A camera could only show the whole scene, so a HUD drawn in the world would run through a camera shader (#299) with everything else. Render layers say which cameras see an object, and overlay cameras draw their own picture over the main one. - The project has a list of up to 16 render layers, edited in Project settings next to the collision layers. It is a list of its own, read by the same rules (`layerNamesOf`). - Sprites, texts, tilemaps, particle sources and containers carry a row `Render layer` under their switches. Its default `Inherit` takes the parent's layer, at the top the first one. - A camera has `Sees` (all layers by default) and `Overlay`. The main camera is the first one switched on without Overlay, so two plain cameras still draw through the first one only. - Every view through a camera keeps only what that camera sees and lays one see-through view per overlay camera over itself. That view is a `WorldViewport` of its own, handed its view and frame from below. - An overlay is fitted into the main camera's whole picture without distortion. One of the same size and zoom covers it exactly. - `z` sorts within one camera only. The pictures lie on top of each other as a whole, which is what a shader per camera (#299) needs. - The Game tab's preview now collects the scene once per redraw. Before it collected it twice, with the cameras it would have been five times. - `SetCollisionLayersCommand` became `SetLayerNamesCommand`, which takes the list it sets. Follow-ups: #304 (the mouse through a chosen camera) and #305 (change the render layer at run time). Tests: - Gate: 226 files, 3487 tests (3480 + 7) - e2e 63 (new): 4 checks. A green overlay sprite at z -10 covers a red main sprite at z 1000, in the preview and in the running game. A `UI` sprite in front of the main camera and a `Default` one in front of the overlay stay away. Without Overlay the second camera draws nothing. The settings dialog adds a render layer at the end. - Counter-checks: inheriting from parents switched off fails 1 unit test. Overlays never drawn fails the two overlay checks in e2e 63. - e2e total 1720 (1716 + 4), computed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
137 lines
6.1 KiB
TypeScript
137 lines
6.1 KiB
TypeScript
import { describe, expect, it } from 'vitest';
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import { CreateAssetCommand } from '../../src/core/commands/assetCommands';
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import { SetLayerNamesCommand } from '../../src/core/commands/projectCommands';
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import { SetOverrideCommand } from '../../src/core/commands/sceneObjectCommands';
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import {
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cameraSees,
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INHERIT_LAYER,
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OVERLAY_KEY,
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ownRenderLayer,
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RENDER_LAYER_KEY,
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renderLayersOf,
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SEES_KEY,
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} from '../../src/core/model/renderLayers';
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import { deserializeProject, serializeProject } from '../../src/core/store/serialize';
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import { settingsChanges } from '../../src/editor/ProjectSettingsDialog';
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import { cameraOfItems, overlaysOfItems, overlaysOfWorld } from '../../src/viewport/activeCamera';
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import { collectHolderItems, collectWorldItems } from '../../src/viewport/items';
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import { cameraView, overlayView } from '../../src/viewport/view';
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import { makeSpriteScene, place, startWorld } from '../helpers';
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function sceneWithCamera() {
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const fixture = makeSpriteScene();
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const camera = new CreateAssetCommand('camera', 'Cam');
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fixture.stack.execute(camera);
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const container = new CreateAssetCommand('container', 'Hud');
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fixture.stack.execute(container);
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return {
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...fixture,
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cameraId: camera.asset.id,
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containerId: container.asset.id,
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set: (objectId: string, key: string, value: number | boolean) =>
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fixture.stack.execute(new SetOverrideCommand(fixture.sceneId, objectId, key, value)),
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items: () => collectHolderItems(fixture.project, fixture.sceneOf(), 0).items,
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};
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}
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describe('render layers (#302)', () => {
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it('reads the names like the collision layers, "Default" for a project from before', () => {
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expect(renderLayersOf(null)).toEqual(['Default']);
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expect(renderLayersOf({ renderLayers: ['World', '', 'UI'] })).toEqual(['World', 'Layer 1', 'UI']);
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const f = sceneWithCamera();
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const stored = serializeProject(f.project) as Record<string, unknown>;
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delete stored.renderLayers;
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expect(deserializeProject(stored).renderLayers).toEqual(['Default']);
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});
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it('reads an own choice, and anything unreadable as none', () => {
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for (const value of [undefined, null, '', ' ', 'x', -1, -5, 16, true])
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expect(ownRenderLayer(value)).toBe(INHERIT_LAYER);
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expect(ownRenderLayer(0)).toBe(0);
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expect(ownRenderLayer(3)).toBe(3);
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expect(ownRenderLayer('2')).toBe(2);
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});
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it('puts an object without a choice on its parent’s layer, and the top on layer 0', () => {
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const f = sceneWithCamera();
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const hud = place(f, f.containerId, { x: 0, y: 0 });
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const inside = place(f, f.spriteId, { x: 0, y: 0 }, hud);
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const own = place(f, f.spriteId, { x: 0, y: 0 }, hud);
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const loose = place(f, f.spriteId, { x: 0, y: 0 });
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f.set(hud, RENDER_LAYER_KEY, 1);
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f.set(own, RENDER_LAYER_KEY, 2);
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const layerOf = (id: string) => f.items().find((item) => item.id === id)!.renderLayer;
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expect([layerOf(hud), layerOf(inside), layerOf(own), layerOf(loose)]).toEqual([1, 1, 2, 0]);
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const { world } = startWorld(f);
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const running = (id: string) =>
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collectWorldItems(world).items.find((item) => item.id === id)!.renderLayer;
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expect([running(inside), running(own), running(loose)]).toEqual([1, 2, 0]);
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});
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it('lets a camera without `Sees` see every layer, and one with it only those', () => {
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expect(cameraSees({}, 0)).toBe(true);
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expect(cameraSees({}, 15)).toBe(true);
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expect(cameraSees({ [SEES_KEY]: 0b10 }, 0)).toBe(false);
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expect(cameraSees({ [SEES_KEY]: 0b10 }, 1)).toBe(true);
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});
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it('keeps the first camera without Overlay as the main one, the overlays apart in hierarchy order', () => {
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const f = sceneWithCamera();
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const over = place(f, f.cameraId, { x: 0, y: 0 });
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const main = place(f, f.cameraId, { x: 100, y: 0 });
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const plain = place(f, f.cameraId, { x: 200, y: 0 });
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const over2 = place(f, f.cameraId, { x: 300, y: 0 });
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f.set(over, OVERLAY_KEY, true);
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f.set(over2, OVERLAY_KEY, true);
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const { world } = startWorld(f);
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expect(world.activeCamera()?.objectId).toBe(main);
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expect(world.overlayCameras().map((c) => c.objectId)).toEqual([over, over2]);
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expect(overlaysOfWorld(world).map((c) => c.x)).toEqual([0, 300]);
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expect(cameraOfItems(f.items())?.id).toBe(main);
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expect(overlaysOfItems(f.items()).map((c) => c.id)).toEqual([over, over2]);
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// Two plain cameras on draw as before: through the first only, the second is no overlay.
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expect(world.overlayCameras().map((c) => c.objectId)).not.toContain(plain);
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f.set(over2, 'enabled', false);
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world.syncFromModel();
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expect(world.overlayCameras().map((c) => c.objectId)).toEqual([over]);
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});
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it('fits an overlay into the main picture, and gives the same camera the very same view', () => {
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const props = { width: 640, height: 360, zoom: 1 };
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const main = cameraView({ x: 0, y: 0, props }, 1280, 720, 2);
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expect(overlayView({ x: 0, y: 0, props }, main, { w: 640, h: 360 })).toEqual(main);
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// Narrower and zoomed: the frame is 160x180 world units, fitted to the 720 px height.
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const narrow = overlayView({ x: 50, y: 7, props: { width: 320, height: 360, zoom: 2 } }, main, {
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w: 640,
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h: 360,
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});
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expect(narrow).toEqual({ x: 50, y: 7, scale: 4, rect: { x: 320, y: 0, w: 640, h: 720 } });
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});
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it('keeps the render layers an undo step and a change of the settings of their own', () => {
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const f = sceneWithCamera();
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f.stack.execute(new SetLayerNamesCommand('renderLayers', ['World', 'UI']));
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expect(f.project.renderLayers).toEqual(['World', 'UI']);
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expect(f.project.collisionLayers).toEqual(['Default']);
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f.stack.undo();
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expect(f.project.renderLayers).toEqual(['Default']);
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const before = {
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name: 'P',
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playFrom: 'start' as const,
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whilePlaying: 'live' as const,
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gameLinkZoom: 'auto' as const,
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collisionLayers: ['Default'],
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renderLayers: ['Default'],
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symbolScale: 1,
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};
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expect(settingsChanges(before, { ...before, renderLayers: ['Default'] })).toEqual({});
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expect(settingsChanges(before, { ...before, renderLayers: ['Default', 'UI'] })).toEqual({
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renderLayers: ['Default', 'UI'],
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});
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});
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});
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