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XCEngine/tests/Resources/Material/test_material.cpp

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#include <gtest/gtest.h>
#include <XCEngine/Resources/Material/Material.h>
#include <XCEngine/Resources/Shader/Shader.h>
#include <XCEngine/Resources/Texture/Texture.h>
#include <XCEngine/Core/Asset/ResourceTypes.h>
#include <XCEngine/Core/Math/Vector2.h>
#include <XCEngine/Core/Math/Vector3.h>
#include <XCEngine/Core/Math/Vector4.h>
using namespace XCEngine::Resources;
using namespace XCEngine::Math;
namespace {
TEST(Material, DefaultConstructor) {
Material material;
EXPECT_EQ(material.GetType(), ResourceType::Material);
EXPECT_FALSE(material.IsValid());
EXPECT_EQ(material.GetMemorySize(), 0u);
}
TEST(Material, GetType) {
Material material;
EXPECT_EQ(material.GetType(), ResourceType::Material);
}
TEST(Material, SetGetShader) {
Material material;
Shader* shader = new Shader();
ResourceHandle<Shader> handle(shader);
material.SetShader(handle);
EXPECT_EQ(material.GetShader(), shader);
}
TEST(Material, SetGetFloat) {
Material material;
material.SetFloat("uTime", 1.5f);
EXPECT_FLOAT_EQ(material.GetFloat("uTime"), 1.5f);
}
TEST(Material, SetGetFloat2) {
Material material;
Vector2 value(1.0f, 2.0f);
material.SetFloat2("uUV", value);
Vector2 result = material.GetFloat2("uUV");
EXPECT_FLOAT_EQ(result.x, 1.0f);
EXPECT_FLOAT_EQ(result.y, 2.0f);
}
TEST(Material, SetGetFloat3) {
Material material;
Vector3 value(1.0f, 2.0f, 3.0f);
material.SetFloat3("uPosition", value);
Vector3 result = material.GetFloat3("uPosition");
EXPECT_FLOAT_EQ(result.x, 1.0f);
EXPECT_FLOAT_EQ(result.y, 2.0f);
EXPECT_FLOAT_EQ(result.z, 3.0f);
}
TEST(Material, SetGetFloat4) {
Material material;
Vector4 value(1.0f, 2.0f, 3.0f, 4.0f);
material.SetFloat4("uColor", value);
Vector4 result = material.GetFloat4("uColor");
EXPECT_FLOAT_EQ(result.x, 1.0f);
EXPECT_FLOAT_EQ(result.y, 2.0f);
EXPECT_FLOAT_EQ(result.z, 3.0f);
EXPECT_FLOAT_EQ(result.w, 4.0f);
}
TEST(Material, SetGetInt) {
Material material;
material.SetInt("uIndex", 42);
EXPECT_EQ(material.GetInt("uIndex"), 42);
}
TEST(Material, SetGetBool) {
Material material;
material.SetBool("uEnabled", true);
EXPECT_TRUE(material.GetBool("uEnabled"));
material.SetBool("uEnabled", false);
EXPECT_FALSE(material.GetBool("uEnabled"));
}
TEST(Material, SetGetTexture) {
Material material;
Texture* texture = new Texture();
ResourceHandle<Texture> handle(texture);
material.SetTexture("uDiffuse", handle);
EXPECT_EQ(material.GetTexture("uDiffuse").Get(), texture);
}
TEST(Material, HasProperty) {
Material material;
EXPECT_FALSE(material.HasProperty("uTime"));
material.SetFloat("uTime", 1.0f);
EXPECT_TRUE(material.HasProperty("uTime"));
}
TEST(Material, RemoveProperty) {
Material material;
material.SetFloat("uTime", 1.0f);
EXPECT_TRUE(material.HasProperty("uTime"));
material.RemoveProperty("uTime");
EXPECT_FALSE(material.HasProperty("uTime"));
}
TEST(Material, ClearAllProperties) {
Material material;
material.SetFloat("uTime", 1.0f);
material.SetFloat3("uPosition", Vector3(1.0f, 2.0f, 3.0f));
material.SetInt("uIndex", 1);
EXPECT_TRUE(material.HasProperty("uTime"));
EXPECT_TRUE(material.HasProperty("uPosition"));
EXPECT_TRUE(material.HasProperty("uIndex"));
material.ClearAllProperties();
EXPECT_FALSE(material.HasProperty("uTime"));
EXPECT_FALSE(material.HasProperty("uPosition"));
EXPECT_FALSE(material.HasProperty("uIndex"));
}
} // namespace