tornavis/source/blender/blenkernel/intern/layer_test.cc

183 lines
6.4 KiB
C++

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2020 by Blender Foundation.
*/
#include "testing/testing.h"
#include "MEM_guardedalloc.h"
#include "BKE_appdir.h"
#include "BKE_idtype.h"
#include "BKE_layer.h"
#include "BLI_string.h"
#include "RE_engine.h"
#include "IMB_imbuf.h"
#include "CLG_log.h"
#include "RNA_access.h"
#include "GHOST_Path-api.h"
namespace blender::bke::tests {
TEST(view_layer, aov_unique_names)
{
/* Set Up */
CLG_init();
BKE_idtype_init();
BKE_appdir_init();
IMB_init();
RE_engines_init();
Scene scene = {{nullptr}};
IDType_ID_SCE.init_data(&scene.id);
ViewLayer *view_layer = static_cast<ViewLayer *>(scene.view_layers.first);
RenderEngineType *engine_type = RE_engines_find(scene.r.engine);
RenderEngine *engine = RE_engine_create(engine_type);
EXPECT_FALSE(BKE_view_layer_has_valid_aov(view_layer));
EXPECT_EQ(view_layer->active_aov, nullptr);
/* Add an AOV */
ViewLayerAOV *aov1 = BKE_view_layer_add_aov(view_layer);
BKE_view_layer_verify_aov(engine, &scene, view_layer);
EXPECT_EQ(view_layer->active_aov, aov1);
EXPECT_TRUE(BKE_view_layer_has_valid_aov(view_layer));
EXPECT_FALSE((aov1->flag & AOV_CONFLICT) != 0);
/* Add a second AOV */
ViewLayerAOV *aov2 = BKE_view_layer_add_aov(view_layer);
BKE_view_layer_verify_aov(engine, &scene, view_layer);
EXPECT_EQ(view_layer->active_aov, aov2);
EXPECT_TRUE(BKE_view_layer_has_valid_aov(view_layer));
EXPECT_FALSE((aov1->flag & AOV_CONFLICT) != 0);
EXPECT_FALSE((aov2->flag & AOV_CONFLICT) != 0);
EXPECT_TRUE(STREQ(aov1->name, "AOV"));
EXPECT_TRUE(STREQ(aov2->name, "AOV_001"));
/* Revert previous resolution */
BLI_strncpy(aov2->name, "AOV", MAX_NAME);
BKE_view_layer_verify_aov(engine, &scene, view_layer);
EXPECT_TRUE(BKE_view_layer_has_valid_aov(view_layer));
EXPECT_FALSE((aov1->flag & AOV_CONFLICT) != 0);
EXPECT_FALSE((aov2->flag & AOV_CONFLICT) != 0);
EXPECT_TRUE(STREQ(aov1->name, "AOV"));
EXPECT_TRUE(STREQ(aov2->name, "AOV_001"));
/* Resolve by removing AOV resolution */
BKE_view_layer_remove_aov(view_layer, aov2);
aov2 = nullptr;
BKE_view_layer_verify_aov(engine, &scene, view_layer);
EXPECT_TRUE(BKE_view_layer_has_valid_aov(view_layer));
EXPECT_FALSE((aov1->flag & AOV_CONFLICT) != 0);
/* Tear down */
RE_engine_free(engine);
RE_engines_exit();
IDType_ID_SCE.free_data(&scene.id);
IMB_exit();
BKE_appdir_exit();
CLG_exit();
GHOST_DisposeSystemPaths();
}
static void test_render_pass_conflict(Scene *scene,
RenderEngine *engine,
ViewLayer *view_layer,
ViewLayerAOV *aov,
const char *render_pass_name,
const char *rna_prop_name)
{
PointerRNA ptr;
RNA_pointer_create(&scene->id, &RNA_ViewLayer, view_layer, &ptr);
RNA_boolean_set(&ptr, rna_prop_name, false);
/* Rename to Conflicting name */
BLI_strncpy(aov->name, render_pass_name, MAX_NAME);
BKE_view_layer_verify_aov(engine, scene, view_layer);
EXPECT_TRUE(BKE_view_layer_has_valid_aov(view_layer));
EXPECT_FALSE((aov->flag & AOV_CONFLICT) != 0);
EXPECT_TRUE(STREQ(aov->name, render_pass_name));
/* Activate render pass */
RNA_boolean_set(&ptr, rna_prop_name, true);
BKE_view_layer_verify_aov(engine, scene, view_layer);
EXPECT_FALSE(BKE_view_layer_has_valid_aov(view_layer));
EXPECT_TRUE((aov->flag & AOV_CONFLICT) != 0);
EXPECT_TRUE(STREQ(aov->name, render_pass_name));
/* Deactivate render pass */
RNA_boolean_set(&ptr, rna_prop_name, false);
BKE_view_layer_verify_aov(engine, scene, view_layer);
EXPECT_TRUE(BKE_view_layer_has_valid_aov(view_layer));
EXPECT_FALSE((aov->flag & AOV_CONFLICT) != 0);
EXPECT_TRUE(STREQ(aov->name, render_pass_name));
}
TEST(view_layer, aov_conflict)
{
/* Set Up */
CLG_init();
BKE_appdir_init();
IMB_init();
RE_engines_init();
Scene scene = {{nullptr}};
IDType_ID_SCE.init_data(&scene.id);
ViewLayer *view_layer = static_cast<ViewLayer *>(scene.view_layers.first);
RenderEngineType *engine_type = RE_engines_find(scene.r.engine);
RenderEngine *engine = RE_engine_create(engine_type);
EXPECT_FALSE(BKE_view_layer_has_valid_aov(view_layer));
EXPECT_EQ(view_layer->active_aov, nullptr);
/* Add an AOV */
ViewLayerAOV *aov = BKE_view_layer_add_aov(view_layer);
BKE_view_layer_verify_aov(engine, &scene, view_layer);
EXPECT_EQ(view_layer->active_aov, aov);
EXPECT_TRUE(BKE_view_layer_has_valid_aov(view_layer));
EXPECT_FALSE((aov->flag & AOV_CONFLICT) != 0);
test_render_pass_conflict(&scene, engine, view_layer, aov, "Depth", "use_pass_z");
test_render_pass_conflict(&scene, engine, view_layer, aov, "Normal", "use_pass_normal");
test_render_pass_conflict(&scene, engine, view_layer, aov, "Mist", "use_pass_mist");
test_render_pass_conflict(&scene, engine, view_layer, aov, "Shadow", "use_pass_shadow");
test_render_pass_conflict(&scene, engine, view_layer, aov, "AO", "use_pass_ambient_occlusion");
test_render_pass_conflict(&scene, engine, view_layer, aov, "Emit", "use_pass_emit");
test_render_pass_conflict(&scene, engine, view_layer, aov, "Env", "use_pass_environment");
test_render_pass_conflict(&scene, engine, view_layer, aov, "DiffDir", "use_pass_diffuse_direct");
test_render_pass_conflict(&scene, engine, view_layer, aov, "DiffCol", "use_pass_diffuse_color");
test_render_pass_conflict(&scene, engine, view_layer, aov, "GlossDir", "use_pass_glossy_direct");
test_render_pass_conflict(&scene, engine, view_layer, aov, "GlossCol", "use_pass_glossy_color");
/* Tear down */
RE_engine_free(engine);
RE_engines_exit();
IDType_ID_SCE.free_data(&scene.id);
IMB_exit();
BKE_appdir_exit();
CLG_exit();
GHOST_DisposeSystemPaths();
}
} // namespace blender::bke::tests