split stencil/depth tests from unlit material tests
This commit is contained in:
85
thermion_dart/test/material_depth_buffer_tests.dart
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85
thermion_dart/test/material_depth_buffer_tests.dart
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import 'dart:io';
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import 'dart:math';
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import 'package:thermion_dart/thermion_dart.dart';
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import 'package:test/test.dart';
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import 'helpers.dart';
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Future<
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({
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ThermionAsset blueCube,
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MaterialInstance blueMaterialInstance,
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ThermionAsset greenCube,
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MaterialInstance greenMaterialInstance
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})> setup(ThermionViewer viewer) async {
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var blueMaterialInstance =
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await FilamentApp.instance!.createUnlitMaterialInstance();
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final blueCube = await viewer.createGeometry(GeometryHelper.cube(),
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materialInstances: [blueMaterialInstance]);
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await blueMaterialInstance.setParameterFloat4(
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"baseColorFactor", 0.0, 0.0, 1.0, 1.0);
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// Position blue cube slightly behind/below/right
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await blueCube.setTransform(Matrix4.translation(Vector3(1.0, -1.0, -1.0)));
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var greenMaterialInstance =
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await FilamentApp.instance!.createUnlitMaterialInstance();
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final greenCube = await viewer.createGeometry(GeometryHelper.cube(),
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materialInstances: [greenMaterialInstance]);
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await greenMaterialInstance.setParameterFloat4(
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"baseColorFactor", 0.0, 1.0, 0.0, 1.0);
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return (
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blueCube: blueCube,
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blueMaterialInstance: blueMaterialInstance,
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greenCube: greenCube,
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greenMaterialInstance: greenMaterialInstance
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);
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}
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void main() async {
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final testHelper = TestHelper("material");
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await testHelper.setup();
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test('disable depth write', () async {
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await testHelper.withViewer((viewer) async {
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final (
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:blueCube,
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:blueMaterialInstance,
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:greenCube,
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:greenMaterialInstance
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) = await setup(viewer);
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// With depth write enabled on both materials, green cube renders behind the blue cube
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await testHelper.capture(
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viewer.view, "material_instance_depth_write_enabled");
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// Disable depth write on green cube
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// Blue cube will always appear in front
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await greenMaterialInstance.setDepthWriteEnabled(false);
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await testHelper.capture(
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viewer.view, "material_instance_depth_write_disabled");
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// Set priority for greenCube to render last, making it appear in front
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await viewer.setPriority(greenCube.entity, 7);
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await testHelper.capture(
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viewer.view, "material_instance_depth_write_disabled_with_priority");
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});
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});
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test('set depth func to NEVER', () async {
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await testHelper.withViewer((viewer) async {
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final (
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:blueCube,
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:blueMaterialInstance,
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:greenCube,
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:greenMaterialInstance
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) = await setup(viewer);
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// Set depth func to NEVER on green cube
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await greenMaterialInstance.setDepthFunc(SamplerCompareFunction.N);
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// Green cube is not rendered at all
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await testHelper.capture(viewer.view, "depth_func_never");
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});
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});
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}
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175
thermion_dart/test/material_stencil_buffer_tests.dart
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175
thermion_dart/test/material_stencil_buffer_tests.dart
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@@ -0,0 +1,175 @@
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import 'package:thermion_dart/thermion_dart.dart';
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import 'package:test/test.dart';
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import 'helpers.dart';
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Future<
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({
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ThermionAsset blueCube,
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MaterialInstance blueMaterialInstance,
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ThermionAsset greenCube,
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MaterialInstance greenMaterialInstance
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})> setup(ThermionViewer viewer) async {
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var blueMaterialInstance =
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await FilamentApp.instance!.createUnlitMaterialInstance();
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final blueCube = await viewer.createGeometry(GeometryHelper.cube(),
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materialInstances: [blueMaterialInstance]);
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await blueMaterialInstance.setParameterFloat4(
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"baseColorFactor", 0.0, 0.0, 1.0, 1.0);
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// Position blue cube slightly behind/below/right
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await blueCube.setTransform(Matrix4.translation(Vector3(1.0, -1.0, -1.0)));
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var greenMaterialInstance =
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await FilamentApp.instance!.createUnlitMaterialInstance();
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final greenCube = await viewer.createGeometry(GeometryHelper.cube(),
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materialInstances: [greenMaterialInstance]);
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await greenMaterialInstance.setParameterFloat4(
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"baseColorFactor", 0.0, 1.0, 0.0, 1.0);
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return (
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blueCube: blueCube,
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blueMaterialInstance: blueMaterialInstance,
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greenCube: greenCube,
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greenMaterialInstance: greenMaterialInstance
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);
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}
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void main() async {
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final testHelper = TestHelper("stencil");
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await testHelper.setup();
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test('enable stencil write', () async {
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await testHelper.withViewer((viewer) async {
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final (
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:blueCube,
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:blueMaterialInstance,
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:greenCube,
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:greenMaterialInstance
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) = await setup(viewer);
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// force depth to always pass so we're just comparing stencil test
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await greenMaterialInstance.setDepthFunc(SamplerCompareFunction.A);
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await blueMaterialInstance.setDepthFunc(SamplerCompareFunction.A);
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await testHelper.capture(
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viewer.view, "material_instance_depth_pass_stencil_disabled");
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assert(await greenMaterialInstance.isStencilWriteEnabled() == false);
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assert(await blueMaterialInstance.isStencilWriteEnabled() == false);
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await greenMaterialInstance.setStencilWriteEnabled(true);
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await blueMaterialInstance.setStencilWriteEnabled(true);
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assert(await greenMaterialInstance.isStencilWriteEnabled() == true);
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assert(await blueMaterialInstance.isStencilWriteEnabled() == true);
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await viewer.view.setStencilBufferEnabled(true);
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assert(await viewer.view.isStencilBufferEnabled(), true);
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// just a sanity check, output should be the same as above
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await testHelper.capture(
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viewer.view, "material_instance_depth_pass_stencil_enabled");
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}, postProcessing: true, bg: null);
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});
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test('set stencil compare function to never/always/lt/gt)', () async {
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await testHelper.withViewer((viewer) async {
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final (
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:blueCube,
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:blueMaterialInstance,
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:greenCube,
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:greenMaterialInstance
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) = await setup(viewer);
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await viewer.view.setStencilBufferEnabled(true);
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// ensure the blue cube renders before the green cube
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await viewer.setPriority(greenCube.entity, 7);
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await viewer.setPriority(blueCube.entity, 0);
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for (final mi in [greenMaterialInstance, blueMaterialInstance]) {
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await mi.setStencilWriteEnabled(true);
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await mi.setDepthCullingEnabled(false);
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}
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// set stencil compare function to NEVER
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for (final mi in [greenMaterialInstance, blueMaterialInstance]) {
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await mi.setStencilCompareFunction(
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SamplerCompareFunction.N, StencilFace.FRONT_AND_BACK);
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}
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// should be totally empty
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await testHelper.capture(viewer.view, "stencil_never");
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// set stencil compare function to ALWAYS
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for (final mi in [greenMaterialInstance, blueMaterialInstance]) {
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await mi.setStencilCompareFunction(
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SamplerCompareFunction.A, StencilFace.FRONT_AND_BACK);
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}
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// should show green cube in front of blue cube
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await testHelper.capture(viewer.view, "stencil_always");
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// set the blue cube to always pass the stencil test
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await blueMaterialInstance.setStencilCompareFunction(
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SamplerCompareFunction.A, StencilFace.FRONT_AND_BACK);
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// when blue cube passes depth + stencil, replace the default stencil value (0) with 1
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await blueMaterialInstance.setStencilOpDepthStencilPass(StencilOperation.REPLACE);
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await blueMaterialInstance.setStencilReferenceValue(1);
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// set the green cube to only pass the stencil test where stencil value is
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// not equal to 0
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await greenMaterialInstance.setStencilCompareFunction(
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SamplerCompareFunction.NE, StencilFace.FRONT_AND_BACK);
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await greenMaterialInstance.setStencilReferenceValue(0);
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// green cube will only be rendered where it overlaps with blue cube
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await testHelper.capture(viewer.view, "stencil_ne");
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// set the green cube to only pass the stencil test where stencil value is
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// equal to 0
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await greenMaterialInstance.setStencilCompareFunction(
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SamplerCompareFunction.E, StencilFace.FRONT_AND_BACK);
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// green cube renders where it does not overlap with blue cube (same as if
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// we had disabled depth writes and rendered the green cube, then the blue
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// cube)
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await testHelper.capture(viewer.view, "stencil_eq");
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},
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bg: null,
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postProcessing: true,
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createStencilBuffer: true,
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createRenderTarget: false);
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});
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// test('fail stencil not equal', () async {
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// await testHelper.withViewer((viewer) async {
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// final (
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// :blueCube,
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// :blueMaterialInstance,
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// :greenCube,
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// :greenMaterialInstance
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// ) = await setup(viewer);
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// // this ensures the blue cube is rendered before the green cube
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// await viewer.setPriority(blueCube.entity, 0);
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// await viewer.setPriority(greenCube.entity, 1);
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// await blueMaterialInstance.setStencilWriteEnabled(true);
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// await blueMaterialInstance.setStencilReferenceValue(1);
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// await blueMaterialInstance
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// .setStencilCompareFunction(SamplerCompareFunction.A);
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// await blueMaterialInstance
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// .setStencilOpDepthStencilPass(StencilOperation.REPLACE);
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// await greenMaterialInstance.setStencilReferenceValue(1);
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// await greenMaterialInstance
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// .setStencilCompareFunction(SamplerCompareFunction.E);
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// // green cube is only rendered where it intersects with the blue cube
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// await testHelper.capture(viewer.view, "fail_stencil_ne");
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// }, postProcessing: true);
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// });
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}
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@@ -18,8 +18,8 @@ Future<
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await blueMaterialInstance.setParameterFloat4(
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"baseColorFactor", 0.0, 0.0, 1.0, 1.0);
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// Position blue cube slightly behind and to the right
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await blueCube.setTransform(Matrix4.translation(Vector3(1.0, 0.0, -1.0)));
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// Position blue cube slightly behind/below/right
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await blueCube.setTransform(Matrix4.translation(Vector3(1.0, -1.0, -1.0)));
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var greenMaterialInstance =
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await FilamentApp.instance!.createUnlitMaterialInstance();
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@@ -36,7 +36,6 @@ Future<
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);
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}
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void main() async {
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final testHelper = TestHelper("material");
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@@ -213,114 +212,31 @@ void main() async {
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await viewer.dispose();
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});
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test('disable depth write', () async {
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await testHelper.withViewer((viewer) async {
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final (
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:blueCube,
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:blueMaterialInstance,
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:greenCube,
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:greenMaterialInstance
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) = await setup(viewer);
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test('disable depth write', () async {
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await testHelper.withViewer((viewer) async {
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final (
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:blueCube,
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:blueMaterialInstance,
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:greenCube,
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:greenMaterialInstance
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) = await setup(viewer);
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// With depth write enabled on both materials, green cube renders behind the blue cube
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await testHelper.capture(
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viewer.view, "material_instance_depth_write_enabled");
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// With depth write enabled on both materials, green cube renders behind the blue cube
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await testHelper.capture(
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viewer.view, "material_instance_depth_write_enabled");
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// Disable depth write on green cube, blue cube will always appear in front (green cube renders behind everything, including the image material, so not it's not visible at all)
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await greenMaterialInstance.setDepthWriteEnabled(false);
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await testHelper.capture(
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viewer.view, "material_instance_depth_write_disabled");
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// Disable depth write on green cube
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// Blue cube will always appear in front
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await greenMaterialInstance.setDepthWriteEnabled(false);
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await testHelper.capture(
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viewer.view, "material_instance_depth_write_disabled");
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// Set priority for greenCube to render last, making it appear in front
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await viewer.setPriority(greenCube.entity, 7);
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await testHelper.capture(viewer.view,
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"material_instance_depth_write_disabled_with_priority");
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});
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// Set priority for greenCube to render last, making it appear in front
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await viewer.setPriority(greenCube.entity, 7);
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await testHelper.capture(
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viewer.view, "material_instance_depth_write_disabled_with_priority");
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});
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});
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test('enable stencil write', () async {
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await testHelper.withViewer((viewer) async {
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final (
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:blueCube,
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:blueMaterialInstance,
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:greenCube,
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:greenMaterialInstance
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) = await setup(viewer);
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// force depth to always pass so we're just comparing stencil test
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await greenMaterialInstance.setDepthFunc(SamplerCompareFunction.A);
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await blueMaterialInstance.setDepthFunc(SamplerCompareFunction.A);
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await testHelper.capture(
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viewer.view, "material_instance_depth_pass_stencil_disabled");
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assert(await greenMaterialInstance.isStencilWriteEnabled() == false);
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assert(await blueMaterialInstance.isStencilWriteEnabled() == false);
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await greenMaterialInstance.setStencilWriteEnabled(true);
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await blueMaterialInstance.setStencilWriteEnabled(true);
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assert(await greenMaterialInstance.isStencilWriteEnabled() == true);
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assert(await blueMaterialInstance.isStencilWriteEnabled() == true);
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// just a sanity check, no difference from the last
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await testHelper.capture(
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viewer.view, "material_instance_depth_pass_stencil_enabled");
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}, postProcessing: true, bg: null);
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});
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test('stencil always fail', () async {
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await testHelper.withViewer((viewer) async {
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final (
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:blueCube,
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:blueMaterialInstance,
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:greenCube,
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:greenMaterialInstance
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) = await setup(viewer);
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// force depth to always pass so we're just comparing stencil test
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await greenMaterialInstance.setDepthFunc(SamplerCompareFunction.A);
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await blueMaterialInstance.setDepthFunc(SamplerCompareFunction.A);
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await greenMaterialInstance.setStencilWriteEnabled(true);
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assert(await greenMaterialInstance.isStencilWriteEnabled() == true);
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await greenMaterialInstance
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.setStencilCompareFunction(SamplerCompareFunction.N);
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// green cube isn't rendered
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await testHelper.capture(
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viewer.view, "material_instance_stencil_always_fail");
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}, postProcessing: true, bg: null);
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});
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test('fail stencil not equal', () async {
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await testHelper.withViewer((viewer) async {
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final (
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:blueCube,
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:blueMaterialInstance,
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:greenCube,
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:greenMaterialInstance
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) = await setup(viewer);
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// this ensures the blue cube is rendered before the green cube
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await viewer.setPriority(blueCube.entity, 0);
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await viewer.setPriority(greenCube.entity, 1);
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await blueMaterialInstance.setStencilWriteEnabled(true);
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await blueMaterialInstance.setStencilReferenceValue(1);
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await blueMaterialInstance
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.setStencilCompareFunction(SamplerCompareFunction.A);
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await blueMaterialInstance
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.setStencilOpDepthStencilPass(StencilOperation.REPLACE);
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await greenMaterialInstance.setStencilReferenceValue(1);
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await greenMaterialInstance
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.setStencilCompareFunction(SamplerCompareFunction.E);
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// green cube is only rendered where it intersects with the blue cube
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await testHelper.capture(viewer.view, "fail_stencil_ne");
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}, postProcessing: true);
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});
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}
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