#pragma once
#include "scene/resources/sky.h"
#include "tests/test_macros.h"
namespace TestSky {
TEST_CASE("[SceneTree][Sky] Constructor") {
Ref<Sky> test_sky;
test_sky.instantiate();
CHECK(test_sky->get_process_mode() == Sky::PROCESS_MODE_AUTOMATIC);
CHECK(test_sky->get_radiance_size() == Sky::RADIANCE_SIZE_256);
CHECK(test_sky->get_material().is_null());
}
TEST_CASE("[SceneTree][Sky] Radiance size setter and getter") {
Ref<Sky> test_sky;
test_sky.instantiate();
CHECK(test_sky->get_radiance_size() == Sky::RADIANCE_SIZE_256);
test_sky->set_radiance_size(Sky::RADIANCE_SIZE_1024);
CHECK(test_sky->get_radiance_size() == Sky::RADIANCE_SIZE_1024);
ERR_PRINT_OFF;
test_sky->set_radiance_size(Sky::RADIANCE_SIZE_MAX);
ERR_PRINT_ON;
CHECK(test_sky->get_radiance_size() == Sky::RADIANCE_SIZE_1024);
}
TEST_CASE("[SceneTree][Sky] Process mode setter and getter") {
Ref<Sky> test_sky;
test_sky.instantiate();
CHECK(test_sky->get_process_mode() == Sky::PROCESS_MODE_AUTOMATIC);
test_sky->set_process_mode(Sky::PROCESS_MODE_INCREMENTAL);
CHECK(test_sky->get_process_mode() == Sky::PROCESS_MODE_INCREMENTAL);
}
TEST_CASE("[SceneTree][Sky] Material setter and getter") {
Ref<Sky> test_sky;
test_sky.instantiate();
Ref<Material> material;
material.instantiate();
SUBCASE("Material passed to the class should remain the same") {
test_sky->set_material(material);
CHECK(test_sky->get_material() == material);
}
SUBCASE("Material passed many times to the class should remain the same") {
test_sky->set_material(material);
test_sky->set_material(material);
test_sky->set_material(material);
CHECK(test_sky->get_material() == material);
}
SUBCASE("Material rewrite testing") {
Ref<Material> material1;
Ref<Material> material2;
material1.instantiate();
material2.instantiate();
test_sky->set_material(material1);
test_sky->set_material(material2);
CHECK_MESSAGE(test_sky->get_material() != material1,
"After rewrite, second material should be in class.");
CHECK_MESSAGE(test_sky->get_material() == material2,
"After rewrite, second material should be in class.");
}
SUBCASE("Assign same material to two skys") {
Ref<Sky> sky2;
sky2.instantiate();
test_sky->set_material(material);
sky2->set_material(material);
CHECK_MESSAGE(test_sky->get_material() == sky2->get_material(),
"Both skys should have the same material.");
}
SUBCASE("Swapping materials between two skys") {
Ref<Sky> sky2;
sky2.instantiate();
Ref<Material> material1;
Ref<Material> material2;
material1.instantiate();
material2.instantiate();
test_sky->set_material(material1);
sky2->set_material(material2);
CHECK(test_sky->get_material() == material1);
CHECK(sky2->get_material() == material2);
Ref<Material> temp = test_sky->get_material();
test_sky->set_material(sky2->get_material());
sky2->set_material(temp);
CHECK(test_sky->get_material() == material2);
CHECK(sky2->get_material() == material1);
}
}
TEST_CASE("[SceneTree][Sky] Invalid radiance size handling") {
Ref<Sky> test_sky;
test_sky.instantiate();
ERR_PRINT_OFF;
test_sky->set_radiance_size(Sky::RADIANCE_SIZE_MAX);
ERR_PRINT_ON;
CHECK(test_sky->get_radiance_size() == Sky::RADIANCE_SIZE_256);
}
TEST_CASE("[SceneTree][Sky] Process mode variations") {
Ref<Sky> test_sky;
test_sky.instantiate();
const Sky::ProcessMode process_modes[] = {
Sky::PROCESS_MODE_AUTOMATIC,
Sky::PROCESS_MODE_QUALITY,
Sky::PROCESS_MODE_INCREMENTAL,
Sky::PROCESS_MODE_REALTIME
};
for (Sky::ProcessMode mode : process_modes) {
test_sky->set_process_mode(mode);
CHECK(test_sky->get_process_mode() == mode);
}
}
TEST_CASE("[SceneTree][Sky] Radiance size variations") {
Ref<Sky> test_sky;
test_sky.instantiate();
const Sky::RadianceSize radiance_sizes[] = {
Sky::RADIANCE_SIZE_32,
Sky::RADIANCE_SIZE_64,
Sky::RADIANCE_SIZE_128,
Sky::RADIANCE_SIZE_256,
Sky::RADIANCE_SIZE_512,
Sky::RADIANCE_SIZE_1024,
Sky::RADIANCE_SIZE_2048
};
for (Sky::RadianceSize size : radiance_sizes) {
test_sky->set_radiance_size(size);
CHECK(test_sky->get_radiance_size() == size);
}
}
TEST_CASE("[SceneTree][Sky] Null material handling") {
Ref<Sky> test_sky;
test_sky.instantiate();
SUBCASE("Setting null material") {
test_sky->set_material(Ref<Material>());
CHECK(test_sky->get_material().is_null());
}
SUBCASE("Overwriting existing material with null") {
Ref<Material> material;
material.instantiate();
test_sky->set_material(material);
test_sky->set_material(Ref<Material>());
CHECK(test_sky->get_material().is_null());
}
}
TEST_CASE("[SceneTree][Sky] RID generation") {
Ref<Sky> test_sky;
test_sky.instantiate();
CHECK(!test_sky->get_rid().is_valid());
}
}