#include "zeroerr/assert.h" #include "zeroerr/unittest.h" #include "Fixtures.h" #include #include #include #include #include #include "graphics/AmbientOcclusion.h" #include "graphics/AntiAliasing.h" #include "graphics/Canvas.h" #include "graphics/DrawItem2D.h" #include "graphics/Font.h" #include "graphics/GBuffer.h" #include "graphics/GlobalIllumination.h" #include "graphics/Graphics.h" #include "graphics/Grass.h" #include "graphics/Light.h" #include "graphics/Material.h" #include "graphics/Mesh.h" #include "graphics/Outline.h" #include "graphics/Quad.h" #include "graphics/RenderControl.h" #include "graphics/ScreenSpaceReflection.h" #include "graphics/Shader.h" #include "graphics/Texture.h" #include "graphics/Volumetric.h" #include "graphics/Water.h" #include "graphics/Waterfall.h" #include "window/Window.h" // Color lives in eve::graphics (see graphics/Canvas.h); keep the unqualified form. using eve::graphics::Color; using namespace eve::graphics; namespace { Texture *makeChecker(Graphics *gfx, int w, int h) { std::vector px(size_t(w * h * 4)); for (int y = 0; y < h; ++y) { for (int x = 0; x < w; ++x) { const bool on = ((x / 4) + (y / 4)) & 1; const size_t i = size_t((y * w + x) * 4); px[i + 0] = on ? 255 : 16; px[i + 1] = on ? 255 : 16; px[i + 2] = on ? 255 : 16; px[i + 3] = 255; } } return gfx->newTexture(w, h, px.data()); } /** Hold a textured canvas / texture on the swapchain briefly. */ void previewTexture(Graphics *gfx, Texture *tex, int ms = 400) { gfx->setBackgroundColorRGBA(0.05f, 0.05f, 0.08f, 1.f); const int frames = (ms >= 16) ? (ms / 16) : 1; for (int i = 0; i < frames; ++i) { gfx->clearScreen(); gfx->drawTexturedRectRGBA(tex, 0, 0, float(gfx->getWidth()), float(gfx->getHeight()), 1, 1, 1, 1); gfx->present(); SDL_Event e; while (SDL_PollEvent(&e)) { if (e.type == SDL_QUIT) return; } SDL_Delay(16); } } } // namespace TEST_CASE("aa.qualityAndModes") { eve::window::Window *win = nullptr; Graphics *gfx = nullptr; openGfxWindow(win, gfx); AntiAliasing *raw = gfx->newAntiAliasing(); REQUIRE(raw != nullptr); REQUIRE(raw->getFxaaShader() != nullptr); REQUIRE(raw->getSmaaShader() != nullptr); REQUIRE(raw->getSsaaShader() != nullptr); REQUIRE(raw->getNfaaShader() != nullptr); std::unique_ptr aa(raw); CHECK(aa->getMode() == "fxaa"); CHECK(aa->getQuality() == "medium"); CHECK(aa->getShader() == aa->getFxaaShader()); aa->setMode("smaa"); CHECK(aa->getMode() == "smaa"); CHECK(aa->getShader() == aa->getSmaaShader()); CHECK(aa->hasParam("threshold")); CHECK(aa->hasParam("maxSearch")); aa->setMode("nfaa"); CHECK(aa->getShader() == aa->getNfaaShader()); CHECK(aa->hasParam("strength")); aa->setMode("ssaa"); CHECK(aa->getShader() == aa->getSsaaShader()); CHECK(aa->suggestScale() == 2.f); CHECK(aa->resolutionFor(100) == 200); aa->setQuality("high"); CHECK(aa->getQuality() == "high"); CHECK(aa->suggestScale() == 4.f); CHECK(aa->resolutionFor(100) == 400); CHECK(aa->getFloat("scale") == 4.f); aa->setQuality("low"); CHECK(aa->suggestScale() == 2.f); CHECK(aa->getFloat("kernel") == 0.f); aa->setMode("unknown"); CHECK(aa->getMode() == "fxaa"); aa->setQuality("bogus"); CHECK(aa->getQuality() == "medium"); } TEST_CASE("aa.fxaaApplyToCanvas") { eve::window::Window *win = nullptr; Graphics *gfx = nullptr; openGfxWindow(win, gfx, 256, 192); std::unique_ptr aa(gfx->newAntiAliasing()); aa->setMode("fxaa"); aa->setQuality("medium"); Texture *src = makeChecker(gfx, 128, 96); REQUIRE(src != nullptr); Canvas *dest = gfx->newCanvas(128, 96); REQUIRE(dest != nullptr); REQUIRE(dest->getTexture() != nullptr); gfx->setBackgroundColorRGBA(0, 0, 0, 1); aa->applyTo(gfx, src, dest); previewTexture(gfx, dest->getTexture(), 300); // Flat region should stay near black/white extremes after AA (no crash / blackout). gfx->setCanvas(dest); // Just ensure we can draw the result to screen without throwing. gfx->setCanvas(nullptr); gfx->clearScreen(); gfx->drawTexturedRectRGBA(dest->getTexture(), 0, 0, float(gfx->getWidth()), float(gfx->getHeight()), 1, 1, 1, 1); gfx->present(); } TEST_CASE("aa.allModesSmoke") { eve::window::Window *win = nullptr; Graphics *gfx = nullptr; openGfxWindow(win, gfx, 320, 240); std::unique_ptr aa(gfx->newAntiAliasing()); Texture *src = makeChecker(gfx, 160, 120); Canvas *dest = gfx->newCanvas(160, 120); REQUIRE(src != nullptr); REQUIRE(dest != nullptr); const char *modes[] = {"fxaa", "smaa", "ssaa", "nfaa"}; for (const char *mode : modes) { aa->setMode(mode); aa->setQuality("medium"); aa->applyTo(gfx, src, dest); CHECK(aa->getMode() == mode); previewTexture(gfx, dest->getTexture(), 200); } } TEST_CASE("aa.ssaaFromHiResCanvas") { eve::window::Window *win = nullptr; Graphics *gfx = nullptr; openGfxWindow(win, gfx, 256, 192); std::unique_ptr aa(gfx->newAntiAliasing()); aa->setMode("ssaa"); aa->setQuality("medium"); const int dw = 128; const int dh = 96; const int sw = aa->resolutionFor(dw); const int sh = aa->resolutionFor(dh); CHECK(sw == 256); CHECK(sh == 192); Canvas *hi = gfx->newCanvas(sw, sh); Canvas *lo = gfx->newCanvas(dw, dh); REQUIRE(hi != nullptr); REQUIRE(lo != nullptr); // Draw a high-contrast diagonal into the supersampled canvas. gfx->setCanvas(hi); gfx->setBackgroundColorRGBA(0.05f, 0.05f, 0.08f, 1.f); gfx->clearScreen(); Texture *white = nullptr; { const uint8_t px[4] = {240, 240, 240, 255}; white = gfx->newTexture(1, 1, px); } // Staircase of thin rectangles approximating a diagonal. for (int i = 0; i < 32; ++i) { const float x = float(i * (sw / 32)); const float y = float(i * (sh / 32)); gfx->drawTexturedRectRGBA(white, x, y, 6.f, 6.f, 1, 1, 1, 1); } gfx->setCanvas(nullptr); aa->applyCanvasTo(gfx, hi, lo); previewTexture(gfx, lo->getTexture(), 400); } TEST_CASE("aa.paramOverrides") { eve::window::Window *win = nullptr; Graphics *gfx = nullptr; openGfxWindow(win, gfx); std::unique_ptr aa(gfx->newAntiAliasing()); aa->setMode("fxaa"); aa->setFloat("subpix", 0.25f); CHECK(std::fabs(aa->getFloat("subpix") - 0.25f) < 1e-5f); aa->setMode("smaa"); aa->setFloat("threshold", 0.2f); CHECK(std::fabs(aa->getFloat("threshold") - 0.2f) < 1e-5f); aa->setMode("nfaa"); aa->setFloat("strength", 1.5f); CHECK(std::fabs(aa->getFloat("strength") - 1.5f) < 1e-5f); } TEST_CASE("aa.msaaSamplesApi") { eve::window::Window *win = nullptr; Graphics *gfx = nullptr; openGfxWindow(win, gfx, 256, 192); // Defaults: hardware MSAA on at 4 samples via the render control feature. RenderControl *rc = gfx->getRenderControl(); REQUIRE(rc != nullptr); CHECK(rc->isEnabled("msaa")); CHECK(gfx->getMsaaSamples() == 4); gfx->setMsaaSamples(8); CHECK(gfx->getMsaaSamples() == 8); gfx->setMsaaSamples(2); CHECK(gfx->getMsaaSamples() == 2); gfx->setMsaaSamples(0); CHECK(gfx->getMsaaSamples() == 0); gfx->setMsaaSamples(1); // below the MSAA threshold → treated as off CHECK(gfx->getMsaaSamples() == 0); gfx->setMsaaSamples(-2); CHECK(gfx->getMsaaSamples() == 0); gfx->setMsaaSamples(4); CHECK(gfx->getMsaaSamples() == 4); // 3D smoke frame with MSAA enabled: draw a mesh + resolve, no crash/blackout. gfx->setBackgroundColorRGBA(0.05f, 0.05f, 0.08f, 1.f); Mesh *mesh = gfx->newMeshSphere(24, 16); REQUIRE(mesh != nullptr); gfx->begin3DFrame(); CHECK(gfx->had3DThisFrame()); gfx->drawMesh(mesh, glm::mat4(1.f), nullptr, Color(0.9f, 0.6f, 0.3f, 1.f)); gfx->present(); }