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136 lines
5.3 KiB
C++
136 lines
5.3 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#include <StdAfx.h>
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#include <gmock/gmock.h>
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#include <gtest/gtest_prod.h>
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#include <AzCore/Component/TransformBus.h>
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#include <AzCore/UnitTest/TestTypes.h>
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#include <AzCore/std/smart_ptr/make_shared.h>
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#include <AzFramework/Physics/Common/PhysicsSceneQueries.h>
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#include <AzFramework/Physics/SystemBus.h>
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#include <AzTest/AzTest.h>
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#include <Blast/BlastSystemBus.h>
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#include <Family/ActorRenderManager.h>
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#include <MockMeshFeatureProcessor.h>
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#include <Mocks/BlastMocks.h>
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using testing::_;
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using testing::Eq;
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using testing::NaggyMock;
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using testing::Return;
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using testing::StrictMock;
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namespace Blast
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{
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// Helper class to make it possible to make test a friend without polluting the tested class itself
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class TestableActorRenderManager : public ActorRenderManager
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{
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public:
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TestableActorRenderManager(
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AZ::Render::MeshFeatureProcessorInterface* meshFeatureProcessor, BlastMeshData* meshData,
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AZ::EntityId entityId, uint32_t chunkCount, AZ::Vector3 scale)
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: ActorRenderManager(meshFeatureProcessor, meshData, entityId, chunkCount, scale)
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{
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}
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FRIEND_TEST(ActorRenderManagerTest, KeepsTrackOfAndRendersChunks_SUITE_sandbox);
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};
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class ActorRenderManagerTest
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: public testing::Test
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, public FastScopedAllocatorsBase
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{
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protected:
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void SetUp() override
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{
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m_chunkCount = 2;
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m_mockMeshData = AZStd::make_shared<MockBlastMeshData>();
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m_mockMeshFeatureProcessor = AZStd::make_shared<UnitTest::MockMeshFeatureProcessor>();
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m_actorFactory = AZStd::make_unique<FakeActorFactory>(1);
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m_fakeEntityProvider = AZStd::make_shared<FakeEntityProvider>(m_chunkCount);
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m_actorFactory->m_mockActors[0]->m_chunkIndices = {0, 1};
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}
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AZStd::shared_ptr<MockBlastMeshData> m_mockMeshData;
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AZStd::shared_ptr<UnitTest::MockMeshFeatureProcessor> m_mockMeshFeatureProcessor;
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AZStd::unique_ptr<FakeActorFactory> m_actorFactory;
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AZStd::shared_ptr<FakeEntityProvider> m_fakeEntityProvider;
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uint32_t m_chunkCount;
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};
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TEST_F(ActorRenderManagerTest, KeepsTrackOfAndRendersChunks_SUITE_sandbox)
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{
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MockTransformBusHandler transformHandler;
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for (const auto id : m_fakeEntityProvider->m_createdEntityIds)
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{
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transformHandler.Connect(id);
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}
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AZStd::unique_ptr<TestableActorRenderManager> actorRenderManager;
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AZ::EntityId entityId;
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// ActorRenderManager::ActorRenderManager
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{
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AZ::Data::Asset<AZ::RPI::ModelAsset> asset{AZ::Data::AssetLoadBehavior::NoLoad};
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EXPECT_CALL(*m_mockMeshData, GetMeshAsset(_)).Times(m_chunkCount).WillRepeatedly(testing::ReturnRef(asset));
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actorRenderManager = AZStd::make_unique<TestableActorRenderManager>(
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m_mockMeshFeatureProcessor.get(), m_mockMeshData.get(), entityId, m_chunkCount,
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AZ::Vector3::CreateOne());
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EXPECT_EQ(actorRenderManager->m_chunkMeshHandles.size(), m_chunkCount);
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}
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// ActorRenderManager::OnActorCreated
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{
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EXPECT_CALL(
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*m_mockMeshFeatureProcessor, AcquireMesh(_, testing::A<const AZ::Render::MaterialAssignmentMap&>(), _, _, _))
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.Times(aznumeric_cast<int>(m_actorFactory->m_mockActors[0]->GetChunkIndices().size()))
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.WillOnce(Return(testing::ByMove(AZ::Render::MeshFeatureProcessorInterface::MeshHandle())))
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.WillOnce(Return(testing::ByMove(AZ::Render::MeshFeatureProcessorInterface::MeshHandle())));
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actorRenderManager->OnActorCreated(*m_actorFactory->m_mockActors[0]);
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for (auto chunkId : m_actorFactory->m_mockActors[0]->m_chunkIndices)
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{
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EXPECT_EQ(
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actorRenderManager->m_chunkActors[chunkId],
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static_cast<BlastActor*>(m_actorFactory->m_mockActors[0]));
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}
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}
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// ActorRenderManager::SyncMeshes
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{
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EXPECT_CALL(*m_mockMeshFeatureProcessor, SetTransform(_, _, _))
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.Times(aznumeric_cast<int>(m_actorFactory->m_mockActors[0]->GetChunkIndices().size()));
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actorRenderManager->SyncMeshes();
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}
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// ActorRenderManager::OnActorDestroyed
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{
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EXPECT_CALL(*m_mockMeshFeatureProcessor, ReleaseMesh(_))
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.Times(aznumeric_cast<int>(m_actorFactory->m_mockActors[0]->GetChunkIndices().size()))
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.WillRepeatedly(Return(true));
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actorRenderManager->OnActorDestroyed(*m_actorFactory->m_mockActors[0]);
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for (auto chunkId : m_actorFactory->m_mockActors[0]->m_chunkIndices)
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{
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EXPECT_EQ(actorRenderManager->m_chunkActors[chunkId], nullptr);
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}
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}
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}
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} // namespace Blast
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