Files
EVEngine/test/shader.cpp
T
sunxfancyandCursor 8e0221c552 feat: enhance build system and documentation for SDK installation and shader support
- Updated .gitignore to include new build and output directories for SDK packaging.
- Modified CMakeLists.txt to include installation script for SDK.
- Enhanced Makefile to support new SDK targets for various platforms.
- Improved documentation to reflect new shader capabilities and 3D model support.
- Added new shader functions and updated rendering systems to utilize custom shaders.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-08-06 21:08:47 +08:00

148 lines
4.3 KiB
C++

#include "zeroerr/assert.h"
#include "zeroerr/unittest.h"
#include <SDL2/SDL.h>
#include <cmath>
#include <cstdint>
#include <cstring>
#include <memory>
#include <stdexcept>
#include <vector>
#include "common/Exception.h"
#include "filesystem/Filesystem.h"
#include "graphics/Graphics.h"
#include "graphics/RenderSystem.h"
#include "graphics/Shader.h"
#include "graphics/shaders/custom2d_frag_spv.inc"
#include "window/Window.h"
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);
win->setGraphics(gfx);
eve::window::WindowSettings s;
s.width = 320;
s.height = 240;
s.centered = true;
REQUIRE(win->setWindowSettings(s));
std::vector<uint32_t> 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);
win->setGraphics(gfx);
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