ludic/packages/ludic.render3d/tests/height_file_test.ludic

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# height_file_test.ludic - the terrain's questions over a tiles file written here (no device): heights and
# the photograph are the file's texels to the bit, resident or not, and a sweep of the whole map by the
# questions and by a ground layer's fill leaves the page cache - its slots, what they hold, the clock - as it was
import "ludic.render3d/r3d.ludic"
program HeightFileTest {
numbers float
# never called: naming Input links the engine's runtime, which render3d's textures stand on
function links_runtime() -> bool { return Input.key_pressed(0) }
const HF_SIDE: int = 2 # photograph texels a tile a side
# the u16 written at texel i of tile t, and what texel (tx, tz) decodes to
function hf_q(t: int, i: int) -> int { return (i * 37 + (i >> 5) * 11 + t * 5) & 65535 }
function hf_texel(tx: int, tz: int) -> float {
let n = TERRAIN_RES / TT_TEX
let t = (tz >> 5) * n + (tx >> 5)
let q = hf_q(t, (tz & 31) * TT_TEX + (tx & 31))
return (float(t % 50) * 3.5 - 40.0) + float(q) * (0.01 + float(t % 7) * 0.001)
}
# the photograph texel (px, pz) as written
function hf_rgb(px: int, pz: int) -> int {
let n = TERRAIN_RES / TT_TEX
let t = (pz / HF_SIDE) * n + px / HF_SIDE
let i = (pz % HF_SIDE) * HF_SIDE + px % HF_SIDE
return (((t * 3 + i) & 255) << 16) | (((t >> 3) & 255) << 8) | (i * 60)
}
# an LTT2 file of heights and a photograph (the normals and the coarse level read short, unused here)
function hf_write(path: string) -> bool {
let n = TERRAIN_RES / TT_TEX
let n2 = TT_TEX * TT_TEX
let o2 = HF_SIDE * HF_SIDE
let hat = LT_HEAD + n * n * 8
let oat = hat + n * n * n2 * 2
let size = oat + n * n * o2 * 3
let b = buffer(size)
for k in 0 .. LT_HEAD { b[k] = 0 }
hf_put(b, 0, LT_MAGIC)
hf_put(b, 4, LT_VERSION)
hf_put(b, 8, TT_TEX)
hf_put(b, 12, n)
hf_put(b, 16, HF_SIDE)
hf_put(b, 20, TERRAIN_RES)
hf_put(b, 24, n * HF_SIDE)
hf_put(b, 28, TT_COARSE)
hf_put(b, 32, LT_HEAD)
hf_put(b, 40, size)
hf_put(b, 44, oat)
for k in 12 .. 15 { hf_put(b, k * 4, size) }
for t in 0 .. n * n {
hf_put(b, LT_HEAD + t * 8, float_bits(float(t % 50) * 3.5 - 40.0))
hf_put(b, LT_HEAD + t * 8 + 4, float_bits(0.01 + float(t % 7) * 0.001))
for i in 0 .. n2 {
b[hat + (t * n2 + i) * 2] = hf_q(t, i) & 255
b[hat + (t * n2 + i) * 2 + 1] = hf_q(t, i) >> 8
}
for i in 0 .. o2 {
let c = hf_rgb((t % n) * HF_SIDE + i % HF_SIDE, (t / n) * HF_SIDE + i / HF_SIDE)
b[oat + (t * o2 + i) * 3] = c >> 16
b[oat + (t * o2 + i) * 3 + 1] = (c >> 8) & 255
b[oat + (t * o2 + i) * 3 + 2] = c & 255
}
}
return Fs.write_bytes(path, b, size)
}
function hf_put(b: []byte, at: int, v: int) -> void {
for k in 0 .. 4 { b[at + k] = (v >> (k * 8)) & 255 }
}
function hf_open(render3d_st: mut Render3dState, tag: string) -> bool {
let path = Os.temp_dir() + "/r3d_height_file_" + tag + ".ltt2"
if not hf_write(path) { return false }
render3d_st.TERRAIN_HALF = 4096
render3d_st.ter_ox = 0.0
render3d_st.ter_oz = 0.0
render3d_st.ter_h_scale = 0.0
render3d_st.ter_o_scale = 0.0
return tt_open_ltt2(render3d_st, path, 0)
}
# terrain_height's bilinear, over the texels as written
function hf_expect(x: float, z: float) -> float {
let fx = (x + 4096.0) * float(TERRAIN_RES) / 8192.0
let fz = (z + 4096.0) * float(TERRAIN_RES) / 8192.0
let ix = min(max(int(Math.floor(fx)), 0), TERRAIN_RES - 2)
let iz = min(max(int(Math.floor(fz)), 0), TERRAIN_RES - 2)
let tx = Math.clamp(fx - float(ix), 0.0, 1.0)
let tz = Math.clamp(fz - float(iz), 0.0, 1.0)
let a = Math.lerp(hf_texel(ix, iz), hf_texel(ix + 1, iz), tx)
return Math.lerp(a, Math.lerp(hf_texel(ix, iz + 1), hf_texel(ix + 1, iz + 1), tx), tz)
}
test "heights and the photograph are the file's texels, whether their tile is resident or not" (render3d_st: mut Render3dState) {
expect(hf_open(render3d_st, "same"))
terrain_tiles_prefetch(render3d_st, 1000.0, -500.0, 200.0, 100)
var off = 0
for j in 0 .. 160 {
for i in 0 .. 160 {
let x = -3000.0 + float(i) * 37.3
let z = -3100.0 + float(j) * 41.7
if terrain_height(render3d_st, x, z) != hf_expect(x, z) { off += 1 }
if terrain_height_file(render3d_st, x, z) != hf_expect(x, z) { off += 1 }
let px = min(max(int(Math.floor((x + 4096.0) * 256.0 / 8192.0)), 0), 255)
let pz = min(max(int(Math.floor((z + 4096.0) * 256.0 / 8192.0)), 0), 255)
if terrain_ortho(render3d_st, x, z) != hf_rgb(px, pz) { off += 1 }
}
}
expect_eq(off, 0)
for c in 0 .. 5 {
let x = -4096.0 + 64.0 * float(c * 13 + 1) - 1.0 # a texel square across a tile corner
let z = -4096.0 + 64.0 * float(c * 7 + 2) - 0.5
expect_eq(terrain_height(render3d_st, x, z), hf_expect(x, z))
}
expect_eq(terrain_height(render3d_st, -5000.0, 5000.0), hf_expect(-5000.0, 5000.0))
}
test "a sweep of the whole map by the questions leaves every slot, what it holds and the clock as they were" (render3d_st: mut Render3dState) {
expect(hf_open(render3d_st, "sweep"))
terrain_tiles_prefetch(render3d_st, -200.0, 300.0, 300.0, 200)
let was = hf_snap(render3d_st)
var sum = 0.0
var ortho = 0
var z = -4096.0
while z <= 4096.0 {
var x = -4096.0
while x <= 4096.0 {
sum = sum + terrain_height(render3d_st, x, z) + terrain_height_file(render3d_st, x, z) + terrain_height_smooth(render3d_st, x, z)
ortho = ortho ^ terrain_ortho(render3d_st, x, z)
x = x + 16.0
}
z = z + 16.0
}
expect(sum != 0.0)
expect(ortho != 0)
expect_eq(hf_moved(render3d_st, was), 0)
}
test "a ground layer's fill over the whole map leaves the slots as they were" (render3d_st: mut Render3dState) {
expect(hf_open(render3d_st, "fill"))
expect(hf_density(render3d_st, Os.temp_dir() + "/r3d_height_file_fill.lgd2"))
terrain_tiles_prefetch(render3d_st, 0.0, 0.0, 250.0, 200)
let was = hf_snap(render3d_st)
if render3d_st.stream_scratch == null { render3d_st.stream_scratch = floats(4096 * INST_FLOATS) }
let s = new Stream
s.size = 64.0
s.ox = -4096.0
s.oz = -4096.0
s.cur = new Chunk
let g = new GroundFill
g.step0 = 8.0
g.trample = false
var n = 0
var bad = 0
for cz in 0 .. 32 {
for cx in 0 .. 32 {
s.cur.count = 0
ground_fill(render3d_st, s, cx * 4, cz * 4, 0, g)
n += s.cur.count
for k in 0 .. s.cur.count {
let x = render3d_st.stream_scratch[k * INST_FLOATS]
let z = render3d_st.stream_scratch[k * INST_FLOATS + 2]
if render3d_st.stream_scratch[k * INST_FLOATS + 1] != hf_expect(x, z) - g.sink { bad += 1 }
}
}
}
expect(n > 32 * 32 * 32)
expect_eq(bad, 0)
expect_eq(hf_moved(render3d_st, was), 0)
}
test "with the whole copy kept it is terrain_height" (render3d_st: mut Render3dState) {
render3d_st.TERRAIN_HALF = 4096
render3d_st.ter_heights = floats(TERRAIN_RES * TERRAIN_RES)
for i in 0 .. TERRAIN_RES * TERRAIN_RES { render3d_st.ter_heights[i] = float(i % 997) * 0.25 + float(i / 4096) * 0.01 }
for k in 0 .. 400 {
let x = -4000.0 + float(k) * 19.91
let z = 3900.0 - float(k) * 17.13
expect_eq(terrain_height_file(render3d_st, x, z), terrain_height(render3d_st, x, z))
}
}
# one layer, every tile one value (a word in the index): full density everywhere
function hf_density(render3d_st: mut Render3dState, path: string) -> bool {
let n = TERRAIN_RES / TT_TEX
let size = GD_HEADW * 4 + n * n * 8
let b = buffer(size)
for k in 0 .. size { b[k] = 0 }
hf_put(b, 0, GD_MAGIC)
hf_put(b, 4, GD_VERSION)
hf_put(b, 8, n)
hf_put(b, 12, GD_SIDE)
hf_put(b, 16, 1)
hf_put(b, 32, 1)
hf_put(b, 36, GD_HEADW * 4)
for t in 0 .. n * n {
hf_put(b, GD_HEADW * 4 + t * 8, 1)
hf_put(b, GD_HEADW * 4 + t * 8 + 4, 255)
}
return Fs.write_bytes(path, b, size) and gd_open_at(render3d_st, path, 0)
}
# the page cache as it stands: which tile each slot holds, the clock, the heights, the read counts
property HfSnap {
slot_of: words = null,
tile_in: words = null,
refs: words = null,
h: floats = null,
o: words = null,
hand: int = 0,
reads: int = 0,
frame_reads: int = 0
}
function hf_snap(render3d_st: Render3dState) -> HfSnap {
let a = new HfSnap
a.slot_of = words(len(render3d_st.tt_slot_of))
for t in 0 .. len(a.slot_of) { a.slot_of[t] = render3d_st.tt_slot_of[t] }
a.tile_in = words(len(render3d_st.tt_tile_in))
a.refs = words(len(render3d_st.tt_tile_in))
for s in 0 .. len(a.tile_in) {
a.tile_in[s] = render3d_st.tt_tile_in[s]
a.refs[s] = render3d_st.tt_ref[s]
}
a.h = floats(len(render3d_st.tt_h))
for i in 0 .. len(a.h) { a.h[i] = render3d_st.tt_h[i] }
a.o = words(len(render3d_st.tt_o))
for i in 0 .. len(a.o) { a.o[i] = render3d_st.tt_o[i] }
a.hand = render3d_st.tt_hand
a.reads = render3d_st.tt_reads
a.frame_reads = render3d_st.tt_frame_reads
return a
}
# how many of those differ now
function hf_moved(render3d_st: Render3dState, a: HfSnap) -> int {
var moved = 0
for t in 0 .. len(a.slot_of) { if render3d_st.tt_slot_of[t] != a.slot_of[t] { moved += 1 } }
for s in 0 .. len(a.tile_in) { if render3d_st.tt_tile_in[s] != a.tile_in[s] or render3d_st.tt_ref[s] != a.refs[s] { moved += 1 } }
for i in 0 .. len(a.h) { if render3d_st.tt_h[i] != a.h[i] { moved += 1 } }
for i in 0 .. len(a.o) { if render3d_st.tt_o[i] != a.o[i] { moved += 1 } }
if render3d_st.tt_hand != a.hand or render3d_st.tt_reads != a.reads or render3d_st.tt_frame_reads != a.frame_reads { moved += 1 }
return moved
}
}