* chore(ci): add clang-format gate, CODEOWNERS and agent collaboration rules * refactor(modules): clear remaining back-edges and split the largest TUs Three known dependency back-edges are gone (module_depgraph.py KNOWN_BACK_EDGES is now empty; --check passes with 0 violations, 0 cycles): - window -> graphics: window queries the new IWindowSurfaceHost capability (common/WindowSurfaceHost.h) instead of holding a Graphics pointer; Window::setGraphics was removed and all call sites updated. - window -> image: Window::setIcon was replaced by setIconRGBA(const uint8_t*, w, h); the window no longer decodes ImageData. - scene -> graphics: pickScreenAt / collectFrustumIdsAt implementations moved to graphics/ScenePicking.cpp (graphics -> scene is a legal downward edge); scene now depends only on spatial. TU splits (pure moves, verified identical method sets and brace balance): - vulkan/Graphics.cpp (5118 lines) -> Graphics.cpp (lifecycle), GraphicsPipeline, Graphics2D, Graphics3D, GraphicsMesh + shared GraphicsInternal.h. - scene/Scene.cpp -> Scene.cpp (script layer / host lifecycle / serialization) + SceneNodes.cpp + shared SceneInternal.h. Verified with a real build (MSVC 19.51, prebuilt third-party): full build green; window.* and Scene.* suites pass, including scene picking/culling and GPU cases. * refactor(graphics): narrow Graphics interfaces and clear public-header leaks Step 4 — interface segregation: - New lean interfaces: IGraphics2D, IGraphics3D, IResourceFactory, IPostFX (pure virtuals, forward-declared types only; graphics/Color.h extracted from Canvas.h so modules that only need the color type stop pulling Canvas.h). - Graphics now implements all four facets; consumers can depend on the narrow interface they use instead of the 129-method god class. - Migrated voxel (VoxelWorld::drawVisible -> IGraphics3D*) and model3d (ModelRenderer::buildRenderable(s) -> IResourceFactory&). - Graphics.h slims from 24 sub-header includes to a handful of small type headers + forward declarations; the destructor moved out-of-line so unique_ptr effect members are destroyed where types are complete. Step 5 — header leaks (module_depgraph.py '*' marks: 14 -> 7): - map/TileLayer.h, particles/ParticleEmitter.h, avatar/AvatarInstance.h, animation/SpineAnim.h, map/TileSystem.h, model3d/ModelData.h, model3d/ModelRenderer.h, audio/Audio.h + Source.h, image/ImageData.h + Image.h, dialogue/Dialogue.h, procgen Palette/OutputSpec/TextureRecipe/ PbrMaterial -> forward declarations, includes moved to .cpp. - voxel/VoxelWorld.h: terrain sampler Pimpl'd (unique_ptr + out-of-line destructor), removing the procgen header dependency. - gpgpu/vulkan backend headers stop pulling graphics/vulkan/Graphics.h. - Remaining '*' marks are deliberate: tiny POD/enum headers (GridConfig, MapObject, BlendMode, Color), an internal backend header (GraphicsInternal.h -> filesystem), and lean interface references. Verified with a full clean build (MSVC) and tests: window/Scene/voxel/ RenderSystem/Quad/shader/TextureSampler/resourceLifetime pass; broad suite only shows the pre-existing PHYSFS-init filesystem-environment failures. * feat(resources): revive ResourceManager as unified IAssetReloader-backed cache * fix(resources): leak ResourceManager singleton to avoid exit-time teardown crashes Cached CPU resources may own third-party handles (FreeType faces, Assimp scenes, image decode handlers) whose libraries are torn down at process exit in an unspecified TU order; destroying cached entries from the singleton destructor can segfault at exit (seen on CI Windows in model3d.materialApi.objMtl). Keep the singleton alive until OS reclaim; explicit unload()/clear() still release entries during the run. * refactor(devtools): consume business modules through capability interfaces DevTools / cmdline no longer include business-module headers, so trimming scene / physics / procgen / particles / audio / ui / graphics no longer requires disabling devtools, and devtools can be switched off with -DEVENGINE_MODULE_DEVTOOLS=OFF. New capability interfaces in common/: - ISceneQuery (scene) - host/node inspection + mutation + transform sync - IRenderCapture (graphics) - render status, PNG capture, camera control, visible-entity snapshot, entity-ID mask, G-buffer PNGs - IPhysicsQuery (physics) - 2D world lifecycle + ray casts - IProcgenQuery (procgen) - recipe listing, map/mesh generation - IParticlesQuery (particles) - emitter status + one-shot emit - IAudioQuery (audio) - volume / stop-all - IEditorHost (ui) - declarative editor host (used by cmdline too) Providers register in their module constructors. DevTools rewires McpServer (render/scene/procgen/physics/particles/audio/host tools), SceneInspect (now delegates to ISceneQuery + IRenderCapture) and RenderVision (uses IRenderCapture::capturePngDataUrl); cmdline/Mcp.cpp uses IEditorHost. manifest: devtools DEPS graphics scene physics procgen particles audio ui image event filesystem -> event; cmdline DEPS filesystem ui -> filesystem. Verified: full build green; devtools.mcp.* tests pass; broad suite shows only the pre-existing PHYSFS-init filesystem-environment failures. * style: apply clang-format to changed lines after dev merge * fix(webgpu): include RenderControl/TextureSampler explicitly after Graphics.h slimming * fix(webgpu): provide newFont/print stubs to satisfy IGraphics2D/IResourceFactory vtables * fix(common): make ProcgenQuery.h self-sufficient (cstdint/utility for GCC)
413 lines
13 KiB
C++
413 lines
13 KiB
C++
#include "zeroerr/assert.h"
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#include "zeroerr/unittest.h"
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#include <SDL2/SDL.h>
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#include <vector>
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#include <cstdint>
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#include <cstring>
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#include <memory>
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#include <cmath>
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#include "common/Exception.h"
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#include "filesystem/FileData.h"
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#include "filesystem/Filesystem.h"
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#include "graphics/AmbientOcclusion.h"
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#include "graphics/AntiAliasing.h"
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#include "graphics/Batcher.h"
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#include "graphics/Canvas.h"
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#include "graphics/DrawItem2D.h"
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#include "graphics/Font.h"
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#include "graphics/GBuffer.h"
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#include "graphics/GlobalIllumination.h"
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#include "graphics/Graphics.h"
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#include "graphics/Grass.h"
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#include "graphics/Light.h"
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#include "graphics/Material.h"
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#include "graphics/Mesh.h"
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#include "graphics/Outline.h"
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#include "graphics/Quad.h"
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#include "graphics/RenderControl.h"
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#include "graphics/RenderSystem.h"
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#include "graphics/ScreenSpaceReflection.h"
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#include "graphics/Shader.h"
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#include "graphics/Texture.h"
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#include "graphics/Volumetric.h"
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#include "graphics/Water.h"
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#include "graphics/Waterfall.h"
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#include "image/Image.h"
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#include "image/ImageData.h"
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#include "medialoader/image/FormatHandler.h"
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#include "window/Window.h"
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// Color lives in eve::graphics (see graphics/Canvas.h); keep the unqualified form.
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using eve::graphics::Color;
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using namespace eve::graphics;
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TEST_CASE("Batcher.addRectProducesSixVertices") {
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Batcher b;
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b.addRect(10, 20, 30, 40, Color(1, 0, 0, 1));
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REQUIRE_EQ(b.vertices().size(), 6u);
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CHECK(std::abs(b.vertices()[0].pos.x - 10.f) < 1e-5f);
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CHECK(std::abs(b.vertices()[0].pos.y - 20.f) < 1e-5f);
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}
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TEST_CASE("Batcher.toNDCMapsTopLeftOrigin") {
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Batcher b;
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b.addRect(0, 0, 100, 100, Color(1, 1, 1, 1));
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b.toNDC(100, 100);
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CHECK(std::abs(b.vertices()[0].pos.x - (-1.0f)) < 1e-5f);
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// Vulkan NDC (-1,-1) is top-left; logical (0,0) maps there.
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CHECK(std::abs(b.vertices()[0].pos.y - (-1.0f)) < 1e-5f);
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}
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TEST_CASE("RenderSystem.drawsVisibleSpritesViaMocklessPath") {
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auto *a = Renderable2D::create();
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a->transform()->x = 5;
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a->transform()->y = 6;
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a->sprite()->width = 16;
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a->sprite()->height = 16;
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a->sprite()->r = 0.2f;
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a->sprite()->visible = true;
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CHECK(std::abs(a->transform()->x - 5.f) < 1e-5f);
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CHECK(std::abs(a->sprite()->width - 16.f) < 1e-5f);
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int visible = 0;
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auto view = ecs::View<Renderable2D, Renderable2D::Transform2D, Renderable2D::Sprite>();
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for (auto it = view.begin(); it != view.end(); ++it) {
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auto [xf, sp] = *it;
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if (sp->visible) ++visible;
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}
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CHECK_GE(visible, 1);
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}
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static std::vector<uint8_t> makeCheckerRGBA(int w, int h, int cell, uint8_t r0, uint8_t g0, uint8_t b0,
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uint8_t r1, uint8_t g1, uint8_t b1) {
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std::vector<uint8_t> px(size_t(w) * size_t(h) * 4);
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for (int y = 0; y < h; ++y) {
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for (int x = 0; x < w; ++x) {
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bool on = ((x / cell) + (y / cell)) % 2 == 0;
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size_t i = (size_t(y) * size_t(w) + size_t(x)) * 4;
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px[i + 0] = on ? r0 : r1;
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px[i + 1] = on ? g0 : g1;
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px[i + 2] = on ? b0 : b1;
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px[i + 3] = 255;
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}
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}
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return px;
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}
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static std::vector<uint8_t> makeStripeRGBA(int w, int h, int band) {
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std::vector<uint8_t> px(size_t(w) * size_t(h) * 4);
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for (int y = 0; y < h; ++y) {
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for (int x = 0; x < w; ++x) {
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bool on = (x / band) % 2 == 0;
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size_t i = (size_t(y) * size_t(w) + size_t(x)) * 4;
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px[i + 0] = on ? 40 : 80;
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px[i + 1] = on ? 200 : 40;
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px[i + 2] = on ? 255 : 200;
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px[i + 3] = 255;
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}
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}
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return px;
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}
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static eve::filesystem::Filesystem *bootstrapFilesystemForSaveIO(const char *identity) {
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auto *fs = eve::filesystem::Filesystem::create();
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// Unique identity per caller: CTest runs GraphicsSmoke.* in parallel and the
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// Filesystem module is a process-wide singleton — shared write dirs race on macOS.
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REQUIRE(fs->setIdentity(identity, true));
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REQUIRE(fs->setupWriteDirectory());
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return fs;
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}
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TEST_CASE("GraphicsSmoke.clearAndPresentWindow") {
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auto *win = eve::window::Window::create();
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auto *gfx = Graphics::create();
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REQUIRE(win != nullptr);
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REQUIRE(gfx != nullptr);
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eve::window::WindowSettings s;
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s.width = 640;
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s.height = 480;
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s.centered = true;
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REQUIRE(win->setWindowSettings(s));
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REQUIRE_GT(gfx->getWidth(), 0);
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REQUIRE_GT(gfx->getPixelWidth(), 0);
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gfx->setBackgroundColor(Color(0.12f, 0.14f, 0.22f, 1.0f));
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auto *fs = bootstrapFilesystemForSaveIO("evengine_gfx_smoke_clear");
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eve::image::Image::create();
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auto checkerPx = makeCheckerRGBA(64, 64, 8, 255, 220, 60, 40, 40, 180);
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eve::image::ImageData src(64, 64, "RGBA8");
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std::memcpy(src.getData(), checkerPx.data(), checkerPx.size());
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const char *tmpName = "evengine_smoke_checker.png";
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std::unique_ptr<eve::filesystem::FileData> encoded(
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src.encode(medialoader::FormatHandler::ENCODED_PNG, tmpName, true));
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REQUIRE(encoded.get() != nullptr);
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Texture *fromFile = gfx->newTextureFromFile(tmpName);
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REQUIRE(fromFile != nullptr);
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auto stripePx = makeStripeRGBA(64, 64, 8);
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eve::image::ImageData imageData(64, 64, "RGBA8");
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std::memcpy(imageData.getData(), stripePx.data(), stripePx.size());
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Texture *stripes = gfx->newTexture(&imageData);
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REQUIRE(stripes != nullptr);
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REQUIRE(stripes != fromFile);
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auto *solid = Renderable2D::create();
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solid->transform()->x = 40;
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solid->transform()->y = 40;
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solid->sprite()->width = 120;
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solid->sprite()->height = 80;
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solid->sprite()->r = 1.0f;
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solid->sprite()->g = 0.4f;
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solid->sprite()->b = 0.2f;
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solid->sprite()->visible = true;
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auto *spriteA = Renderable2D::create();
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spriteA->transform()->x = 200;
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spriteA->transform()->y = 80;
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spriteA->sprite()->width = 128;
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spriteA->sprite()->height = 128;
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spriteA->sprite()->texture = fromFile;
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spriteA->sprite()->r = 1;
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spriteA->sprite()->g = 1;
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spriteA->sprite()->b = 1;
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spriteA->sprite()->visible = true;
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auto *spriteB = Renderable2D::create();
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spriteB->transform()->x = 360;
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spriteB->transform()->y = 160;
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spriteB->sprite()->width = 160;
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spriteB->sprite()->height = 160;
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spriteB->sprite()->texture = stripes;
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spriteB->sprite()->r = 1;
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spriteB->sprite()->g = 1;
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spriteB->sprite()->b = 1;
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spriteB->sprite()->visible = true;
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spriteA->sprite()->layer = 1;
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spriteB->sprite()->layer = 1;
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for (int frame = 0; frame < 60; ++frame) {
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solid->transform()->x = 40.0f + float(frame) * 0.8f;
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spriteA->transform()->y = 80.0f + float((frame % 40) - 20) * 0.5f;
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spriteB->transform()->x = 360.0f + float((frame % 30) - 15) * 0.4f;
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RenderSystem::render(*gfx);
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SDL_Event e;
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while (SDL_PollEvent(&e)) {
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if (e.type == SDL_QUIT) break;
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}
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SDL_Delay(16);
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}
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fs->remove(tmpName);
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win->close();
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}
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TEST_CASE("GraphicsSmoke.newTextureFromFileThrowsOnMissing") {
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auto *win = eve::window::Window::create();
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auto *gfx = Graphics::create();
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REQUIRE(win != nullptr);
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REQUIRE(gfx != nullptr);
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eve::window::WindowSettings s;
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s.width = 320;
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s.height = 240;
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s.centered = true;
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REQUIRE(win->setWindowSettings(s));
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// No write-dir bootstrap: missing-file should throw from PhysFS open alone.
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// (Parallel GraphicsSmoke.clearAndPresentWindow used to race the same identity.)
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eve::filesystem::Filesystem::create();
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bool threw = false;
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try {
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gfx->newTextureFromFile("definitely_missing_evengine_xyz.png");
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} catch (const eve::Exception &) {
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threw = true;
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}
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CHECK(threw);
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win->close();
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}
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TEST_CASE("Canvas.offscreenGetPixelAndSampleOnScreen") {
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auto *win = eve::window::Window::create();
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auto *gfx = Graphics::create();
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REQUIRE(win != nullptr);
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REQUIRE(gfx != nullptr);
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eve::window::WindowSettings s;
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s.width = 640;
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s.height = 480;
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s.centered = true;
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REQUIRE(win->setWindowSettings(s));
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Canvas *c = gfx->newCanvas(64, 64);
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REQUIRE(c != nullptr);
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gfx->setCanvas(c);
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gfx->clear(Color(0.2f, 0.4f, 0.6f, 1.0f), std::nullopt, std::nullopt);
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gfx->drawSolidRect(0, 0, 64, 64, Color(1.0f, 0.0f, 0.0f, 1.0f));
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gfx->setCanvas();
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Color p = c->getPixel(32, 32);
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CHECK(std::abs(p.r - 1.0f) < 0.05f);
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CHECK(std::abs(p.g - 0.0f) < 0.05f);
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CHECK(std::abs(p.b - 0.0f) < 0.05f);
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std::unique_ptr<eve::image::ImageData> img(c->newImageData());
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REQUIRE(img->getWidth() == 64);
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REQUIRE(img->getHeight() == 64);
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auto *px = static_cast<uint8_t *>(img->getData());
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CHECK(px[(32 * 64 + 32) * 4 + 0] >= 200);
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gfx->setCanvas(c);
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bool presentThrew = false;
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try {
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gfx->present();
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} catch (const eve::Exception &) {
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presentThrew = true;
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}
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CHECK(presentThrew);
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gfx->setCanvas();
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Canvas *c2 = gfx->newCanvas(128, 128);
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REQUIRE(c2 != nullptr);
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REQUIRE(c2->getTexture() != nullptr);
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auto *off = Renderable2D::create();
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off->transform()->x = 0;
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off->transform()->y = 0;
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off->sprite()->width = 128;
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off->sprite()->height = 128;
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off->sprite()->r = 0.1f;
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off->sprite()->g = 0.8f;
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off->sprite()->b = 0.3f;
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off->sprite()->canvas = c2;
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off->sprite()->visible = true;
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auto *onScreen = Renderable2D::create();
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onScreen->transform()->x = 80;
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onScreen->transform()->y = 80;
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onScreen->sprite()->width = 192;
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onScreen->sprite()->height = 192;
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onScreen->sprite()->texture = c2->getTexture();
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onScreen->sprite()->r = 1;
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onScreen->sprite()->g = 1;
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onScreen->sprite()->b = 1;
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onScreen->sprite()->visible = true;
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for (int frame = 0; frame < 30; ++frame) {
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RenderSystem::render(*gfx);
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SDL_Delay(8);
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}
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Color p2 = c2->getPixel(64, 64);
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CHECK(std::abs(p2.g - 0.8f) < 0.15f);
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win->close();
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}
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TEST_CASE("Camera.panAndZoomAffectOffscreenPixels") {
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auto *win = eve::window::Window::create();
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auto *gfx = Graphics::create();
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REQUIRE(win != nullptr);
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REQUIRE(gfx != nullptr);
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eve::window::WindowSettings s;
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s.width = 320;
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s.height = 240;
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s.centered = true;
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REQUIRE(win->setWindowSettings(s));
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Canvas *rt = gfx->newCanvas(100, 100);
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auto *cam = Camera2D::createCamera();
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cam->data()->canvas = rt;
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cam->data()->active = true;
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cam->data()->x = 50.f;
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cam->data()->y = 50.f;
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cam->data()->zoom = 1.f;
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cam->data()->r = 0.f;
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cam->data()->g = 0.f;
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cam->data()->b = 0.f;
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cam->data()->a = 1.f;
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// Create override camera before any render/View (ECS create after heavy GPU
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// work has been flaky on this path); wire it up later via Sprite.camera.
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auto *camOverride = Camera2D::createCamera();
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camOverride->data()->canvas = rt;
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camOverride->data()->active = false;
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camOverride->data()->x = 40.f;
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camOverride->data()->y = 40.f;
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camOverride->data()->zoom = 1.f;
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camOverride->data()->r = 0.f;
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camOverride->data()->g = 0.f;
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camOverride->data()->b = 0.f;
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camOverride->data()->a = 1.f;
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auto *sp = Renderable2D::create();
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sp->transform()->x = 40.f;
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sp->transform()->y = 40.f;
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sp->sprite()->width = 20.f;
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sp->sprite()->height = 20.f;
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sp->sprite()->r = 1.f;
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sp->sprite()->g = 0.f;
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sp->sprite()->b = 0.f;
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sp->sprite()->canvas = rt;
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sp->sprite()->visible = true;
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RenderSystem::render(*gfx);
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Color mid = rt->getPixel(45, 45);
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CHECK(std::abs(mid.r - 1.f) < 0.08f);
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cam->data()->zoom = 2.f;
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RenderSystem::render(*gfx);
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Color z = rt->getPixel(35, 35);
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CHECK(std::abs(z.r - 1.f) < 0.08f);
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Color outside = rt->getPixel(80, 80);
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CHECK(outside.r < 0.2f);
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sp->sprite()->camera = camOverride;
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cam->data()->zoom = 1.f;
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RenderSystem::render(*gfx);
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// Override cam center (40,40): sprite lands at (50,50)-(70,70).
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// Default cam would have left it at (40,40)-(60,60).
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Color ov = rt->getPixel(65, 65);
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CHECK(std::abs(ov.r - 1.f) < 0.08f);
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Color notDefault = rt->getPixel(45, 45);
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CHECK(notDefault.r < 0.2f);
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sp->sprite()->visible = false;
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cam->data()->active = false;
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win->close();
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}
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TEST_CASE("Camera2D.screenWorldPick") {
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auto *cam = Camera2D::createCamera();
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cam->setPosition(100.f, 50.f);
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cam->setZoom(2.f);
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CHECK(std::fabs(cam->getX() - 100.f) < 1e-5f);
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CHECK(std::fabs(cam->getZoom() - 2.f) < 1e-5f);
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|
|
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const float viewW = 200.f, viewH = 100.f;
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// Screen center maps to camera look-at.
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CHECK(std::fabs(cam->screenToWorldX(100.f, 50.f, viewW, viewH) - 100.f) < 1e-4f);
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CHECK(std::fabs(cam->screenToWorldY(100.f, 50.f, viewW, viewH) - 50.f) < 1e-4f);
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|
|
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float sx = cam->worldToScreenX(100.f, 50.f, viewW, viewH);
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float sy = cam->worldToScreenY(100.f, 50.f, viewW, viewH);
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CHECK(std::fabs(sx - 100.f) < 1e-4f);
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CHECK(std::fabs(sy - 50.f) < 1e-4f);
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|
|
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float wx = cam->screenToWorldX(120.f, 50.f, viewW, viewH);
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CHECK(std::fabs(wx - 110.f) < 1e-4f); // (120-100)/2 + 100
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}
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