402 lines
16 KiB
HTML
402 lines
16 KiB
HTML
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<!DOCTYPE html>
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<html>
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<head>
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<title>Particle System End-to-End Test</title>
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<style>
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body { font-family: monospace; background: #1a1a1a; color: #fff; padding: 20px; }
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canvas { border: 1px solid #444; margin: 10px; background: #333; }
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.section { margin: 20px 0; padding: 15px; background: #252525; border-radius: 8px; }
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h2 { color: #8cf; margin-top: 0; }
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pre { background: #333; padding: 10px; border-radius: 4px; overflow-x: auto; font-size: 11px; }
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.pass { color: #2a5; }
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.fail { color: #f55; }
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.log { color: #aaa; font-size: 11px; }
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table { border-collapse: collapse; margin: 10px 0; }
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td, th { border: 1px solid #444; padding: 5px 10px; text-align: left; }
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th { background: #333; }
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</style>
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</head>
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<body>
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<h1>Particle System End-to-End Test</h1>
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<p>This test simulates the COMPLETE particle rendering pipeline.</p>
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<div class="section">
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<h2>Step 1: Test Texture</h2>
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<pre>
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2x2 Spritesheet (128x128 pixels):
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┌───────────┬───────────┐
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│ RED (0) │ GREEN (1) │ row=0, v: 0.0 - 0.5
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├───────────┼───────────┤
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│ BLUE (2) │ YELLOW(3) │ row=1, v: 0.5 - 1.0
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└───────────┴───────────┘
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</pre>
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<canvas id="texturePreview" width="128" height="128"></canvas>
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</div>
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<div class="section">
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<h2>Step 2: TextureSheetAnimationModule._setParticleUV()</h2>
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<pre id="step2Log"></pre>
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</div>
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<div class="section">
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<h2>Step 3: ParticleRenderDataProvider._updateRenderData()</h2>
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<pre id="step3Log"></pre>
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</div>
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<div class="section">
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<h2>Step 4: EngineRenderSystem.convertProviderDataToSprites()</h2>
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<pre id="step4Log"></pre>
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</div>
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<div class="section">
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<h2>Step 5: sprite_batch.rs add_sprite_vertices_to_batch()</h2>
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<pre id="step5Log"></pre>
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</div>
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<div class="section">
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<h2>Step 6: Final Rendering Result</h2>
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<canvas id="mainCanvas" width="500" height="150"></canvas>
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<div id="renderResult"></div>
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</div>
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<div class="section">
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<h2>Test Results</h2>
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<table>
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<tr><th>Frame</th><th>Expected</th><th>Got</th><th>Status</th></tr>
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<tbody id="resultsTable"></tbody>
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</table>
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</div>
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<div class="section">
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<h2>Conclusion</h2>
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<pre id="conclusion"></pre>
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</div>
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<script>
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// ========== Shaders ==========
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const vsSource = `
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attribute vec2 aPosition;
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attribute vec2 aTexCoord;
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varying vec2 vTexCoord;
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uniform mat4 uProjection;
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void main() {
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gl_Position = uProjection * vec4(aPosition, 0.0, 1.0);
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vTexCoord = aTexCoord;
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}
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`;
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const fsSource = `
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precision mediump float;
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varying vec2 vTexCoord;
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uniform sampler2D uTexture;
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void main() {
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gl_FragColor = texture2D(uTexture, vTexCoord);
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}
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`;
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// ========== WebGL Setup ==========
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function createShader(gl, type, source) {
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const shader = gl.createShader(type);
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gl.shaderSource(shader, source);
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gl.compileShader(shader);
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return shader;
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}
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function createProgram(gl) {
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const vs = createShader(gl, gl.VERTEX_SHADER, vsSource);
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const fs = createShader(gl, gl.FRAGMENT_SHADER, fsSource);
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const program = gl.createProgram();
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gl.attachShader(program, vs);
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gl.attachShader(program, fs);
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gl.linkProgram(program);
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return program;
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}
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function createTestTexture(gl) {
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const texture = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 0); // NO FLIP - same as engine
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const data = new Uint8Array([
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255, 50, 50, 255, 50, 255, 50, 255, // Row 0: Red, Green
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50, 50, 255, 255, 255, 255, 50, 255 // Row 1: Blue, Yellow
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]);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 2, 2, 0, gl.RGBA, gl.UNSIGNED_BYTE, data);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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return texture;
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}
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// ========== Step 2: TextureSheetAnimationModule._setParticleUV ==========
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function simulateTextureSheetAnimationModule(frameIndex, tilesX, tilesY) {
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const col = frameIndex % tilesX;
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const row = Math.floor(frameIndex / tilesX);
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// This is what TextureSheetAnimationModule stores on the particle
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return {
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_animFrame: frameIndex,
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_animTilesX: tilesX,
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_animTilesY: tilesY,
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col,
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row
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};
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}
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// ========== Step 3: ParticleRenderDataProvider._updateRenderData ==========
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function simulateParticleRenderDataProvider(particle, tilesX, tilesY) {
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const frame = particle._animFrame;
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const col = frame % tilesX;
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const row = Math.floor(frame / tilesX);
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const uWidth = 1 / tilesX;
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const vHeight = 1 / tilesY;
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// This is exactly what ParticleRenderDataProvider does
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const u0 = col * uWidth;
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const u1 = (col + 1) * uWidth;
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const v0 = row * vHeight;
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const v1 = (row + 1) * vHeight;
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return {
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uvs: [u0, v0, u1, v1],
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transforms: [0, 0, 0, 64, 64, 0.5, 0.5], // x, y, rotation, scaleX, scaleY, originX, originY
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tileCount: 1
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};
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}
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// ========== Step 4: EngineRenderSystem.convertProviderDataToSprites ==========
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function simulateConvertProviderDataToSprites(providerData, x, y) {
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const tOffset = 0;
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const uvOffset = 0;
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return {
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x: x,
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y: y,
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rotation: providerData.transforms[tOffset + 2],
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scaleX: providerData.transforms[tOffset + 3],
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scaleY: providerData.transforms[tOffset + 4],
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originX: providerData.transforms[tOffset + 5],
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originY: providerData.transforms[tOffset + 6],
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uv: [
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providerData.uvs[0],
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providerData.uvs[1],
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providerData.uvs[2],
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providerData.uvs[3]
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]
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};
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}
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// ========== Step 5: sprite_batch.rs add_sprite_vertices_to_batch ==========
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function simulateSpriteBatch(sprite, batch) {
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const { x, y, scaleX: width, scaleY: height, rotation, originX, originY } = sprite;
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const [u0, v0, u1, v1] = sprite.uv;
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const ox = originX * width;
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const oy = originY * height;
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const cos = Math.cos(rotation);
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const sin = Math.sin(rotation);
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// Exactly as sprite_batch.rs
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const corners = [
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[-ox, height - oy], // 0: Top-left (high Y)
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[width - ox, height - oy], // 1: Top-right
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[width - ox, -oy], // 2: Bottom-right (low Y)
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[-ox, -oy] // 3: Bottom-left
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];
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const texCoords = [
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[u0, v0], // 0: Top-left vertex gets (u0, v0)
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[u1, v0], // 1: Top-right vertex gets (u1, v0)
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[u1, v1], // 2: Bottom-right vertex gets (u1, v1)
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[u0, v1] // 3: Bottom-left vertex gets (u0, v1)
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];
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for (let i = 0; i < 4; i++) {
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const [lx, ly] = corners[i];
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const rx = lx * cos - ly * sin;
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const ry = lx * sin + ly * cos;
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const px = rx + x;
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const py = ry + y;
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batch.positions.push(px, py);
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batch.texCoords.push(texCoords[i][0], texCoords[i][1]);
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}
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const base = batch.vertexCount;
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batch.indices.push(base, base + 1, base + 2, base + 2, base + 3, base);
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batch.vertexCount += 4;
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return { corners, texCoords };
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}
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// ========== Utility ==========
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function colorName(r, g, b) {
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if (r > 200 && g < 100 && b < 100) return 'RED';
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if (r < 100 && g > 200 && b < 100) return 'GREEN';
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if (r < 100 && g < 100 && b > 200) return 'BLUE';
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if (r > 200 && g > 200 && b < 100) return 'YELLOW';
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return `RGB(${r},${g},${b})`;
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}
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// ========== Main Test ==========
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function runTest() {
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const tilesX = 2, tilesY = 2;
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const expectedColors = ['RED', 'GREEN', 'BLUE', 'YELLOW'];
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const results = [];
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let step2Log = '';
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let step3Log = '';
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let step4Log = '';
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let step5Log = '';
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// Draw texture preview
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const previewCanvas = document.getElementById('texturePreview');
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const previewCtx = previewCanvas.getContext('2d');
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previewCtx.fillStyle = '#ff3232'; previewCtx.fillRect(0, 0, 64, 64);
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previewCtx.fillStyle = '#32ff32'; previewCtx.fillRect(64, 0, 64, 64);
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previewCtx.fillStyle = '#3232ff'; previewCtx.fillRect(0, 64, 64, 64);
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previewCtx.fillStyle = '#ffff32'; previewCtx.fillRect(64, 64, 64, 64);
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previewCtx.fillStyle = '#fff'; previewCtx.font = '20px monospace';
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previewCtx.fillText('0', 28, 38); previewCtx.fillText('1', 92, 38);
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previewCtx.fillText('2', 28, 102); previewCtx.fillText('3', 92, 102);
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// Setup WebGL
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const canvas = document.getElementById('mainCanvas');
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const gl = canvas.getContext('webgl2') || canvas.getContext('webgl');
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const program = createProgram(gl);
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const texture = createTestTexture(gl);
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gl.useProgram(program);
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const projLoc = gl.getUniformLocation(program, 'uProjection');
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const left = 0, right = 500, bottom = 0, top = 150;
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const projection = new Float32Array([
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2/(right-left), 0, 0, 0,
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0, 2/(top-bottom), 0, 0,
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0, 0, -1, 0,
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-(right+left)/(right-left), -(top+bottom)/(top-bottom), 0, 1
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]);
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gl.uniformMatrix4fv(projLoc, false, projection);
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gl.viewport(0, 0, 500, 150);
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gl.clearColor(0.15, 0.15, 0.15, 1);
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gl.clear(gl.COLOR_BUFFER_BIT);
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const batch = { positions: [], texCoords: [], indices: [], vertexCount: 0 };
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// Process each frame
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for (let frame = 0; frame < 4; frame++) {
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const x = 60 + frame * 110;
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const y = 75;
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// Step 2
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const particleData = simulateTextureSheetAnimationModule(frame, tilesX, tilesY);
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step2Log += `Frame ${frame}: _animFrame=${particleData._animFrame}, col=${particleData.col}, row=${particleData.row}\n`;
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// Step 3
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const providerData = simulateParticleRenderDataProvider(particleData, tilesX, tilesY);
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step3Log += `Frame ${frame}: uvs=[${providerData.uvs.map(v => v.toFixed(2)).join(', ')}]\n`;
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// Step 4
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const sprite = simulateConvertProviderDataToSprites(providerData, x, y);
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step4Log += `Frame ${frame}: uv=[${sprite.uv.map(v => v.toFixed(2)).join(', ')}], pos=(${x}, ${y})\n`;
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// Step 5
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const batchResult = simulateSpriteBatch(sprite, batch);
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step5Log += `Frame ${frame}: vertex0(top-left)=[${batchResult.texCoords[0].map(v => v.toFixed(2)).join(', ')}], `;
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step5Log += `vertex2(bottom-right)=[${batchResult.texCoords[2].map(v => v.toFixed(2)).join(', ')}]\n`;
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}
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document.getElementById('step2Log').textContent = step2Log;
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document.getElementById('step3Log').textContent = step3Log;
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document.getElementById('step4Log').textContent = step4Log;
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document.getElementById('step5Log').textContent = step5Log;
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// Render
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const posLoc = gl.getAttribLocation(program, 'aPosition');
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const texLoc = gl.getAttribLocation(program, 'aTexCoord');
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const posBuf = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, posBuf);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(batch.positions), gl.STATIC_DRAW);
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gl.enableVertexAttribArray(posLoc);
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gl.vertexAttribPointer(posLoc, 2, gl.FLOAT, false, 0, 0);
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const texBuf = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, texBuf);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(batch.texCoords), gl.STATIC_DRAW);
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gl.enableVertexAttribArray(texLoc);
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gl.vertexAttribPointer(texLoc, 2, gl.FLOAT, false, 0, 0);
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const idxBuf = gl.createBuffer();
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, idxBuf);
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(batch.indices), gl.STATIC_DRAW);
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, texture);
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gl.drawElements(gl.TRIANGLES, batch.indices.length, gl.UNSIGNED_SHORT, 0);
|
||
|
|
|
||
|
|
// Read back and verify
|
||
|
|
const tableBody = document.getElementById('resultsTable');
|
||
|
|
let allPassed = true;
|
||
|
|
|
||
|
|
for (let frame = 0; frame < 4; frame++) {
|
||
|
|
const x = 60 + frame * 110;
|
||
|
|
const y = 75;
|
||
|
|
|
||
|
|
const pixels = new Uint8Array(4);
|
||
|
|
gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
|
||
|
|
const actual = colorName(pixels[0], pixels[1], pixels[2]);
|
||
|
|
const expected = expectedColors[frame];
|
||
|
|
const passed = actual === expected;
|
||
|
|
|
||
|
|
if (!passed) allPassed = false;
|
||
|
|
results.push({ frame, expected, actual, passed });
|
||
|
|
|
||
|
|
tableBody.innerHTML += `
|
||
|
|
<tr class="${passed ? 'pass' : 'fail'}">
|
||
|
|
<td>Frame ${frame}</td>
|
||
|
|
<td>${expected}</td>
|
||
|
|
<td>${actual}</td>
|
||
|
|
<td>${passed ? '✓ PASS' : '✗ FAIL'}</td>
|
||
|
|
</tr>
|
||
|
|
`;
|
||
|
|
}
|
||
|
|
|
||
|
|
// Conclusion
|
||
|
|
const conclusionEl = document.getElementById('conclusion');
|
||
|
|
if (allPassed) {
|
||
|
|
conclusionEl.innerHTML = `<span class="pass">ALL TESTS PASSED!</span>
|
||
|
|
|
||
|
|
The entire particle rendering pipeline is CORRECT:
|
||
|
|
- TextureSheetAnimationModule ✓
|
||
|
|
- ParticleRenderDataProvider ✓
|
||
|
|
- EngineRenderSystem ✓
|
||
|
|
- sprite_batch.rs ✓
|
||
|
|
|
||
|
|
If your actual particles still show wrong colors, the problem must be:
|
||
|
|
1. Your spritesheet image has a different layout
|
||
|
|
2. Something else is modifying the UV values
|
||
|
|
3. The texture is being loaded differently
|
||
|
|
|
||
|
|
Try using the test image: F:\\ecs-framework\\test_spritesheet_2x2.png`;
|
||
|
|
} else {
|
||
|
|
const failedFrames = results.filter(r => !r.passed);
|
||
|
|
conclusionEl.innerHTML = `<span class="fail">TESTS FAILED!</span>
|
||
|
|
|
||
|
|
Failed frames:
|
||
|
|
${failedFrames.map(f => `Frame ${f.frame}: expected ${f.expected}, got ${f.actual}`).join('\n')}
|
||
|
|
|
||
|
|
This indicates a bug in the rendering pipeline.`;
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
window.onload = runTest;
|
||
|
|
</script>
|
||
|
|
</body>
|
||
|
|
</html>
|