* Lumiera source code always was copyrighted by individual contributors * there is no entity "Lumiera.org" which holds any copyrights * Lumiera source code is provided under the GPL Version 2+ == Explanations == Lumiera as a whole is distributed under Copyleft, GNU General Public License Version 2 or above. For this to become legally effective, the ''File COPYING in the root directory is sufficient.'' The licensing header in each file is not strictly necessary, yet considered good practice; attaching a licence notice increases the likeliness that this information is retained in case someone extracts individual code files. However, it is not by the presence of some text, that legally binding licensing terms become effective; rather the fact matters that a given piece of code was provably copyrighted and published under a license. Even reformatting the code, renaming some variables or deleting parts of the code will not alter this legal situation, but rather creates a derivative work, which is likewise covered by the GPL! The most relevant information in the file header is the notice regarding the time of the first individual copyright claim. By virtue of this initial copyright, the first author is entitled to choose the terms of licensing. All further modifications are permitted and covered by the License. The specific wording or format of the copyright header is not legally relevant, as long as the intention to publish under the GPL remains clear. The extended wording was based on a recommendation by the FSF. It can be shortened, because the full terms of the license are provided alongside the distribution, in the file COPYING.
140 lines
4.8 KiB
C++
140 lines
4.8 KiB
C++
/*
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NodeLinkage(Test) - verify proper render node operation and calldown
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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-linkage-test.cpp
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** unit test \ref NodeLinkage_test
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*/
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#include "lib/test/run.hpp"
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#include "steam/engine/proc-node.hpp"
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#include "steam/engine/node-builder.hpp"
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#include "steam/engine/test-rand-ontology.hpp" ///////////TODO
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#include "lib/test/diagnostic-output.hpp"/////////////////TODO
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#include "lib/util.hpp"
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using util::isnil;
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//using std::string;
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using util::isSameObject;
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namespace steam {
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namespace engine{
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namespace test {
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/***************************************************************//**
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* @test demonstrate and document how [render nodes](\ref proc-node.hpp)
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* are connected into a processing network, allowing to _invoke_
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* a \ref Port on a node to pull-generate a render result.
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* - the foundation layer is formed by the nodes as linked into a network
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* - starting from any Port, a TurnoutSystem can be established
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* - which in turn allows _turn out_ a render result from this port.
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*/
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class NodeLinkage_test : public Test
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{
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virtual void
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run (Arg)
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{
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seedRand();
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build_connected_nodes();
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generate_turnout_system();
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trigger_node_port_invocation();
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}
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/** @test TODO Build render nodes linked into a connectivity network
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* @todo WIP 7/24 🔁 define ⟶ ✔ implement
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*/
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void
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build_connected_nodes()
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{
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auto con = prepareNode("Test:Src")
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.preparePort()
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.invoke(DUMMY_FUN_ID, dummyOp)
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.completePort()
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.build();
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CHECK (isnil (con.leads));
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CHECK (1 == con.ports.size());
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// can build a ProcNode with this connectivity
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ProcNode n1{move(con)};
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CHECK (watch(n1).isValid());
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CHECK (watch(n1).leads().empty());
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CHECK (watch(n1).ports().size() == 1);
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// can generate a symbolic spec to describe the Port's processing functionality...
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CHECK (watch(n1).getPortSpec(0) == "Test:Src.dummyFun(TestFrame)"_expect);
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CHECK (watch(n1).getPortSpec(1) == "↯"_expect);
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// such a symbolic spec is actually generated by a deduplicated metadata descriptor
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auto& meta1 = ProcID::describe("N1","(arg)");
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auto& meta1b = ProcID::describe("N1","(arg)");
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auto& meta2 = ProcID::describe("N2","(arg)");
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auto& meta3 = ProcID::describe("N1","uga()");
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CHECK ( isSameObject (meta1,meta1b));
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CHECK (not isSameObject (meta1,meta2));
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CHECK (not isSameObject (meta1,meta3));
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CHECK (hash_value(meta1) == hash_value(meta1b));
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CHECK (hash_value(meta1) != hash_value(meta2));
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CHECK (hash_value(meta1) != hash_value(meta3));
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CHECK (meta1.genProcSpec() == "N1(arg)"_expect);
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CHECK (meta2.genProcSpec() == "N2(arg)"_expect);
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CHECK (meta3.genProcSpec() == "N1.uga()"_expect);
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// re-generate the descriptor for the source node (n1)
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auto& metaN1 = ProcID::describe("Test:Src",DUMMY_FUN_ID);
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CHECK (metaN1.genProcSpec() == "Test:Src.dummyFun(TestFrame)"_expect);
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SHOW_EXPR(metaN1.genProcName())
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CHECK (metaN1.genProcName() == "Test:Src.dummyFun"_expect);
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SHOW_EXPR(metaN1.genNodeName())
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CHECK (metaN1.genNodeName() == "Test:Src"_expect);
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SHOW_EXPR(metaN1.genNodeSpec(con.leads))
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CHECK (metaN1.genNodeSpec(con.leads) == "Test:Src-◎"_expect);
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}
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/** @test TODO Use existing node connectivity to generate a TurnoutSystem
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* @todo WIP 7/24 🔁 define ⟶ implement
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*/
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void
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generate_turnout_system()
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{
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UNIMPLEMENTED ("use existing node connectivity to generate a TurnoutSystem");
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}
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/** @test TODO Invoke some render nodes as linked together
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* @todo WIP 7/24 🔁 define ⟶ implement
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*/
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void
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trigger_node_port_invocation()
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{
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UNIMPLEMENTED ("operate some render nodes as linked together");
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}
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};
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/** Register this test class... */
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LAUNCHER (NodeLinkage_test, "unit node");
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}}} // namespace steam::engine::test
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