Made a test for shaderNode based j3md loading

cleanup_build_scripts
Nehon 9 years ago
parent c859cf375c
commit 7bd2feb416
  1. 100
      jme3-core/src/test/java/com/jme3/material/plugins/LoadJ3mdTest.java
  2. 34
      jme3-core/src/test/resources/testMatDef.j3md

@ -0,0 +1,100 @@
/*
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package com.jme3.material.plugins;
import com.jme3.asset.AssetManager;
import com.jme3.material.*;
import com.jme3.renderer.*;
import com.jme3.scene.Geometry;
import com.jme3.scene.shape.Box;
import com.jme3.shader.Shader;
import com.jme3.system.*;
import org.junit.Test;
import org.junit.runner.RunWith;
import org.mockito.runners.MockitoJUnitRunner;
import java.util.*;
import static org.junit.Assert.assertEquals;
@RunWith(MockitoJUnitRunner.class)
public class LoadJ3mdTest {
private Material material;
private final Geometry geometry = new Geometry("Geometry", new Box(1, 1, 1));
private final EnumSet<Caps> myCaps = EnumSet.noneOf(Caps.class);
private final RenderManager renderManager = new RenderManager(new NullRenderer() {
@Override
public EnumSet<Caps> getCaps() {
return LoadJ3mdTest.this.myCaps;
}
});
@Test
public void testShaderNodesMaterialDefLoading() {
supportGlsl(100);
material("testMatDef.j3md");
material.selectTechnique("Default", renderManager);
assertEquals(material.getActiveTechnique().getDef().getShaderNodes().size(), 2);
Shader s = material.getActiveTechnique().getDef().getShader(TestUtil.createAssetManager(), myCaps, material.getActiveTechnique().getDynamicDefines());
assertEquals(s.getSources().size(), 2);
}
private void supportGlsl(int version) {
switch (version) {
case 150:
myCaps.add(Caps.GLSL150);
case 140:
myCaps.add(Caps.GLSL140);
case 130:
myCaps.add(Caps.GLSL130);
case 120:
myCaps.add(Caps.GLSL120);
case 110:
myCaps.add(Caps.GLSL110);
case 100:
myCaps.add(Caps.GLSL100);
break;
}
}
private void caps(Caps... caps) {
myCaps.addAll(Arrays.asList(caps));
}
private void material(String path) {
AssetManager assetManager = TestUtil.createAssetManager();
material = new Material(assetManager, path);
geometry.setMaterial(material);
}
}

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MaterialDef Simple {
MaterialParameters {
Color Color
}
Technique {
WorldParameters {
WorldViewProjectionMatrix
}
VertexShaderNodes {
ShaderNode CommonVert {
Definition : CommonVert : Common/MatDefs/ShaderNodes/Common/CommonVert.j3sn
InputMappings {
worldViewProjectionMatrix = WorldParam.WorldViewProjectionMatrix
modelPosition = Global.position.xyz
}
OutputMappings {
Global.position = projPosition
}
}
}
FragmentShaderNodes {
ShaderNode ColorMult {
Definition : ColorMult : Common/MatDefs/ShaderNodes/Basic/ColorMult.j3sn
InputMappings {
color1 = MatParam.Color
color2 = Global.color
}
OutputMappings {
Global.color = outColor
}
}
}
}
}
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