godot/modules/noise/tests/test_noise_texture_3d.h

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/*  test_noise_texture_3d.h                                               */
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#ifndef TEST_NOISE_TEXTURE_3D_H
#define TEST_NOISE_TEXTURE_3D_H

#include "../noise_texture_3d.h"

#include "tests/test_macros.h"

namespace TestNoiseTexture3D {

class NoiseTexture3DTester : public RefCounted {
	GDCLASS(NoiseTexture3DTester, RefCounted);

	const NoiseTexture3D *const texture;

public:
	NoiseTexture3DTester(const NoiseTexture3D *const p_texture) :
			texture{ p_texture } {}

	Color compute_average_color(const Ref<Image> &p_noise_image) {
		Color r_avg_color{};

		for (int i = 0; i < p_noise_image->get_width(); ++i) {
			for (int j = 0; j < p_noise_image->get_height(); ++j) {
				const Color pixel = p_noise_image->get_pixel(i, j);
				r_avg_color += pixel;
			}
		}

		int pixel_count = p_noise_image->get_width() * p_noise_image->get_height();
		r_avg_color /= pixel_count;
		return r_avg_color;
	}

	void check_mip_and_color_ramp() {
		const Vector<Ref<Image>> noise_data = texture->get_data();

		for (int i = 0; i < noise_data.size(); i++) {
			const Ref<Image> noise_image = noise_data[i];

			CHECK(noise_image.is_valid());
			CHECK(noise_image->get_width() == texture->get_width());
			CHECK(noise_image->get_height() == texture->get_height());

			CHECK(noise_image->get_format() == Image::FORMAT_RGBA8);
			CHECK(!noise_image->has_mipmaps());

			Color avg_color = compute_average_color(noise_image);

			// Check that the noise texture is modulated correctly by the color ramp (Gradient).
			CHECK_FALSE_MESSAGE((avg_color.r + avg_color.g + avg_color.b) == doctest::Approx(0.0), "The noise texture should not be all black");
			CHECK_FALSE_MESSAGE((avg_color.r + avg_color.g + avg_color.b) == doctest::Approx(noise_image->get_width() * noise_image->get_height() * 3.0), "The noise texture should not be all white");
			CHECK_MESSAGE(avg_color.g == doctest::Approx(0.0), "The noise texture should not have any green when modulated correctly by the color ramp");
		}
	}

	void check_seamless_texture_grayscale() {
		const Vector<Ref<Image>> noise_data = texture->get_data();

		for (int i = 0; i < noise_data.size(); i++) {
			const Ref<Image> noise_image = noise_data[i];

			CHECK(noise_image.is_valid());
			CHECK(noise_image->get_width() == texture->get_width());
			CHECK(noise_image->get_height() == texture->get_height());

			CHECK(noise_image->get_format() == Image::FORMAT_L8);

			Color avg_color = compute_average_color(noise_image);

			// Since it's a grayscale image and every channel except the alpha channel has the
			// same values (conversion happens in Image::get_pixel) we only need to test one channel.
			CHECK(avg_color.r == doctest::Approx(0.5).epsilon(0.05));
		}
	}

	void check_seamless_texture_rgba() {
		const Vector<Ref<Image>> noise_data = texture->get_data();

		for (int i = 0; i < noise_data.size(); i++) {
			const Ref<Image> noise_image = noise_data[i];

			CHECK(noise_image.is_valid());
			CHECK(noise_image->get_width() == texture->get_width());
			CHECK(noise_image->get_height() == texture->get_height());

			CHECK(noise_image->get_format() == Image::FORMAT_RGBA8);

			// Check that the noise texture is modulated correctly by the color ramp (Gradient).
			Color avg_color = compute_average_color(noise_image);

			// We use a default (black to white) gradient, so the average of the red, green and blue channels should be the same.
			CHECK(avg_color.r == doctest::Approx(0.5).epsilon(0.05));
			CHECK(avg_color.g == doctest::Approx(0.5).epsilon(0.05));
			CHECK(avg_color.b == doctest::Approx(0.5).epsilon(0.05));
		}
	}
};

TEST_CASE("[NoiseTexture][SceneTree] Getter and setter") {
	Ref<NoiseTexture3D> noise_texture = memnew(NoiseTexture3D);

	Ref<FastNoiseLite> noise = memnew(FastNoiseLite);
	noise_texture->set_noise(noise);
	CHECK(noise_texture->get_noise() == noise);
	noise_texture->set_noise(nullptr);
	CHECK(noise_texture->get_noise().is_null());

	noise_texture->set_width(8);
	noise_texture->set_height(4);
	noise_texture->set_depth(2);
	CHECK(noise_texture->get_width() == 8);
	CHECK(noise_texture->get_height() == 4);
	CHECK(noise_texture->get_depth() == 2);

	ERR_PRINT_OFF;
	noise_texture->set_width(-1);
	noise_texture->set_height(-1);
	noise_texture->set_depth(-1);
	ERR_PRINT_ON;
	CHECK(noise_texture->get_width() == 8);
	CHECK(noise_texture->get_height() == 4);
	CHECK(noise_texture->get_depth() == 2);

	noise_texture->set_invert(true);
	CHECK(noise_texture->get_invert() == true);
	noise_texture->set_invert(false);
	CHECK(noise_texture->get_invert() == false);

	noise_texture->set_seamless(true);
	CHECK(noise_texture->get_seamless() == true);
	noise_texture->set_seamless(false);
	CHECK(noise_texture->get_seamless() == false);

	noise_texture->set_seamless_blend_skirt(0.45);
	CHECK(noise_texture->get_seamless_blend_skirt() == doctest::Approx(0.45));

	ERR_PRINT_OFF;
	noise_texture->set_seamless_blend_skirt(-1.0);
	noise_texture->set_seamless_blend_skirt(2.0);
	CHECK(noise_texture->get_seamless_blend_skirt() == doctest::Approx(0.45));
	ERR_PRINT_ON;

	Ref<Gradient> gradient = memnew(Gradient);
	noise_texture->set_color_ramp(gradient);
	CHECK(noise_texture->get_color_ramp() == gradient);
	noise_texture->set_color_ramp(nullptr);
	CHECK(noise_texture->get_color_ramp().is_null());
}

TEST_CASE("[NoiseTexture3D][SceneTree] Generating a basic noise texture with mipmaps and color ramp modulation") {
	Ref<NoiseTexture3D> noise_texture = memnew(NoiseTexture3D);

	Ref<FastNoiseLite> noise = memnew(FastNoiseLite);
	noise_texture->set_noise(noise);

	Ref<Gradient> gradient = memnew(Gradient);
	Vector<Gradient::Point> points;
	points.push_back({ 0.0, Color(1, 0, 0) });
	points.push_back({ 1.0, Color(0, 0, 1) });
	gradient->set_points(points);
	noise_texture->set_color_ramp(gradient);
	noise_texture->set_width(16);
	noise_texture->set_height(16);
	noise_texture->set_depth(16);

	Ref<NoiseTexture3DTester> tester = memnew(NoiseTexture3DTester(noise_texture.ptr()));
	noise_texture->connect_changed(callable_mp(tester.ptr(), &NoiseTexture3DTester::check_mip_and_color_ramp));
	MessageQueue::get_singleton()->flush();
}

TEST_CASE("[NoiseTexture3D][SceneTree] Generating a seamless noise texture") {
	Ref<NoiseTexture3D> noise_texture = memnew(NoiseTexture3D);

	Ref<FastNoiseLite> noise = memnew(FastNoiseLite);
	noise->set_frequency(0.5);
	noise_texture->set_noise(noise);
	noise_texture->set_width(16);
	noise_texture->set_height(16);
	noise_texture->set_depth(16);
	noise_texture->set_seamless(true);

	Ref<NoiseTexture3DTester> tester = memnew(NoiseTexture3DTester(noise_texture.ptr()));

	SUBCASE("Grayscale(L8) 16x16x16, with seamless blend skirt of 0.05") {
		noise_texture->set_seamless_blend_skirt(0.05);
		noise_texture->connect_changed(callable_mp(tester.ptr(), &NoiseTexture3DTester::check_seamless_texture_grayscale));
		MessageQueue::get_singleton()->flush();
	}

	SUBCASE("16x16x16 modulated with default (transparent)black and white gradient (RGBA8), with seamless blend skirt of 1.0") {
		Ref<Gradient> gradient = memnew(Gradient);
		Vector<Gradient::Point> points;
		points.push_back({ 0.0, Color(0, 0, 0, 0) });
		points.push_back({ 1.0, Color(1, 1, 1, 1) });
		gradient->set_points(points);
		noise_texture->set_color_ramp(gradient);
		noise_texture->set_seamless_blend_skirt(1.0);
		noise_texture->connect_changed(callable_mp(tester.ptr(), &NoiseTexture3DTester::check_seamless_texture_rgba));
		MessageQueue::get_singleton()->flush();
	}
}

} //namespace TestNoiseTexture3D

#endif // TEST_NOISE_TEXTURE_3D_H