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renderer.spec.ts 5.09 KiB
/**
 * Copyright (c) 2018 mol* contributors, licensed under MIT, See LICENSE file for more info.
 *
 * @author Alexander Rose <alexander.rose@weirdbyte.de>
 */

import { createGl } from './gl.shim';

import { Camera } from 'mol-canvas3d/camera';
import { Vec3, Mat4 } from 'mol-math/linear-algebra';
import { ValueCell } from 'mol-util';

import Renderer from '../renderer';
import { createValueColor } from 'mol-geo/geometry/color-data';
import { createValueSize } from 'mol-geo/geometry/size-data';
import { createContext } from '../webgl/context';
import { RenderableState } from '../renderable';
import { createRenderObject } from '../render-object';
import { PointsValues } from '../renderable/points';
import Scene from '../scene';
import { createEmptyMarkers } from 'mol-geo/geometry/marker-data';
import { fillSerial } from 'mol-util/array';
import { Color } from 'mol-util/color';
import { Sphere3D } from 'mol-math/geometry';
import { createEmptyOverpaint } from 'mol-geo/geometry/overpaint-data';
import { createEmptyTransparency } from 'mol-geo/geometry/transparency-data';

function createRenderer(gl: WebGLRenderingContext) {
    const ctx = createContext(gl)
    const camera = new Camera({
        near: 0.01,
        far: 10000,
        position: Vec3.create(0, 0, 50)
    })
    const renderer = Renderer.create(ctx, camera)
    return { ctx, camera, renderer }
}

function createPoints() {
    const aPosition = ValueCell.create(new Float32Array([0, -1, 0, -1, 0, 0, 1, 1, 0]))
    const aGroup = ValueCell.create(fillSerial(new Float32Array(3)))
    const aInstance = ValueCell.create(fillSerial(new Float32Array(1)))
    const color = createValueColor(Color(0xFF0000))
    const size = createValueSize(1)
    const marker = createEmptyMarkers()
    const overpaint = createEmptyOverpaint()
    const transparency = createEmptyTransparency()

    const aTransform = ValueCell.create(new Float32Array(16))
    const m4 = Mat4.identity()
    Mat4.toArray(m4, aTransform.ref.value, 0)
    const transform = ValueCell.create(new Float32Array(aTransform.ref.value))
    const extraTransform = ValueCell.create(new Float32Array(aTransform.ref.value))

    const boundingSphere = ValueCell.create(Sphere3D.create(Vec3.zero(), 2))
    const invariantBoundingSphere = ValueCell.create(Sphere3D.create(Vec3.zero(), 2))

    const values: PointsValues = {
        aPosition,
        aGroup,
        aTransform,
        aInstance,
        ...color,
        ...marker,
        ...size,
        ...overpaint,
        ...transparency,

        uAlpha: ValueCell.create(1.0),
        uHighlightColor: ValueCell.create(Vec3.create(1.0, 0.4, 0.6)),
        uSelectColor: ValueCell.create(Vec3.create(0.2, 1.0, 0.1)),
        uInstanceCount: ValueCell.create(1),
        uGroupCount: ValueCell.create(3),

        alpha: ValueCell.create(1.0),
        drawCount: ValueCell.create(3),
        instanceCount: ValueCell.create(1),
        matrix: ValueCell.create(m4),
        transform,
        extraTransform,
        boundingSphere,
        invariantBoundingSphere,

        uSizeFactor: ValueCell.create(1),
        dPointSizeAttenuation: ValueCell.create(true),
        dPointFilledCircle: ValueCell.create(false),
        uPointEdgeBleach: ValueCell.create(0.5),
        dUseFog: ValueCell.create(true),
    }
    const state: RenderableState = {
        visible: true,
        alphaFactor: 1,
        pickable: true,
        opaque: true
    }

    return createRenderObject('points', values, state, -1)
}

describe('renderer', () => {
    it('basic', () => {
        const [ width, height ] = [ 32, 32 ]
        const gl = createGl(width, height, { preserveDrawingBuffer: true })
        const { ctx, renderer } = createRenderer(gl)

        expect(ctx.gl.canvas.width).toBe(32)
        expect(ctx.gl.canvas.height).toBe(32)

        expect(ctx.stats.bufferCount).toBe(0);
        expect(ctx.stats.textureCount).toBe(0);
        expect(ctx.stats.vaoCount).toBe(0);
        expect(ctx.programCache.count).toBe(0);
        expect(ctx.shaderCache.count).toBe(0);

        renderer.setViewport(0, 0, 64, 48)
        expect(ctx.gl.getParameter(ctx.gl.VIEWPORT)[2]).toBe(64)
        expect(ctx.gl.getParameter(ctx.gl.VIEWPORT)[3]).toBe(48)
    })

    it('points', () => {
        const [ width, height ] = [ 32, 32 ]
        const gl = createGl(width, height, { preserveDrawingBuffer: true })
        const { ctx } = createRenderer(gl)
        const scene = Scene.create(ctx)

        const points = createPoints()

        scene.add(points)
        expect(ctx.stats.bufferCount).toBe(4);
        expect(ctx.stats.textureCount).toBe(5);
        expect(ctx.stats.vaoCount).toBe(5);
        expect(ctx.programCache.count).toBe(5);
        expect(ctx.shaderCache.count).toBe(10);

        scene.remove(points)
        expect(ctx.stats.bufferCount).toBe(0);
        expect(ctx.stats.textureCount).toBe(0);
        expect(ctx.stats.vaoCount).toBe(0);
        expect(ctx.programCache.count).toBe(5);
        expect(ctx.shaderCache.count).toBe(10);

        ctx.programCache.dispose()
        expect(ctx.programCache.count).toBe(0);

        ctx.shaderCache.clear()
        expect(ctx.shaderCache.count).toBe(0);
    })
})