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fix: use SDF to draw rect only when all the radius are the same #1367
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xiaoiver committed Jun 16, 2023
1 parent 22461b2 commit 5957b19
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119 changes: 119 additions & 0 deletions __tests__/integration/__node__tests__/webgl/cube.spec.js
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const fs = require('fs');
const { createCanvas, loadImage } = require('canvas');
const { Canvas, Rectangle } = require('@antv/g');
const { Renderer } = require('@antv/g-webgl');
const {
MeshBasicMaterial,
CubeGeometry,
Mesh,
Plugin,
} = require('@antv/g-plugin-3d');
const { createPNGFromRawdata, sleep, diff } = require('../../util');

// create a renderer, unregister plugin relative to DOM
const renderer = new Renderer({
targets: ['webgl1'],
});
const domInteractionPlugin = renderer.getPlugin('dom-interaction');
renderer.unregisterPlugin(domInteractionPlugin);
renderer.registerPlugin(new Plugin());

const width = 200;
const height = 200;
const gl = require('gl')(width, height, {
antialias: false,
preserveDrawingBuffer: true,
stencil: true,
});
const mockCanvas = {
width,
height,
getContext: () => {
gl.canvas = mockCanvas;
// 模拟 DOM API,返回小程序 context,它应当和 CanvasRenderingContext2D 一致
// @see https://developer.mozilla.org/zh-CN/docs/Web/API/HTMLCanvasElement/getContext
return gl;
},
getBoundingClientRect: () => {
// 模拟 DOM API,返回小程序 context 相对于视口的位置
// @see https://developer.mozilla.org/zh-CN/docs/Web/API/Element/getBoundingClientRect
return new Rectangle(0, 0, width, height);
},
};

// create a node-canvas
const offscreenNodeCanvas = createCanvas(1, 1);
const canvas = new Canvas({
width,
height,
canvas: mockCanvas, // use headless-gl
renderer,
offscreenCanvas: offscreenNodeCanvas,
});

const RESULT_IMAGE = '/cube.png';
const BASELINE_IMAGE_DIR = '/snapshots';

describe('Render <Cube> with g-webgl', () => {
afterEach(() => {
canvas.removeChildren();
fs.rmSync(__dirname + RESULT_IMAGE);
});

afterAll(() => {
canvas.destroy();
});

it('should render cube on server-side correctly.', async () => {
await canvas.ready;

// const src = await loadImage(__dirname + '/antv.png');
canvas.getCamera().rotate(30, 30, 30);

// use GPU device
const plugin = renderer.getPlugin('device-renderer');
const device = plugin.getDevice();
// const map = plugin.loadTexture(src);

const cubeGeometry = new CubeGeometry(device, {
width: 50,
height: 50,
depth: 50,
});
const basicMaterial = new MeshBasicMaterial(device, {
wireframe: true,
// map,
});

const cube = new Mesh({
style: {
x: 50,
y: 50,
z: 0,
fill: '#1890FF',
geometry: cubeGeometry,
material: basicMaterial,
},
});
canvas.appendChild(cube);

const cube2 = cube.cloneNode();
cube2.style.x = 150;
cube2.style.opacity = 0.5;
canvas.appendChild(cube2);

await sleep(200);

const pixels = new Uint8Array(width * height * 4);
gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, pixels);

await createPNGFromRawdata(__dirname + RESULT_IMAGE, width, height, pixels);

expect(
diff(
__dirname + RESULT_IMAGE,
__dirname + BASELINE_IMAGE_DIR + RESULT_IMAGE,
),
).toBeLessThan(50);
});
});
230 changes: 230 additions & 0 deletions __tests__/integration/__node__tests__/webgl/material.spec.js
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const fs = require('fs');
const { createCanvas } = require('canvas');
const { Canvas, Rectangle } = require('@antv/g');
const { Renderer } = require('@antv/g-webgl');
const {
ShaderMaterial,
BufferGeometry,
Mesh,
VertexBufferFrequency,
Format,
VertexAttributeBufferIndex,
VertexAttributeLocation,
Plugin,
} = require('@antv/g-plugin-3d');
const { createPNGFromRawdata, sleep, diff } = require('../../util');

// create a renderer, unregister plugin relative to DOM
const renderer = new Renderer({
targets: ['webgl1'],
});
const domInteractionPlugin = renderer.getPlugin('dom-interaction');
renderer.unregisterPlugin(domInteractionPlugin);
renderer.registerPlugin(new Plugin());

const width = 200;
const height = 200;
const gl = require('gl')(width, height, {
antialias: false,
preserveDrawingBuffer: true,
stencil: true,
});
const mockCanvas = {
width,
height,
getContext: () => {
gl.canvas = mockCanvas;
// 模拟 DOM API,返回小程序 context,它应当和 CanvasRenderingContext2D 一致
// @see https://developer.mozilla.org/zh-CN/docs/Web/API/HTMLCanvasElement/getContext
return gl;
},
getBoundingClientRect: () => {
// 模拟 DOM API,返回小程序 context 相对于视口的位置
// @see https://developer.mozilla.org/zh-CN/docs/Web/API/Element/getBoundingClientRect
return new Rectangle(0, 0, width, height);
},
};

// create a node-canvas
const offscreenNodeCanvas = createCanvas(1, 1);
const canvas = new Canvas({
width,
height,
canvas: mockCanvas, // use headless-gl
renderer,
offscreenCanvas: offscreenNodeCanvas,
});

const RESULT_IMAGE = '/material.png';
const BASELINE_IMAGE_DIR = '/snapshots';

describe('Render custom material with g-webgl', () => {
afterEach(() => {
canvas.removeChildren();
fs.rmSync(__dirname + RESULT_IMAGE);
});

afterAll(() => {
canvas.destroy();
});

it('should render sphere on server-side correctly.', async () => {
await canvas.ready;

// use GPU device
const plugin = renderer.getPlugin('device-renderer');
const device = plugin.getDevice();

// create buffer geometry
const bufferGeometry = new BufferGeometry(device);
bufferGeometry.setVertexBuffer({
bufferIndex: VertexAttributeBufferIndex.POSITION,
byteStride: 4 * 3,
frequency: VertexBufferFrequency.PerVertex,
attributes: [
{
format: Format.F32_RGB,
bufferByteOffset: 4 * 0,
location: VertexAttributeLocation.POSITION,
},
],
// use 6 vertices
data: Float32Array.from([
-width / 2,
height / 2,
100.0,
width / 2,
height / 2,
100.0,
width / 2,
-height / 2,
100.0,
width / 2,
-height / 2,
100.0,
-width / 2,
-height / 2,
100.0,
-width / 2,
height / 2,
100.0,
]),
});
// draw 6 vertices
bufferGeometry.vertexCount = 6;

const shaderMaterial = new ShaderMaterial(device, {
vertexShader: `
layout(std140) uniform ub_SceneParams {
mat4 u_ProjectionMatrix;
mat4 u_ViewMatrix;
vec3 u_CameraPosition;
float u_DevicePixelRatio;
vec2 u_Viewport;
float u_IsOrtho;
};
layout(std140) uniform ub_MaterialParams {
float u_Level;
};
layout(location = ${VertexAttributeLocation.MODEL_MATRIX0}) in vec4 a_ModelMatrix0;
layout(location = ${VertexAttributeLocation.MODEL_MATRIX1}) in vec4 a_ModelMatrix1;
layout(location = ${VertexAttributeLocation.MODEL_MATRIX2}) in vec4 a_ModelMatrix2;
layout(location = ${VertexAttributeLocation.MODEL_MATRIX3}) in vec4 a_ModelMatrix3;
layout(location = ${VertexAttributeLocation.POSITION}) in vec3 a_Position;
void main() {
mat4 u_ModelMatrix = mat4(a_ModelMatrix0, a_ModelMatrix1, a_ModelMatrix2, a_ModelMatrix3);
gl_Position = u_ProjectionMatrix * u_ViewMatrix * u_ModelMatrix * vec4(a_Position, 1.0);
}
`,
fragmentShader: `
layout(std140) uniform ub_SceneParams {
mat4 u_ProjectionMatrix;
mat4 u_ViewMatrix;
vec3 u_CameraPosition;
float u_DevicePixelRatio;
vec2 u_Viewport;
float u_IsOrtho;
};
layout(std140) uniform ub_MaterialParams {
float u_Level;
};
out vec4 outputColor;
float random (vec2 st) {
return fract(sin(
dot(st.xy,vec2(12.9898,78.233)))*
43758.5453123);
}
float noise (in vec2 st) {
vec2 i = floor(st);
vec2 f = fract(st);
// Four corners in 2D of a tile
float a = random(i);
float b = random(i + vec2(1.0, 0.0));
float c = random(i + vec2(0.0, 1.0));
float d = random(i + vec2(1.0, 1.0));
vec2 u = smoothstep(0.,1.,f);
// Mix 4 coorners percentages
return mix(a, b, u.x) +
(c - a)* u.y * (1.0 - u.x) +
(d - b) * u.x * u.y;
}
// gradient noise
// float noise( in vec2 st ) {
// vec2 i = floor(st);
// vec2 f = fract(st);
// vec2 u = smoothstep(0., 1., f);
// return mix( mix( dot( random( i + vec2(0.0,0.0) ), f - vec2(0.0,0.0) ),
// dot( random( i + vec2(1.0,0.0) ), f - vec2(1.0,0.0) ), u.x),
// mix( dot( random( i + vec2(0.0,1.0) ), f - vec2(0.0,1.0) ),
// dot( random( i + vec2(1.0,1.0) ), f - vec2(1.0,1.0) ), u.x), u.y);
// }
void main() {
vec2 st = gl_FragCoord.xy / u_Viewport;
vec2 pos = vec2(st * u_Level);
float n = noise(pos);
outputColor = vec4(vec3(n), 1.0);
}
`,
});
shaderMaterial.setUniforms({
u_Level: 5,
});
const mesh = new Mesh({
style: {
fill: '#1890FF',
opacity: 1,
geometry: bufferGeometry,
material: shaderMaterial,
},
});
mesh.setPosition(100, 100, 0);
canvas.appendChild(mesh);

await sleep(200);

const pixels = new Uint8Array(width * height * 4);
gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, pixels);

await createPNGFromRawdata(__dirname + RESULT_IMAGE, width, height, pixels);

expect(
diff(
__dirname + RESULT_IMAGE,
__dirname + BASELINE_IMAGE_DIR + RESULT_IMAGE,
),
).toBeLessThan(50);
});
});
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