// Enable debug log for test coverage
#define DEBUG_ENABLED 1
-#include "dali-scene3d/public-api/loader/node-definition.h"
-#include "dali-scene3d/public-api/loader/view-projection.h"
-#include <toolkit-test-application.h>
#include <dali-test-suite-utils.h>
+#include <toolkit-test-application.h>
#include <string_view>
+#include "dali-scene3d/public-api/loader/node-definition.h"
+#include "dali-scene3d/public-api/loader/view-projection.h"
using namespace Dali;
using namespace Dali::Scene3D::Loader;
ResourceBundle resources;
ViewProjection viewProjection;
- Transforms transforms { MatrixStack{}, viewProjection };
+ Transforms transforms{MatrixStack{}, viewProjection};
- NodeDefinition::CreateParams createParams {
+ NodeDefinition::CreateParams createParams{
resources,
- transforms
- };
+ transforms};
};
-}
+} // namespace
int UtcDaliConstraintDefinitionsCompare(void)
{
- ConstraintDefinition cd1{ "orientation", 0 };
- ConstraintDefinition cd2{ "position", 1 };
+ ConstraintDefinition cd1{"orientation", 0};
+ ConstraintDefinition cd2{"position", 1};
DALI_TEST_CHECK(cd1 < cd2);
DALI_TEST_CHECK(!(cd2 < cd1));
DALI_TEST_CHECK(cd1 == cd1);
DALI_TEST_CHECK(cd2 == cd2);
- ConstraintDefinition cd3{ "position", 0 };
- ConstraintDefinition cd4{ "scale", 1 };
- ConstraintDefinition cd5{ "position", 1 };
+ ConstraintDefinition cd3{"position", 0};
+ ConstraintDefinition cd4{"scale", 1};
+ ConstraintDefinition cd5{"position", 1};
DALI_TEST_CHECK(cd2 != cd3);
DALI_TEST_CHECK(cd2 != cd4);
DALI_TEST_CHECK(cd2 == cd5);
int UtcDaliBlendshapeShaderConfigurationRequestsCompare(void)
{
- TestApplication app;
- BlendshapeShaderConfigurationRequest bsscr1{ "", 0, Shader(nullptr) };
+ TestApplication app;
+ BlendshapeShaderConfigurationRequest bsscr1{"", 0, Shader(nullptr)};
- BlendshapeShaderConfigurationRequest bsscr2{ "", 0, Shader::New(
- "void main(){ gl_Position = vec4(0.); }",
- "void main(){ gl_FragColor = vec4(1.); }"
- ) };
+ BlendshapeShaderConfigurationRequest bsscr2{"", 0, Shader::New("void main(){ gl_Position = vec4(0.); }", "void main(){ gl_FragColor = vec4(1.); }")};
DALI_TEST_CHECK(bsscr1 < bsscr2);
DALI_TEST_CHECK(!(bsscr2 < bsscr1));
int UtcDaliNodeDefinitionExtrasCompare(void)
{
- NodeDefinition::Extra e1{ "alpha", Vector3::XAXIS * 2.f };
- NodeDefinition::Extra e2{ "beta", 8 };
+ NodeDefinition::Extra e1{"alpha", Vector3::XAXIS * 2.f};
+ NodeDefinition::Extra e2{"beta", 8};
DALI_TEST_CHECK(e1 < e2);
DALI_TEST_CHECK(!(e1 < e1));
int UtcDaliNodeDefinitionProperties(void)
{
TestApplication testApp;
- NodeDefinition nodeDef{
+ NodeDefinition nodeDef{
"testRootNode",
- Vector3{ -100.f, 100.f, -500.f },
- Quaternion{ Radian(Degree(45.f)), Vector3::ZAXIS },
- Vector3{ 2.f, 4.f, 8.f },
- Vector3{ 100.f, 50.f, 25.f },
+ INVALID_INDEX,
+ Vector3{-100.f, 100.f, -500.f},
+ Quaternion{Radian(Degree(45.f)), Vector3::ZAXIS},
+ Vector3{2.f, 4.f, 8.f},
+ Vector3{100.f, 50.f, 25.f},
false,
};
Quaternion frobnicateFactor(0.f, 1.f, 2.f, 3.f);
frobnicateFactor.Normalize(); // because it will be (by DALi) once it's set as a property.
- nodeDef.mExtras.push_back(NodeDefinition::Extra{ "frobnicateFactor", frobnicateFactor });
+ nodeDef.mExtras.push_back(NodeDefinition::Extra{"frobnicateFactor", frobnicateFactor});
Context ctx;
- auto actor = nodeDef.CreateActor(ctx.createParams);
+ auto actor = nodeDef.CreateModelNode(ctx.createParams);
DALI_TEST_EQUAL(nodeDef.mName, actor.GetProperty(Actor::Property::NAME).Get<std::string>());
DALI_TEST_EQUAL(nodeDef.mPosition, actor.GetProperty(Actor::Property::POSITION).Get<Vector3>());
DALI_TEST_EQUAL(nodeDef.mOrientation, actor.GetProperty(Actor::Property::ORIENTATION).Get<Quaternion>());
{
NodeDefinition nodeDef;
- auto renderable = new NodeDefinition::Renderable();
- renderable->mShaderIdx = 0;
- nodeDef.mRenderable.reset(renderable);
+ std::unique_ptr<NodeDefinition::Renderable> renderable = std::unique_ptr<NodeDefinition::Renderable>(new NodeDefinition::Renderable());
+ nodeDef.mRenderables.push_back(std::move(renderable));
+ nodeDef.mRenderables[0]->mShaderIdx = 0;
struct : IResourceReceiver
{
std::vector<Index> shaders;
- uint32_t otherResources = 0;
+ uint32_t otherResources = 0;
void Register(ResourceType::Value type, Index id) override
{
switch(type)
{
- case ResourceType::Shader:
- shaders.push_back(id);
- break;
+ case ResourceType::Shader:
+ shaders.push_back(id);
+ break;
- default:
- ++otherResources;
+ default:
+ ++otherResources;
}
}
} resourceReceiver;
- nodeDef.mRenderable->RegisterResources(resourceReceiver);
+ nodeDef.mRenderables[0]->RegisterResources(resourceReceiver);
DALI_TEST_EQUAL(1u, resourceReceiver.shaders.size());
DALI_TEST_EQUAL(0, resourceReceiver.shaders[0]);
DALI_TEST_EQUAL(0, resourceReceiver.otherResources);
{
NodeDefinition nodeDef;
- auto renderable = new NodeDefinition::Renderable();
- renderable->mShaderIdx = 0;
- nodeDef.mRenderable.reset(renderable);
+ std::unique_ptr<NodeDefinition::Renderable> renderable = std::unique_ptr<NodeDefinition::Renderable>(new NodeDefinition::Renderable());
+ nodeDef.mRenderables.push_back(std::move(renderable));
+ nodeDef.mRenderables[0]->mShaderIdx = 0;
struct : IResourceReflector
{
std::vector<Index*> shaders;
- uint32_t otherResources = 0;
+ uint32_t otherResources = 0;
void Reflect(ResourceType::Value type, Index& id) override
{
switch(type)
{
- case ResourceType::Shader:
- shaders.push_back(&id);
- break;
+ case ResourceType::Shader:
+ shaders.push_back(&id);
+ break;
- default:
- ++otherResources;
+ default:
+ ++otherResources;
}
}
} resourceReflector;
- nodeDef.mRenderable->ReflectResources(resourceReflector);
+ nodeDef.mRenderables[0]->ReflectResources(resourceReflector);
DALI_TEST_EQUAL(1u, resourceReflector.shaders.size());
- DALI_TEST_EQUAL(&renderable->mShaderIdx, resourceReflector.shaders[0]);
+ DALI_TEST_EQUAL(&nodeDef.mRenderables[0]->mShaderIdx, resourceReflector.shaders[0]);
DALI_TEST_EQUAL(0, resourceReflector.otherResources);
END_TEST;
int UtcDaliNodeDefinitionRenderable(void)
{
TestApplication testApp;
- NodeDefinition nodeDef;
+ NodeDefinition nodeDef;
- auto renderable = new NodeDefinition::Renderable();
- renderable->mShaderIdx = 0;
- nodeDef.mRenderable.reset(renderable);
+ std::unique_ptr<NodeDefinition::Renderable> renderable = std::unique_ptr<NodeDefinition::Renderable>(new NodeDefinition::Renderable());
+ nodeDef.mRenderables.push_back(std::move(renderable));
+ nodeDef.mRenderables[0]->mShaderIdx = 0;
- Context ctx;
- const auto VSH = "void main() { gl_Position = vec4(0.); }";
- const auto FSH = "void main() { gl_FragColor = vec4(1.); }";
- auto shader = Shader::New(VSH, FSH);
- ctx.resources.mShaders.push_back({ ShaderDefinition{}, shader });
+ Context ctx;
+ const auto VSH = "void main() { gl_Position = vec4(0.); }";
+ const auto FSH = "void main() { gl_FragColor = vec4(1.); }";
+ auto shader = Shader::New(VSH, FSH);
+ ctx.resources.mShaders.push_back({ShaderDefinition{}, shader});
- auto actor = nodeDef.CreateActor(ctx.createParams);
+ auto actor = nodeDef.CreateModelNode(ctx.createParams);
DALI_TEST_EQUAL(1, actor.GetRendererCount());
auto renderer = actor.GetRendererAt(0);