Files
esengine/packages/particle/src/__tests__/webgl-uv-test.html
YHH ed8f6e283b feat: 纹理路径稳定 ID 与架构改进 (#305)
* feat(asset-system): 实现路径稳定 ID 生成器

使用 FNV-1a hash 算法为纹理生成稳定的运行时 ID:
- 新增 _pathIdCache 静态缓存,跨 Play/Stop 循环保持稳定
- 新增 getStableIdForPath() 方法,相同路径永远返回相同 ID
- 修改 loadTextureForComponent/loadTextureByGuid 使用稳定 ID
- clearTextureMappings() 不再清除 _pathIdCache

这解决了 Play/Stop 后纹理 ID 失效的根本问题。

* fix(runtime-core): 移除 Play/Stop 循环中的 clearTextureMappings 调用

使用路径稳定 ID 后,不再需要在快照保存/恢复时清除纹理缓存:
- saveSceneSnapshot() 移除 clearTextureMappings() 调用
- restoreSceneSnapshot() 移除 clearTextureMappings() 调用
- 组件保存的 textureId 在 Play/Stop 后仍然有效

* fix(editor-core): 修复场景切换时的资源泄漏

在 openScene() 加载新场景前先卸载旧场景资源:
- 调用 sceneResourceManager.unloadSceneResources() 释放旧资源
- 使用引用计数机制,仅卸载不再被引用的资源
- 路径稳定 ID 缓存不受影响,保持 ID 稳定性

* fix(runtime-core): 修复 PluginManager 组件注册类型错误

将 ComponentRegistry 类改为 GlobalComponentRegistry 实例:
- registerComponents() 期望 IComponentRegistry 接口实例
- GlobalComponentRegistry 是 ComponentRegistry 的全局实例

* refactor(core): 提取 IComponentRegistry 接口

将组件注册表抽象为接口,支持场景级组件注册:
- 新增 IComponentRegistry 接口定义
- Scene 持有独立的 componentRegistry 实例
- 支持从 GlobalComponentRegistry 克隆
- 各系统支持传入自定义注册表

* refactor(engine-core): 改进插件服务注册机制

- 更新 IComponentRegistry 类型引用
- 优化 PluginServiceRegistry 服务管理

* refactor(modules): 适配新的组件注册接口

更新各模块 RuntimeModule 使用 IComponentRegistry 接口:
- audio, behavior-tree, camera
- sprite, tilemap, world-streaming

* fix(physics-rapier2d): 修复物理插件组件注册

- PhysicsEditorPlugin 添加 runtimeModule 引用
- 适配 IComponentRegistry 接口
- 修复物理组件在场景加载时未注册的问题

* feat(editor-core): 添加 UserCodeService 就绪信号机制

- 新增 waitForReady()/signalReady() API
- 支持等待用户脚本编译完成
- 解决场景加载时组件未注册的时序问题

* fix(editor-app): 在编译完成后调用 signalReady()

确保用户脚本编译完成后发出就绪信号:
- 编译成功后调用 userCodeService.signalReady()
- 编译失败也要发出信号,避免阻塞场景加载

* feat(editor-core): 改进编辑器核心服务

- EntityStoreService 添加调试日志
- AssetRegistryService 优化资产注册
- PluginManager 改进插件管理
- IFileAPI 添加 getFileMtime 接口

* feat(engine): 改进 Rust 纹理管理器

- 支持任意 ID 的纹理加载(非递增)
- 添加纹理状态追踪 API
- 优化纹理缓存清理机制
- 更新 TypeScript 绑定

* feat(ui): 添加场景切换和文本闪烁组件

新增组件:
- SceneLoadTriggerComponent: 场景切换触发器
- TextBlinkComponent: 文本闪烁效果

新增系统:
- SceneLoadTriggerSystem: 处理场景切换逻辑
- TextBlinkSystem: 处理文本闪烁动画

其他改进:
- UIRuntimeModule 适配新组件注册接口
- UI 渲染系统优化

* feat(editor-app): 添加外部文件修改检测

- 新增 ExternalModificationDialog 组件
- TauriFileAPI 支持 getFileMtime
- 场景文件被外部修改时提示用户

* feat(editor-app): 添加渲染调试面板

- 新增 RenderDebugService 和调试面板 UI
- App/ContentBrowser 添加调试日志
- TitleBar/Viewport 优化
- DialogManager 改进

* refactor(editor-app): 编辑器服务和组件优化

- EngineService 改进引擎集成
- EditorEngineSync 同步优化
- AssetFileInspector 改进
- VectorFieldEditors 优化
- InstantiatePrefabCommand 改进

* feat(i18n): 更新国际化翻译

- 添加新功能相关翻译
- 更新中文、英文、西班牙文

* feat(tauri): 添加文件修改时间查询命令

- 新增 get_file_mtime 命令
- 支持检测文件外部修改

* 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

* refactor(platform): 平台适配层优化

- BrowserRuntime 改进
- 新增 RuntimeSceneManager 服务
- 导出优化

* refactor(asset-system-editor): 资产元数据改进

- AssetMetaFile 优化
- 导出调整

* fix(asset-system): 移除未使用的 TextureLoader 导入

* fix(tests): 更新测试以使用 GlobalComponentRegistry 实例

修复多个测试文件以适配 ComponentRegistry 从静态类变为实例类的变更:
- ComponentStorage.test.ts: 使用 GlobalComponentRegistry.reset()
- EntitySerializer.test.ts: 使用 GlobalComponentRegistry 实例
- IncrementalSerialization.test.ts: 使用 GlobalComponentRegistry 实例
- SceneSerializer.test.ts: 使用 GlobalComponentRegistry 实例
- ComponentRegistry.extended.test.ts: 使用 GlobalComponentRegistry,同时注册到 scene.componentRegistry
- SystemTypes.test.ts: 在 Scene 创建前注册组件
- QuerySystem.test.ts: mockScene 添加 componentRegistry
2025-12-16 12:46:14 +08:00

279 lines
10 KiB
HTML

<!DOCTYPE html>
<html>
<head>
<title>WebGL UV Coordinate Test</title>
<style>
body { font-family: monospace; background: #1a1a1a; color: #fff; padding: 20px; }
canvas { border: 1px solid #444; margin: 10px; }
.test-row { display: flex; align-items: center; margin: 20px 0; }
.label { width: 200px; }
.result { margin-left: 20px; padding: 5px 10px; border-radius: 4px; }
.pass { background: #2a5; }
.fail { background: #a33; }
h2 { color: #8cf; }
pre { background: #333; padding: 10px; border-radius: 4px; }
</style>
</head>
<body>
<h1>WebGL UV Coordinate System Test</h1>
<h2>1. Test Texture (2x2 grid)</h2>
<pre>
Image file layout (how it looks in image editor):
┌─────────┬─────────┐
│ RED (0) │ GREEN(1)│ row 0 (top of image file)
├─────────┼─────────┤
│ BLUE(2) │ YELLOW(3)│ row 1 (bottom of image file)
└─────────┴─────────┘
</pre>
<canvas id="texturePreview" width="128" height="128"></canvas>
<span>← This is the source texture</span>
<h2>2. UV Sampling Test</h2>
<p>Each square below samples a different UV region. We test what color appears.</p>
<div class="test-row">
<div class="label">UV [0, 0, 0.5, 0.5] (Frame 0):</div>
<canvas id="uv0" width="64" height="64"></canvas>
<div id="result0" class="result"></div>
</div>
<div class="test-row">
<div class="label">UV [0.5, 0, 1, 0.5] (Frame 1):</div>
<canvas id="uv1" width="64" height="64"></canvas>
<div id="result1" class="result"></div>
</div>
<div class="test-row">
<div class="label">UV [0, 0.5, 0.5, 1] (Frame 2):</div>
<canvas id="uv2" width="64" height="64"></canvas>
<div id="result2" class="result"></div>
</div>
<div class="test-row">
<div class="label">UV [0.5, 0.5, 1, 1] (Frame 3):</div>
<canvas id="uv3" width="64" height="64"></canvas>
<div id="result3" class="result"></div>
</div>
<h2>3. Conclusion</h2>
<pre id="conclusion"></pre>
<script>
// Vertex shader
const vsSource = `
attribute vec2 aPosition;
attribute vec2 aTexCoord;
varying vec2 vTexCoord;
void main() {
gl_Position = vec4(aPosition, 0.0, 1.0);
vTexCoord = aTexCoord;
}
`;
// Fragment shader
const fsSource = `
precision mediump float;
varying vec2 vTexCoord;
uniform sampler2D uTexture;
void main() {
gl_FragColor = texture2D(uTexture, vTexCoord);
}
`;
function createShader(gl, type, source) {
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.error(gl.getShaderInfoLog(shader));
return null;
}
return shader;
}
function createProgram(gl) {
const vs = createShader(gl, gl.VERTEX_SHADER, vsSource);
const fs = createShader(gl, gl.FRAGMENT_SHADER, fsSource);
const program = gl.createProgram();
gl.attachShader(program, vs);
gl.attachShader(program, fs);
gl.linkProgram(program);
return program;
}
// Create 2x2 test texture data
// Row 0: Red, Green
// Row 1: Blue, Yellow
function createTestTextureData() {
const size = 2;
const data = new Uint8Array(size * size * 4);
// Row 0 (will be uploaded first)
data[0] = 255; data[1] = 0; data[2] = 0; data[3] = 255; // Red
data[4] = 0; data[5] = 255; data[6] = 0; data[7] = 255; // Green
// Row 1
data[8] = 0; data[9] = 0; data[10] = 255; data[11] = 255; // Blue
data[12] = 255; data[13] = 255; data[14] = 0; data[15] = 255; // Yellow
return data;
}
function createTexture(gl, flipY = false) {
const texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
// Set FLIP_Y if requested
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, flipY ? 1 : 0);
const data = createTestTextureData();
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 2, 2, 0, gl.RGBA, gl.UNSIGNED_BYTE, data);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
return texture;
}
function renderQuad(gl, program, u0, v0, u1, v1) {
gl.useProgram(program);
const posLoc = gl.getAttribLocation(program, 'aPosition');
const texLoc = gl.getAttribLocation(program, 'aTexCoord');
// Full screen quad
const positions = new Float32Array([
-1, -1, 1, -1, -1, 1,
-1, 1, 1, -1, 1, 1
]);
// UV coordinates - map corners to the specified UV region
// Vertex order: bottom-left, bottom-right, top-left, top-left, bottom-right, top-right
const texCoords = new Float32Array([
u0, v1, u1, v1, u0, v0,
u0, v0, u1, v1, u1, v0
]);
const posBuf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, posBuf);
gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);
gl.enableVertexAttribArray(posLoc);
gl.vertexAttribPointer(posLoc, 2, gl.FLOAT, false, 0, 0);
const texBuf = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, texBuf);
gl.bufferData(gl.ARRAY_BUFFER, texCoords, gl.STATIC_DRAW);
gl.enableVertexAttribArray(texLoc);
gl.vertexAttribPointer(texLoc, 2, gl.FLOAT, false, 0, 0);
gl.drawArrays(gl.TRIANGLES, 0, 6);
}
function getCanvasColor(canvas) {
const ctx = canvas.getContext('2d') || canvas.getContext('webgl2') || canvas.getContext('webgl');
if (ctx instanceof WebGLRenderingContext || ctx instanceof WebGL2RenderingContext) {
const pixels = new Uint8Array(4);
ctx.readPixels(32, 32, 1, 1, ctx.RGBA, ctx.UNSIGNED_BYTE, pixels);
return { r: pixels[0], g: pixels[1], b: pixels[2] };
}
return null;
}
function colorName(r, g, b) {
if (r > 200 && g < 100 && b < 100) return 'RED';
if (r < 100 && g > 200 && b < 100) return 'GREEN';
if (r < 100 && g < 100 && b > 200) return 'BLUE';
if (r > 200 && g > 200 && b < 100) return 'YELLOW';
return `RGB(${r},${g},${b})`;
}
function runTest() {
// Draw texture preview
const previewCanvas = document.getElementById('texturePreview');
const previewCtx = previewCanvas.getContext('2d');
previewCtx.fillStyle = 'red';
previewCtx.fillRect(0, 0, 64, 64);
previewCtx.fillStyle = 'green';
previewCtx.fillRect(64, 0, 64, 64);
previewCtx.fillStyle = 'blue';
previewCtx.fillRect(0, 64, 64, 64);
previewCtx.fillStyle = 'yellow';
previewCtx.fillRect(64, 64, 64, 64);
// Test UV regions
const uvTests = [
{ id: 'uv0', uv: [0, 0, 0.5, 0.5], expected: 'RED' },
{ id: 'uv1', uv: [0.5, 0, 1, 0.5], expected: 'GREEN' },
{ id: 'uv2', uv: [0, 0.5, 0.5, 1], expected: 'BLUE' },
{ id: 'uv3', uv: [0.5, 0.5, 1, 1], expected: 'YELLOW' }
];
const results = [];
for (const test of uvTests) {
const canvas = document.getElementById(test.id);
const gl = canvas.getContext('webgl2') || canvas.getContext('webgl');
if (!gl) {
document.getElementById('result' + test.id.slice(-1)).textContent = 'WebGL not supported';
continue;
}
const program = createProgram(gl);
const texture = createTexture(gl, false); // No FLIP_Y
gl.viewport(0, 0, 64, 64);
gl.clearColor(0, 0, 0, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
renderQuad(gl, program, ...test.uv);
// Read back color
const pixels = new Uint8Array(4);
gl.readPixels(32, 32, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
const actual = colorName(pixels[0], pixels[1], pixels[2]);
const passed = actual === test.expected;
results.push({ test: test.id, expected: test.expected, actual, passed });
const resultEl = document.getElementById('result' + test.id.slice(-1));
resultEl.textContent = `Expected: ${test.expected}, Got: ${actual}`;
resultEl.className = 'result ' + (passed ? 'pass' : 'fail');
}
// Conclusion
const allPassed = results.every(r => r.passed);
const conclusionEl = document.getElementById('conclusion');
if (allPassed) {
conclusionEl.textContent = `
ALL TESTS PASSED!
UV coordinate system (without FLIP_Y):
- V=0 samples the TOP of the image (row 0)
- V=1 samples the BOTTOM of the image (row N)
This means the current particle UV calculation should be CORRECT:
v0 = row * vHeight; // row 0 -> v0=0 -> image top
v1 = (row + 1) * vHeight;
If particles still show wrong frames, the problem is elsewhere.
`;
} else {
const failedTests = results.filter(r => !r.passed);
conclusionEl.textContent = `
SOME TESTS FAILED!
${failedTests.map(t => `${t.test}: expected ${t.expected}, got ${t.actual}`).join('\n')}
This indicates the UV coordinate system behaves differently than expected.
The V axis may need to be flipped in particle UV calculation.
`;
}
}
window.onload = runTest;
</script>
</body>
</html>