// 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 ( "image/color" "testing" "github.com/hajimehoshi/ebiten/internal/driver" "github.com/hajimehoshi/ebiten/internal/graphics" . "github.com/hajimehoshi/ebiten/internal/graphicscommand" "github.com/hajimehoshi/ebiten/internal/shaderir" t "github.com/hajimehoshi/ebiten/internal/testing" ) func TestMain(m *testing.M) { t.MainWithRunLoop(m) } func quadVertices(w, h float32) []float32 { return []float32{ 0, 0, 0, 0, 0, 0, w, h, 1, 1, 1, 1, w, 0, w, 0, 0, 0, w, h, 1, 1, 1, 1, 0, w, 0, h, 0, 0, w, h, 1, 1, 1, 1, w, h, w, h, 0, 0, w, h, 1, 1, 1, 1, } } func TestClear(t *testing.T) { const w, h = 1024, 1024 src := NewImage(w/2, h/2) dst := NewImage(w, h) vs := quadVertices(w/2, h/2) is := graphics.QuadIndices() dst.DrawTriangles(src, vs, is, nil, driver.CompositeModeClear, driver.FilterNearest, driver.AddressClampToZero) pix, err := dst.Pixels() if err != nil { t.Fatal(err) } for j := 0; j < h/2; j++ { for i := 0; i < w/2; i++ { idx := 4 * (i + w*j) got := color.RGBA{pix[idx], pix[idx+1], pix[idx+2], pix[idx+3]} want := color.RGBA{} if got != want { t.Errorf("dst.At(%d, %d) after DrawTriangles: got %v, want: %v", i, j, got, want) } } } } func TestReplacePixelsPartAfterDrawTriangles(t *testing.T) { defer func() { if r := recover(); r == nil { t.Errorf("ReplacePixels must panic but not") } }() const w, h = 32, 32 clr := NewImage(w, h) src := NewImage(w/2, h/2) dst := NewImage(w, h) vs := quadVertices(w/2, h/2) is := graphics.QuadIndices() dst.DrawTriangles(clr, vs, is, nil, driver.CompositeModeClear, driver.FilterNearest, driver.AddressClampToZero) dst.DrawTriangles(src, vs, is, nil, driver.CompositeModeSourceOver, driver.FilterNearest, driver.AddressClampToZero) dst.ReplacePixels(make([]byte, 4), 0, 0, 1, 1) } func TestShader(t *testing.T) { if !IsGL() { t.Skip("shader is not implemented on non-GL environment") } const w, h = 16, 16 clr := NewImage(w, h) dst := NewImage(w, h) vs := quadVertices(w, h) is := graphics.QuadIndices() dst.DrawTriangles(clr, vs, is, nil, driver.CompositeModeClear, driver.FilterNearest, driver.AddressClampToZero) mat := shaderir.Expr{ Type: shaderir.Call, Exprs: []shaderir.Expr{ { Type: shaderir.BuiltinFuncExpr, BuiltinFunc: shaderir.Mat4F, }, { Type: shaderir.Binary, Op: shaderir.Div, Exprs: []shaderir.Expr{ { Type: shaderir.FloatExpr, Float: 2, }, { Type: shaderir.FieldSelector, Exprs: []shaderir.Expr{ { Type: shaderir.UniformVariable, Index: 0, }, { Type: shaderir.SwizzlingExpr, Swizzling: "x", }, }, }, }, }, { Type: shaderir.FloatExpr, Float: 0, }, { Type: shaderir.FloatExpr, Float: 0, }, { Type: shaderir.FloatExpr, Float: 0, }, { Type: shaderir.FloatExpr, Float: 0, }, { Type: shaderir.Binary, Op: shaderir.Div, Exprs: []shaderir.Expr{ { Type: shaderir.FloatExpr, Float: 2, }, { Type: shaderir.FieldSelector, Exprs: []shaderir.Expr{ { Type: shaderir.UniformVariable, Index: 0, }, { Type: shaderir.SwizzlingExpr, Swizzling: "y", }, }, }, }, }, { Type: shaderir.FloatExpr, Float: 0, }, { Type: shaderir.FloatExpr, Float: 0, }, { Type: shaderir.FloatExpr, Float: 0, }, { Type: shaderir.FloatExpr, Float: 0, }, { Type: shaderir.FloatExpr, Float: 1, }, { Type: shaderir.FloatExpr, Float: 0, }, { Type: shaderir.FloatExpr, Float: -1, }, { Type: shaderir.FloatExpr, Float: -1, }, { Type: shaderir.FloatExpr, Float: 0, }, { Type: shaderir.FloatExpr, Float: 1, }, }, } pos := shaderir.Expr{ Type: shaderir.Call, Exprs: []shaderir.Expr{ { Type: shaderir.BuiltinFuncExpr, BuiltinFunc: shaderir.Vec4F, }, { Type: shaderir.LocalVariable, Index: 0, }, { Type: shaderir.FloatExpr, Float: 0, }, { Type: shaderir.FloatExpr, Float: 1, }, }, } red := shaderir.Expr{ Type: shaderir.Call, Exprs: []shaderir.Expr{ { Type: shaderir.BuiltinFuncExpr, BuiltinFunc: shaderir.Vec4F, }, { Type: shaderir.FloatExpr, Float: 1, }, { Type: shaderir.FloatExpr, Float: 0, }, { Type: shaderir.FloatExpr, Float: 0, }, { Type: shaderir.FloatExpr, Float: 1, }, }, } s := NewShader(&shaderir.Program{ Uniforms: []shaderir.Type{ {Main: shaderir.Vec2}, }, Attributes: []shaderir.Type{ {Main: shaderir.Vec2}, {Main: shaderir.Vec2}, {Main: shaderir.Vec4}, {Main: shaderir.Vec4}, }, VertexFunc: shaderir.VertexFunc{ Block: shaderir.Block{ Stmts: []shaderir.Stmt{ { Type: shaderir.Assign, Exprs: []shaderir.Expr{ { Type: shaderir.LocalVariable, Index: 4, }, { Type: shaderir.Binary, Op: shaderir.Mul, Exprs: []shaderir.Expr{ mat, pos, }, }, }, }, }, }, }, FragmentFunc: shaderir.FragmentFunc{ Block: shaderir.Block{ Stmts: []shaderir.Stmt{ { Type: shaderir.Assign, Exprs: []shaderir.Expr{ { Type: shaderir.LocalVariable, Index: 1, }, red, }, }, }, }, }, }) us := map[int]interface{}{ 0: []float32{w, h}, } dst.DrawShader(s, vs, is, driver.CompositeModeSourceOver, us) pix, err := dst.Pixels() if 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{pix[idx], pix[idx+1], pix[idx+2], pix[idx+3]} want := color.RGBA{0xff, 0, 0, 0xff} if got != want { t.Errorf("dst.At(%d, %d) after DrawTriangles: got %v, want: %v", i, j, got, want) } } } }