ebiten/internal/graphicscommand/image_test.go

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// Copyright 2018 The Ebiten Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package graphicscommand_test
import (
"fmt"
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"image/color"
"testing"
"github.com/hajimehoshi/ebiten/v2/internal/builtinshader"
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"github.com/hajimehoshi/ebiten/v2/internal/graphics"
"github.com/hajimehoshi/ebiten/v2/internal/graphicscommand"
"github.com/hajimehoshi/ebiten/v2/internal/graphicsdriver"
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etesting "github.com/hajimehoshi/ebiten/v2/internal/testing"
"github.com/hajimehoshi/ebiten/v2/internal/ui"
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)
var nearestFilterShader *graphicscommand.Shader
func init() {
ir, err := graphics.CompileShader([]byte(builtinshader.Shader(builtinshader.FilterNearest, builtinshader.AddressUnsafe, false)))
if err != nil {
panic(fmt.Sprintf("graphicscommand: compiling the nearest shader failed: %v", err))
}
nearestFilterShader = graphicscommand.NewShader(ir)
}
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func TestMain(m *testing.M) {
etesting.MainWithRunLoop(m)
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}
func quadVertices(srcImage *graphicscommand.Image, w, h float32) []float32 {
sw, sh := srcImage.InternalSize()
swf, shf := float32(sw), float32(sh)
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return []float32{
0, 0, 0, 0, 1, 1, 1, 1,
w, 0, w / swf, 0, 1, 1, 1, 1,
0, w, 0, h / shf, 1, 1, 1, 1,
w, h, w / swf, h / shf, 1, 1, 1, 1,
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}
}
func TestClear(t *testing.T) {
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const w, h = 1024, 1024
src := graphicscommand.NewImage(w/2, h/2, false)
dst := graphicscommand.NewImage(w, h, false)
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vs := quadVertices(src, w/2, h/2)
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is := graphics.QuadIndices()
dr := graphicsdriver.Region{
X: 0,
Y: 0,
Width: w,
Height: h,
}
dst.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{src}, [graphics.ShaderImageCount - 1][2]float32{}, vs, is, graphicsdriver.BlendClear, dr, graphicsdriver.Region{}, nearestFilterShader, nil, false)
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pix := make([]byte, 4*w*h)
if err := dst.ReadPixels(ui.GraphicsDriverForTesting(), pix, 0, 0, w, h); err != nil {
t.Fatal(err)
}
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for j := 0; j < h/2; j++ {
for i := 0; i < w/2; i++ {
idx := 4 * (i + w*j)
got := color.RGBA{R: pix[idx], G: pix[idx+1], B: pix[idx+2], A: pix[idx+3]}
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want := color.RGBA{}
if got != want {
t.Errorf("dst.At(%d, %d) after DrawTriangles: got %v, want: %v", i, j, got, want)
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}
}
}
}
func TestWritePixelsPartAfterDrawTriangles(t *testing.T) {
const w, h = 32, 32
clr := graphicscommand.NewImage(w, h, false)
src := graphicscommand.NewImage(w/2, h/2, false)
dst := graphicscommand.NewImage(w, h, false)
vs := quadVertices(src, w/2, h/2)
is := graphics.QuadIndices()
dr := graphicsdriver.Region{
X: 0,
Y: 0,
Width: w,
Height: h,
}
dst.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{clr}, [graphics.ShaderImageCount - 1][2]float32{}, vs, is, graphicsdriver.BlendClear, dr, graphicsdriver.Region{}, nearestFilterShader, nil, false)
dst.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{src}, [graphics.ShaderImageCount - 1][2]float32{}, vs, is, graphicsdriver.BlendSourceOver, dr, graphicsdriver.Region{}, nearestFilterShader, nil, false)
dst.WritePixels(make([]byte, 4), 0, 0, 1, 1)
// TODO: Check the result.
}
func TestShader(t *testing.T) {
const w, h = 16, 16
clr := graphicscommand.NewImage(w, h, false)
dst := graphicscommand.NewImage(w, h, false)
vs := quadVertices(clr, w, h)
is := graphics.QuadIndices()
dr := graphicsdriver.Region{
X: 0,
Y: 0,
Width: w,
Height: h,
}
dst.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{clr}, [graphics.ShaderImageCount - 1][2]float32{}, vs, is, graphicsdriver.BlendClear, dr, graphicsdriver.Region{}, nearestFilterShader, nil, false)
g := ui.GraphicsDriverForTesting()
s := graphicscommand.NewShader(etesting.ShaderProgramFill(0xff, 0, 0, 0xff))
dst.DrawTriangles([graphics.ShaderImageCount]*graphicscommand.Image{}, [graphics.ShaderImageCount - 1][2]float32{}, vs, is, graphicsdriver.BlendSourceOver, dr, graphicsdriver.Region{}, s, nil, false)
pix := make([]byte, 4*w*h)
if err := dst.ReadPixels(g, pix, 0, 0, w, h); err != nil {
t.Fatal(err)
}
for j := 0; j < h; j++ {
for i := 0; i < w; i++ {
idx := 4 * (i + w*j)
got := color.RGBA{R: pix[idx], G: pix[idx+1], B: pix[idx+2], A: pix[idx+3]}
want := color.RGBA{R: 0xff, A: 0xff}
if got != want {
t.Errorf("dst.At(%d, %d) after DrawTriangles: got %v, want: %v", i, j, got, want)
}
}
}
}