refactor(particle): 粒子系统改进
- 适配新的组件注册接口 - ParticleSystem 优化 - 添加单元测试
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packages/particle/src/__tests__/webgl-uv-test.html
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packages/particle/src/__tests__/webgl-uv-test.html
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<!DOCTYPE html>
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<html>
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<head>
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<title>WebGL UV Coordinate 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; }
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.test-row { display: flex; align-items: center; margin: 20px 0; }
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.label { width: 200px; }
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.result { margin-left: 20px; padding: 5px 10px; border-radius: 4px; }
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.pass { background: #2a5; }
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.fail { background: #a33; }
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h2 { color: #8cf; }
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pre { background: #333; padding: 10px; border-radius: 4px; }
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</style>
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</head>
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<body>
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<h1>WebGL UV Coordinate System Test</h1>
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<h2>1. Test Texture (2x2 grid)</h2>
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<pre>
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Image file layout (how it looks in image editor):
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┌─────────┬─────────┐
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│ RED (0) │ GREEN(1)│ row 0 (top of image file)
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├─────────┼─────────┤
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│ BLUE(2) │ YELLOW(3)│ row 1 (bottom of image file)
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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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<span>← This is the source texture</span>
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<h2>2. UV Sampling Test</h2>
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<p>Each square below samples a different UV region. We test what color appears.</p>
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<div class="test-row">
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<div class="label">UV [0, 0, 0.5, 0.5] (Frame 0):</div>
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<canvas id="uv0" width="64" height="64"></canvas>
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<div id="result0" class="result"></div>
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</div>
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<div class="test-row">
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<div class="label">UV [0.5, 0, 1, 0.5] (Frame 1):</div>
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<canvas id="uv1" width="64" height="64"></canvas>
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<div id="result1" class="result"></div>
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</div>
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<div class="test-row">
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<div class="label">UV [0, 0.5, 0.5, 1] (Frame 2):</div>
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<canvas id="uv2" width="64" height="64"></canvas>
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<div id="result2" class="result"></div>
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</div>
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<div class="test-row">
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<div class="label">UV [0.5, 0.5, 1, 1] (Frame 3):</div>
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<canvas id="uv3" width="64" height="64"></canvas>
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<div id="result3" class="result"></div>
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</div>
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<h2>3. Conclusion</h2>
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<pre id="conclusion"></pre>
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<script>
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// Vertex shader
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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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void main() {
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gl_Position = vec4(aPosition, 0.0, 1.0);
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vTexCoord = aTexCoord;
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}
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`;
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// Fragment shader
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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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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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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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console.error(gl.getShaderInfoLog(shader));
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return null;
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}
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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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// Create 2x2 test texture data
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// Row 0: Red, Green
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// Row 1: Blue, Yellow
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function createTestTextureData() {
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const size = 2;
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const data = new Uint8Array(size * size * 4);
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// Row 0 (will be uploaded first)
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data[0] = 255; data[1] = 0; data[2] = 0; data[3] = 255; // Red
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data[4] = 0; data[5] = 255; data[6] = 0; data[7] = 255; // Green
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// Row 1
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data[8] = 0; data[9] = 0; data[10] = 255; data[11] = 255; // Blue
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data[12] = 255; data[13] = 255; data[14] = 0; data[15] = 255; // Yellow
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return data;
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}
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function createTexture(gl, flipY = false) {
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const texture = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, texture);
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// Set FLIP_Y if requested
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gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, flipY ? 1 : 0);
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const data = createTestTextureData();
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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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function renderQuad(gl, program, u0, v0, u1, v1) {
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gl.useProgram(program);
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const posLoc = gl.getAttribLocation(program, 'aPosition');
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const texLoc = gl.getAttribLocation(program, 'aTexCoord');
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// Full screen quad
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const positions = new Float32Array([
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-1, -1, 1, -1, -1, 1,
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-1, 1, 1, -1, 1, 1
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]);
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// UV coordinates - map corners to the specified UV region
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// Vertex order: bottom-left, bottom-right, top-left, top-left, bottom-right, top-right
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const texCoords = new Float32Array([
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u0, v1, u1, v1, u0, v0,
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u0, v0, u1, v1, u1, v0
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]);
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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, 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, 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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gl.drawArrays(gl.TRIANGLES, 0, 6);
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}
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function getCanvasColor(canvas) {
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const ctx = canvas.getContext('2d') || canvas.getContext('webgl2') || canvas.getContext('webgl');
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if (ctx instanceof WebGLRenderingContext || ctx instanceof WebGL2RenderingContext) {
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const pixels = new Uint8Array(4);
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ctx.readPixels(32, 32, 1, 1, ctx.RGBA, ctx.UNSIGNED_BYTE, pixels);
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return { r: pixels[0], g: pixels[1], b: pixels[2] };
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}
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return null;
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}
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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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function runTest() {
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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 = 'red';
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previewCtx.fillRect(0, 0, 64, 64);
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previewCtx.fillStyle = 'green';
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previewCtx.fillRect(64, 0, 64, 64);
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previewCtx.fillStyle = 'blue';
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previewCtx.fillRect(0, 64, 64, 64);
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previewCtx.fillStyle = 'yellow';
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previewCtx.fillRect(64, 64, 64, 64);
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// Test UV regions
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const uvTests = [
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{ id: 'uv0', uv: [0, 0, 0.5, 0.5], expected: 'RED' },
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{ id: 'uv1', uv: [0.5, 0, 1, 0.5], expected: 'GREEN' },
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{ id: 'uv2', uv: [0, 0.5, 0.5, 1], expected: 'BLUE' },
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{ id: 'uv3', uv: [0.5, 0.5, 1, 1], expected: 'YELLOW' }
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];
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const results = [];
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for (const test of uvTests) {
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const canvas = document.getElementById(test.id);
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const gl = canvas.getContext('webgl2') || canvas.getContext('webgl');
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if (!gl) {
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document.getElementById('result' + test.id.slice(-1)).textContent = 'WebGL not supported';
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continue;
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}
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const program = createProgram(gl);
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const texture = createTexture(gl, false); // No FLIP_Y
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gl.viewport(0, 0, 64, 64);
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gl.clearColor(0, 0, 0, 1);
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gl.clear(gl.COLOR_BUFFER_BIT);
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renderQuad(gl, program, ...test.uv);
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// Read back color
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const pixels = new Uint8Array(4);
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gl.readPixels(32, 32, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
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const actual = colorName(pixels[0], pixels[1], pixels[2]);
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const passed = actual === test.expected;
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results.push({ test: test.id, expected: test.expected, actual, passed });
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const resultEl = document.getElementById('result' + test.id.slice(-1));
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resultEl.textContent = `Expected: ${test.expected}, Got: ${actual}`;
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resultEl.className = 'result ' + (passed ? 'pass' : 'fail');
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}
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// Conclusion
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const allPassed = results.every(r => r.passed);
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const conclusionEl = document.getElementById('conclusion');
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if (allPassed) {
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conclusionEl.textContent = `
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ALL TESTS PASSED!
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UV coordinate system (without FLIP_Y):
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- V=0 samples the TOP of the image (row 0)
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- V=1 samples the BOTTOM of the image (row N)
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This means the current particle UV calculation should be CORRECT:
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v0 = row * vHeight; // row 0 -> v0=0 -> image top
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v1 = (row + 1) * vHeight;
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If particles still show wrong frames, the problem is elsewhere.
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`;
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} else {
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const failedTests = results.filter(r => !r.passed);
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conclusionEl.textContent = `
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SOME TESTS FAILED!
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${failedTests.map(t => `${t.test}: expected ${t.expected}, got ${t.actual}`).join('\n')}
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This indicates the UV coordinate system behaves differently than expected.
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The V axis may need to be flipped in particle UV calculation.
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`;
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}
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}
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window.onload = runTest;
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</script>
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</body>
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</html>
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