#include #include #include #include #include #include #include #include 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 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 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