use egui_kittest::Harness;
use egui_kittest::wgpu::{WgpuTestRenderer, create_render_state, default_wgpu_setup};
use siplot::egui::{self, Color32};
use siplot::egui_wgpu::RenderState;
use siplot::{Camera, Scene3dGeometry, Vec3, install_scene3d, paint_scene3d, set_scene3d};
use std::cell::RefCell;
use std::rc::Rc;
const SCENE_ID: u64 = 0;
const WIN: f32 = 300.0;
struct App {
camera: Camera,
last_rect: Option<egui::Rect>,
}
fn push_quad(g: &mut Scene3dGeometry, cx: f32, normal: [f32; 3]) {
let h = 0.3;
let p = |dx: f32, dy: f32| [cx + dx, dy, 0.0];
let (a, b, c, d) = (p(-h, -h), p(h, -h), p(h, h), p(-h, h));
g.add_mesh_triangle([a, b, c], Color32::WHITE, [normal; 3]);
g.add_mesh_triangle([a, c, d], Color32::WHITE, [normal; 3]);
}
impl App {
fn new(rs: &RenderState) -> Self {
install_scene3d(rs);
let mut g = Scene3dGeometry::new();
push_quad(&mut g, -0.5, [0.0, 0.0, 1.0]);
push_quad(&mut g, 0.5, [0.0, 1.0, 0.0]);
set_scene3d(rs, SCENE_ID, &g);
let camera = Camera::new(
30.0,
0.1,
100.0,
(1.0, 1.0),
Vec3::new(0.0, 0.0, 5.0),
Vec3::new(0.0, 0.0, -1.0),
Vec3::new(0.0, 1.0, 0.0),
);
Self {
camera,
last_rect: None,
}
}
fn ui(&mut self, ui: &mut egui::Ui) {
let (rect, _resp) = ui.allocate_exact_size(ui.available_size(), egui::Sense::hover());
paint_scene3d(ui, rect, SCENE_ID, &self.camera, Color32::BLACK);
self.last_rect = Some(rect);
}
}
#[test]
fn scene3d_mesh_is_shaded_by_its_normal() {
let rs = create_render_state(default_wgpu_setup());
let app = Rc::new(RefCell::new(App::new(&rs)));
let renderer = WgpuTestRenderer::from_render_state(rs);
let app_ui = app.clone();
let mut harness = Harness::builder()
.with_size(egui::vec2(WIN, WIN))
.with_pixels_per_point(1.0)
.renderer(renderer)
.build_ui(move |ui| app_ui.borrow_mut().ui(ui));
harness.step();
let rect = app.borrow().last_rect.expect("scene rect captured");
let image = harness.render().expect("headless wgpu render");
let (iw, ih) = (image.width() as usize, image.height() as usize);
let raw = image.as_raw();
let at = |fx: f32, fy: f32| -> (u8, u8, u8) {
let x = ((rect.min.x + fx * rect.width()).round() as usize).min(iw - 1);
let y = ((rect.min.y + fy * rect.height()).round() as usize).min(ih - 1);
let i = (y * iw + x) * 4;
(raw[i], raw[i + 1], raw[i + 2])
};
let gray = |(r, g, b): (u8, u8, u8)| (r as u32 + g as u32 + b as u32) / 3;
for (fx, fy) in [(0.03, 0.03), (0.97, 0.97)] {
let (r, g, b) = at(fx, fy);
assert!(r < 40 && g < 40 && b < 40, "corner should be black clear");
}
let lit = at(0.314, 0.5);
let ambient = at(0.686, 0.5);
assert!(
gray(lit) > 200,
"normal-toward-light quad should be fully lit (~white); got rgb{lit:?}"
);
let a = gray(ambient);
assert!(
(45..120).contains(&a),
"perpendicular quad should be ambient-only grey (~76); got rgb{ambient:?}"
);
assert!(
gray(lit) > a + 100,
"lit quad must be much brighter than the ambient-only quad; \
lit={} ambient={a}",
gray(lit)
);
}