Esempio n. 1
0
        public void Values_Can_Be_Negative()
        {
            // setup
            float addValue  = -10;
            var   addFilter = FilterUtility.CreateInstance <AddFilter>();

            addFilter.value = addValue;
            m_Stack.Add(addFilter);

            var prevRT = RenderTexture.active;
            var dest   = RTUtils.GetTempHandle(RTUtils.GetDescriptor(1, 1, 0, GraphicsFormat.R16G16B16A16_SFloat, 0, false));

            Graphics.Blit(Texture2D.blackTexture, dest); // init to black

            // eval
            m_Stack.Eval(m_Context, null, dest); // source isn't actually used yet

            var tex = new Texture2D(1, 1, TextureFormat.RGBAFloat, false, true);

            RenderTexture.active = dest;
            tex.ReadPixels(new Rect(0, 0, 1, 1), 0, 0, false);

            var check = tex.GetPixel(0, 0).r - 1; // minus 1 because we start off with a white texture within FilterStack.Eval

            // clean up
            RenderTexture.active = prevRT;
            UObject.DestroyImmediate(tex);
            RTUtils.Release(dest);

            Assert.That(check, Is.EqualTo(addValue));
        }
Esempio n. 2
0
        public void Add_Filter()
        {
            // setup
            float addValue  = 9000f;
            var   addFilter = FilterUtility.CreateInstance <AddFilter>();

            addFilter.value = addValue;

            var prevRT = RenderTexture.active;
            var src    = RTUtils.GetTempHandle(RTUtils.GetDescriptor(1, 1, 0, GraphicsFormat.R16G16B16A16_SFloat, 0, false));
            var dest   = RTUtils.GetTempHandle(RTUtils.GetDescriptor(1, 1, 0, GraphicsFormat.R16G16B16A16_SFloat, 0, false));

            Graphics.Blit(Texture2D.blackTexture, src);
            Graphics.Blit(Texture2D.blackTexture, dest);

            // eval
            addFilter.Eval(m_Context, src, dest);

            var tex = new Texture2D(1, 1, TextureFormat.RGBAFloat, false, true);

            RenderTexture.active = dest;
            tex.ReadPixels(new Rect(0, 0, 1, 1), 0, 0, false);

            var check = tex.GetPixel(0, 0).r;

            // clean up
            RenderTexture.active = prevRT;
            UObject.DestroyImmediate(tex);
            RTUtils.Release(src);
            RTUtils.Release(dest);
            UObject.DestroyImmediate(addFilter);

            Assert.That(check, Is.EqualTo(addValue));
        }
        public IEnumerator Test_PaintHeight_With_BrushMaskFilters_Playback(string recordingFilePath, string targetTerrainName)
        {
            yield return(null);

            SetupTerrain();
            var startHeightArr = GetFullTerrainHeights(terrainObj);

            // test load up the terrain paint height brush
            var paintHeightTool = PaintHeightTool.instance;

            // need a way to override the common UI on the different tools so
            // that I can bypass some of their behaviors

            paintHeightTool.ChangeCommonUI(defaultBrushUiGroupMock);
            defaultBrushUiGroupMock.SetTerrain(terrainObj);

            defaultBrushUiGroupMock.brushMaskFilterStack.Clear(true);

            var filterCount = FilterUtility.GetFilterTypeCount();

            for (int i = 0; i < filterCount; ++i)
            {
                defaultBrushUiGroupMock.brushMaskFilterStack.Add(FilterUtility.CreateInstance(FilterUtility.GetFilterType(i)));
            }

            RunPainting(recordingFilePath, paintHeightTool);
        }
Esempio n. 4
0
        public void Noise_Filter_Can_Be_Rotated(int dim)
        {
            var noiseFilter = FilterUtility.CreateInstance <NoiseFilter>();

            noiseFilter.SetLocalSpace(true);
            m_Stack.Add(noiseFilter);
            var dest = RTUtils.GetTempHandle(RTUtils.GetDescriptor(dim, dim, 0, GraphicsFormat.R16G16B16A16_SFloat, 0, false));

            Graphics.Blit(Texture2D.blackTexture, dest); // init to black
            m_Context.brushRotation = 0;
            m_Context.brushPos      = Vector3.zero;
            m_Context.brushSize     = dim;
            m_Stack.Eval(m_Context, null, dest); // source isn't actually used yet
            var unrotatedColors = GetColorsFromRT(dest);

            m_Context.brushRotation = 180;
            m_Stack.Eval(m_Context, null, dest); // source isn't actually used yet
            var rotatedColors = GetColorsFromRT(dest);

            RTUtils.Release(dest);

            int failureCount = 0;
            var difference   = new Color[rotatedColors.Length];

            for (int x = 0; x < dim; x++)
            {
                for (int y = 0; y < dim; y++)
                {
                    int rotatedIndex = (dim - 1 - x) + (dim - 1 - y) * dim;
                    var index        = x + y * dim;
                    difference[index] = new Color(Mathf.Abs(rotatedColors[rotatedIndex].r - unrotatedColors[index].r), 0, 0, 1);
                    // comparing with a small value to eliminate issues coming from floating point offset
                    if (Mathf.Abs(rotatedColors[rotatedIndex].r - unrotatedColors[index].r) > 0.001f)
                    {
                        failureCount++;
                    }
                }
            }
            Assert.That(failureCount, Is.Zero);
        }