Files
filament/libs/filamat/tests/test_filamat.cpp
Romain Guy 92b2dd835d Add support for bent normals (#2303)
* Add support for bent normals

Bent normals can be enabled via the bentNormal property of a material.
When specular occlusion is enabled, bent normals improve the quality
of the computation.

* Save a couple of multiplications in bent specular AO
2020-03-29 17:00:03 -07:00

702 lines
26 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 "shaders/ShaderGenerator.h"
#include "MockIncluder.h"
#include <filamat/Enums.h>
using namespace ASTUtils;
using namespace filament::backend;
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();
}
std::string shaderWithAllProperties(ShaderType type,
const std::string fragmentCode, const std::string vertexCode = "",
filamat::MaterialBuilder::Shading shadingModel = filamat::MaterialBuilder::Shading::LIT,
filamat::MaterialBuilder::RefractionMode refractionMode = filamat::MaterialBuilder::RefractionMode::NONE) {
MockIncluder includer;
includer
.sourceForInclude("modify_normal.h", "material.normal = vec3(0.8);");
filamat::MaterialBuilder builder;
builder.material(fragmentCode.c_str());
builder.materialVertex(vertexCode.c_str());
builder.platform(filamat::MaterialBuilder::Platform::MOBILE);
builder.optimization(filamat::MaterialBuilder::Optimization::NONE);
builder.shading(shadingModel);
builder.includeCallback(includer);
builder.materialRefraction(refractionMode);
MaterialBuilder::PropertyList allProperties;
std::fill_n(allProperties, MaterialBuilder::MATERIAL_PROPERTIES_COUNT, true);
// We need to "build" the material to resolve any includes in user code.
builder.build();
return builder.peek(type,
{1, MaterialBuilder::TargetApi::OPENGL, MaterialBuilder::TargetLanguage::GLSL},
allProperties);
}
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 fragmentCode(R"(
void material(inout MaterialInputs material) {
prepareMaterial(material);
}
)");
std::string shaderCode = shaderWithAllProperties(ShaderType::FRAGMENT, fragmentCode);
GLSLTools glslTools;
MaterialBuilder::PropertyList properties {false};
glslTools.findProperties(filament::backend::FRAGMENT, shaderCode, properties);
MaterialBuilder::PropertyList expected {false};
EXPECT_TRUE(PropertyListsMatch(expected, properties));
}
TEST_F(MaterialCompiler, StaticCodeAnalyzerNothingDetectedVertex) {
std::string fragmentCode(R"(
void material(inout MaterialInputs material) {
prepareMaterial(material);
}
)");
std::string vertexCode(R"(
void materialVertex(inout MaterialVertexInputs material) {
}
)");
std::string shaderCode = shaderWithAllProperties(ShaderType::VERTEX, fragmentCode, vertexCode);
GLSLTools glslTools;
MaterialBuilder::PropertyList properties {false};
glslTools.findProperties(filament::backend::VERTEX, shaderCode, properties);
MaterialBuilder::PropertyList expected {false};
EXPECT_TRUE(PropertyListsMatch(expected, properties));
}
TEST_F(MaterialCompiler, StaticCodeAnalyzerNotFollowingINParameters) {
std::string fragmentCode(R"(
void notAffectingInput(in MaterialInputs material) {
material.baseColor = vec4(0.8);
}
void material(inout MaterialInputs material) {
prepareMaterial(material);
notAffectingInput(material);
}
)");
std::string shaderCode = shaderWithAllProperties(ShaderType::FRAGMENT, fragmentCode);
GLSLTools glslTools;
MaterialBuilder::PropertyList properties {false};
glslTools.findProperties(filament::backend::FRAGMENT, shaderCode, properties);
MaterialBuilder::PropertyList expected {false};
EXPECT_TRUE(PropertyListsMatch(expected, properties));
}
TEST_F(MaterialCompiler, StaticCodeAnalyzerDirectAssign) {
std::string fragmentCode(R"(
void material(inout MaterialInputs material) {
prepareMaterial(material);
material.baseColor = vec4(0.8);
}
)");
std::string shaderCode = shaderWithAllProperties(ShaderType::FRAGMENT, fragmentCode);
GLSLTools glslTools;
MaterialBuilder::PropertyList properties {false};
glslTools.findProperties(filament::backend::FRAGMENT, shaderCode, properties);
MaterialBuilder::PropertyList expected {false};
expected[size_t(filamat::MaterialBuilder::Property::BASE_COLOR)] = true;
EXPECT_TRUE(PropertyListsMatch(expected, properties));
}
TEST_F(MaterialCompiler, StaticCodeAnalyzerDirectAssignVertex) {
std::string fragmentCode(R"(
void material(inout MaterialInputs material) {
prepareMaterial(material);
}
)");
std::string vertexCode(R"(
void materialVertex(inout MaterialVertexInputs material) {
material.clipSpaceTransform = mat4(2.0);
}
)");
std::string shaderCode = shaderWithAllProperties(ShaderType::VERTEX, fragmentCode, vertexCode);
GLSLTools glslTools;
MaterialBuilder::PropertyList properties {false};
glslTools.findProperties(filament::backend::VERTEX, shaderCode, properties);
MaterialBuilder::PropertyList expected {false};
expected[size_t(filamat::MaterialBuilder::Property::CLIP_SPACE_TRANSFORM)] = true;
EXPECT_TRUE(PropertyListsMatch(expected, properties));
}
TEST_F(MaterialCompiler, StaticCodeAnalyzerDirectAssignWithSwizzling) {
std::string fragmentCode(R"(
void material(inout MaterialInputs material) {
prepareMaterial(material);
material.baseColor.rgb = vec3(0.8);
}
)");
std::string shaderCode = shaderWithAllProperties(ShaderType::FRAGMENT, fragmentCode);
GLSLTools glslTools;
MaterialBuilder::PropertyList properties {false};
glslTools.findProperties(filament::backend::FRAGMENT, shaderCode, 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 fragmentCode(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);
}
)");
std::string shaderCode = shaderWithAllProperties(ShaderType::FRAGMENT, fragmentCode);
GLSLTools glslTools;
MaterialBuilder::PropertyList properties {false};
glslTools.findProperties(filament::backend::FRAGMENT, shaderCode, 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 fragmentCode(R"(
void setBaseColor(inout float aliasedRed) {
aliasedRed = 0.8;
}
void material(inout MaterialInputs material) {
prepareMaterial(material);
setBaseColor(material.baseColor.r);
}
)");
std::string shaderCode = shaderWithAllProperties(ShaderType::FRAGMENT, fragmentCode);
GLSLTools glslTools;
MaterialBuilder::PropertyList properties {false};
glslTools.findProperties(filament::backend::FRAGMENT, shaderCode, 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 fragmentCode(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);
}
)");
std::string shaderCode = shaderWithAllProperties(ShaderType::FRAGMENT, fragmentCode);
GLSLTools glslTools;
MaterialBuilder::PropertyList properties {false};
glslTools.findProperties(filament::backend::FRAGMENT, shaderCode, 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 fragmentCode(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);
}
)");
std::string shaderCode = shaderWithAllProperties(ShaderType::FRAGMENT, fragmentCode);
GLSLTools glslTools;
MaterialBuilder::PropertyList properties {false};
glslTools.findProperties(filament::backend::FRAGMENT, shaderCode, 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 fragmentCode(R"(
void material(inout MaterialInputs material) {
prepareMaterial(material);
material.baseColor = vec4(0.8);
}
)");
std::string shaderCode = shaderWithAllProperties(ShaderType::FRAGMENT, fragmentCode);
GLSLTools glslTools;
MaterialBuilder::PropertyList properties {false};
glslTools.findProperties(filament::backend::FRAGMENT, shaderCode, 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 fragmentCode(R"(
void material(inout MaterialInputs material) {
prepareMaterial(material);
material.roughness = 0.8;
}
)");
std::string shaderCode = shaderWithAllProperties(ShaderType::FRAGMENT, fragmentCode);
GLSLTools glslTools;
MaterialBuilder::PropertyList properties {false};
glslTools.findProperties(filament::backend::FRAGMENT, shaderCode, properties);
MaterialBuilder::PropertyList expected {false};
expected[size_t(filamat::MaterialBuilder::Property::ROUGHNESS)] = true;
EXPECT_TRUE(PropertyListsMatch(expected, properties));
}
TEST_F(MaterialCompiler, StaticCodeAnalyzerMetallic) {
std::string fragmentCode(R"(
void material(inout MaterialInputs material) {
prepareMaterial(material);
material.metallic = 0.8;
}
)");
std::string shaderCode = shaderWithAllProperties(ShaderType::FRAGMENT, fragmentCode);
GLSLTools glslTools;
MaterialBuilder::PropertyList properties {false};
glslTools.findProperties(filament::backend::FRAGMENT, shaderCode, properties);
MaterialBuilder::PropertyList expected {false};
expected[size_t(filamat::MaterialBuilder::Property::METALLIC)] = true;
EXPECT_TRUE(PropertyListsMatch(expected, properties));
}
TEST_F(MaterialCompiler, StaticCodeAnalyzerReflectance) {
std::string fragmentCode(R"(
void material(inout MaterialInputs material) {
prepareMaterial(material);
material.reflectance= 0.8;
}
)");
std::string shaderCode = shaderWithAllProperties(ShaderType::FRAGMENT, fragmentCode);
GLSLTools glslTools;
MaterialBuilder::PropertyList properties {false};
glslTools.findProperties(filament::backend::FRAGMENT, shaderCode, properties);
MaterialBuilder::PropertyList expected {false};
expected[size_t(filamat::MaterialBuilder::Property::REFLECTANCE)] = true;
EXPECT_TRUE(PropertyListsMatch(expected, properties));
}
TEST_F(MaterialCompiler, StaticCodeAnalyzerAmbientOcclusion) {
std::string fragmentCode(R"(
void material(inout MaterialInputs material) {
prepareMaterial(material);
material.ambientOcclusion = 0.8;
}
)");
std::string shaderCode = shaderWithAllProperties(ShaderType::FRAGMENT, fragmentCode);
GLSLTools glslTools;
MaterialBuilder::PropertyList properties {false};
glslTools.findProperties(filament::backend::FRAGMENT, shaderCode, 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 fragmentCode(R"(
void material(inout MaterialInputs material) {
prepareMaterial(material);
material.clearCoat = 0.8;
}
)");
std::string shaderCode = shaderWithAllProperties(ShaderType::FRAGMENT, fragmentCode);
GLSLTools glslTools;
MaterialBuilder::PropertyList properties {false};
glslTools.findProperties(filament::backend::FRAGMENT, shaderCode, properties);
MaterialBuilder::PropertyList expected {false};
expected[size_t(filamat::MaterialBuilder::Property::CLEAR_COAT)] = true;
EXPECT_TRUE(PropertyListsMatch(expected, properties));
}
TEST_F(MaterialCompiler, StaticCodeAnalyzerTransmission) {
std::string fragmentCode(R"(
void material(inout MaterialInputs material) {
prepareMaterial(material);
material.absorption = vec3(0.0);
material.transmission = 0.96;
material.ior = 1.33;
}
)");
std::string shaderCode = shaderWithAllProperties(ShaderType::FRAGMENT, fragmentCode, "",
filamat::MaterialBuilder::Shading::LIT,
filamat::MaterialBuilder::RefractionMode::CUBEMAP);
GLSLTools glslTools;
MaterialBuilder::PropertyList properties {false};
glslTools.findProperties(filament::backend::FRAGMENT, shaderCode, properties);
MaterialBuilder::PropertyList expected {false};
expected[size_t(filamat::MaterialBuilder::Property::ABSORPTION)] = true;
expected[size_t(filamat::MaterialBuilder::Property::TRANSMISSION)] = true;
expected[size_t(filamat::MaterialBuilder::Property::IOR)] = true;
EXPECT_TRUE(PropertyListsMatch(expected, properties));
}
TEST_F(MaterialCompiler, StaticCodeAnalyzerClearCoatRoughness) {
std::string fragmentCode(R"(
void material(inout MaterialInputs material) {
prepareMaterial(material);
material.clearCoatRoughness = 0.8;
}
)");
std::string shaderCode = shaderWithAllProperties(ShaderType::FRAGMENT, fragmentCode, "");
GLSLTools glslTools;
MaterialBuilder::PropertyList properties {false};
glslTools.findProperties(filament::backend::FRAGMENT, shaderCode, 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 fragmentCode(R"(
void material(inout MaterialInputs material) {
prepareMaterial(material);
material.clearCoat = 0.8;
material.clearCoatNormal = vec3(1.0, 1.0, 1.0);
}
)");
std::string shaderCode = shaderWithAllProperties(ShaderType::FRAGMENT, fragmentCode, "");
GLSLTools glslTools;
MaterialBuilder::PropertyList properties {false};
glslTools.findProperties(filament::backend::FRAGMENT, shaderCode, properties);
MaterialBuilder::PropertyList expected {false};
expected[size_t(filamat::MaterialBuilder::Property::CLEAR_COAT)] = true;
expected[size_t(filamat::MaterialBuilder::Property::CLEAR_COAT_NORMAL)] = true;
EXPECT_TRUE(PropertyListsMatch(expected, properties));
}
TEST_F(MaterialCompiler, StaticCodeAnalyzerThickness) {
std::string fragmentCode(R"(
void material(inout MaterialInputs material) {
prepareMaterial(material);
material.thickness= 0.8;
}
)");
std::string shaderCode = shaderWithAllProperties(ShaderType::FRAGMENT, fragmentCode, "",
filamat::MaterialBuilder::Shading::SUBSURFACE);
GLSLTools glslTools;
MaterialBuilder::PropertyList properties {false};
glslTools.findProperties(filament::backend::FRAGMENT, shaderCode, properties);
MaterialBuilder::PropertyList expected {false};
expected[size_t(filamat::MaterialBuilder::Property::THICKNESS)] = true;
EXPECT_TRUE(PropertyListsMatch(expected, properties));
}
TEST_F(MaterialCompiler, StaticCodeAnalyzerSubsurfacePower) {
std::string fragmentCode(R"(
void material(inout MaterialInputs material) {
prepareMaterial(material);
material.subsurfacePower = 0.8;
}
)");
std::string shaderCode = shaderWithAllProperties(ShaderType::FRAGMENT, fragmentCode, "",
filamat::MaterialBuilder::Shading::SUBSURFACE);
GLSLTools glslTools;
MaterialBuilder::PropertyList properties {false};
glslTools.findProperties(filament::backend::FRAGMENT, shaderCode, 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 fragmentCode(R"(
void material(inout MaterialInputs material) {
prepareMaterial(material);
material.subsurfaceColor= vec3(0.8);
}
)");
std::string shaderCode = shaderWithAllProperties(ShaderType::FRAGMENT, fragmentCode, "",
filamat::MaterialBuilder::Shading::SUBSURFACE);
GLSLTools glslTools;
MaterialBuilder::PropertyList properties {false};
glslTools.findProperties(filament::backend::FRAGMENT, shaderCode, 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 fragmentCode(R"(
void material(inout MaterialInputs material) {
prepareMaterial(material);
material.anisotropyDirection = vec3(0.8);
}
)");
std::string shaderCode = shaderWithAllProperties(ShaderType::FRAGMENT, fragmentCode);
GLSLTools glslTools;
MaterialBuilder::PropertyList properties {false};
glslTools.findProperties(filament::backend::FRAGMENT, shaderCode, 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 fragmentCode(R"(
void material(inout MaterialInputs material) {
prepareMaterial(material);
material.anisotropy = 0.8;
}
)");
std::string shaderCode = shaderWithAllProperties(ShaderType::FRAGMENT, fragmentCode);
GLSLTools glslTools;
MaterialBuilder::PropertyList properties {false};
glslTools.findProperties(filament::backend::FRAGMENT, shaderCode, properties);
MaterialBuilder::PropertyList expected {false};
expected[size_t(filamat::MaterialBuilder::Property::ANISOTROPY)] = true;
EXPECT_TRUE(PropertyListsMatch(expected, properties));
}
TEST_F(MaterialCompiler, StaticCodeAnalyzerSheenColor) {
std::string fragmentCode(R"(
void material(inout MaterialInputs material) {
prepareMaterial(material);
material.sheenColor = vec3(0.8);
}
)");
std::string shaderCode = shaderWithAllProperties(ShaderType::FRAGMENT, fragmentCode, "",
filamat::MaterialBuilder::Shading::CLOTH);
GLSLTools glslTools;
MaterialBuilder::PropertyList properties {false};
glslTools.findProperties(filament::backend::FRAGMENT, shaderCode, 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 fragmentCode(R"(
void material(inout MaterialInputs material) {
prepareMaterial(material);
material.normal= vec3(0.8);
}
)");
std::string shaderCode = shaderWithAllProperties(ShaderType::FRAGMENT, fragmentCode);
GLSLTools glslTools;
MaterialBuilder::PropertyList properties {false};
glslTools.findProperties(filament::backend::FRAGMENT, shaderCode, properties);
MaterialBuilder::PropertyList expected {false};
expected[size_t(filamat::MaterialBuilder::Property::NORMAL)] = true;
EXPECT_TRUE(PropertyListsMatch(expected, properties));
}
TEST_F(MaterialCompiler, StaticCodeAnalyzerBentNormal) {
std::string fragmentCode(R"(
void material(inout MaterialInputs material) {
prepareMaterial(material);
material.bentNormal = vec3(0.8);
}
)");
std::string shaderCode = shaderWithAllProperties(ShaderType::FRAGMENT, fragmentCode);
GLSLTools glslTools;
MaterialBuilder::PropertyList properties {false};
glslTools.findProperties(filament::backend::FRAGMENT, shaderCode, properties);
MaterialBuilder::PropertyList expected {false};
expected[size_t(filamat::MaterialBuilder::Property::BENT_NORMAL)] = true;
EXPECT_TRUE(PropertyListsMatch(expected, properties));
}
TEST_F(MaterialCompiler, StaticCodeAnalyzerOutputFactor) {
std::string fragmentCode(R"(
void material(inout MaterialInputs material) {
prepareMaterial(material);
material.postLightingColor = vec4(1.0);
}
)");
std::string shaderCode = shaderWithAllProperties(ShaderType::FRAGMENT, fragmentCode);
GLSLTools glslTools;
MaterialBuilder::PropertyList properties {false};
glslTools.findProperties(filament::backend::FRAGMENT, shaderCode, properties);
MaterialBuilder::PropertyList expected {false};
expected[size_t(filamat::MaterialBuilder::Property::POST_LIGHTING_COLOR)] = true;
EXPECT_TRUE(PropertyListsMatch(expected, properties));
}
TEST_F(MaterialCompiler, StaticCodeAnalyzerWithinInclude) {
std::string fragmentCode(R"(
void material(inout MaterialInputs material) {
prepareMaterial(material);
#include "modify_normal.h"
}
)");
std::string shaderCode = shaderWithAllProperties(ShaderType::FRAGMENT, fragmentCode);
GLSLTools glslTools;
MaterialBuilder::PropertyList properties {false};
glslTools.findProperties(filament::backend::FRAGMENT, shaderCode, properties);
MaterialBuilder::PropertyList expected {false};
expected[size_t(filamat::MaterialBuilder::Property::NORMAL)] = true;
EXPECT_TRUE(PropertyListsMatch(expected, properties));
}
TEST_F(MaterialCompiler, EmptyName) {
std::string shaderCode(R"(
void material(inout MaterialInputs material) {
prepareMaterial(material);
}
)");
filamat::MaterialBuilder builder;
builder.material(shaderCode.c_str());
// 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());
}
TEST_F(MaterialCompiler, Arrays) {
filamat::MaterialBuilder builder;
builder.parameter(UniformType::FLOAT4, 1, "f4");
builder.parameter(UniformType::FLOAT, 1, "f1");
filamat::Package result = builder.build();
EXPECT_TRUE(result.isValid());
}
int main(int argc, char** argv) {
::testing::InitGoogleTest(&argc, argv);
return RUN_ALL_TESTS();
}