Files
EVEngine/test/UIOverlaySmoke.cpp

314 lines
11 KiB
C++

#include "zeroerr/assert.h"
#include "zeroerr/unittest.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/RenderSystem3D.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 "ui/UI.h"
#include "ui/UIHost.h"
#include "ui/UISystem.h"
#include "ui/Widget.h"
#include "window/Window.h"
#include <SDL2/SDL.h>
#include <cmath>
#include <string>
// Color lives in eve::graphics (see graphics/Canvas.h); keep the unqualified form.
using eve::graphics::Color;
using namespace eve::graphics;
using namespace eve::ui;
/**
* Real window + Vulkan: world sprites (RenderSystem) and ImGui UI overlay in one present.
* Frame order: UI NewFrame/widgets → RenderSystem (draws + present with overlay) → dispatch.
*/
TEST_CASE("UI.smoke.RenderSystemSameFrameVulkanOverlay") {
auto *win = eve::window::Window::create();
auto *gfx = Graphics::create();
auto *ui = UI::create();
REQUIRE(win != nullptr);
REQUIRE(gfx != nullptr);
REQUIRE(ui != nullptr);
eve::window::WindowSettings s;
s.width = 640;
s.height = 480;
s.centered = true;
REQUIRE(win->setWindowSettings(s));
REQUIRE_GT(gfx->getWidth(), 0);
REQUIRE_GT(gfx->getPixelWidth(), 0);
REQUIRE(ui->initBackend());
CHECK(ui->isBackendReady());
const bool overlayHooked = gfx->getPresentOverlay() != nullptr && gfx->getPresentOverlayUser() != nullptr;
CHECK(overlayHooked);
gfx->setBackgroundColor(Color(0.10f, 0.12f, 0.18f, 1.0f));
gfx->setScreenReadbackEnabled(true);
auto *cam = Camera2D::createCamera();
cam->data()->r = 0.10f;
cam->data()->g = 0.12f;
cam->data()->b = 0.18f;
auto *solid = Renderable2D::create();
solid->transform()->x = 80;
solid->transform()->y = 100;
solid->sprite()->width = 160;
solid->sprite()->height = 100;
solid->sprite()->r = 0.2f;
solid->sprite()->g = 0.85f;
solid->sprite()->b = 0.35f;
solid->sprite()->visible = true;
const UIHostHandle smokeHost = ui->mountAs("smoke", window("Overlay",
{
text("UI+RenderSystem", "label"),
button("Ping", "ping"),
},
"root"));
REQUIRE(UIHost::resolve(smokeHost).has_value());
int framesOk = 0;
for (int frame = 0; frame < 30; ++frame) {
solid->transform()->x = 80.0f + float(frame) * 2.0f;
// ImGui frame must be built before present (RenderSystem ends with present).
ui->beginFrameAndRender();
RenderSystem::render(*gfx);
ui->dispatchEvents();
SDL_Event e;
while (SDL_PollEvent(&e)) {
ui->processEvent(&e);
if (e.type == SDL_QUIT) break;
}
// After present+readback, swapchain content should be readable.
Color p = gfx->getPixel(gfx->getWidth() / 2, gfx->getHeight() / 2);
CHECK(std::isfinite(p.r));
CHECK(std::isfinite(p.g));
CHECK(std::isfinite(p.b));
++framesOk;
SDL_Delay(8);
}
CHECK_EQ(framesOk, 30);
CHECK(UIHost::resolve(UISystem::findHost("smoke")).has_value());
auto currentHost = UIHost::resolve(ui->current());
REQUIRE(currentHost.has_value());
CHECK(currentHost->get().findById("label").has_value());
gfx->setScreenReadbackEnabled(false);
win->close();
}
TEST_CASE("UI.smoke.panelGalleryPreview") {
auto *win = eve::window::Window::create();
auto *gfx = Graphics::create();
auto *ui = UI::create();
REQUIRE(win != nullptr);
REQUIRE(gfx != nullptr);
REQUIRE(ui != nullptr);
eve::window::WindowSettings s;
s.width = 720;
s.height = 480;
s.centered = true;
REQUIRE(win->setWindowSettings(s));
REQUIRE(ui->initBackend());
gfx->setScreenReadbackEnabled(true);
gfx->setBackgroundColor(Color(0.09f, 0.10f, 0.14f, 1.0f));
auto *cam = Camera2D::createCamera();
cam->data()->r = 0.09f;
cam->data()->g = 0.10f;
cam->data()->b = 0.14f;
// Soft backdrop sprites so the world + overlay composition is obvious.
auto *bgA = Renderable2D::create();
bgA->transform()->x = 40;
bgA->transform()->y = 60;
bgA->sprite()->width = 220;
bgA->sprite()->height = 140;
bgA->sprite()->r = 0.25f;
bgA->sprite()->g = 0.45f;
bgA->sprite()->b = 0.75f;
bgA->sprite()->visible = true;
auto *bgB = Renderable2D::create();
bgB->transform()->x = 420;
bgB->transform()->y = 220;
bgB->sprite()->width = 180;
bgB->sprite()->height = 160;
bgB->sprite()->r = 0.75f;
bgB->sprite()->g = 0.35f;
bgB->sprite()->b = 0.45f;
bgB->sprite()->visible = true;
float volume = 0.55f;
bool muted = false;
int clicks = 0;
const UIHostHandle galleryHost =
ui->mountAs("gallery", window("EVEngine Preview",
{
text("UI overlay + world sprites", "title"),
separator("sep0"),
checkbox("Mute", muted, "mute", [&](bool v) { muted = v; }),
slider("Volume", volume, 0.f, 1.f, "vol", [&](float v) { volume = v; }),
progress(volume, "prog", "level"),
button("Ping", "ping", [&]() { ++clicks; }),
text("clicks: 0", "clicks"),
},
"root"));
REQUIRE(UIHost::resolve(galleryHost).has_value());
for (int frame = 0; frame < 90; ++frame) {
bgA->transform()->x = 40.f + float(frame) * 1.2f;
bgB->transform()->y = 220.f + std::sin(float(frame) * 0.08f) * 24.f;
volume = 0.35f + 0.3f * (0.5f + 0.5f * std::sin(float(frame) * 0.06f));
const UIHostHandle remounted = ui->remountAs(
"gallery",
window("EVEngine Preview",
{
text("UI overlay + world sprites", "title"),
separator("sep0"),
checkbox("Mute", muted, "mute", [&](bool v) { muted = v; }),
slider("Volume", volume, 0.f, 1.f, "vol", [&](float v) { volume = v; }),
progress(volume, "prog", muted ? "muted" : "level"),
button("Ping", "ping", [&]() { ++clicks; }),
text("clicks: " + std::to_string(clicks) + " vol: " + std::to_string(int(volume * 100.f)),
"clicks"),
},
"root"));
REQUIRE(UIHost::resolve(remounted).has_value());
ui->beginFrameAndRender();
RenderSystem::render(*gfx);
ui->dispatchEvents();
SDL_Event e;
while (SDL_PollEvent(&e)) {
ui->processEvent(&e);
if (e.type == SDL_QUIT) break;
}
SDL_Delay(16);
}
CHECK(UIHost::resolve(UISystem::findHost("gallery")).has_value());
bgA->sprite()->visible = false;
bgB->sprite()->visible = false;
win->close();
}
TEST_CASE("UI.smoke.viewportEmbeddedRenderTarget") {
auto *win = eve::window::Window::create();
auto *gfx = Graphics::create();
auto *ui = UI::create();
REQUIRE(win != nullptr);
REQUIRE(gfx != nullptr);
REQUIRE(ui != nullptr);
eve::window::WindowSettings s;
s.width = 800;
s.height = 600;
s.centered = true;
REQUIRE(win->setWindowSettings(s));
REQUIRE(ui->initBackend());
gfx->setScreenReadbackEnabled(true);
const UIHostHandle viewportHost =
ui->mountAs("vpsmoke", window("Viewport", {viewport("vp", 420.f, 260.f)}, "root"));
REQUIRE(UIHost::resolve(viewportHost).has_value());
for (int frame = 0; frame < 4; ++frame) {
// UI pass first: ensures the offscreen canvas exists at the widget rect.
ui->beginFrameAndRender();
Canvas *canvas = ui->viewportCanvas("vp");
REQUIRE(canvas != nullptr);
REQUIRE(canvas->getWidth() > 0);
// 2D: draw into the viewport canvas with the immediate-mode path.
gfx->setCanvas(canvas);
gfx->clearScreen();
gfx->drawSolidRectRGBA(10.f, 10.f, 120.f, 80.f, 0.2f, 0.6f, 0.9f, 1.f);
gfx->setCanvas(nullptr);
RenderSystem::render(*gfx); // present + UI overlay
ui->dispatchEvents();
SDL_Event e;
while (SDL_PollEvent(&e)) {
ui->processEvent(&e);
if (e.type == SDL_QUIT) break;
}
}
auto vs = UISystem::viewportState("vpsmoke", "vp");
REQUIRE(vs.has_value());
ViewportState &viewportState = vs->get();
CHECK(viewportState.canvas != nullptr);
CHECK(viewportState.textureId != 0);
CHECK(viewportState.width == 420);
CHECK(viewportState.height == 260);
// 3D: render a cube scene into the same canvas (preview-quality pass).
auto *cam = Camera3D::createCamera();
cam->setEye(3.f, 2.f, 4.f);
cam->setTarget(0.f, 0.f, 0.f);
auto *cube = Renderable3D::create();
cube->setMesh(gfx->newMeshCube(1.f));
cube->setVisible(true);
cube->setTint(1.f, 0.f, 0.f, 1.f);
auto *previewMaterial = new Material();
previewMaterial->setShadingModel("unlit");
previewMaterial->setTint(0.f, 1.f, 0.f, 1.f);
cube->setMaterial(previewMaterial);
gfx->setDirectionalLight(-0.4f, 0.9f, 0.3f, 1.8f, 1.6f, 1.3f);
gfx->renderScene3DToCanvas(viewportState.canvas, cam);
CHECK(viewportState.canvas->getTexture() != nullptr);
const Color previewCenter = viewportState.canvas->getPixel(viewportState.canvas->getWidth() / 2,
viewportState.canvas->getHeight() / 2);
CHECK_GT(previewCenter.g, previewCenter.r);
// Composite the viewport through the real UI target. Opaque viewport draws
// must not leak the mesh shader's depth-in-alpha channel into the final UI
// resolve or the preview becomes an almost-black silhouette.
ui->beginFrameAndRender();
RenderSystem::render(*gfx);
float maxGreen = 0.f;
for (int y = 0; y < gfx->getHeight(); y += 4)
for (int x = 0; x < gfx->getWidth(); x += 4)
maxGreen = std::max(maxGreen, gfx->getPixel(x, y).g);
CHECK_GT(maxGreen, 0.5f);
gfx->setScreenReadbackEnabled(false);
win->close();
}