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tests: add various depth buffer rendering tests
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tests/display/test_depth_buffer.py
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150
tests/display/test_depth_buffer.py
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from panda3d import core
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import pytest
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@pytest.fixture(scope='module', params=[32, 24, 16])
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def depth_region(request, graphics_pipe):
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"""Creates and returns a DisplayRegion with a depth buffer."""
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engine = core.GraphicsEngine()
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engine.set_threading_model("")
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host_fbprops = core.FrameBufferProperties()
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host_fbprops.force_hardware = True
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host = engine.make_output(
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graphics_pipe,
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'host',
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0,
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host_fbprops,
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core.WindowProperties.size(32, 32),
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core.GraphicsPipe.BF_refuse_window,
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)
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engine.open_windows()
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if host is None:
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pytest.skip("GraphicsPipe cannot make offscreen buffers")
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fbprops = core.FrameBufferProperties()
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fbprops.force_hardware = True
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fbprops.depth_bits = request.param
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if fbprops.depth_bits >= 32:
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fbprops.float_depth = True
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buffer = engine.make_output(
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graphics_pipe,
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'buffer',
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0,
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fbprops,
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core.WindowProperties.size(32, 32),
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core.GraphicsPipe.BF_refuse_window,
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host.gsg,
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host
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)
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engine.open_windows()
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if buffer is None:
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pytest.skip("Cannot make depth buffer")
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if buffer.get_fb_properties().depth_bits != request.param:
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pytest.skip("Could not make buffer with desired bit count")
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yield buffer.make_display_region()
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if buffer is not None:
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engine.remove_window(buffer)
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def render_depth_pixel(region, distance, near, far, clear=None, write=True):
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"""Renders a fragment at the specified distance using the specified render
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settings, and returns the resulting depth value."""
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# Set up the scene with a blank card rendering at specified distance.
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scene = core.NodePath("root")
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scene.set_attrib(core.DepthTestAttrib.make(core.RenderAttrib.M_always))
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scene.set_depth_write(write)
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camera = scene.attach_new_node(core.Camera("camera"))
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camera.node().get_lens(0).set_near_far(near, far)
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camera.node().set_cull_bounds(core.OmniBoundingVolume())
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if distance is not None:
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cm = core.CardMaker("card")
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cm.set_frame(-1, 1, -1, 1)
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card = scene.attach_new_node(cm.generate())
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card.set_pos(0, distance, 0)
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card.set_scale(60)
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region.active = True
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region.camera = camera
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if clear is not None:
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region.set_clear_depth_active(True)
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region.set_clear_depth(clear)
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depth_texture = core.Texture("depth")
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region.window.add_render_texture(depth_texture,
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core.GraphicsOutput.RTM_copy_ram,
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core.GraphicsOutput.RTP_depth)
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region.window.engine.render_frame()
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region.window.clear_render_textures()
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depth_texture.write("test2.png")
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col = core.LColor()
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depth_texture.peek().lookup(col, 0.5, 0.5)
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return col[0]
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def test_depth_clear(depth_region):
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assert 1.0 == render_depth_pixel(depth_region, None, near=1, far=10, clear=1.0)
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assert 0.0 == render_depth_pixel(depth_region, None, near=1, far=10, clear=0.0)
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def test_depth_write(depth_region):
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assert 1.0 == render_depth_pixel(depth_region, 5.0, near=1, far=10, clear=1.0, write=False)
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assert 0.99 > render_depth_pixel(depth_region, 5.0, near=1, far=10, clear=1.0, write=True)
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def test_depth_far_inf(depth_region):
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inf = float("inf")
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assert 0.99 > render_depth_pixel(depth_region, 100.0, near=1, far=inf, clear=1.0)
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def test_depth_clipping(depth_region):
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# Get the actual depth resulting from the clear value.
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clr = render_depth_pixel(depth_region, None, near=1, far=10, clear=0.5)
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# We try rendering something at various distances to make sure that the
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# resulting depth value matches our expectations.
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# Too close; read clear value.
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assert clr == render_depth_pixel(depth_region, 0.999, near=1, far=10, clear=0.5)
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# Too far; read clear value.
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assert clr == render_depth_pixel(depth_region, 10.01, near=1, far=10, clear=0.5)
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# Just close enough; read a value close to 0.0.
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assert 0.01 > render_depth_pixel(depth_region, 1.001, near=1, far=10, clear=0.5)
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# Just far enough; read 1.0.
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assert 0.99 < render_depth_pixel(depth_region, 9.999, near=1, far=10, clear=0.5)
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def test_inverted_depth_clipping(depth_region):
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# Get the actual depth resulting from the clear value.
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clr = render_depth_pixel(depth_region, None, near=1, far=10, clear=0.5)
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# Too close; read clear value.
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assert clr == render_depth_pixel(depth_region, 0.999, near=10, far=1, clear=0.5)
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# Too far; read clear value.
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assert clr == render_depth_pixel(depth_region, 10.01, near=10, far=1, clear=0.5)
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# Just close enough; read a value close to 1.0.
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assert 0.99 < render_depth_pixel(depth_region, 1.001, near=10, far=1, clear=0.5)
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# Just far enough; read a value close to 0.0.
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assert 0.01 > render_depth_pixel(depth_region, 9.999, near=10, far=1, clear=0.5)
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