MushMachine/framework/opengl_renderer/test/blur_render_task_test.cpp

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#include <gtest/gtest.h>
#include <mm/engine.hpp>
#include <mm/services/filesystem.hpp>
#include <mm/services/sdl_service.hpp>
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#include <mm/services/organizer_scene.hpp>
#include <mm/services/opengl_renderer.hpp>
#include <mm/services/imgui_s.hpp>
#include <entt/entity/registry.hpp>
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#include <entt/entity/organizer.hpp>
#include <mm/opengl/render_tasks/clear.hpp>
#include <mm/opengl/render_tasks/copy_to_fb.hpp>
#include <mm/opengl/render_tasks/simple_rect.hpp>
#include <mm/opengl/render_tasks/blur.hpp>
#include <mm/opengl/render_tasks/imgui.hpp>
#include <mm/components/position2d.hpp>
#include <mm/components/position2d_zoffset.hpp>
#include <mm/components/scale2d.hpp>
#include <mm/components/rotation2d.hpp>
#include <mm/components/velocity2d_rotation.hpp>
#include <mm/components/position3d.hpp>
#include <mm/components/transform4x4.hpp>
#include <mm/components/color.hpp>
#include <mm/systems/simple_velocity_system2d.hpp>
#include <mm/systems/transform.hpp>
#include <mm/opengl/fbo_builder.hpp>
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#include <mm/opengl/texture_loader.hpp>
#include <imgui/imgui.h>
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#include <mm/random/srng.hpp>
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using namespace entt::literals;
const char* argv0;
TEST(blur_render_task, it) {
MM::Engine engine;
auto& sdl_ss = engine.addService<MM::Services::SDLService>();
ASSERT_TRUE(engine.enableService<MM::Services::SDLService>());
sdl_ss.createGLWindow("blur_render_task_test", 1280, 720);
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engine.addService<MM::Services::OrganizerSceneService>();
ASSERT_TRUE(engine.enableService<MM::Services::OrganizerSceneService>());
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bool provide_ret = engine.provide<MM::Services::SceneServiceInterface, MM::Services::OrganizerSceneService>();
ASSERT_TRUE(provide_ret);
auto& scene = engine.tryService<MM::Services::SceneServiceInterface>()->getScene();
engine.addService<MM::Services::FilesystemService>(argv0, "blur_render_task_test");
ASSERT_TRUE(engine.enableService<MM::Services::FilesystemService>());
engine.addService<MM::Services::ImGuiService>();
ASSERT_TRUE(engine.enableService<MM::Services::ImGuiService>());
auto& rs = engine.addService<MM::Services::OpenGLRenderer>();
ASSERT_TRUE(engine.enableService<MM::Services::OpenGLRenderer>());
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//rs.addRenderTask<MM::OpenGL::RenderTasks::SimpleRect>(engine).target_fbo = "game_view";
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rs.addRenderTask<MM::OpenGL::RenderTasks::Clear>(engine).target_fbo = "blur_io";
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MM::OpenGL::RenderTasks::SimpleRect& bsrr_rend = rs.addRenderTask<MM::OpenGL::RenderTasks::SimpleRect>(engine);
bsrr_rend.target_fbo = "blur_io";
MM::OpenGL::RenderTasks::Blur& blur_rend = rs.addRenderTask<MM::OpenGL::RenderTasks::Blur>(engine);
blur_rend.in_tex = "blur_io";
blur_rend.out_tex = "blur_io";
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blur_rend.temp_tex = "blur_temp";
blur_rend.out_fbo = "blur_io";
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blur_rend.temp_fbo = "blur_temp";
// render to display
auto& ctfb = rs.addRenderTask<MM::OpenGL::RenderTasks::CopyToFB>(engine);
ctfb.src_tex = "blur_io";
ctfb.target_fbo = "display";
rs.addRenderTask<MM::OpenGL::RenderTasks::ImGuiRT>(engine);
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auto [w, h] = sdl_ss.getWindowSize();
auto& rm_t = MM::ResourceManager<MM::OpenGL::Texture>::ref();
{ // setup textures
rm_t.load<MM::OpenGL::TextureLoaderEmpty>(
"blur_io",
GL_RGB,
w, h,
GL_RGB, GL_UNSIGNED_BYTE
);
rm_t.load<MM::OpenGL::TextureLoaderEmpty>(
"blur_temp",
GL_RGB,
w, h,
GL_RGB, GL_UNSIGNED_BYTE
);
}
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{ // setup fbo s
//rs.targets["game_view"] = MM::OpenGL::FBOBuilder::start()
//.attachTexture(MM::OpenGL::Texture::createEmpty(GL_RGB, w, h, GL_RGB, GL_UNSIGNED_BYTE))
//.finish();
rs.targets["blur_io"] = MM::OpenGL::FBOBuilder::start()
.attachTexture(rm_t.get("blur_io"_hs))
.setResize(true)
.finish();
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rs.targets["blur_temp"] = MM::OpenGL::FBOBuilder::start()
.attachTexture(rm_t.get("blur_temp"_hs))
.setResize(true)
.finish();
}
scene.on_construct<MM::Components::Position2D>().connect<&entt::registry::emplace_or_replace<MM::Components::Position2D_ZOffset>>();
scene.on_construct<MM::Components::Position2D>().connect<&entt::registry::emplace_or_replace<MM::Components::Position3D>>();
scene.on_construct<MM::Components::Position2D>().connect<&entt::registry::emplace_or_replace<MM::Components::Transform4x4>>();
scene.on_construct<MM::Components::Position2D>().connect<&entt::registry::emplace_or_replace<MM::Components::DirtyTransformTag>>();
scene.on_update<MM::Components::Position2D>().connect<&entt::registry::emplace_or_replace<MM::Components::DirtyTransformTag>>();
scene.on_update<MM::Components::Position2D_ZOffset>().connect<&entt::registry::emplace_or_replace<MM::Components::DirtyTransformTag>>();
scene.on_update<MM::Components::Position3D>().connect<&entt::registry::emplace_or_replace<MM::Components::DirtyTransformTag>>();
scene.on_update<MM::Components::Scale2D>().connect<&entt::registry::emplace_or_replace<MM::Components::DirtyTransformTag>>();
scene.on_update<MM::Components::Rotation2D>().connect<&entt::registry::emplace_or_replace<MM::Components::DirtyTransformTag>>(); // in this example only rotation is touched
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auto& cam = scene.ctx().emplace<MM::OpenGL::Camera3D>();
cam.setOrthographic();
cam.updateView();
// setup v system
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auto& org = scene.ctx().emplace<entt::organizer>();
org.emplace<MM::Systems::simple_rotational_velocity_patching>("simple_rotational_velocity_patching");
org.emplace<MM::Systems::position3d_from_2d>("position3d_from_2d");
org.emplace<MM::Systems::transform3d_translate>("transform3d_translate");
org.emplace<MM::Systems::transform3d_rotate2d>("transform3d_rotate2d");
org.emplace<MM::Systems::transform3d_scale2d>("transform3d_scale2d");
org.emplace<MM::Systems::transform_clear_dirty>("transform_clear_dirty");
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// HACK: instead you would switch to this scene
engine.getService<MM::Services::OrganizerSceneService>().updateOrganizerVertices(scene);
MM::Random::SRNG rng{42};
for (int i = 0; i < 10; i++) {
auto e = scene.create();
auto& p = scene.emplace<MM::Components::Position2D>(e);
p.pos.x = i * 9.f - 40;
// zoffset is created by event
auto& s = scene.emplace<MM::Components::Scale2D>(e);
s.scale = {5,5};
scene.emplace<MM::Components::Rotation2D>(e);
auto& v = scene.emplace<MM::Components::Velocity2DRotation>(e);
v.rot_vel = i * 0.3f;
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if (rng.roll(0.5f)) {
auto& col = scene.emplace<MM::Components::Color>(e);
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col.color = {rng.zeroToOne(), rng.zeroToOne(), rng.zeroToOne(), 1.f};
}
}
engine.run();
}
int main(int argc, char** argv) {
argv0 = argv[0];
::testing::InitGoogleTest(&argc, argv);
return RUN_ALL_TESTS();
}