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// -*- compile-command: "./test_single_testcase.sh TTestOpeningAndRendering3D" -*-
{
Copyright 2010-2023 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
----------------------------------------------------------------------------
}
{ Test TCastleScene opening and rendering various files. }
unit TestCastleOpeningAndRendering3D;
{ Test also all models found in
../../demo-models
../../castle/data
../../www/htdocs
This will make the test take *much* longer time,
TestOpeningAndRendering3D will then open + render a lot of models. }
{.$define CASTLE_TEST_DEMO_MODELS}
interface
uses CastleTester, CastleFilesUtils, CastleFindFiles,
CastleWindow, CastleSceneCore, CastleScene, CastleViewport;
type
TTestOpeningAndRendering3D = class(TCastleTestCase)
private
{ Available only during Test1 }
Window: TCastleWindow;
Viewport: TCastleAutoNavigationViewport;
Scene: TCastleScene;
RecreateSceneEachTime: boolean;
{ FileName empty means to load empty scene. }
procedure TestScene(const FileName: string);
procedure TestSceneFromEnum(const FileInfo: TFileInfo; var StopSearch: boolean);
{ If RecreateSceneEachTime, Scene will be destroyed and then created
again before each load.
Both values make sense for testing:
false checks that pure "Load" properly deals (clears) with
previously loaded content, so it mostly checks BeforeNodesFree
and ChangedAll.
true checks that destructions properly deals with a scene. }
procedure TestOpenAndRender(const ARecreateSceneEachTime: boolean);
published
procedure Test1;
end;
implementation
uses SysUtils, StrUtils,
CastleUtils, CastleGLUtils, CastleGLVersion, CastleLog, CastleApplicationProperties,
CastleTransform, CastleInternalGLUtils, CastleStringUtils;
procedure TTestOpeningAndRendering3D.TestScene(const FileName: string);
begin
if RecreateSceneEachTime then
begin
//Write('Recreating scene... ');
FreeAndNil(Scene);
AssertTrue(Viewport.Items.MainScene = nil);
{ the only remaining things should be TCastleCamera }
AssertEquals(1, Viewport.Items.Count);
AssertTrue(Viewport.Items[0] is TCastleCamera);
Scene := TCastleScene.Create(Window);
Scene.PreciseCollisions := true;
Scene.ProcessEvents := true;
Viewport := TCastleSceneManager.Create(Window);
Viewport.Items.Add(Scene);
Viewport.Items.MainScene := Scene;
end;
//Writeln('Testing "' + FileName + '"');
if FileName = '' then
Scene.Load(nil, true) else
Scene.Load(FileName);
Viewport.Navigation.Free;
// camera should be nil now (thanks to free notification),
// and no new camera should be automatically created yet.
AssertTrue(Viewport.Navigation = nil);
Viewport.RequiredNavigation;
Viewport.Navigation := nil;
AssertTrue(Viewport.Navigation = nil);
{ Force preparing and using OpenGL resources for the scene.
This way we also check that next Load frees them Ok. }
Window.Container.EventBeforeRender;
Window.Container.EventRender;
{ Check OpenGL errors now, otherwise they could be detected by an unrelated
CheckGLErrors call later. This way we know what 3D filename caused
the error. }
CheckGLErrors;
end;
procedure TTestOpeningAndRendering3D.TestSceneFromEnum(const FileInfo: TFileInfo; var StopSearch: boolean);
var
ParentDirName: string;
begin
{ While our masks do not allow such files,
but searching on Windows can find xxx.x3dv~ when only *.x3dv is requested.
So explicitly avoid them (as they will fail to load in CGE, as unrecognized).
TODO: This is now fixed at CastleFindFiles level, see DOUBLE_CHECK_WILDCARD
define.
Extra check here shall not be necessary. }
if IsWild(FileInfo.Name, '*~', true) then Exit;
{ do not check files in "errors" subdir, these are known to cause trouble }
ParentDirName := ExtractFileName(ExclPathDelim(ExtractFileDir(FileInfo.AbsoluteName)));
if ParentDirName = 'errors' then Exit;
TestScene(FileInfo.AbsoluteName);
end;
procedure TTestOpeningAndRendering3D.TestOpenAndRender(const ARecreateSceneEachTime: boolean);
procedure TestScenesInDir(const Path: string);
procedure DoMask(const Mask: string);
begin
FindFiles(Path, Mask, false, {$ifdef FPC}@{$endif}TestSceneFromEnum, [ffRecursive]);
end;
begin
DoMask('*.wrl');
DoMask('*.wrz');
DoMask('*.wrl.gz');
DoMask('*.x3d');
DoMask('*.x3dz');
DoMask('*.x3d.gz');
DoMask('*.x3dv');
DoMask('*.x3dvz');
DoMask('*.x3dv.gz');
DoMask('*.3ds');
DoMask('*.dae');
end;
begin
if not CanCreateWindowForTest then
Exit;
RecreateSceneEachTime := ARecreateSceneEachTime;
Window := CreateWindowForTest;
try
Scene := TCastleScene.Create(Window);
Scene.PreciseCollisions := true;
Scene.ProcessEvents := true;
Viewport := TCastleAutoNavigationViewport.Create(Window);
Viewport.Items.Add(Scene);
Viewport.Items.MainScene := Scene;
Window.Controls.InsertFront(Viewport);
Window.Open;
TestScene('');
TestScenesInDir('data');
{$ifdef CASTLE_TEST_DEMO_MODELS}
TestScenesInDir('..' + PathDelim + '..' + PathDelim + 'demo-models');
TestScenesInDir('..' + PathDelim + '..' + PathDelim + 'castle' + PathDelim + 'data');
TestScenesInDir('..' + PathDelim + '..' + PathDelim + 'www' + PathDelim + 'htdocs');
{$endif CASTLE_TEST_DEMO_MODELS}
ApplicationProperties.OnWarning.Add({$ifdef FPC}@{$endif}OnWarningRaiseException);
try
{ e.g. tests that auto_normals_indexed_geometry.x3dv makes no warnings when generating
arrays for rendering. }
TestScene('castle-data:/auto_normals_indexed_geometry.x3dv');
TestScene('castle-data:/auto_normals_indexed_geometry_full.obj');
finally
ApplicationProperties.OnWarning.Remove({$ifdef FPC}@{$endif}OnWarningRaiseException);
end;
Window.Close;
finally DestroyWindowForTest(Window) end;
end;
procedure TTestOpeningAndRendering3D.Test1;
begin
if not CanCreateWindowForTest then
Exit;
TestOpenAndRender(false);
TestOpenAndRender(true);
end;
initialization
RegisterTest(TTestOpeningAndRendering3D);
end.
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