Revision control

Copy as Markdown

// Copyright (C) 2016 Klaralvdalens Datakonsult AB (KDAB).
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
#include <QtTest/QTest>
#include <Qt3DCore/qentity.h>
#include <Qt3DCore/qtransform.h>
#include <Qt3DCore/private/qaspectjobmanager_p.h>
#include <Qt3DCore/private/qnodevisitor_p.h>
#include <Qt3DCore/private/qnode_p.h>
#include <Qt3DRender/private/nodemanagers_p.h>
#include <Qt3DRender/private/managers_p.h>
#include <Qt3DRender/private/entity_p.h>
#include <Qt3DRender/private/materialparametergathererjob_p.h>
#include <Qt3DRender/private/techniquefilternode_p.h>
#include <Qt3DRender/private/technique_p.h>
#include <Qt3DRender/private/techniquemanager_p.h>
#include <Qt3DRender/private/renderpassfilternode_p.h>
#include <Qt3DRender/qrendersettings.h>
#include <Qt3DRender/qrenderaspect.h>
#include <Qt3DRender/qeffect.h>
#include <Qt3DRender/qmaterial.h>
#include <Qt3DRender/qparameter.h>
#include <Qt3DRender/qtechniquefilter.h>
#include <Qt3DRender/qtechnique.h>
#include <Qt3DRender/qrenderpassfilter.h>
#include <Qt3DRender/qrenderpass.h>
#include <Qt3DRender/qshaderprogram.h>
#include <Qt3DRender/qviewport.h>
#include <Qt3DRender/private/qrenderaspect_p.h>
QT_BEGIN_NAMESPACE
namespace Qt3DRender {
class TestAspect : public Qt3DRender::QRenderAspect
{
public:
TestAspect(Qt3DCore::QNode *root)
: Qt3DRender::QRenderAspect()
, m_jobManager(new Qt3DCore::QAspectJobManager())
{
Qt3DCore::QAbstractAspectPrivate::get(this)->m_jobManager = m_jobManager.data();
QRenderAspect::onRegistered();
QList<Qt3DCore::QNode *> nodes;
Qt3DCore::QNodeVisitor v;
v.traverse(root, [&nodes](Qt3DCore::QNode *node) {
Qt3DCore::QNodePrivate *d = Qt3DCore::QNodePrivate::get(node);
d->m_typeInfo = const_cast<QMetaObject*>(Qt3DCore::QNodePrivate::findStaticMetaObject(node->metaObject()));
d->m_hasBackendNode = true;
nodes << node;
});
for (const auto node: nodes)
d_func()->createBackendNode({
node->id(),
Qt3DCore::QNodePrivate::get(node)->m_typeInfo,
Qt3DCore::NodeTreeChange::Added,
node
});
const auto handles = nodeManagers()->techniqueManager()->activeHandles();
for (const auto &handle: handles) {
Render::Technique *technique = nodeManagers()->techniqueManager()->data(handle);
technique->setCompatibleWithRenderer(true);
}
}
~TestAspect()
{
QRenderAspect::onUnregistered();
}
Qt3DRender::Render::NodeManagers *nodeManagers() const
{
return d_func()->m_renderer->nodeManagers();
}
void initializeRenderer()
{
d_func()->m_renderer->initialize();
}
Render::MaterialParameterGathererJobPtr materialGathererJob() const
{
Render::MaterialParameterGathererJobPtr job = Render::MaterialParameterGathererJobPtr::create();
job->setNodeManagers(nodeManagers());
return job;
}
void onRegistered() override { QRenderAspect::onRegistered(); }
void onUnregistered() override { QRenderAspect::onUnregistered(); }
private:
QScopedPointer<Qt3DCore::QAspectJobManager> m_jobManager;
};
} // namespace Qt3DRender
QT_END_NAMESPACE
namespace {
class TestMaterial : public Qt3DRender::QMaterial
{
Q_OBJECT
public:
explicit TestMaterial(Qt3DCore::QNode *parent = nullptr)
: Qt3DRender::QMaterial(parent)
, m_effect(new Qt3DRender::QEffect())
, m_gl3Technique(new Qt3DRender::QTechnique())
, m_gl2Technique(new Qt3DRender::QTechnique())
, m_es2Technique(new Qt3DRender::QTechnique())
, m_gl3Pass(new Qt3DRender::QRenderPass())
, m_gl2Pass(new Qt3DRender::QRenderPass())
, m_es2Pass(new Qt3DRender::QRenderPass())
, m_gl3Program(new Qt3DRender::QShaderProgram())
, m_gl2es2Program(new Qt3DRender::QShaderProgram())
{
m_gl3Pass->setShaderProgram(m_gl3Program);
m_gl2Pass->setShaderProgram(m_gl2es2Program);
m_es2Pass->setShaderProgram(m_gl2es2Program);
m_gl3Technique->addRenderPass(m_gl3Pass);
m_gl2Technique->addRenderPass(m_gl2Pass);
m_es2Technique->addRenderPass(m_es2Pass);
m_effect->addTechnique(m_gl3Technique);
m_effect->addTechnique(m_gl2Technique);
m_effect->addTechnique(m_es2Technique);
setEffect(m_effect);
}
Qt3DRender::QTechnique *gl3Technique() const { return m_gl3Technique; }
Qt3DRender::QTechnique *gl2Technique() const { return m_gl2Technique; }
Qt3DRender::QTechnique *es2Technique() const { return m_es2Technique; }
Qt3DRender::QRenderPass *gl3Pass() const { return m_gl3Pass; }
Qt3DRender::QRenderPass *gl2Pass() const { return m_gl2Pass; }
Qt3DRender::QRenderPass *es2Pass() const { return m_es2Pass; }
Qt3DRender::QShaderProgram *gl3Shader() const { return m_gl3Program; }
Qt3DRender::QShaderProgram *gl2shader() const { return m_gl2es2Program; }
Qt3DRender::QShaderProgram *es2Shader() const { return m_gl2es2Program; }
private:
Qt3DRender::QEffect *m_effect;
Qt3DRender::QTechnique *m_gl3Technique;
Qt3DRender::QTechnique *m_gl2Technique;
Qt3DRender::QTechnique *m_es2Technique;
Qt3DRender::QRenderPass *m_gl3Pass;
Qt3DRender::QRenderPass *m_gl2Pass;
Qt3DRender::QRenderPass *m_es2Pass;
Qt3DRender::QShaderProgram *m_gl3Program;
Qt3DRender::QShaderProgram *m_gl2es2Program;
};
Qt3DRender::QViewport *viewportFrameGraph()
{
Qt3DRender::QViewport *viewport = new Qt3DRender::QViewport();
return viewport;
}
Qt3DRender::QTechniqueFilter *techniqueFilterFrameGraph()
{
Qt3DRender::QTechniqueFilter *techniqueFilter = new Qt3DRender::QTechniqueFilter();
return techniqueFilter;
}
Qt3DRender::QRenderPassFilter *renderPassFilter()
{
Qt3DRender::QRenderPassFilter *passFilter = new Qt3DRender::QRenderPassFilter();
return passFilter;
}
Qt3DCore::QEntity *buildScene(Qt3DRender::QFrameGraphNode *frameGraph, Qt3DRender::QMaterial *material = nullptr)
{
Qt3DCore::QEntity *root = new Qt3DCore::QEntity();
// FrameGraph
Qt3DRender::QRenderSettings* renderSettings = new Qt3DRender::QRenderSettings();
renderSettings->setActiveFrameGraph(frameGraph);
root->addComponent(renderSettings);
// Scene
for (int i = 0; i < 10; i++) {
Qt3DCore::QEntity *e = new Qt3DCore::QEntity();
if (material != nullptr)
e->addComponent(material);
e->setParent(root);
}
return root;
}
} // anonymous
class tst_MaterialParameterGatherer : public QObject
{
Q_OBJECT
private Q_SLOTS:
void checkRunNoHandlesNoTechniqueFilterNoPassFilter()
{
// GIVEN
Qt3DCore::QEntity *sceneRoot = buildScene(viewportFrameGraph());
Qt3DRender::TestAspect testAspect(sceneRoot);
Qt3DRender::Render::MaterialParameterGathererJobPtr gatherer = testAspect.materialGathererJob();
testAspect.initializeRenderer();
// THEN
QCOMPARE(testAspect.nodeManagers()->materialManager()->activeHandles().size(), 0U);
// WHEN
gatherer->run();
// THEN
QCOMPARE(gatherer->materialToPassAndParameter().size(), 0);
}
void checkRunSelectAllNoTechniqueFilterNoPassFilter()
{
// GIVEN
TestMaterial material;
Qt3DCore::QEntity *sceneRoot = buildScene(viewportFrameGraph(), &material);
Qt3DRender::TestAspect testAspect(sceneRoot);
Qt3DRender::Render::MaterialParameterGathererJobPtr gatherer = testAspect.materialGathererJob();
testAspect.initializeRenderer();
// THEN
QCOMPARE(testAspect.nodeManagers()->materialManager()->activeHandles().size(), 1U);
// WHEN
gatherer->setHandles(testAspect.nodeManagers()->materialManager()->activeHandles());
gatherer->run();
// THEN
QCOMPARE(gatherer->materialToPassAndParameter().size(), 1);
}
void checkRunDisabledMaterial()
{
// GIVEN
TestMaterial material;
material.setEnabled(false);
Qt3DCore::QEntity *sceneRoot = buildScene(viewportFrameGraph(), &material);
Qt3DRender::TestAspect testAspect(sceneRoot);
Qt3DRender::Render::MaterialParameterGathererJobPtr gatherer = testAspect.materialGathererJob();
testAspect.initializeRenderer();
// THEN
QCOMPARE(testAspect.nodeManagers()->materialManager()->activeHandles().size(), 1U);
// WHEN
gatherer->setHandles(testAspect.nodeManagers()->materialManager()->activeHandles());
gatherer->run();
// THEN
QCOMPARE(gatherer->materialToPassAndParameter().size(), 0);
}
void checkRunSelectAllTechniqueFilterWithNoFilterNoPassFilter()
{
// GIVEN
Qt3DRender::QTechniqueFilter *frameGraphFilter = techniqueFilterFrameGraph();
TestMaterial material;
Qt3DRender::QFilterKey techniqueFilterKey;
techniqueFilterKey.setName(QStringLiteral("renderingStyle"));
techniqueFilterKey.setValue(QVariant(QStringLiteral("backward")));
material.gl2Technique()->addFilterKey(&techniqueFilterKey);
material.gl3Technique()->addFilterKey(&techniqueFilterKey);
material.es2Technique()->addFilterKey(&techniqueFilterKey);
Qt3DCore::QEntity *sceneRoot = buildScene(frameGraphFilter, &material);
Qt3DRender::TestAspect testAspect(sceneRoot);
Qt3DRender::Render::MaterialParameterGathererJobPtr gatherer = testAspect.materialGathererJob();
testAspect.initializeRenderer();
// THEN
QCOMPARE(testAspect.nodeManagers()->materialManager()->activeHandles().size(), 1U);
Qt3DRender::Render::TechniqueFilter *backendTechniqueFilter = static_cast<Qt3DRender::Render::TechniqueFilter *>(testAspect.nodeManagers()->frameGraphManager()->lookupNode(frameGraphFilter->id()));
QVERIFY(backendTechniqueFilter != nullptr);
// WHEN
gatherer->setHandles(testAspect.nodeManagers()->materialManager()->activeHandles());
gatherer->setTechniqueFilter(backendTechniqueFilter);
gatherer->run();
// THEN
QCOMPARE(gatherer->materialToPassAndParameter().size(), 1);
}
void checkRunSelectAllTechniqueFilterWithIncompatibleFilterNoPassFilter()
{
// GIVEN
Qt3DRender::QTechniqueFilter *frameGraphFilter = techniqueFilterFrameGraph();
TestMaterial material;
Qt3DRender::QFilterKey techniqueFilterFilterKey;
techniqueFilterFilterKey.setName(QStringLiteral("renderingStyle"));
techniqueFilterFilterKey.setValue(QVariant(QStringLiteral("forward")));
Qt3DRender::QFilterKey techniqueFilterKey;
techniqueFilterKey.setName(QStringLiteral("renderingStyle"));
techniqueFilterKey.setValue(QVariant(QStringLiteral("backward")));
frameGraphFilter->addMatch(&techniqueFilterFilterKey);
material.gl2Technique()->addFilterKey(&techniqueFilterKey);
material.gl3Technique()->addFilterKey(&techniqueFilterKey);
material.es2Technique()->addFilterKey(&techniqueFilterKey);
Qt3DCore::QEntity *sceneRoot = buildScene(frameGraphFilter, &material);
Qt3DRender::TestAspect testAspect(sceneRoot);
Qt3DRender::Render::MaterialParameterGathererJobPtr gatherer = testAspect.materialGathererJob();
testAspect.initializeRenderer();
// THEN
QCOMPARE(testAspect.nodeManagers()->materialManager()->activeHandles().size(), 1U);
Qt3DRender::Render::TechniqueFilter *backendTechniqueFilter = static_cast<Qt3DRender::Render::TechniqueFilter *>(testAspect.nodeManagers()->frameGraphManager()->lookupNode(frameGraphFilter->id()));
QVERIFY(backendTechniqueFilter != nullptr);
// WHEN
gatherer->setHandles(testAspect.nodeManagers()->materialManager()->activeHandles());
gatherer->setTechniqueFilter(backendTechniqueFilter);
gatherer->run();
// THEN
QCOMPARE(gatherer->materialToPassAndParameter().size(), 0);
}
void checkRunSelectAllTechniqueFilterWithCompatibleFilterNoPassFilter()
{
// GIVEN
Qt3DRender::QTechniqueFilter *frameGraphFilter = techniqueFilterFrameGraph();
TestMaterial material;
Qt3DRender::QFilterKey techniqueFilterKey;
techniqueFilterKey.setName(QStringLiteral("renderingStyle"));
techniqueFilterKey.setValue(QVariant(QStringLiteral("backward")));
frameGraphFilter->addMatch(&techniqueFilterKey);
material.gl2Technique()->addFilterKey(&techniqueFilterKey);
material.gl3Technique()->addFilterKey(&techniqueFilterKey);
material.es2Technique()->addFilterKey(&techniqueFilterKey);
Qt3DCore::QEntity *sceneRoot = buildScene(frameGraphFilter, &material);
Qt3DRender::TestAspect testAspect(sceneRoot);
Qt3DRender::Render::MaterialParameterGathererJobPtr gatherer = testAspect.materialGathererJob();
testAspect.initializeRenderer();
// THEN
QCOMPARE(testAspect.nodeManagers()->materialManager()->activeHandles().size(), 1U);
Qt3DRender::Render::TechniqueFilter *backendTechniqueFilter = static_cast<Qt3DRender::Render::TechniqueFilter *>(testAspect.nodeManagers()->frameGraphManager()->lookupNode(frameGraphFilter->id()));
QVERIFY(backendTechniqueFilter != nullptr);
// WHEN
gatherer->setHandles(testAspect.nodeManagers()->materialManager()->activeHandles());
gatherer->setTechniqueFilter(backendTechniqueFilter);
gatherer->run();
// THEN
QCOMPARE(gatherer->materialToPassAndParameter().size(), 1);
}
void checkRunSelectAllNoTechniqueFilterPassFilterWithNoFilter()
{
// GIVEN
Qt3DRender::QRenderPassFilter *frameGraphFilter = renderPassFilter();
TestMaterial material;
Qt3DRender::QFilterKey passFilterKey;
passFilterKey.setName(QStringLiteral("renderingStyle"));
passFilterKey.setValue(QVariant(QStringLiteral("backward")));
material.gl3Pass()->addFilterKey(&passFilterKey);
material.gl2Pass()->addFilterKey(&passFilterKey);
material.es2Pass()->addFilterKey(&passFilterKey);
Qt3DCore::QEntity *sceneRoot = buildScene(frameGraphFilter, &material);
Qt3DRender::TestAspect testAspect(sceneRoot);
Qt3DRender::Render::MaterialParameterGathererJobPtr gatherer = testAspect.materialGathererJob();
testAspect.initializeRenderer();
// THEN
QCOMPARE(testAspect.nodeManagers()->materialManager()->activeHandles().size(), 1U);
Qt3DRender::Render::RenderPassFilter *backendPassFilter = static_cast<Qt3DRender::Render::RenderPassFilter *>(testAspect.nodeManagers()->frameGraphManager()->lookupNode(frameGraphFilter->id()));
QVERIFY(backendPassFilter != nullptr);
// WHEN
gatherer->setHandles(testAspect.nodeManagers()->materialManager()->activeHandles());
gatherer->setRenderPassFilter(backendPassFilter);
gatherer->run();
// THEN
QCOMPARE(gatherer->materialToPassAndParameter().size(), 1);
}
void checkRunSelectAllNoTechniqueFilterPassFilterWithIncompatibleFilter()
{
// GIVEN
Qt3DRender::QRenderPassFilter *frameGraphFilter = renderPassFilter();
TestMaterial material;
Qt3DRender::QFilterKey passFilterFilterKey;
passFilterFilterKey.setName(QStringLiteral("renderingStyle"));
passFilterFilterKey.setValue(QVariant(QStringLiteral("forward")));
Qt3DRender::QFilterKey passFilterKey;
passFilterKey.setName(QStringLiteral("renderingStyle"));
passFilterKey.setValue(QVariant(QStringLiteral("backward")));
frameGraphFilter->addMatch(&passFilterFilterKey);
material.gl3Pass()->addFilterKey(&passFilterKey);
material.gl2Pass()->addFilterKey(&passFilterKey);
material.es2Pass()->addFilterKey(&passFilterKey);
Qt3DCore::QEntity *sceneRoot = buildScene(frameGraphFilter, &material);
Qt3DRender::TestAspect testAspect(sceneRoot);
Qt3DRender::Render::MaterialParameterGathererJobPtr gatherer = testAspect.materialGathererJob();
testAspect.initializeRenderer();
// THEN
QCOMPARE(testAspect.nodeManagers()->materialManager()->activeHandles().size(), 1U);
Qt3DRender::Render::RenderPassFilter *backendPassFilter = static_cast<Qt3DRender::Render::RenderPassFilter *>(testAspect.nodeManagers()->frameGraphManager()->lookupNode(frameGraphFilter->id()));
QVERIFY(backendPassFilter != nullptr);
// WHEN
gatherer->setHandles(testAspect.nodeManagers()->materialManager()->activeHandles());
gatherer->setRenderPassFilter(backendPassFilter);
gatherer->run();
// THEN
QCOMPARE(gatherer->materialToPassAndParameter().size(), 0);
}
void checkParameterPriorityGathering()
{
{
// GIVEN
Qt3DRender::QTechniqueFilter *techniqueFilterFG = techniqueFilterFrameGraph();
Qt3DRender::QRenderPassFilter *renderPassFG = renderPassFilter();
renderPassFG->setParent(techniqueFilterFG);
TestMaterial material;
Qt3DCore::QEntity *sceneRoot = buildScene(techniqueFilterFG, &material);
// WHEN
techniqueFilterFG->addParameter(new Qt3DRender::QParameter(QStringLiteral("color"), QVariant(QColor(Qt::red))));
auto renderPassParameter = new Qt3DRender::QParameter(QStringLiteral("color"), QVariant(QColor(Qt::cyan)));
renderPassFG->addParameter(renderPassParameter);
material.addParameter(new Qt3DRender::QParameter(QStringLiteral("color"), QVariant(QColor(Qt::green))));
material.effect()->addParameter(new Qt3DRender::QParameter(QStringLiteral("color"), QVariant(QColor(Qt::blue))));
auto techniqueParam = new Qt3DRender::QParameter(QStringLiteral("color"), QVariant(QColor(Qt::white)));
material.gl3Technique()->addParameter(techniqueParam);
material.gl2Technique()->addParameter(techniqueParam);
material.es2Technique()->addParameter(techniqueParam);
auto passParam = new Qt3DRender::QParameter(QStringLiteral("color"), QVariant(QColor(Qt::gray)));
material.gl3Pass()->addParameter(passParam);
material.gl2Pass()->addParameter(passParam);
material.es2Pass()->addParameter(passParam);
Qt3DRender::TestAspect testAspect(sceneRoot);
Qt3DRender::Render::MaterialParameterGathererJobPtr gatherer = testAspect.materialGathererJob();
testAspect.initializeRenderer();
QCOMPARE(testAspect.nodeManagers()->materialManager()->activeHandles().size(), 1U);
Qt3DRender::Render::TechniqueFilter *backendTechniqueFilter = static_cast<Qt3DRender::Render::TechniqueFilter *>(testAspect.nodeManagers()->frameGraphManager()->lookupNode(techniqueFilterFG->id()));
Qt3DRender::Render::RenderPassFilter *backendRenderPassFilter = static_cast<Qt3DRender::Render::RenderPassFilter *>(testAspect.nodeManagers()->frameGraphManager()->lookupNode(renderPassFG->id()));
QVERIFY(backendTechniqueFilter != nullptr);
QVERIFY(backendRenderPassFilter != nullptr);
gatherer->setHandles(testAspect.nodeManagers()->materialManager()->activeHandles());
gatherer->setRenderPassFilter(backendRenderPassFilter);
gatherer->setTechniqueFilter(backendTechniqueFilter);
gatherer->run();
// THEN -> RenderPassFilter wins
QCOMPARE(gatherer->materialToPassAndParameter().size(), 1);
const std::vector<Qt3DRender::Render::RenderPassParameterData> passParameterData = gatherer->materialToPassAndParameter().begin().value();
QCOMPARE(passParameterData.size(), 1U);
const Qt3DRender::Render::RenderPassParameterData data = passParameterData.front();
QCOMPARE(data.parameterInfo.size(), 1);
QCOMPARE(data.parameterInfo.first().handle, testAspect.nodeManagers()->parameterManager()->lookupHandle(renderPassParameter->id()));
}
{
// GIVEN
Qt3DRender::QTechniqueFilter *techniqueFilterFG = techniqueFilterFrameGraph();
Qt3DRender::QRenderPassFilter *renderPassFG = renderPassFilter();
renderPassFG->setParent(techniqueFilterFG);
TestMaterial material;
Qt3DCore::QEntity *sceneRoot = buildScene(techniqueFilterFG, &material);
// WHEN
auto techniqueFilterParameter = new Qt3DRender::QParameter(QStringLiteral("color"), QVariant(QColor(Qt::cyan)));
techniqueFilterFG->addParameter(techniqueFilterParameter);
material.addParameter(new Qt3DRender::QParameter(QStringLiteral("color"), QVariant(QColor(Qt::green))));
material.effect()->addParameter(new Qt3DRender::QParameter(QStringLiteral("color"), QVariant(QColor(Qt::blue))));
auto techniqueParam = new Qt3DRender::QParameter(QStringLiteral("color"), QVariant(QColor(Qt::white)));
material.gl3Technique()->addParameter(techniqueParam);
material.gl2Technique()->addParameter(techniqueParam);
material.es2Technique()->addParameter(techniqueParam);
auto passParam = new Qt3DRender::QParameter(QStringLiteral("color"), QVariant(QColor(Qt::gray)));
material.gl3Pass()->addParameter(passParam);
material.gl2Pass()->addParameter(passParam);
material.es2Pass()->addParameter(passParam);
Qt3DRender::TestAspect testAspect(sceneRoot);
Qt3DRender::Render::MaterialParameterGathererJobPtr gatherer = testAspect.materialGathererJob();
testAspect.initializeRenderer();
QCOMPARE(testAspect.nodeManagers()->materialManager()->activeHandles().size(), 1U);
Qt3DRender::Render::TechniqueFilter *backendTechniqueFilter = static_cast<Qt3DRender::Render::TechniqueFilter *>(testAspect.nodeManagers()->frameGraphManager()->lookupNode(techniqueFilterFG->id()));
Qt3DRender::Render::RenderPassFilter *backendRenderPassFilter = static_cast<Qt3DRender::Render::RenderPassFilter *>(testAspect.nodeManagers()->frameGraphManager()->lookupNode(renderPassFG->id()));
QVERIFY(backendTechniqueFilter != nullptr);
QVERIFY(backendRenderPassFilter != nullptr);
gatherer->setHandles(testAspect.nodeManagers()->materialManager()->activeHandles());
gatherer->setRenderPassFilter(backendRenderPassFilter);
gatherer->setTechniqueFilter(backendTechniqueFilter);
gatherer->run();
// THEN -> TechniqueFilter wins
QCOMPARE(gatherer->materialToPassAndParameter().size(), 1);
const std::vector<Qt3DRender::Render::RenderPassParameterData> passParameterData = gatherer->materialToPassAndParameter().begin().value();
QCOMPARE(passParameterData.size(), 1U);
const Qt3DRender::Render::RenderPassParameterData data = passParameterData.front();
QCOMPARE(data.parameterInfo.size(), 1);
QCOMPARE(data.parameterInfo.first().handle, testAspect.nodeManagers()->parameterManager()->lookupHandle(techniqueFilterParameter->id()));
}
{
// GIVEN
Qt3DRender::QTechniqueFilter *techniqueFilterFG = techniqueFilterFrameGraph();
Qt3DRender::QRenderPassFilter *renderPassFG = renderPassFilter();
renderPassFG->setParent(techniqueFilterFG);
TestMaterial material;
Qt3DCore::QEntity *sceneRoot = buildScene(techniqueFilterFG, &material);
// WHEN
auto materialParameter = new Qt3DRender::QParameter(QStringLiteral("color"), QVariant(QColor(Qt::cyan)));
material.addParameter(materialParameter);
material.effect()->addParameter(new Qt3DRender::QParameter(QStringLiteral("color"), QVariant(QColor(Qt::blue))));
auto techniqueParam = new Qt3DRender::QParameter(QStringLiteral("color"), QVariant(QColor(Qt::white)));
material.gl3Technique()->addParameter(techniqueParam);
material.gl2Technique()->addParameter(techniqueParam);
material.es2Technique()->addParameter(techniqueParam);
auto passParam = new Qt3DRender::QParameter(QStringLiteral("color"), QVariant(QColor(Qt::gray)));
material.gl3Pass()->addParameter(passParam);
material.gl2Pass()->addParameter(passParam);
material.es2Pass()->addParameter(passParam);
Qt3DRender::TestAspect testAspect(sceneRoot);
Qt3DRender::Render::MaterialParameterGathererJobPtr gatherer = testAspect.materialGathererJob();
testAspect.initializeRenderer();
QCOMPARE(testAspect.nodeManagers()->materialManager()->activeHandles().size(), 1U);
Qt3DRender::Render::TechniqueFilter *backendTechniqueFilter = static_cast<Qt3DRender::Render::TechniqueFilter *>(testAspect.nodeManagers()->frameGraphManager()->lookupNode(techniqueFilterFG->id()));
Qt3DRender::Render::RenderPassFilter *backendRenderPassFilter = static_cast<Qt3DRender::Render::RenderPassFilter *>(testAspect.nodeManagers()->frameGraphManager()->lookupNode(renderPassFG->id()));
QVERIFY(backendTechniqueFilter != nullptr);
QVERIFY(backendRenderPassFilter != nullptr);
gatherer->setHandles(testAspect.nodeManagers()->materialManager()->activeHandles());
gatherer->setRenderPassFilter(backendRenderPassFilter);
gatherer->setTechniqueFilter(backendTechniqueFilter);
gatherer->run();
// THEN -> TechniqueFilter wins
QCOMPARE(gatherer->materialToPassAndParameter().size(), 1);
const std::vector<Qt3DRender::Render::RenderPassParameterData> passParameterData = gatherer->materialToPassAndParameter().begin().value();
QCOMPARE(passParameterData.size(), 1U);
const Qt3DRender::Render::RenderPassParameterData data = passParameterData.front();
QCOMPARE(data.parameterInfo.size(), 1);
QCOMPARE(data.parameterInfo.first().handle, testAspect.nodeManagers()->parameterManager()->lookupHandle(materialParameter->id()));
}
{
// GIVEN
Qt3DRender::QTechniqueFilter *techniqueFilterFG = techniqueFilterFrameGraph();
Qt3DRender::QRenderPassFilter *renderPassFG = renderPassFilter();
renderPassFG->setParent(techniqueFilterFG);
TestMaterial material;
Qt3DCore::QEntity *sceneRoot = buildScene(techniqueFilterFG, &material);
// WHEN
auto effectParameter = new Qt3DRender::QParameter(QStringLiteral("color"), QVariant(QColor(Qt::cyan)));
material.effect()->addParameter(effectParameter);
auto techniqueParam = new Qt3DRender::QParameter(QStringLiteral("color"), QVariant(QColor(Qt::white)));
material.gl3Technique()->addParameter(techniqueParam);
material.gl2Technique()->addParameter(techniqueParam);
material.es2Technique()->addParameter(techniqueParam);
auto passParam = new Qt3DRender::QParameter(QStringLiteral("color"), QVariant(QColor(Qt::gray)));
material.gl3Pass()->addParameter(passParam);
material.gl2Pass()->addParameter(passParam);
material.es2Pass()->addParameter(passParam);
Qt3DRender::TestAspect testAspect(sceneRoot);
Qt3DRender::Render::MaterialParameterGathererJobPtr gatherer = testAspect.materialGathererJob();
testAspect.initializeRenderer();
QCOMPARE(testAspect.nodeManagers()->materialManager()->activeHandles().size(), 1U);
Qt3DRender::Render::TechniqueFilter *backendTechniqueFilter = static_cast<Qt3DRender::Render::TechniqueFilter *>(testAspect.nodeManagers()->frameGraphManager()->lookupNode(techniqueFilterFG->id()));
Qt3DRender::Render::RenderPassFilter *backendRenderPassFilter = static_cast<Qt3DRender::Render::RenderPassFilter *>(testAspect.nodeManagers()->frameGraphManager()->lookupNode(renderPassFG->id()));
QVERIFY(backendTechniqueFilter != nullptr);
QVERIFY(backendRenderPassFilter != nullptr);
gatherer->setHandles(testAspect.nodeManagers()->materialManager()->activeHandles());
gatherer->setRenderPassFilter(backendRenderPassFilter);
gatherer->setTechniqueFilter(backendTechniqueFilter);
gatherer->run();
// THEN -> TechniqueFilter wins
QCOMPARE(gatherer->materialToPassAndParameter().size(), 1);
const std::vector<Qt3DRender::Render::RenderPassParameterData> passParameterData = gatherer->materialToPassAndParameter().begin().value();
QCOMPARE(passParameterData.size(), 1U);
const Qt3DRender::Render::RenderPassParameterData data = passParameterData.front();
QCOMPARE(data.parameterInfo.size(), 1);
QCOMPARE(data.parameterInfo.first().handle, testAspect.nodeManagers()->parameterManager()->lookupHandle(effectParameter->id()));
}
{
// GIVEN
Qt3DRender::QTechniqueFilter *techniqueFilterFG = techniqueFilterFrameGraph();
Qt3DRender::QRenderPassFilter *renderPassFG = renderPassFilter();
renderPassFG->setParent(techniqueFilterFG);
TestMaterial material;
Qt3DCore::QEntity *sceneRoot = buildScene(techniqueFilterFG, &material);
// WHEN
auto techniqueParam = new Qt3DRender::QParameter(QStringLiteral("color"), QVariant(QColor(Qt::white)));
material.gl3Technique()->addParameter(techniqueParam);
material.gl2Technique()->addParameter(techniqueParam);
material.es2Technique()->addParameter(techniqueParam);
auto passParam = new Qt3DRender::QParameter(QStringLiteral("color"), QVariant(QColor(Qt::gray)));
material.gl3Pass()->addParameter(passParam);
material.gl2Pass()->addParameter(passParam);
material.es2Pass()->addParameter(passParam);
Qt3DRender::TestAspect testAspect(sceneRoot);
Qt3DRender::Render::MaterialParameterGathererJobPtr gatherer = testAspect.materialGathererJob();
testAspect.initializeRenderer();
QCOMPARE(testAspect.nodeManagers()->materialManager()->activeHandles().size(), 1U);
Qt3DRender::Render::TechniqueFilter *backendTechniqueFilter = static_cast<Qt3DRender::Render::TechniqueFilter *>(testAspect.nodeManagers()->frameGraphManager()->lookupNode(techniqueFilterFG->id()));
Qt3DRender::Render::RenderPassFilter *backendRenderPassFilter = static_cast<Qt3DRender::Render::RenderPassFilter *>(testAspect.nodeManagers()->frameGraphManager()->lookupNode(renderPassFG->id()));
QVERIFY(backendTechniqueFilter != nullptr);
QVERIFY(backendRenderPassFilter != nullptr);
gatherer->setHandles(testAspect.nodeManagers()->materialManager()->activeHandles());
gatherer->setRenderPassFilter(backendRenderPassFilter);
gatherer->setTechniqueFilter(backendTechniqueFilter);
gatherer->run();
// THEN -> TechniqueFilter wins
QCOMPARE(gatherer->materialToPassAndParameter().size(), 1);
const std::vector<Qt3DRender::Render::RenderPassParameterData> passParameterData = gatherer->materialToPassAndParameter().begin().value();
QCOMPARE(passParameterData.size(), 1U);
const Qt3DRender::Render::RenderPassParameterData data = passParameterData.front();
QCOMPARE(data.parameterInfo.size(), 1);
QCOMPARE(data.parameterInfo.first().handle, testAspect.nodeManagers()->parameterManager()->lookupHandle(techniqueParam->id()));
}
{
// GIVEN
Qt3DRender::QTechniqueFilter *techniqueFilterFG = techniqueFilterFrameGraph();
Qt3DRender::QRenderPassFilter *renderPassFG = renderPassFilter();
renderPassFG->setParent(techniqueFilterFG);
TestMaterial material;
Qt3DCore::QEntity *sceneRoot = buildScene(techniqueFilterFG, &material);
// WHEN
auto passParam = new Qt3DRender::QParameter(QStringLiteral("color"), QVariant(QColor(Qt::gray)));
material.gl3Pass()->addParameter(passParam);
material.gl2Pass()->addParameter(passParam);
material.es2Pass()->addParameter(passParam);
Qt3DRender::TestAspect testAspect(sceneRoot);
Qt3DRender::Render::MaterialParameterGathererJobPtr gatherer = testAspect.materialGathererJob();
testAspect.initializeRenderer();
QCOMPARE(testAspect.nodeManagers()->materialManager()->activeHandles().size(), 1U);
Qt3DRender::Render::TechniqueFilter *backendTechniqueFilter = static_cast<Qt3DRender::Render::TechniqueFilter *>(testAspect.nodeManagers()->frameGraphManager()->lookupNode(techniqueFilterFG->id()));
Qt3DRender::Render::RenderPassFilter *backendRenderPassFilter = static_cast<Qt3DRender::Render::RenderPassFilter *>(testAspect.nodeManagers()->frameGraphManager()->lookupNode(renderPassFG->id()));
QVERIFY(backendTechniqueFilter != nullptr);
QVERIFY(backendRenderPassFilter != nullptr);
gatherer->setHandles(testAspect.nodeManagers()->materialManager()->activeHandles());
gatherer->setRenderPassFilter(backendRenderPassFilter);
gatherer->setTechniqueFilter(backendTechniqueFilter);
gatherer->run();
// THEN -> TechniqueFilter wins
QCOMPARE(gatherer->materialToPassAndParameter().size(), 1);
const std::vector<Qt3DRender::Render::RenderPassParameterData> passParameterData = gatherer->materialToPassAndParameter().begin().value();
QCOMPARE(passParameterData.size(), 1U);
const Qt3DRender::Render::RenderPassParameterData data = passParameterData.front();
QCOMPARE(data.parameterInfo.size(), 1);
QCOMPARE(data.parameterInfo.first().handle, testAspect.nodeManagers()->parameterManager()->lookupHandle(passParam->id()));
}
}
};
QTEST_MAIN(tst_MaterialParameterGatherer)
#include "tst_materialparametergathererjob.moc"