Files
mtgodot-poc/project/effect_faces_test.gd

65 lines
2.7 KiB
GDScript

extends SceneTree
const EffectPlayer = preload("res://fx/effect_player.gd")
var failures := 0
func check(ok: bool, label: String) -> void:
if not ok:
failures += 1
printerr("FAIL: " + label)
func _init() -> void:
call_deferred("run")
func run() -> void:
for kind in [4, 5]:
var fx := EffectPlayer.new()
fx.build({"particles": [{"particle": {"BillboardType": kind, "ColorOperationType": 4}}]})
var emitter: GPUParticles3D = fx._emitters[0]
var mesh := emitter.draw_pass_1
var arrays := mesh.surface_get_arrays(0)
var angles := [-30.0, 30.0] if kind == 4 else [0.0, -60.0, 60.0]
check(arrays[Mesh.ARRAY_VERTEX].size() == angles.size() * 6, "one quad per reference face")
for i in angles.size():
for v in 6:
check(is_equal_approx(arrays[Mesh.ARRAY_TEX_UV2][i * 6 + v].x, deg_to_rad(angles[i])), "reference face angle")
check(emitter.material_override is ShaderMaterial, "custom face shader")
check(emitter.material_override.get_shader_parameter("billboard_mode") == 5, "multiface mode")
if DisplayServer.get_name() != "headless":
await pixels(mesh, emitter.material_override, kind)
fx.free()
print("effect_faces_test: failures=%d" % failures)
quit(1 if failures else 0)
func pixels(mesh: Mesh, material: ShaderMaterial, kind: int) -> void:
var viewport := SubViewport.new()
viewport.size = Vector2i(128, 128)
viewport.own_world_3d = true
viewport.render_target_update_mode = SubViewport.UPDATE_ALWAYS
root.add_child(viewport)
var world := WorldEnvironment.new()
world.environment = Environment.new()
world.environment.background_mode = Environment.BG_COLOR
world.environment.background_color = Color.BLACK
viewport.add_child(world)
var image := Image.create(2, 2, false, Image.FORMAT_RGBA8)
image.fill(Color.WHITE)
material.set_shader_parameter("albedo_texture", ImageTexture.create_from_image(image))
var instance := MeshInstance3D.new()
instance.mesh = mesh
instance.material_override = material
viewport.add_child(instance)
var camera := Camera3D.new()
camera.projection = Camera3D.PROJECTION_ORTHOGONAL
camera.size = 1.28
viewport.add_child(camera)
for angle in [0.0, 0.7]:
camera.position = Vector3(sin(angle) * 3, 0, cos(angle) * 3)
camera.look_at(Vector3.ZERO)
await process_frame
await RenderingServer.frame_post_draw
var pixels := viewport.get_texture().get_image()
var width := 0
for x in 128:
if pixels.get_pixel(x, 64).r > 0.5: width += 1
# Default width .64m: 2FACE projects cos(30deg), 3FACE includes a full front face.
var expected := 64.0 * (cos(PI / 6) if kind == 4 else 1.0)
check(absf(width - expected) <= 3.0, "Metal projection kind=%d camera=%f width=%d expected=%f" % [kind, angle, width, expected])
viewport.free()
await process_frame