BREP_render 0.3.0

BREP Rust rendering engine: kernel-fed scene store + wgpu renderer (headless artifact, desktop window, and wasm canvas shells).
Documentation
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use super::*;
use crate::camera::artifact_camera;
use crate::pipeline::scene_from_history_json;

fn cube_scene() -> RenderScene {
    let request = serde_json::json!({
        "expressions": "",
        "configurator": {},
        "features": [{
            "type": "P.CU",
            "inputParams": {
                "id": "RenderCube",
                "sizeX": 10.0, "sizeY": 6.0, "sizeZ": 4.0,
                "transform": {
                    "position": [0.0, 0.0, 0.0],
                    "rotationEuler": [0.0, 0.0, 0.0],
                    "scale": [1.0, 1.0, 1.0]
                },
                "boolean": { "targets": [], "operation": "NONE" }
            },
            "persistentData": {}
        }]
    })
    .to_string();
    let (scene, report) = scene_from_history_json(&request).unwrap();
    assert!(report.feature_errors.is_empty());
    scene
}

#[test]
fn png_encode_is_valid_and_deterministic() {
    let rgb = vec![7u8; 4 * 3 * 3];
    let a = encode_png(&rgb, 4, 3).unwrap();
    let b = encode_png(&rgb, 4, 3).unwrap();
    assert_eq!(a, b);
    assert_eq!(&a[..8], &[0x89, b'P', b'N', b'G', 0x0d, 0x0a, 0x1a, 0x0a]);
}

#[test]
fn cube_render_is_deterministic_and_shows_geometry() {
    let (device, queue, adapter) = match create_headless_device() {
        Ok(ok) => ok,
        Err(error) => panic!("headless device required for render tests: {error}"),
    };
    eprintln!("[render test] adapter: {adapter}");
    let mut core = RenderCore::new(device, queue, COLOR_FORMAT);
    let scene = cube_scene();
    let camera = artifact_camera(&scene.bbox(), 320, 240);
    let first = core.render_to_png(&scene, &camera, 320, 240).unwrap();
    let second = core.render_to_png(&scene, &camera, 320, 240).unwrap();
    assert_eq!(first, second, "R33: identical input must give identical PNG bytes");

    // The frame must not be all background: decode and look for non-bg
    // pixels (geometry) somewhere near the center.
    let decoder = png::Decoder::new(std::io::Cursor::new(&first));
    let mut reader = decoder.read_info().unwrap();
    let mut buf = vec![0u8; reader.output_buffer_size().unwrap()];
    let info = reader.next_frame(&mut buf).unwrap();
    assert_eq!(info.width, 320);
    let bg = [0x10u8, 0x14, 0x18];
    let non_bg = buf
        .chunks_exact(3)
        .filter(|px| *px != bg)
        .count();
    assert!(
        non_bg > 320 * 240 / 20,
        "expected a visible cube, found {non_bg} non-background pixels"
    );
}

#[test]
fn emphasis_changes_rendered_pixels_and_scene_sync_reuses_buffers() {
    let (device, queue, _) = create_headless_device().unwrap();
    let mut core = RenderCore::new(device, queue, COLOR_FORMAT);
    let mut scene = cube_scene();
    let settings = RenderSettings::default();
    let mut gpu = GpuScene::default();
    core.sync_scene(&mut gpu, &scene, &settings, 1);
    let solid_name = scene.solids().first().unwrap().name.clone();
    let face_name = scene.solid(&solid_name).unwrap().faces[0].name.clone();
    assert!(!face_name.is_empty());

    // R10: an unchanged solid keeps its buffers across sync (no re-upload).
    let before = gpu.upload_count();
    core.sync_scene(&mut gpu, &scene, &settings, 1);
    assert_eq!(gpu.upload_count(), before, "reused solid must not re-upload");
    // Bumping the solid's revision (a content change) forces one re-upload.
    scene.set_color_override(&solid_name, Some([1.0, 0.0, 0.0]));
    core.sync_scene(&mut gpu, &scene, &settings, 1);
    assert_eq!(gpu.upload_count(), before + 1, "changed solid re-uploads once");

    let camera = artifact_camera(&scene.bbox(), 160, 120);
    let mut emphasis = Emphasis::default();
    let render = |core: &mut RenderCore, gpu: &mut GpuScene, emphasis: &Emphasis| {
        let resolve = core.device.create_texture(&wgpu::TextureDescriptor {
            label: None,
            size: wgpu::Extent3d { width: 160, height: 120, depth_or_array_layers: 1 },
            mip_level_count: 1,
            sample_count: 1,
            dimension: wgpu::TextureDimension::D2,
            format: COLOR_FORMAT,
            usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_SRC,
            view_formats: &[],
        });
        let view = resolve.create_view(&Default::default());
        let params = FrameParams {
            camera: &camera,
            width: 160,
            height: 120,
            dpr: 1.0,
            settings: &RenderSettings::default(),
            emphasis,
            world_per_pixel: 0.05,
            overlay: None,
        };
        core.render_to_view(gpu, &scene, &params, &view);
        // No readback needed for the comparison — reuse render_to_png's
        // deterministic path instead would re-upload; just ensure no
        // validation errors were raised by polling.
        core.device.poll(wgpu::PollType::wait_indefinitely()).unwrap();
    };
    render(&mut core, &mut gpu, &emphasis);
    emphasis
        .apply_json(&format!(
            r#"{{"selected": {{"faces": ["{}"]}}}}"#,
            face_name.replace('"', "\\\"")
        ))
        .unwrap();
    render(&mut core, &mut gpu, &emphasis);
    let boundary = gpu.solids.get(&solid_name).unwrap().boundary.as_ref().unwrap();
    assert!(boundary.count > 0, "selected face produced boundary outline segments");
}

/// PER-FACE model colours reach the FRAME, measured in pixels.
///
/// Every face is painted through the real seam
/// ([`RenderScene::apply_metadata_colors`], the same call the engine's metadata
/// sync makes) rather than by poking `color_override` — so this fails if the
/// palette, the `FaceRange::style` plumbing, or the draw loop's run key is
/// wrong. Painting FACES (never the solid) is what makes it a per-face test: if
/// only the per-solid path were wired, the frame would not change at all.
#[test]
fn per_face_model_colors_change_the_rendered_frame() {
    let (device, queue, _) = create_headless_device().unwrap();
    let mut core = RenderCore::new(device, queue, COLOR_FORMAT);
    let mut scene = cube_scene();
    let camera = artifact_camera(&scene.bbox(), 200, 160);
    let name = scene.solids()[0].name.clone();

    // Pixels whose RED channel strongly dominates — a proxy for "the red face
    // colour actually shaded", robust to the lighting term scaling it.
    let red_pixels = |png: &[u8]| -> usize {
        let decoder = png::Decoder::new(std::io::Cursor::new(png));
        let mut reader = decoder.read_info().unwrap();
        let mut buf = vec![0u8; reader.output_buffer_size().unwrap()];
        reader.next_frame(&mut buf).unwrap();
        buf.chunks_exact(3)
            .filter(|px| px[0] as u16 > px[1] as u16 + px[2] as u16 + 40)
            .count()
    };

    let before = red_pixels(&core.render_to_png(&scene, &camera, 200, 160).unwrap());

    let face_names: Vec<String> = scene
        .solid(&name)
        .unwrap()
        .faces
        .iter()
        .map(|f| f.name.clone())
        .collect();
    assert!(
        face_names.iter().all(|n| !n.is_empty()),
        "the cube's faces must be named for a metadata lookup to reach them"
    );
    let changed = scene.apply_metadata_colors(|object| {
        // Only the FACES get a colour; the solid deliberately gets none.
        face_names
            .iter()
            .any(|n| n == object)
            .then_some([1.0, 0.0, 0.0])
    });
    assert!(changed, "painting every face must report a change");
    assert_eq!(
        scene.solid(&name).unwrap().color_override,
        None,
        "the SOLID stays uncoloured — this is the per-face path or nothing"
    );

    let after = red_pixels(&core.render_to_png(&scene, &camera, 200, 160).unwrap());
    eprintln!("[render test] red pixels: {before} -> {after}");
    assert!(
        after > before + 1000,
        "per-face colours must repaint the cube red: {before} -> {after} red pixels"
    );
}

/// The per-face palette is de-duplicated by colour and stays EMPTY for an
/// ordinary solid — which is what keeps the whole-mesh fast path in `frame.rs`
/// armed for the overwhelmingly common case.
#[test]
fn the_per_face_palette_dedups_by_color() {
    let (device, queue, _) = create_headless_device().unwrap();
    let core = RenderCore::new(device, queue, COLOR_FORMAT);
    let mut scene = cube_scene();
    let settings = RenderSettings::default();
    let name = scene.solids()[0].name.clone();

    let mut gpu = GpuScene::default();
    core.sync_scene(&mut gpu, &scene, &settings, 1);
    assert!(
        gpu.solids.get(&name).unwrap().face_styles.is_empty(),
        "an uncoloured solid must allocate NO per-face styles"
    );

    // Six faces, two distinct colours => exactly two uniform buffers.
    let face_names: Vec<String> = scene
        .solid(&name)
        .unwrap()
        .faces
        .iter()
        .map(|f| f.name.clone())
        .collect();
    assert_eq!(face_names.len(), 6, "a box has six faces");
    scene.apply_metadata_colors(|object| {
        face_names.iter().position(|n| n == object).map(|i| {
            if i % 2 == 0 {
                [1.0, 0.0, 0.0]
            } else {
                [0.0, 0.0, 1.0]
            }
        })
    });
    core.sync_scene(&mut gpu, &scene, &settings, 1);
    assert_eq!(
        gpu.solids.get(&name).unwrap().face_styles.len(),
        2,
        "six faces in two colours must share two style buffers, not six"
    );
}

#[test]
fn hidden_faces_change_rendered_pixels_through_the_gpu_path() {
    use crate::visibility::EntityKind;
    let (device, queue, _) = create_headless_device().unwrap();
    let mut core = RenderCore::new(device, queue, COLOR_FORMAT);
    let mut scene = cube_scene();
    let camera = artifact_camera(&scene.bbox(), 200, 160);
    let name = scene.solids()[0].name.clone();

    // Count non-background (drawn) pixels of a rendered frame.
    let bg = [0x10u8, 0x14, 0x18];
    let non_bg = |png: &[u8]| -> usize {
        let decoder = png::Decoder::new(std::io::Cursor::new(png));
        let mut reader = decoder.read_info().unwrap();
        let mut buf = vec![0u8; reader.output_buffer_size().unwrap()];
        reader.next_frame(&mut buf).unwrap();
        buf.chunks_exact(3).filter(|px| *px != bg).count()
    };
    let render = |core: &mut RenderCore, scene: &RenderScene| {
        non_bg(&core.render_to_png(scene, &camera, 200, 160).unwrap())
    };

    let all = render(&mut core, &scene);
    assert!(all > 0, "the whole cube draws some filled pixels");

    // Hiding ONE face never ADDS pixels (it can only remove filled area or,
    // for an occluded back face, leave the frame unchanged).
    assert!(scene.set_entity_visible(&name, EntityKind::Face, 0, false));
    let one_hidden = render(&mut core, &scene);
    assert!(one_hidden <= all, "hiding a face cannot add pixels ({one_hidden} <= {all})");

    // Hiding ALL faces (the group toggle) leaves only the thin edge
    // wireframe — far fewer drawn pixels, but not zero (edges still draw).
    assert!(scene.set_group_visible(&name, EntityKind::Face, true)); // reset first
    assert!(scene.set_group_visible(&name, EntityKind::Face, false));
    let no_faces = render(&mut core, &scene);
    assert!(no_faces > 0, "edges still render when only faces are hidden");
    assert!(
        no_faces * 2 < all,
        "hiding every face must drop most filled pixels ({no_faces} vs {all})"
    );

    // Re-showing every face restores the original frame exactly (R33 determinism).
    assert!(scene.set_group_visible(&name, EntityKind::Face, true));
    assert_eq!(render(&mut core, &scene), all, "re-showing faces restores the frame");
}

/// The APP's exact render loop hides faces, end to end. Where
/// `hidden_faces_change_rendered_pixels_through_the_gpu_path` drives a
/// `RenderScene` directly through the one-shot `render_to_png`
/// (`upload_scene_with` → a FRESH `GpuScene`, artifact settings), THIS test
/// reproduces the three deltas the viewport actually runs: an
/// [`EngineState`](crate::engine_state::EngineState) history + the SAME
/// `sync_scene` (buffer-REUSE) + `render_to_view` on a PERSISTENT `GpuScene`
/// across frames, with DEFAULT settings. It drives
/// `EngineState::set_group_visible(.., Face, ..)` — the exact call the Scene
/// panel's Faces group checkbox dispatches — and confirms the GPU output
/// changes, so the UI-action → engine-state → GPU path is proven whole (not
/// just by composing two separate tests).
#[test]
fn engine_state_app_loop_hides_faces_shaded() {
    run_app_loop_face_hide(false);
}

/// The wireframe-VIEW regression: the wire pass must ALSO skip a hidden face's
/// line segments. On HEAD this fails (the wire pass drew the whole wire index
/// buffer without consulting `EntityVisibility`), which is the reported bug —
/// faces don't hide in wireframe mode while edges/vertices do.
#[test]
fn engine_state_app_loop_hides_faces_wireframe() {
    run_app_loop_face_hide(true);
}

fn run_app_loop_face_hide(wireframe: bool) {
    use crate::engine_state::EngineState;
    use crate::visibility::EntityKind;

    let cube_history = serde_json::json!({
        "expressions": "",
        "configurator": {},
        "features": [{
            "type": "P.CU",
            "inputParams": {
                "id": "Box",
                "sizeX": 10.0, "sizeY": 10.0, "sizeZ": 10.0,
                "transform": {
                    "position": [0.0, 0.0, 0.0],
                    "rotationEuler": [0.0, 0.0, 0.0],
                    "scale": [1.0, 1.0, 1.0]
                },
                "boolean": { "targets": [], "operation": "NONE" }
            },
            "persistentData": {}
        }]
    })
    .to_string();

    let (device, queue, _) = create_headless_device().unwrap();
    let mut core = RenderCore::new(device, queue, COLOR_FORMAT);
    let mut state = EngineState::new();
    state.set_history_json(&cube_history).unwrap();
    state.settings.wireframe = wireframe;
    let (w, h) = (200u32, 160u32);
    let camera = artifact_camera(&state.scene.bbox(), w, h);
    // Persistent GpuScene reused across frames — the viewport's pattern (R10).
    let mut gpu = GpuScene::default();

    // Render one frame exactly as `Viewport::render_viewport` does (sync_scene
    // reuse + render_to_view, DEFAULT settings) and count non-background pixels.
    // The top-left corner pixel is the background reference (settings-agnostic).
    let mut render = |core: &mut RenderCore, state: &EngineState, gpu: &mut GpuScene| -> usize {
        core.sync_scene(gpu, &state.scene, &state.settings, state.settings_generation);
        let resolve = core.device.create_texture(&wgpu::TextureDescriptor {
            label: Some("test resolve"),
            size: wgpu::Extent3d { width: w, height: h, depth_or_array_layers: 1 },
            mip_level_count: 1,
            sample_count: 1,
            dimension: wgpu::TextureDimension::D2,
            format: COLOR_FORMAT,
            usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_SRC,
            view_formats: &[],
        });
        let view = resolve.create_view(&Default::default());
        let params = FrameParams {
            camera: &camera,
            width: w,
            height: h,
            dpr: 1.0,
            settings: &state.settings,
            emphasis: &state.emphasis,
            world_per_pixel: 0.05,
            overlay: None,
        };
        core.render_to_view(gpu, &state.scene, &params, &view);

        let bpr = (w * 4).div_ceil(256) * 256;
        let readback = core.device.create_buffer(&wgpu::BufferDescriptor {
            label: Some("test readback"),
            size: bpr as u64 * h as u64,
            usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::MAP_READ,
            mapped_at_creation: false,
        });
        let mut enc = core
            .device
            .create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
        enc.copy_texture_to_buffer(
            wgpu::TexelCopyTextureInfo {
                texture: &resolve,
                mip_level: 0,
                origin: wgpu::Origin3d::ZERO,
                aspect: wgpu::TextureAspect::All,
            },
            wgpu::TexelCopyBufferInfo {
                buffer: &readback,
                layout: wgpu::TexelCopyBufferLayout {
                    offset: 0,
                    bytes_per_row: Some(bpr),
                    rows_per_image: None,
                },
            },
            wgpu::Extent3d { width: w, height: h, depth_or_array_layers: 1 },
        );
        core.queue.submit([enc.finish()]);

        let slice = readback.slice(..);
        let (tx, rx) = std::sync::mpsc::channel();
        slice.map_async(wgpu::MapMode::Read, move |r| {
            let _ = tx.send(r);
        });
        core.device.poll(wgpu::PollType::wait_indefinitely()).unwrap();
        rx.recv().unwrap().unwrap();
        let data = slice.get_mapped_range();
        let bg = [data[0], data[1], data[2]];
        let mut non_bg = 0usize;
        for row in 0..h {
            let start = (row * bpr) as usize;
            for col in 0..w as usize {
                let px = start + col * 4;
                if data[px..px + 3] != bg[..] {
                    non_bg += 1;
                }
            }
        }
        drop(data);
        readback.unmap();
        non_bg
    };

    let all = render(&mut core, &state, &mut gpu);
    assert!(all > 0, "the cube draws filled pixels (wireframe={wireframe})");

    // Hide EVERY face via the exact call the Faces group checkbox dispatches.
    assert!(state.set_group_visible("Box", EntityKind::Face, false));
    let hidden = render(&mut core, &state, &mut gpu);
    assert!(
        hidden < all,
        "hiding every face must drop filled pixels (wireframe={wireframe}): {hidden} vs {all}"
    );
    if !wireframe {
        // Shaded: the filled interior vanishes, only the thin edge overlay
        // survives — most pixels gone.
        assert!(
            hidden * 2 < all,
            "shaded: hiding every face must drop MOST filled pixels ({hidden} vs {all})"
        );
    }

    // Re-show every face → the pixels return.
    assert!(state.set_group_visible("Box", EntityKind::Face, true));
    let shown = render(&mut core, &state, &mut gpu);
    assert!(
        shown > all / 2,
        "re-showing faces restores pixels (wireframe={wireframe}): {shown} vs {all}"
    );
}

#[test]
fn empty_scene_renders_background_frame() {
    let (device, queue, _) = create_headless_device().unwrap();
    let mut core = RenderCore::new(device, queue, COLOR_FORMAT);
    let scene = RenderScene::new();
    let camera = artifact_camera(&scene.bbox(), 64, 48);
    let png = core.render_to_png(&scene, &camera, 64, 48).unwrap();
    assert!(!png.is_empty());
}

#[test]
fn overlay_widgets_render_without_validation_errors() {
    use crate::view::ViewCamera;
    use crate::widgets::{gizmo_camera, WidgetRegistry};
    let (device, queue, _) = create_headless_device().unwrap();
    let mut core = RenderCore::new(device, queue, COLOR_FORMAT);
    let scene = cube_scene();
    let mut gpu = core.upload_scene_with(&scene, &RenderSettings::default());

    // A camera the widgets can size against.
    let mut view = ViewCamera::default();
    view.width = 240.0;
    view.height = 180.0;
    view.zoom_to_fit(&scene.bbox(), 1.2);

    // Datums + a transform gizmo + the ViewCube.
    let mut widgets = WidgetRegistry::new();
    widgets
        .set_datums_json(
            r#"{"planes":[{"name":"P1","origin":[0,0,0],"x":[1,0,0],"y":[0,1,0],"size":8.0}],
                    "axes":[{"name":"A1","point":[-4,0,0],"direction":[1,0,0],"length":8.0}]}"#,
        )
        .unwrap();
    widgets
        .set_transform_json(r#"{"origin":[0,0,0],"x":[1,0,0],"y":[0,1,0],"z":[0,0,1]}"#)
        .unwrap();
    widgets
        .set_dimensions_json(
            r#"[{"id":"d1","type":"linear","a":[-3,0,0],"b":[3,0,0],"offsetDir":[0,-1,0],"offset":2.0}]"#,
        )
        .unwrap();
    widgets.set_viewcube_enabled(true);
    let overlay = widgets.build_overlay(&gizmo_camera(&view));
    assert!(!overlay.is_empty());

    let resolve = core.device.create_texture(&wgpu::TextureDescriptor {
        label: None,
        size: wgpu::Extent3d { width: 240, height: 180, depth_or_array_layers: 1 },
        mip_level_count: 1,
        sample_count: 1,
        dimension: wgpu::TextureDimension::D2,
        format: COLOR_FORMAT,
        usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_SRC,
        view_formats: &[],
    });
    let view_tex = resolve.create_view(&Default::default());
    let camera = view.resolve();
    let params = FrameParams {
        camera: &camera,
        width: 240,
        height: 180,
        dpr: 2.0,
        settings: &RenderSettings::default(),
        emphasis: &Emphasis::default(),
        world_per_pixel: view.world_per_pixel(),
        overlay: Some(&overlay),
    };
    core.render_to_view(&mut gpu, &scene, &params, &view_tex);
    // A validation error surfaces as a poll error / device loss.
    core.device.poll(wgpu::PollType::wait_indefinitely()).unwrap();
}