update light component constant, fixed the return value for find_editor_entity(), removed old GPU test scripts, added new GPU test scripts

Signed-off-by: jromnoa <80134229+jromnoa@users.noreply.github.com>
This commit is contained in:
jromnoa
2021-12-01 18:46:58 -08:00
parent ddd8dc6568
commit cc76ee58a7
5 changed files with 226 additions and 481 deletions
@@ -7,9 +7,54 @@ SPDX-License-Identifier: Apache-2.0 OR MIT
class Tests:
tbd = (
"tbd",
"tbd")
directional_light_component_disabled = (
"Disabled Directional Light component",
"Couldn't disable Directional Light component")
enter_game_mode = (
"Entered game mode",
"Failed to enter game mode")
exit_game_mode = (
"Exited game mode",
"Couldn't exit game mode")
global_skylight_component_disabled = (
"Disabled Global Skylight (IBL) component",
"Couldn't disable Global Skylight (IBL) component")
hdri_skybox_component_disabled = (
"Disabled HDRi Skybox component",
"Couldn't disable HDRi Skybox component")
light_component_added = (
"Light component added",
"Couldn't add Light component")
light_component_color_property_set = (
"Color property was set",
"Color property was not set")
light_component_enable_shadow_property_set = (
"Enable shadow property was set",
"Enable shadow property was not set")
light_component_enable_shutters_property_set = (
"Enable shutters property was set",
"Enable shutters property was not set")
light_component_inner_angle_property_set = (
"Inner angle property was set",
"Inner angle property was not set")
light_component_intensity_property_set = (
"Intensity property was set",
"Intensity property was not set")
light_component_light_type_property_set = (
"Light type property was set",
"Light type property was not set")
light_component_outer_angle_property_set = (
"Outer angle property was set",
"Outer angle property was not set")
light_component_shadowmap_size_property_set = (
"Shadowmap size was set",
"Shadowmap size was not set")
material_component_material_asset_property_set = (
"Material Asset property was set",
"Material Asset property was not set")
spot_light_entity_created = (
"Spot Light entity created",
"Couldn't create Spot Light entity")
def AtomGPU_LightComponent_SpotLightScreenshotsMatchGoldenImages():
@@ -28,17 +73,26 @@ def AtomGPU_LightComponent_SpotLightScreenshotsMatchGoldenImages():
The test scripts sets up the scenes correctly and takes accurate screenshots.
Test Steps:
1. Add Directional Light component to the existing Directional Light entity.
2.
1. Find the Directional Light entity then disable its Directional Light component.
2. Disable Global Skylight (IBL) and HDRi Skybox components on the Global Skylight entity.
:return: None
"""
import os
import azlmbr.legacy.general as general
import azlmbr.paths
from editor_python_test_tools.asset_utils import Asset
from editor_python_test_tools.editor_entity_utils import EditorEntity
from editor_python_test_tools.utils import Report, Tracer, TestHelper
from Atom.atom_utils.atom_constants import AtomComponentProperties, LIGHT_TYPES
from Atom.atom_utils.atom_component_helper import initial_viewport_setup, create_basic_atom_rendering_scene
from Atom.atom_utils.screenshot_utils import ScreenshotHelper
DEGREE_RADIAN_FACTOR = 0.0174533
with Tracer() as error_tracer:
# Test setup begins.
@@ -56,14 +110,153 @@ def AtomGPU_LightComponent_SpotLightScreenshotsMatchGoldenImages():
create_basic_atom_rendering_scene()
# Test steps begin.
# 1.
# 1. Find the Directional Light entity then disable its Directional Light component.
directional_light_name = AtomComponentProperties.directional_light()
directional_light_entity = EditorEntity.find_editor_entity(directional_light_name)
directional_light_component = directional_light_entity.get_components_of_type([directional_light_name])[0]
directional_light_component.disable_component()
Report.critical_result(Tests.directional_light_component_disabled, not directional_light_component.is_enabled())
# ???. Look for errors.
TestHelper.wait_for_condition(lambda: error_tracer.has_errors or error_tracer.has_asserts, 1.0)
for error_info in error_tracer.errors:
Report.info(f"Error: {error_info.filename} {error_info.function} | {error_info.message}")
for assert_info in error_tracer.asserts:
Report.info(f"Assert: {assert_info.filename} {assert_info.function} | {assert_info.message}")
# 2. Disable Global Skylight (IBL) component on the Global Skylight (IBL) entity.
global_skylight_name = AtomComponentProperties.global_skylight()
global_skylight_entity = EditorEntity.find_editor_entity(global_skylight_name)
global_skylight_component = global_skylight_entity.get_components_of_type([global_skylight_name])[0]
global_skylight_component.disable_component()
Report.critical_result(Tests.global_skylight_component_disabled, not global_skylight_component.is_enabled())
# 3. Disable HDRi Skybox component on the Global Skylight (IBL) entity
hdri_skybox_name = AtomComponentProperties.hdri_skybox()
hdri_skybox_component = global_skylight_entity.get_components_of_type([hdri_skybox_name])[0]
hdri_skybox_component.disable_component()
Report.critical_result(Tests.hdri_skybox_component_disabled, not hdri_skybox_component.is_enabled())
# 4. Create a Spot Light entity and rotate it.
spot_light_name = "Spot Light"
spot_light_entity = EditorEntity.create_editor_entity_at(
azlmbr.math.Vector3(0.7, -2.0, 1.0), spot_light_name)
rotation = azlmbr.math.Vector3(DEGREE_RADIAN_FACTOR * 300.0, 0.0, 0.0)
spot_light_entity.set_local_rotation(rotation)
Report.critical_result(Tests.spot_light_entity_created, spot_light_entity.exists())
# 5. Attach a Light component to the Spot Light entity.
light_name = AtomComponentProperties.light()
light_component = spot_light_entity.add_component(light_name)
Report.critical_result(Tests.light_component_added, light_component.is_enabled())
# 6. Set the Light component Light Type to Spot (disk).
light_component.set_component_property_value(
AtomComponentProperties.light('Light type'), LIGHT_TYPES['spot_disk'])
Report.result(
Tests.light_component_light_type_property_set,
light_component.get_component_property_value(
AtomComponentProperties.light('Light type')) == LIGHT_TYPES['spot_disk'])
# 7. Enter game mode and take a screenshot then exit game mode.
TestHelper.enter_game_mode(Tests.enter_game_mode)
TestHelper.wait_for_condition(function=lambda: general.is_in_game_mode(), timeout_in_seconds=4.0)
ScreenshotHelper(general.idle_wait_frames).capture_screenshot_blocking("SpotLight_1.ppm")
TestHelper.exit_game_mode(Tests.exit_game_mode)
TestHelper.wait_for_condition(function=lambda: not general.is_in_game_mode(), timeout_in_seconds=4.0)
# 8. Change the default material asset for the Ground Plane entity.
ground_plane_name = "Ground Plane"
ground_plane_entity = EditorEntity.find_editor_entity(ground_plane_name)
ground_plane_material_component_name = AtomComponentProperties.material()
ground_plane_material_component = ground_plane_entity.get_components_of_type(
[ground_plane_material_component_name])[0]
ground_plane_material_asset_path = os.path.join(
"Materials", "Presets", "Macbeth", "22_neutral_5-0_0-70d.azmaterial")
ground_plane_material_asset = Asset.find_asset_by_path(ground_plane_material_asset_path, False)
ground_plane_material_component.set_component_property_value(
AtomComponentProperties.material('Material Asset'), ground_plane_material_asset.id)
Report.result(
Tests.material_component_material_asset_property_set,
light_component.get_component_property_value(AtomComponentProperties.material('Material Asset')))
# 9. Enter game mode and take a screenshot then exit game mode.
TestHelper.enter_game_mode(Tests.enter_game_mode)
TestHelper.wait_for_condition(function=lambda: general.is_in_game_mode(), timeout_in_seconds=4.0)
ScreenshotHelper(general.idle_wait_frames).capture_screenshot_blocking("SpotLight_2.ppm")
TestHelper.exit_game_mode(Tests.exit_game_mode)
TestHelper.wait_for_condition(function=lambda: not general.is_in_game_mode(), timeout_in_seconds=4.0)
# 10. Increase the Intensity value of the Light component.
light_component.set_component_property_value(AtomComponentProperties.light('Intensity'), 800.0)
Report.result(
Tests.light_component_intensity_property_set,
light_component.get_component_property_value(
AtomComponentProperties.light('Intensity')) == 800.0)
# 11. Enter game mode and take a screenshot then exit game mode.
TestHelper.enter_game_mode(Tests.enter_game_mode)
TestHelper.wait_for_condition(function=lambda: general.is_in_game_mode(), timeout_in_seconds=4.0)
ScreenshotHelper(general.idle_wait_frames).capture_screenshot_blocking("SpotLight_3.ppm")
TestHelper.exit_game_mode(Tests.exit_game_mode)
TestHelper.wait_for_condition(function=lambda: not general.is_in_game_mode(), timeout_in_seconds=4.0)
# 12. Change the Light component Color property value.
color_value = azlmbr.math.Color(47.0 / 255.0, 75.0 / 255.0, 37.0 / 255.0, 255.0 / 255.0)
light_component.set_component_property_value(AtomComponentProperties.light('Color'), color_value)
Report.result(
Tests.light_component_color_property_set,
light_component.get_component_property_value(AtomComponentProperties.light('Color')) == color_value)
# 13. Enter game mode and take a screenshot then exit game mode.
TestHelper.enter_game_mode(Tests.enter_game_mode)
TestHelper.wait_for_condition(function=lambda: general.is_in_game_mode(), timeout_in_seconds=4.0)
ScreenshotHelper(general.idle_wait_frames).capture_screenshot_blocking("SpotLight_4.ppm")
TestHelper.exit_game_mode(Tests.exit_game_mode)
TestHelper.wait_for_condition(function=lambda: not general.is_in_game_mode(), timeout_in_seconds=4.0)
# 14. Change the Light component Enable shutters, Inner angle, and Outer angle property values.
enable_shutters = True
inner_angle = 60.0
outer_angle = 75.0
light_component.set_component_property_value(AtomComponentProperties.light('Enable shutters'), enable_shutters)
light_component.set_component_property_value(AtomComponentProperties.light('Inner angle'), inner_angle)
light_component.set_component_property_value(AtomComponentProperties.light('Outer angle'), outer_angle)
Report.result(
Tests.light_component_enable_shutters_property_set,
light_component.get_component_property_value(
AtomComponentProperties.light('Enable shutters')) == enable_shutters)
Report.result(
Tests.light_component_inner_angle_property_set,
light_component.get_component_property_value(AtomComponentProperties.light('Inner angle')) == inner_angle)
Report.result(
Tests.light_component_outer_angle_property_set,
light_component.get_component_property_value(AtomComponentProperties.light('Outer angle')) == outer_angle)
# 15. Enter game mode and take a screenshot then exit game mode.
TestHelper.enter_game_mode(Tests.enter_game_mode)
TestHelper.wait_for_condition(function=lambda: general.is_in_game_mode(), timeout_in_seconds=4.0)
ScreenshotHelper(general.idle_wait_frames).capture_screenshot_blocking("SpotLight_5.ppm")
TestHelper.exit_game_mode(Tests.exit_game_mode)
TestHelper.wait_for_condition(function=lambda: not general.is_in_game_mode(), timeout_in_seconds=4.0)
# 16. Change the Light component Enable shadow and Shadowmap size property values then move Spot Light entity.
light_component.set_component_property_value(AtomComponentProperties.light('Enable shadow'), True)
light_component.set_component_property_value(AtomComponentProperties.light('Shadowmap size'), 256.0)
spot_light_entity.set_world_rotation(azlmbr.math.Vector3(0.7, -2.0, 1.9))
Report.result(
Tests.light_component_enable_shadow_property_set,
light_component.get_component_property_value(AtomComponentProperties.light('Enable shadow')) is True)
Report.result(
Tests.light_component_shadowmap_size_property_set,
light_component.get_component_property_value(AtomComponentProperties.light('Shadowmap size')) == 256.0)
# 17. Enter game mode and take a screenshot then exit game mode.
TestHelper.enter_game_mode(Tests.enter_game_mode)
TestHelper.wait_for_condition(function=lambda: general.is_in_game_mode(), timeout_in_seconds=4.0)
ScreenshotHelper(general.idle_wait_frames).capture_screenshot_blocking("SpotLight_6.ppm")
TestHelper.exit_game_mode(Tests.exit_game_mode)
TestHelper.wait_for_condition(function=lambda: not general.is_in_game_mode(), timeout_in_seconds=4.0)
# 18. Look for errors.
TestHelper.wait_for_condition(lambda: error_tracer.has_errors or error_tracer.has_asserts, 1.0)
for error_info in error_tracer.errors:
Report.info(f"Error: {error_info.filename} {error_info.function} | {error_info.message}")
for assert_info in error_tracer.asserts:
Report.info(f"Assert: {assert_info.filename} {assert_info.function} | {assert_info.message}")
if __name__ == "__main__":