932 lines
31 KiB
C++
932 lines
31 KiB
C++
#include "zeroerr/assert.h"
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#include <cstdio>
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#include "zeroerr/unittest.h"
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#include "Fixtures.h"
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#include <SDL2/SDL.h>
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#include <assimp/mesh.h>
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#include <assimp/scene.h>
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#include <algorithm>
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#include <cmath>
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#include <cstdint>
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#include <vector>
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#include "filesystem/FileData.h"
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#include "graphics/AmbientOcclusion.h"
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#include "graphics/AntiAliasing.h"
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#include "graphics/Canvas.h"
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#include "graphics/ClipSpace.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/RenderSystem3D.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 "medialoader/model/ModelLoader.h"
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#include "window/Window.h"
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#include <glm/gtc/matrix_transform.hpp>
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#include <filesystem>
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#include <fstream>
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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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// Cube with per-face UVs (0..1). Front face (+Z) is first so Assimp preserves it.
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static const char kCubeObj[] =
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// +Z front
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"v -0.5 -0.5 0.5\n"
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"v 0.5 -0.5 0.5\n"
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"v 0.5 0.5 0.5\n"
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"v -0.5 0.5 0.5\n"
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"vt 0 0\n"
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"vt 1 0\n"
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"vt 1 1\n"
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"vt 0 1\n"
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"vn 0 0 1\n"
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"f 1/1/1 2/2/1 3/3/1\n"
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"f 1/1/1 3/3/1 4/4/1\n"
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// -Z back
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"v 0.5 -0.5 -0.5\n"
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"v -0.5 -0.5 -0.5\n"
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"v -0.5 0.5 -0.5\n"
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"v 0.5 0.5 -0.5\n"
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"vn 0 0 -1\n"
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"f 5/1/2 6/2/2 7/3/2\n"
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"f 5/1/2 7/3/2 8/4/2\n"
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// +X right
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"v 0.5 -0.5 0.5\n"
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"v 0.5 -0.5 -0.5\n"
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"v 0.5 0.5 -0.5\n"
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"v 0.5 0.5 0.5\n"
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"vn 1 0 0\n"
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"f 9/1/3 10/2/3 11/3/3\n"
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"f 9/1/3 11/3/3 12/4/3\n"
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// -X left
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"v -0.5 -0.5 -0.5\n"
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"v -0.5 -0.5 0.5\n"
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"v -0.5 0.5 0.5\n"
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"v -0.5 0.5 -0.5\n"
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"vn -1 0 0\n"
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"f 13/1/4 14/2/4 15/3/4\n"
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"f 13/1/4 15/3/4 16/4/4\n"
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// +Y top
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"v -0.5 0.5 0.5\n"
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"v 0.5 0.5 0.5\n"
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"v 0.5 0.5 -0.5\n"
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"v -0.5 0.5 -0.5\n"
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"vn 0 1 0\n"
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"f 17/1/5 18/2/5 19/3/5\n"
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"f 17/1/5 19/3/5 20/4/5\n"
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// -Y bottom
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"v -0.5 -0.5 -0.5\n"
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"v 0.5 -0.5 -0.5\n"
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"v 0.5 -0.5 0.5\n"
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"v -0.5 -0.5 0.5\n"
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"vn 0 -1 0\n"
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"f 21/1/6 22/2/6 23/3/6\n"
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"f 21/1/6 23/3/6 24/4/6\n";
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static float luma(const Color &c) { return (c.r + c.g + c.b) / 3.f; }
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static Mesh *loadUvCube(Graphics *gfx) {
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medialoader::ModelLoader loader;
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auto scene = loader.loadFromMemory(kCubeObj, sizeof(kCubeObj) - 1, ".obj");
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REQUIRE(!scene.empty());
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REQUIRE(scene->mNumMeshes >= 1);
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REQUIRE(scene->mMeshes[0]->HasTextureCoords(0));
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Mesh *m = gfx->newMeshFromAssimp(*scene->mMeshes[0]);
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REQUIRE(m != nullptr);
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REQUIRE_GT(m->indexCount, 0);
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return m;
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}
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static Texture *makeChecker(Graphics *gfx, int size, int cell) {
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std::vector<uint8_t> px(size_t(size) * size_t(size) * 4);
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for (int y = 0; y < size; ++y) {
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for (int x = 0; x < size; ++x) {
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uint8_t c = ((x / cell) ^ (y / cell)) & 1 ? 255 : 0;
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size_t i = size_t(y * size + x) * 4;
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px[i] = c;
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px[i + 1] = c;
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px[i + 2] = c;
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px[i + 3] = 255;
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}
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}
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return gfx->newTexture(size, size, px.data(), TextureCreateInfo::withMipmaps(true));
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}
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static Texture *makeSolidGray(Graphics *gfx, uint8_t g) {
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uint8_t px[4] = {g, g, g, 255};
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return gfx->newTexture(1, 1, px);
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}
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/** Non-periodic motif so UV remapping (not just phase shift) is measurable. */
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static Texture *makeMotif(Graphics *gfx, int size) {
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std::vector<uint8_t> px(size_t(size) * size_t(size) * 4);
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const float cx = float(size) * 0.35f;
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const float cy = float(size) * 0.4f;
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const float r = float(size) * 0.22f;
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for (int y = 0; y < size; ++y) {
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for (int x = 0; x < size; ++x) {
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float dx = float(x) - cx;
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float dy = float(y) - cy;
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float d = std::sqrt(dx * dx + dy * dy);
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uint8_t v = d < r ? 255 : uint8_t((x * 13 + y * 7) % 180);
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if (x > size * 3 / 4 && y < size / 4) v = 40;
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size_t i = size_t(y * size + x) * 4;
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px[i] = v;
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px[i + 1] = uint8_t((v * 3) / 4);
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px[i + 2] = uint8_t(255 - v / 2);
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px[i + 3] = 255;
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}
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}
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TextureCreateInfo info = TextureCreateInfo::withMipmaps(true);
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info.sampler.repeatU = true;
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info.sampler.repeatV = true;
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return gfx->newTexture(size, size, px.data(), info);
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}
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// Graphics/ECS are process-wide singletons — hide leftovers from earlier cases.
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static void resetScene3D() {
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if (ecs::current()->getManager<Renderable3D>() != nullptr) {
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auto view = ecs::View<Renderable3D, Renderable3D::MeshRenderer>();
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for (auto it = view.begin(); it != view.end(); ++it) {
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auto [mr] = *it;
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mr->visible = false;
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}
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}
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if (ecs::current()->getManager<Camera3D>() != nullptr) {
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auto camView = ecs::View<Camera3D, Camera3D::Data>();
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for (auto it = camView.begin(); it != camView.end(); ++it) {
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auto [data] = *it;
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data->active = false;
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}
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}
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if (ecs::current()->getManager<Light3D>() != nullptr) {
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auto lightView = ecs::View<Light3D, Light3D::Data>();
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for (auto it = lightView.begin(); it != lightView.end(); ++it) {
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auto [d] = *it;
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d->enabled = false;
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}
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}
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if (ecs::current()->getManager<Renderable2D>() != nullptr) {
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auto view = ecs::View<Renderable2D, Renderable2D::Sprite>();
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for (auto it = view.begin(); it != view.end(); ++it) {
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auto [sp] = *it;
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sp->visible = false;
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}
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}
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}
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// NOTE: Graphics is a process-wide singleton — one window lifetime per process.
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TEST_CASE("Mesh.newMeshFromAssimpCube") {
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eve::window::Window *win = nullptr;
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Graphics *gfx = nullptr;
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openGfxWindow(win, gfx);
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Mesh *m = loadUvCube(gfx);
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REQUIRE(m != nullptr);
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win->close();
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}
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TEST_CASE("Mesh.newMeshSphere") {
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eve::window::Window *win = nullptr;
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Graphics *gfx = nullptr;
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openGfxWindow(win, gfx);
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Mesh *m = gfx->newMeshSphere(24, 12);
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REQUIRE(m != nullptr);
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CHECK_GT(m->indexCount, 0);
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// stacks bands * slices quads * 2 tris * 3 indices
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CHECK_EQ(m->indexCount, 24 * 12 * 6);
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win->close();
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}
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TEST_CASE("Graphics.screenGetPixelAfterPresent") {
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eve::window::Window *win = nullptr;
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Graphics *gfx = nullptr;
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openGfxWindow(win, gfx, 64, 64);
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const Color expected(0.20f, 0.45f, 0.70f, 1.f);
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gfx->setScreenReadbackEnabled(true);
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gfx->clear(expected, std::nullopt, std::nullopt);
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// Full-screen solid ensures a known color even if clear-only present is optimized later.
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gfx->drawSolidRect(0, 0, float(gfx->getWidth()), float(gfx->getHeight()), expected);
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gfx->present();
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Color c = gfx->getPixel(gfx->getWidth() / 2, gfx->getHeight() / 2);
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REQUIRE(std::abs(c.r - expected.r) < 0.08f);
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REQUIRE(std::abs(c.g - expected.g) < 0.08f);
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REQUIRE(std::abs(c.b - expected.b) < 0.08f);
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win->close();
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}
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TEST_CASE("RenderSystem3D.smokeRotatingCube") {
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eve::window::Window *win = nullptr;
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Graphics *gfx = nullptr;
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openGfxWindow(win, gfx);
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resetScene3D();
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Mesh *mesh = loadUvCube(gfx);
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auto *cam = Camera3D::createCamera();
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cam->data()->eyeZ = 3.f;
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auto *ent = Renderable3D::create();
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ent->meshRenderer()->mesh = mesh;
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ent->meshRenderer()->texture = makeChecker(gfx, 16, 4);
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// Same-frame 2D overlay (also ensures present closes the open 3D pass).
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auto *hud = Renderable2D::create();
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hud->transform()->x = 4;
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hud->transform()->y = 4;
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hud->sprite()->width = 8;
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hud->sprite()->height = 8;
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hud->sprite()->r = 1.f;
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hud->sprite()->g = 0.2f;
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hud->sprite()->b = 0.2f;
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RenderSystem3D::setDirectionalLight(0.4f, 1.f, 0.3f, 1.f, 1.f, 1.f);
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// ~1s of visible rotation so the smoke case is a real on-screen scene.
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for (int i = 0; i < 60; ++i) {
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ent->transform()->yaw = float(i) * 0.05f;
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RenderSystem3D::render(*gfx);
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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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win->close();
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}
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TEST_CASE("RenderSystem3D.dynamicVertexRingTracksLatestUpdate") {
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// P1-2 regression: updateMeshVertices now writes into a per-frame ring of
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// host-visible vertex buffers instead of waiting on all in-flight frames.
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// The draw path must bind the latest written copy — a stale slot (e.g. a
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// copy from a few frames ago) would show the wrong side of this
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// alternating quad.
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eve::window::Window *win = nullptr;
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Graphics *gfx = nullptr;
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openGfxWindow(win, gfx);
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resetScene3D();
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const float half = 0.5f;
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std::vector<float> basePos = {-half, -half, 0.f, half, -half, 0.f, half, half, 0.f, -half, half, 0.f};
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std::vector<float> nrm = {0.f, 0.f, 1.f, 0.f, 0.f, 1.f, 0.f, 0.f, 1.f, 0.f, 0.f, 1.f};
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std::vector<float> uv = {0.f, 0.f, 1.f, 0.f, 1.f, 1.f, 0.f, 1.f};
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std::vector<uint32_t> idx = {0, 1, 2, 0, 2, 3};
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Mesh *mesh = gfx->newMeshFromArrays(basePos.data(), nrm.data(), uv.data(), 4, idx.data(), 6);
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REQUIRE(mesh != nullptr);
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auto *cam = Camera3D::createCamera();
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cam->data()->eyeZ = 3.f;
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auto *ent = Renderable3D::create();
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ent->meshRenderer()->mesh = mesh;
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ent->meshRenderer()->texture = makeSolidGray(gfx, 220);
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RenderSystem3D::setDirectionalLight(0.4f, 1.f, 0.3f, 1.f, 1.f, 1.f);
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gfx->setScreenReadbackEnabled(true);
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const int W = gfx->getWidth();
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const int H = gfx->getHeight();
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auto updatePos = [&](float side) {
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std::vector<float> pos = basePos;
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for (int v = 0; v < 4; ++v) pos[size_t(v) * 3u + 0u] += side * 0.8f;
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// Indices are only supplied on the first update; later calls exercise
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// the ring's CPU-index reuse path.
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REQUIRE(gfx->updateMeshVertices(mesh, pos.data(), nrm.data(), uv.data(), 4, idx.data(), 6));
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};
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auto renderFrame = [&]() {
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RenderSystem3D::render(*gfx);
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RenderSystem::render(*gfx);
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gfx->present();
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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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};
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auto brightestHalf = [&]() -> int {
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// Horizontal scan at mid-height: 0 = brightest on left half, 1 = right.
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float bestL = 0.f, bestR = 0.f;
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for (int x = 0; x < W; ++x) {
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const Color c = gfx->getPixel(x, H / 2);
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const float l = luma(c);
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if (x < W / 2)
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bestL = std::max(bestL, l);
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else
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bestR = std::max(bestR, l);
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}
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return bestL > bestR ? 0 : 1;
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};
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// Alternate sides across many frames so the ring rotates several times;
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// the drawn image must always reflect the update issued in that frame.
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for (int i = 0; i < 24; ++i) {
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updatePos((i % 2 == 0) ? -1.f : 1.f);
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renderFrame();
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}
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// Settle on the right side and verify the latest update wins.
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for (int i = 0; i < 4; ++i) {
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updatePos(1.f);
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renderFrame();
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}
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CHECK_EQ(brightestHalf(), 1);
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// Settle on the left side: the ring must still serve the freshest copy.
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for (int i = 0; i < 4; ++i) {
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updatePos(-1.f);
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renderFrame();
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}
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CHECK_EQ(brightestHalf(), 0);
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win->close();
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}
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TEST_CASE("RenderSystem3D.textureCheckerPixels") {
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eve::window::Window *win = nullptr;
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Graphics *gfx = nullptr;
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openGfxWindow(win, gfx);
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resetScene3D();
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Mesh *mesh = loadUvCube(gfx);
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auto *cam = Camera3D::createCamera();
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cam->data()->eyeZ = 3.f;
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auto *ent = Renderable3D::create();
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ent->meshRenderer()->mesh = mesh;
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// 2x2 checker: left/right halves differ clearly under face-on projection.
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ent->meshRenderer()->texture = makeChecker(gfx, 16, 8);
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// Off-sample HUD so present closes the 3D pass via the same path as smoke.
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auto *hud = Renderable2D::create();
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hud->transform()->x = 0;
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hud->transform()->y = 0;
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hud->sprite()->width = 2;
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hud->sprite()->height = 2;
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hud->sprite()->r = 0.f;
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hud->sprite()->g = 0.f;
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hud->sprite()->b = 0.f;
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gfx->setScreenReadbackEnabled(true);
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RenderSystem3D::setDirectionalLight(0.f, 0.f, 1.f, 1.f, 1.f, 1.f);
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// Warm up a couple of frames after possible surface/swapchain recreate.
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for (int i = 0; i < 3; ++i) {
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RenderSystem3D::render(*gfx);
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RenderSystem::render(*gfx);
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}
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const int cx = gfx->getWidth() / 2;
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const int cy = gfx->getHeight() / 2;
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const int dx = std::max(16, gfx->getWidth() / 10);
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// Sample inside a checker row rather than on its v=0.5 boundary, where
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// backend-specific filtering can blend both cells to nearly the same gray.
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const int sampleY = cy - dx / 2;
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Color a = gfx->getPixel(cx - dx, sampleY);
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Color b = gfx->getPixel(cx + dx, sampleY);
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// Lit PBR softens albedo contrast vs unlit; still require a clear left/right split.
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REQUIRE(std::abs(luma(a) - luma(b)) > 0.05f);
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win->close();
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}
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TEST_CASE("RenderSystem3D.lightingAffectsPixels") {
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eve::window::Window *win = nullptr;
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Graphics *gfx = nullptr;
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openGfxWindow(win, gfx);
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resetScene3D();
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Mesh *mesh = loadUvCube(gfx);
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auto *cam = Camera3D::createCamera();
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cam->data()->eyeZ = 3.f;
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auto *ent = Renderable3D::create();
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ent->meshRenderer()->mesh = mesh;
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ent->meshRenderer()->texture = makeSolidGray(gfx, 220);
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auto *hud = Renderable2D::create();
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hud->transform()->x = 0;
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hud->transform()->y = 0;
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hud->sprite()->width = 2;
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hud->sprite()->height = 2;
|
||
hud->sprite()->r = 0.f;
|
||
hud->sprite()->g = 0.f;
|
||
hud->sprite()->b = 0.f;
|
||
|
||
const int cx = gfx->getWidth() / 2;
|
||
const int cy = gfx->getHeight() / 2;
|
||
|
||
gfx->setScreenReadbackEnabled(true);
|
||
// Empirically for this mesh/view under the PBR path, +Z lights the visible face brighter.
|
||
RenderSystem3D::setDirectionalLight(0.f, 0.f, 1.f, 1.f, 1.f, 1.f);
|
||
for (int i = 0; i < 3; ++i) {
|
||
RenderSystem3D::render(*gfx);
|
||
RenderSystem::render(*gfx);
|
||
}
|
||
const float L_bright = luma(gfx->getPixel(cx, cy));
|
||
|
||
RenderSystem3D::setDirectionalLight(0.f, 0.f, -1.f, 1.f, 1.f, 1.f);
|
||
for (int i = 0; i < 3; ++i) {
|
||
RenderSystem3D::render(*gfx);
|
||
RenderSystem::render(*gfx);
|
||
}
|
||
const float L_dark = luma(gfx->getPixel(cx, cy));
|
||
|
||
REQUIRE(L_bright - L_dark > 0.08f);
|
||
|
||
win->close();
|
||
}
|
||
|
||
TEST_CASE("Lighting3D.pointLightBrightensNearbyFace") {
|
||
eve::window::Window *win = nullptr;
|
||
Graphics *gfx = nullptr;
|
||
openGfxWindow(win, gfx);
|
||
resetScene3D();
|
||
|
||
Mesh *mesh = loadUvCube(gfx);
|
||
auto *cam = Camera3D::createCamera();
|
||
cam->data()->eyeZ = 3.f;
|
||
cam->setAmbient(0.04f, 0.04f, 0.04f);
|
||
|
||
auto *ent = Renderable3D::create();
|
||
ent->meshRenderer()->mesh = mesh;
|
||
ent->meshRenderer()->texture = makeSolidGray(gfx, 220);
|
||
ent->setMetallic(0.05f);
|
||
ent->setRoughness(0.55f);
|
||
|
||
auto *hud = Renderable2D::create();
|
||
hud->transform()->x = 0;
|
||
hud->transform()->y = 0;
|
||
hud->sprite()->width = 2;
|
||
hud->sprite()->height = 2;
|
||
hud->sprite()->r = 0.f;
|
||
hud->sprite()->g = 0.f;
|
||
hud->sprite()->b = 0.f;
|
||
|
||
// Point light in front of +Z face.
|
||
auto *light = Light3D::createLight("point");
|
||
light->setPosition(0.f, 0.f, 2.f);
|
||
light->setColor(1.f, 1.f, 1.f, 4.f);
|
||
light->setRadius(6.f);
|
||
|
||
// Disable legacy directional fallback by also having Light3D enabled (already).
|
||
gfx->setScreenReadbackEnabled(true);
|
||
for (int i = 0; i < 3; ++i) {
|
||
RenderSystem3D::render(*gfx);
|
||
RenderSystem::render(*gfx);
|
||
}
|
||
const float L_near = luma(gfx->getPixel(gfx->getWidth() / 2, gfx->getHeight() / 2));
|
||
|
||
light->setPosition(0.f, 0.f, -4.f); // behind cube → front face darker
|
||
for (int i = 0; i < 3; ++i) {
|
||
RenderSystem3D::render(*gfx);
|
||
RenderSystem::render(*gfx);
|
||
}
|
||
const float L_far = luma(gfx->getPixel(gfx->getWidth() / 2, gfx->getHeight() / 2));
|
||
|
||
REQUIRE(L_near > L_far + 0.05f);
|
||
|
||
light->setEnabled(false);
|
||
win->close();
|
||
}
|
||
|
||
TEST_CASE("Lighting3D.metallicIncreasesSpecularHighlight") {
|
||
eve::window::Window *win = nullptr;
|
||
Graphics *gfx = nullptr;
|
||
openGfxWindow(win, gfx);
|
||
resetScene3D();
|
||
|
||
Mesh *mesh = loadUvCube(gfx);
|
||
auto *cam = Camera3D::createCamera();
|
||
cam->data()->eyeZ = 3.f;
|
||
cam->setAmbient(0.05f, 0.05f, 0.05f);
|
||
|
||
auto *ent = Renderable3D::create();
|
||
ent->meshRenderer()->mesh = mesh;
|
||
ent->meshRenderer()->texture = makeSolidGray(gfx, 200);
|
||
ent->setRoughness(0.2f);
|
||
ent->setMetallic(0.0f);
|
||
|
||
auto *hud = Renderable2D::create();
|
||
hud->transform()->x = 0;
|
||
hud->transform()->y = 0;
|
||
hud->sprite()->width = 2;
|
||
hud->sprite()->height = 2;
|
||
|
||
auto *light = Light3D::createLight("dir");
|
||
// Light from the camera side so N·L > 0 and a specular lobe can form.
|
||
light->setDirection(0.f, 0.35f, 1.f);
|
||
light->setColor(1.f, 1.f, 1.f, 2.0f);
|
||
|
||
gfx->setScreenReadbackEnabled(true);
|
||
for (int i = 0; i < 3; ++i) {
|
||
RenderSystem3D::render(*gfx);
|
||
RenderSystem::render(*gfx);
|
||
}
|
||
const float L_dielectric = luma(gfx->getPixel(gfx->getWidth() / 2, gfx->getHeight() / 2));
|
||
|
||
ent->setMetallic(1.0f);
|
||
ent->setRoughness(0.12f);
|
||
for (int i = 0; i < 3; ++i) {
|
||
RenderSystem3D::render(*gfx);
|
||
RenderSystem::render(*gfx);
|
||
}
|
||
const float L_metal = luma(gfx->getPixel(gfx->getWidth() / 2, gfx->getHeight() / 2));
|
||
|
||
REQUIRE(L_dielectric > 0.08f);
|
||
// With this view, the specular lobe may miss the center pixel; metals still
|
||
// drop Lambert diffuse, so the metal sample should be darker than dielectric.
|
||
REQUIRE(L_metal < L_dielectric - 0.02f);
|
||
|
||
light->setEnabled(false);
|
||
win->close();
|
||
}
|
||
|
||
TEST_CASE("RenderSystem3D.texCellBombChangesPixels") {
|
||
eve::window::Window *win = nullptr;
|
||
Graphics *gfx = nullptr;
|
||
openGfxWindow(win, gfx, 160, 120);
|
||
resetScene3D();
|
||
|
||
// Same cube + camera as textureCheckerPixels (known-good textured face).
|
||
Mesh *mesh = loadUvCube(gfx);
|
||
auto *cam = Camera3D::createCamera();
|
||
cam->data()->eyeZ = 3.f;
|
||
|
||
auto *ent = Renderable3D::create();
|
||
ent->meshRenderer()->mesh = mesh;
|
||
ent->meshRenderer()->texture = makeMotif(gfx, 64);
|
||
ent->setMetallic(0.f);
|
||
ent->setRoughness(0.85f);
|
||
|
||
auto *hud = Renderable2D::create();
|
||
hud->transform()->x = 0;
|
||
hud->transform()->y = 0;
|
||
hud->sprite()->width = 2;
|
||
hud->sprite()->height = 2;
|
||
hud->sprite()->r = 0.f;
|
||
hud->sprite()->g = 0.f;
|
||
hud->sprite()->b = 0.f;
|
||
|
||
gfx->setScreenReadbackEnabled(true);
|
||
RenderSystem3D::setDirectionalLight(0.f, 0.f, 1.f, 1.f, 1.f, 1.f);
|
||
|
||
auto capture = [&](std::vector<float> &out) {
|
||
out.clear();
|
||
for (int i = 0; i < 3; ++i) {
|
||
RenderSystem3D::render(*gfx);
|
||
RenderSystem::render(*gfx);
|
||
}
|
||
const int w = gfx->getWidth();
|
||
const int h = gfx->getHeight();
|
||
const int cx = w / 2;
|
||
const int cy = h / 2;
|
||
const int dx = std::max(8, w / 12);
|
||
const int dy = std::max(8, h / 12);
|
||
for (int y = cy - 2 * dy; y <= cy + 2 * dy; y += dy) {
|
||
for (int x = cx - 2 * dx; x <= cx + 2 * dx; x += dx) {
|
||
out.push_back(luma(gfx->getPixel(x, y)));
|
||
}
|
||
}
|
||
};
|
||
|
||
std::vector<float> off, on;
|
||
ent->setTexCellBomb(3.f, 0.f, 1.f);
|
||
CHECK_EQ(ent->getTexCellBombStrength(), 0.f);
|
||
capture(off);
|
||
|
||
ent->setTexCellBomb(3.f, 1.f, 1.f);
|
||
CHECK_EQ(ent->getTexCellBombScale(), 3.f);
|
||
CHECK_EQ(ent->getTexCellBombStrength(), 1.f);
|
||
capture(on);
|
||
|
||
REQUIRE_EQ(off.size(), on.size());
|
||
REQUIRE_GT(off.size(), 4u);
|
||
|
||
float offMin = off[0], offMax = off[0];
|
||
for (float v : off) {
|
||
offMin = std::min(offMin, v);
|
||
offMax = std::max(offMax, v);
|
||
}
|
||
REQUIRE(offMax - offMin > 0.02f);
|
||
|
||
float mad = 0.f;
|
||
for (size_t i = 0; i < off.size(); ++i)
|
||
mad = std::max(mad, std::fabs(off[i] - on[i]));
|
||
if (!(mad > 0.015f)) {
|
||
std::fprintf(stderr, "texCellBomb mad=%g offRange=%g n=%zu\n", mad, offMax - offMin,
|
||
off.size());
|
||
}
|
||
REQUIRE(mad > 0.015f);
|
||
|
||
win->close();
|
||
}
|
||
|
||
/** Left-half high / right-half low height so glancing POM shifts albedo UVs. */
|
||
static Texture *makeSplitHeight(Graphics *gfx, int size) {
|
||
std::vector<uint8_t> px(size_t(size) * size_t(size) * 4);
|
||
for (int y = 0; y < size; ++y) {
|
||
for (int x = 0; x < size; ++x) {
|
||
uint8_t h = (x < size / 2) ? 255 : 0;
|
||
size_t i = size_t(y * size + x) * 4;
|
||
px[i] = h;
|
||
px[i + 1] = h;
|
||
px[i + 2] = h;
|
||
px[i + 3] = 255;
|
||
}
|
||
}
|
||
return gfx->newTexture(size, size, px.data(), true, true);
|
||
}
|
||
|
||
TEST_CASE("RenderSystem3D.parallaxChangesPixels") {
|
||
eve::window::Window *win = nullptr;
|
||
Graphics *gfx = nullptr;
|
||
openGfxWindow(win, gfx, 160, 120);
|
||
resetScene3D();
|
||
|
||
Mesh *mesh = loadUvCube(gfx);
|
||
auto *cam = Camera3D::createCamera();
|
||
// Off-axis eye so tangent-space view has a strong XY component.
|
||
cam->setEye(1.6f, 0.7f, 2.4f);
|
||
cam->setTarget(0.f, 0.f, 0.f);
|
||
|
||
auto *ent = Renderable3D::create();
|
||
ent->meshRenderer()->mesh = mesh;
|
||
ent->meshRenderer()->texture = makeMotif(gfx, 64);
|
||
ent->setHeightTexture(makeSplitHeight(gfx, 64));
|
||
ent->setMetallic(0.f);
|
||
ent->setRoughness(0.85f);
|
||
|
||
auto *hud = Renderable2D::create();
|
||
hud->transform()->x = 0;
|
||
hud->transform()->y = 0;
|
||
hud->sprite()->width = 2;
|
||
hud->sprite()->height = 2;
|
||
hud->sprite()->r = 0.f;
|
||
hud->sprite()->g = 0.f;
|
||
hud->sprite()->b = 0.f;
|
||
|
||
gfx->setScreenReadbackEnabled(true);
|
||
RenderSystem3D::setDirectionalLight(0.f, 0.f, 1.f, 1.f, 1.f, 1.f);
|
||
|
||
auto capture = [&](std::vector<float> &out) {
|
||
out.clear();
|
||
for (int i = 0; i < 3; ++i) {
|
||
RenderSystem3D::render(*gfx);
|
||
RenderSystem::render(*gfx);
|
||
}
|
||
const int w = gfx->getWidth();
|
||
const int h = gfx->getHeight();
|
||
const int cx = w / 2;
|
||
const int cy = h / 2;
|
||
const int dx = std::max(8, w / 12);
|
||
const int dy = std::max(8, h / 12);
|
||
for (int y = cy - 2 * dy; y <= cy + 2 * dy; y += dy) {
|
||
for (int x = cx - 2 * dx; x <= cx + 2 * dx; x += dx) {
|
||
out.push_back(luma(gfx->getPixel(x, y)));
|
||
}
|
||
}
|
||
};
|
||
|
||
std::vector<float> off, on;
|
||
ent->setParallax(0.f);
|
||
CHECK_EQ(ent->getParallaxScale(), 0.f);
|
||
capture(off);
|
||
|
||
ent->setParallax(0.12f, 8.f, 24.f);
|
||
CHECK_EQ(ent->getParallaxScale(), 0.12f);
|
||
CHECK_EQ(ent->getParallaxMinLayers(), 8.f);
|
||
CHECK_EQ(ent->getParallaxMaxLayers(), 24.f);
|
||
capture(on);
|
||
|
||
REQUIRE_EQ(off.size(), on.size());
|
||
REQUIRE_GT(off.size(), 4u);
|
||
|
||
float offMin = off[0], offMax = off[0];
|
||
for (float v : off) {
|
||
offMin = std::min(offMin, v);
|
||
offMax = std::max(offMax, v);
|
||
}
|
||
REQUIRE(offMax - offMin > 0.02f);
|
||
|
||
float mad = 0.f;
|
||
for (size_t i = 0; i < off.size(); ++i)
|
||
mad = std::max(mad, std::fabs(off[i] - on[i]));
|
||
if (!(mad > 0.01f)) {
|
||
std::fprintf(stderr, "parallax mad=%g offRange=%g n=%zu\n", mad, offMax - offMin,
|
||
off.size());
|
||
}
|
||
REQUIRE(mad > 0.01f);
|
||
|
||
win->close();
|
||
}
|
||
|
||
TEST_CASE("Camera3D.screenToRayPick") {
|
||
auto *cam = Camera3D::createCamera();
|
||
cam->setEye(0.f, 0.f, 5.f);
|
||
cam->setTarget(0.f, 0.f, 0.f);
|
||
cam->setUp(0.f, 1.f, 0.f);
|
||
cam->setFov(60.f);
|
||
cam->screenToRay(160.f, 120.f, 320.f, 240.f); // center pixel
|
||
|
||
CHECK(std::fabs(cam->getScreenRayOriginX()) < 1e-4f);
|
||
CHECK(std::fabs(cam->getScreenRayOriginY()) < 1e-4f);
|
||
CHECK(std::fabs(cam->getScreenRayOriginZ() - 5.f) < 1e-4f);
|
||
|
||
// Looking toward -Z; center ray should be mostly -Z.
|
||
CHECK(std::fabs(cam->getScreenRayDirX()) < 0.05f);
|
||
CHECK(std::fabs(cam->getScreenRayDirY()) < 0.05f);
|
||
CHECK(cam->getScreenRayDirZ() < -0.9f);
|
||
|
||
float len = std::sqrt(cam->getScreenRayDirX() * cam->getScreenRayDirX() +
|
||
cam->getScreenRayDirY() * cam->getScreenRayDirY() +
|
||
cam->getScreenRayDirZ() * cam->getScreenRayDirZ());
|
||
CHECK(std::fabs(len - 1.f) < 1e-4f);
|
||
}
|
||
|
||
TEST_CASE("Camera3D.orthographicScreenRaysAreParallel") {
|
||
auto *cam = Camera3D::createCamera();
|
||
cam->setEye(0.f, 0.f, 10.f);
|
||
cam->setTarget(0.f, 0.f, 0.f);
|
||
cam->setOrthographic(8.f);
|
||
|
||
cam->screenToRay(20.f, 60.f, 160.f, 120.f);
|
||
const float leftOrigin = cam->getScreenRayOriginX();
|
||
const float leftDirX = cam->getScreenRayDirX();
|
||
const float leftDirZ = cam->getScreenRayDirZ();
|
||
cam->screenToRay(140.f, 60.f, 160.f, 120.f);
|
||
|
||
CHECK(cam->getScreenRayOriginX() > leftOrigin + 1.f);
|
||
CHECK(std::fabs(cam->getScreenRayDirX() - leftDirX) < 1e-4f);
|
||
CHECK(std::fabs(cam->getScreenRayDirZ() - leftDirZ) < 1e-4f);
|
||
CHECK(cam->getScreenRayDirZ() < -0.99f);
|
||
}
|
||
|
||
// ---------------------------------------------------------------------------
|
||
// GPU 验证:逐像素实体 ID mask(renderEntityIdMask)与通用纹理读回
|
||
// (readTextureToImageData)。这两条路径支撑 capture_render_frame 的
|
||
// "id" / "depth" / "normal" 缓冲区,必须在真实 Vulkan 设备上跑通。
|
||
// ---------------------------------------------------------------------------
|
||
TEST_CASE("RenderSystem3D.entityIdMaskPixels") {
|
||
eve::window::Window *win = nullptr;
|
||
Graphics *gfx = nullptr;
|
||
openGfxWindow(win, gfx, 320, 240);
|
||
resetScene3D();
|
||
|
||
Mesh *mesh = loadUvCube(gfx); // 单位立方体(半边长 0.5)
|
||
REQUIRE(mesh != nullptr);
|
||
|
||
auto *cam = Camera3D::createCamera();
|
||
cam->data()->eyeZ = 3.f; // 看向原点
|
||
auto d = cam->data();
|
||
const glm::vec3 eye(d->eyeX, d->eyeY, d->eyeZ);
|
||
const glm::vec3 target(d->targetX, d->targetY, d->targetZ);
|
||
const glm::vec3 up(0.f, 1.f, 0.f);
|
||
const float aspect = float(gfx->getWidth()) / float(gfx->getHeight());
|
||
const glm::mat4 viewM = glm::lookAtRH(eye, target, up);
|
||
const glm::mat4 projM = eve::graphics::perspectiveVulkanRH_ZO(
|
||
glm::radians(d->fovYDeg), aspect, d->nearZ, d->farZ);
|
||
const glm::mat4 viewProj = projM * viewM;
|
||
|
||
// 两个立方体:左侧 id=1(红),右侧 id=2(绿)。
|
||
std::vector<Graphics::EntityIdDraw> draws;
|
||
Graphics::EntityIdDraw a;
|
||
a.mesh = mesh;
|
||
a.model = glm::translate(glm::mat4(1.f), glm::vec3(-1.f, 0.f, 0.f));
|
||
a.idColor = glm::vec4(1.f, 0.f, 0.f, 1.f);
|
||
draws.push_back(a);
|
||
Graphics::EntityIdDraw b;
|
||
b.mesh = mesh;
|
||
b.model = glm::translate(glm::mat4(1.f), glm::vec3(1.f, 0.f, 0.f));
|
||
b.idColor = glm::vec4(0.f, 1.f, 0.f, 1.f);
|
||
draws.push_back(b);
|
||
|
||
const int w = gfx->getWidth();
|
||
const int h = gfx->getHeight();
|
||
eve::image::ImageData *img = gfx->renderEntityIdMask(draws, viewProj, w, h);
|
||
REQUIRE(img != nullptr);
|
||
REQUIRE(img->getWidth() == w);
|
||
REQUIRE(img->getHeight() == h);
|
||
|
||
auto *px = static_cast<const uint8_t *>(img->getData());
|
||
bool sawRed = false, sawGreen = false, sawBg = false;
|
||
for (int y = 8; y < h - 8; y += 4) {
|
||
for (int x = 8; x < w - 8; x += 4) {
|
||
const size_t i = (size_t(y) * size_t(w) + size_t(x)) * 4;
|
||
const uint8_t r = px[i], g = px[i + 1], b = px[i + 2];
|
||
if (r > 200 && g < 60 && b < 60) sawRed = true;
|
||
else if (g > 200 && r < 60 && b < 60) sawGreen = true;
|
||
else if (r == 0 && g == 0 && b == 0) sawBg = true;
|
||
}
|
||
}
|
||
CHECK(sawRed); // 左立方体被渲染为 id=1(红)
|
||
CHECK(sawGreen); // 右立方体被渲染为 id=2(绿)
|
||
CHECK(sawBg); // 背景为 (0,0,0,0)
|
||
|
||
// 保存 ID mask PNG 供人工核对(可选)。
|
||
[[maybe_unused]] auto *const imageModule = eve::image::Image::create();
|
||
eve::filesystem::FileData *png =
|
||
img->encode(medialoader::FormatHandler::ENCODED_PNG, "entity_id_mask.png", false);
|
||
if (png) {
|
||
const std::filesystem::path outDir =
|
||
std::filesystem::path(EVENGINE_TEST_BINARY_DIR) / "out";
|
||
std::filesystem::create_directories(outDir);
|
||
std::ofstream out(outDir / "entity_id_mask.png", std::ios::binary);
|
||
if (out.good()) {
|
||
out.write(static_cast<const char *>(png->getData()),
|
||
static_cast<std::streamsize>(png->getSize()));
|
||
std::printf("entity_id_mask saved: %s\n", (outDir / "entity_id_mask.png").string().c_str());
|
||
}
|
||
delete png;
|
||
}
|
||
delete img;
|
||
|
||
win->close();
|
||
}
|
||
|
||
TEST_CASE("RenderSystem3D.readTextureBackPixels") {
|
||
eve::window::Window *win = nullptr;
|
||
Graphics *gfx = nullptr;
|
||
openGfxWindow(win, gfx, 320, 240);
|
||
resetScene3D();
|
||
|
||
// 用 renderEntityIdMask(离屏,不经过 present)往 G-buffer 槽写入真实立方体
|
||
// 几何,再通过 readTextureToImageData 读回深度/法线纹理 —— 即
|
||
// capture_render_frame 的 depth/normal 路径。
|
||
Mesh *mesh = loadUvCube(gfx);
|
||
REQUIRE(mesh != nullptr);
|
||
auto *cam = Camera3D::createCamera();
|
||
cam->data()->eyeZ = 3.f;
|
||
auto d = cam->data();
|
||
const glm::vec3 eye(d->eyeX, d->eyeY, d->eyeZ);
|
||
const glm::mat4 viewM = glm::lookAtRH(eye, glm::vec3(0.f), glm::vec3(0.f, 1.f, 0.f));
|
||
const glm::mat4 projM = eve::graphics::perspectiveVulkanRH_ZO(
|
||
glm::radians(d->fovYDeg), 320.f / 240.f, d->nearZ, d->farZ);
|
||
const glm::mat4 viewProj = projM * viewM;
|
||
|
||
std::vector<Graphics::EntityIdDraw> draws;
|
||
Graphics::EntityIdDraw a;
|
||
a.mesh = mesh;
|
||
a.model = glm::mat4(1.f);
|
||
a.idColor = glm::vec4(1.f, 0.f, 0.f, 1.f);
|
||
draws.push_back(a);
|
||
eve::image::ImageData *idImg = gfx->renderEntityIdMask(draws, viewProj, 320, 240);
|
||
REQUIRE(idImg != nullptr);
|
||
delete idImg;
|
||
|
||
auto *gb = gfx->getRenderControl()->getGBuffer();
|
||
REQUIRE(gb != nullptr);
|
||
REQUIRE(gb->isValid());
|
||
|
||
const int cx = 320 / 2;
|
||
const int cy = 240 / 2;
|
||
|
||
eve::image::ImageData *depth = gfx->readGBufferToImageData("depth");
|
||
REQUIRE(depth != nullptr);
|
||
{
|
||
auto *px = static_cast<const uint8_t *>(depth->getData());
|
||
const size_t c = (size_t(cy) * size_t(depth->getWidth()) + size_t(cx)) * 4;
|
||
const size_t e = (size_t(3) * size_t(depth->getWidth()) + size_t(3)) * 4;
|
||
// 立方体在中心(有几何)→ 中心线性深度 > 背景(清空为 0)深度。
|
||
CHECK(px[c + 0] > px[e + 0]);
|
||
}
|
||
delete depth;
|
||
|
||
eve::image::ImageData *normal = gfx->readGBufferToImageData("normal");
|
||
REQUIRE(normal != nullptr);
|
||
{
|
||
auto *px = static_cast<const uint8_t *>(normal->getData());
|
||
const size_t c = (size_t(cy) * size_t(normal->getWidth()) + size_t(cx)) * 4;
|
||
// 立方体正对相机的前脸法线 ≈ (0,0,1) → B 通道接近 255。
|
||
CHECK(px[c + 2] > 200);
|
||
}
|
||
delete normal;
|
||
|
||
win->close();
|
||
}
|