"""The smooth look: the WebGL pass compiles, draws, falls back cleanly, and the thermal lens still works.""" import sys, pathlib sys.path.insert(0, str(pathlib.Path(__file__).resolve().parent.parent / 'tools')) from use_venv import ensure_playwright; ensure_playwright() from playwright.sync_api import sync_playwright root = pathlib.Path(__file__).resolve().parent.parent out = pathlib.Path(sys.argv[1] if len(sys.argv) > 1 else root / 'shots' / 'smooth'); out.mkdir(parents=True, exist_ok=True) fails = [] def check(name, cond, extra=''): print(('PASS ' if cond else 'FAIL ') + name + (f' [{extra}]' if extra != '' else '')) if not cond: fails.append(name) with sync_playwright() as p: b = p.chromium.launch(args=['--use-gl=angle', '--use-angle=swiftshader', '--enable-unsafe-swiftshader']) pg = b.new_page(viewport={'width': 1024, 'height': 640}) logs = [] pg.on('pageerror', lambda e: logs.append(f'PAGEERROR: {e}')) pg.on('console', lambda m: logs.append(f'{m.type}: {m.text}') if m.type in ('error', 'warning') else None) pg.add_init_script('window.__allowSoftwareGL = true; localStorage.clear();') pg.goto((root / 'dist' / 'index.html').as_uri()); pg.evaluate('SET.fog = false'); pg.wait_for_timeout(300) pg.click('#btn-new'); pg.fill('#nw-seed', '777'); pg.click('#btn-generate') pg.wait_for_function('GAME.running === true', timeout=20000); pg.wait_for_timeout(1500) ev = pg.evaluate check('the smooth look is the default and is drawing', ev("SET.look === 'smooth' && SM.ok && R.smoothOn"), ev('[SET.look, SM.ok, SM.why, R.smoothOn]')) # the canvas shows the GPU image: sample a sky pixel and a ground pixel, they must differ and not be black px = ev("""(() => { const c = R.ctx.getImageData(R.canvas.width >> 1, 4, 1, 1).data, g = worldToScreenPx(bot.x + 2, surfY[Math.floor(bot.x)] + 6), d = R.ctx.getImageData(Math.round(g.x), Math.round(g.y), 1, 1).data; return [Array.from(c), Array.from(d)]; })()""") check('it draws sky and ground', sum(px[0][:3]) > 200 and px[0][:3] != px[1][:3], px) pg.screenshot(path=str(out / 'smooth.png')) ev("player.lens = true"); pg.keyboard.press('h'); pg.wait_for_timeout(1500) check('the thermal lens draws in pixels', ev('R.lens && !R.smoothOn')) pg.keyboard.press('h'); pg.wait_for_timeout(1500) check('and the smooth look comes back after it', ev('!R.lens && R.smoothOn'), ev('[R.lens, R.smoothOn, SET.look, SM.ok, SM.why, SM.ms, SM.scale]')) ev("SET.look = 'pixel'"); pg.wait_for_timeout(1500) check('the pixel look can be chosen', ev('!R.smoothOn')) pg.screenshot(path=str(out / 'pixel.png')) ev("SET.look = 'smooth'"); pg.wait_for_timeout(1500) ev("SM.scale = 0.5"); pg.wait_for_timeout(1500) st = ev('[R.smoothOn, SM.scale, SM.canvas.width, R.canvas.width, SET.look, SM.ok, SM.why]'); check('half-resolution smooth still draws', (st[0] and st[2] == round(st[3] * st[1])) or st[1] > 0.5, st) # Uniform colours isolate the solid/loose seam from material noise and lighting. ground = ev('''() => { GAME.paused = true; requestAnimationFrame = () => 0; SET.lighting = 'off'; SET.glow = 'off'; SET.grain = 0; SET.zoom = 6; resizeRender(); bot.x = 138; bot.y = 118; snapCamera(); for (let y = 60; y < 220; y++) for (let x = 40; x < 240; x++) { const i = y * W + x; setCell(i, STONE, 22, F_NAT); bgm[i] = 0; noiseB[i] = 128; } const fill = m => { for (let y = 100; y < 140; y++) for (let x = 100; x < 180; x++) setCell(y * W + x, m, 22); }; const at = (x, y) => { const c = R.px[(y - R.vy0) * R.bw + x - R.vx0]; return (c & 255) + (c >>> 8 & 255) + (c >>> 16 & 255); }; const out = {}; for (const lens of [false, true]) { R.lens = lens; SET.look = 'pixel'; fill(RSTONE); drawWorld(); const edge = at(140, 140), inside = at(140, 142), loose = at(140, 130); fill(STONE); drawWorld(); out[lens ? 'thermal' : 'pixel'] = [edge, inside, loose, at(140, 140)]; } R.lens = false; const i = 140 * W + 140; flags[i] = 0; fill(RSTONE); drawWorld(); const built = at(140, 140); fill(STONE); drawWorld(); out.built = [built, at(140, 140)]; flags[i] = F_NAT; fill(RSTONE); SET.look = 'smooth'; SM.scale = 1; drawWorld(); const sample = (x, y) => { const p = worldToScreenPx(x, y); const c = R.ctx.getImageData(Math.floor(p.x), Math.floor(p.y), 1, 1).data; return c[0] + c[1] + c[2]; }; out.smooth = [sample(140.5, 140.08), sample(140.5, 142.5)]; const packed = []; for (let y = 120; y < 121; y += 1 / 6) for (let x = 140; x < 141; x += 1 / 6) packed.push(sample(x, y)); out.texture = Math.max(...packed) - Math.min(...packed); return out; }''') for look in ['pixel', 'thermal']: edge, inside, loose, solid = ground[look] check(f'{look}: ground has a darker edge against loose grains', edge < inside * 0.85 and inside == solid, ground[look]) check(f'{look}: loose rubble is lighter than solid stone', loose > inside, ground[look]) check('built solids get no loose-grain outline', ground['built'][0] == ground['built'][1], ground['built']) check('smooth: a thin darker seam separates ground and rubble', ground['smooth'][0] < ground['smooth'][1] * 0.9, ground['smooth']) check('smooth: packed rubble keeps pebble shading', ground['texture'] > 30, ground['texture']) wall = pg.evaluate('''() => { GAME.paused = true; R.lens = false; SET.fog = false; SET.lighting = 'off'; SET.glow = 'off'; SET.grain = false; for(let y=20;y<150;y++)for(let x=40;x<240;x++)setCell(y*W+x,EMPTY,22,0); for(let k=0;k<6;k++)placeBlock(BP_BELT_UP,1,25+k,25-k,true); rebuildPower();slopeCleatsTick(false);prepareSlopeBelts(40,20,240,150); let cell=-1; for(let y=40;y<100 && cell<0;y++)for(let x=100;x<124;x++) if(slopeDetailAt(y*W+x,x,y)===2){cell=y*W+x;break;} if(cell<0)return null; const x=cell%W,y=(cell/W)|0,control=80*W+180; bot.x=118;bot.y=78;snapCamera(); setCell(cell,SAND,22,0);setCell(control,SAND,22,0); noiseB[cell]=noiseB[control]=128; const at=i=>R.px[(((i/W)|0)-R.vy0)*R.bw+i%W-R.vx0]; SET.look='pixel';drawWorld();const colors=[at(cell)&0xffffff,at(control)&0xffffff]; SET.look='smooth';drawWorld();const grainClass=at(cell)>>>24; return {colors,grainClass}; }''') check('sidewall stays behind the grain colour in pixels and smooth', wall and wall['colors'][0] == wall['colors'][1] and wall['grainClass'] == 2, wall) # All 64 straight/diagonal mouths must have copper casing on both sides of the join. pg.set_viewport_size({"width": 2100, "height": 1300}) ev("part.fill(0); blockP.fill(0); occ.fill(0); mach.fill(0); ents=[]; ghostBlocks.clear();") ev("() => {" + (root / "tools/scenes/t62-joins.js").read_text() + "}") mouths = ev('''() => { SET.zoom=6; SET.lighting="off"; SET.glow="off"; resizeRender(); bot.x=CAM[0]-bot.w/2;bot.y=CAM[1]-bot.h/2;snapCamera(); const out={}; for(const look of ["pixel","smooth"]) { SET.look=look;SM.scale=1;drawWorld(); const bad=[]; for(const j of T62_JOINTS) { const slope=j.v===4 || j.v===6?-1:1; const end=j.end*SCREW_DIRS[j.v][0]; const dx=j.vertical?0:end,dy=j.vertical?end*slope:0; const ox=j.corner && j.vertical?end*4:0,oy=j.corner && !j.vertical?end*slope*4:0; for(const side of [-1,1])for(const along of [-0.3,0.3]) { const x=j.bx*4+2+ox+dx*(2+along)-dy*side*1.6; const y=j.by*4+2+oy+dy*(2+along)+dx*side*1.6; const p=worldToScreenPx(x,y),c=R.ctx.getImageData(Math.floor(p.x),Math.floor(p.y),1,1).data; if(!(c[0]>c[1]*1.15 && c[1]>c[2]*1.1))bad.push([j,x,y,Array.from(c)]); } } out[look]=bad; }return out; }''') for look, bad in mouths.items(): check(f"{look}: all 64 screw joints have closed casing across both mouth edges", not bad, bad[:2]) # a browser without hardware drawing gets the pixel look and a note pg2 = b.new_page(viewport={'width': 800, 'height': 500}) pg2.add_init_script('localStorage.clear();') pg2.goto((root / 'dist' / 'index.html').as_uri()); pg2.evaluate('SET.fog = false'); pg2.wait_for_timeout(300) pg2.click('#btn-new'); pg2.fill('#nw-seed', '5'); pg2.click('#btn-generate') pg2.wait_for_function('GAME.running === true', timeout=20000); pg2.wait_for_timeout(1200) check('software rendering falls back to pixels with a note', pg2.evaluate("SET.look === 'pixel' && !R.smoothOn && SM.why === 'software'") and pg2.locator('.toast', has_text='graphics card').count() >= 1, pg2.evaluate('[SET.look, SM.why]')) errs = [l for l in logs if 'PAGEERROR' in l or l.startswith('error')] check('no errors', not errs, errs[:3]) b.close() print('FAILS:', fails) sys.exit(1 if fails else 0)