feat: updated engine version to 4.4-rc1
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5459 changed files with 1128836 additions and 198305 deletions
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@ -44,7 +44,7 @@ class NoiseTextureTester : public RefCounted {
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public:
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NoiseTextureTester(const NoiseTexture2D *const p_texture) :
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texture{ p_texture } {};
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texture{ p_texture } {}
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Color compute_average_color(const Ref<Image> &p_noise_image) {
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Color r_avg_color{};
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@ -135,7 +135,7 @@ TEST_CASE("[NoiseTexture][SceneTree] Getter and setter") {
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noise_texture->set_noise(noise);
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CHECK(noise_texture->get_noise() == noise);
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noise_texture->set_noise(nullptr);
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CHECK(noise_texture->get_noise() == nullptr);
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CHECK(noise_texture->get_noise().is_null());
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noise_texture->set_width(8);
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noise_texture->set_height(4);
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@ -190,7 +190,7 @@ TEST_CASE("[NoiseTexture][SceneTree] Getter and setter") {
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noise_texture->set_color_ramp(gradient);
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CHECK(noise_texture->get_color_ramp() == gradient);
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noise_texture->set_color_ramp(nullptr);
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CHECK(noise_texture->get_color_ramp() == nullptr);
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CHECK(noise_texture->get_color_ramp().is_null());
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}
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TEST_CASE("[NoiseTexture2D][SceneTree] Generating a basic noise texture with mipmaps and color ramp modulation") {
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@ -200,10 +200,11 @@ TEST_CASE("[NoiseTexture2D][SceneTree] Generating a basic noise texture with mip
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noise_texture->set_noise(noise);
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Ref<Gradient> gradient = memnew(Gradient);
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Vector<Gradient::Point> points;
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points.push_back({ 0.0, Color(1, 0, 0) });
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points.push_back({ 1.0, Color(0, 0, 1) });
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gradient->set_points(points);
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Vector<float> offsets = { 0.0, 1.0 };
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Vector<Color> colors = { Color(1, 0, 0), Color(0, 0, 1) };
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gradient->set_offsets(offsets);
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gradient->set_colors(colors);
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noise_texture->set_color_ramp(gradient);
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noise_texture->set_width(16);
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noise_texture->set_height(16);
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@ -251,10 +252,12 @@ TEST_CASE("[NoiseTexture2D][SceneTree] Generating a seamless noise texture") {
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SUBCASE("16x16 modulated with default (transparent)black and white gradient (RGBA8), with seamless blend skirt of 1.0") {
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Ref<Gradient> gradient = memnew(Gradient);
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Vector<Gradient::Point> points;
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points.push_back({ 0.0, Color(0, 0, 0, 0) });
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points.push_back({ 1.0, Color(1, 1, 1, 1) });
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gradient->set_points(points);
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Vector<float> offsets = { 0.0, 1.0 };
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Vector<Color> colors = { Color(0, 0, 0, 0), Color(1, 1, 1, 1) };
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gradient->set_offsets(offsets);
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gradient->set_colors(colors);
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noise_texture->set_color_ramp(gradient);
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noise_texture->set_seamless_blend_skirt(1.0);
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noise_texture->connect_changed(callable_mp(tester.ptr(), &NoiseTextureTester::check_seamless_texture_rgba));
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@ -44,7 +44,7 @@ class NoiseTexture3DTester : public RefCounted {
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public:
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NoiseTexture3DTester(const NoiseTexture3D *const p_texture) :
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texture{ p_texture } {};
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texture{ p_texture } {}
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Color compute_average_color(const Ref<Image> &p_noise_image) {
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Color r_avg_color{};
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@ -133,7 +133,7 @@ TEST_CASE("[NoiseTexture][SceneTree] Getter and setter") {
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noise_texture->set_noise(noise);
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CHECK(noise_texture->get_noise() == noise);
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noise_texture->set_noise(nullptr);
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CHECK(noise_texture->get_noise() == nullptr);
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CHECK(noise_texture->get_noise().is_null());
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noise_texture->set_width(8);
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noise_texture->set_height(4);
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@ -174,7 +174,7 @@ TEST_CASE("[NoiseTexture][SceneTree] Getter and setter") {
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noise_texture->set_color_ramp(gradient);
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CHECK(noise_texture->get_color_ramp() == gradient);
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noise_texture->set_color_ramp(nullptr);
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CHECK(noise_texture->get_color_ramp() == nullptr);
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CHECK(noise_texture->get_color_ramp().is_null());
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}
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TEST_CASE("[NoiseTexture3D][SceneTree] Generating a basic noise texture with mipmaps and color ramp modulation") {
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@ -184,10 +184,11 @@ TEST_CASE("[NoiseTexture3D][SceneTree] Generating a basic noise texture with mip
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noise_texture->set_noise(noise);
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Ref<Gradient> gradient = memnew(Gradient);
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Vector<Gradient::Point> points;
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points.push_back({ 0.0, Color(1, 0, 0) });
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points.push_back({ 1.0, Color(0, 0, 1) });
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gradient->set_points(points);
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Vector<float> offsets = { 0.0, 1.0 };
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Vector<Color> colors = { Color(1, 0, 0), Color(0, 0, 1) };
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gradient->set_offsets(offsets);
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gradient->set_colors(colors);
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noise_texture->set_color_ramp(gradient);
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noise_texture->set_width(16);
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noise_texture->set_height(16);
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@ -219,10 +220,12 @@ TEST_CASE("[NoiseTexture3D][SceneTree] Generating a seamless noise texture") {
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SUBCASE("16x16x16 modulated with default (transparent)black and white gradient (RGBA8), with seamless blend skirt of 1.0") {
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Ref<Gradient> gradient = memnew(Gradient);
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Vector<Gradient::Point> points;
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points.push_back({ 0.0, Color(0, 0, 0, 0) });
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points.push_back({ 1.0, Color(1, 1, 1, 1) });
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gradient->set_points(points);
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Vector<float> offsets = { 0.0, 1.0 };
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Vector<Color> colors = { Color(0, 0, 0, 0), Color(1, 1, 1, 1) };
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gradient->set_offsets(offsets);
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gradient->set_colors(colors);
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noise_texture->set_color_ramp(gradient);
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noise_texture->set_seamless_blend_skirt(1.0);
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noise_texture->connect_changed(callable_mp(tester.ptr(), &NoiseTexture3DTester::check_seamless_texture_rgba));
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