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>
#include <mm/services/simple_scene.hpp>
#include <mm/services/opengl_renderer.hpp>
#include <mm/services/imgui_s.hpp>
#include <entt/entity/registry.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/transform2d.hpp>
#include <mm/components/color.hpp>
#include <mm/systems/simple_velocity_system2d.hpp>
#include <mm/opengl/fbo_builder.hpp>
#include <imgui/imgui.h>
#include <random>
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);
engine.addService<MM::Services::SimpleSceneService>();
ASSERT_TRUE(engine.enableService<MM::Services::SimpleSceneService>());
bool provide_ret = engine.provide<MM::Services::SceneServiceInterface, MM::Services::SimpleSceneService>();
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>());
rs.addRenderTask<MM::OpenGL::RenderTasks::SimpleRect>(engine).target_fbo = "game_view";
MM::OpenGL::RenderTasks::SimpleRect* bsrr_rend_ptr = &rs.addRenderTask<MM::OpenGL::RenderTasks::SimpleRect>(engine);
bsrr_rend_ptr->target_fbo = "blur_in";
MM::OpenGL::RenderTasks::Blur* blur_rend_ptr = &rs.addRenderTask<MM::OpenGL::RenderTasks::Blur>(engine);
blur_rend_ptr->target_fbo = "display";
rs.addRenderTask<MM::OpenGL::RenderTasks::ImGuiRT>(engine);
{
auto [w, h] = sdl_ss.getWindowSize();
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_in"] = MM::OpenGL::FBOBuilder::start()
.attachTexture(MM::OpenGL::Texture::createEmpty(GL_RGB, w, h, GL_RGB, GL_UNSIGNED_BYTE))
.finish();
rs.targets["blur_out"] = MM::OpenGL::FBOBuilder::start()
.attachTexture(MM::OpenGL::Texture::createEmpty(GL_RGB, w, h, GL_RGB, GL_UNSIGNED_BYTE))
.finish();
}
// setup v system
MM::AddSystemToScene(scene, MM::Systems::SimpleVelocity);
std::mt19937 mt(42);
for (int i = 0; i < 10; i++) {
auto e = scene.create();
auto& t = scene.emplace<MM::Components::Transform2D>(e);
t.position.x = i * 9.f - 40;
t.scale = {5,5};
auto& v = scene.emplace<MM::Components::Velocity2D>(e);
v.rotation = i * 0.3f;
if (mt() % 2) {
auto& col = scene.emplace<MM::Components::Color>(e);
auto rc = [&mt]() -> float {
return (mt() % 1001) / 1000.f ;
};
col.color = {rc(),rc(),rc(),1};
}
}
engine.addUpdate(
[&](MM::Engine&) {
ImGui::ColorEdit4("rect_col", &bsrr_rend_ptr->default_color[0]);
}
);
engine.run();
}
int main(int argc, char** argv) {
argv0 = argv[0];
::testing::InitGoogleTest(&argc, argv);
return RUN_ALL_TESTS();
}