* Add postLightingColor property to materials This property can be used to modify the color computed in the lighting passes of the materials. That color is blended with the computed color according to the postLightingBlending option (add, transparent or opaque). * Remove test * Update docs * Address code review comment * Switch postLightingColor default blend mode to transparent
543 lines
19 KiB
C++
543 lines
19 KiB
C++
/*
|
|
* Copyright (C) 2018 The Android Open Source Project
|
|
*
|
|
* Licensed under the Apache License, Version 2.0 (the "License");
|
|
* you may not use this file except in compliance with the License.
|
|
* You may obtain a copy of the License at
|
|
*
|
|
* http://www.apache.org/licenses/LICENSE-2.0
|
|
*
|
|
* Unless required by applicable law or agreed to in writing, software
|
|
* distributed under the License is distributed on an "AS IS" BASIS,
|
|
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
|
* See the License for the specific language governing permissions and
|
|
* limitations under the License.
|
|
*/
|
|
|
|
#include <gtest/gtest.h>
|
|
|
|
#include "sca/ASTHelpers.h"
|
|
|
|
#include <filamat/Enums.h>
|
|
|
|
using namespace ASTUtils;
|
|
|
|
static ::testing::AssertionResult PropertyListsMatch(const MaterialBuilder::PropertyList& expected,
|
|
const MaterialBuilder::PropertyList& actual) {
|
|
for (size_t i = 0; i < MaterialBuilder::MATERIAL_PROPERTIES_COUNT; i++) {
|
|
if (expected[i] != actual[i]) {
|
|
const auto& propString = Enums::toString<Property>(Property(i));
|
|
return ::testing::AssertionFailure()
|
|
<< "actual[" << propString << "] (" << actual[i]
|
|
<< ") != expected[" << propString << "] (" << expected[i] << ")";
|
|
}
|
|
}
|
|
return ::testing::AssertionSuccess();
|
|
}
|
|
|
|
filamat::MaterialBuilder makeBuilder(const std::string shaderCode) {
|
|
filamat::MaterialBuilder builder;
|
|
builder.material(shaderCode.c_str());
|
|
builder.platform(filamat::MaterialBuilder::Platform::MOBILE);
|
|
return std::move(builder);
|
|
}
|
|
|
|
TEST(StaticCodeAnalysisHelper, getFunctionName) {
|
|
std::string name = getFunctionName("main(");
|
|
EXPECT_EQ(name, "main");
|
|
}
|
|
|
|
TEST(StaticCodeAnalysisHelper, getFunctionNameNoParenthesis) {
|
|
std::string name = getFunctionName("main");
|
|
EXPECT_EQ(name, "main");
|
|
}
|
|
|
|
class MaterialCompiler : public ::testing::Test {
|
|
protected:
|
|
MaterialCompiler() {
|
|
}
|
|
|
|
virtual ~MaterialCompiler() {
|
|
}
|
|
|
|
virtual void SetUp() {
|
|
MaterialBuilder::init();
|
|
}
|
|
};
|
|
|
|
TEST_F(MaterialCompiler, StaticCodeAnalyzerNothingDetected) {
|
|
std::string shaderCode(R"(
|
|
void material(inout MaterialInputs material) {
|
|
prepareMaterial(material);
|
|
}
|
|
)");
|
|
|
|
filamat::MaterialBuilder builder = makeBuilder(shaderCode);
|
|
GLSLTools glslTools;
|
|
MaterialBuilder::PropertyList properties {false};
|
|
glslTools.findProperties(builder, properties);
|
|
MaterialBuilder::PropertyList expected {false};
|
|
EXPECT_TRUE(PropertyListsMatch(expected, properties));
|
|
}
|
|
|
|
TEST_F(MaterialCompiler, StaticCodeAnalyzerNotFollowingINParameters) {
|
|
std::string shaderCode(R"(
|
|
void notAffectingInput(in MaterialInputs material) {
|
|
material.baseColor = vec4(0.8);
|
|
}
|
|
void material(inout MaterialInputs material) {
|
|
prepareMaterial(material);
|
|
notAffectingInput(material);
|
|
}
|
|
)");
|
|
|
|
filamat::MaterialBuilder builder = makeBuilder(shaderCode);
|
|
GLSLTools glslTools;
|
|
MaterialBuilder::PropertyList properties {false};
|
|
glslTools.findProperties(builder, properties);
|
|
MaterialBuilder::PropertyList expected {false};
|
|
EXPECT_TRUE(PropertyListsMatch(expected, properties));
|
|
}
|
|
|
|
TEST_F(MaterialCompiler, StaticCodeAnalyzerDirectAssign) {
|
|
std::string shaderCode(R"(
|
|
void material(inout MaterialInputs material) {
|
|
prepareMaterial(material);
|
|
material.baseColor = vec4(0.8);
|
|
}
|
|
)");
|
|
|
|
filamat::MaterialBuilder builder = makeBuilder(shaderCode);
|
|
GLSLTools glslTools;
|
|
MaterialBuilder::PropertyList properties {false};
|
|
glslTools.findProperties(builder, properties);
|
|
MaterialBuilder::PropertyList expected {false};
|
|
expected[size_t(filamat::MaterialBuilder::Property::BASE_COLOR)] = true;
|
|
EXPECT_TRUE(PropertyListsMatch(expected, properties));
|
|
}
|
|
|
|
|
|
TEST_F(MaterialCompiler, StaticCodeAnalyzerDirectAssignWithSwizzling) {
|
|
std::string shaderCode(R"(
|
|
void material(inout MaterialInputs material) {
|
|
prepareMaterial(material);
|
|
material.baseColor.rgb = vec3(0.8);
|
|
}
|
|
)");
|
|
|
|
filamat::MaterialBuilder builder = makeBuilder(shaderCode);
|
|
GLSLTools glslTools;
|
|
MaterialBuilder::PropertyList properties {false};
|
|
glslTools.findProperties(builder, properties);
|
|
MaterialBuilder::PropertyList expected {false};
|
|
expected[size_t(filamat::MaterialBuilder::Property::BASE_COLOR)] = true;
|
|
EXPECT_TRUE(PropertyListsMatch(expected, properties));
|
|
}
|
|
|
|
TEST_F(MaterialCompiler, StaticCodeAnalyzerSymbolAsOutParameterWithAliasing) {
|
|
std::string shaderCode(R"(
|
|
|
|
void setBaseColor(inout vec4 aliasBaseColor) {
|
|
aliasBaseColor = vec4(0.8,0.1,0.2,1.0);
|
|
}
|
|
|
|
void material(inout MaterialInputs material) {
|
|
prepareMaterial(material);
|
|
setBaseColor(material.baseColor);
|
|
}
|
|
)");
|
|
|
|
filamat::MaterialBuilder builder = makeBuilder(shaderCode);
|
|
GLSLTools glslTools;
|
|
MaterialBuilder::PropertyList properties {false};
|
|
glslTools.findProperties(builder, properties);
|
|
MaterialBuilder::PropertyList expected {false};
|
|
expected[size_t(filamat::MaterialBuilder::Property::BASE_COLOR)] = true;
|
|
EXPECT_TRUE(PropertyListsMatch(expected, properties));
|
|
}
|
|
|
|
TEST_F(MaterialCompiler, StaticCodeAnalyzerSymbolAsOutParameterWithAliasingAndSwizzling) {
|
|
std::string shaderCode(R"(
|
|
|
|
void setBaseColor(inout float aliasedRed) {
|
|
aliasedRed = 0.8;
|
|
}
|
|
|
|
void material(inout MaterialInputs material) {
|
|
prepareMaterial(material);
|
|
setBaseColor(material.baseColor.r);
|
|
}
|
|
)");
|
|
|
|
filamat::MaterialBuilder builder = makeBuilder(shaderCode);
|
|
GLSLTools glslTools;
|
|
MaterialBuilder::PropertyList properties {false};
|
|
glslTools.findProperties(builder, properties);
|
|
MaterialBuilder::PropertyList expected {false};
|
|
expected[size_t(filamat::MaterialBuilder::Property::BASE_COLOR)] = true;
|
|
EXPECT_TRUE(PropertyListsMatch(expected, properties));
|
|
}
|
|
|
|
TEST_F(MaterialCompiler, StaticCodeAnalyzerSymbolInOutInChainWithDirectIndexIntoStruct) {
|
|
std::string shaderCode(R"(
|
|
|
|
float setBaseColorOtherFunction(inout vec4 myBaseColor) {
|
|
myBaseColor = vec4(0.8,0.1,0.2,1.0);
|
|
return 1.0;
|
|
}
|
|
|
|
void setBaseColor(inout vec4 aliaseBaseColor) {
|
|
setBaseColorOtherFunction(aliaseBaseColor);
|
|
}
|
|
|
|
void material(inout MaterialInputs material) {
|
|
prepareMaterial(material);
|
|
setBaseColor(material.baseColor);
|
|
}
|
|
)");
|
|
|
|
filamat::MaterialBuilder builder = makeBuilder(shaderCode);
|
|
GLSLTools glslTools;
|
|
MaterialBuilder::PropertyList properties {false};
|
|
glslTools.findProperties(builder, properties);
|
|
MaterialBuilder::PropertyList expected {false};
|
|
expected[size_t(filamat::MaterialBuilder::Property::BASE_COLOR)] = true;
|
|
EXPECT_TRUE(PropertyListsMatch(expected, properties));
|
|
}
|
|
|
|
TEST_F(MaterialCompiler, StaticCodeAnalyzerSymbolInOutInChain) {
|
|
std::string shaderCode(R"(
|
|
|
|
float setBaseColorOtherFunction(inout MaterialInputs foo) {
|
|
foo.baseColor = vec4(0.8,0.1,0.2,1.0);
|
|
return 1.0;
|
|
}
|
|
|
|
void setBaseColor(inout MaterialInputs bar) {
|
|
setBaseColorOtherFunction(bar);
|
|
}
|
|
|
|
void material(inout MaterialInputs material) {
|
|
prepareMaterial(material);
|
|
setBaseColor(material);
|
|
}
|
|
)");
|
|
|
|
filamat::MaterialBuilder builder = makeBuilder(shaderCode);
|
|
GLSLTools glslTools;
|
|
MaterialBuilder::PropertyList properties {false};
|
|
glslTools.findProperties(builder, properties);
|
|
MaterialBuilder::PropertyList expected {false};
|
|
expected[size_t(filamat::MaterialBuilder::Property::BASE_COLOR)] = true;
|
|
EXPECT_TRUE(PropertyListsMatch(expected, properties));
|
|
}
|
|
|
|
// Tests all attributes in Property type.
|
|
TEST_F(MaterialCompiler, StaticCodeAnalyzerBaseColor) {
|
|
std::string shaderCode(R"(
|
|
void material(inout MaterialInputs material) {
|
|
prepareMaterial(material);
|
|
material.baseColor = vec4(0.8);
|
|
}
|
|
)");
|
|
|
|
filamat::MaterialBuilder builder = makeBuilder(shaderCode);
|
|
GLSLTools glslTools;
|
|
MaterialBuilder::PropertyList properties {false};
|
|
glslTools.findProperties(builder, properties);
|
|
MaterialBuilder::PropertyList expected {false};
|
|
expected[size_t(filamat::MaterialBuilder::Property::BASE_COLOR)] = true;
|
|
EXPECT_TRUE(PropertyListsMatch(expected, properties));
|
|
}
|
|
|
|
TEST_F(MaterialCompiler, StaticCodeAnalyzerRoughness) {
|
|
std::string shaderCode(R"(
|
|
void material(inout MaterialInputs material) {
|
|
prepareMaterial(material);
|
|
material.roughness = 0.8;
|
|
}
|
|
)");
|
|
|
|
filamat::MaterialBuilder builder = makeBuilder(shaderCode);
|
|
GLSLTools glslTools;
|
|
MaterialBuilder::PropertyList properties {false};
|
|
glslTools.findProperties(builder, properties);
|
|
MaterialBuilder::PropertyList expected {false};
|
|
expected[size_t(filamat::MaterialBuilder::Property::ROUGHNESS)] = true;
|
|
EXPECT_TRUE(PropertyListsMatch(expected, properties));
|
|
}
|
|
|
|
TEST_F(MaterialCompiler, StaticCodeAnalyzerMetallic) {
|
|
std::string shaderCode(R"(
|
|
void material(inout MaterialInputs material) {
|
|
prepareMaterial(material);
|
|
material.metallic = 0.8;
|
|
}
|
|
)");
|
|
|
|
filamat::MaterialBuilder builder = makeBuilder(shaderCode);
|
|
GLSLTools glslTools;
|
|
MaterialBuilder::PropertyList properties {false};
|
|
glslTools.findProperties(builder, properties);
|
|
MaterialBuilder::PropertyList expected {false};
|
|
expected[size_t(filamat::MaterialBuilder::Property::METALLIC)] = true;
|
|
EXPECT_TRUE(PropertyListsMatch(expected, properties));
|
|
}
|
|
|
|
TEST_F(MaterialCompiler, StaticCodeAnalyzerReflectance) {
|
|
std::string shaderCode(R"(
|
|
void material(inout MaterialInputs material) {
|
|
prepareMaterial(material);
|
|
material.reflectance= 0.8;
|
|
}
|
|
)");
|
|
|
|
filamat::MaterialBuilder builder = makeBuilder(shaderCode);
|
|
GLSLTools glslTools;
|
|
MaterialBuilder::PropertyList properties {false};
|
|
glslTools.findProperties(builder, properties);
|
|
MaterialBuilder::PropertyList expected {false};
|
|
expected[size_t(filamat::MaterialBuilder::Property::REFLECTANCE)] = true;
|
|
EXPECT_TRUE(PropertyListsMatch(expected, properties));
|
|
}
|
|
|
|
TEST_F(MaterialCompiler, StaticCodeAnalyzerAmbientOcclusion) {
|
|
std::string shaderCode(R"(
|
|
void material(inout MaterialInputs material) {
|
|
prepareMaterial(material);
|
|
material.ambientOcclusion = 0.8;
|
|
}
|
|
)");
|
|
|
|
filamat::MaterialBuilder builder = makeBuilder(shaderCode);
|
|
GLSLTools glslTools;
|
|
MaterialBuilder::PropertyList properties {false};
|
|
glslTools.findProperties(builder, properties);
|
|
MaterialBuilder::PropertyList expected {false};
|
|
expected[size_t(filamat::MaterialBuilder::Property::AMBIENT_OCCLUSION)] = true;
|
|
EXPECT_TRUE(PropertyListsMatch(expected, properties));
|
|
}
|
|
|
|
TEST_F(MaterialCompiler, StaticCodeAnalyzerClearCoat) {
|
|
std::string shaderCode(R"(
|
|
void material(inout MaterialInputs material) {
|
|
prepareMaterial(material);
|
|
material.clearCoat = 0.8;
|
|
}
|
|
)");
|
|
|
|
filamat::MaterialBuilder builder = makeBuilder(shaderCode);
|
|
builder.shading(filamat::MaterialBuilder::Shading::LIT);
|
|
GLSLTools glslTools;
|
|
MaterialBuilder::PropertyList properties {false};
|
|
glslTools.findProperties(builder, properties);
|
|
MaterialBuilder::PropertyList expected {false};
|
|
expected[size_t(filamat::MaterialBuilder::Property::CLEAR_COAT)] = true;
|
|
EXPECT_TRUE(PropertyListsMatch(expected, properties));
|
|
}
|
|
|
|
TEST_F(MaterialCompiler, StaticCodeAnalyzerClearCoatRoughness) {
|
|
std::string shaderCode(R"(
|
|
void material(inout MaterialInputs material) {
|
|
prepareMaterial(material);
|
|
material.clearCoatRoughness = 0.8;
|
|
}
|
|
)");
|
|
|
|
filamat::MaterialBuilder builder = makeBuilder(shaderCode);
|
|
builder.shading(filamat::MaterialBuilder::Shading::LIT);
|
|
GLSLTools glslTools;
|
|
MaterialBuilder::PropertyList properties {false};
|
|
glslTools.findProperties(builder, properties);
|
|
MaterialBuilder::PropertyList expected {false};
|
|
expected[size_t(filamat::MaterialBuilder::Property::CLEAR_COAT_ROUGHNESS)] = true;
|
|
EXPECT_TRUE(PropertyListsMatch(expected, properties));
|
|
}
|
|
|
|
TEST_F(MaterialCompiler, StaticCodeAnalyzerClearCoatNormal) {
|
|
std::string shaderCode(R"(
|
|
void material(inout MaterialInputs material) {
|
|
prepareMaterial(material);
|
|
material.clearCoatNormal = vec3(1.0, 1.0, 1.0);
|
|
}
|
|
)");
|
|
|
|
filamat::MaterialBuilder builder = makeBuilder(shaderCode);
|
|
builder.shading(filamat::MaterialBuilder::Shading::LIT);
|
|
GLSLTools glslTools;
|
|
MaterialBuilder::PropertyList properties {false};
|
|
glslTools.findProperties(builder, properties);
|
|
MaterialBuilder::PropertyList expected {false};
|
|
expected[size_t(filamat::MaterialBuilder::Property::CLEAR_COAT_NORMAL)] = true;
|
|
EXPECT_TRUE(PropertyListsMatch(expected, properties));
|
|
}
|
|
|
|
TEST_F(MaterialCompiler, StaticCodeAnalyzerThickness) {
|
|
std::string shaderCode(R"(
|
|
void material(inout MaterialInputs material) {
|
|
prepareMaterial(material);
|
|
material.thickness= 0.8;
|
|
}
|
|
)");
|
|
|
|
filamat::MaterialBuilder builder = makeBuilder(shaderCode);
|
|
builder.shading(filamat::MaterialBuilder::Shading::SUBSURFACE);
|
|
GLSLTools glslTools;
|
|
MaterialBuilder::PropertyList properties {false};
|
|
glslTools.findProperties(builder, properties);
|
|
MaterialBuilder::PropertyList expected {false};
|
|
expected[size_t(filamat::MaterialBuilder::Property::THICKNESS)] = true;
|
|
EXPECT_TRUE(PropertyListsMatch(expected, properties));
|
|
}
|
|
|
|
TEST_F(MaterialCompiler, StaticCodeAnalyzerSubsurfacePower) {
|
|
std::string shaderCode(R"(
|
|
void material(inout MaterialInputs material) {
|
|
prepareMaterial(material);
|
|
material.subsurfacePower = 0.8;
|
|
}
|
|
)");
|
|
|
|
filamat::MaterialBuilder builder = makeBuilder(shaderCode);
|
|
builder.shading(filamat::MaterialBuilder::Shading::SUBSURFACE);
|
|
GLSLTools glslTools;
|
|
MaterialBuilder::PropertyList properties {false};
|
|
glslTools.findProperties(builder, properties);
|
|
MaterialBuilder::PropertyList expected {false};
|
|
expected[size_t(filamat::MaterialBuilder::Property::SUBSURFACE_POWER)] = true;
|
|
EXPECT_TRUE(PropertyListsMatch(expected, properties));
|
|
}
|
|
|
|
TEST_F(MaterialCompiler, StaticCodeAnalyzerSubsurfaceColor) {
|
|
std::string shaderCode(R"(
|
|
void material(inout MaterialInputs material) {
|
|
prepareMaterial(material);
|
|
material.subsurfaceColor= vec3(0.8);
|
|
}
|
|
)");
|
|
|
|
filamat::MaterialBuilder builder = makeBuilder(shaderCode);
|
|
builder.shading(filamat::MaterialBuilder::Shading::SUBSURFACE);
|
|
GLSLTools glslTools;
|
|
MaterialBuilder::PropertyList properties {false};
|
|
glslTools.findProperties(builder, properties);
|
|
MaterialBuilder::PropertyList expected {false};
|
|
expected[size_t(filamat::MaterialBuilder::Property::SUBSURFACE_COLOR)] = true;
|
|
EXPECT_TRUE(PropertyListsMatch(expected, properties));
|
|
}
|
|
|
|
TEST_F(MaterialCompiler, StaticCodeAnalyzerAnisotropicDirection) {
|
|
std::string shaderCode(R"(
|
|
void material(inout MaterialInputs material) {
|
|
prepareMaterial(material);
|
|
material.anisotropyDirection = vec3(0.8);
|
|
}
|
|
)");
|
|
|
|
filamat::MaterialBuilder builder = makeBuilder(shaderCode);
|
|
builder.shading(filamat::MaterialBuilder::Shading::LIT);
|
|
GLSLTools glslTools;
|
|
MaterialBuilder::PropertyList properties {false};
|
|
glslTools.findProperties(builder, properties);
|
|
MaterialBuilder::PropertyList expected {false};
|
|
expected[size_t(filamat::MaterialBuilder::Property::ANISOTROPY_DIRECTION)] = true;
|
|
EXPECT_TRUE(PropertyListsMatch(expected, properties));
|
|
}
|
|
|
|
TEST_F(MaterialCompiler, StaticCodeAnalyzerAnisotropic) {
|
|
std::string shaderCode(R"(
|
|
void material(inout MaterialInputs material) {
|
|
prepareMaterial(material);
|
|
material.anisotropy = 0.8;
|
|
}
|
|
)");
|
|
|
|
filamat::MaterialBuilder builder = makeBuilder(shaderCode);
|
|
builder.shading(filamat::MaterialBuilder::Shading::LIT);
|
|
GLSLTools glslTools;
|
|
MaterialBuilder::PropertyList properties {false};
|
|
glslTools.findProperties(builder, properties);
|
|
MaterialBuilder::PropertyList expected {false};
|
|
expected[size_t(filamat::MaterialBuilder::Property::ANISOTROPY)] = true;
|
|
EXPECT_TRUE(PropertyListsMatch(expected, properties));
|
|
}
|
|
|
|
TEST_F(MaterialCompiler, StaticCodeAnalyzerSheenColor) {
|
|
std::string shaderCode(R"(
|
|
void material(inout MaterialInputs material) {
|
|
prepareMaterial(material);
|
|
material.sheenColor = vec3(0.8);
|
|
}
|
|
)");
|
|
|
|
filamat::MaterialBuilder builder = makeBuilder(shaderCode);
|
|
builder.shading(filamat::MaterialBuilder::Shading::CLOTH);
|
|
GLSLTools glslTools;
|
|
MaterialBuilder::PropertyList properties {false};
|
|
glslTools.findProperties(builder, properties);
|
|
MaterialBuilder::PropertyList expected {false};
|
|
expected[size_t(filamat::MaterialBuilder::Property::SHEEN_COLOR)] = true;
|
|
EXPECT_TRUE(PropertyListsMatch(expected, properties));
|
|
}
|
|
|
|
TEST_F(MaterialCompiler, StaticCodeAnalyzerNormal) {
|
|
std::string shaderCode(R"(
|
|
void material(inout MaterialInputs material) {
|
|
prepareMaterial(material);
|
|
material.normal= vec3(0.8);
|
|
}
|
|
)");
|
|
|
|
filamat::MaterialBuilder builder = makeBuilder(shaderCode);
|
|
GLSLTools glslTools;
|
|
MaterialBuilder::PropertyList properties {false};
|
|
glslTools.findProperties(builder, properties);
|
|
MaterialBuilder::PropertyList expected {false};
|
|
expected[size_t(filamat::MaterialBuilder::Property::NORMAL)] = true;
|
|
EXPECT_TRUE(PropertyListsMatch(expected, properties));
|
|
}
|
|
|
|
TEST_F(MaterialCompiler, StaticCodeAnalyzerOutputFactor) {
|
|
std::string shaderCode(R"(
|
|
void material(inout MaterialInputs material) {
|
|
prepareMaterial(material);
|
|
material.postLightingColor = vec4(1.0);
|
|
}
|
|
)");
|
|
|
|
filamat::MaterialBuilder builder = makeBuilder(shaderCode);
|
|
GLSLTools glslTools;
|
|
MaterialBuilder::PropertyList properties {false};
|
|
glslTools.findProperties(builder, properties);
|
|
MaterialBuilder::PropertyList expected {false};
|
|
expected[size_t(filamat::MaterialBuilder::Property::POST_LIGHTING_COLOR)] = true;
|
|
EXPECT_TRUE(PropertyListsMatch(expected, properties));
|
|
}
|
|
|
|
TEST_F(MaterialCompiler, EmptyName) {
|
|
std::string shaderCode(R"(
|
|
void material(inout MaterialInputs material) {
|
|
prepareMaterial(material);
|
|
}
|
|
)");
|
|
|
|
filamat::MaterialBuilder builder = makeBuilder(shaderCode);
|
|
// The material should compile successfully with an empty name
|
|
builder.name("");
|
|
filamat::Package result = builder.build();
|
|
}
|
|
|
|
TEST_F(MaterialCompiler, Uv0AndUv1) {
|
|
filamat::MaterialBuilder builder;
|
|
// Requiring both sets of UV coordinates should not fail.
|
|
builder.require(filament::VertexAttribute::UV0);
|
|
builder.require(filament::VertexAttribute::UV1);
|
|
filamat::Package result = builder.build();
|
|
EXPECT_TRUE(result.isValid());
|
|
}
|
|
|
|
int main(int argc, char** argv) {
|
|
::testing::InitGoogleTest(&argc, argv);
|
|
return RUN_ALL_TESTS();
|
|
}
|