader()->FindVariant("ForwardLit", ShaderType::Vertex, ShaderBackend::OpenGL);
ASSERT_NE(vertexVariant, nullptr);
EXPECT_NE(std::string(vertexVariant->sourceCode.CStr()).find("MATERIAL_MANIFEST_GL_VS"), std::string::npos);
delete material;
manager.Shutdown();
fs::remove_all(shaderRoot);
}
TEST(MaterialLoader, LoadMaterialWithPropertiesObjectAppliesTypedOverrides) {
namespace fs = std::filesystem;
const fs::path rootPath = fs::temp_directory_path() / "xc_material_loader_properties_override_test";
fs::remove_all(rootPath);
const fs::path shaderPath = WriteSchemaMaterialShaderManifest(rootPath);
ASSERT_FALSE(shaderPath.empty());
const fs::path materialPath = rootPath / "override.material";
WriteTextFile(
materialPath,
"{\n"
" \"shader\": \"" + shaderPath.generic_string() + "\",\n"
" \"shaderPass\": \"ForwardLit\",\n"
" \"properties\": {\n"
" \"_BaseColor\": [0.2, 0.4, 0.6, 0.8],\n"
" \"_Metallic\": 0.15,\n"
" \"_Mode\": 5\n"
" }\n"
"}\n");
MaterialLoader loader;
LoadResult result = loader.Load(materialPath.generic_string().c_str());
ASSERT_TRUE(result);
ASSERT_NE(result.resource, nullptr);
auto* material = static_cast<Material*>(result.resource);
ASSERT_NE(material, nullptr);
ASSERT_NE(material->GetShader(), nullptr);
EXPECT_EQ(material->GetShaderPass(), "ForwardLit");
EXPECT_EQ(material->GetFloat4("_BaseColor"), XCEngine::Math::Vector4(0.2f, 0.4f, 0.6f, 0.8f));
EXPECT_FLOAT_EQ(material->GetFloat("_Metallic"), 0.15f);
EXPECT_EQ(material->GetInt("_Mode"), 5);
EXPECT_TRUE(material->HasProperty("_MainTex"));
EXPECT_EQ(material->GetTextureBindingCount(), 0u);
delete material;
fs::remove_all(rootPath);
}
TEST(MaterialLoader, RejectsUnknownPropertyAgainstShaderSchema) {
namespace fs = std::filesystem;
const fs::path rootPath = fs::temp_directory_path() / "xc_material_loader_properties_unknown_test";
fs::remove_all(rootPath);
const fs::path shaderPath = WriteSchemaMaterialShaderManifest(rootPath);
ASSERT_FALSE(shaderPath.empty());
const fs::path materialPath = rootPath / "unknown_property.material";
WriteTextFile(
materialPath,
"{\n"
" \"shader\": \"" + shaderPath.generic_string() + "\",\n"
" \"properties\": {\n"
" \"_Unknown\": 1.0\n"
" }\n"
"}\n");
MaterialLoader loader;
LoadResult result = loader.Load(materialPath.generic_string().c_str());
EXPECT_FALSE(result);
fs::remove_all(rootPath);
}
TEST(MaterialLoader, RejectsTypeMismatchAgainstShaderSchema) {
namespace fs = std::filesystem;
const fs::path rootPath = fs::temp_directory_path() / "xc_material_loader_properties_mismatch_test";
fs::remove_all(rootPath);
const fs::path shaderPath = WriteSchemaMaterialShaderManifest(rootPath);
ASSERT_FALSE(shaderPath.empty());
const fs::path materialPath = rootPath / "type_mismatch.material";
WriteTextFile(
materialPath,
"{\n"
" \"shader\": \"" + shaderPath.generic_string() + "\",\n"
" \"properties\": {\n"
" \"_BaseColor\": 1.0\n"
" }\n"
"}\n");
MaterialLoader loader;
LoadResult result = loader.Load(materialPath.generic_string().c_str());
EXPECT_FALSE(result);
fs::remove_all(rootPath);
}
TEST(MaterialLoader, LoadMaterialWithPropertiesObjectPreservesShaderDefaultsForOmittedValues) {
namespace fs = std::filesystem;
const fs::path rootPath = fs::temp_directory_path() / "xc_material_loader_properties_defaults_test";
fs::remove_all(rootPath);
const fs::path shaderPath = WriteSchemaMaterialShaderManifest(rootPath);
ASSERT_FALSE(shaderPath.empty());
const fs::path materialPath = rootPath / "defaults.material";
WriteTextFile(
materialPath,
"{\n"
" \"shader\": \"" + shaderPath.generic_string() + "\",\n"
" \"properties\": {\n"
" \"_Metallic\": 0.33\n"
" }\n"
"}\n");
MaterialLoader loader;
LoadResult result = loader.Load(materialPath.generic_string().c_str());
ASSERT_TRUE(result);
ASSERT_NE(result.resource, nullptr);
auto* material = static_cast<Material*>(result.resource);
ASSERT_NE(material, nullptr);
EXPECT_EQ(material->GetFloat4("_BaseColor"), XCEngine::Math::Vector4(1.0f, 0.5f, 0.25f, 1.0f));
EXPECT_FLOAT_EQ(material->GetFloat("_Metallic"), 0.33f);
EXPECT_EQ(material->GetInt("_Mode"), 2);
EXPECT_TRUE(material->HasProperty("_MainTex"));
EXPECT_EQ(material->GetTextureBindingCount(), 0u);
delete material;
fs::remove_all(rootPath);
}
TEST(MaterialLoader, LoadMaterialMapsLegacySemanticKeysIntoShaderSchemaProperties) {
namespace fs = std::filesystem;
const fs::path rootPath = fs::temp_directory_path() / "xc_material_loader_semantic_alias_test";
fs::remove_all(rootPath);
fs::create_directories(rootPath);
const fs::path shaderPath = WriteSchemaMaterialShaderManifest(rootPath);
ASSERT_FALSE(shaderPath.empty());
const fs::path materialPath = rootPath / "semantic_alias.material";
WriteTextFile(
materialPath,
"{\n"
" \"shader\": \"" + shaderPath.generic_string() + "\",\n"
" \"properties\": {\n"
" \"baseColor\": [0.2, 0.4, 0.6, 0.8]\n"
" },\n"
" \"textures\": {\n"
" \"baseColorTexture\": \"checker.bmp\"\n"
" }\n"
"}\n");
MaterialLoader loader;
LoadResult result = loader.Load(materialPath.generic_string().c_str());
ASSERT_TRUE(result);
ASSERT_NE(result.resource, nullptr);
auto* material = static_cast<Material*>(result.resource);
ASSERT_NE(material, nullptr);
ASSERT_NE(material->GetShader(), nullptr);
EXPECT_FALSE(material->HasProperty("baseColor"));
EXPECT_EQ(material->GetFloat4("_BaseColor"), XCEngine::Math::Vector4(0.2f, 0.4f, 0.6f, 0.8f));
ASSERT_EQ(material->GetTextureBindingCount(), 1u);
EXPECT_EQ(material->GetTextureBindingName(0), "_MainTex");
EXPECT_EQ(
fs::path(material->GetTextureBindingPath(0).CStr()).lexically_normal().generic_string(),
(rootPath / "checker.bmp").lexically_normal().generic_string());
delete material;
fs::remove_all(rootPath);
}
TEST(MaterialLoader, RejectsUnknownTextureBindingAgainstShaderSchema) {
namespace fs = std::filesystem;
const fs::path rootPath = fs::temp_directory_path() / "xc_material_loader_unknown_texture_test";
fs::remove_all(rootPath);
fs::create_directories(rootPath);
const fs::path shaderPath = WriteSchemaMaterialShaderManifest(rootPath);
ASSERT_FALSE(shaderPath.empty());
const fs::path materialPath = rootPath / "unknown_texture.material";
WriteTextFile(
materialPath,
"{\n"
" \"shader\": \"" + shaderPath.generic_string() + "\",\n"
" \"textures\": {\n"
" \"unknownTexture\": \"checker.bmp\"\n"
" }\n"
"}\n");
MaterialLoader loader;
LoadResult result = loader.Load(materialPath.generic_string().c_str());
EXPECT_FALSE(result);
fs::remove_all(rootPath);
}
TEST(MaterialLoader, RejectsUnknownRenderQueueName) {
const std::filesystem::path materialPath =
std::filesystem::current_path() / "material_loader_invalid_queue.material";
{
std::ofstream materialFile(materialPath);
ASSERT_TRUE(materialFile.is_open());
materialFile << "{ \"renderQueue\": \"NotAQueue\" }";
}
MaterialLoader loader;
LoadResult result = loader.Load(materialPath.string().c_str());
EXPECT_FALSE(result);
std::remove(materialPath.string().c_str());
}
TEST(MaterialLoader, RejectsUnknownRenderStateEnum) {
const std::filesystem::path materialPath =
std::filesystem::current_path() / "material_loader_invalid_render_state.material";
{
std::ofstream materialFile(materialPath);
ASSERT_TRUE(materialFile.is_open());
materialFile << "{ \"renderState\": { \"cull\": \"Sideways\" } }";
}
MaterialLoader loader;
LoadResult result = loader.Load(materialPath.string().c_str());
EXPECT_FALSE(result);
std::remove(materialPath.string().c_str());
}
TEST(MaterialLoader, ResourceManagerLoadsRelativeMaterialFromResourceRoot) {
namespace fs = std::filesystem;
ResourceManager& manager = ResourceManager::Get();
manager.Initialize();
const fs::path previousPath = fs::current_path();
const fs::path projectRoot = fs::temp_directory_path() / "xc_material_loader_resource_root";
const fs::path assetsDir = projectRoot / "Assets";
const fs::path materialPath = assetsDir / "relative.material";
fs::remove_all(projectRoot);
fs::create_directories(assetsDir);
{
std::ofstream materialFile(materialPath);
ASSERT_TRUE(materialFile.is_open());
materialFile << "{\n";
materialFile << " \"renderQueue\": \"geometry\",\n";
materialFile << " \"renderState\": {\n";
materialFile << " \"cull\": \"back\",\n";
materialFile << " \"colorWriteMask\": 15\n";
materialFile << " }\n";
materialFile << "}";
}
manager.SetResourceRoot(projectRoot.string().c_str());
fs::current_path(projectRoot.parent_path());
{
const auto materialHandle = manager.Load<Material>("Assets/relative.material");
ASSERT_TRUE(materialHandle.IsValid());
EXPECT_EQ(materialHandle->GetRenderQueue(), static_cast<XCEngine::Core::int32>(MaterialRenderQueue::Geometry));
EXPECT_EQ(materialHandle->GetRenderState().cullMode, MaterialCullMode::Back);
EXPECT_EQ(materialHandle->GetRenderState().colorWriteMask, 15);
}
fs::current_path(previousPath);
fs::remove_all(projectRoot);
manager.SetResourceRoot("");
manager.Shutdown();
}
TEST(MaterialLoader, AssetDatabaseCreatesMaterialArtifact) {
namespace fs = std::filesystem;
const fs::path projectRoot = fs::temp_directory_path() / "xc_material_artifact_test";
const fs::path assetsDir = projectRoot / "Assets";
const fs::path materialPath = assetsDir / "relative.material";
fs::remove_all(projectRoot);
fs::create_directories(assetsDir);
{
std::ofstream materialFile(materialPath);
ASSERT_TRUE(materialFile.is_open());
materialFile << "{\n";
materialFile << " \"renderQueue\": \"geometry\",\n";
materialFile << " \"renderState\": {\n";
materialFile << " \"cull\": \"back\"\n";
materialFile << " }\n";
materialFile << "}";
}
AssetDatabase database;
database.Initialize(projectRoot.string().c_str());
AssetDatabase::ResolvedAsset resolvedAsset;
ASSERT_TRUE(database.EnsureArtifact("Assets/relative.material", ResourceType::Material, resolvedAsset));
EXPECT_TRUE(resolvedAsset.artifactReady);
EXPECT_EQ(fs::path(resolvedAsset.artifactMainPath.CStr()).extension().string(), ".xcmat");
EXPECT_TRUE(fs::exists(resolvedAsset.artifactMainPath.CStr()));
database.Shutdown();
fs::remove_all(projectRoot);
}
TEST(MaterialLoader, ResourceManagerLoadsProjectMaterialTextureAsLazyDependency) {
namespace fs = std::filesystem;
ResourceManager& manager = ResourceManager::Get();
manager.Initialize();
const fs::path projectRoot = fs::temp_directory_path() / "xc_material_asset_texture_test";
const fs::path assetsDir = projectRoot / "Assets";
const fs::path materialPath = assetsDir / "textured.material";
fs::remove_all(projectRoot);
fs::create_directories(assetsDir);
fs::copy_file(
GetMeshFixturePath("checker.bmp"),
assetsDir / "checker.bmp",
fs::copy_options::overwrite_existing);
{
std::ofstream materialFile(materialPath);
ASSERT_TRUE(materialFile.is_open());
materialFile << "{\n";
materialFile << " \"renderQueue\": \"geometry\",\n";
materialFile << " \"textures\": {\n";
materialFile << " \"baseColorTexture\": \"checker.bmp\"\n";
materialFile << " }\n";
materialFile << "}";
}
manager.SetResourceRoot(projectRoot.string().c_str());
const auto materialHandle = manager.Load<Material>("Assets/textured.material");
ASSERT_TRUE(materialHandle.IsValid());
ASSERT_EQ(materialHandle->GetTextureBindingCount(), 1u);
EXPECT_EQ(materialHandle->GetTextureBindingName(0), "baseColorTexture");
EXPECT_TRUE(materialHandle->GetTextureBindingAssetRef(0).IsValid());
EXPECT_EQ(
fs::path(materialHandle->GetTextureBindingPath(0).CStr()).lexically_normal().generic_string(),
(projectRoot / "Assets" / "checker.bmp").lexically_normal().generic_string());
const ResourceHandle<Texture> initialTexture = materialHandle->GetTexture("baseColorTexture");
EXPECT_FALSE(initialTexture.IsValid());
EXPECT_GT(manager.GetAsyncPendingCount(), 0u);
ASSERT_TRUE(PumpAsyncLoadsUntilIdle(manager));
const ResourceHandle<Texture> loadedTexture = materialHandle->GetTexture("baseColorTexture");
ASSERT_TRUE(loadedTexture.IsValid());
EXPECT_EQ(loadedTexture->GetWidth(), 2u);
EXPECT_EQ(loadedTexture->GetHeight(), 2u);
manager.SetResourceRoot("");
manager.Shutdown();
fs::remove_all(projectRoot);
}
TEST(MaterialLoader, AssetDatabaseReimportsMaterialWhenTextureDependencyChanges) {
namespace fs = std::filesystem;
using namespace std::chrono_literals;
const fs::path projectRoot = fs::temp_directory_path() / "xc_material_dependency_reimport_test";
const fs::path assetsDir = projectRoot / "Assets";
const fs::path materialPath = assetsDir / "textured.material";
fs::remove_all(projectRoot);
fs::create_directories(assetsDir);
fs::copy_file(
GetMeshFixturePath("checker.bmp"),
assetsDir / "checker.bmp",
fs::copy_options::overwrite_existing);
{
std::ofstream materialFile(materialPath);
ASSERT_TRUE(materialFile.is_open());
materialFile << "{\n";
materialFile << " \"baseColorTexture\": \"checker.bmp\"\n";
materialFile << "}";
}
AssetDatabase database;
database.Initialize(projectRoot.string().c_str());
AssetDatabase::ResolvedAsset firstResolve;
ASSERT_TRUE(database.EnsureArtifact("Assets/textured.material", ResourceType::Material, firstResolve));
ASSERT_TRUE(firstResolve.artifactReady);
const String firstArtifactPath = firstResolve.artifactMainPath;
database.Shutdown();
std::this_thread::sleep_for(50ms);
FlipLastByte(assetsDir / "checker.bmp");
database.Initialize(projectRoot.string().c_str());
AssetDatabase::ResolvedAsset secondResolve;
ASSERT_TRUE(database.EnsureArtifact("Assets/textured.material", ResourceType::Material, secondResolve));
ASSERT_TRUE(secondResolve.artifactReady);
EXPECT_NE(firstArtifactPath, secondResolve.artifactMainPath);
EXPECT_TRUE(fs::exists(secondResolve.artifactMainPath.CStr()));
database.Shutdown();
fs::remove_all(projectRoot);
}
2026-04-03 14:56:51 +08:00
TEST(MaterialLoader, AssetDatabaseReimportsMaterialWhenShaderDependencyChanges) {
namespace fs = std::filesystem;
using namespace std::chrono_literals;
ResourceManager& manager = ResourceManager::Get();
manager.Initialize();
const fs::path projectRoot = fs::temp_directory_path() / "xc_material_shader_dependency_reimport_test";
const fs::path assetsDir = projectRoot / "Assets";
const fs::path shaderDir = assetsDir / "Shaders";
const fs::path shaderManifestPath = shaderDir / "lit.shader";
const fs::path materialPath = assetsDir / "textured.material";
fs::remove_all(projectRoot);
fs::create_directories(shaderDir);
WriteTextFile(shaderDir / "lit.vert.glsl", "#version 430\nvoid main() {}\n");
WriteTextFile(shaderDir / "lit.frag.glsl", "#version 430\nvoid main() {}\n");
{
std::ofstream manifest(shaderManifestPath);
ASSERT_TRUE(manifest.is_open());
manifest << "{\n";
manifest << " \"name\": \"MaterialDependencyShader\",\n";
manifest << " \"passes\": [\n";
manifest << " {\n";
manifest << " \"name\": \"ForwardLit\",\n";
manifest << " \"variants\": [\n";
manifest << " { \"stage\": \"Vertex\", \"backend\": \"OpenGL\", \"language\": \"GLSL\", \"source\": \"lit.vert.glsl\" },\n";
manifest << " { \"stage\": \"Fragment\", \"backend\": \"OpenGL\", \"language\": \"GLSL\", \"source\": \"lit.frag.glsl\" }\n";
manifest << " ]\n";
manifest << " }\n";
manifest << " ]\n";
manifest << "}\n";
}
{
std::ofstream materialFile(materialPath);
ASSERT_TRUE(materialFile.is_open());
materialFile << "{\n";
materialFile << " \"shader\": \"Assets/Shaders/lit.shader\",\n";
materialFile << " \"shaderPass\": \"ForwardLit\",\n";
materialFile << " \"renderQueue\": \"geometry\"\n";
materialFile << "}\n";
}
manager.SetResourceRoot(projectRoot.string().c_str());
AssetDatabase database;
database.Initialize(projectRoot.string().c_str());
AssetDatabase::ResolvedAsset firstResolve;
ASSERT_TRUE(database.EnsureArtifact("Assets/textured.material", ResourceType::Material, firstResolve));
ASSERT_TRUE(firstResolve.artifactReady);
const String firstArtifactPath = firstResolve.artifactMainPath;
database.Shutdown();
std::this_thread::sleep_for(50ms);
{
std::ofstream manifest(shaderManifestPath, std::ios::app);
ASSERT_TRUE(manifest.is_open());
manifest << "\n";
ASSERT_TRUE(static_cast<bool>(manifest));
}
database.Initialize(projectRoot.string().c_str());
AssetDatabase::ResolvedAsset secondResolve;
ASSERT_TRUE(database.EnsureArtifact("Assets/textured.material", ResourceType::Material, secondResolve));
ASSERT_TRUE(secondResolve.artifactReady);
EXPECT_NE(firstArtifactPath, secondResolve.artifactMainPath);
EXPECT_TRUE(fs::exists(secondResolve.artifactMainPath.CStr()));
database.Shutdown();
manager.SetResourceRoot("");
manager.Shutdown();
fs::remove_all(projectRoot);
}
TEST(MaterialLoader, LoadMaterialArtifactDefersTexturePayloadUntilRequested) {
namespace fs = std::filesystem;
ResourceManager& manager = ResourceManager::Get();
manager.Initialize();
const fs::path projectRoot = fs::temp_directory_path() / "xc_material_xcmat_lazy_texture_test";
const fs::path assetsDir = projectRoot / "Assets";
const fs::path libraryDir = projectRoot / "Library" / "Manual";
const fs::path materialArtifactPath = libraryDir / "test.xcmat";
fs::remove_all(projectRoot);
fs::create_directories(assetsDir);
fs::create_directories(libraryDir);
fs::copy_file(
GetMeshFixturePath("checker.bmp"),
assetsDir / "checker.bmp",
fs::copy_options::overwrite_existing);
manager.SetResourceRoot(projectRoot.string().c_str());
manager.RefreshProjectAssets();
{
std::ofstream output(materialArtifactPath, std::ios::binary | std::ios::trunc);
ASSERT_TRUE(output.is_open());
MaterialArtifactFileHeader fileHeader;
output.write(reinterpret_cast<const char*>(&fileHeader), sizeof(fileHeader));
WriteArtifactString(output, "LazyMaterial");
WriteArtifactString(output, "Assets/lazy.material");
WriteArtifactString(output, "");
WriteArtifactString(output, "");
MaterialArtifactHeader header;
header.renderQueue = static_cast<XCEngine::Core::int32>(MaterialRenderQueue::Geometry);
header.textureBindingCount = 1;
output.write(reinterpret_cast<const char*>(&header), sizeof(header));
AssetRef textureRef;
ASSERT_TRUE(manager.TryGetAssetRef("Assets/checker.bmp", ResourceType::Texture, textureRef));
ASSERT_TRUE(textureRef.IsValid());
const String encodedTextureRef =
textureRef.assetGuid.ToString() + "," +
String(std::to_string(textureRef.localID).c_str()) + "," +
String(std::to_string(static_cast<int>(textureRef.resourceType)).c_str());
WriteArtifactString(output, "baseColorTexture");
WriteArtifactString(output, encodedTextureRef);
WriteArtifactString(output, "");
}
MaterialLoader loader;
LoadResult result = loader.Load("Library/Manual/test.xcmat");
ASSERT_TRUE(result);
ASSERT_NE(result.resource, nullptr);
auto* material = static_cast<Material*>(result.resource);
ASSERT_NE(material, nullptr);
EXPECT_EQ(material->GetTextureBindingCount(), 1u);
EXPECT_TRUE(material->GetTextureBindingAssetRef(0).IsValid());
EXPECT_TRUE(material->GetTextureBindingPath(0).Empty());
const ResourceHandle<Texture> initialTexture = material->GetTexture("baseColorTexture");
EXPECT_FALSE(initialTexture.IsValid());
EXPECT_GT(manager.GetAsyncPendingCount(), 0u);
ASSERT_TRUE(PumpAsyncLoadsUntilIdle(manager));
const ResourceHandle<Texture> loadedTexture = material->GetTexture("baseColorTexture");
ASSERT_TRUE(loadedTexture.IsValid());
EXPECT_EQ(loadedTexture->GetWidth(), 2u);
EXPECT_EQ(loadedTexture->GetHeight(), 2u);
EXPECT_EQ(
fs::path(material->GetTextureBindingPath(0).CStr()).lexically_normal().generic_string(),
fs::path("Assets/checker.bmp").lexically_normal().generic_string());
delete material;
manager.SetResourceRoot("");
manager.Shutdown();
fs::remove_all(projectRoot);
}
} // namespace