/* Copyright (C) 2010 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see .
*/
#include "lib/self_test.h"
#include "graphics/TextureConverter.h"
#include "lib/alignment.h"
#include "lib/file/vfs/vfs.h"
#include "lib/res/h_mgr.h"
#include "lib/tex/tex.h"
#include "ps/XML/Xeromyces.h"
class TestTextureConverter : public CxxTest::TestSuite
{
PIVFS m_VFS;
public:
void setUp()
{
DeleteDirectory(DataDir()/"_testcache"); // clean up in case the last test run failed
m_VFS = CreateVfs(20*MiB);
TS_ASSERT_OK(m_VFS->Mount(L"", DataDir()/"mods"/"_test.tex", VFS_MOUNT_MUST_EXIST));
TS_ASSERT_OK(m_VFS->Mount(L"cache/", DataDir()/"_testcache"));
}
void tearDown()
{
m_VFS.reset();
DeleteDirectory(DataDir()/"_testcache");
}
void test_convert_quality()
{
// Test for the bug in http://code.google.com/p/nvidia-texture-tools/issues/detail?id=139
VfsPath src = L"art/textures/b/test.png";
CTextureConverter converter(m_VFS, false);
CTextureConverter::Settings settings = converter.ComputeSettings(L"", std::vector());
TS_ASSERT(converter.ConvertTexture(CTexturePtr(), src, L"cache/test.png", settings));
VfsPath dest;
for (size_t i = 0; i < 100; ++i)
{
CTexturePtr texture;
bool ok;
if (converter.Poll(texture, dest, ok))
{
TS_ASSERT(ok);
break;
}
SDL_Delay(10);
}
shared_ptr file;
size_t fileSize = 0;
TS_ASSERT_OK(m_VFS->LoadFile(dest, file, fileSize));
Tex tex;
TS_ASSERT_OK(tex.decode(file, fileSize));
TS_ASSERT_OK(tex.transform_to((tex.m_Flags | TEX_BGR | TEX_ALPHA) & ~(TEX_DXT | TEX_MIPMAPS)));
u8* texdata = tex.get_data();
// The source texture is repeated after 4 pixels, so the compressed texture
// should be identical after 4 pixels
TS_ASSERT_EQUALS(texdata[0*4], texdata[4*4]);
// 1st, 2nd and 4th rows should be unequal
TS_ASSERT_DIFFERS(texdata[0*4], texdata[8*4]);
TS_ASSERT_EQUALS(texdata[8*4], texdata[16*4]);
TS_ASSERT_DIFFERS(texdata[16*4], texdata[24*4]);
// for (size_t i = 0; i < tex.dataSize; ++i)
// {
// if (i % 4 == 0) printf("\n");
// printf("%02x ", texdata[i]);
// }
}
};