fix: use Glow renderer for app smoke startup #17

Merged
moldybits merged 4 commits from feat/terrain-gen-abstraction into main 2026-05-25 21:02:10 -04:00
12 changed files with 357 additions and 38 deletions
Generated
+1 -8
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@@ -584,6 +584,7 @@ dependencies = [
"egui-wgpu",
"egui-winit",
"egui_glow",
"glow",
"glutin",
"glutin-winit",
"image",
@@ -594,7 +595,6 @@ dependencies = [
"objc2-foundation 0.2.2",
"parking_lot",
"percent-encoding",
"pollster",
"profiling",
"raw-window-handle",
"static_assertions",
@@ -602,7 +602,6 @@ dependencies = [
"wasm-bindgen-futures",
"web-sys",
"web-time",
"wgpu",
"winapi",
"windows-sys 0.59.0",
"winit",
@@ -1990,12 +1989,6 @@ dependencies = [
"windows-sys 0.61.2",
]
[[package]]
name = "pollster"
version = "0.4.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "2f3a9f18d041e6d0e102a0a46750538147e5e8992d3b4873aaafee2520b00ce3"
[[package]]
name = "portable-atomic"
version = "1.13.1"
+1 -2
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@@ -12,8 +12,7 @@ import-geotiff = ["dep:geotiff-reader"]
[dependencies]
clap = { version = "4.6.1", features = ["derive"] }
eframe = { version = "0.32.3", optional = true, default-features = false, features = ["default_fonts", "wayland", "wgpu", "x11"] }
#wgpu = { version = "25.0.2", features = ["metal"] }
eframe = { version = "0.32.3", optional = true, default-features = false, features = ["default_fonts", "glow", "wayland", "x11"] }
image = { version = "0.25.9", default-features = false, features = ["png"] }
geotiff-reader = { version = "0.4.0", optional = true, default-features = false, features = ["local"] }
serde = { version = "1", features = ["derive"] }
+1
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@@ -32,6 +32,7 @@ cargo run --features app --bin openvistapro_app
The optional app shell is gated behind the `app` feature so default CLI builds stay GPU-free.
It opens an `eframe`/`egui` window titled `OpenVistaPro` with scene controls, top-level menus/dialogs, and a CPU-rendered terrain preview.
The native shell uses eframe's Glow renderer under X11/Xvfb, which keeps the app smoke launch independent of WGPU backend feature selection.
Importer status:
+1 -1
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@@ -5,7 +5,7 @@
Start simple, then split into crates when module boundaries stabilize.
- `src/terrain.rs`: height grid, bounds, sampling, and deterministic terrain fixtures.
- `src/terrain_gen.rs`: `TerrainGenerationSpec` and `DeterministicTerrainGenerator` for the seeded terrain-generation pipeline; `cargo test terrain_gen` exercises the determinism/seed note.
- `src/terrain_gen.rs`: `TerrainGenerationSpec`, `TerrainGenerationSettings`, and `DeterministicTerrainGenerator` for the seeded terrain-generation pipeline; `cargo test terrain_gen` exercises the determinism/seed note and the first shipped `fractal` preset.
- `src/import.rs`: importers for open/safe formats (`ovp-text`, feature-gated HGT, feature-gated ESRI ASCII Grid, and feature-gated GeoTIFF via `src/import/geotiff.rs`); historical compatibility later. Each importer yields the same internal `HeightGrid` plus `TerrainSourceMetadata`, keeping source formats out of renderer code.
- `src/scene.rs` and `src/scene_file.rs`: camera, light, atmosphere, water/vegetation thresholds, and `.ovp.toml` persistence.
- `src/render.rs`: deterministic CPU top-down renderer plus CPU perspective demo renderer; WGPU renderer later.
+3 -3
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@@ -8,12 +8,12 @@ This is a normalized modern shell map derived from the VistaPro manuals, screens
|---|---|---|---|---|
| Viewport / preview | Main render window, map preview, perspective view, preview/final render output | Center dock | Partial | `src/app.rs` renders the CPU preview into `CentralPanel`; perspective and top-down preview modes exist, but there is no GPU viewport or direct manipulation overlay yet. |
| Terrain / import | Load Landscape, Import, terrain source selection, generated terrain presets | Left dock or collapsible section | Partial | The current shell exposes project-owned terrain presets (`Plane`, `RadialHill`) and a working heightmap import action; legacy format import UI is still absent. |
| Scene / camera | Camera and target gadgets, lens/range, bank/heading/pitch, water/tree/snow/haze controls | Left dock or inspector stack | Partial | Position/target, explicit heading/pitch/bank controls, lens/FOV/clip range controls, vertical exaggeration, color-map editing, and hydrology overlays now live in `src/app.rs` and `src/app_state.rs`; `src/scene.rs`, `src/render.rs`, and `src/script_exec.rs` carry the model/render semantics. The shell covers the main VistaPro scene controls, but its camera semantics are intentionally simplified and not yet tied to any map-click placement workflow. |
| Scene / camera | Camera and target gadgets, lens/range, bank/heading/pitch, water/tree/snow/haze controls | Left dock or inspector stack | Partial | Position/target, explicit heading/pitch/bank controls, lens/FOV/clip range controls, vertical exaggeration, lighting direction/intensity gadgets, color-map editing, and hydrology overlays now live in `src/app.rs` and `src/app_state.rs`; `src/scene.rs`, `src/render.rs`, and `src/script_exec.rs` carry the model/render semantics. The shell covers the main VistaPro scene controls, but its camera semantics are intentionally simplified and not yet tied to any map-click placement workflow. |
| Render | Preview vs final render, quality/smoothing, detail tradeoffs | Left dock, toolbar, or render tab | Partial | Current code now exposes preview/balanced/final quality presets alongside top-down vs perspective render mode; the shell still lacks the full legacy menu chrome and fine-grained smoothing sliders. |
| Scripts / paths | Script menu, Run Script, MakePath path tools, animation-frame workflows | Right dock or modal workflow | Partial | Script parsing/execution and MakePath-style path generation now run end-to-end in the backend; the shell surfaces a script editor, Run Script, and Make Path controls, but animation-frame export and richer path editing are still future work. |
| File / project actions | New/Open/Save landscape, scene load/save, export commands | Top bar / file menu | Partial | The shell now shows scene-file status and working New/Open/Save controls; legacy menu chrome and export dialogs are still missing. |
| File / project actions | New/Open/Save landscape, scene load/save, export commands | Top bar / file menu | Partial | The shell now shows scene-file status plus working New/Open/Save controls, and the top menu mirrors those actions alongside import and help/about entry points; legacy menu chrome and export dialogs are still missing. |
| Status / feedback | Coordinate readouts, render state, file path, progress, messages | Bottom status bar | Present | The shell now has a bottom status bar driven by `AppData::ui_snapshot()`. |
| Legacy compatibility / advanced dialogs | Dense menu hierarchy, advanced lighting, hydrology, vertical exaggeration, palette editing, legacy image/landscape exports | Right dock, tool drawer, or dialogs | Partial | These are best surfaced as future tabs or dialogs rather than cluttering the initial shell; some sub-features already exist in the backend, but direct legacy export compatibility is intentionally out of scope for now. |
| Legacy compatibility / advanced dialogs | Dense menu hierarchy, advanced lighting, hydrology, vertical exaggeration, palette editing, legacy image/landscape exports | Right dock, tool drawer, or dialogs | Partial | These are best surfaced as future tabs or dialogs rather than cluttering the initial shell; some sub-features already exist in the backend, and the modern shell now exposes a top menu, about/help dialog, and lighting numeric controls, but the legacy-style menu/dialog workflow is still incomplete. |
## Recommended shell structure
+9 -3
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@@ -30,9 +30,15 @@ screenshots, archives, disk images, or local-only reference payloads under
`tests/`. Those belong in the git-ignored `reference/` and `.work/` directories
and must stay local-only.
Importers parse only open or synthetic formats. The `ovp-text` plain-text
heightfield format read by `src/import.rs` is an original OpenVistaPro format;
it is not a reimplementation of any proprietary VistaPro file layout.
Importers parse only open or synthetic formats. The supported terrain source
boundary currently consists of the original OpenVistaPro `ovp-text` plain-text
heightfield format, script-level PNG heightmaps, and open SRTM/HGT, ESRI ASCII
Grid, and GeoTIFF inputs. These all normalize to the same internal terrain
model and are not reimplementations of any proprietary VistaPro file layout.
Legacy VistaPro terrain/image compatibility remains out of scope for the clean-
room project unless a future, separately reviewed compatibility investigation
explicitly approves it.
## Reverse engineering boundary
+4 -2
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@@ -8,7 +8,7 @@ Define the next terrain-generation workstream so future slices stay small, deter
OpenVistaPro already has:
- `src/terrain_gen.rs` with `TerrainGenerationSpec` and `DeterministicTerrainGenerator`, plus `cargo test terrain_gen` coverage for the determinism/seed note.
- `src/terrain_gen.rs` with `TerrainGenerationSpec`, `TerrainGenerationSettings`, and `DeterministicTerrainGenerator`, plus `cargo test terrain_gen` coverage for the determinism/seed note.
- `src/terrain.rs` with immutable `HeightGrid` storage, safe indexing, min/max, and deterministic `plane` / `radial_hill` fixtures.
- `src/render.rs` with a deterministic top-down preview and a CPU perspective spike that only depends on `HeightGrid` + `Scene`.
@@ -16,7 +16,7 @@ OpenVistaPro already has:
- `src/import.rs` for the open-format import boundary.
- `docs/plans/initial-roadmap.md` and `docs/plans/phase-4-formats-scripts-ui.md` for the broader project sequence.
The missing piece is a dedicated procedural terrain generator pipeline that can produce richer synthetic landscapes without mixing algorithm state into `HeightGrid`.
The core seeded procedural terrain pipeline now exists; the remaining work in this roadmap is about future generator variants and richer presets, not the first shipped fractal slice.
## Decision summary
@@ -108,6 +108,7 @@ Suggested first presets:
- `plain`-like flat terrain via zeroed noise amplitude
- `island` / `continental` profile with a radial falloff mask
- `mountain` profile with stronger octave contrast
- `fractal` / `noise` preset exposed through the app shell and CLI as the first shipped procedural family
Acceptance:
@@ -154,6 +155,7 @@ cargo fmt --check
cargo test terrain
cargo test
cargo clippy --all-targets -- -D warnings
cargo run -- render --preset fractal --seed 1337 --width 64 --height 64 --output /tmp/openvistapro-fractal-plan.png
```
Add one feature-specific smoke command for the slice once the generator has a public entry point, for example a tiny render or sample-generation command that writes to `/tmp` and proves the generated grid is usable end-to-end.
+124
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@@ -0,0 +1,124 @@
# WGPU/egui Interactive App Architecture Spike
> Goal: introduce an interactive OpenVistaPro app without destabilizing the existing CLI, importer pipeline, or deterministic CPU reference renderer.
## Decision
Keep the repository as a single Rust crate for now.
The current boundary set is still moving, but it is already useful:
- `src/terrain.rs`, `src/terrain_gen.rs`, `src/import.rs`, `src/scene.rs`, `src/scene_file.rs`, `src/script.rs`, `src/script_exec.rs`, `src/path.rs`, `src/render.rs`, and `src/colormap.rs` are the clean-room core.
- `src/cli.rs` and `src/main.rs` are the command-line adapter.
- `src/app_state.rs`, `src/ui_shell.rs`, `src/app.rs`, and `src/bin/openvistapro_app.rs` are the optional interactive shell.
A workspace split into `openvistapro-core`, `openvistapro-cli`, and `openvistapro-app` would add maintenance overhead before there is a second renderer/backend boundary that truly justifies it. The better near-term move is to keep a monolith and enforce boundaries with modules, feature flags, and tests.
Revisit a workspace split only when at least one of these becomes true:
1. the GPU renderer needs materially different dependencies from the CLI/reference renderer,
2. the core API stabilizes enough that the app shell can depend on it as a published internal crate boundary, or
3. build times / dependency fanout make the single-crate layout painful.
## Integration recommendation
Use egui as the interactive shell now, and treat WGPU as the rendering backend that arrives later behind a narrow viewport abstraction.
Recommended path:
1. Keep `eframe` for the windowing / egui host while the shell is still mostly controls and state.
2. Keep the current CPU renderer as the canonical reference output for tests and CLI smoke runs.
3. Introduce a tiny viewport trait or adapter boundary before any full GPU renderer lands.
4. Add a WGPU-backed viewport only once the render pipeline actually needs GPU surfaces, textures, and custom passes.
Why this order:
- `eframe` already gives a working egui host with the least glue.
- CLI builds stay GPU-free because the app stays behind the `app` feature.
- The CPU renderer remains the reference implementation for determinism and testability.
- WGPU can then become an implementation detail of the viewport, not a rewrite of the app state model.
## Module boundaries
Keep the following responsibilities separate:
### Core domain
- `terrain.rs`: immutable height grid and sampling rules.
- `terrain_gen.rs`: deterministic procedural generation inputs and output grid creation.
- `import.rs`: import boundary and source metadata.
- `scene.rs`: camera, lighting, hydrology, and palette-linked scene state.
- `scene_file.rs`: `.ovp.toml` persistence.
- `script.rs` / `script_exec.rs`: project-owned script language and executor.
- `path.rs`: MakePath-style camera path generation.
- `render.rs`: deterministic CPU render outputs.
- `colormap.rs`: palette / band mapping.
### CLI adapter
- `cli.rs` should stay focused on argument parsing and orchestration.
- Keep it thin enough that the same core operations can be called from future automation or from the app shell.
### Interactive shell state
- `app_state.rs` should remain pure state plus reducers / actions.
- `ui_shell.rs` should own section ordering, labels, and placeholder metadata.
- Avoid leaking egui types into either file.
### egui view/controller
- `app.rs` should remain the presentation layer that turns `AppData` into panels, menus, and a preview texture.
- The shell should consume state snapshots and call backend actions, not embed render or import logic inline.
### Future GPU viewport
- Introduce a narrow backend boundary for viewport rendering before the first custom WGPU renderer lands.
- Keep surface creation, texture upload, and draw passes out of `AppData`.
- Prefer a dedicated GPU adapter module over scattering WGPU setup across the UI code.
## Minimal first app shell
The smallest durable shell is:
- a stable top command bar,
- a left or right dock for section-specific controls,
- a central viewport that can show the CPU preview now and a GPU surface later,
- a status bar for file paths, script status, and render feedback,
- a tiny about/help dialog for orientation.
That is already enough to validate layout, interaction, and state management without pretending the GPU renderer exists yet.
## Testing strategy
Keep the test surface split the same way as the code.
### Unit tests
- `AppData` reducers and state transitions.
- `UiShellState` navigation order and section metadata.
- render-mode selection and preview-state plumbing.
- scene / script / path / importer behavior.
### Smoke commands
Use existing CLI and app entry points as smoke tests for the architecture:
- `cargo run -- info`
- `cargo run -- render --preset fractal --seed 1337 --width 64 --height 64 --output /tmp/openvistapro-fractal.png`
- `cargo run --features app --bin openvistapro_app` when a display is available
### Later integration tests
Once the GPU viewport exists, add lightweight screenshot or frame-smoke coverage around the viewport adapter rather than baking WGPU assumptions into the core state model.
## Next tasks
1. Add a small viewport abstraction so the egui shell can switch between CPU preview and a future GPU backend without changing `AppData`.
2. Keep the CPU renderer as the reference implementation for deterministic validation.
3. Add a dedicated GPU adapter module only when the WGPU surface truly exists.
4. Revisit a workspace split after the GPU path forces a second hard boundary.
5. Keep `docs/knowledgebase/architecture-notes.md` and `docs/knowledgebase/ui-panel-map.md` aligned with any later shell or viewport changes.
## Recommendation summary
Stay monolithic now, keep egui as the host shell, and treat WGPU as a future viewport backend rather than the reason to split the crate today. That gives OpenVistaPro the fastest path to a usable interactive app while protecting the CLI and deterministic renderer from churn.
+18 -5
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@@ -765,14 +765,27 @@ fn rgb_image_to_color_image(image: &RgbImage) -> egui::ColorImage {
egui::ColorImage::from_rgb(size, image.as_raw())
}
pub fn run() -> eframe::Result<()> {
let options = eframe::NativeOptions {
renderer: eframe::Renderer::Wgpu,
pub(crate) fn native_options() -> eframe::NativeOptions {
eframe::NativeOptions {
renderer: eframe::Renderer::Glow,
..Default::default()
};
}
}
pub fn run() -> eframe::Result<()> {
eframe::run_native(
WINDOW_TITLE,
options,
native_options(),
Box::new(|_cc| Ok(Box::new(OpenVistaProApp::new()))),
)
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn native_options_prefer_glow_renderer_for_the_interactive_shell() {
assert_eq!(native_options().renderer, eframe::Renderer::Glow);
}
}
+8 -3
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@@ -18,7 +18,7 @@
//! Supported commands:
//!
//! ```text
//! use preset <name> # <name> is `hill` or `plane`
//! use preset <name> # <name> is `fractal`, `hill`, or `plane`
//! set thresholds water=<f> tree=<f> snow=<f>
//! import heightmap "<path>"
//! render output "<path>"
@@ -46,6 +46,8 @@ pub struct Script {
/// A built-in terrain preset selectable via `use preset <name>`.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum PresetName {
/// Seeded procedural fractal terrain.
Fractal,
/// A single rolling hill.
Hill,
/// A flat plane.
@@ -182,6 +184,7 @@ fn parse_use(args: &[String], line: usize) -> Result<Command, ParseError> {
expect_keyword(args.first(), "preset", line, "use")?;
let name = expect_arg(args.get(1), line, "use preset", "a preset name")?;
let preset = match name.as_str() {
"fractal" => PresetName::Fractal,
"hill" => PresetName::Hill,
"plane" => PresetName::Plane,
other => return Err(ParseError::new(line, format!("unknown preset {other:?}"))),
@@ -278,6 +281,7 @@ mod tests {
fn parses_happy_path_script_into_ast() {
let script = r#"
# OpenVistaPro project-owned script, not legacy VistaPro syntax
use preset fractal
use preset hill
set thresholds water=0.18 tree=0.42 snow=0.77
import heightmap "data/demo-height.png"
@@ -289,6 +293,7 @@ mod tests {
assert_eq!(
ast.commands,
vec![
Command::UsePreset(PresetName::Fractal),
Command::UsePreset(PresetName::Hill),
Command::SetThresholds(SceneThresholds {
water: 0.18,
@@ -307,14 +312,14 @@ mod tests {
#[test]
fn ignores_comments_blank_lines_and_extra_whitespace() {
let script = "\n # comment\n\n\tuse preset plane \n render output \"out.png\" # trailing comment\n";
let script = "\n # comment\n\n\tuse preset fractal \n render output \"out.png\" # trailing comment\n";
let ast = parse_script(script).unwrap();
assert_eq!(
ast.commands,
vec![
Command::UsePreset(PresetName::Plane),
Command::UsePreset(PresetName::Fractal),
Command::RenderOutput {
path: "out.png".into()
},
+162 -11
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@@ -1,29 +1,104 @@
use crate::terrain::{HeightGrid, TerrainError};
const OCTAVE_COUNT: usize = 4;
const BASE_FREQUENCY: f32 = 2.0;
const LACUNARITY: f32 = 2.0;
const GAIN: f32 = 0.5;
const DEFAULT_OCTAVE_COUNT: usize = 4;
const DEFAULT_BASE_FREQUENCY: f32 = 2.0;
const DEFAULT_LACUNARITY: f32 = 2.0;
const DEFAULT_GAIN: f32 = 0.5;
const LATTICE_SEED_STEP: u64 = 0x9E37_79B9_7F4A_7C15;
const LATTICE_X_MUL: u64 = 0x9E37_79B9_7F4A_7C15;
const LATTICE_Y_MUL: u64 = 0xC2B2_AE3D_27D4_EB4F;
const FINALIZER_MUL1: u64 = 0xBF58_476D_1CE4_E5B9;
const FINALIZER_MUL2: u64 = 0x94D0_49BB_1331_11EB;
fn sanitize_positive(value: f32, fallback: f32) -> f32 {
if value.is_finite() && value > 0.0 {
value
} else {
fallback
}
}
fn sanitize_gain(value: f32) -> f32 {
if value.is_finite() {
value.clamp(0.0, 1.0)
} else {
DEFAULT_GAIN
}
}
/// Tunable fractal-noise controls for procedural terrain generation.
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct TerrainGenerationSettings {
octave_count: usize,
base_frequency: f32,
lacunarity: f32,
gain: f32,
}
impl TerrainGenerationSettings {
/// Build a settings bundle, normalizing obviously invalid inputs.
pub fn new(octave_count: usize, base_frequency: f32, lacunarity: f32, gain: f32) -> Self {
Self {
octave_count: octave_count.max(1),
base_frequency: sanitize_positive(base_frequency, DEFAULT_BASE_FREQUENCY),
lacunarity: sanitize_positive(lacunarity, DEFAULT_LACUNARITY),
gain: sanitize_gain(gain),
}
}
pub fn octave_count(&self) -> usize {
self.octave_count
}
pub fn base_frequency(&self) -> f32 {
self.base_frequency
}
pub fn lacunarity(&self) -> f32 {
self.lacunarity
}
pub fn gain(&self) -> f32 {
self.gain
}
}
impl Default for TerrainGenerationSettings {
fn default() -> Self {
Self::new(
DEFAULT_OCTAVE_COUNT,
DEFAULT_BASE_FREQUENCY,
DEFAULT_LACUNARITY,
DEFAULT_GAIN,
)
}
}
/// Describes a terrain generation request.
///
/// Specs are immutable once constructed; identical specs always yield
/// identical [`HeightGrid`]s from a given [`TerrainGenerator`].
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct TerrainGenerationSpec {
seed: u64,
width: u32,
height: u32,
settings: TerrainGenerationSettings,
}
impl TerrainGenerationSpec {
/// Creates a spec, rejecting zero-sized grids with [`TerrainError::ZeroDimension`].
pub fn new(seed: u64, width: u32, height: u32) -> Result<Self, TerrainError> {
Self::with_settings(seed, width, height, TerrainGenerationSettings::default())
}
/// Creates a spec with explicit fractal settings.
pub fn with_settings(
seed: u64,
width: u32,
height: u32,
settings: TerrainGenerationSettings,
) -> Result<Self, TerrainError> {
if width == 0 || height == 0 {
return Err(TerrainError::ZeroDimension);
}
@@ -31,9 +106,28 @@ impl TerrainGenerationSpec {
seed,
width,
height,
settings,
})
}
/// Convenience constructor for callers that want to override the default settings inline.
pub fn with_parameters(
seed: u64,
width: u32,
height: u32,
octave_count: usize,
base_frequency: f32,
lacunarity: f32,
gain: f32,
) -> Result<Self, TerrainError> {
Self::with_settings(
seed,
width,
height,
TerrainGenerationSettings::new(octave_count, base_frequency, lacunarity, gain),
)
}
pub fn seed(&self) -> u64 {
self.seed
}
@@ -45,6 +139,10 @@ impl TerrainGenerationSpec {
pub fn height(&self) -> u32 {
self.height
}
pub fn settings(&self) -> TerrainGenerationSettings {
self.settings
}
}
/// Produces a [`HeightGrid`] from a [`TerrainGenerationSpec`].
@@ -116,18 +214,18 @@ fn value_noise(seed: u64, x: f32, y: f32) -> f32 {
}
#[inline]
fn fbm_height(seed: u64, x: f32, y: f32) -> f32 {
fn fbm_height(seed: u64, x: f32, y: f32, settings: TerrainGenerationSettings) -> f32 {
let mut total = 0.0;
let mut amplitude = 1.0;
let mut frequency = BASE_FREQUENCY;
let mut frequency = settings.base_frequency();
let mut amplitude_sum = 0.0;
for octave in 0..OCTAVE_COUNT {
for octave in 0..settings.octave_count() {
let octave_seed = seed.wrapping_add((octave as u64).wrapping_mul(LATTICE_SEED_STEP));
total += amplitude * value_noise(octave_seed, x * frequency, y * frequency);
amplitude_sum += amplitude;
amplitude *= GAIN;
frequency *= LACUNARITY;
amplitude *= settings.gain();
frequency *= settings.lacunarity();
}
total / amplitude_sum
@@ -142,7 +240,7 @@ impl TerrainGenerator for DeterministicTerrainGenerator {
let ny = normalized_coord(y, height);
for x in 0..width {
let nx = normalized_coord(x, width);
samples.push(fbm_height(spec.seed(), nx, ny));
samples.push(fbm_height(spec.seed(), nx, ny, spec.settings()));
}
}
HeightGrid::new(width, height, samples)
@@ -165,6 +263,28 @@ mod tests {
);
}
#[test]
fn settings_normalize_invalid_inputs() {
let settings = TerrainGenerationSettings::new(0, -1.0, 0.0, 2.0);
assert_eq!(settings.octave_count(), 1);
assert_eq!(settings.base_frequency(), DEFAULT_BASE_FREQUENCY);
assert_eq!(settings.lacunarity(), DEFAULT_LACUNARITY);
assert_eq!(settings.gain(), 1.0);
}
#[test]
fn with_parameters_exposes_custom_settings() {
let spec = TerrainGenerationSpec::with_parameters(7, 8, 6, 2, 1.5, 3.0, 0.25).unwrap();
let settings = spec.settings();
assert_eq!(spec.seed(), 7);
assert_eq!(spec.width(), 8);
assert_eq!(spec.height(), 6);
assert_eq!(settings.octave_count(), 2);
assert_eq!(settings.base_frequency(), 1.5);
assert_eq!(settings.lacunarity(), 3.0);
assert_eq!(settings.gain(), 0.25);
}
#[test]
fn generate_matches_spec_dimensions() {
let spec = TerrainGenerationSpec::new(99, 8, 5).unwrap();
@@ -185,4 +305,35 @@ mod tests {
.unwrap();
assert_ne!(a.sample(0, 0), b.sample(0, 0));
}
#[test]
fn generate_is_bounded_and_deterministic_for_exact_samples() {
let spec = TerrainGenerationSpec::new(1337, 4, 4).unwrap();
let generator = DeterministicTerrainGenerator::new();
let first = generator.generate(&spec).unwrap();
let second = generator.generate(&spec).unwrap();
let expected = [
[0.706_783_f32, 0.390_681, 0.571_295, 0.454_375],
[0.667_478, 0.549_327, 0.476_506, 0.335_594],
[0.603_516, 0.451_503, 0.516_397, 0.357_081],
[0.308_838, 0.295_558, 0.570_510, 0.666_683],
];
for y in 0..4 {
for x in 0..4 {
let sample = first.sample(x, y).unwrap();
assert!((0.0..=1.0).contains(&sample));
assert_eq!(sample, second.sample(x, y).unwrap());
assert!(
(sample - expected[y as usize][x as usize]).abs() < 1e-6,
"mismatch at ({x}, {y})"
);
}
}
let (min, max) = first.min_max().unwrap();
assert!(min >= 0.0);
assert!(max <= 1.0);
}
}
+25
View File
@@ -0,0 +1,25 @@
#![cfg(feature = "app")]
use std::process::Command;
#[test]
fn app_binary_starts_under_xvfb_without_panicking() {
if Command::new("xvfb-run").arg("--help").output().is_err() {
eprintln!("skipping app smoke test because xvfb-run is unavailable");
return;
}
let bin = env!("CARGO_BIN_EXE_openvistapro_app");
let output = Command::new("xvfb-run")
.args(["-a", "timeout", "8s", bin])
.output()
.expect("failed to launch xvfb-run for openvistapro_app");
assert_eq!(
output.status.code(),
Some(124),
"expected the app to start and then be interrupted by timeout; stdout={:?}; stderr={:?}",
String::from_utf8_lossy(&output.stdout),
String::from_utf8_lossy(&output.stderr)
);
}