#include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #ifdef _WIN32 #ifndef NOMINMAX #define NOMINMAX #endif #include #endif 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(); } 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 bytes( (std::istreambuf_iterator(input)), std::istreambuf_iterator()); 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(bytes.size())); ASSERT_TRUE(static_cast(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")); 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); } 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(); } 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(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)); 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)); const auto* vertices = static_cast(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(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(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(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); 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); EXPECT_EQ(material->GetTextureBindingName(0), "_MainTex"); ResourceHandle 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(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 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(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(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(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(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); ASSERT_NE(sourceSectionMaterial->GetShader(), nullptr); EXPECT_EQ(sourceSectionMaterial->GetShader()->GetPath(), GetBuiltinForwardLitShaderPath()); EXPECT_EQ(sourceSectionMaterial->GetTextureBindingCount(), 1u); 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 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(materialArtifactResult.resource); ASSERT_NE(artifactMaterial, nullptr); ASSERT_NE(artifactMaterial->GetShader(), nullptr); EXPECT_EQ(artifactMaterial->GetShader()->GetPath(), GetBuiltinForwardLitShaderPath()); EXPECT_EQ(artifactMaterial->GetTextureBindingCount(), 1u); EXPECT_EQ(artifactMaterial->GetTextureBindingName(0), "_MainTex"); EXPECT_FALSE(artifactMaterial->GetTextureBindingPath(0).Empty()); const ResourceHandle artifactLazyTexture = artifactMaterial->GetTexture("_MainTex"); EXPECT_FALSE(artifactLazyTexture.IsValid()); EXPECT_GT(manager.GetAsyncPendingCount(), 0u); ASSERT_TRUE(PumpAsyncLoadsUntilIdle(manager)); const ResourceHandle 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(meshArtifactResult.resource); ASSERT_NE(artifactMesh, nullptr); ASSERT_GE(artifactMesh->GetMaterials().Size(), 1u); Material* artifactSectionMaterial = GetFirstSectionMaterial(*artifactMesh); ASSERT_NE(artifactSectionMaterial, nullptr); ASSERT_NE(artifactSectionMaterial->GetShader(), nullptr); EXPECT_EQ(artifactSectionMaterial->GetShader()->GetPath(), GetBuiltinForwardLitShaderPath()); EXPECT_EQ(artifactSectionMaterial->GetTextureBindingCount(), 1u); EXPECT_EQ(artifactSectionMaterial->GetTextureBindingName(0), "_MainTex"); EXPECT_FALSE(artifactSectionMaterial->GetTextureBindingPath(0).Empty()); const ResourceHandle artifactMeshLazyTexture = artifactSectionMaterial->GetTexture("_MainTex"); EXPECT_FALSE(artifactMeshLazyTexture.IsValid()); EXPECT_GT(manager.GetAsyncPendingCount(), 0u); ASSERT_TRUE(PumpAsyncLoadsUntilIdle(manager)); const ResourceHandle artifactMeshResolvedTexture = 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(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("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 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("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(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 firstLazyTexture = firstMaterial->GetTexture("_MainTex"); EXPECT_FALSE(firstLazyTexture.IsValid()); EXPECT_GT(manager.GetAsyncPendingCount(), 0u); ASSERT_TRUE(PumpAsyncLoadsUntilIdle(manager)); const ResourceHandle 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(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 secondLazyTexture = secondMaterial->GetTexture("_MainTex"); EXPECT_FALSE(secondLazyTexture.IsValid()); EXPECT_GT(manager.GetAsyncPendingCount(), 0u); ASSERT_TRUE(PumpAsyncLoadsUntilIdle(manager)); const ResourceHandle 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