MushMachine/framework/opengl_renderer/test/blur_render_task_test.cpp

146 lines
4.0 KiB
C++

#include "mm/opengl/render_tasks/clear.hpp"
#include "mm/opengl/render_tasks/copy_to_fb.hpp"
#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 <mm/opengl/texture_loader.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";
rs.addRenderTask<MM::OpenGL::RenderTasks::Clear>(engine).target_fbo = "blur_io";
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.io_tex = "blur_io";
blur_rend.temp_tex = "blur_temp";
blur_rend.io_fbo = "blur_io";
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);
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
);
}
{ // 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();
rs.targets["blur_temp"] = MM::OpenGL::FBOBuilder::start()
.attachTexture(rm_t.get("blur_temp"_hs))
.setResize(true)
.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 = float(i) * 9.f - 40.f;
t.scale = {5,5};
auto& v = scene.emplace<MM::Components::Velocity2D>(e);
v.rotation = float(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.run();
}
int main(int argc, char** argv) {
argv0 = argv[0];
::testing::InitGoogleTest(&argc, argv);
return RUN_ALL_TESTS();
}