Files
mtgodot-poc/project/effect_random_rotation_test.gd

78 lines
3.3 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:
var fx := EffectPlayer.new()
fx.build({"particles": [{"emitter": {"TimeEventLifeTime": [[0, 1.0]]}, "particle": {
"BillboardType": 1, "RotationType": 4, "RotationSpeed": 90, "ColorOperationType": 4}}]})
var emitter: GPUParticles3D = fx._emitters[0]
var pm: ParticleProcessMaterial = emitter.process_material
var material: ShaderMaterial = emitter.material_override
check(pm.angular_velocity_min == 0 and pm.angular_velocity_max == 0, "no second angular integration")
check(pm.anim_offset_min == 0 and pm.anim_offset_max == 1 and pm.anim_speed_max == 0, "stable per-birth sign seed")
check(material.get_shader_parameter("random_rotation") == true, "random rotation enabled")
check(is_equal_approx(material.get_shader_parameter("rotation_speed"), PI / 2), "full magnitude in radians")
if DisplayServer.get_name() != "headless": await pixels(material)
fx.free()
print("effect_random_rotation_test: failures=%d" % failures)
quit(1 if failures else 0)
func pixels(material: ShaderMaterial) -> 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 environment := WorldEnvironment.new()
environment.environment = Environment.new()
environment.environment.background_mode = Environment.BG_COLOR
environment.environment.background_color = Color.BLACK
viewport.add_child(environment)
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))
material.set_shader_parameter("rotation_lifetime", 1.0)
var node := MultiMeshInstance3D.new()
node.multimesh = MultiMesh.new()
node.multimesh.transform_format = MultiMesh.TRANSFORM_3D
node.multimesh.use_custom_data = true
node.multimesh.mesh = QuadMesh.new()
node.multimesh.mesh.size = Vector2(1.2, 0.16)
node.multimesh.instance_count = 1
node.multimesh.set_instance_transform(0, Transform3D.IDENTITY)
node.material_override = material
viewport.add_child(node)
var camera := Camera3D.new()
camera.projection = Camera3D.PROJECTION_ORTHOGONAL
camera.size = 2.0
camera.position.z = 3
viewport.add_child(camera)
var results: Array[Image] = []
for seed in [0.25, 0.75]:
node.multimesh.set_instance_custom_data(0, Color(0, 0.5, seed, 1))
await process_frame
await RenderingServer.frame_post_draw
results.append(viewport.get_texture().get_image())
var positive := 0
var negative := 0
var mismatch := 0
var lit := 0
for y in 128:
for x in 128:
var a := results[0].get_pixel(x, y).r > 0.5
var b := results[1].get_pixel(x, y).r > 0.5
if a:
lit += 1
positive += (2 * x - 127) * (2 * y - 127)
if b: negative += (2 * x - 127) * (2 * y - 127)
if a != (results[1].get_pixel(127 - x, y).r > 0.5): mismatch += 1
check(lit > 300, "rendered visible particles")
check(positive * float(negative) < 0, "opposite rotation directions")
check(mismatch < 60, "equal magnitude produces mirrored GPU images")
viewport.free()
await process_frame