#include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include using namespace XCEngine::Resources; using namespace XCEngine::Containers; namespace Core = XCEngine::Core; 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(value.Length()); output.write(reinterpret_cast(&length), sizeof(length)); if (length > 0) { output.write(value.CStr(), length); } } void AppendBytes(Array& payload, const void* data, size_t size) { const size_t oldSize = payload.Size(); payload.Resize(oldSize + size); std::memcpy(payload.Data() + oldSize, data, size); } void AppendArtifactString(Array& payload, const String& value) { const Core::uint32 length = static_cast(value.Length()); AppendBytes(payload, &length, sizeof(length)); if (length > 0) { AppendBytes(payload, 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 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)); } 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(output)); } std::filesystem::path WriteSchemaMaterialShaderAuthoring(const std::filesystem::path& rootPath) { namespace fs = std::filesystem; const fs::path shaderDir = rootPath / "Shaders"; fs::create_directories(shaderDir); const fs::path shaderPath = shaderDir / "schema.shader"; std::ofstream shader(shaderPath, std::ios::binary | std::ios::trunc); EXPECT_TRUE(shader.is_open()); if (!shader.is_open()) { return {}; } shader << R"(Shader "SchemaMaterialShader" { Properties { _BaseColor ("Base Color", Color) = (1,0.5,0.25,1) [Semantic(BaseColor)] _Metallic ("Metallic", Float) = 0.7 _Mode ("Mode", Int) = 2 _MainTex ("Main Tex", 2D) = "white" [Semantic(BaseColorTexture)] } SubShader { Pass { Name "ForwardLit" HLSLPROGRAM #pragma vertex MainVS #pragma fragment MainPS float4 MainVS() : SV_POSITION { return 0; } float4 MainPS() : SV_TARGET { return 1; } ENDHLSL } } } )"; EXPECT_TRUE(static_cast(shader)); return shaderPath; } std::filesystem::path WriteKeywordMaterialShaderAuthoring(const std::filesystem::path& rootPath) { namespace fs = std::filesystem; const fs::path shaderDir = rootPath / "Assets" / "Shaders"; fs::create_directories(shaderDir); const fs::path shaderPath = shaderDir / "keyword.shader"; WriteTextFile( shaderPath, R"(Shader "KeywordMaterialShader" { Properties { _BaseColor ("Base Color", Color) = (1,1,1,1) [Semantic(BaseColor)] } SubShader { Pass { Name "ForwardLit" HLSLPROGRAM #pragma vertex Vert #pragma fragment Frag #pragma multi_compile _ XC_MAIN_LIGHT_SHADOWS #pragma shader_feature_local _ XC_ALPHA_TEST float4 Vert() : SV_POSITION { return 0; } float4 Frag() : SV_TARGET { return 1; } ENDHLSL } } } )"); return shaderPath; } 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, BuiltinDefaultPrimitiveMaterialLeavesRenderStateOverrideDisabled) { ResourceManager& manager = ResourceManager::Get(); manager.Initialize(); const auto materialHandle = manager.Load(GetBuiltinDefaultPrimitiveMaterialPath()); ASSERT_TRUE(materialHandle.IsValid()); ASSERT_NE(materialHandle->GetShader(), nullptr); EXPECT_EQ(materialHandle->GetShader()->GetPath(), GetBuiltinForwardLitShaderPath()); EXPECT_FALSE(materialHandle->HasRenderStateOverride()); manager.Shutdown(); } TEST(MaterialLoader, LoadValidMaterialParsesRenderMetadata) { ResourceManager& manager = ResourceManager::Get(); manager.Initialize(); const std::filesystem::path shaderPath = std::filesystem::current_path() / "material_loader_valid_shader.shader"; const std::filesystem::path materialPath = std::filesystem::current_path() / "material_loader_valid.material"; { std::ofstream shaderFile(shaderPath); ASSERT_TRUE(shaderFile.is_open()); shaderFile << R"(Shader "Test/ValidMaterial" { SubShader { Pass { Name "ForwardLit" HLSLPROGRAM #pragma vertex MainVS #pragma fragment MainPS float4 MainVS() : SV_POSITION { return 0; } float4 MainPS() : SV_TARGET { return float4(1, 1, 1, 1); } ENDHLSL } } } )"; } { std::ofstream materialFile(materialPath); ASSERT_TRUE(materialFile.is_open()); materialFile << "{\n"; materialFile << " \"shader\": \"" << shaderPath.generic_string() << "\",\n"; materialFile << " \"renderQueue\": \"Transparent\",\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(result.resource); ASSERT_NE(material, nullptr); EXPECT_TRUE(material->IsValid()); EXPECT_NE(material->GetShader(), nullptr); EXPECT_EQ(material->GetRenderQueue(), static_cast(MaterialRenderQueue::Transparent)); 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); EXPECT_TRUE(material->HasRenderStateOverride()); delete material; manager.Shutdown(); std::remove(materialPath.string().c_str()); std::remove(shaderPath.string().c_str()); } TEST(MaterialLoader, LoadMaterialWithoutRenderStateLeavesOverrideDisabled) { const std::filesystem::path materialPath = std::filesystem::current_path() / "material_loader_no_render_state.material"; { std::ofstream materialFile(materialPath); ASSERT_TRUE(materialFile.is_open()); materialFile << "{ \"renderQueue\": \"Geometry\" }"; } MaterialLoader loader; LoadResult result = loader.Load(materialPath.string().c_str()); ASSERT_TRUE(result); ASSERT_NE(result.resource, nullptr); auto* material = static_cast(result.resource); ASSERT_NE(material, nullptr); EXPECT_FALSE(material->HasRenderStateOverride()); delete material; std::remove(materialPath.string().c_str()); } TEST(MaterialLoader, LoadMaterialParsesOffsetAndStencilRenderState) { const std::filesystem::path materialPath = std::filesystem::current_path() / "material_loader_offset_stencil.material"; { std::ofstream materialFile(materialPath); ASSERT_TRUE(materialFile.is_open()); materialFile << "{\n"; materialFile << " \"renderState\": {\n"; materialFile << " \"offset\": [1.5, 2],\n"; materialFile << " \"stencil\": {\n"; materialFile << " \"ref\": 7,\n"; materialFile << " \"readMask\": 63,\n"; materialFile << " \"writeMask\": 31,\n"; materialFile << " \"comp\": \"Equal\",\n"; materialFile << " \"pass\": \"Replace\",\n"; materialFile << " \"fail\": \"Keep\",\n"; materialFile << " \"zFail\": \"IncrSat\",\n"; materialFile << " \"compBack\": \"NotEqual\",\n"; materialFile << " \"passBack\": \"DecrWrap\",\n"; materialFile << " \"failBack\": \"Invert\",\n"; materialFile << " \"zFailBack\": \"Zero\"\n"; materialFile << " }\n"; materialFile << " }\n"; materialFile << "}\n"; } MaterialLoader loader; LoadResult result = loader.Load(materialPath.string().c_str()); ASSERT_TRUE(result); ASSERT_NE(result.resource, nullptr); auto* material = static_cast(result.resource); ASSERT_NE(material, nullptr); EXPECT_FLOAT_EQ(material->GetRenderState().depthBiasFactor, 1.5f); EXPECT_EQ(material->GetRenderState().depthBiasUnits, 2); EXPECT_TRUE(material->GetRenderState().stencil.enabled); EXPECT_EQ(material->GetRenderState().stencil.reference, 7u); EXPECT_EQ(material->GetRenderState().stencil.readMask, 63u); EXPECT_EQ(material->GetRenderState().stencil.writeMask, 31u); EXPECT_EQ(material->GetRenderState().stencil.front.func, MaterialComparisonFunc::Equal); EXPECT_EQ(material->GetRenderState().stencil.front.passOp, MaterialStencilOp::Replace); EXPECT_EQ(material->GetRenderState().stencil.front.depthFailOp, MaterialStencilOp::IncrSat); EXPECT_EQ(material->GetRenderState().stencil.back.func, MaterialComparisonFunc::NotEqual); EXPECT_EQ(material->GetRenderState().stencil.back.passOp, MaterialStencilOp::DecrWrap); EXPECT_EQ(material->GetRenderState().stencil.back.failOp, MaterialStencilOp::Invert); EXPECT_EQ(material->GetRenderState().stencil.back.depthFailOp, MaterialStencilOp::Zero); delete material; std::remove(materialPath.string().c_str()); } TEST(MaterialLoader, LoadMaterialWithAuthoringShaderResolvesShaderPass) { namespace fs = std::filesystem; ResourceManager& manager = ResourceManager::Get(); manager.Initialize(); const fs::path shaderRoot = fs::temp_directory_path() / "xc_material_shader_authoring_test"; const fs::path shaderDir = shaderRoot / "Shaders"; const fs::path shaderPath = shaderDir / "lit.shader"; const fs::path materialPath = shaderRoot / "authoring.material"; fs::remove_all(shaderRoot); fs::create_directories(shaderDir); WriteTextFile( shaderPath, R"(Shader "AuthoringLit" { SubShader { Pass { Name "ForwardLit" Tags { "LightMode" = "ForwardLit" } HLSLPROGRAM #pragma vertex MainVS #pragma fragment MainPS float4 MainVS() : SV_POSITION { return 0; // MATERIAL_AUTHORING_VS } float4 MainPS() : SV_TARGET { return 1; // MATERIAL_AUTHORING_PS } ENDHLSL } } } )"); { std::ofstream materialFile(materialPath); ASSERT_TRUE(materialFile.is_open()); materialFile << "{\n"; materialFile << " \"shader\": \"" << shaderPath.generic_string() << "\",\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(result.resource); ASSERT_NE(material, nullptr); ASSERT_NE(material->GetShader(), nullptr); 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_AUTHORING_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 = WriteSchemaMaterialShaderAuthoring(rootPath); ASSERT_FALSE(shaderPath.empty()); const fs::path materialPath = rootPath / "override.material"; WriteTextFile( materialPath, "{\n" " \"shader\": \"" + shaderPath.generic_string() + "\",\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(result.resource); ASSERT_NE(material, nullptr); ASSERT_NE(material->GetShader(), nullptr); 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, LoadBuiltinShaderMaterialUsesShaderMetadataWithoutMaterialPassHint) { namespace fs = std::filesystem; ResourceManager& manager = ResourceManager::Get(); manager.Initialize(); const fs::path rootPath = fs::temp_directory_path() / "xc_material_loader_builtin_hint_strip_test"; fs::remove_all(rootPath); fs::create_directories(rootPath); const fs::path materialPath = rootPath / "builtin_unlit.material"; WriteTextFile( materialPath, "{\n" " \"shader\": \"" + std::string(GetBuiltinUnlitShaderPath().CStr()) + "\"\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(result.resource); ASSERT_NE(material, nullptr); ASSERT_NE(material->GetShader(), nullptr); EXPECT_NE(material->GetShader()->FindPass("Unlit"), nullptr); delete material; manager.Shutdown(); 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 = WriteSchemaMaterialShaderAuthoring(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 = WriteSchemaMaterialShaderAuthoring(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 = WriteSchemaMaterialShaderAuthoring(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(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, RejectsSemanticKeysWhenShaderSchemaRequiresExactPropertyNames) { 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 = WriteSchemaMaterialShaderAuthoring(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()); EXPECT_FALSE(result); fs::remove_all(rootPath); } TEST(MaterialLoader, LoadMaterialParsesKeywordArrayAgainstShaderSchema) { namespace fs = std::filesystem; const fs::path rootPath = fs::temp_directory_path() / "xc_material_loader_keywords_test"; fs::remove_all(rootPath); const fs::path shaderPath = WriteKeywordMaterialShaderAuthoring(rootPath); const fs::path materialPath = rootPath / "keyword.material"; WriteTextFile( materialPath, "{\n" " \"shader\": \"" + shaderPath.generic_string() + "\",\n" " \"keywords\": [\"XC_MAIN_LIGHT_SHADOWS\", \"XC_ALPHA_TEST\", \"XC_ALPHA_TEST\", \"_\"]\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(result.resource); ASSERT_NE(material, nullptr); ASSERT_NE(material->GetShader(), nullptr); ASSERT_EQ(material->GetKeywordCount(), 2u); EXPECT_EQ(material->GetKeyword(0), "XC_ALPHA_TEST"); EXPECT_EQ(material->GetKeyword(1), "XC_MAIN_LIGHT_SHADOWS"); EXPECT_TRUE(material->IsKeywordEnabled("XC_ALPHA_TEST")); EXPECT_TRUE(material->IsKeywordEnabled("XC_MAIN_LIGHT_SHADOWS")); 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 = WriteSchemaMaterialShaderAuthoring(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("Assets/relative.material"); ASSERT_TRUE(materialHandle.IsValid()); EXPECT_EQ(materialHandle->GetRenderQueue(), static_cast(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())); const fs::path artifactPath(resolvedAsset.artifactMainPath.CStr()); ASSERT_TRUE(artifactPath.has_parent_path()); EXPECT_EQ(artifactPath.parent_path().filename().string(), artifactPath.stem().string().substr(0, 2)); database.Shutdown(); fs::remove_all(projectRoot); } TEST(MaterialLoader, AssetDatabaseMaterialArtifactPreservesImplicitRenderStateFlag) { namespace fs = std::filesystem; const fs::path projectRoot = fs::temp_directory_path() / "xc_material_implicit_render_state_artifact"; const fs::path assetsDir = projectRoot / "Assets"; const fs::path materialPath = assetsDir / "implicit.material"; fs::remove_all(projectRoot); fs::create_directories(assetsDir); WriteTextFile( materialPath, "{\n" " \"renderQueue\": \"Geometry\"\n" "}\n"); AssetDatabase database; database.Initialize(projectRoot.string().c_str()); AssetDatabase::ResolvedAsset resolvedAsset; ASSERT_TRUE(database.EnsureArtifact("Assets/implicit.material", ResourceType::Material, resolvedAsset)); ASSERT_TRUE(resolvedAsset.artifactReady); MaterialLoader loader; LoadResult result = loader.Load(resolvedAsset.artifactMainPath.CStr()); ASSERT_TRUE(result); ASSERT_NE(result.resource, nullptr); auto* material = static_cast(result.resource); ASSERT_NE(material, nullptr); EXPECT_FALSE(material->HasRenderStateOverride()); delete material; database.Shutdown(); fs::remove_all(projectRoot); } TEST(MaterialLoader, AssetDatabaseMaterialArtifactRoundTripsKeywords) { namespace fs = std::filesystem; ResourceManager& manager = ResourceManager::Get(); manager.Initialize(); const fs::path projectRoot = fs::temp_directory_path() / "xc_material_keyword_artifact_test"; const fs::path assetsDir = projectRoot / "Assets"; const fs::path materialPath = assetsDir / "keyword.material"; fs::remove_all(projectRoot); fs::create_directories(assetsDir); WriteKeywordMaterialShaderAuthoring(projectRoot); WriteTextFile( materialPath, "{\n" " \"shader\": \"Assets/Shaders/keyword.shader\",\n" " \"keywords\": [\"XC_MAIN_LIGHT_SHADOWS\", \"XC_ALPHA_TEST\"]\n" "}\n"); manager.SetResourceRoot(projectRoot.string().c_str()); manager.RefreshProjectAssets(); AssetDatabase database; database.Initialize(projectRoot.string().c_str()); AssetDatabase::ResolvedAsset resolvedAsset; ASSERT_TRUE(database.EnsureArtifact("Assets/keyword.material", ResourceType::Material, resolvedAsset)); ASSERT_TRUE(resolvedAsset.artifactReady); EXPECT_TRUE(fs::exists(resolvedAsset.artifactMainPath.CStr())); MaterialLoader loader; LoadResult result = loader.Load(resolvedAsset.artifactMainPath.CStr()); ASSERT_TRUE(result); ASSERT_NE(result.resource, nullptr); auto* material = static_cast(result.resource); ASSERT_NE(material, nullptr); ASSERT_NE(material->GetShader(), nullptr); ASSERT_EQ(material->GetKeywordCount(), 2u); EXPECT_EQ(material->GetKeyword(0), "XC_ALPHA_TEST"); EXPECT_EQ(material->GetKeyword(1), "XC_MAIN_LIGHT_SHADOWS"); delete material; database.Shutdown(); manager.SetResourceRoot(""); manager.Shutdown(); fs::remove_all(projectRoot); } TEST(MaterialLoader, AssetDatabaseMaterialArtifactRoundTripsBuiltinShaderWithoutMaterialPassHint) { namespace fs = std::filesystem; ResourceManager& manager = ResourceManager::Get(); manager.Initialize(); const fs::path projectRoot = fs::temp_directory_path() / "xc_material_artifact_builtin_hint_strip_test"; const fs::path assetsDir = projectRoot / "Assets"; const fs::path materialPath = assetsDir / "builtin_unlit.material"; fs::remove_all(projectRoot); fs::create_directories(assetsDir); WriteTextFile( materialPath, "{\n" " \"shader\": \"" + std::string(GetBuiltinUnlitShaderPath().CStr()) + "\",\n" " \"properties\": {\n" " \"_BaseColor\": [1.0, 1.0, 1.0, 1.0]\n" " }\n" "}\n"); manager.SetResourceRoot(projectRoot.string().c_str()); manager.RefreshProjectAssets(); AssetDatabase database; database.Initialize(projectRoot.string().c_str()); AssetDatabase::ResolvedAsset resolvedAsset; ASSERT_TRUE(database.EnsureArtifact("Assets/builtin_unlit.material", ResourceType::Material, resolvedAsset)); ASSERT_TRUE(resolvedAsset.artifactReady); MaterialLoader loader; LoadResult result = loader.Load(resolvedAsset.artifactMainPath.CStr()); ASSERT_TRUE(result); ASSERT_NE(result.resource, nullptr); auto* material = static_cast(result.resource); ASSERT_NE(material, nullptr); ASSERT_NE(material->GetShader(), nullptr); EXPECT_EQ(material->GetFloat4("_BaseColor"), XCEngine::Math::Vector4(1.0f, 1.0f, 1.0f, 1.0f)); delete material; database.Shutdown(); manager.SetResourceRoot(""); manager.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("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 initialTexture = materialHandle->GetTexture("baseColorTexture"); EXPECT_FALSE(initialTexture.IsValid()); EXPECT_GT(manager.GetAsyncPendingCount(), 0u); ASSERT_TRUE(PumpAsyncLoadsUntilIdle(manager)); const ResourceHandle 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, ResourceManagerPreservesProjectRelativeTexturePathWithoutDuplicatingAssetsPrefix) { namespace fs = std::filesystem; ResourceManager& manager = ResourceManager::Get(); manager.Initialize(); const fs::path projectRoot = fs::temp_directory_path() / "xc_material_project_relative_texture_path_test"; const fs::path assetsDir = projectRoot / "Assets"; const fs::path materialPath = assetsDir / "textured.material"; const fs::path textureDir = assetsDir / "Models" / "backpack"; const fs::path texturePath = textureDir / "checker.bmp"; fs::remove_all(projectRoot); fs::create_directories(textureDir); fs::copy_file( GetMeshFixturePath("checker.bmp"), texturePath, 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\": \"Assets/Models/backpack/checker.bmp\"\n"; materialFile << " }\n"; materialFile << "}\n"; } manager.SetResourceRoot(projectRoot.string().c_str()); const auto materialHandle = manager.Load("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(), texturePath.lexically_normal().generic_string()); EXPECT_EQ( fs::path(materialHandle->GetTextureBindingPath(0).CStr()).lexically_normal().generic_string().find("Assets/Assets"), std::string::npos); const ResourceHandle initialTexture = materialHandle->GetTexture("baseColorTexture"); EXPECT_FALSE(initialTexture.IsValid()); EXPECT_GT(manager.GetAsyncPendingCount(), 0u); ASSERT_TRUE(PumpAsyncLoadsUntilIdle(manager)); const ResourceHandle 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); } 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 shaderPath = shaderDir / "lit.shader"; const fs::path materialPath = assetsDir / "textured.material"; fs::remove_all(projectRoot); fs::create_directories(shaderDir); WriteTextFile( shaderPath, R"(Shader "MaterialDependencyShader" { SubShader { Pass { Name "ForwardLit" HLSLPROGRAM #pragma vertex MainVS #pragma fragment MainPS float4 MainVS() : SV_POSITION { return 0; } float4 MainPS() : SV_TARGET { return 1; } ENDHLSL } } } )"); { std::ofstream materialFile(materialPath); ASSERT_TRUE(materialFile.is_open()); materialFile << "{\n"; materialFile << " \"shader\": \"Assets/Shaders/lit.shader\",\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 shaderFile(shaderPath, std::ios::app); ASSERT_TRUE(shaderFile.is_open()); shaderFile << "\n// force shader dependency reimport\n"; ASSERT_TRUE(static_cast(shaderFile)); } 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(&fileHeader), sizeof(fileHeader)); WriteArtifactString(output, "LazyMaterial"); WriteArtifactString(output, "Assets/lazy.material"); WriteArtifactString(output, ""); MaterialArtifactHeader header; header.renderQueue = static_cast(MaterialRenderQueue::Geometry); header.textureBindingCount = 1; output.write(reinterpret_cast(&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(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(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 initialTexture = material->GetTexture("baseColorTexture"); EXPECT_FALSE(initialTexture.IsValid()); EXPECT_GT(manager.GetAsyncPendingCount(), 0u); ASSERT_TRUE(PumpAsyncLoadsUntilIdle(manager)); const ResourceHandle 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); } TEST(MaterialLoader, LoadMaterialArtifactFromContainerMainEntryPath) { namespace fs = std::filesystem; const fs::path projectRoot = fs::temp_directory_path() / "xc_material_container_main_entry_test"; fs::remove_all(projectRoot); fs::create_directories(projectRoot); ArtifactContainerWriter writer; ArtifactContainerEntry mainEntry; mainEntry.name = "main"; mainEntry.resourceType = ResourceType::Material; mainEntry.localID = kMainAssetLocalID; MaterialArtifactFileHeader fileHeader; AppendBytes(mainEntry.payload, &fileHeader, sizeof(fileHeader)); AppendArtifactString(mainEntry.payload, "ContainerMaterial"); AppendArtifactString(mainEntry.payload, "Assets/container.material"); AppendArtifactString(mainEntry.payload, ""); MaterialArtifactHeader header; header.renderQueue = static_cast(MaterialRenderQueue::Geometry); AppendBytes(mainEntry.payload, &header, sizeof(header)); writer.AddEntry(std::move(mainEntry)); const String containerPath = (projectRoot / "Library" / "Artifacts" / "ab" / "container.xcmat").string().c_str(); String errorMessage; ASSERT_TRUE(writer.WriteToFile(containerPath, &errorMessage)) << errorMessage.CStr(); MaterialLoader loader; const String virtualPath = BuildArtifactContainerEntryPath(containerPath, "main"); EXPECT_TRUE(loader.CanLoad(virtualPath)); LoadResult result = loader.Load(virtualPath); ASSERT_TRUE(result) << result.errorMessage.CStr(); ASSERT_NE(result.resource, nullptr); auto* material = static_cast(result.resource); ASSERT_NE(material, nullptr); EXPECT_TRUE(material->IsValid()); EXPECT_EQ(material->GetPath(), "Assets/container.material"); EXPECT_EQ(material->GetRenderQueue(), static_cast(MaterialRenderQueue::Geometry)); EXPECT_FALSE(material->HasRenderStateOverride()); delete material; fs::remove_all(projectRoot); } } // namespace