mirror of
https://github.com/johndoe6345789/SDL3CPlusPlus.git
synced 2026-04-24 13:44:58 +00:00
test stuff
This commit is contained in:
@@ -1,5 +1,6 @@
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cmake_minimum_required(VERSION 3.24)
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project(SDL3App LANGUAGES CXX)
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option(BUILD_SDL3_APP "Build the SDL3 Vulkan demo" ON)
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set(CMAKE_CXX_STANDARD 23)
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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@@ -9,23 +10,37 @@ if(EXISTS "${CMAKE_BINARY_DIR}/conan_toolchain.cmake")
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include("${CMAKE_BINARY_DIR}/conan_toolchain.cmake")
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endif()
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find_package(SDL3 CONFIG REQUIRED)
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find_package(Vulkan REQUIRED)
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if(BUILD_SDL3_APP)
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find_package(SDL3 CONFIG REQUIRED)
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find_package(Vulkan REQUIRED)
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endif()
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find_package(lua CONFIG REQUIRED)
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add_executable(sdl3_app
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src/main.cpp
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src/app/sdl3_app_core.cpp
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src/app/sdl3_app_device.cpp
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src/app/sdl3_app_swapchain.cpp
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src/app/sdl3_app_pipeline.cpp
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src/app/sdl3_app_build.cpp
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src/app/sdl3_app_buffers.cpp
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src/app/sdl3_app_render.cpp
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if(BUILD_SDL3_APP)
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add_executable(sdl3_app
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src/main.cpp
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src/app/sdl3_app_core.cpp
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src/app/sdl3_app_device.cpp
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src/app/sdl3_app_swapchain.cpp
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src/app/sdl3_app_pipeline.cpp
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src/app/sdl3_app_build.cpp
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src/app/sdl3_app_buffers.cpp
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src/app/sdl3_app_render.cpp
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src/script/cube_script.cpp
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)
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target_link_libraries(sdl3_app PRIVATE SDL3::SDL3 Vulkan::Vulkan lua::lua)
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target_compile_definitions(sdl3_app PRIVATE SDL_MAIN_HANDLED)
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file(COPY "${CMAKE_CURRENT_SOURCE_DIR}/shaders" DESTINATION "${CMAKE_CURRENT_BINARY_DIR}")
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file(COPY "${CMAKE_CURRENT_SOURCE_DIR}/scripts" DESTINATION "${CMAKE_CURRENT_BINARY_DIR}")
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endif()
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enable_testing()
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add_executable(cube_script_tests
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tests/test_cube_script.cpp
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src/script/cube_script.cpp
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)
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target_link_libraries(sdl3_app PRIVATE SDL3::SDL3 Vulkan::Vulkan lua::lua)
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target_compile_definitions(sdl3_app PRIVATE SDL_MAIN_HANDLED)
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file(COPY "${CMAKE_CURRENT_SOURCE_DIR}/shaders" DESTINATION "${CMAKE_CURRENT_BINARY_DIR}")
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file(COPY "${CMAKE_CURRENT_SOURCE_DIR}/scripts" DESTINATION "${CMAKE_CURRENT_BINARY_DIR}")
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target_include_directories(cube_script_tests PRIVATE "${CMAKE_CURRENT_SOURCE_DIR}/src")
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target_link_libraries(cube_script_tests PRIVATE lua::lua)
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add_test(NAME cube_script_tests COMMAND cube_script_tests)
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20
conanfile.py
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20
conanfile.py
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@@ -0,0 +1,20 @@
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from conan import ConanFile
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class SDL3CppConan(ConanFile):
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name = "sdl3cpp"
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version = "0.1"
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settings = "os", "arch", "compiler", "build_type"
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options = {"build_app": [True, False]}
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default_options = {
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"build_app": True,
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"lua/*:shared": False,
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"lua/*:fPIC": True,
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"lua/*:compile_as_cpp": False,
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"lua/*:with_tools": False,
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}
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generators = "CMakeDeps", "CMakeToolchain", "VirtualRunEnv"
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def requirements(self):
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self.requires("lua/5.4.6")
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if self.options.build_app:
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self.requires("vulkan-loader/1.4.313.0")
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@@ -1,14 +0,0 @@
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[requires]
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lua/5.4.6
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vulkan-loader/1.4.313.0
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[options]
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lua:shared=False
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lua:fPIC=True
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lua:compile_as_cpp=False
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lua:with_tools=False
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[generators]
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CMakeDeps
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CMakeToolchain
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VirtualRunEnv
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42
tests/scripts/unit_cube_logic.lua
Normal file
42
tests/scripts/unit_cube_logic.lua
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@@ -0,0 +1,42 @@
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local function identity_matrix()
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return {
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1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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0.0, 0.0, 0.0, 1.0,
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}
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end
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function get_scene_objects()
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return {
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{
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vertices = {
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{ position = {0.0, 0.0, 0.0}, color = {1.0, 0.0, 0.0} },
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{ position = {1.0, 0.0, 0.0}, color = {0.0, 1.0, 0.0} },
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{ position = {0.0, 1.0, 0.0}, color = {0.0, 0.0, 1.0} },
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},
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indices = {1, 2, 3},
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compute_model_matrix = function(time)
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return identity_matrix()
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end,
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shader_key = "test",
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},
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}
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end
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function get_shader_paths()
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return {
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test = {
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vertex = "shaders/test.vert.spv",
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fragment = "shaders/test.frag.spv",
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},
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}
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end
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function get_view_projection(aspect)
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return identity_matrix()
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end
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function compute_model_matrix(time)
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return identity_matrix()
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end
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97
tests/test_cube_script.cpp
Normal file
97
tests/test_cube_script.cpp
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@@ -0,0 +1,97 @@
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#include "script/cube_script.hpp"
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#include <array>
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#include <cmath>
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#include <filesystem>
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#include <iostream>
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#include <string>
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#include <vector>
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namespace {
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constexpr std::array<float, 16> kIdentityMatrix = {
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f,
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};
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bool ApproximatelyEqual(float a, float b, float eps = 1e-5f) {
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return std::fabs(a - b) <= eps;
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}
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bool ExpectIdentity(const std::array<float, 16>& actual, const std::string& label, int& failures) {
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for (size_t i = 0; i < actual.size(); ++i) {
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if (!ApproximatelyEqual(actual[i], kIdentityMatrix[i])) {
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std::cerr << label << " differs at index " << i << " (" << actual[i] << " vs "
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<< kIdentityMatrix[i] << ")\n";
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++failures;
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return false;
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}
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}
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return true;
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}
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std::filesystem::path GetTestScriptPath() {
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auto testDir = std::filesystem::path(__FILE__).parent_path();
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return testDir / "scripts" / "unit_cube_logic.lua";
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}
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void Assert(bool condition, const std::string& message, int& failures) {
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if (!condition) {
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std::cerr << "test failure: " << message << '\n';
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++failures;
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}
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}
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} // namespace
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int main() {
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int failures = 0;
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auto scriptPath = GetTestScriptPath();
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std::cout << "Loading Lua fixture: " << scriptPath << '\n';
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try {
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sdl3cpp::script::CubeScript cubeScript(scriptPath);
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auto objects = cubeScript.LoadSceneObjects();
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Assert(objects.size() == 1, "expected exactly one scene object", failures);
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if (!objects.empty()) {
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const auto& object = objects.front();
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Assert(object.vertices.size() == 3, "scene object should yield three vertices", failures);
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Assert(object.indices.size() == 3, "scene object should yield three indices", failures);
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Assert(object.shaderKey == "test", "shader key should match fixture", failures);
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const std::vector<uint16_t> expectedIndices{0, 1, 2};
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Assert(object.indices == expectedIndices, "indices should be zero-based", failures);
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Assert(object.computeModelMatrixRef != LUA_REFNIL,
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"vertex object must keep a Lua reference", failures);
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auto objectMatrix = cubeScript.ComputeModelMatrix(object.computeModelMatrixRef, 0.5f);
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ExpectIdentity(objectMatrix, "object compute_model_matrix", failures);
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}
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auto fallbackMatrix = cubeScript.ComputeModelMatrix(LUA_REFNIL, 1.0f);
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ExpectIdentity(fallbackMatrix, "global compute_model_matrix", failures);
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auto viewProjection = cubeScript.GetViewProjectionMatrix(1.33f);
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ExpectIdentity(viewProjection, "view_projection matrix", failures);
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auto shaderMap = cubeScript.LoadShaderPathsMap();
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Assert(shaderMap.size() == 1, "expected a single shader variant", failures);
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auto testEntry = shaderMap.find("test");
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Assert(testEntry != shaderMap.end(), "shader map missing "
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"test entry", failures);
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if (testEntry != shaderMap.end()) {
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Assert(testEntry->second.vertex == "shaders/test.vert.spv", "vertex shader path", failures);
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Assert(testEntry->second.fragment == "shaders/test.frag.spv", "fragment shader path", failures);
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}
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} catch (const std::exception& ex) {
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std::cerr << "exception during tests: " << ex.what() << '\n';
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return 1;
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}
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if (failures == 0) {
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std::cout << "cube_script_tests: PASSED\n";
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} else {
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std::cerr << "cube_script_tests: FAILED (" << failures << " errors)\n";
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}
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return failures;
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}
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