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chore: add unit tests for iw3 techsets

This commit is contained in:
Jan Laupetin
2026-03-20 23:51:19 +01:00
parent 7bb9cfcbfa
commit 0c4a2771ef
12 changed files with 886 additions and 0 deletions

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#include "Game/IW3/Techset/TechniqueCompilerIW3.h"
#include "Game/IW3/IW3.h"
#include "Game/IW3/Techset/PixelShaderLoaderIW3.h"
#include "Game/IW3/Techset/VertexDeclCompilerIW3.h"
#include "Game/IW3/Techset/VertexShaderLoaderIW3.h"
#include "OatTestPaths.h"
#include "SearchPath/MockSearchPath.h"
#include "Shader/ShaderCommon.h"
#include "Utils/MemoryManager.h"
#include "catch2/generators/catch_generators.hpp"
#include <catch2/catch_test_macros.hpp>
#include <filesystem>
#include <fstream>
#include <string>
using namespace IW3;
using namespace Catch;
using namespace std::literals;
namespace fs = std::filesystem;
namespace
{
void GivenVertexShaderFile(const std::string& name, MockSearchPath& searchPath)
{
const auto filePath = oat::paths::GetTestDirectory() / "ObjCompilingTests/Game/IW3/Techset" / std::format("vs_{}.cso", name);
const auto fileSize = static_cast<size_t>(fs::file_size(filePath));
std::ifstream file(filePath, std::ios::binary);
REQUIRE(file.is_open());
std::string data(fileSize, '\0');
file.read(data.data(), fileSize);
REQUIRE(file.gcount() == static_cast<std::streamsize>(fileSize));
searchPath.AddFileData(shader::GetFileNameForVertexShaderAssetName(name), std::move(data));
}
void GivenPixelShaderFile(const std::string& name, MockSearchPath& searchPath)
{
const auto filePath = oat::paths::GetTestDirectory() / "ObjCompilingTests/Game/IW3/Techset" / std::format("ps_{}.cso", name);
const auto fileSize = static_cast<size_t>(fs::file_size(filePath));
std::ifstream file(filePath, std::ios::binary);
REQUIRE(file.is_open());
std::string data(fileSize, '\0');
file.read(data.data(), fileSize);
REQUIRE(file.gcount() == static_cast<std::streamsize>(fileSize));
searchPath.AddFileData(shader::GetFileNameForPixelShaderAssetName(name), std::move(data));
}
} // namespace
TEST_CASE("TechniqueCompilerIW3", "[iw3][techset][compiler]")
{
Zone zone("MockZone", 0, GameId::IW3, GamePlatform::PC);
zone.Register();
MemoryManager memory;
AssetCreatorCollection creatorCollection(zone);
IgnoredAssetLookup ignoredAssetLookup;
AssetCreationContext context(zone, &creatorCollection, &ignoredAssetLookup);
MockSearchPath searchPath;
creatorCollection.AddSubAssetCreator(techset::CreateVertexDeclCompilerIW3(memory));
creatorCollection.AddSubAssetCreator(techset::CreateVertexShaderLoaderIW3(memory, searchPath));
creatorCollection.AddSubAssetCreator(techset::CreatePixelShaderLoaderIW3(memory, searchPath));
auto loader = techset::CreateTechniqueCompilerIW3(memory, zone, searchPath);
SECTION("Can compile simple technique")
{
const auto [inputName, inputData] = GENERATE(Catch::Generators::table<const char*, const char*>({
{"auto-create args", R"TECHNIQUE(
{
stateMap "passthrough";
vertexShader 3.0 "simple.hlsl"
{
}
pixelShader 3.0 "simple.hlsl"
{
}
vertex.position = code.position;
}
)TECHNIQUE"},
{"manual args", R"TECHNIQUE(
{
stateMap "passthrough";
vertexShader 3.0 "simple.hlsl"
{
worldMatrix = constant.worldMatrix;
viewProjectionMatrix = constant.viewProjectionMatrix;
}
pixelShader 3.0 "simple.hlsl"
{
}
vertex.position = code.position;
}
)TECHNIQUE"},
}));
CAPTURE(inputName);
searchPath.AddFileData("techniques/zprepass.tech", inputData);
GivenVertexShaderFile("simple.hlsl", searchPath);
GivenPixelShaderFile("simple.hlsl", searchPath);
auto result = loader->CreateSubAsset("zprepass", context);
REQUIRE(result.HasBeenSuccessful());
const auto* assetInfo = reinterpret_cast<XAssetInfo<MaterialTechnique>*>(result.GetAssetInfo());
const auto* technique = assetInfo->Asset();
CHECK(technique->name == "zprepass"s);
CHECK(technique->flags == 0x4);
REQUIRE(technique->passCount == 1);
auto& pass = technique->passArray[0];
CHECK(pass.customSamplerFlags == 0);
REQUIRE(pass.vertexShader);
CHECK(pass.vertexShader->name == "simple.hlsl"s);
REQUIRE(pass.pixelShader);
CHECK(pass.pixelShader->name == "simple.hlsl"s);
REQUIRE(pass.vertexDecl);
auto& vertexDecl = *pass.vertexDecl;
CHECK(vertexDecl.hasOptionalSource == false);
REQUIRE(vertexDecl.streamCount == 1);
CHECK(vertexDecl.routing.data[0].source == STREAM_SRC_POSITION);
CHECK(vertexDecl.routing.data[0].dest == STREAM_DST_POSITION);
REQUIRE(pass.perPrimArgCount == 1);
REQUIRE(pass.perObjArgCount == 1);
REQUIRE(pass.stableArgCount == 0);
CHECK(pass.args[0].type == MTL_ARG_CODE_VERTEX_CONST);
CHECK(pass.args[0].dest == 4);
CHECK(pass.args[0].u.codeConst.index == CONST_SRC_CODE_TRANSPOSE_WORLD_MATRIX);
CHECK(pass.args[0].u.codeConst.firstRow == 0);
CHECK(pass.args[0].u.codeConst.rowCount == 4);
CHECK(pass.args[1].type == MTL_ARG_CODE_VERTEX_CONST);
CHECK(pass.args[1].dest == 0);
CHECK(pass.args[1].u.codeConst.index == CONST_SRC_CODE_TRANSPOSE_VIEW_PROJECTION_MATRIX);
CHECK(pass.args[1].u.codeConst.firstRow == 0);
CHECK(pass.args[1].u.codeConst.rowCount == 4);
}
SECTION("Can compile advanced technique")
{
const auto [inputName, inputData] = GENERATE(Catch::Generators::table<const char*, const char*>({
{"auto-create args", R"TECHNIQUE(
{
stateMap "passthrough";
vertexShader 3.0 "advanced.hlsl"
{
}
pixelShader 3.0 "advanced.hlsl"
{
normalMapSampler = material.normalMap;
colorMapSampler = material.colorMap;
}
vertex.position = code.position;
vertex.color[0] = code.color;
vertex.texcoord[0] = code.texcoord[0];
vertex.normal = code.normal;
vertex.texcoord[2] = code.tangent;
}
)TECHNIQUE"},
{"manual args", R"TECHNIQUE(
{
stateMap "passthrough";
vertexShader 3.0 "advanced.hlsl"
{
worldMatrix = constant.worldMatrix;
baseLightingCoords = constant.baseLightingCoords;
viewProjectionMatrix = constant.viewProjectionMatrix;
fogConsts = constant.fogConsts;
}
pixelShader 3.0 "advanced.hlsl"
{
attenuationSampler = sampler.attenuationSampler;
normalMapSampler = material.normalMap;
colorMapSampler = material.colorMap;
modelLightingSampler = sampler.modelLightingSampler;
fogColor = constant.fogColor;
lightingLookupScale = constant.lightingLookupScale;
lightPosition = constant.lightPosition;
lightDiffuse = constant.lightDiffuse;
lightSpotDir = constant.lightSpotDir;
lightSpotFactors = constant.lightSpotFactors;
}
vertex.position = code.position;
vertex.color[0] = code.color;
vertex.texcoord[0] = code.texcoord[0];
vertex.normal = code.normal;
vertex.texcoord[2] = code.tangent;
}
)TECHNIQUE"},
}));
CAPTURE(inputName);
searchPath.AddFileData("techniques/example_lit_spot.tech", inputData);
GivenVertexShaderFile("advanced.hlsl", searchPath);
GivenPixelShaderFile("advanced.hlsl", searchPath);
auto result = loader->CreateSubAsset("example_lit_spot", context);
REQUIRE(result.HasBeenSuccessful());
const auto* assetInfo = reinterpret_cast<XAssetInfo<MaterialTechnique>*>(result.GetAssetInfo());
const auto* technique = assetInfo->Asset();
CHECK(technique->name == "example_lit_spot"s);
CHECK(technique->flags == 0x10);
REQUIRE(technique->passCount == 1);
auto& pass = technique->passArray[0];
CHECK(pass.customSamplerFlags == 0);
REQUIRE(pass.vertexShader);
CHECK(pass.vertexShader->name == "advanced.hlsl"s);
REQUIRE(pass.pixelShader);
CHECK(pass.pixelShader->name == "advanced.hlsl"s);
REQUIRE(pass.vertexDecl);
auto& vertexDecl = *pass.vertexDecl;
CHECK(vertexDecl.hasOptionalSource == false);
REQUIRE(vertexDecl.streamCount == 5);
CHECK(vertexDecl.routing.data[0].source == STREAM_SRC_POSITION);
CHECK(vertexDecl.routing.data[0].dest == STREAM_DST_POSITION);
CHECK(vertexDecl.routing.data[1].source == STREAM_SRC_COLOR);
CHECK(vertexDecl.routing.data[1].dest == STREAM_DST_COLOR_0);
CHECK(vertexDecl.routing.data[2].source == STREAM_SRC_TEXCOORD_0);
CHECK(vertexDecl.routing.data[2].dest == STREAM_DST_TEXCOORD_0);
CHECK(vertexDecl.routing.data[3].source == STREAM_SRC_NORMAL);
CHECK(vertexDecl.routing.data[3].dest == STREAM_DST_NORMAL);
CHECK(vertexDecl.routing.data[4].source == STREAM_SRC_TANGENT);
CHECK(vertexDecl.routing.data[4].dest == STREAM_DST_TEXCOORD_2);
REQUIRE(pass.perPrimArgCount == 2);
REQUIRE(pass.perObjArgCount == 2);
REQUIRE(pass.stableArgCount == 10);
CHECK(pass.args[0].type == MTL_ARG_CODE_VERTEX_CONST);
CHECK(pass.args[0].dest == 4);
CHECK(pass.args[0].u.codeConst.index == CONST_SRC_CODE_TRANSPOSE_WORLD_MATRIX);
CHECK(pass.args[0].u.codeConst.firstRow == 0);
CHECK(pass.args[0].u.codeConst.rowCount == 4);
CHECK(pass.args[1].type == MTL_ARG_CODE_VERTEX_CONST);
CHECK(pass.args[1].dest == 8);
CHECK(pass.args[1].u.codeConst.index == CONST_SRC_CODE_BASE_LIGHTING_COORDS);
CHECK(pass.args[1].u.codeConst.firstRow == 0);
CHECK(pass.args[1].u.codeConst.rowCount == 1);
CHECK(pass.args[2].type == MTL_ARG_CODE_VERTEX_CONST);
CHECK(pass.args[2].dest == 0);
CHECK(pass.args[2].u.codeConst.index == CONST_SRC_CODE_TRANSPOSE_VIEW_PROJECTION_MATRIX);
CHECK(pass.args[2].u.codeConst.firstRow == 0);
CHECK(pass.args[2].u.codeConst.rowCount == 4);
CHECK(pass.args[3].type == MTL_ARG_CODE_PIXEL_SAMPLER);
CHECK(pass.args[3].dest == 6);
CHECK(pass.args[3].u.codeSampler == TEXTURE_SRC_CODE_LIGHT_ATTENUATION);
CHECK(pass.args[4].type == MTL_ARG_MATERIAL_PIXEL_SAMPLER);
CHECK(pass.args[4].dest == 5);
CHECK(pass.args[4].u.nameHash == 0x59D30D0F);
CHECK(pass.args[5].type == MTL_ARG_MATERIAL_PIXEL_SAMPLER);
CHECK(pass.args[5].dest == 0);
CHECK(pass.args[5].u.nameHash == 0xA0AB1041);
CHECK(pass.args[6].type == MTL_ARG_CODE_VERTEX_CONST);
CHECK(pass.args[6].dest == 21);
CHECK(pass.args[6].u.codeConst.index == CONST_SRC_CODE_FOG);
CHECK(pass.args[6].u.codeConst.firstRow == 0);
CHECK(pass.args[6].u.codeConst.rowCount == 1);
CHECK(pass.args[7].type == MTL_ARG_CODE_PIXEL_SAMPLER);
CHECK(pass.args[7].dest == 4);
CHECK(pass.args[7].u.codeSampler == TEXTURE_SRC_CODE_MODEL_LIGHTING);
CHECK(pass.args[8].type == MTL_ARG_CODE_PIXEL_CONST);
CHECK(pass.args[8].dest == 0);
CHECK(pass.args[8].u.codeConst.index == CONST_SRC_CODE_FOG_COLOR);
CHECK(pass.args[8].u.codeConst.firstRow == 0);
CHECK(pass.args[8].u.codeConst.rowCount == 1);
CHECK(pass.args[9].type == MTL_ARG_CODE_PIXEL_CONST);
CHECK(pass.args[9].dest == 5);
CHECK(pass.args[9].u.codeConst.index == CONST_SRC_CODE_LIGHTING_LOOKUP_SCALE);
CHECK(pass.args[9].u.codeConst.firstRow == 0);
CHECK(pass.args[9].u.codeConst.rowCount == 1);
CHECK(pass.args[10].type == MTL_ARG_CODE_PIXEL_CONST);
CHECK(pass.args[10].dest == 6);
CHECK(pass.args[10].u.codeConst.index == CONST_SRC_CODE_LIGHT_POSITION);
CHECK(pass.args[10].u.codeConst.firstRow == 0);
CHECK(pass.args[10].u.codeConst.rowCount == 1);
CHECK(pass.args[11].type == MTL_ARG_CODE_PIXEL_CONST);
CHECK(pass.args[11].dest == 7);
CHECK(pass.args[11].u.codeConst.index == CONST_SRC_CODE_LIGHT_DIFFUSE);
CHECK(pass.args[11].u.codeConst.firstRow == 0);
CHECK(pass.args[11].u.codeConst.rowCount == 1);
CHECK(pass.args[12].type == MTL_ARG_CODE_PIXEL_CONST);
CHECK(pass.args[12].dest == 8);
CHECK(pass.args[12].u.codeConst.index == CONST_SRC_CODE_LIGHT_SPOTDIR);
CHECK(pass.args[12].u.codeConst.firstRow == 0);
CHECK(pass.args[12].u.codeConst.rowCount == 1);
CHECK(pass.args[13].type == MTL_ARG_CODE_PIXEL_CONST);
CHECK(pass.args[13].dest == 9);
CHECK(pass.args[13].u.codeConst.index == CONST_SRC_CODE_LIGHT_SPOTFACTORS);
CHECK(pass.args[13].u.codeConst.firstRow == 0);
CHECK(pass.args[13].u.codeConst.rowCount == 1);
}
}

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#include "Game/IW3/Techset/TechsetCompilerIW3.h"
#include "Game/IW3/IW3.h"
#include "SearchPath/MockSearchPath.h"
#include "Techset/TechsetCommon.h"
#include "Utils/TestMemoryManager.h"
#include <catch2/catch_test_macros.hpp>
#include <catch2/generators/catch_generators.hpp>
#include <catch2/matchers/catch_matchers_floating_point.hpp>
#include <memory>
using namespace IW3;
using namespace std::string_literals;
namespace
{
MaterialTechnique* GivenTechnique(const std::string& name, AssetCreationContext& context, MemoryManager& memory)
{
auto* technique = memory.Alloc<MaterialTechnique>();
technique->name = memory.Dup(name.c_str());
context.AddSubAsset<SubAssetTechnique>(name, technique);
return technique;
}
} // namespace
TEST_CASE("TechsetCompilerIW3", "[techset][iw3][compiler]")
{
Zone zone("test", 0, GameId::IW3, GamePlatform::PC);
AssetCreatorCollection creators(zone);
IgnoredAssetLookup ignoredAssets;
AssetCreationContext context(zone, &creators, &ignoredAssets);
MockSearchPath searchPath;
TestMemoryManager memory;
const auto sut = techset::CreateTechsetCompilerIW3(memory, searchPath);
SECTION("Sets correct worldVertFormat")
{
const auto [techsetName, expectedWorldVertFormat] = GENERATE(Catch::Generators::table<const char*, MaterialWorldVertexFormat>({
{"default", MTL_WORLDVERT_TEX_1_NRM_1},
{"effect_zeqqz943", MTL_WORLDVERT_TEX_1_NRM_1},
{"lit_r0c0_t1c1n1", MTL_WORLDVERT_TEX_2_NRM_1},
{"lit_r0c0n0x0_b1c1n1s1v1", MTL_WORLDVERT_TEX_2_NRM_2},
{"lit_r0c0n0x0_b1c1n1s1v1_b2c2n2x2", MTL_WORLDVERT_TEX_3_NRM_3},
{"lit_sm_b0c0_b1c1_b2c2", MTL_WORLDVERT_TEX_3_NRM_1},
{"lit_sm_b0c0_b1c1n1x1_b2c2n2v2", MTL_WORLDVERT_TEX_3_NRM_2},
{"lit_sm_r0c0_b1c1_b2c2_b3c3", MTL_WORLDVERT_TEX_4_NRM_1},
{"lit_sm_r0c0n0_b1c1_b2c2n2v2_m3c3", MTL_WORLDVERT_TEX_4_NRM_2},
{"lit_sm_r0c0n0_b1c1n1s1", MTL_WORLDVERT_TEX_2_NRM_2},
{"lit_sm_r0c0n0s0_b1c1n1s1_b2c2n2", MTL_WORLDVERT_TEX_3_NRM_3},
{"lit_sm_r0c0n0x0_b1c1_b2c2n2s2", MTL_WORLDVERT_TEX_3_NRM_2},
{"lit_sm_r0c0n0x0_b1c1n1_b2c2n2s2v2", MTL_WORLDVERT_TEX_3_NRM_3},
{"lit_sm_r0c0n0x0_b1c1s1v1_m2c2_m3c3", MTL_WORLDVERT_TEX_4_NRM_1},
{"lit_sm_r0c0n0x0_b1c1v1_b2c2n2s2_m3c3", MTL_WORLDVERT_TEX_4_NRM_2},
{"lit_sm_r0c0s0_b1c1n1s1_m2c2", MTL_WORLDVERT_TEX_3_NRM_1},
{"lit_sm_r0c0x0_b1c1", MTL_WORLDVERT_TEX_2_NRM_1},
{"lit_sm_r0c0x0_b1c1n1s1_b2c2n2s2", MTL_WORLDVERT_TEX_3_NRM_2},
{"lit_sm_r0c0x0_m1c1_m2c2_m3c3", MTL_WORLDVERT_TEX_4_NRM_1},
{"lit_sm_t0c0n0_b1c1n1v1", MTL_WORLDVERT_TEX_2_NRM_2},
{"lit_sm_t0c0n0s0_b1c1n1_b2c2n2s2v2", MTL_WORLDVERT_TEX_3_NRM_3},
{"mc_lit_sm_r0c0d0_2213939z", MTL_WORLDVERT_TEX_1_NRM_1},
{"wpc_lit_sm_b0c0s0_3f3q946z", MTL_WORLDVERT_TEX_1_NRM_1},
{"wpc_lit_sm_r0c0n0s0o0_qj92q1f8", MTL_WORLDVERT_TEX_1_NRM_1},
{"wpc_sw4_3d_burning_embers_nuketown_74j6971w", MTL_WORLDVERT_TEX_1_NRM_1},
{"wpc_unlitdecalblend_add_j26wq580", MTL_WORLDVERT_TEX_1_NRM_1},
}));
CAPTURE(techsetName);
searchPath.AddFileData(techset::GetFileNameForTechsetName(techsetName), "");
const auto result = sut->CreateAsset(techsetName, context);
REQUIRE(result.HasBeenSuccessful());
const auto* techset = static_cast<MaterialTechniqueSet*>(result.GetAssetInfo()->m_ptr);
CHECK(techset->worldVertFormat == expectedWorldVertFormat);
}
SECTION("Can parse simple techset")
{
searchPath.AddFileData(techset::GetFileNameForTechsetName("simple"), R"TECHSET(
"depth prepass":
example_zprepass;
"lit spot":
example_lit_spot;
)TECHSET");
auto* exampleZPrepass = GivenTechnique("example_zprepass", context, memory);
auto* exampleLit = GivenTechnique("example_lit_spot", context, memory);
const auto result = sut->CreateAsset("simple", context);
REQUIRE(result.HasBeenSuccessful());
const auto* techset = static_cast<MaterialTechniqueSet*>(result.GetAssetInfo()->m_ptr);
CHECK(techset->name == "simple"s);
CHECK(techset->worldVertFormat == MTL_WORLDVERT_TEX_1_NRM_1);
size_t techniqueCount = 0;
for (auto* technique : techset->techniques)
{
if (technique)
techniqueCount++;
}
CHECK(techniqueCount == 2);
CHECK(techset->techniques[TECHNIQUE_DEPTH_PREPASS] == exampleZPrepass);
CHECK(techset->techniques[TECHNIQUE_LIT_SPOT] == exampleLit);
}
SECTION("Can parse techset with same technique used multiple times")
{
searchPath.AddFileData(techset::GetFileNameForTechsetName("simple"), R"TECHSET(
"depth prepass":
"build shadowmap depth":
example_zprepass;
"lit":
"lit sun":
"lit instanced omni shadow":
example_lit_spot;
)TECHSET");
auto* exampleZPrepass = GivenTechnique("example_zprepass", context, memory);
auto* exampleLitOmni = GivenTechnique("example_lit_spot", context, memory);
const auto result = sut->CreateAsset("simple", context);
REQUIRE(result.HasBeenSuccessful());
const auto* techset = static_cast<MaterialTechniqueSet*>(result.GetAssetInfo()->m_ptr);
CHECK(techset->name == "simple"s);
CHECK(techset->worldVertFormat == MTL_WORLDVERT_TEX_1_NRM_1);
size_t techniqueCount = 0;
for (auto* technique : techset->techniques)
{
if (technique)
techniqueCount++;
}
CHECK(techniqueCount == 5);
CHECK(techset->techniques[TECHNIQUE_DEPTH_PREPASS] == exampleZPrepass);
CHECK(techset->techniques[TECHNIQUE_BUILD_SHADOWMAP_DEPTH] == exampleZPrepass);
CHECK(techset->techniques[TECHNIQUE_LIT] == exampleLitOmni);
CHECK(techset->techniques[TECHNIQUE_LIT_SUN] == exampleLitOmni);
CHECK(techset->techniques[TECHNIQUE_LIT_INSTANCED_OMNI_SHADOW] == exampleLitOmni);
}
}

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#include "Game/IW3/Techset/VertexDeclCompilerIW3.h"
#include "Game/IW3/IW3.h"
#include "Utils/MemoryManager.h"
#include <catch2/catch_test_macros.hpp>
using namespace IW3;
using namespace Catch;
using namespace std::literals;
TEST_CASE("VertexDeclCompilerIW3", "[iw3][techset][compiler]")
{
Zone zone("MockZone", 0, GameId::IW3, GamePlatform::PC);
zone.Register();
MemoryManager memory;
AssetCreatorCollection creatorCollection(zone);
IgnoredAssetLookup ignoredAssetLookup;
AssetCreationContext context(zone, &creatorCollection, &ignoredAssetLookup);
auto loader = techset::CreateVertexDeclCompilerIW3(memory);
SECTION("Can create simple vertex decl")
{
auto result = loader->CreateSubAsset("pp", context);
REQUIRE(result.HasBeenSuccessful());
const auto* assetInfo = reinterpret_cast<XAssetInfo<MaterialVertexDeclaration>*>(result.GetAssetInfo());
const auto* decl = assetInfo->Asset();
CHECK(decl->hasOptionalSource == false);
REQUIRE(decl->streamCount == 1);
CHECK(decl->routing.data[0].source == STREAM_SRC_POSITION);
CHECK(decl->routing.data[0].dest == STREAM_DST_POSITION);
}
SECTION("Can create advanced vertex decl")
{
auto result = loader->CreateSubAsset("pt6cc1tt7t1t1n1n", context);
REQUIRE(result.HasBeenSuccessful());
const auto* assetInfo = reinterpret_cast<XAssetInfo<MaterialVertexDeclaration>*>(result.GetAssetInfo());
const auto* decl = assetInfo->Asset();
CHECK(decl->hasOptionalSource == true);
REQUIRE(decl->streamCount == 5);
CHECK(decl->routing.data[0].source == STREAM_SRC_POSITION);
CHECK(decl->routing.data[0].dest == STREAM_DST_TEXCOORD_6);
CHECK(decl->routing.data[1].source == STREAM_SRC_COLOR);
CHECK(decl->routing.data[1].dest == STREAM_DST_COLOR_1);
CHECK(decl->routing.data[2].source == STREAM_SRC_TANGENT);
CHECK(decl->routing.data[2].dest == STREAM_DST_TEXCOORD_7);
CHECK(decl->routing.data[3].source == STREAM_SRC_TEXCOORD_1);
CHECK(decl->routing.data[3].dest == STREAM_DST_TEXCOORD_1);
CHECK(decl->routing.data[4].source == STREAM_SRC_NORMAL_TRANSFORM_1);
CHECK(decl->routing.data[4].dest == STREAM_DST_NORMAL);
}
}

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#include "Game/IW3/Techset/TechsetDumperIW3.h"
#include "Asset/AssetRegistration.h"
#include "Game/IW3/IW3.h"
#include "OatTestPaths.h"
#include "SearchPath/MockOutputPath.h"
#include "SearchPath/MockSearchPath.h"
#include "Utils/MemoryManager.h"
#include <catch2/catch_test_macros.hpp>
#include <filesystem>
#include <format>
#include <fstream>
#include <string>
using namespace IW3;
using namespace Catch;
using namespace std::literals;
namespace fs = std::filesystem;
namespace
{
std::string Trimmed(const std::string& input)
{
auto start = input.find_first_not_of(" \r\n");
if (start == std::string::npos)
start = 0;
auto end = input.find_last_not_of(" \r\n");
if (end == std::string::npos)
end = input.length();
else
end = end + 1;
return input.substr(start, end - start);
}
MaterialVertexShader* GivenVertexShader(const std::string& name, MemoryManager& memory)
{
const auto filePath = oat::paths::GetTestDirectory() / "ObjWritingTests/Game/IW3/Techset" / std::format("vs_{}.cso", name);
const auto fileSize = static_cast<size_t>(fs::file_size(filePath));
std::ifstream file(filePath, std::ios::binary);
REQUIRE(file.is_open());
auto* shader = memory.Alloc<MaterialVertexShader>();
shader->name = memory.Dup(name.c_str());
shader->prog.loadDef.program = reinterpret_cast<unsigned*>(memory.Alloc<char>(fileSize));
shader->prog.loadDef.programSize = static_cast<decltype(GfxVertexShaderLoadDef::programSize)>(fileSize / 4u);
file.read(reinterpret_cast<char*>(shader->prog.loadDef.program), fileSize);
REQUIRE(file.gcount() == static_cast<std::streamsize>(fileSize));
return shader;
}
MaterialPixelShader* GivenPixelShader(const std::string& name, MemoryManager& memory)
{
const auto filePath = oat::paths::GetTestDirectory() / "ObjWritingTests/Game/IW3/Techset" / std::format("ps_{}.cso", name);
const auto fileSize = static_cast<size_t>(fs::file_size(filePath));
std::ifstream file(filePath, std::ios::binary);
REQUIRE(file.is_open());
auto* shader = memory.Alloc<MaterialPixelShader>();
shader->name = memory.Dup(name.c_str());
shader->prog.loadDef.program = reinterpret_cast<unsigned*>(memory.Alloc<char>(fileSize));
shader->prog.loadDef.programSize = static_cast<decltype(GfxVertexShaderLoadDef::programSize)>(fileSize / 4u);
file.read(reinterpret_cast<char*>(shader->prog.loadDef.program), fileSize);
REQUIRE(file.gcount() == static_cast<std::streamsize>(fileSize));
return shader;
}
MaterialTechnique* GivenDepthPrepassTechnique(MemoryManager& memory)
{
auto* technique = memory.Alloc<MaterialTechnique>();
technique->name = "example_zprepass";
technique->flags = 0x4;
technique->passCount = 1;
auto& pass = technique->passArray[0];
pass.perPrimArgCount = 1;
pass.perObjArgCount = 1;
pass.stableArgCount = 0;
pass.customSamplerFlags = 0;
pass.vertexShader = GivenVertexShader("simple.hlsl", memory);
pass.pixelShader = GivenPixelShader("simple.hlsl", memory);
pass.vertexDecl = memory.Alloc<MaterialVertexDeclaration>();
auto& vertexDecl = *pass.vertexDecl;
vertexDecl.streamCount = 1;
vertexDecl.hasOptionalSource = false;
vertexDecl.routing.data[0].source = STREAM_SRC_POSITION;
vertexDecl.routing.data[0].dest = STREAM_DST_POSITION;
pass.args = memory.Alloc<MaterialShaderArgument>(2);
pass.args[0].type = MTL_ARG_CODE_VERTEX_CONST;
pass.args[0].dest = 4;
pass.args[0].u.codeConst.index = CONST_SRC_CODE_TRANSPOSE_WORLD_MATRIX;
pass.args[0].u.codeConst.firstRow = 0;
pass.args[0].u.codeConst.rowCount = 4;
pass.args[1].type = MTL_ARG_CODE_VERTEX_CONST;
pass.args[1].dest = 0;
pass.args[1].u.codeConst.index = CONST_SRC_CODE_TRANSPOSE_VIEW_PROJECTION_MATRIX;
pass.args[1].u.codeConst.firstRow = 0;
pass.args[1].u.codeConst.rowCount = 4;
return technique;
}
MaterialTechnique* GivenLitSpotTechnique(MemoryManager& memory)
{
auto* technique = memory.Alloc<MaterialTechnique>();
technique->name = "example_lit_spot";
technique->flags = 0x10;
technique->passCount = 1;
auto& pass = technique->passArray[0];
pass.perPrimArgCount = 2;
pass.perObjArgCount = 2;
pass.stableArgCount = 10;
pass.customSamplerFlags = 0;
pass.vertexShader = GivenVertexShader("advanced.hlsl", memory);
pass.pixelShader = GivenPixelShader("advanced.hlsl", memory);
pass.vertexDecl = memory.Alloc<MaterialVertexDeclaration>();
auto& vertexDecl = *pass.vertexDecl;
vertexDecl.streamCount = 5;
vertexDecl.hasOptionalSource = false;
vertexDecl.routing.data[0].source = STREAM_SRC_POSITION;
vertexDecl.routing.data[0].dest = STREAM_DST_POSITION;
vertexDecl.routing.data[1].source = STREAM_SRC_COLOR;
vertexDecl.routing.data[1].dest = STREAM_DST_COLOR_0;
vertexDecl.routing.data[2].source = STREAM_SRC_TEXCOORD_0;
vertexDecl.routing.data[2].dest = STREAM_DST_TEXCOORD_0;
vertexDecl.routing.data[3].source = STREAM_SRC_NORMAL;
vertexDecl.routing.data[3].dest = STREAM_DST_NORMAL;
vertexDecl.routing.data[4].source = STREAM_SRC_TANGENT;
vertexDecl.routing.data[4].dest = STREAM_DST_TEXCOORD_2;
pass.args = memory.Alloc<MaterialShaderArgument>(14);
pass.args[0].type = MTL_ARG_CODE_VERTEX_CONST;
pass.args[0].dest = 4;
pass.args[0].u.codeConst.index = CONST_SRC_CODE_TRANSPOSE_WORLD_MATRIX;
pass.args[0].u.codeConst.firstRow = 0;
pass.args[0].u.codeConst.rowCount = 4;
pass.args[1].type = MTL_ARG_CODE_VERTEX_CONST;
pass.args[1].dest = 8;
pass.args[1].u.codeConst.index = CONST_SRC_CODE_BASE_LIGHTING_COORDS;
pass.args[1].u.codeConst.firstRow = 0;
pass.args[1].u.codeConst.rowCount = 1;
pass.args[2].type = MTL_ARG_CODE_VERTEX_CONST;
pass.args[2].dest = 0;
pass.args[2].u.codeConst.index = CONST_SRC_CODE_TRANSPOSE_VIEW_PROJECTION_MATRIX;
pass.args[2].u.codeConst.firstRow = 0;
pass.args[2].u.codeConst.rowCount = 4;
pass.args[3].type = MTL_ARG_CODE_PIXEL_SAMPLER;
pass.args[3].dest = 6;
pass.args[3].u.codeSampler = TEXTURE_SRC_CODE_LIGHT_ATTENUATION;
pass.args[4].type = MTL_ARG_MATERIAL_PIXEL_SAMPLER;
pass.args[4].dest = 5;
pass.args[4].u.nameHash = 0x59D30D0F;
pass.args[5].type = MTL_ARG_MATERIAL_PIXEL_SAMPLER;
pass.args[5].dest = 0;
pass.args[5].u.nameHash = 0xA0AB1041;
pass.args[6].type = MTL_ARG_CODE_VERTEX_CONST;
pass.args[6].dest = 21;
pass.args[6].u.codeConst.index = CONST_SRC_CODE_FOG;
pass.args[6].u.codeConst.firstRow = 0;
pass.args[6].u.codeConst.rowCount = 1;
pass.args[7].type = MTL_ARG_CODE_PIXEL_SAMPLER;
pass.args[7].dest = 4;
pass.args[7].u.codeSampler = TEXTURE_SRC_CODE_MODEL_LIGHTING;
pass.args[8].type = MTL_ARG_CODE_PIXEL_CONST;
pass.args[8].dest = 0;
pass.args[8].u.codeConst.index = CONST_SRC_CODE_FOG_COLOR;
pass.args[8].u.codeConst.firstRow = 0;
pass.args[8].u.codeConst.rowCount = 1;
pass.args[9].type = MTL_ARG_CODE_PIXEL_CONST;
pass.args[9].dest = 5;
pass.args[9].u.codeConst.index = CONST_SRC_CODE_LIGHTING_LOOKUP_SCALE;
pass.args[9].u.codeConst.firstRow = 0;
pass.args[9].u.codeConst.rowCount = 1;
pass.args[10].type = MTL_ARG_CODE_PIXEL_CONST;
pass.args[10].dest = 6;
pass.args[10].u.codeConst.index = CONST_SRC_CODE_LIGHT_POSITION;
pass.args[10].u.codeConst.firstRow = 0;
pass.args[10].u.codeConst.rowCount = 1;
pass.args[11].type = MTL_ARG_CODE_PIXEL_CONST;
pass.args[11].dest = 7;
pass.args[11].u.codeConst.index = CONST_SRC_CODE_LIGHT_DIFFUSE;
pass.args[11].u.codeConst.firstRow = 0;
pass.args[11].u.codeConst.rowCount = 1;
pass.args[12].type = MTL_ARG_CODE_PIXEL_CONST;
pass.args[12].dest = 8;
pass.args[12].u.codeConst.index = CONST_SRC_CODE_LIGHT_SPOTDIR;
pass.args[12].u.codeConst.firstRow = 0;
pass.args[12].u.codeConst.rowCount = 1;
pass.args[13].type = MTL_ARG_CODE_PIXEL_CONST;
pass.args[13].dest = 9;
pass.args[13].u.codeConst.index = CONST_SRC_CODE_LIGHT_SPOTFACTORS;
pass.args[13].u.codeConst.firstRow = 0;
pass.args[13].u.codeConst.rowCount = 1;
return technique;
}
MaterialTechniqueSet* GivenTechset(Zone& zone, MemoryManager& memory)
{
auto* techset = memory.Alloc<MaterialTechniqueSet>();
techset->name = "example_techset";
techset->worldVertFormat = MTL_WORLDVERT_TEX_4_NRM_2;
techset->techniques[TECHNIQUE_DEPTH_PREPASS] = GivenDepthPrepassTechnique(memory);
techset->techniques[TECHNIQUE_LIT_SPOT] = GivenLitSpotTechnique(memory);
zone.m_pools.AddAsset(std::make_unique<XAssetInfo<MaterialTechniqueSet>>(ASSET_TYPE_TECHNIQUE_SET, techset->name, techset));
return techset;
}
} // namespace
TEST_CASE("TechsetDumperIW3", "[iw3][techset][dumper]")
{
Zone zone("MockZone", 0, GameId::IW3, GamePlatform::PC);
zone.Register();
MemoryManager memory;
MockSearchPath mockObjPath;
MockOutputPath mockOutput;
AssetDumpingContext context(zone, "", mockOutput, mockObjPath, std::nullopt);
GivenTechset(zone, memory);
techset::DumperIW3 dumper(true);
SECTION("Can dump techset")
{
std::string expected(R"TECHSET(
"depth prepass":
example_zprepass;
"lit spot":
example_lit_spot;
)TECHSET");
dumper.Dump(context);
const auto* file = mockOutput.GetMockedFile("techsets/example_techset.techset");
REQUIRE(file);
REQUIRE(Trimmed(file->AsString()) == Trimmed(expected));
}
SECTION("Can dump simple technique")
{
std::string expected(R"TECHNIQUE(
// TECHNIQUE FLAGS: 0x4
{
stateMap "passthrough"; // TODO
vertexShader 3.0 "simple.hlsl"
{
// Omitted due to matching accessors: worldMatrix = constant.worldMatrix;
// Omitted due to matching accessors: viewProjectionMatrix = constant.viewProjectionMatrix;
}
pixelShader 3.0 "simple.hlsl"
{
}
vertex.position = code.position;
}
)TECHNIQUE");
dumper.Dump(context);
const auto* file = mockOutput.GetMockedFile("techniques/example_zprepass.tech");
REQUIRE(file);
REQUIRE(Trimmed(file->AsString()) == Trimmed(expected));
}
SECTION("Can dump advanced technique")
{
std::string expected(R"TECHNIQUE(
// TECHNIQUE FLAGS: 0x10
{
stateMap "passthrough"; // TODO
vertexShader 3.0 "advanced.hlsl"
{
// Omitted due to matching accessors: worldMatrix = constant.worldMatrix;
// Omitted due to matching accessors: baseLightingCoords = constant.baseLightingCoords;
// Omitted due to matching accessors: viewProjectionMatrix = constant.viewProjectionMatrix;
// Omitted due to matching accessors: fogConsts = constant.fogConsts;
}
pixelShader 3.0 "advanced.hlsl"
{
// Omitted due to matching accessors: attenuationSampler = sampler.attenuationSampler;
normalMapSampler = material.normalMap;
colorMapSampler = material.colorMap;
// Omitted due to matching accessors: modelLightingSampler = sampler.modelLightingSampler;
// Omitted due to matching accessors: fogColor = constant.fogColor;
// Omitted due to matching accessors: lightingLookupScale = constant.lightingLookupScale;
// Omitted due to matching accessors: lightPosition = constant.lightPosition;
// Omitted due to matching accessors: lightDiffuse = constant.lightDiffuse;
// Omitted due to matching accessors: lightSpotDir = constant.lightSpotDir;
// Omitted due to matching accessors: lightSpotFactors = constant.lightSpotFactors;
}
vertex.position = code.position;
vertex.color[0] = code.color;
vertex.texcoord[0] = code.texcoord[0];
vertex.normal = code.normal;
vertex.texcoord[2] = code.tangent;
}
)TECHNIQUE");
dumper.Dump(context);
const auto* file = mockOutput.GetMockedFile("techniques/example_lit_spot.tech");
REQUIRE(file);
REQUIRE(Trimmed(file->AsString()) == Trimmed(expected));
}
}