/*
- * Copyright (c) 2023 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2024 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
#include <dali-toolkit-test-suite-utils.h>
#include <dali-toolkit/dali-toolkit.h>
#include <dali/devel-api/common/map-wrapper.h>
+#include <dali/public-api/common/vector-wrapper.h>
#include <stdlib.h>
#include <iostream>
#include <dali-toolkit/devel-api/focus-manager/keyboard-focus-manager-devel.h>
#include <dali/integration-api/events/touch-event-integ.h>
+#include <toolkit-environment-variable.h>
#include <toolkit-event-thread-callback.h>
#include <dali-scene3d/public-api/controls/model/model.h>
#include <dali-scene3d/public-api/model-motion/motion-index/blend-shape-index.h>
#include <dali-scene3d/public-api/model-motion/motion-index/motion-transform-index.h>
+#include <dali-scene3d/public-api/loader/node-definition.h>
+
#include <dali/devel-api/actors/camera-actor-devel.h>
using namespace Dali;
* Take from https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/AnimatedCube
*/
const char* TEST_GLTF_FILE_NAME = TEST_RESOURCE_DIR "/AnimatedCube.gltf";
+const char* TEST_GLTF_FILE_NAME_SAME_FILE = TEST_RESOURCE_DIR "/AnimatedCube2.gltf";
+const char* TEST_GLTF_FILE_NAME_DIFF_META_FILE = TEST_RESOURCE_DIR "/AnimatedCube3.gltf";
const char* TEST_GLTF_ANIMATION_TEST_FILE_NAME = TEST_RESOURCE_DIR "/animationTest.gltf";
const char* TEST_GLTF_EXTRAS_FILE_NAME = TEST_RESOURCE_DIR "/AnimatedMorphCubeAnimateNonZeroFrame.gltf";
const char* TEST_GLTF_MULTIPLE_PRIMITIVE_FILE_NAME = TEST_RESOURCE_DIR "/simpleMultiplePrimitiveTest.gltf";
* These textures are based off version of Wave engine sample
* Take from https://github.com/WaveEngine/Samples
*
- * Copyright (c) 2023 Wave Coorporation
+ * Copyright (c) 2024 Wave Coorporation
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to
gResourceReadyCalled = true;
}
+void ApplyAllMaterialPropertyRecursively(Scene3D::ModelNode modelNode, const std::vector<KeyValuePair>& materialPropertyValues)
+{
+ if(!modelNode)
+ {
+ return;
+ }
+
+ for(uint32_t primitiveIndex = 0u; primitiveIndex < modelNode.GetModelPrimitiveCount(); ++primitiveIndex)
+ {
+ Scene3D::ModelPrimitive primitive = modelNode.GetModelPrimitive(primitiveIndex);
+ if(primitive)
+ {
+ Scene3D::Material material = primitive.GetMaterial();
+ if(material)
+ {
+ for(const auto& keyValuePair : materialPropertyValues)
+ {
+ if(keyValuePair.first.type == Property::Key::Type::INDEX)
+ {
+ material.SetProperty(keyValuePair.first.indexKey, keyValuePair.second);
+ }
+ }
+ }
+ }
+ }
+
+ for(uint32_t childIndex = 0u; childIndex < modelNode.GetChildCount(); ++childIndex)
+ {
+ Scene3D::ModelNode childNode = Scene3D::ModelNode::DownCast(modelNode.GetChildAt(childIndex));
+ ApplyAllMaterialPropertyRecursively(childNode, materialPropertyValues);
+ }
+}
+
} // namespace
// Negative test case for a method
END_TEST;
}
+int UtcDaliModelNewSameModelUrlCached(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline(" UtcDaliModelNew with same model");
+
+ // Set up trace debug
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& textureTrace = gl.GetTextureTrace();
+ textureTrace.Enable(true);
+
+ Scene3D::Model model = Scene3D::Model::New(TEST_GLTF_FILE_NAME);
+ DALI_TEST_CHECK(model);
+ Scene3D::Model model2 = Scene3D::Model::New(TEST_GLTF_FILE_NAME);
+ DALI_TEST_CHECK(model2);
+
+ application.GetScene().Add(model);
+
+ DALI_TEST_EQUALS(Test::WaitForEventThreadTrigger(1), true, TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render();
+
+ tet_printf("Test if there is at least 1 texture.\n");
+ int expectTextureCount = textureTrace.CountMethod("GenTextures");
+ DALI_TEST_GREATER(expectTextureCount, 0, TEST_LOCATION);
+
+ application.GetScene().Add(model2);
+
+ DALI_TEST_EQUALS(Test::WaitForEventThreadTrigger(1), true, TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render();
+
+ tet_printf("Test if we reuse cached texture or not.\n");
+ int currentTextureCount = textureTrace.CountMethod("GenTextures");
+ DALI_TEST_EQUALS(currentTextureCount, expectTextureCount, TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render();
+
+ END_TEST;
+}
+
+int UtcDaliModelNewSameResourceUrlCached01(void)
+{
+ ToolkitTestApplication application;
+ tet_infoline(" UtcDaliModelNew with difference url but same model");
+
+ // Set up trace debug
+ TestGlAbstraction& gl = application.GetGlAbstraction();
+ TraceCallStack& textureTrace = gl.GetTextureTrace();
+ textureTrace.Enable(true);
+ textureTrace.EnableLogging(true);
+
+ Scene3D::Model model = Scene3D::Model::New(TEST_GLTF_FILE_NAME);
+ DALI_TEST_CHECK(model);
+ Scene3D::Model model2 = Scene3D::Model::New(TEST_GLTF_FILE_NAME_SAME_FILE); // Difference model that use same Images.
+ DALI_TEST_CHECK(model2);
+ Scene3D::Model model3 = Scene3D::Model::New(TEST_GLTF_FILE_NAME_DIFF_META_FILE); // Difference model that use same Images, but difference metadata.
+ DALI_TEST_CHECK(model3);
+
+ application.GetScene().Add(model);
+
+ DALI_TEST_EQUALS(Test::WaitForEventThreadTrigger(1), true, TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render();
+
+ tet_printf("Test if there is at least 1 texture.\n");
+ int expectTextureCount = textureTrace.CountMethod("GenTextures");
+ DALI_TEST_GREATER(expectTextureCount, 0, TEST_LOCATION);
+
+ application.GetScene().Add(model2);
+
+ DALI_TEST_EQUALS(Test::WaitForEventThreadTrigger(1), true, TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render();
+
+ tet_printf("Test if we reuse cached texture or not.\n");
+ int currentTextureCount = textureTrace.CountMethod("GenTextures");
+ DALI_TEST_EQUALS(currentTextureCount, expectTextureCount, TEST_LOCATION);
+
+ application.GetScene().Add(model3);
+
+ DALI_TEST_EQUALS(Test::WaitForEventThreadTrigger(1), true, TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render();
+
+ tet_printf("Test if we don't reuse cached texture, due to the metadata difference.\n");
+ currentTextureCount = textureTrace.CountMethod("GenTextures");
+ DALI_TEST_GREATER(currentTextureCount, expectTextureCount, TEST_LOCATION);
+
+ application.SendNotification();
+ application.Render();
+
+ END_TEST;
+}
+
+int UtcDaliModelNewSameResourceUrlCached02(void)
+{
+ /// Make we don't use mutiple thread loading for this UTC.
+ EnvironmentVariable::SetTestEnvironmentVariable("DALI_ASYNC_MANAGER_THREAD_POOL_SIZE", "1");
+ EnvironmentVariable::SetTestEnvironmentVariable("DALI_ASYNC_MANAGER_LOW_PRIORITY_THREAD_POOL_SIZE", "1");
+
+ ToolkitTestApplication application;
+ tet_infoline(" UtcDaliModelNew with difference url but same model");
+
+ Scene3D::Model model = Scene3D::Model::New(TEST_GLTF_FILE_NAME);
+ DALI_TEST_CHECK(model);
+ Scene3D::Model model2 = Scene3D::Model::New(TEST_GLTF_FILE_NAME_SAME_FILE);
+ DALI_TEST_CHECK(model2);
+
+ application.GetScene().Add(model);
+ application.GetScene().Add(model2);
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS(Test::WaitForEventThreadTrigger(2), true, TEST_LOCATION);
+ application.SendNotification();
+ application.Render();
+
+ END_TEST;
+}
+
// Positive test case for a method
int UtcDaliModelDownCast(void)
{
END_TEST;
}
+int UtcDaliModelResourceReady02(void)
+{
+ tet_infoline("Test model load successfully even if shader language version is low\n");
+ ToolkitTestApplication application;
+
+ auto originalShaderVersion = application.GetGlAbstraction().GetShaderLanguageVersion();
+
+ // Change the shader language version forcely!
+ application.GetGlAbstraction().mShaderLanguageVersion = 200;
+
+ try
+ {
+ gOnRelayoutCallBackCalled = false;
+ gResourceReadyCalled = false;
+ Scene3D::Model model = Scene3D::Model::New(TEST_GLTF_MORPH_FILE_NAME);
+ model.SetProperty(Actor::Property::SIZE, Vector2(100.0f, 100.0f));
+ model.OnRelayoutSignal().Connect(OnRelayoutCallback);
+ model.ResourceReadySignal().Connect(OnResourceReady);
+ DALI_TEST_EQUALS(model.IsResourceReady(), false, TEST_LOCATION);
+
+ // Sanity check
+ DALI_TEST_CHECK(!gOnRelayoutCallBackCalled);
+ DALI_TEST_CHECK(!gResourceReadyCalled);
+
+ application.GetScene().Add(model);
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS(Test::WaitForEventThreadTrigger(1), true, TEST_LOCATION);
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS(gOnRelayoutCallBackCalled, false, TEST_LOCATION);
+ DALI_TEST_EQUALS(model.IsResourceReady(), true, TEST_LOCATION);
+ DALI_TEST_EQUALS(gResourceReadyCalled, true, TEST_LOCATION);
+
+ // Change material information, for line coverage.
+ auto modelNode = model.FindChildModelNodeByName("AnimatedMorphCube");
+ DALI_TEST_CHECK(modelNode);
+ DALI_TEST_GREATER(modelNode.GetModelPrimitiveCount(), 0u, TEST_LOCATION);
+ auto modelPrimitive = modelNode.GetModelPrimitive(0u);
+ DALI_TEST_CHECK(modelPrimitive);
+ auto material = modelPrimitive.GetMaterial();
+ DALI_TEST_CHECK(material);
+
+ auto originBaseColorFactor = material.GetProperty<Dali::Vector4>(Dali::Scene3D::Material::Property::BASE_COLOR_FACTOR);
+ auto expectBaseColorFactor = Vector4(originBaseColorFactor.r + 0.05f, originBaseColorFactor.g - 0.05f, originBaseColorFactor.b, originBaseColorFactor.a);
+ material.SetProperty(Dali::Scene3D::Material::Property::BASE_COLOR_FACTOR, expectBaseColorFactor);
+
+ application.SendNotification();
+ application.Render();
+
+ DALI_TEST_EQUALS(material.GetProperty<Dali::Vector4>(Dali::Scene3D::Material::Property::BASE_COLOR_FACTOR), expectBaseColorFactor, TEST_LOCATION);
+ }
+ catch(...)
+ {
+ DALI_TEST_CHECK(false);
+ }
+
+ // Revert shader version. We should revert it even if UTC failed.
+ application.GetGlAbstraction().mShaderLanguageVersion = originalShaderVersion;
+
+ END_TEST;
+}
+
int UtcDaliModelResourceCacheCheck(void)
{
ToolkitTestApplication application;
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS(Test::WaitForEventThreadTrigger(1), true, TEST_LOCATION);
+ DALI_TEST_EQUALS(Test::WaitForEventThreadTrigger(2), true, TEST_LOCATION);
application.SendNotification();
application.Render();
END_TEST;
}
+
+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