Firstborn/Library/PackageCache/com.unity.render-pipelines..../Tests/Runtime/Light2DTests.cs
Schaken-Mods 9092858a58 updated to the latest editor
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
2023-05-07 17:43:11 -05:00

156 lines
6.1 KiB
C#

using System.Collections;
using NUnit.Framework;
using UnityEngine.Rendering.Universal;
using UnityEngine.TestTools;
namespace UnityEngine.Rendering.Universal.Tests
{
[TestFixture]
class MultipleObjectLight2DTests
{
GameObject m_TestObject1;
GameObject m_TestObject2;
GameObject m_TestObject3;
GameObject m_TestObject4;
GameObject m_TestObjectCached;
[SetUp]
public void Setup()
{
m_TestObject1 = new GameObject("Test Object 1");
m_TestObject2 = new GameObject("Test Object 2");
m_TestObject3 = new GameObject("Test Object 3");
m_TestObject4 = new GameObject("Test Object 4");
m_TestObjectCached = new GameObject("Test Object Cached");
}
[TearDown]
public void Cleanup()
{
Object.DestroyImmediate(m_TestObjectCached);
Object.DestroyImmediate(m_TestObject4);
Object.DestroyImmediate(m_TestObject3);
Object.DestroyImmediate(m_TestObject2);
Object.DestroyImmediate(m_TestObject1);
}
[Test]
public void LightsAreSortedByLightOrder()
{
var light1 = m_TestObject1.AddComponent<Light2D>();
var light2 = m_TestObject2.AddComponent<Light2D>();
var light3 = m_TestObject3.AddComponent<Light2D>();
light1.lightOrder = 1;
light2.lightOrder = 2;
light3.lightOrder = 0;
var camera = m_TestObject4.AddComponent<Camera>();
var cameraPos = camera.transform.position;
light1.transform.position = cameraPos;
light2.transform.position = cameraPos;
light3.transform.position = cameraPos;
light1.UpdateMesh(true);
light1.UpdateBoundingSphere();
light2.UpdateMesh(true);
light2.UpdateBoundingSphere();
light3.UpdateMesh(true);
light3.UpdateBoundingSphere();
var cullResult = new Light2DCullResult();
var cullingParams = new ScriptableCullingParameters();
camera.TryGetCullingParameters(out cullingParams);
cullResult.SetupCulling(ref cullingParams, camera);
Assert.AreSame(light3, cullResult.visibleLights[0]);
Assert.AreSame(light1, cullResult.visibleLights[1]);
Assert.AreSame(light2, cullResult.visibleLights[2]);
}
[Test]
public void LightIsInVisibleListIfInCameraView()
{
var camera = m_TestObject1.AddComponent<Camera>();
var light = m_TestObject2.AddComponent<Light2D>();
light.transform.position = camera.transform.position;
light.UpdateMesh(true);
light.UpdateBoundingSphere();
var cullResult = new Light2DCullResult();
var cullingParams = new ScriptableCullingParameters();
camera.TryGetCullingParameters(out cullingParams);
cullResult.SetupCulling(ref cullingParams, camera);
Assert.Contains(light, cullResult.visibleLights);
}
[Test]
public void LightIsNotInVisibleListIfNotInCameraView()
{
var camera = m_TestObject1.AddComponent<Camera>();
var light = m_TestObject2.AddComponent<Light2D>();
light.transform.position = camera.transform.position + new Vector3(9999.0f, 0.0f, 0.0f);
light.UpdateMesh(true);
light.UpdateBoundingSphere();
var cullResult = new Light2DCullResult();
var cullingParams = new ScriptableCullingParameters();
camera.TryGetCullingParameters(out cullingParams);
cullResult.SetupCulling(ref cullingParams, camera);
Assert.IsFalse(cullResult.visibleLights.Contains(light));
}
[Test]
public void CachedMeshDataIsUpdatedOnChange()
{
var shapePath = new Vector3[4] { new Vector3(0, 0, 0), new Vector3(1, 0, 0), new Vector3(1, 1, 0), new Vector3(0, 1, 0) };
var light = m_TestObjectCached.AddComponent<Light2D>();
light.lightType = Light2D.LightType.Freeform;
light.SetShapePath(shapePath);
light.UpdateMesh(true);
Assert.AreEqual(true, light.hasCachedMesh);
}
[Test]
public void CachedMeshDataIsOverriddenByRuntimeChanges()
{
var shapePath = new Vector3[4] { new Vector3(0, 0, 0), new Vector3(1, 0, 0), new Vector3(1, 1, 0), new Vector3(0, 1, 0) };
var light = m_TestObjectCached.AddComponent<Light2D>();
light.lightType = Light2D.LightType.Freeform;
light.SetShapePath(shapePath);
light.UpdateMesh(true);
int vertexCount = 0, triangleCount = 0;
// Check if Cached Data and the actual data are the same.
Assert.AreEqual(true, light.hasCachedMesh);
vertexCount = light.lightMesh.triangles.Length;
triangleCount = light.lightMesh.vertices.Length;
// Simulate Runtime Behavior.
var shapePathChanged = new Vector3[5] { new Vector3(0, 0, 0), new Vector3(1, 0, 0), new Vector3(1, 1, 0), new Vector3(0.5f, 1.5f, 0), new Vector3(0, 1, 0) };
light.SetShapePath(shapePathChanged);
light.UpdateMesh(true);
// Check if Cached Data and the actual data are no longer the same. (We don't save cache on Runtime)
Assert.AreNotEqual(vertexCount, light.lightMesh.triangles.Length);
Assert.AreNotEqual(triangleCount, light.lightMesh.vertices.Length);
}
[Test]
public void EnsureShapeMeshGenerationDoesNotOverflowAllocation()
{
var shapePath = new Vector3[4] { new Vector3(-76.04548f, 7.522535f, 0f), new Vector3(-66.52518f, 18.88778f, 0f), new Vector3(-66.35441f, 24.34475f, 0), new Vector3(-75.15407f, 33.0358f, 0) };
var light = m_TestObjectCached.AddComponent<Light2D>();
light.lightType = Light2D.LightType.Freeform;
LightUtility.GenerateShapeMesh(light, shapePath, 180.0f);
Assert.AreEqual(true, light.hasCachedMesh);
}
}
}