update projection test
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@@ -1,24 +1,60 @@
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material {
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name : TextureProjection,
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requires : [ position, uv0 ],
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shadingModel : unlit,
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doubleSided : true,
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depthWrite : true,
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depthCulling : true,
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vertexDomain: object,
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parameters : [
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{
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type : sampler2d,
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name : inputTexture
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name : color,
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precision: medium
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}
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],
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variables : [
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{
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name : screenPos,
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precision : medium
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}
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],
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requires : [ position, uv0 ],
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shadingModel : unlit,
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doubleSided : false,
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depthWrite : true,
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depthCulling : false,
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vertexDomain: device
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}
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vertex {
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void materialVertex(inout MaterialVertexInputs material) {
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mat4 transform = getWorldFromModelMatrix();
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vec3 position = getPosition().xyz;
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vec4 worldPosition = mulMat4x4Float3(transform, position);
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vec4 clipSpace = getClipFromWorldMatrix() * worldPosition;
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// calculate NDC coordinates for vertex
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material.screenPos.xy = (clipSpace.xy / clipSpace.w) * 0.5 + 0.5;
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// Get UV coordinates from mesh
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vec2 uv = material.uv0;
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// Transform UVs to clip space (-1 to 1 range)
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// UV (0,0) maps to (-1,-1) and UV (1,1) maps to (1,1)
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vec2 clipPosition = uv * 2.0 - 1.0;
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material.clipSpaceTransform = mat4(
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vec4(0.0, 0.0, 0.0, 0.0),
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vec4(0.0, 0.0, 0.0, 0.0),
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vec4(0.0, 0.0, 1.0, 0.0),
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vec4(clipPosition, 0.0, 1.0)
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);
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}
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}
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fragment {
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void material(inout MaterialInputs material) {
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prepareMaterial(material);
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vec3 viewportCoord = getNormalizedViewportCoord();
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vec4 sampledColor = texture(materialParams_inputTexture, uvToRenderTargetUV(viewportCoord.xy));
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material.baseColor = sampledColor;
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vec4 sp = clamp(variable_screenPos, 0.0, 1.0);
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//material.baseColor = vec4(sp.x, sp.y, 0.0f, 1.0);
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vec4 color = textureLod(materialParams_color, sp.xy, 0.0f);
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//vec2 uv = getUV0();
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material.baseColor = vec4(color.xyz, 1.0);
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}
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}
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38
materials/postprocess_uv.mat
Normal file
38
materials/postprocess_uv.mat
Normal file
@@ -0,0 +1,38 @@
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material {
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name : TextureProjectionPostProcess,
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depthWrite : false,
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depthCulling : false,
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parameters : [
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{
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type : sampler2d,
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name : rendered
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},
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{
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type : sampler2d,
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name : uvTexture
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}
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],
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variables : [
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footex
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],
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domain: postprocess,
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outputs : [ {
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name : foocolor,
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target : color,
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type : float4
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}],
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featureLevel : 0
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}
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vertex {
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void postProcessVertex(inout PostProcessVertexInputs postProcess) {
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postProcess.footex.xy = postProcess.normalizedUV;
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postProcess.footex.xy = uvToRenderTargetUV(postProcess.footex.xy);
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}
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}
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fragment {
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void postProcess(inout PostProcessInputs postProcess) {
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postProcess.foocolor = vec4(1.0, 0.0, 0.0, 1.0); //vec4(variable_footex.xyz, 1.0f);
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}
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}
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@@ -1,5 +1,6 @@
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import 'dart:io';
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import 'dart:math';
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import 'dart:typed_data';
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import 'package:thermion_dart/src/viewer/src/ffi/src/thermion_viewer_ffi.dart';
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import 'package:thermion_dart/thermion_dart.dart';
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import 'package:test/test.dart';
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@@ -343,21 +344,242 @@ void main() async {
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group('projection', () {
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test('apply projection material', () async {
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await testHelper.withViewer((viewer) async {
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var materialData = File(
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"/Users/nickfisher/Documents/thermion/materials/capture_uv.filamat")
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.readAsBytesSync();
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var material = await viewer.createMaterial(materialData);
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var instance = await material.createInstance();
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await viewer
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.setCameraModelMatrix4(Matrix4.translation(Vector3(0, 0, 5)));
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// // Rotate the camera in 30-degree increments and capture at each position
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// for (int i = 0; i <= 180; i += 30) {
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// int i = 60;
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// final angle = i * (pi / 180); // Convert to radians
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final cube = await viewer.createGeometry(GeometryHelper.cube(),
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materialInstances: [instance]);
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await cube.addToScene();
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await testHelper.capture(viewer, "projection");
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}, cameraPosition: Vector3(0, 0, 100));
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// // Calculate camera position
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// // Start at (0, 1, 5) (facing the sphere from +z) and rotate around to (-5, 1, 0)
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// final radius = 5.0;
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// final x = -radius * sin(angle);
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// final z = radius * cos(angle);
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// // Create view matrix for this camera position
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// final matrix = makeViewMatrix(
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// Vector3(x, 1, z),
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// Vector3.zero(), // Looking at origin
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// Vector3(0, 1, 0) // Up vector
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// )
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// ..invert();
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// await viewer.setCameraModelMatrix4(matrix);
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// // Take a snapshot at this position
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// await testHelper.capture(viewer, "projection_${i}deg");
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// }
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final view = await viewer.getViewAt(0);
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final rtTextureHandle = await testHelper.createTexture(512, 512);
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final rt = await viewer.createRenderTarget(
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512, 512, rtTextureHandle.metalTextureAddress);
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await view.setRenderTarget(rt);
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final rtTexture = await rt.getColorTexture();
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final ppuvMaterial = await viewer.createMaterial(File(
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"/Users/nickfisher/Documents/thermion/materials/postprocess_uv.filamat")
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.readAsBytesSync());
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final ppuvInstance = await ppuvMaterial.createInstance();
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// Setup the scene (lighting, materials, etc.)
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await viewer.loadIbl(
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"file://${testHelper.testDir}/assets/default_env_ibl.ktx",
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intensity: 1000);
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// await viewer.setShadowsEnabled(true);
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await viewer.addDirectLight(DirectLight.sun(
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intensity: 500000,
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castShadows: true,
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direction: Vector3(1, -0.5, 0).normalized()));
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// input texture
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var inputTextureData =
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File("${testHelper.testDir}/assets/cube_texture_512x512.png")
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.readAsBytesSync();
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var inputImage = await viewer.decodeImage(inputTextureData);
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var inputTexture = await viewer.createTexture(
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await inputImage.getWidth(), await inputImage.getHeight(),
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textureFormat: TextureFormat.RGBA32F);
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await inputTexture.setLinearImage(
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inputImage, PixelDataFormat.RGBA, PixelDataType.FLOAT);
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var captureUvMaterial = await viewer.createMaterial(File(
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"/Users/nickfisher/Documents/thermion/materials/capture_uv.filamat")
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.readAsBytesSync());
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var captureUvMaterialInstance =
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await captureUvMaterial.createInstance();
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var sampler = await viewer.createTextureSampler();
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// Create sphere and plane
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final sphere = await viewer.createGeometry(
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GeometryHelper.sphere(normals: true, uvs: true),
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materialInstances: []);
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// await viewer.setTransform(
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// sphere.entity, Matrix4.compose(Vector3(2, 1, -1), Quaternion.identity(), Vector3(1.0,1.0,1.0)));
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await sphere.addToScene();
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await testHelper.capture(viewer, "color", renderTarget: rt);
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await captureUvMaterialInstance.setParameterTexture(
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"color", rtTexture, sampler);
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await sphere.setMaterialInstanceAt(captureUvMaterialInstance);
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await testHelper.capture(viewer, "uv_capture", renderTarget: rt);
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// await ppuvInstance.setParameterTexture("uvTexture", rtTexture, sampler);
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await sphere.setMaterialInstanceAt(ppuvInstance);
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await testHelper.capture(viewer, "ppuv", renderTarget: rt);
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// final quad = await viewer.createGeometry(
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// GeometryHelper.plane(width: 100.0, height: 100.0),
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// materialInstances: [materialInstance]);
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// await viewer.setTransform(
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// quad.entity, Matrix4.translation(Vector3(0, -1, 0)));
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// await quad.addToScene();
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var bytePixelBuffer = await viewer.capture(renderTarget: rt);
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var floatPixelBuffer = Float32List.fromList(
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bytePixelBuffer.map((p) => p.toDouble() / 255.0).toList());
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print("pixelBuffer ${floatPixelBuffer.lengthInBytes} bytes");
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var output = unprojectTexture(
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renderTarget: await inputImage.getData(),
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uvCoordinates: floatPixelBuffer,
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renderTargetWidth: 512,
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renderTargetHeight: 512,
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renderTargetChannels: 4,
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uvWidth: 512,
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uvHeight: 512,
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uvChannels: 4,
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outputWidth: 512,
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outputHeight: 512);
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var byteOutput =
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Uint8List.fromList(output.map((o) => (o * 255.0).toInt()).toList());
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await savePixelBufferToBmp(byteOutput, 512, 512, "/tmp/foo.bmp");
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final reappliedImage = await viewer.createImage(512, 512, 4);
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final data = await reappliedImage.getData();
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data.setRange(0, data.length, output);
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final reappliedTexture = await viewer.createTexture(512, 512,
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textureFormat: TextureFormat.RGBA32F);
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await reappliedTexture.setLinearImage(
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reappliedImage, PixelDataFormat.RGBA, PixelDataType.FLOAT);
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var newMaterialInstance =
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await viewer.createUbershaderMaterialInstance(unlit: true);
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await newMaterialInstance.setParameterInt("baseColorIndex", 0);
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await newMaterialInstance.setParameterTexture(
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"baseColorMap",
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reappliedTexture,
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// inputTexture,
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sampler);
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await newMaterialInstance.setParameterFloat4(
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"baseColorFactor", 1.0, 1.0, 1.0, 1.0);
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await sphere.setMaterialInstanceAt(newMaterialInstance);
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await testHelper.capture(viewer, "capture2");
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// final view = await viewer.getViewAt(0);
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// final renderTargetTexture = await testHelper.createTexture(512, 512);
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// final rt = await viewer.createRenderTarget(
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// 512, 512, renderTargetTexture.metalTextureAddress);
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// await view.setRenderTarget(rt);
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// pixelBuffer = await viewer.capture(renderTarget: rt);
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}, viewportDimensions: (width: 512, height: 512));
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});
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});
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}
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Float32List unprojectTexture({
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required Float32List renderTarget,
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required Float32List uvCoordinates,
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required int renderTargetWidth,
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required int renderTargetHeight,
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required int renderTargetChannels,
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required int uvWidth,
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required int uvHeight,
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required int uvChannels,
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required int outputWidth,
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required int outputHeight,
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int uChannel = 0,
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int vChannel = 1,
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}) {
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// Create output texture (initially transparent/zero)
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final outputSize = outputWidth * outputHeight * renderTargetChannels;
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final outputTexture = Float32List(outputSize);
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// Make sure the input dimensions match
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assert(renderTargetWidth == uvWidth && renderTargetHeight == uvHeight,
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'Render target and UV texture dimensions must match');
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// For each pixel in the render target
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for (int y = 0; y < renderTargetHeight; y++) {
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for (int x = 0; x < renderTargetWidth; x++) {
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// Calculate index in the source textures
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final srcIndex = (y * renderTargetWidth + x);
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final renderPixelIndex = srcIndex * renderTargetChannels;
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final uvPixelIndex = srcIndex * uvChannels;
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// Read UV coordinates directly from UV texture
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// Since we're using Float32List, values should already be in 0-1 range
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final u = uvCoordinates[uvPixelIndex + uChannel];
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final v = uvCoordinates[uvPixelIndex + vChannel];
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// Skip invalid UVs (e.g., background or out of bounds)
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if (u < 0.0 || u > 1.0 || v < 0.0 || v > 1.0) {
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continue;
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}
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// final u = x / renderTargetWidth;
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// final v = y / renderTargetHeight;
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// Convert UV to output texture coordinates
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final outX = (u * (outputWidth - 1)).round();
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final outY = (v * (outputHeight - 1)).round();
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// Calculate the destination index in the output texture
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final outIndex = (outY * outputWidth + outX) * renderTargetChannels;
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// Copy color data from render target to output at the UV position
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for (int c = 0; c < renderTargetChannels; c++) {
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outputTexture[outIndex + c] = renderTarget[renderPixelIndex + c];
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}
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}
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}
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return outputTexture;
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}
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// // Rotate the camera in 30-degree increments and capture at each position
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// for (int i = 0; i <= 180; i += 30) {
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// final angle = i * (pi / 180); // Convert to radians
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// // Calculate camera position
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// // Start at (0, 1, 5) (facing the sphere from +z) and rotate around to (-5, 1, 0)
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// final radius = 5.0;
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// final x = -radius * sin(angle);
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// final z = radius * cos(angle);
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// // Create view matrix for this camera position
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// final matrix = makeViewMatrix(
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// Vector3(x, 1, z),
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// Vector3.zero(), // Looking at origin
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// Vector3(0, 1, 0) // Up vector
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// )
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// ..invert();
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// await viewer.setCameraModelMatrix4(matrix);
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// // Take a snapshot at this position
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// await testHelper.capture(viewer, "projection_${i}deg");
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// }
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// group("MaterialInstance", () {
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// test('disable depth write', () async {
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