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| author | skal <pascal.massimino@gmail.com> | 2026-02-09 20:27:04 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-09 20:27:04 +0100 |
| commit | eff8d43479e7704df65fae2a80eefa787213f502 (patch) | |
| tree | 76f2fb8fe8d3db2c15179449df2cf12f7f54e0bf /src/tests/3d/test_scene_loader.cc | |
| parent | 12378b1b7e9091ba59895b4360b2fa959180a56a (diff) | |
refactor: Reorganize tests into subsystem subdirectories
Restructured test suite for better organization and targeted testing:
**Structure:**
- src/tests/audio/ - 15 audio system tests
- src/tests/gpu/ - 12 GPU/shader tests
- src/tests/3d/ - 6 3D rendering tests
- src/tests/assets/ - 2 asset system tests
- src/tests/util/ - 3 utility tests
- src/tests/common/ - 3 shared test helpers
- src/tests/scripts/ - 2 bash test scripts (moved conceptually, not physically)
**CMake changes:**
- Updated add_demo_test macro to accept LABEL parameter
- Applied CTest labels to all 36 tests for subsystem filtering
- Updated all test file paths in CMakeLists.txt
- Fixed common helper paths (webgpu_test_fixture, etc.)
- Added custom targets for subsystem testing:
- run_audio_tests, run_gpu_tests, run_3d_tests
- run_assets_tests, run_util_tests, run_all_tests
**Include path updates:**
- Fixed relative includes in GPU tests to reference ../common/
**Documentation:**
- Updated doc/HOWTO.md with subsystem test commands
- Updated doc/CONTRIBUTING.md with new test organization
- Updated scripts/check_all.sh to reflect new structure
**Verification:**
- All 36 tests passing (100%)
- ctest -L <subsystem> filters work correctly
- make run_<subsystem>_tests targets functional
- scripts/check_all.sh passes
Backward compatible: make test and ctest continue to work unchanged.
handoff(Gemini): Test reorganization complete. 36/36 tests passing.
Diffstat (limited to 'src/tests/3d/test_scene_loader.cc')
| -rw-r--r-- | src/tests/3d/test_scene_loader.cc | 134 |
1 files changed, 134 insertions, 0 deletions
diff --git a/src/tests/3d/test_scene_loader.cc b/src/tests/3d/test_scene_loader.cc new file mode 100644 index 0000000..21bcbaa --- /dev/null +++ b/src/tests/3d/test_scene_loader.cc @@ -0,0 +1,134 @@ +#include "3d/scene_loader.h" +#include "generated/assets.h" +#include "util/asset_manager.h" +#include "util/mini_math.h" +#include <cassert> +#include <cstdio> +#include <cstring> +#include <vector> + +int main() { + Scene scene; + std::vector<uint8_t> buffer; + + // Header + const char* magic = "SCN1"; + for (int i = 0; i < 4; ++i) + buffer.push_back(magic[i]); + + uint32_t num_obj = 2; // Increased to 2 + uint32_t num_cam = 0; + uint32_t num_light = 0; + + auto push_u32 = [&](uint32_t v) { + uint8_t* p = (uint8_t*)&v; + for (int i = 0; i < 4; ++i) + buffer.push_back(p[i]); + }; + auto push_f = [&](float v) { + uint8_t* p = (uint8_t*)&v; + for (int i = 0; i < 4; ++i) + buffer.push_back(p[i]); + }; + + push_u32(num_obj); + push_u32(num_cam); + push_u32(num_light); + + // --- Object 1: Basic Cube --- + char name1[64] = {0}; + std::strcpy(name1, "TestObject"); + for (int i = 0; i < 64; ++i) + buffer.push_back(name1[i]); + + push_u32(0); // CUBE + + // Pos + push_f(1.0f); + push_f(2.0f); + push_f(3.0f); + // Rot (0,0,0,1) + push_f(0.0f); + push_f(0.0f); + push_f(0.0f); + push_f(1.0f); + // Scale + push_f(1.0f); + push_f(1.0f); + push_f(1.0f); + // Color + push_f(1.0f); + push_f(0.0f); + push_f(0.0f); + push_f(1.0f); + + // Mesh Name length 0 + push_u32(0); + + // Physics + push_f(10.0f); // mass + push_f(0.8f); // restitution + push_u32(1); // static + + // --- Object 2: Mesh with Asset Ref --- + char name2[64] = {0}; + std::strcpy(name2, "MeshObject"); + for (int i = 0; i < 64; ++i) + buffer.push_back(name2[i]); + + push_u32(6); // MESH + + // Pos + push_f(0.0f); + push_f(0.0f); + push_f(0.0f); + // Rot + push_f(0.0f); + push_f(0.0f); + push_f(0.0f); + push_f(1.0f); + // Scale + push_f(1.0f); + push_f(1.0f); + push_f(1.0f); + // Color + push_f(0.0f); + push_f(1.0f); + push_f(0.0f); + push_f(1.0f); + + // Mesh Name "MESH_CUBE" + const char* mesh_name = "MESH_CUBE"; + uint32_t mesh_name_len = std::strlen(mesh_name); + push_u32(mesh_name_len); + for (size_t i = 0; i < mesh_name_len; ++i) + buffer.push_back(mesh_name[i]); + + // Physics + push_f(1.0f); + push_f(0.5f); + push_u32(0); // dynamic + + // --- Load --- + if (SceneLoader::LoadScene(scene, buffer.data(), buffer.size())) { + printf("Scene loaded successfully.\n"); + assert(scene.objects.size() == 2); + + // Check Obj 1 + assert(scene.objects[0].type == ObjectType::CUBE); + assert(scene.objects[0].position.x == 1.0f); + assert(scene.objects[0].is_static == true); + + // Check Obj 2 + assert(scene.objects[1].type == ObjectType::MESH); + assert(scene.objects[1].mesh_asset_id == AssetId::ASSET_MESH_CUBE); + printf("Mesh Asset ID resolved to: %d (Expected %d)\n", + (int)scene.objects[1].mesh_asset_id, (int)AssetId::ASSET_MESH_CUBE); + + } else { + printf("Scene load failed.\n"); + return 1; + } + + return 0; +} |
