78 lines
3.3 KiB
GDScript
78 lines
3.3 KiB
GDScript
extends SceneTree
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const EffectPlayer = preload("res://fx/effect_player.gd")
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var failures := 0
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func check(ok: bool, label: String) -> void:
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if not ok:
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failures += 1
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printerr("FAIL: " + label)
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func _init() -> void: call_deferred("run")
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func run() -> void:
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var fx := EffectPlayer.new()
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fx.build({"particles": [{"emitter": {"TimeEventLifeTime": [[0, 1.0]]}, "particle": {
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"BillboardType": 1, "RotationType": 4, "RotationSpeed": 90, "ColorOperationType": 4}}]})
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var emitter: GPUParticles3D = fx._emitters[0]
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var pm: ParticleProcessMaterial = emitter.process_material
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var material: ShaderMaterial = emitter.material_override
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check(pm.angular_velocity_min == 0 and pm.angular_velocity_max == 0, "no second angular integration")
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check(pm.anim_offset_min == 0 and pm.anim_offset_max == 1 and pm.anim_speed_max == 0, "stable per-birth sign seed")
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check(material.get_shader_parameter("random_rotation") == true, "random rotation enabled")
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check(is_equal_approx(material.get_shader_parameter("rotation_speed"), PI / 2), "full magnitude in radians")
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if DisplayServer.get_name() != "headless": await pixels(material)
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fx.free()
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print("effect_random_rotation_test: failures=%d" % failures)
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quit(1 if failures else 0)
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func pixels(material: ShaderMaterial) -> void:
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var viewport := SubViewport.new()
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viewport.size = Vector2i(128, 128)
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viewport.own_world_3d = true
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viewport.render_target_update_mode = SubViewport.UPDATE_ALWAYS
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root.add_child(viewport)
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var environment := WorldEnvironment.new()
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environment.environment = Environment.new()
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environment.environment.background_mode = Environment.BG_COLOR
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environment.environment.background_color = Color.BLACK
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viewport.add_child(environment)
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var image := Image.create(2, 2, false, Image.FORMAT_RGBA8)
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image.fill(Color.WHITE)
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material.set_shader_parameter("albedo_texture", ImageTexture.create_from_image(image))
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material.set_shader_parameter("rotation_lifetime", 1.0)
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var node := MultiMeshInstance3D.new()
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node.multimesh = MultiMesh.new()
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node.multimesh.transform_format = MultiMesh.TRANSFORM_3D
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node.multimesh.use_custom_data = true
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node.multimesh.mesh = QuadMesh.new()
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node.multimesh.mesh.size = Vector2(1.2, 0.16)
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node.multimesh.instance_count = 1
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node.multimesh.set_instance_transform(0, Transform3D.IDENTITY)
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node.material_override = material
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viewport.add_child(node)
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var camera := Camera3D.new()
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camera.projection = Camera3D.PROJECTION_ORTHOGONAL
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camera.size = 2.0
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camera.position.z = 3
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viewport.add_child(camera)
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var results: Array[Image] = []
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for seed in [0.25, 0.75]:
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node.multimesh.set_instance_custom_data(0, Color(0, 0.5, seed, 1))
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await process_frame
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await RenderingServer.frame_post_draw
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results.append(viewport.get_texture().get_image())
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var positive := 0
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var negative := 0
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var mismatch := 0
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var lit := 0
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for y in 128:
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for x in 128:
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var a := results[0].get_pixel(x, y).r > 0.5
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var b := results[1].get_pixel(x, y).r > 0.5
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if a:
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lit += 1
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positive += (2 * x - 127) * (2 * y - 127)
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if b: negative += (2 * x - 127) * (2 * y - 127)
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if a != (results[1].get_pixel(127 - x, y).r > 0.5): mismatch += 1
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check(lit > 300, "rendered visible particles")
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check(positive * float(negative) < 0, "opposite rotation directions")
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check(mismatch < 60, "equal magnitude produces mirrored GPU images")
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viewport.free()
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await process_frame
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