ebiten/internal/graphicscommand/image_test.go

322 lines
6.6 KiB
Go

// 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, nil, nil)
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, nil, nil)
dst.DrawTriangles(src, vs, is, nil, driver.CompositeModeSourceOver, driver.FilterNearest, driver.AddressClampToZero, nil, nil)
dst.ReplacePixels(make([]byte, 4), 0, 0, 1, 1)
}
func TestShader(t *testing.T) {
if !IsShaderAvailable() {
t.Skip("shader is not implemented on this 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, nil, nil)
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.DrawTriangles(nil, vs, is, nil, driver.CompositeModeSourceOver, 0, 0, s, 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)
}
}
}
}