netfishing/tests/light_performance_profile_validation.gd

253 lines
8.7 KiB
GDScript

extends SceneTree
const MainScene: PackedScene = preload("res://main/main.tscn")
const RuntimePerformanceProfileType = preload(
"res://main/runtime_performance_profile.gd"
)
const FOLIAGE_WIND_SHADER: Shader = preload(
"res://world/materials/foliage_wind.gdshader"
)
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
_validate_profile_resolution()
OS.set_environment(
RuntimePerformanceProfileType.PROFILE_ENVIRONMENT_VARIABLE,
"light",
)
root.size = Vector2i(640, 480)
var main: Node = MainScene.instantiate()
root.add_child(main)
for _frame: int in 4:
await process_frame
if not bool(main.get("_application_initialized")):
main.call("_activate_selected_data_path", "", true)
for _frame: int in 8:
await process_frame
assert(bool(main.get("_application_initialized")))
_validate_main_profile(main)
_validate_minimal_weather(main)
_stop_audio_players(main)
main.queue_free()
for _frame: int in 8:
await process_frame
OS.unset_environment(
RuntimePerformanceProfileType.PROFILE_ENVIRONMENT_VARIABLE
)
var normal_main: Node = MainScene.instantiate()
root.add_child(normal_main)
for _frame: int in 4:
await process_frame
if not bool(normal_main.get("_application_initialized")):
normal_main.call("_activate_selected_data_path", "", true)
for _frame: int in 8:
await process_frame
assert(bool(normal_main.get("_application_initialized")))
_validate_normal_profile(normal_main)
_stop_audio_players(normal_main)
normal_main.queue_free()
for _frame: int in 8:
await process_frame
print("Light performance profile validation: PASS")
quit()
func _validate_profile_resolution() -> void:
var normal := RuntimePerformanceProfileType.from_name(&"normal")
var light := RuntimePerformanceProfileType.from_name(&"light")
var legacy := RuntimePerformanceProfileType.from_name(&"", true)
assert(not normal.is_light())
assert(is_equal_approx(normal.get_world_render_scale(), 1.0))
assert(light.is_light())
assert(is_equal_approx(light.get_world_render_scale(), 0.5))
assert(legacy.is_light())
func _validate_main_profile(main: Node) -> void:
var profile: RuntimePerformanceProfile = main.get("_performance_profile")
assert(profile != null and profile.is_light())
assert(is_equal_approx(root.scaling_3d_scale, 0.5))
var pixelation: Node = main.get_node("%WorldPixelationPostprocess")
assert(bool(pixelation.call("is_light_performance_profile")))
pixelation.call("set_gameplay_active", true)
var screen_grid := pixelation.get_node("ScreenGrid") as ColorRect
assert(screen_grid != null and not screen_grid.visible)
var pond := main.get_node(
"TestWorld/Regions/StarterIslandRegion/WaterBodies/Pond/VisualWater"
) as MeshInstance3D
var ocean := main.get_node(
"TestWorld/Regions/StarterIslandRegion/WaterBodies/Ocean/VisualWater"
) as MeshInstance3D
assert(pond.material_override is StandardMaterial3D)
assert(ocean.material_override is StandardMaterial3D)
assert(not pond.material_override is ShaderMaterial)
assert(not ocean.material_override is ShaderMaterial)
assert(not ocean.is_processing())
_validate_ocean_fishing_coverage(main, ocean)
var island := main.get_node(
"TestWorld/Regions/StarterIslandRegion"
) as StarterIslandRegion
assert(island != null and not island.is_foliage_wind_enabled())
assert(_count_foliage_wind_overrides(
island.get_node("Terrain/Visual")
) == 0)
var title_background := main.get_node("%TitleBackground") as ColorRect
var title_material := title_background.material as ShaderMaterial
assert(title_material != null)
assert(not bool(title_material.get_shader_parameter(
"animation_enabled"
)))
for backdrop_name: StringName in [
&"PlayerMenuBackdrop",
&"ShopBackdrop",
]:
var backdrop := main.get_node("%%%s" % backdrop_name) as ColorRect
var backdrop_material := backdrop.material as ShaderMaterial
assert(backdrop_material != null)
assert(not bool(backdrop_material.get_shader_parameter(
"animation_enabled"
)))
assert(
backdrop_material.get_shader_parameter(
"scroll_velocity_pixels"
) == Vector2.ZERO
)
func _validate_normal_profile(main: Node) -> void:
var profile: RuntimePerformanceProfile = main.get("_performance_profile")
assert(profile != null and not profile.is_light())
assert(is_equal_approx(root.scaling_3d_scale, 1.0))
var pond := main.get_node(
"TestWorld/Regions/StarterIslandRegion/WaterBodies/Pond/VisualWater"
) as MeshInstance3D
var ocean := main.get_node(
"TestWorld/Regions/StarterIslandRegion/WaterBodies/Ocean/VisualWater"
) as MeshInstance3D
assert(pond.material_override is ShaderMaterial)
assert(ocean.material_override is ShaderMaterial)
assert(not ocean.is_processing())
_validate_ocean_fishing_coverage(main, ocean)
var island := main.get_node(
"TestWorld/Regions/StarterIslandRegion"
) as StarterIslandRegion
assert(island != null and island.is_foliage_wind_enabled())
assert(_count_foliage_wind_overrides(
island.get_node("Terrain/Visual")
) > 0)
var title_background := main.get_node("%TitleBackground") as ColorRect
var title_material := title_background.material as ShaderMaterial
assert(title_material != null)
assert(bool(title_material.get_shader_parameter("animation_enabled")))
for backdrop_name: StringName in [
&"PlayerMenuBackdrop",
&"ShopBackdrop",
]:
var backdrop := main.get_node("%%%s" % backdrop_name) as ColorRect
var backdrop_material := backdrop.material as ShaderMaterial
assert(backdrop_material != null)
assert(bool(backdrop_material.get_shader_parameter(
"animation_enabled"
)))
assert(
backdrop_material.get_shader_parameter(
"scroll_velocity_pixels"
) != Vector2.ZERO
)
var visuals: WorldTimeVisualController = main.get_node(
"%WorldTimeVisualController"
)
var rain := visuals.get_node("LocalRain") as GPUParticles3D
assert(rain.amount == WorldTimeVisualController.RAIN_PARTICLE_AMOUNT)
assert(rain.fixed_fps == 30)
func _validate_ocean_fishing_coverage(
main: Node,
ocean: MeshInstance3D,
) -> void:
var ocean_mesh := ocean.mesh as PlaneMesh
assert(ocean_mesh != null)
var shape_node := main.get_node(
"TestWorld/Regions/StarterIslandRegion/WaterBodies/Ocean/"
+ "FishingRegions/OceanFishingRegion/Shape"
) as CollisionShape3D
assert(shape_node != null)
var fishing_shape := shape_node.shape as BoxShape3D
assert(fishing_shape != null)
assert(fishing_shape.size.is_equal_approx(Vector3(
ocean_mesh.size.x,
2.0,
ocean_mesh.size.y,
)))
func _count_foliage_wind_overrides(root_node: Node) -> int:
var count: int = 0
var mesh_instance := root_node as MeshInstance3D
if mesh_instance != null and mesh_instance.mesh != null:
for surface_index: int in mesh_instance.mesh.get_surface_count():
var material := mesh_instance.get_surface_override_material(
surface_index
) as ShaderMaterial
if material != null and material.shader == FOLIAGE_WIND_SHADER:
count += 1
for child: Node in root_node.get_children():
count += _count_foliage_wind_overrides(child)
return count
func _stop_audio_players(root_node: Node) -> void:
if root_node is AudioStreamPlayer:
(root_node as AudioStreamPlayer).stop()
elif root_node is AudioStreamPlayer2D:
(root_node as AudioStreamPlayer2D).stop()
elif root_node is AudioStreamPlayer3D:
(root_node as AudioStreamPlayer3D).stop()
for child: Node in root_node.get_children():
_stop_audio_players(child)
func _validate_minimal_weather(main: Node) -> void:
var visuals: WorldTimeVisualController = main.get_node(
"%WorldTimeVisualController"
)
var rain := visuals.get_node("LocalRain") as GPUParticles3D
assert(rain.amount == WorldTimeVisualController.LIGHT_RAIN_PARTICLE_AMOUNT)
assert(rain.fixed_fps == WorldTimeVisualController.LIGHT_RAIN_FIXED_FPS)
assert(rain.amount == 128)
assert(rain.fixed_fps == 12)
var clouds := visuals.get_node("LocalStormClouds") as LocalStormCloudLayer
assert(clouds.get_patch_count() == 1)
var ceiling := clouds.get_node("CloudCeiling") as MeshInstance3D
assert(ceiling != null and ceiling.mesh is PlaneMesh)
assert(ceiling.material_override == null)
assert((ceiling.mesh as PlaneMesh).material is StandardMaterial3D)
visuals.apply_weather_immediately(WorldWeatherService.Weather.RAINY)
assert(rain.emitting and rain.amount_ratio > 0.99)
assert(clouds.visible and clouds.get_storm_amount() > 0.87)
var cloud_material := (
(ceiling.mesh as PlaneMesh).material as StandardMaterial3D
)
assert(cloud_material.albedo_color.a < 0.65)
var test_world := main.get_node("TestWorld") as TestWorld
var runtime_environment := (
test_world.get_world_environment().environment as Environment
)
var sky_material := (
runtime_environment.sky.sky_material as ShaderMaterial
)
assert(is_zero_approx(float(
sky_material.get_shader_parameter("cloud_coverage")
)))
assert(is_zero_approx(float(
sky_material.get_shader_parameter("cloud_opacity")
)))