* 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
702 lines
26 KiB
C++
702 lines
26 KiB
C++
/*
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* Copyright (C) 2018 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include <gtest/gtest.h>
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#include "sca/ASTHelpers.h"
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#include "shaders/ShaderGenerator.h"
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#include "MockIncluder.h"
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#include <filamat/Enums.h>
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using namespace ASTUtils;
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using namespace filament::backend;
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static ::testing::AssertionResult PropertyListsMatch(const MaterialBuilder::PropertyList& expected,
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const MaterialBuilder::PropertyList& actual) {
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for (size_t i = 0; i < MaterialBuilder::MATERIAL_PROPERTIES_COUNT; i++) {
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if (expected[i] != actual[i]) {
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const auto& propString = Enums::toString<Property>(Property(i));
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return ::testing::AssertionFailure()
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<< "actual[" << propString << "] (" << actual[i]
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<< ") != expected[" << propString << "] (" << expected[i] << ")";
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}
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}
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return ::testing::AssertionSuccess();
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}
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std::string shaderWithAllProperties(ShaderType type,
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const std::string fragmentCode, const std::string vertexCode = "",
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filamat::MaterialBuilder::Shading shadingModel = filamat::MaterialBuilder::Shading::LIT,
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filamat::MaterialBuilder::RefractionMode refractionMode = filamat::MaterialBuilder::RefractionMode::NONE) {
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MockIncluder includer;
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includer
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.sourceForInclude("modify_normal.h", "material.normal = vec3(0.8);");
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filamat::MaterialBuilder builder;
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builder.material(fragmentCode.c_str());
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builder.materialVertex(vertexCode.c_str());
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builder.platform(filamat::MaterialBuilder::Platform::MOBILE);
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builder.optimization(filamat::MaterialBuilder::Optimization::NONE);
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builder.shading(shadingModel);
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builder.includeCallback(includer);
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builder.materialRefraction(refractionMode);
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MaterialBuilder::PropertyList allProperties;
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std::fill_n(allProperties, MaterialBuilder::MATERIAL_PROPERTIES_COUNT, true);
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// We need to "build" the material to resolve any includes in user code.
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builder.build();
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return builder.peek(type,
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{1, MaterialBuilder::TargetApi::OPENGL, MaterialBuilder::TargetLanguage::GLSL},
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allProperties);
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}
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TEST(StaticCodeAnalysisHelper, getFunctionName) {
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std::string name = getFunctionName("main(");
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EXPECT_EQ(name, "main");
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}
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TEST(StaticCodeAnalysisHelper, getFunctionNameNoParenthesis) {
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std::string name = getFunctionName("main");
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EXPECT_EQ(name, "main");
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}
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class MaterialCompiler : public ::testing::Test {
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protected:
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MaterialCompiler() {
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}
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virtual ~MaterialCompiler() {
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}
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virtual void SetUp() {
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MaterialBuilder::init();
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}
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};
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TEST_F(MaterialCompiler, StaticCodeAnalyzerNothingDetected) {
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std::string fragmentCode(R"(
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void material(inout MaterialInputs material) {
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prepareMaterial(material);
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}
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)");
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std::string shaderCode = shaderWithAllProperties(ShaderType::FRAGMENT, fragmentCode);
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GLSLTools glslTools;
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MaterialBuilder::PropertyList properties {false};
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glslTools.findProperties(filament::backend::FRAGMENT, shaderCode, properties);
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MaterialBuilder::PropertyList expected {false};
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EXPECT_TRUE(PropertyListsMatch(expected, properties));
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}
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TEST_F(MaterialCompiler, StaticCodeAnalyzerNothingDetectedVertex) {
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std::string fragmentCode(R"(
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void material(inout MaterialInputs material) {
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prepareMaterial(material);
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}
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)");
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std::string vertexCode(R"(
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void materialVertex(inout MaterialVertexInputs material) {
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}
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)");
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std::string shaderCode = shaderWithAllProperties(ShaderType::VERTEX, fragmentCode, vertexCode);
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GLSLTools glslTools;
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MaterialBuilder::PropertyList properties {false};
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glslTools.findProperties(filament::backend::VERTEX, shaderCode, properties);
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MaterialBuilder::PropertyList expected {false};
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EXPECT_TRUE(PropertyListsMatch(expected, properties));
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}
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TEST_F(MaterialCompiler, StaticCodeAnalyzerNotFollowingINParameters) {
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std::string fragmentCode(R"(
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void notAffectingInput(in MaterialInputs material) {
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material.baseColor = vec4(0.8);
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}
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void material(inout MaterialInputs material) {
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prepareMaterial(material);
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notAffectingInput(material);
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}
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)");
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std::string shaderCode = shaderWithAllProperties(ShaderType::FRAGMENT, fragmentCode);
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GLSLTools glslTools;
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MaterialBuilder::PropertyList properties {false};
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glslTools.findProperties(filament::backend::FRAGMENT, shaderCode, properties);
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MaterialBuilder::PropertyList expected {false};
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EXPECT_TRUE(PropertyListsMatch(expected, properties));
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}
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TEST_F(MaterialCompiler, StaticCodeAnalyzerDirectAssign) {
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std::string fragmentCode(R"(
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void material(inout MaterialInputs material) {
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prepareMaterial(material);
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material.baseColor = vec4(0.8);
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}
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)");
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std::string shaderCode = shaderWithAllProperties(ShaderType::FRAGMENT, fragmentCode);
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GLSLTools glslTools;
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MaterialBuilder::PropertyList properties {false};
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glslTools.findProperties(filament::backend::FRAGMENT, shaderCode, properties);
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MaterialBuilder::PropertyList expected {false};
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expected[size_t(filamat::MaterialBuilder::Property::BASE_COLOR)] = true;
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EXPECT_TRUE(PropertyListsMatch(expected, properties));
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}
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TEST_F(MaterialCompiler, StaticCodeAnalyzerDirectAssignVertex) {
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std::string fragmentCode(R"(
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void material(inout MaterialInputs material) {
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prepareMaterial(material);
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}
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)");
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std::string vertexCode(R"(
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void materialVertex(inout MaterialVertexInputs material) {
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material.clipSpaceTransform = mat4(2.0);
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}
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)");
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std::string shaderCode = shaderWithAllProperties(ShaderType::VERTEX, fragmentCode, vertexCode);
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GLSLTools glslTools;
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MaterialBuilder::PropertyList properties {false};
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glslTools.findProperties(filament::backend::VERTEX, shaderCode, properties);
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MaterialBuilder::PropertyList expected {false};
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expected[size_t(filamat::MaterialBuilder::Property::CLIP_SPACE_TRANSFORM)] = true;
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EXPECT_TRUE(PropertyListsMatch(expected, properties));
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}
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TEST_F(MaterialCompiler, StaticCodeAnalyzerDirectAssignWithSwizzling) {
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std::string fragmentCode(R"(
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void material(inout MaterialInputs material) {
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prepareMaterial(material);
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material.baseColor.rgb = vec3(0.8);
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}
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)");
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std::string shaderCode = shaderWithAllProperties(ShaderType::FRAGMENT, fragmentCode);
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GLSLTools glslTools;
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MaterialBuilder::PropertyList properties {false};
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glslTools.findProperties(filament::backend::FRAGMENT, shaderCode, properties);
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MaterialBuilder::PropertyList expected {false};
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expected[size_t(filamat::MaterialBuilder::Property::BASE_COLOR)] = true;
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EXPECT_TRUE(PropertyListsMatch(expected, properties));
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}
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TEST_F(MaterialCompiler, StaticCodeAnalyzerSymbolAsOutParameterWithAliasing) {
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std::string fragmentCode(R"(
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void setBaseColor(inout vec4 aliasBaseColor) {
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aliasBaseColor = vec4(0.8,0.1,0.2,1.0);
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}
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void material(inout MaterialInputs material) {
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prepareMaterial(material);
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setBaseColor(material.baseColor);
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}
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)");
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std::string shaderCode = shaderWithAllProperties(ShaderType::FRAGMENT, fragmentCode);
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GLSLTools glslTools;
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MaterialBuilder::PropertyList properties {false};
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glslTools.findProperties(filament::backend::FRAGMENT, shaderCode, properties);
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MaterialBuilder::PropertyList expected {false};
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expected[size_t(filamat::MaterialBuilder::Property::BASE_COLOR)] = true;
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EXPECT_TRUE(PropertyListsMatch(expected, properties));
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}
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TEST_F(MaterialCompiler, StaticCodeAnalyzerSymbolAsOutParameterWithAliasingAndSwizzling) {
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std::string fragmentCode(R"(
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void setBaseColor(inout float aliasedRed) {
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aliasedRed = 0.8;
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}
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void material(inout MaterialInputs material) {
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prepareMaterial(material);
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setBaseColor(material.baseColor.r);
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}
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)");
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std::string shaderCode = shaderWithAllProperties(ShaderType::FRAGMENT, fragmentCode);
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GLSLTools glslTools;
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MaterialBuilder::PropertyList properties {false};
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glslTools.findProperties(filament::backend::FRAGMENT, shaderCode, properties);
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MaterialBuilder::PropertyList expected {false};
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expected[size_t(filamat::MaterialBuilder::Property::BASE_COLOR)] = true;
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EXPECT_TRUE(PropertyListsMatch(expected, properties));
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}
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TEST_F(MaterialCompiler, StaticCodeAnalyzerSymbolInOutInChainWithDirectIndexIntoStruct) {
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std::string fragmentCode(R"(
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float setBaseColorOtherFunction(inout vec4 myBaseColor) {
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myBaseColor = vec4(0.8,0.1,0.2,1.0);
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return 1.0;
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}
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void setBaseColor(inout vec4 aliaseBaseColor) {
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setBaseColorOtherFunction(aliaseBaseColor);
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}
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void material(inout MaterialInputs material) {
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prepareMaterial(material);
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setBaseColor(material.baseColor);
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}
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)");
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std::string shaderCode = shaderWithAllProperties(ShaderType::FRAGMENT, fragmentCode);
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GLSLTools glslTools;
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MaterialBuilder::PropertyList properties {false};
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glslTools.findProperties(filament::backend::FRAGMENT, shaderCode, properties);
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MaterialBuilder::PropertyList expected {false};
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expected[size_t(filamat::MaterialBuilder::Property::BASE_COLOR)] = true;
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EXPECT_TRUE(PropertyListsMatch(expected, properties));
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}
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TEST_F(MaterialCompiler, StaticCodeAnalyzerSymbolInOutInChain) {
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std::string fragmentCode(R"(
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float setBaseColorOtherFunction(inout MaterialInputs foo) {
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foo.baseColor = vec4(0.8,0.1,0.2,1.0);
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return 1.0;
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}
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void setBaseColor(inout MaterialInputs bar) {
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setBaseColorOtherFunction(bar);
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}
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void material(inout MaterialInputs material) {
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prepareMaterial(material);
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setBaseColor(material);
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}
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)");
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std::string shaderCode = shaderWithAllProperties(ShaderType::FRAGMENT, fragmentCode);
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GLSLTools glslTools;
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MaterialBuilder::PropertyList properties {false};
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glslTools.findProperties(filament::backend::FRAGMENT, shaderCode, properties);
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MaterialBuilder::PropertyList expected {false};
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expected[size_t(filamat::MaterialBuilder::Property::BASE_COLOR)] = true;
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EXPECT_TRUE(PropertyListsMatch(expected, properties));
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}
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// Tests all attributes in Property type.
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TEST_F(MaterialCompiler, StaticCodeAnalyzerBaseColor) {
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std::string fragmentCode(R"(
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void material(inout MaterialInputs material) {
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prepareMaterial(material);
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material.baseColor = vec4(0.8);
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}
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)");
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std::string shaderCode = shaderWithAllProperties(ShaderType::FRAGMENT, fragmentCode);
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GLSLTools glslTools;
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MaterialBuilder::PropertyList properties {false};
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glslTools.findProperties(filament::backend::FRAGMENT, shaderCode, properties);
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MaterialBuilder::PropertyList expected {false};
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expected[size_t(filamat::MaterialBuilder::Property::BASE_COLOR)] = true;
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EXPECT_TRUE(PropertyListsMatch(expected, properties));
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}
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TEST_F(MaterialCompiler, StaticCodeAnalyzerRoughness) {
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std::string fragmentCode(R"(
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void material(inout MaterialInputs material) {
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prepareMaterial(material);
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material.roughness = 0.8;
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}
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)");
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std::string shaderCode = shaderWithAllProperties(ShaderType::FRAGMENT, fragmentCode);
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GLSLTools glslTools;
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MaterialBuilder::PropertyList properties {false};
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glslTools.findProperties(filament::backend::FRAGMENT, shaderCode, properties);
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MaterialBuilder::PropertyList expected {false};
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expected[size_t(filamat::MaterialBuilder::Property::ROUGHNESS)] = true;
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EXPECT_TRUE(PropertyListsMatch(expected, properties));
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}
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TEST_F(MaterialCompiler, StaticCodeAnalyzerMetallic) {
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std::string fragmentCode(R"(
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void material(inout MaterialInputs material) {
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prepareMaterial(material);
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material.metallic = 0.8;
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}
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)");
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std::string shaderCode = shaderWithAllProperties(ShaderType::FRAGMENT, fragmentCode);
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GLSLTools glslTools;
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MaterialBuilder::PropertyList properties {false};
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glslTools.findProperties(filament::backend::FRAGMENT, shaderCode, properties);
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MaterialBuilder::PropertyList expected {false};
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expected[size_t(filamat::MaterialBuilder::Property::METALLIC)] = true;
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EXPECT_TRUE(PropertyListsMatch(expected, properties));
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}
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TEST_F(MaterialCompiler, StaticCodeAnalyzerReflectance) {
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std::string fragmentCode(R"(
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void material(inout MaterialInputs material) {
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prepareMaterial(material);
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material.reflectance= 0.8;
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}
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)");
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std::string shaderCode = shaderWithAllProperties(ShaderType::FRAGMENT, fragmentCode);
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GLSLTools glslTools;
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MaterialBuilder::PropertyList properties {false};
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glslTools.findProperties(filament::backend::FRAGMENT, shaderCode, properties);
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MaterialBuilder::PropertyList expected {false};
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expected[size_t(filamat::MaterialBuilder::Property::REFLECTANCE)] = true;
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EXPECT_TRUE(PropertyListsMatch(expected, properties));
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}
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TEST_F(MaterialCompiler, StaticCodeAnalyzerAmbientOcclusion) {
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std::string fragmentCode(R"(
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void material(inout MaterialInputs material) {
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prepareMaterial(material);
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material.ambientOcclusion = 0.8;
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}
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)");
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std::string shaderCode = shaderWithAllProperties(ShaderType::FRAGMENT, fragmentCode);
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GLSLTools glslTools;
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MaterialBuilder::PropertyList properties {false};
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glslTools.findProperties(filament::backend::FRAGMENT, shaderCode, properties);
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MaterialBuilder::PropertyList expected {false};
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expected[size_t(filamat::MaterialBuilder::Property::AMBIENT_OCCLUSION)] = true;
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EXPECT_TRUE(PropertyListsMatch(expected, properties));
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}
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TEST_F(MaterialCompiler, StaticCodeAnalyzerClearCoat) {
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std::string fragmentCode(R"(
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void material(inout MaterialInputs material) {
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prepareMaterial(material);
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material.clearCoat = 0.8;
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}
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)");
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std::string shaderCode = shaderWithAllProperties(ShaderType::FRAGMENT, fragmentCode);
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GLSLTools glslTools;
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MaterialBuilder::PropertyList properties {false};
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glslTools.findProperties(filament::backend::FRAGMENT, shaderCode, properties);
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MaterialBuilder::PropertyList expected {false};
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expected[size_t(filamat::MaterialBuilder::Property::CLEAR_COAT)] = true;
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EXPECT_TRUE(PropertyListsMatch(expected, properties));
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}
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TEST_F(MaterialCompiler, StaticCodeAnalyzerTransmission) {
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std::string fragmentCode(R"(
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void material(inout MaterialInputs material) {
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prepareMaterial(material);
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material.absorption = vec3(0.0);
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material.transmission = 0.96;
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material.ior = 1.33;
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}
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)");
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std::string shaderCode = shaderWithAllProperties(ShaderType::FRAGMENT, fragmentCode, "",
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filamat::MaterialBuilder::Shading::LIT,
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filamat::MaterialBuilder::RefractionMode::CUBEMAP);
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GLSLTools glslTools;
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MaterialBuilder::PropertyList properties {false};
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glslTools.findProperties(filament::backend::FRAGMENT, shaderCode, properties);
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MaterialBuilder::PropertyList expected {false};
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expected[size_t(filamat::MaterialBuilder::Property::ABSORPTION)] = true;
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expected[size_t(filamat::MaterialBuilder::Property::TRANSMISSION)] = true;
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expected[size_t(filamat::MaterialBuilder::Property::IOR)] = true;
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EXPECT_TRUE(PropertyListsMatch(expected, properties));
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}
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TEST_F(MaterialCompiler, StaticCodeAnalyzerClearCoatRoughness) {
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std::string fragmentCode(R"(
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void material(inout MaterialInputs material) {
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prepareMaterial(material);
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material.clearCoatRoughness = 0.8;
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}
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)");
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std::string shaderCode = shaderWithAllProperties(ShaderType::FRAGMENT, fragmentCode, "");
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GLSLTools glslTools;
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MaterialBuilder::PropertyList properties {false};
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glslTools.findProperties(filament::backend::FRAGMENT, shaderCode, properties);
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MaterialBuilder::PropertyList expected {false};
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expected[size_t(filamat::MaterialBuilder::Property::CLEAR_COAT_ROUGHNESS)] = true;
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EXPECT_TRUE(PropertyListsMatch(expected, properties));
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}
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TEST_F(MaterialCompiler, StaticCodeAnalyzerClearCoatNormal) {
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std::string fragmentCode(R"(
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void material(inout MaterialInputs material) {
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prepareMaterial(material);
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material.clearCoat = 0.8;
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material.clearCoatNormal = vec3(1.0, 1.0, 1.0);
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}
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)");
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std::string shaderCode = shaderWithAllProperties(ShaderType::FRAGMENT, fragmentCode, "");
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GLSLTools glslTools;
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MaterialBuilder::PropertyList properties {false};
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glslTools.findProperties(filament::backend::FRAGMENT, shaderCode, properties);
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MaterialBuilder::PropertyList expected {false};
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expected[size_t(filamat::MaterialBuilder::Property::CLEAR_COAT)] = true;
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expected[size_t(filamat::MaterialBuilder::Property::CLEAR_COAT_NORMAL)] = true;
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EXPECT_TRUE(PropertyListsMatch(expected, properties));
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}
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TEST_F(MaterialCompiler, StaticCodeAnalyzerThickness) {
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std::string fragmentCode(R"(
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void material(inout MaterialInputs material) {
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prepareMaterial(material);
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material.thickness= 0.8;
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}
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)");
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std::string shaderCode = shaderWithAllProperties(ShaderType::FRAGMENT, fragmentCode, "",
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filamat::MaterialBuilder::Shading::SUBSURFACE);
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GLSLTools glslTools;
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MaterialBuilder::PropertyList properties {false};
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glslTools.findProperties(filament::backend::FRAGMENT, shaderCode, properties);
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MaterialBuilder::PropertyList expected {false};
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expected[size_t(filamat::MaterialBuilder::Property::THICKNESS)] = true;
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EXPECT_TRUE(PropertyListsMatch(expected, properties));
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}
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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();
|
|
}
|