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249 lines
13 KiB
Python
249 lines
13 KiB
Python
"""
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Copyright (c) Contributors to the Open 3D Engine Project.
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For complete copyright and license terms please see the LICENSE at the root of this distribution.
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SPDX-License-Identifier: Apache-2.0 OR MIT
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"""
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class Tests:
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directional_light_component_disabled = (
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"Disabled Directional Light component",
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"Couldn't disable Directional Light component")
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enter_game_mode = (
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"Entered game mode",
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"Failed to enter game mode")
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exit_game_mode = (
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"Exited game mode",
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"Couldn't exit game mode")
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global_skylight_component_disabled = (
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"Disabled Global Skylight (IBL) component",
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"Couldn't disable Global Skylight (IBL) component")
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hdri_skybox_component_disabled = (
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"Disabled HDRi Skybox component",
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"Couldn't disable HDRi Skybox component")
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light_component_added = (
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"Light component added",
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"Couldn't add Light component")
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light_component_color_property_set = (
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"Color property was set",
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"Color property was not set")
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light_component_enable_shadow_property_set = (
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"Enable shadow property was set",
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"Enable shadow property was not set")
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light_component_enable_shutters_property_set = (
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"Enable shutters property was set",
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"Enable shutters property was not set")
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light_component_inner_angle_property_set = (
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"Inner angle property was set",
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"Inner angle property was not set")
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light_component_intensity_property_set = (
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"Intensity property was set",
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"Intensity property was not set")
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light_component_light_type_property_set = (
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"Light type property was set",
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"Light type property was not set")
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light_component_outer_angle_property_set = (
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"Outer angle property was set",
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"Outer angle property was not set")
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material_component_material_asset_property_set = (
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"Material Asset property was set",
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"Material Asset property was not set")
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spot_light_entity_created = (
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"Spot Light entity created",
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"Couldn't create Spot Light entity")
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def AtomGPU_LightComponent_SpotLightScreenshotsMatchGoldenImages():
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"""
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Summary:
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Light component test using the Spot (disk) Light type property option and modifying the shadows and colors.
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Sets each scene up and then takes a screenshot of each scene for test comparison.
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Test setup:
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- Wait for Editor idle loop.
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- Open the "Base" level.
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- Close error windows and display helpers then update the viewport size.
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- Runs the create_basic_atom_rendering_scene() function to setup the test scene.
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Expected Behavior:
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The test scripts sets up the scenes correctly and takes accurate screenshots.
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Test Steps:
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1. Find the Directional Light entity then disable its Directional Light component.
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2. Disable Global Skylight (IBL) component on the Global Skylight (IBL) entity.
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3. Disable HDRi Skybox component on the Global Skylight (IBL) entity.
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4. Create a Spot Light entity and rotate it.
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5. Attach a Light component to the Spot Light entity.
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6. Set the Light component Light Type to Spot (disk).
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7. Enter game mode and take a screenshot then exit game mode.
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8. Change the default material asset for the Ground Plane entity.
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9. Enter game mode and take a screenshot then exit game mode.
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10. Increase the Intensity value of the Light component.
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11. Enter game mode and take a screenshot then exit game mode.
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12. Change the Light component Color property value.
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13. Enter game mode and take a screenshot then exit game mode.
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14. Change the Light component Enable shutters, Inner angle, and Outer angle property values.
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15. Enter game mode and take a screenshot then exit game mode.
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16. Change the Light component Enable shadow and Shadowmap size property values then move Spot Light entity.
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17. Enter game mode and take a screenshot then exit game mode.
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18. Look for errors.
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:return: None
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"""
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import os
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import azlmbr.legacy.general as general
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import azlmbr.paths
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from editor_python_test_tools.asset_utils import Asset
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from editor_python_test_tools.editor_entity_utils import EditorEntity
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from editor_python_test_tools.utils import Report, Tracer, TestHelper
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from Atom.atom_utils.atom_constants import AtomComponentProperties, LIGHT_TYPES
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from Atom.atom_utils.atom_component_helper import (
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initial_viewport_setup, create_basic_atom_rendering_scene, enter_exit_game_mode_take_screenshot)
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DEGREE_RADIAN_FACTOR = 0.0174533
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with Tracer() as error_tracer:
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# Test setup begins.
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# Setup: Wait for Editor idle loop before executing Python hydra scripts then open "Base" level.
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TestHelper.init_idle()
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TestHelper.open_level("", "Base")
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# Setup: Close error windows and display helpers then update the viewport size.
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TestHelper.close_error_windows()
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TestHelper.close_display_helpers()
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initial_viewport_setup()
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general.update_viewport()
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# Setup: Runs the create_basic_atom_rendering_scene() function to setup the test scene.
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create_basic_atom_rendering_scene()
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# Test steps begin.
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# 1. Find the Directional Light entity then disable its Directional Light component.
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directional_light_entity = EditorEntity.find_editor_entity(AtomComponentProperties.directional_light())
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directional_light_component = directional_light_entity.get_components_of_type(
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[AtomComponentProperties.directional_light()])[0]
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directional_light_component.disable_component()
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Report.critical_result(Tests.directional_light_component_disabled, not directional_light_component.is_enabled())
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# 2. Disable Global Skylight (IBL) component on the Global Skylight (IBL) entity.
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global_skylight_entity = EditorEntity.find_editor_entity(AtomComponentProperties.global_skylight())
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global_skylight_component = global_skylight_entity.get_components_of_type(
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[AtomComponentProperties.global_skylight()])[0]
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global_skylight_component.disable_component()
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Report.critical_result(Tests.global_skylight_component_disabled, not global_skylight_component.is_enabled())
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# 3. Disable HDRi Skybox component on the Global Skylight (IBL) entity.
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hdri_skybox_component = global_skylight_entity.get_components_of_type(
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[AtomComponentProperties.hdri_skybox()])[0]
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hdri_skybox_component.disable_component()
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Report.critical_result(Tests.hdri_skybox_component_disabled, not hdri_skybox_component.is_enabled())
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# 4. Create a Spot Light entity and rotate it.
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spot_light_name = "Spot Light"
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spot_light_entity = EditorEntity.create_editor_entity_at(
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azlmbr.math.Vector3(0.7, -2.0, 1.0), spot_light_name)
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rotation = azlmbr.math.Vector3(DEGREE_RADIAN_FACTOR * 300.0, 0.0, 0.0)
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spot_light_entity.set_local_rotation(rotation)
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Report.critical_result(Tests.spot_light_entity_created, spot_light_entity.exists())
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# 5. Attach a Light component to the Spot Light entity.
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light_component = spot_light_entity.add_component(AtomComponentProperties.light())
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Report.critical_result(Tests.light_component_added, light_component.is_enabled())
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# 6. Set the Light component Light Type to Spot (disk).
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light_component.set_component_property_value(
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AtomComponentProperties.light('Light type'), LIGHT_TYPES['spot_disk'])
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Report.result(
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Tests.light_component_light_type_property_set,
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light_component.get_component_property_value(
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AtomComponentProperties.light('Light type')) == LIGHT_TYPES['spot_disk'])
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# 7. Enter game mode and take a screenshot then exit game mode.
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enter_exit_game_mode_take_screenshot("SpotLight_1.ppm", Tests.enter_game_mode, Tests.exit_game_mode)
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# 8. Change the default material asset for the Ground Plane entity.
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ground_plane_name = "Ground Plane"
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ground_plane_entity = EditorEntity.find_editor_entity(ground_plane_name)
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ground_plane_material_component_name = AtomComponentProperties.material()
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ground_plane_material_component = ground_plane_entity.get_components_of_type(
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[ground_plane_material_component_name])[0]
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ground_plane_material_asset_path = os.path.join(
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"Materials", "Presets", "Macbeth", "22_neutral_5-0_0-70d.azmaterial")
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ground_plane_material_asset = Asset.find_asset_by_path(ground_plane_material_asset_path, False)
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ground_plane_material_component.set_component_property_value(
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AtomComponentProperties.material('Material Asset'), ground_plane_material_asset.id)
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Report.result(
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Tests.material_component_material_asset_property_set,
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ground_plane_material_component.get_component_property_value(
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AtomComponentProperties.material('Material Asset')) == ground_plane_material_asset.id)
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# 9. Enter game mode and take a screenshot then exit game mode.
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enter_exit_game_mode_take_screenshot("SpotLight_2.ppm", Tests.enter_game_mode, Tests.exit_game_mode)
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# 10. Increase the Intensity value of the Light component.
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light_component.set_component_property_value(AtomComponentProperties.light('Intensity'), 800.0)
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Report.result(
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Tests.light_component_intensity_property_set,
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light_component.get_component_property_value(
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AtomComponentProperties.light('Intensity')) == 800.0)
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# 11. Enter game mode and take a screenshot then exit game mode.
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enter_exit_game_mode_take_screenshot("SpotLight_3.ppm", Tests.enter_game_mode, Tests.exit_game_mode)
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# 12. Change the Light component Color property value.
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color_value = azlmbr.math.Color(47.0 / 255.0, 75.0 / 255.0, 37.0 / 255.0, 255.0 / 255.0)
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light_component.set_component_property_value(AtomComponentProperties.light('Color'), color_value)
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Report.result(
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Tests.light_component_color_property_set,
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light_component.get_component_property_value(AtomComponentProperties.light('Color')) == color_value)
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# 13. Enter game mode and take a screenshot then exit game mode.
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enter_exit_game_mode_take_screenshot("SpotLight_4.ppm", Tests.enter_game_mode, Tests.exit_game_mode)
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# 14. Change the Light component Enable shutters, Inner angle, and Outer angle property values.
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enable_shutters = True
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inner_angle = 60.0
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outer_angle = 75.0
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light_component.set_component_property_value(AtomComponentProperties.light('Enable shutters'), enable_shutters)
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light_component.set_component_property_value(AtomComponentProperties.light('Inner angle'), inner_angle)
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light_component.set_component_property_value(AtomComponentProperties.light('Outer angle'), outer_angle)
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Report.result(
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Tests.light_component_enable_shutters_property_set,
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light_component.get_component_property_value(
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AtomComponentProperties.light('Enable shutters')) == enable_shutters)
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Report.result(
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Tests.light_component_inner_angle_property_set,
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light_component.get_component_property_value(AtomComponentProperties.light('Inner angle')) == inner_angle)
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Report.result(
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Tests.light_component_outer_angle_property_set,
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light_component.get_component_property_value(AtomComponentProperties.light('Outer angle')) == outer_angle)
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# 15. Enter game mode and take a screenshot then exit game mode.
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enter_exit_game_mode_take_screenshot("SpotLight_5.ppm", Tests.enter_game_mode, Tests.exit_game_mode)
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# 16. Change the Light component Enable shadow and slightly move Spot Light entity.
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light_component.set_component_property_value(AtomComponentProperties.light('Enable shadow'), True)
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Report.result(
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Tests.light_component_enable_shadow_property_set,
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light_component.get_component_property_value(AtomComponentProperties.light('Enable shadow')) is True)
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spot_light_entity.set_world_rotation(azlmbr.math.Vector3(0.7, -2.0, 1.9))
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# 17. Enter game mode and take a screenshot then exit game mode.
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enter_exit_game_mode_take_screenshot("SpotLight_6.ppm", Tests.enter_game_mode, Tests.exit_game_mode)
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# 18. Look for errors.
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TestHelper.wait_for_condition(lambda: error_tracer.has_errors or error_tracer.has_asserts, 1.0)
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for error_info in error_tracer.errors:
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Report.info(f"Error: {error_info.filename} {error_info.function} | {error_info.message}")
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for assert_info in error_tracer.asserts:
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Report.info(f"Assert: {assert_info.filename} {assert_info.function} | {assert_info.message}")
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if __name__ == "__main__":
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from editor_python_test_tools.utils import Report
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Report.start_test(AtomGPU_LightComponent_SpotLightScreenshotsMatchGoldenImages)
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