Add comprehensive tests for wind simulation and material patching in foliage renderer
This commit is contained in:
@@ -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");
|
||||
});
|
||||
});
|
||||
|
||||
Reference in New Issue
Block a user