This was an extended digression into architecture planning, which became necessary in order to suitably map out the role for the `TurnoutSystem` — which can now be defined as ''mediator'' to connect and forward control- and parameter data while specific render invocation proceeds through the render node network.
105 lines
3.5 KiB
C++
105 lines
3.5 KiB
C++
/*
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NodeBasic(Test) - unit test covering render node basic lifecycle and usage
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Copyright (C)
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2009, Hermann Vosseler <Ichthyostega@web.de>
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**Lumiera** is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the
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Free Software Foundation; either version 2 of the License, or (at your
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option) any later version. See the file COPYING for further details.
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* *****************************************************************/
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/** @file node-basic-test.cpp
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** unit test \ref NodeBasic_test
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*/
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#include "lib/test/run.hpp"
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#include "steam/engine/node-factory.hpp"
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//#include "steam/engine/nodewiring-obsolete.hpp" /////////////////////////////////////////////////////TICKET #1367 : sort out dependencies for reworked Node Invocation
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#include "steam/engine/turnout-system.hpp"
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#include "steam/engine/channel-descriptor.hpp"
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#include "steam/mobject/session/effect.hpp"
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#include "lib/allocation-cluster.hpp"
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//#include "lib/format-cout.hpp"
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//#include "lib/util.hpp"
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//using std::string;
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namespace steam {
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namespace engine{
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namespace test {
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using lib::AllocationCluster;
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using mobject::session::PEffect;
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namespace { // Test fixture
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/**
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* Mock StateClosure/Invocation object.
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* Used as a replacement for the real RenderInvocation,
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* so the test can verify that calculations are actually
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* happening in correct order.
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*/
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class TestContext
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// : public StateProxy
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{
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//////////////TODO: facility to verify the right access operations get called
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};
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inline PEffect
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createTestEffectMObject()
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{
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UNIMPLEMENTED ("how to create a dummy Effect for tests");
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}
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}
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/***************************************************************//**
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* @test basic render node properties and behaviour.
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*/
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class NodeBasic_test : public Test
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{
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virtual void run(Arg)
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{
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UNIMPLEMENTED ("build a simple render node and then activate it");
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AllocationCluster alloc;
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#if false /////////////////////////////////////////////////////////////////////////////////////////////////////////////UNIMPLEMENTED :: TICKET #1367 : Rebuild the Node Invocation
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NodeFactory nodeFab(alloc);
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ProcNode * testSource; ///////////TODO: how to fabricate a test Source-Node????
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WiringSituation setup(testSource);
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PEffect pEffect = createTestEffectMObject();
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ProcNode* pNode = nodeFab (pEffect, setup);
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CHECK (pNode);
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#endif /////////////////////////////////////////////////////////////////////////////////////////////////////////////UNIMPLEMENTED :: TICKET #1367 : Rebuild the Node Invocation
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TestContext simulatedInvocation;
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#if false /////////////////////////////////////////////////////////////////////////////////////////////////////////////UNIMPLEMENTED :: TICKET #1367 : Rebuild the Node Invocation
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BuffHandle result = pNode->pull(simulatedInvocation, 0);
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CHECK (result);
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// CHECK we got calculated data in the result buffer
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#endif /////////////////////////////////////////////////////////////////////////////////////////////////////////////UNIMPLEMENTED :: TICKET #1367 : Rebuild the Node Invocation
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}
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};
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/** Register this test class... */
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LAUNCHER (NodeBasic_test, "unit node");
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}}} // namespace steam::engine::test
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