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XCEngine/tests/Resources/Material/test_material_loader.cpp

1218 lines
43 KiB
C++

#include <gtest/gtest.h>
#include <XCEngine/Core/Asset/ArtifactFormats.h>
#include <XCEngine/Core/Asset/AssetDatabase.h>
#include <XCEngine/Resources/BuiltinResources.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));
}
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 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<bool>(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, 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<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->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<Material*>(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<Material*>(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<Material*>(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<Material*>(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<Material*>(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<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, 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<Material*>(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<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, 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<Material*>(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<Material*>(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<Material*>(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<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, 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<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(),
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<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);
}
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<bool>(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<const char*>(&fileHeader), sizeof(fileHeader));
WriteArtifactString(output, "LazyMaterial");
WriteArtifactString(output, "Assets/lazy.material");
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