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// Copyright (C) 2019 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
#include <QTest>
#include <QSignalSpy>
#include <QtCore/qmath.h>
#include <QtQuick3D/private/qquick3dscenemanager_p.h>
#include <QtQuick3D/private/qquick3ddefaultmaterial_p.h>
#include <QtQuick3D/private/qquick3dcustommaterial_p.h>
#include <QtQuick3D/private/qquick3dprincipledmaterial_p.h>
#include <QtQuick3D/private/qquick3dspecularglossymaterial_p.h>
#include <QtQuick3D/private/qquick3dviewport_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrenderdefaultmaterial_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendercustommaterial_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrenderimage_p.h>
#include <QtQuick3DUtils/private/qssgutils_p.h>
class tst_QQuick3DMaterials : public QObject
{
Q_OBJECT
// Work-around to get access to updateSpatialNode
class Material : public QQuick3DDefaultMaterial
{
public:
using QQuick3DMaterial::updateSpatialNode;
};
class CustomMaterial : public QQuick3DCustomMaterial
{
public:
using QQuick3DCustomMaterial::updateSpatialNode;
};
class PrincipledMaterial : public QQuick3DPrincipledMaterial
{
public:
using QQuick3DPrincipledMaterial::updateSpatialNode;
};
class SpecularGlossyMaterial : public QQuick3DSpecularGlossyMaterial
{
public:
using QQuick3DSpecularGlossyMaterial::updateSpatialNode;
};
class Texture : public QQuick3DTexture
{
public:
using QQuick3DTexture::updateSpatialNode;
};
private slots:
void testDefaultProperties();
void testDefaultTextures();
void testDefaultEnums();
void testPrincipledProperties();
void testPrincipledTextures();
void testPrincipledEnums();
void testSpecularGlossyProperties();
void testSpecularGlossyTextures();
void testSpecularGlossyEnums();
void testCustomMaterials();
};
void tst_QQuick3DMaterials::testDefaultProperties()
{
Material material;
auto node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(nullptr));
const auto originalNode = node; // for comparisons later...
QVERIFY(node);
const float opacity = 0.4f;
material.setOpacity(opacity);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(originalNode, node);
QCOMPARE(material.opacity(), node->opacity);
const float specularAmount = 10.0f;
material.setSpecularAmount(specularAmount);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(originalNode, node);
QCOMPARE(material.specularAmount(), node->specularAmount);
const float emissiveFactor = 0.5f;
material.setEmissiveFactor(QVector3D(emissiveFactor, emissiveFactor, emissiveFactor));
material.setLighting(QQuick3DDefaultMaterial::FragmentLighting);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(originalNode, node);
auto expectedEmissiceColor = material.emissiveFactor();
QCOMPARE(expectedEmissiceColor, node->emissiveColor);
const float bumpAmount = 0.3f;
material.setBumpAmount(bumpAmount);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(originalNode, node);
QCOMPARE(material.bumpAmount(), node->bumpAmount);
material.setVertexColorsEnabled(true);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(material.vertexColorsEnabled(), node->vertexColorsEnabled);
material.setVertexColorsEnabled(false);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(material.vertexColorsEnabled(), node->vertexColorsEnabled);
QColor color1("#12345678");
QVector4D color1Vec4 = QSSGUtils::color::sRGBToLinear(color1);
material.setDiffuseColor(color1);
material.setEmissiveFactor(color1Vec4.toVector3D());
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(originalNode, node);
QCOMPARE(color1Vec4, node->color);
// Note: emissiveColor doesn't contain alpha
QCOMPARE(QVector3D(color1Vec4), node->emissiveColor);
}
void tst_QQuick3DMaterials::testDefaultTextures()
{
Material material;
auto node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(nullptr));
const auto originalNode = node; // for comparisons later...
QVERIFY(node);
Texture texture1;
texture1.setSource(QUrl(":/Built_with_Qt.png"));
Texture texture2;
texture2.setSource(QUrl(":/Built_with_Qt_2.png"));
QQuick3DSceneManager sceneManager;
sceneManager.updateDirtyResource(&texture1);
sceneManager.updateDirtyResource(&texture2);
// Diffusemaps
material.setDiffuseMap(&texture1);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(originalNode, node);
QVERIFY(texture1.getRenderImage());
QCOMPARE(texture1.getRenderImage(), node->colorMap);
// Specularmaps
QVERIFY(!node->specularMap);
QVERIFY(!node->specularReflection);
QVERIFY(!material.specularMap());
QVERIFY(!material.specularReflectionMap());
material.setSpecularMap(&texture2);
material.setSpecularReflectionMap(&texture1);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QVERIFY(material.specularMap());
QCOMPARE(material.specularMap()->getRenderImage(), node->specularMap);
QVERIFY(material.specularReflectionMap());
QCOMPARE(material.specularReflectionMap()->getRenderImage(), node->specularReflection);
// Bumpmap
QVERIFY(!node->bumpMap);
QVERIFY(!material.bumpMap());
material.setBumpMap(&texture1);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QVERIFY(material.bumpMap());
QCOMPARE(material.bumpMap()->getRenderImage(), node->bumpMap);
// Opacitymap
QVERIFY(!node->opacityMap);
QVERIFY(!material.opacityMap());
material.setOpacityMap(&texture1);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QVERIFY(material.opacityMap());
QCOMPARE(material.opacityMap()->getRenderImage(), node->opacityMap);
QCOMPARE(material.opacityMap()->getRenderImage(), material.bumpMap()->getRenderImage());
}
void tst_QQuick3DMaterials::testDefaultEnums()
{
Material material;
auto node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(nullptr));
QVERIFY(node);
// These test rely on the different enums having the same values
auto lightModes = { QQuick3DDefaultMaterial::Lighting::NoLighting,
QQuick3DDefaultMaterial::Lighting::FragmentLighting };
for (const auto lightMode : lightModes)
{
material.setLighting(lightMode);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(nullptr));
QCOMPARE(int(material.lighting()), int(node->lighting));
}
auto blendModes = { QQuick3DDefaultMaterial::BlendMode::SourceOver,
QQuick3DDefaultMaterial::BlendMode::Screen,
QQuick3DDefaultMaterial::BlendMode::Multiply };
for (const auto blendMode : blendModes)
{
material.setBlendMode(blendMode);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(nullptr));
QCOMPARE(int(material.blendMode()), int(node->blendMode));
}
auto specularModes = { QQuick3DDefaultMaterial::SpecularModel::Default,
QQuick3DDefaultMaterial::SpecularModel::KGGX};
for (const auto specularMode : specularModes)
{
material.setSpecularModel(specularMode);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(nullptr));
QCOMPARE(int(material.specularModel()), int(node->specularModel));
}
auto depthDrawModes = {
QQuick3DMaterial::DepthDrawMode::OpaqueOnlyDepthDraw,
QQuick3DMaterial::DepthDrawMode::AlwaysDepthDraw,
QQuick3DMaterial::DepthDrawMode::NeverDepthDraw,
QQuick3DMaterial::DepthDrawMode::OpaquePrePassDepthDraw
};
for (const auto depthDrawMode : depthDrawModes) {
material.setDepthDrawMode(depthDrawMode);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(nullptr));
QCOMPARE(int(material.depthDrawMode()), int(node->depthDrawMode));
}
}
void tst_QQuick3DMaterials::testPrincipledProperties()
{
PrincipledMaterial material;
auto node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(nullptr));
const auto originalNode = node; // for comparisons later...
QVERIFY(node);
const float metalness = 0.1f;
material.setMetalness(metalness);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(originalNode, node);
QCOMPARE(metalness, material.metalness());
QCOMPARE(metalness, node->metalnessAmount);
// Note: metalness needs to be disabled for specularAmount and specularTint
// to affect backend.
material.setMetalness(0.0f);
const float specularAmount = 0.2f;
material.setSpecularAmount(specularAmount);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(specularAmount, material.specularAmount());
QCOMPARE(specularAmount, node->specularAmount);
const float specularTint = 0.3f;
material.setSpecularTint(specularTint);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(specularTint, material.specularTint());
// Note: Backend uses vector3D for specularTint
QCOMPARE(specularTint, node->specularTint.y());
const float roughness = 0.4f;
material.setRoughness(roughness);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(roughness, material.roughness());
QCOMPARE(roughness, node->specularRoughness);
const float opacity = 0.7f;
material.setOpacity(opacity);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(opacity, material.opacity());
QCOMPARE(opacity, node->opacity);
const float normalStrength = 0.8f;
material.setNormalStrength(normalStrength);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(normalStrength, material.normalStrength());
QCOMPARE(normalStrength, node->bumpAmount);
const float occlusionAmount = 0.9f;
material.setOcclusionAmount(occlusionAmount);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(occlusionAmount, material.occlusionAmount());
QCOMPARE(occlusionAmount, node->occlusionAmount);
const float alphaCutoff = 0.1f;
material.setAlphaCutoff(alphaCutoff);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(alphaCutoff, material.alphaCutoff());
QCOMPARE(alphaCutoff, node->alphaCutoff);
QColor color1("#12345678");
QVector4D color1Vec4 = QSSGUtils::color::sRGBToLinear(color1);
QColor color2("#cccccccc");
QVector3D color2Vec3 = QSSGUtils::color::sRGBToLinear(color2).toVector3D();
material.setBaseColor(color1);
material.setEmissiveFactor(color2Vec3);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(originalNode, node);
QCOMPARE(color1Vec4, node->color);
// Note: emissiveColor doesn't contain alpha
QCOMPARE(color2Vec3, node->emissiveColor);
const float heightAmount = 0.2f;
material.setHeightAmount(heightAmount);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(heightAmount, material.heightAmount());
QCOMPARE(heightAmount, node->heightAmount);
const int minHeightMapSamples = 11;
material.setMinHeightMapSamples(minHeightMapSamples);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(minHeightMapSamples, material.minHeightMapSamples());
QCOMPARE(minHeightMapSamples, node->minHeightSamples);
const int maxHeightMapSamples = 33;
material.setMaxHeightMapSamples(maxHeightMapSamples);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(maxHeightMapSamples, material.maxHeightMapSamples());
QCOMPARE(maxHeightMapSamples, node->maxHeightSamples);
QVERIFY(!node->isClearcoatEnabled());
float clearcoatAmount = 0.3f;
material.setClearcoatAmount(clearcoatAmount);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(clearcoatAmount, material.clearcoatAmount());
QCOMPARE(clearcoatAmount, node->clearcoatAmount);
QVERIFY(node->isClearcoatEnabled());
clearcoatAmount = 0.0f;
material.setClearcoatAmount(clearcoatAmount);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QVERIFY(!node->isClearcoatEnabled());
const float clearcoatRoughnessAmount = 0.4f;
material.setClearcoatRoughnessAmount(clearcoatRoughnessAmount);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(clearcoatRoughnessAmount, material.clearcoatRoughnessAmount());
QCOMPARE(clearcoatRoughnessAmount, node->clearcoatRoughnessAmount);
// Sheen is disabled while the color is black, since the color acts as
// a multiplier for the sheen color map
QVERIFY(!node->isSheenEnabled());
material.setSheenColor(QColor(Qt::white));
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(QColor(Qt::white), material.sheenColor());
QVERIFY(node->isSheenEnabled());
material.setSheenColor(QColor(Qt::black));
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QVERIFY(!node->isSheenEnabled());
const float sheenRoughness = 0.6f;
material.setSheenRoughness(sheenRoughness);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(sheenRoughness, material.sheenRoughness());
QCOMPARE(sheenRoughness, node->sheenRoughness);
// Out of range values clamp, and a value that clamps to what the property
// already holds is not a change, so it must not emit
material.setSheenRoughness(2.0f);
QCOMPARE(material.sheenRoughness(), 1.0f);
QSignalSpy sheenRoughnessSpy(&material, &QQuick3DPrincipledMaterial::sheenRoughnessChanged);
material.setSheenRoughness(3.0f);
QCOMPARE(material.sheenRoughness(), 1.0f);
QCOMPARE(sheenRoughnessSpy.size(), 0);
material.setSheenRoughness(sheenRoughness);
QVERIFY(!node->isAnisotropyEnabled());
float anisotropyStrength = 0.7f;
material.setAnisotropyStrength(anisotropyStrength);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(anisotropyStrength, material.anisotropyStrength());
QCOMPARE(anisotropyStrength, node->anisotropyStrength);
QVERIFY(node->isAnisotropyEnabled());
anisotropyStrength = 0.0f;
material.setAnisotropyStrength(anisotropyStrength);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QVERIFY(!node->isAnisotropyEnabled());
// The property is in degrees to match the rest of the Qt Quick 3D API,
// while the render graph works in radians
const float anisotropyRotation = 90.0f;
material.setAnisotropyRotation(anisotropyRotation);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(anisotropyRotation, material.anisotropyRotation());
QCOMPARE(qDegreesToRadians(anisotropyRotation), node->anisotropyRotation);
QVERIFY(!node->isIridescenceEnabled());
float iridescenceFactor = 0.8f;
material.setIridescenceFactor(iridescenceFactor);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(iridescenceFactor, material.iridescenceFactor());
QCOMPARE(iridescenceFactor, node->iridescenceFactor);
QVERIFY(node->isIridescenceEnabled());
iridescenceFactor = 0.0f;
material.setIridescenceFactor(iridescenceFactor);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QVERIFY(!node->isIridescenceEnabled());
// The film has its own index of refraction, separate from the material's
QCOMPARE(1.3f, material.iridescenceIndexOfRefraction());
const float iridescenceIor = 1.8f;
material.setIridescenceIndexOfRefraction(iridescenceIor);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(iridescenceIor, material.iridescenceIndexOfRefraction());
QCOMPARE(iridescenceIor, node->iridescenceIndexOfRefraction);
// Thickness is in nanometers, and defaults to the range the extension uses
QCOMPARE(100.0f, material.iridescenceThicknessMinimum());
QCOMPARE(400.0f, material.iridescenceThicknessMaximum());
const float thicknessMinimum = 250.0f;
const float thicknessMaximum = 900.0f;
material.setIridescenceThicknessMinimum(thicknessMinimum);
material.setIridescenceThicknessMaximum(thicknessMaximum);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(thicknessMinimum, node->iridescenceThicknessMinimum);
QCOMPARE(thicknessMaximum, node->iridescenceThicknessMaximum);
QVERIFY(material.metalness() == 0.0f);
QVERIFY(node->metalnessAmount == 0.0f);
// Dispersion only means something when there is transmission to refract,
// so the predicate has to account for both
QVERIFY(!node->isDispersionEnabled());
const float dispersion = 0.4f;
material.setDispersion(dispersion);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(dispersion, material.dispersion());
QCOMPARE(dispersion, node->dispersion);
QVERIFY(!node->isDispersionEnabled()); // no transmission yet
QVERIFY(!node->isTransmissionEnabled());
const float transmissionFactor = 0.5f;
material.setTransmissionFactor(transmissionFactor);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(transmissionFactor, material.transmissionFactor());
QCOMPARE(transmissionFactor, node->transmissionFactor);
QVERIFY(node->isTransmissionEnabled());
QVERIFY(node->isDispersionEnabled()); // now both are set
material.setTransmissionFactor(0.0f);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QVERIFY(!node->isTransmissionEnabled());
const float thicknessFactor = 0.6f;
material.setThicknessFactor(thicknessFactor);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(thicknessFactor, material.thicknessFactor());
QCOMPARE(thicknessFactor, node->thicknessFactor);
const float attenuationDistance = 0.7f;
material.setAttenuationDistance(attenuationDistance);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(attenuationDistance, material.attenuationDistance());
QCOMPARE(attenuationDistance, node->attenuationDistance);
const QColor attenuationColor = QColor(Qt::green);
const QVector3D attenuationColorVector = QSSGUtils::color::sRGBToLinear(attenuationColor).toVector3D();
material.setAttenuationColor(attenuationColor);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(attenuationColor, material.attenuationColor());
QCOMPARE(attenuationColorVector, node->attenuationColor);
const float ior = 1.45f;
material.setIndexOfRefraction(ior);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(ior, material.indexOfRefraction());
QCOMPARE(ior, node->ior);
}
void tst_QQuick3DMaterials::testPrincipledTextures()
{
PrincipledMaterial material;
auto node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(nullptr));
const auto originalNode = node; // for comparisons later...
QVERIFY(node);
Texture texture1;
texture1.setSource(QUrl(":/Built_with_Qt.png"));
Texture texture2;
texture2.setSource(QUrl(":/Built_with_Qt_2.png"));
QQuick3DSceneManager sceneManager;
sceneManager.updateDirtyResource(&texture1);
sceneManager.updateDirtyResource(&texture2);
// BasecolorMap
QVERIFY(!material.baseColorMap());
material.setBaseColorMap(&texture1);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(originalNode, node);
QVERIFY(material.baseColorMap());
QVERIFY(texture1.getRenderImage());
QCOMPARE(texture1.getRenderImage(), node->colorMap);
// MetalnessMap
material.setMetalnessMap(&texture2);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(originalNode, node);
QVERIFY(texture2.getRenderImage());
QCOMPARE(texture2.getRenderImage(), node->metalnessMap);
// SpecularMap
// Note: metalness needs to be disabled for setSpecularMap to affect backend.
material.setMetalness(0.0f);
QVERIFY(!material.specularMap());
material.setSpecularMap(&texture1);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QVERIFY(material.specularMap());
QCOMPARE(texture1.getRenderImage(), node->specularMap);
// RoughnessMap
QVERIFY(!material.roughnessMap());
material.setRoughnessMap(&texture2);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QVERIFY(material.roughnessMap());
QCOMPARE(texture2.getRenderImage(), node->roughnessMap);
// EmissiveMap
QVERIFY(!material.emissiveMap());
material.setEmissiveMap(&texture2);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QVERIFY(material.emissiveMap());
QCOMPARE(texture2.getRenderImage(), node->emissiveMap);
// OpacityMap
QVERIFY(!material.opacityMap());
material.setOpacityMap(&texture2);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QVERIFY(material.opacityMap());
QCOMPARE(texture2.getRenderImage(), node->opacityMap);
// NormalMap
QVERIFY(!material.normalMap());
material.setNormalMap(&texture2);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QVERIFY(material.normalMap());
QCOMPARE(texture2.getRenderImage(), node->normalMap);
// SpecularReflectionMap
QVERIFY(!material.specularReflectionMap());
material.setSpecularReflectionMap(&texture1);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QVERIFY(material.specularReflectionMap());
QCOMPARE(texture1.getRenderImage(), node->specularReflection);
// OcclusionMap
QVERIFY(!material.occlusionMap());
material.setOcclusionMap(&texture1);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QVERIFY(material.occlusionMap());
QCOMPARE(texture1.getRenderImage(), node->occlusionMap);
// HeightMap
QVERIFY(!material.heightMap());
material.setHeightMap(&texture1);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QVERIFY(material.heightMap());
QCOMPARE(texture1.getRenderImage(), node->heightMap);
const QQuick3DMaterial::TextureChannelMapping channelMapping1 = QQuick3DMaterial::A;
material.setHeightChannel(channelMapping1);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(channelMapping1, material.heightChannel());
QCOMPARE(qToUnderlying(channelMapping1), // QQuick3DMaterial::TextureChannelMapping
qToUnderlying(node->heightChannel)); // QSSGRenderDefaultMaterial::TextureChannelMapping
// ClearcoatMap
QVERIFY(!material.clearcoatMap());
material.setClearcoatMap(&texture1);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QVERIFY(material.clearcoatMap());
QCOMPARE(texture1.getRenderImage(), node->clearcoatMap);
QVERIFY(material.clearcoatChannel() == QQuick3DMaterial::R);
const QQuick3DMaterial::TextureChannelMapping channelMapping = QQuick3DMaterial::B;
material.setClearcoatChannel(channelMapping);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(channelMapping, material.clearcoatChannel());
QCOMPARE(qToUnderlying(channelMapping), // QQuick3DMaterial::TextureChannelMapping
qToUnderlying(node->clearcoatChannel)); // QSSGRenderDefaultMaterial::TextureChannelMapping
// ClearcoatRoughnessMap
QVERIFY(!material.clearcoatRoughnessMap());
material.setClearcoatRoughnessMap(&texture1);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QVERIFY(material.clearcoatRoughnessMap());
QCOMPARE(texture1.getRenderImage(), node->clearcoatRoughnessMap);
const QQuick3DMaterial::TextureChannelMapping channelMapping2 = QQuick3DMaterial::A;
material.setClearcoatRoughnessChannel(channelMapping2);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(channelMapping2, material.clearcoatRoughnessChannel());
QCOMPARE(qToUnderlying(channelMapping2), // QQuick3DMaterial::TextureChannelMapping
qToUnderlying(node->clearcoatRoughnessChannel)); // QSSGRenderDefaultMaterial::TextureChannelMapping
// SheenColorMap (RGB, so no channel selection)
QVERIFY(!material.sheenColorMap());
material.setSheenColorMap(&texture1);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QVERIFY(material.sheenColorMap());
QCOMPARE(texture1.getRenderImage(), node->sheenColorMap);
// SheenRoughnessMap; the glTF extension packs sheen roughness into the
// alpha channel, so that is our default too
QVERIFY(!material.sheenRoughnessMap());
QVERIFY(material.sheenRoughnessChannel() == QQuick3DMaterial::A);
material.setSheenRoughnessMap(&texture1);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QVERIFY(material.sheenRoughnessMap());
QCOMPARE(texture1.getRenderImage(), node->sheenRoughnessMap);
const QQuick3DMaterial::TextureChannelMapping sheenChannel = QQuick3DMaterial::G;
material.setSheenRoughnessChannel(sheenChannel);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(sheenChannel, material.sheenRoughnessChannel());
QCOMPARE(qToUnderlying(sheenChannel), // QQuick3DMaterial::TextureChannelMapping
qToUnderlying(node->sheenRoughnessChannel)); // QSSGRenderDefaultMaterial::TextureChannelMapping
// AnisotropyMap has a fixed RG=direction, B=strength layout, so unlike the
// other maps it has no channel property
QVERIFY(!material.anisotropyMap());
material.setAnisotropyMap(&texture1);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QVERIFY(material.anisotropyMap());
QCOMPARE(texture1.getRenderImage(), node->anisotropyMap);
// IridescenceMap
QVERIFY(!material.iridescenceMap());
QVERIFY(material.iridescenceChannel() == QQuick3DMaterial::R);
material.setIridescenceMap(&texture1);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QVERIFY(material.iridescenceMap());
QCOMPARE(texture1.getRenderImage(), node->iridescenceMap);
const QQuick3DMaterial::TextureChannelMapping iridescenceChannel = QQuick3DMaterial::B;
material.setIridescenceChannel(iridescenceChannel);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(iridescenceChannel, material.iridescenceChannel());
QCOMPARE(qToUnderlying(iridescenceChannel), // QQuick3DMaterial::TextureChannelMapping
qToUnderlying(node->iridescenceChannel)); // QSSGRenderDefaultMaterial::TextureChannelMapping
// IridescenceThicknessMap; the glTF extension packs thickness into green
QVERIFY(!material.iridescenceThicknessMap());
QVERIFY(material.iridescenceThicknessChannel() == QQuick3DMaterial::G);
material.setIridescenceThicknessMap(&texture1);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QVERIFY(material.iridescenceThicknessMap());
QCOMPARE(texture1.getRenderImage(), node->iridescenceThicknessMap);
const QQuick3DMaterial::TextureChannelMapping thicknessChannel = QQuick3DMaterial::A;
material.setIridescenceThicknessChannel(thicknessChannel);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(thicknessChannel, material.iridescenceThicknessChannel());
QCOMPARE(qToUnderlying(thicknessChannel), // QQuick3DMaterial::TextureChannelMapping
qToUnderlying(node->iridescenceThicknessChannel)); // QSSGRenderDefaultMaterial::TextureChannelMapping
// ClearcoatNormalMap
QVERIFY(!material.clearcoatNormalMap());
material.setClearcoatNormalMap(&texture2);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QVERIFY(material.clearcoatNormalMap());
QCOMPARE(texture2.getRenderImage(), node->clearcoatNormalMap);
// TransmissionMap
QVERIFY(!material.transmissionMap());
material.setTransmissionMap(&texture1);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QVERIFY(material.transmissionMap());
QCOMPARE(texture1.getRenderImage(), node->transmissionMap);
const QQuick3DMaterial::TextureChannelMapping channelMapping3 = QQuick3DMaterial::B;
material.setTransmissionChannel(channelMapping3);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(channelMapping3, material.transmissionChannel());
QCOMPARE(qToUnderlying(channelMapping3), // QQuick3DMaterial::TextureChannelMapping
qToUnderlying(node->transmissionChannel)); // QSSGRenderDefaultMaterial::TextureChannelMapping
// Thickness Map
QVERIFY(!material.thicknessMap());
material.setThicknessMap(&texture1);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QVERIFY(material.thicknessMap());
QCOMPARE(texture1.getRenderImage(), node->thicknessMap);
const QQuick3DMaterial::TextureChannelMapping channelMapping4 = QQuick3DMaterial::A;
material.setThicknessChannel(channelMapping4);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(channelMapping4, material.thicknessChannel());
QCOMPARE(qToUnderlying(channelMapping4), // QQuick3DMaterial::TextureChannelMapping
qToUnderlying(node->thicknessChannel)); // QSSGRenderDefaultMaterial::TextureChannelMapping
}
void tst_QQuick3DMaterials::testPrincipledEnums()
{
PrincipledMaterial material;
auto node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(nullptr));
QVERIFY(node);
// These test rely on the different enums having the same values
auto lightModes = { QQuick3DPrincipledMaterial::Lighting::NoLighting,
QQuick3DPrincipledMaterial::Lighting::FragmentLighting };
for (const auto lightMode : lightModes) {
material.setLighting(lightMode);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(int(material.lighting()), int(node->lighting));
}
auto blendModes = { QQuick3DPrincipledMaterial::BlendMode::SourceOver,
QQuick3DPrincipledMaterial::BlendMode::Screen,
QQuick3DPrincipledMaterial::BlendMode::Multiply };
for (const auto blendMode : blendModes) {
material.setBlendMode(blendMode);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(int(material.blendMode()), int(node->blendMode));
}
auto alphaModes = { QQuick3DPrincipledMaterial::AlphaMode::Default,
QQuick3DPrincipledMaterial::AlphaMode::Mask,
QQuick3DPrincipledMaterial::AlphaMode::Blend };
for (const auto alphaMode : alphaModes) {
material.setAlphaMode(alphaMode);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(int(material.alphaMode()), int(node->alphaMode));
}
auto depthDrawModes = {
QQuick3DMaterial::DepthDrawMode::OpaqueOnlyDepthDraw,
QQuick3DMaterial::DepthDrawMode::AlwaysDepthDraw,
QQuick3DMaterial::DepthDrawMode::NeverDepthDraw,
QQuick3DMaterial::DepthDrawMode::OpaquePrePassDepthDraw
};
for (const auto depthDrawMode : depthDrawModes) {
material.setDepthDrawMode(depthDrawMode);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(nullptr));
QCOMPARE(int(material.depthDrawMode()), int(node->depthDrawMode));
}
}
void tst_QQuick3DMaterials::testSpecularGlossyProperties()
{
SpecularGlossyMaterial material;
auto node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(nullptr));
const auto originalNode = node; // for comparisons later...
QVERIFY(node);
const QColor specularColor = QColor::fromRgbF(0.3f, 0.3f, 0.3f, 1.0f);
const QVector3D specular = QSSGUtils::color::sRGBToLinear(specularColor).toVector3D();
material.setSpecularColor(specularColor);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(specularColor, material.specularColor());
QCOMPARE(specular.y(), node->specularTint.y()); // yes, stored in specularTint
const float glossiness = 0.4f;
material.setGlossiness(glossiness);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(glossiness, material.glossiness());
QCOMPARE(glossiness, node->specularRoughness); // yes that is correct
const float opacity = 0.7f;
material.setOpacity(opacity);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(opacity, material.opacity());
QCOMPARE(opacity, node->opacity);
const float normalStrength = 0.8f;
material.setNormalStrength(normalStrength);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(normalStrength, material.normalStrength());
QCOMPARE(normalStrength, node->bumpAmount);
const float occlusionAmount = 0.9f;
material.setOcclusionAmount(occlusionAmount);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(occlusionAmount, material.occlusionAmount());
QCOMPARE(occlusionAmount, node->occlusionAmount);
const float alphaCutoff = 0.1f;
material.setAlphaCutoff(alphaCutoff);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(alphaCutoff, material.alphaCutoff());
QCOMPARE(alphaCutoff, node->alphaCutoff);
QColor color1("#12345678");
QVector4D color1Vec4 = QSSGUtils::color::sRGBToLinear(color1);
QColor color2("#cccccccc");
QVector3D color2Vec3 = QSSGUtils::color::sRGBToLinear(color2).toVector3D();
material.setAlbedoColor(color1);
material.setEmissiveFactor(color2Vec3);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(originalNode, node);
QCOMPARE(color1Vec4, node->color);
// Note: emissiveColor doesn't contain alpha
QCOMPARE(color2Vec3, node->emissiveColor);
const float heightAmount = 0.2f;
material.setHeightAmount(heightAmount);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(heightAmount, material.heightAmount());
QCOMPARE(heightAmount, node->heightAmount);
const int minHeightMapSamples = 11;
material.setMinHeightMapSamples(minHeightMapSamples);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(minHeightMapSamples, material.minHeightMapSamples());
QCOMPARE(minHeightMapSamples, node->minHeightSamples);
const int maxHeightMapSamples = 33;
material.setMaxHeightMapSamples(maxHeightMapSamples);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(maxHeightMapSamples, material.maxHeightMapSamples());
QCOMPARE(maxHeightMapSamples, node->maxHeightSamples);
QVERIFY(!node->isClearcoatEnabled());
float clearcoatAmount = 0.3f;
material.setClearcoatAmount(clearcoatAmount);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(clearcoatAmount, material.clearcoatAmount());
QCOMPARE(clearcoatAmount, node->clearcoatAmount);
QVERIFY(node->isClearcoatEnabled());
clearcoatAmount = 0.0f;
material.setClearcoatAmount(clearcoatAmount);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QVERIFY(!node->isClearcoatEnabled());
const float clearcoatRoughnessAmount = 0.4f;
material.setClearcoatRoughnessAmount(clearcoatRoughnessAmount);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(clearcoatRoughnessAmount, material.clearcoatRoughnessAmount());
QCOMPARE(clearcoatRoughnessAmount, node->clearcoatRoughnessAmount);
QVERIFY(!node->isTransmissionEnabled());
const float transmissionFactor = 0.5f;
material.setTransmissionFactor(transmissionFactor);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(transmissionFactor, material.transmissionFactor());
QCOMPARE(transmissionFactor, node->transmissionFactor);
QVERIFY(node->isTransmissionEnabled());
material.setTransmissionFactor(0.0f);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QVERIFY(!node->isTransmissionEnabled());
const float thicknessFactor = 0.6f;
material.setThicknessFactor(thicknessFactor);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(thicknessFactor, material.thicknessFactor());
QCOMPARE(thicknessFactor, node->thicknessFactor);
const float attenuationDistance = 0.7f;
material.setAttenuationDistance(attenuationDistance);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(attenuationDistance, material.attenuationDistance());
QCOMPARE(attenuationDistance, node->attenuationDistance);
const QColor attenuationColor = QColor(Qt::green);
const QVector3D attenuationColorVector = QSSGUtils::color::sRGBToLinear(attenuationColor).toVector3D();
material.setAttenuationColor(attenuationColor);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(attenuationColor, material.attenuationColor());
QCOMPARE(attenuationColorVector, node->attenuationColor);
}
void tst_QQuick3DMaterials::testSpecularGlossyTextures()
{
SpecularGlossyMaterial material;
auto node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(nullptr));
const auto originalNode = node; // for comparisons later...
QVERIFY(node);
Texture texture1;
texture1.setSource(QUrl(":/Built_with_Qt.png"));
Texture texture2;
texture2.setSource(QUrl(":/Built_with_Qt_2.png"));
QQuick3DSceneManager sceneManager;
sceneManager.updateDirtyResource(&texture1);
sceneManager.updateDirtyResource(&texture2);
// Albedo
QVERIFY(!material.albedoMap());
material.setAlbedoMap(&texture1);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(originalNode, node);
QVERIFY(material.albedoMap());
QVERIFY(texture1.getRenderImage());
QCOMPARE(texture1.getRenderImage(), node->colorMap);
// SpecularMap
material.setSpecularMap(&texture2);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(originalNode, node);
QVERIFY(texture2.getRenderImage());
QCOMPARE(texture2.getRenderImage(), node->specularMap);
// GlossinessMap
QVERIFY(!material.glossinessMap());
material.setGlossinessMap(&texture2);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QVERIFY(material.glossinessMap());
QCOMPARE(texture2.getRenderImage(), node->roughnessMap); // stored as roughness in backend
// EmissiveMap
QVERIFY(!material.emissiveMap());
material.setEmissiveMap(&texture2);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QVERIFY(material.emissiveMap());
QCOMPARE(texture2.getRenderImage(), node->emissiveMap);
// OpacityMap
QVERIFY(!material.opacityMap());
material.setOpacityMap(&texture2);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QVERIFY(material.opacityMap());
QCOMPARE(texture2.getRenderImage(), node->opacityMap);
// NormalMap
QVERIFY(!material.normalMap());
material.setNormalMap(&texture2);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QVERIFY(material.normalMap());
QCOMPARE(texture2.getRenderImage(), node->normalMap);
// OcclusionMap
QVERIFY(!material.occlusionMap());
material.setOcclusionMap(&texture1);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QVERIFY(material.occlusionMap());
QCOMPARE(texture1.getRenderImage(), node->occlusionMap);
// HeightMap
QVERIFY(!material.heightMap());
material.setHeightMap(&texture1);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QVERIFY(material.heightMap());
QCOMPARE(texture1.getRenderImage(), node->heightMap);
const QQuick3DMaterial::TextureChannelMapping channelMapping1 = QQuick3DMaterial::A;
material.setHeightChannel(channelMapping1);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(channelMapping1, material.heightChannel());
QCOMPARE(qToUnderlying(channelMapping1), // QQuick3DMaterial::TextureChannelMapping
qToUnderlying(node->heightChannel)); // QSSGRenderDefaultMaterial::TextureChannelMapping
// ClearcoatMap
QVERIFY(!material.clearcoatMap());
material.setClearcoatMap(&texture1);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QVERIFY(material.clearcoatMap());
QCOMPARE(texture1.getRenderImage(), node->clearcoatMap);
QVERIFY(material.clearcoatChannel() == QQuick3DMaterial::R);
const QQuick3DMaterial::TextureChannelMapping channelMapping = QQuick3DMaterial::B;
material.setClearcoatChannel(channelMapping);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(channelMapping, material.clearcoatChannel());
QCOMPARE(qToUnderlying(channelMapping), // QQuick3DMaterial::TextureChannelMapping
qToUnderlying(node->clearcoatChannel)); // QSSGRenderDefaultMaterial::TextureChannelMapping
// ClearcoatRoughnessMap
QVERIFY(!material.clearcoatRoughnessMap());
material.setClearcoatRoughnessMap(&texture1);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QVERIFY(material.clearcoatRoughnessMap());
QCOMPARE(texture1.getRenderImage(), node->clearcoatRoughnessMap);
const QQuick3DMaterial::TextureChannelMapping channelMapping2 = QQuick3DMaterial::A;
material.setClearcoatRoughnessChannel(channelMapping2);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(channelMapping2, material.clearcoatRoughnessChannel());
QCOMPARE(qToUnderlying(channelMapping2), // QQuick3DMaterial::TextureChannelMapping
qToUnderlying(node->clearcoatRoughnessChannel)); // QSSGRenderDefaultMaterial::TextureChannelMapping
// ClearcoatNormalMap
QVERIFY(!material.clearcoatNormalMap());
material.setClearcoatNormalMap(&texture2);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QVERIFY(material.clearcoatNormalMap());
QCOMPARE(texture2.getRenderImage(), node->clearcoatNormalMap);
// TransmissionMap
QVERIFY(!material.transmissionMap());
material.setTransmissionMap(&texture1);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QVERIFY(material.transmissionMap());
QCOMPARE(texture1.getRenderImage(), node->transmissionMap);
const QQuick3DMaterial::TextureChannelMapping channelMapping3 = QQuick3DMaterial::B;
material.setTransmissionChannel(channelMapping3);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(channelMapping3, material.transmissionChannel());
QCOMPARE(qToUnderlying(channelMapping3), // QQuick3DMaterial::TextureChannelMapping
qToUnderlying(node->transmissionChannel)); // QSSGRenderDefaultMaterial::TextureChannelMapping
// Thickness Map
QVERIFY(!material.thicknessMap());
material.setThicknessMap(&texture1);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QVERIFY(material.thicknessMap());
QCOMPARE(texture1.getRenderImage(), node->thicknessMap);
const QQuick3DMaterial::TextureChannelMapping channelMapping4 = QQuick3DMaterial::A;
material.setThicknessChannel(channelMapping4);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(channelMapping4, material.thicknessChannel());
QCOMPARE(qToUnderlying(channelMapping4), // QQuick3DMaterial::TextureChannelMapping
qToUnderlying(node->thicknessChannel)); // QSSGRenderDefaultMaterial::TextureChannelMapping
}
void tst_QQuick3DMaterials::testSpecularGlossyEnums()
{
SpecularGlossyMaterial material;
auto node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(nullptr));
QVERIFY(node);
// These test rely on the different enums having the same values
auto lightModes = { QQuick3DSpecularGlossyMaterial::Lighting::NoLighting,
QQuick3DSpecularGlossyMaterial::Lighting::FragmentLighting };
for (const auto lightMode : lightModes) {
material.setLighting(lightMode);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(int(material.lighting()), int(node->lighting));
}
auto blendModes = { QQuick3DSpecularGlossyMaterial::BlendMode::SourceOver,
QQuick3DSpecularGlossyMaterial::BlendMode::Screen,
QQuick3DSpecularGlossyMaterial::BlendMode::Multiply };
for (const auto blendMode : blendModes) {
material.setBlendMode(blendMode);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(int(material.blendMode()), int(node->blendMode));
}
auto alphaModes = { QQuick3DSpecularGlossyMaterial::AlphaMode::Default,
QQuick3DSpecularGlossyMaterial::AlphaMode::Mask,
QQuick3DSpecularGlossyMaterial::AlphaMode::Blend };
for (const auto alphaMode : alphaModes) {
material.setAlphaMode(alphaMode);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(node));
QCOMPARE(int(material.alphaMode()), int(node->alphaMode));
}
auto depthDrawModes = {
QQuick3DMaterial::DepthDrawMode::OpaqueOnlyDepthDraw,
QQuick3DMaterial::DepthDrawMode::AlwaysDepthDraw,
QQuick3DMaterial::DepthDrawMode::NeverDepthDraw,
QQuick3DMaterial::DepthDrawMode::OpaquePrePassDepthDraw
};
for (const auto depthDrawMode : depthDrawModes) {
material.setDepthDrawMode(depthDrawMode);
node = static_cast<QSSGRenderDefaultMaterial *>(material.updateSpatialNode(nullptr));
QCOMPARE(int(material.depthDrawMode()), int(node->depthDrawMode));
}
}
void tst_QQuick3DMaterials::testCustomMaterials()
{
QSKIP("Test can not work as implemented without crashing");
CustomMaterial material;
QQuick3DViewport *view3D = new QQuick3DViewport;
material.setParent(view3D);
auto node = static_cast<QSSGRenderCustomMaterial *>(material.updateSpatialNode(nullptr));
QVERIFY(node);
QQuick3DShaderUtilsTextureInput mTexture;
QQuick3DTexture qTexture;
QSignalSpy spy(&mTexture, SIGNAL(textureChanged()));
mTexture.setTexture(&qTexture);
QCOMPARE(spy.size(), 1);
QVERIFY(&qTexture == mTexture.texture());
QQuick3DShaderUtilsBuffer mBuffer;
auto format = QQuick3DShaderUtilsBuffer::TextureFormat::RGBA8;
mBuffer.setFormat(format);
auto filterOp = QQuick3DShaderUtilsBuffer::TextureFilterOperation::Nearest;
mBuffer.setTextureFilterOperation(filterOp);
QCOMPARE(format, mBuffer.format());
QCOMPARE(filterOp, mBuffer.textureFilterOperation());
// TODO: Extend custom material testing with proper shaders
view3D->deleteLater();
}
QTEST_APPLESS_MAIN(tst_QQuick3DMaterials)
#include "tst_qquick3dmaterials.moc"