#include "zeroerr/assert.h" #include "zeroerr/unittest.h" #include #include #include #include #include #include #include #include "common/Exception.h" #include "filesystem/Filesystem.h" #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/RenderSystem.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 "graphics/shaders/custom2d_frag_spv.inc" #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; TEST_CASE("graphics.Shader.declareAndSendUniforms") { Shader sh; CHECK_EQ(sh.declareFloat("time"), 0); CHECK_EQ(sh.declareVec4("tint"), 1); CHECK_EQ(sh.usedFloats(), 5); CHECK(sh.hasUniform("time")); CHECK(sh.hasUniform("tint")); sh.sendFloat("time", 1.5f); sh.sendVec4("tint", 0.2f, 0.4f, 0.6f, 1.f); float t = 0.f; REQUIRE_EQ(sh.getFromVar("time", &t, sizeof(t)), int(sizeof(t))); CHECK(std::abs(t - 1.5f) < 1e-5f); float tint[4] = {}; REQUIRE_EQ(sh.getFromVar("tint", tint, sizeof(tint)), int(sizeof(tint))); CHECK(std::abs(tint[0] - 0.2f) < 1e-5f); CHECK(std::abs(tint[3] - 1.f) < 1e-5f); bool threw = false; try { sh.sendFloat("missing", 1.f); } catch (const eve::Exception &) { threw = true; } CHECK(threw); threw = false; try { sh.declareFloat("time"); // same size OK sh.declareVec2("time"); // different size → error } catch (const eve::Exception &) { threw = true; } CHECK(threw); } TEST_CASE("graphics.Shader.customSpvOnSprite") { auto *win = eve::window::Window::create(); auto *gfx = Graphics::create(); REQUIRE(win != nullptr); REQUIRE(gfx != nullptr); eve::window::WindowSettings s; s.width = 320; s.height = 240; s.centered = true; REQUIRE(win->setWindowSettings(s)); std::vector frag(custom2d_frag_spv, custom2d_frag_spv + custom2d_frag_spv_count); Shader *shader = gfx->newShaderFromSpv({}, frag); REQUIRE(shader != nullptr); REQUIRE(shader->gpuHandle != nullptr); CHECK_EQ(shader->declareFloat("factor"), 0); shader->sendFloat("factor", 0.5f); // White 2x2 texture const uint8_t px[16] = {255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255}; Texture *tex = gfx->newTexture(2, 2, px); REQUIRE(tex != nullptr); auto *ent = Renderable2D::create(); ent->transform()->x = 40; ent->transform()->y = 40; ent->sprite()->width = 80; ent->sprite()->height = 80; ent->sprite()->texture = tex; ent->sprite()->shader = shader; ent->sprite()->visible = true; gfx->setScreenReadbackEnabled(true); gfx->setBackgroundColor(Color(0.f, 0.f, 0.f, 1.f)); // Warm up a couple frames (swapchain acquire can soft-fail once). for (int i = 0; i < 3; ++i) RenderSystem::render(*gfx); Color c = gfx->getPixel(80, 80); // factor 0.5 on white → ~0.5 RGB (allow tolerance for sRGB/swapchain format) CHECK_GT(c.r, 0.15f); CHECK_LT(c.r, 0.85f); CHECK(std::abs(c.r - c.g) < 0.15f); } #if !defined(_WIN32) TEST_CASE("graphics.Shader.newShaderGlslc") { auto *win = eve::window::Window::create(); auto *gfx = Graphics::create(); REQUIRE(win != nullptr); REQUIRE(gfx != nullptr); eve::window::WindowSettings s; s.width = 160; s.height = 120; s.centered = true; if (!win->setWindowSettings(s)) return; const char *frag = R"(#version 450 layout(location = 0) in vec4 fragColor; layout(location = 1) in vec2 fragUV; layout(location = 0) out vec4 outColor; layout(binding = 0) uniform sampler2D MainTex; layout(push_constant) uniform Externals { float data[32]; } u; void main() { outColor = texture(MainTex, fragUV) * fragColor * u.data[0]; } )"; try { Shader *sh = gfx->newShader(frag); REQUIRE(sh != nullptr); sh->declareFloat("factor"); sh->sendFloat("factor", 1.f); gfx->setShader(sh); CHECK(gfx->getShader() == sh); gfx->setShader(); CHECK(gfx->getShader() == nullptr); } catch (const eve::Exception &e) { // glslc missing on CI hosts is acceptable — mark as soft skip const char *msg = e.what(); bool missing = msg && (std::strstr(msg, "glslc") != nullptr); CHECK(missing); } } #endif