move MaterialInstance methods to own class

This commit is contained in:
Nick Fisher
2024-09-20 18:18:08 +08:00
parent f6c91294aa
commit 7cb3080596
11 changed files with 128 additions and 86 deletions

View File

@@ -440,6 +440,40 @@ void main() async {
});
});
group("MaterialInstance", () {
test('disable depth write', () async {
var viewer = await createViewer();
await viewer.setBackgroundColor(1.0, 0.0, 0.0, 1.0);
await viewer.setCameraPosition(0, 0, 6);
await viewer.addDirectLight(
DirectLight.sun(direction: Vector3(0, 0, -1)..normalize()));
final cube1 = await viewer.createGeometry(GeometryHelper.cube());
var materialInstance = await viewer.getMaterialInstanceAt(cube1, 0);
final cube2 = await viewer.createGeometry(GeometryHelper.cube());
await viewer.setMaterialPropertyFloat4(
cube2, "baseColorFactor", 0, 0, 1, 0, 1);
await viewer.setPosition(cube2, 1.0, 0.0, -1.0);
expect(materialInstance, isNotNull);
// with depth write enabled on both materials, cube2 renders behind the white cube
await _capture(viewer, "material_instance_depth_write_enabled");
// if we disable depth write on cube1, then cube2 will always appear in front
// (relying on insertion order)
materialInstance!.setDepthWriteEnabled(false);
await _capture(viewer, "material_instance_depth_write_disabled");
// set priority for the cube1 cube to 7 (render) last, cube1 renders in front
await viewer.setPriority(cube1, 7);
await _capture(viewer, "material_instance_depth_write_disabled_with_priority");
});
});
// test('create instance from glb when keepData is true', () async {
// var model = await viewer.loadGlb("$testDir/cube.glb", keepData: true);
// await viewer.transformToUnitCube(model);
@@ -547,38 +581,6 @@ void main() async {
await viewer.setMaterialPropertyFloat(cube, "roughnessFactor", 0, 0.0);
await _capture(viewer, "set_material_roughness_post");
});
test('enable/disable depth write for custom geometry', () async {
var viewer = await createViewer();
await viewer.setCameraPosition(0, 0, 6);
await viewer.setBackgroundColor(0.0, 0.0, 1.0, 1.0);
var light =
await viewer.addLight(LightType.SUN, 6500, 100000, 0, 0, 0, 0, 0, -1);
final cube1 = await viewer.createGeometry(GeometryHelper.cube());
await viewer.setMaterialPropertyFloat4(
cube1, "baseColorFactor", 0, 1.0, 1.0, 1.0, 1);
final cube2 = await viewer.createGeometry(GeometryHelper.cube());
await viewer.setPosition(cube2, 1.0, 0.0, -1.0);
await viewer.setMaterialPropertyFloat4(
cube2, "baseColorFactor", 0, 1.0, 0, 0, 1);
// with depth write enabled on both materials, the red cube will render behind the white cube
await viewer.setMaterialDepthWrite(cube1, 0, true);
await viewer.setMaterialDepthWrite(cube2, 0, true);
await _capture(viewer, "geometry_enable_depth_write");
// with depth write disabled on the first material, the red cube will render in front of the white cube
// (relying on insertion order)
await viewer.setMaterialDepthWrite(cube1, 0, false);
await _capture(viewer, "geometry_disable_depth_write_insertion_order");
// if we set priority for the black cube to 7 (render) last, red cube will render behind the white cube
await viewer.setPriority(cube1, 7);
await _capture(viewer, "geometry_disable_depth_write_priority");
});
});
group("transforms & parenting", () {