Add comprehensive tests for wind simulation and material patching in foliage renderer

This commit is contained in:
2026-05-21 06:08:40 +02:00
parent fe1bb3b9ce
commit 26e47fd275

View File

@@ -1,6 +1,9 @@
import {
Group,
InstancedMesh,
MeshStandardMaterial,
PerspectiveCamera,
type Material,
type Object3D
} from "three";
import { beforeEach, describe, expect, it, vi } from "vitest";
@@ -27,7 +30,7 @@ vi.mock("../../src/foliage/bundled-foliage-model-loader", async () => {
template.add(
new three.Mesh(
new three.BoxGeometry(1, 1, 1),
new three.MeshBasicMaterial()
new three.MeshStandardMaterial()
)
);
@@ -96,13 +99,17 @@ function createRendererInput() {
enabled: true,
densityMultiplier: 1,
maxDistanceMultiplier: 1,
shadows: "near" as const
shadows: "near" as const,
windEnabled: true,
windStrength: 1,
windSpeed: 1,
windDirectionDegrees: 35
}
};
}
function getInstancedMeshes(group: Group): Object3D[] {
const meshes: Object3D[] = [];
function getInstancedMeshes(group: Group): InstancedMesh[] {
const meshes: InstancedMesh[] = [];
group.traverse((object) => {
const maybeInstancedMesh = object as Object3D & {
@@ -110,13 +117,17 @@ function getInstancedMeshes(group: Group): Object3D[] {
};
if (maybeInstancedMesh.isInstancedMesh === true) {
meshes.push(object);
meshes.push(object as InstancedMesh);
}
});
return meshes;
}
function getSingleMaterial(material: Material | Material[]): Material {
return Array.isArray(material) ? material[0]! : material;
}
function getVisibleBatchKeys(group: Group): string[] {
const keys: string[] = [];
@@ -199,4 +210,103 @@ describe("FoliageInstancedRenderer", () => {
initialVisibleBatchKeys
);
});
it("patches standard foliage materials with GPU wind attributes and uniforms", async () => {
let rebuildCount = 0;
const rebuildWaiters: Array<() => void> = [];
const renderer = new FoliageInstancedRenderer({
onRebuilt: () => {
rebuildCount += 1;
rebuildWaiters.shift()?.();
}
});
const waitForRebuild = () =>
new Promise<void>((resolve) => {
rebuildWaiters.push(resolve);
});
const input = createRendererInput();
const initialRebuild = waitForRebuild();
renderer.sync(input);
renderer.updateView(createCamera({ x: 8, y: 8, z: 8 }));
await initialRebuild;
const instancedMesh = getInstancedMeshes(renderer.group)[0]!;
const material = getSingleMaterial(instancedMesh.material);
expect(material).toBeInstanceOf(MeshStandardMaterial);
expect(instancedMesh.geometry.getAttribute("foliageWind")?.itemSize).toBe(
2
);
expect(material.customProgramCacheKey()).toContain("foliage-wind-v1");
const shader = {
uniforms: {},
vertexShader:
"#include <common>\nvoid main() {\n#include <project_vertex>\n}",
fragmentShader: ""
} as any;
material.onBeforeCompile(shader, {} as never);
expect(shader.vertexShader).toContain("attribute vec2 foliageWind");
expect(shader.vertexShader).toContain("foliageWindStrength");
expect(shader.uniforms.foliageWindStrength.value).toBe(1);
expect(shader.uniforms.foliageWindSpeed.value).toBe(1);
const initialLoadCallCount = loaderState.loadCalls.length;
const initialRebuildCount = rebuildCount;
renderer.sync({
...input,
quality: {
...input.quality,
windStrength: 2.25,
windSpeed: 3,
windDirectionDegrees: 90
}
});
await Promise.resolve();
expect(getInstancedMeshes(renderer.group)[0]).toBe(instancedMesh);
expect(loaderState.loadCalls).toHaveLength(initialLoadCallCount);
expect(rebuildCount).toBe(initialRebuildCount);
expect(shader.uniforms.foliageWindStrength.value).toBe(2.25);
expect(shader.uniforms.foliageWindSpeed.value).toBe(3);
expect(shader.uniforms.foliageWindDirection.value.x).toBeCloseTo(0, 6);
expect(shader.uniforms.foliageWindDirection.value.y).toBeCloseTo(1, 6);
renderer.updateWind(0.5);
expect(shader.uniforms.foliageWindTime.value).toBeCloseTo(0.5);
});
it("leaves foliage materials and geometry unpatched when wind is disabled", async () => {
const rebuildWaiters: Array<() => void> = [];
const renderer = new FoliageInstancedRenderer({
onRebuilt: () => {
rebuildWaiters.shift()?.();
}
});
const waitForRebuild = () =>
new Promise<void>((resolve) => {
rebuildWaiters.push(resolve);
});
const input = createRendererInput();
const initialRebuild = waitForRebuild();
renderer.sync({
...input,
quality: {
...input.quality,
windEnabled: false
}
});
renderer.updateView(createCamera({ x: 8, y: 8, z: 8 }));
await initialRebuild;
const instancedMesh = getInstancedMeshes(renderer.group)[0]!;
const material = getSingleMaterial(instancedMesh.material);
expect(instancedMesh.geometry.getAttribute("foliageWind")).toBeUndefined();
expect(material.customProgramCacheKey()).not.toContain("foliage-wind-v1");
});
});