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Original file line number Diff line number Diff line change
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/**
* @vitest-environment jsdom
*/

import { describe, expect } from 'vitest';
import { it } from '../../utils/extendedIt.ts';
import { runExampleTest, setupCommonMocks } from '../utils/baseTest.ts';
import {
mock3DModelLoading,
mockResizeObserver,
} from '../utils/commonMocks.ts';

describe('phong reflection example', () => {
setupCommonMocks();

it('should produce valid code', async ({ device }) => {
const shaderCodes = await runExampleTest({
category: 'rendering',
name: 'phong-reflection',
setupMocks: () => {
mockResizeObserver();
mock3DModelLoading();
},
expectedCalls: 1,
}, device);

expect(shaderCodes).toMatchInlineSnapshot(`
"struct Camera_2 {
position: vec4f,
targetPos: vec4f,
view: mat4x4f,
projection: mat4x4f,
}

@group(0) @binding(0) var<uniform> cameraUniform_1: Camera_2;

struct vertexShader_Output_3 {
@location(0) worldPosition: vec3f,
@location(1) worldNormal: vec3f,
@builtin(position) canvasPosition: vec4f,
}

struct vertexShader_Input_4 {
@location(0) modelPosition: vec3f,
@location(1) modelNormal: vec3f,
@builtin(instance_index) instanceIndex: u32,
}

@vertex fn vertexShader_0(input: vertexShader_Input_4) -> vertexShader_Output_3 {
var worldPosition = vec4f(input.modelPosition, 1f);
let camera = (&cameraUniform_1);
var canvasPosition = (((*camera).projection * (*camera).view) * worldPosition);
return vertexShader_Output_3(input.modelPosition, input.modelNormal, canvasPosition);
}

struct ExampleControls_7 {
lightColor: vec3f,
lightDirection: vec3f,
ambientColor: vec3f,
ambientStrength: f32,
specularExponent: f32,
}

@group(0) @binding(1) var<uniform> exampleControlsUniform_6: ExampleControls_7;

struct fragmentShader_Input_8 {
@location(0) worldPosition: vec3f,
@location(1) worldNormal: vec3f,
@builtin(position) canvasPosition: vec4f,
}

@fragment fn fragmentShader_5(input: fragmentShader_Input_8) -> @location(0) vec4f {
var lightColor = normalize(exampleControlsUniform_6.lightColor);
var lightDirection = normalize(exampleControlsUniform_6.lightDirection);
let ambientColor = (&exampleControlsUniform_6.ambientColor);
let ambientStrength = exampleControlsUniform_6.ambientStrength;
let specularStrength = exampleControlsUniform_6.specularExponent;
var ambient = ((*ambientColor) * ambientStrength);
let cosTheta = dot(input.worldNormal, lightDirection);
var diffuse = (lightColor * max(0f, cosTheta));
var reflectionDirection = reflect((lightDirection * -1), input.worldNormal);
var viewDirection = normalize((cameraUniform_1.position.xyz - input.worldPosition));
var specular = (lightColor * pow(max(0f, dot(reflectionDirection, viewDirection)), specularStrength));
var color = ((ambient + diffuse) + specular);
return vec4f(color, 1f);
}"
`);
});
});