+
+int UtcDaliModelMaterialUniformChange(void)
+{
+ ToolkitTestApplication application;
+
+ static std::vector<UniformData> customUniforms =
+ {
+ UniformData("uColorFactor", Property::Type::VECTOR4),
+ UniformData("uBaseColorTextureTransformAvailable", Property::Type::FLOAT),
+ UniformData(Scene3D::Loader::NodeDefinition::GetIblMaxLodUniformName().data(), Property::Type::FLOAT),
+ UniformData(Scene3D::Loader::NodeDefinition::GetIblScaleFactorUniformName().data(), Property::Type::FLOAT),
+ };
+
+ TestGraphicsController& graphics = application.GetGraphicsController();
+ graphics.AddCustomUniforms(customUniforms);
+
+ auto& gl = application.GetGlAbstraction();
+
+ Scene3D::Model model = Scene3D::Model::New(TEST_GLTF_FILE_NAME);
+
+ gResourceReadyCalled = false;
+ model.ResourceReadySignal().Connect(&OnResourceReady);
+
+ float expectIblFactor = 0.5f;
+ model.SetImageBasedLightSource(TEST_DIFFUSE_TEXTURE, TEST_SPECULAR_TEXTURE, expectIblFactor);
+ DALI_TEST_EQUALS(model.GetImageBasedLightScaleFactor(), expectIblFactor, TEST_LOCATION);
+
+ DALI_TEST_EQUALS(gResourceReadyCalled, false, TEST_LOCATION);
+ application.GetScene().Add(model);
+
+ application.SendNotification();
+ application.Render();
+
+ // Wait 3 task. (Load 1 model + Load 2 IBL)
+ DALI_TEST_EQUALS(Test::WaitForEventThreadTrigger(3), true, TEST_LOCATION);
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS(gResourceReadyCalled, true, TEST_LOCATION);
+ DALI_TEST_EQUALS(model.GetImageBasedLightScaleFactor(), expectIblFactor, TEST_LOCATION);
+
+ // Check uniform values before change material value
+ Vector4 expectBaseColorFactor = Vector4(1.000f, 0.766f, 0.336f, 1.0f); // Defined at AnimatedCube.gltf
+ float expectTransformValid = 0.0f; ///< Note : This value will be true when gltf have BaseColorTexture, and use KHR_texture_transform extension.
+ float expectMaxLOD = 5.0f; ///< Note : The number of LOD what TEST_SPECULAR_TEXTURE file has is 5.
+
+ tet_printf("Check uniform value result\n");
+ DALI_TEST_EQUALS(gl.CheckUniformValue<Vector4>("uColorFactor", expectBaseColorFactor), true, TEST_LOCATION);
+ DALI_TEST_EQUALS(gl.CheckUniformValue<float>("uBaseColorTextureTransformAvailable", expectTransformValid), true, TEST_LOCATION);
+ DALI_TEST_EQUALS(gl.CheckUniformValue<float>(Scene3D::Loader::NodeDefinition::GetIblMaxLodUniformName().data(), expectMaxLOD), true, TEST_LOCATION);
+ DALI_TEST_EQUALS(gl.CheckUniformValue<float>(Scene3D::Loader::NodeDefinition::GetIblScaleFactorUniformName().data(), expectIblFactor), true, TEST_LOCATION);
+
+ // Change all materials in Model.
+ expectBaseColorFactor = Color::BLUE;
+
+ Scene3D::ModelNode rootModelNode = model.GetModelRoot();
+ DALI_TEST_CHECK(rootModelNode);
+ ApplyAllMaterialPropertyRecursively(rootModelNode, {{Dali::Scene3D::Material::Property::BASE_COLOR_FACTOR, expectBaseColorFactor}});
+
+ application.SendNotification();
+ application.Render();
+
+ tet_printf("Check whether uniform values are not changed instead what we change now\n");
+ DALI_TEST_EQUALS(gl.CheckUniformValue<Vector4>("uColorFactor", expectBaseColorFactor), true, TEST_LOCATION);
+ DALI_TEST_EQUALS(gl.CheckUniformValue<float>("uBaseColorTextureTransformAvailable", expectTransformValid), true, TEST_LOCATION);
+ DALI_TEST_EQUALS(gl.CheckUniformValue<float>(Scene3D::Loader::NodeDefinition::GetIblMaxLodUniformName().data(), expectMaxLOD), true, TEST_LOCATION);
+ DALI_TEST_EQUALS(gl.CheckUniformValue<float>(Scene3D::Loader::NodeDefinition::GetIblScaleFactorUniformName().data(), expectIblFactor), true, TEST_LOCATION);
+
+ END_TEST;
+}
+
+int UtcDaliModelCastShadow(void)
+{
+ ToolkitTestApplication application;
+
+ Scene3D::Model model = Scene3D::Model::New();
+ application.GetScene().Add(model);
+
+ Scene3D::ModelNode modelNode = Scene3D::ModelNode::New();
+ model.AddModelNode(modelNode);
+
+ DALI_TEST_EQUALS(model.IsShadowCasting(), true, TEST_LOCATION);
+
+ DALI_TEST_EQUALS(modelNode.IsShadowCasting(), true, TEST_LOCATION);
+
+ auto shadowCastingIndex = modelNode.GetPropertyIndex("uIsShadowCasting");
+ DALI_TEST_EQUALS(modelNode.GetProperty<int>(shadowCastingIndex), 1, TEST_LOCATION);
+
+ model.CastShadow(false);
+
+ DALI_TEST_EQUALS(model.IsShadowCasting(), false, TEST_LOCATION);
+
+ DALI_TEST_EQUALS(modelNode.IsShadowCasting(), false, TEST_LOCATION);
+
+ DALI_TEST_EQUALS(modelNode.GetProperty<int>(shadowCastingIndex), 0, TEST_LOCATION);
+
+ Scene3D::ModelNode modelNode2 = Scene3D::ModelNode::New();
+ model.AddModelNode(modelNode2);
+
+ DALI_TEST_EQUALS(modelNode2.IsShadowCasting(), true, TEST_LOCATION);
+
+ auto shadowCastingIndex2 = modelNode2.GetPropertyIndex("uIsShadowCasting");
+ DALI_TEST_EQUALS(modelNode2.GetProperty<int>(shadowCastingIndex2), 1, TEST_LOCATION);
+
+ modelNode.CastShadow(true);
+
+ DALI_TEST_EQUALS(modelNode.IsShadowCasting(), true, TEST_LOCATION);
+
+ DALI_TEST_EQUALS(model.IsShadowCasting(), false, TEST_LOCATION);
+
+ model.CastShadow(false);
+
+ DALI_TEST_EQUALS(model.IsShadowCasting(), false, TEST_LOCATION);
+
+ DALI_TEST_EQUALS(modelNode.IsShadowCasting(), false, TEST_LOCATION);
+
+ DALI_TEST_EQUALS(modelNode.GetProperty<int>(shadowCastingIndex), 0, TEST_LOCATION);
+
+ DALI_TEST_EQUALS(modelNode2.GetProperty<int>(shadowCastingIndex2), 0, TEST_LOCATION);
+ END_TEST;
+}
+
+int UtcDaliModelReceiveShadow(void)
+{
+ ToolkitTestApplication application;
+
+ Scene3D::Model model = Scene3D::Model::New();
+ application.GetScene().Add(model);
+
+ Scene3D::ModelNode modelNode = Scene3D::ModelNode::New();
+ model.AddModelNode(modelNode);
+
+ DALI_TEST_EQUALS(model.IsShadowReceiving(), true, TEST_LOCATION);
+
+ DALI_TEST_EQUALS(modelNode.IsShadowReceiving(), true, TEST_LOCATION);
+
+ auto shadowReceivingIndex = modelNode.GetPropertyIndex("uIsShadowReceiving");
+ DALI_TEST_EQUALS(modelNode.GetProperty<int>(shadowReceivingIndex), 1, TEST_LOCATION);
+
+ model.ReceiveShadow(false);
+
+ DALI_TEST_EQUALS(model.IsShadowReceiving(), false, TEST_LOCATION);
+
+ DALI_TEST_EQUALS(modelNode.IsShadowReceiving(), false, TEST_LOCATION);
+
+ DALI_TEST_EQUALS(modelNode.GetProperty<int>(shadowReceivingIndex), 0, TEST_LOCATION);
+
+ Scene3D::ModelNode modelNode2 = Scene3D::ModelNode::New();
+ model.AddModelNode(modelNode2);
+
+ DALI_TEST_EQUALS(modelNode2.IsShadowReceiving(), true, TEST_LOCATION);
+
+ auto shadowReceivingIndex2 = modelNode2.GetPropertyIndex("uIsShadowReceiving");
+ DALI_TEST_EQUALS(modelNode2.GetProperty<int>(shadowReceivingIndex2), 1, TEST_LOCATION);
+
+ modelNode.ReceiveShadow(true);
+
+ DALI_TEST_EQUALS(modelNode.IsShadowReceiving(), true, TEST_LOCATION);
+
+ DALI_TEST_EQUALS(model.IsShadowReceiving(), false, TEST_LOCATION);
+
+ model.ReceiveShadow(false);
+
+ DALI_TEST_EQUALS(model.IsShadowReceiving(), false, TEST_LOCATION);
+
+ DALI_TEST_EQUALS(modelNode.IsShadowReceiving(), false, TEST_LOCATION);
+
+ DALI_TEST_EQUALS(modelNode.GetProperty<int>(shadowReceivingIndex), 0, TEST_LOCATION);
+
+ DALI_TEST_EQUALS(modelNode2.GetProperty<int>(shadowReceivingIndex2), 0, TEST_LOCATION);
+ END_TEST;
+}
\ No newline at end of file