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Lua

-- Driver: the pixel-identity gate for performance work.
--
-- Every optimization in this mod's performance pass claims the frame comes
-- out the same. This driver is what makes that claim checkable rather than
-- asserted: it renders a fixed set of scenes -- several maps, indoors and
-- out, at every camera rung, in every display mode -- and writes one PNG
-- per scene. Run it before a change and after it, hash the two directories,
-- and any file whose hash moved is a scene the change altered.
--
-- POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/voxel_shots_ab.lua \
-- SHOT_DIR=<dir> AB_TAG=before lovec.exe .
--
-- knobs (env):
-- SHOT_DIR output directory (created if missing) (default "shots/ab")
-- AB_TAG subdirectory under SHOT_DIR (default "before")
-- AB_MODES display modes to sweep, comma list (default all four)
--
-- DETERMINISM is the whole game here, because a shot that differs for a
-- reason other than the change under test makes the gate useless:
--
-- * the day/night clock is PINNED (an unpinned sky is a different sky
-- every second, and it drives the sun angle and the shadow frustum);
-- * the animated tile slots ride the engine's 60Hz counter, so every
-- scene is reached after the SAME number of frames from the same
-- starting state, and the water is at the same point in its roll;
-- * levels are set through Pipelines.setLevel, never the hotkey, so the
-- run cannot write the player's options;
-- * encounters are stubbed off -- a wild battle would replace the scene
-- the shot is named for.
return function(game)
local U = dofile("tests/drivers/util.lua")
local Pipelines = require("src.render.Pipelines")
local OverworldState = require("src.world.OverworldController")
local ROOT = (os.getenv("SHOT_DIR") or "shots/ab")
.. "/" .. (os.getenv("AB_TAG") or "before")
local handle = game.mods.exports["DRAMATIC_SHAPE"]
if not (handle and handle.lib) then
print("[ab] DRAMATIC_SHAPE mod not loaded -- nothing to compare")
return
end
local V = handle.lib
local DayNight = V.require("DayNight")
OverworldState.rollEncounter = function() return nil end
-- NPCs roam on a random timer (src/world/NPC.lua), and LOVE's RNG is
-- seeded differently every launch -- so two runs of this driver put the
-- same townsfolk in different places and every shot with a person in it
-- differs for a reason that has nothing to do with the change under
-- test. Freeze them: `frozen` is the flag the NPC's own update already
-- honours, and an NPC mid-step still finishes it, so the settle below
-- lands on a still scene. They are still POSED and still drawn, so the
-- billboard, its lean and its shadow are all still under test.
local NPC = require("src.world.NPC")
if not NPC.dramaticShapeAbFreeze then
local inner = NPC.update
function NPC:update(...)
self.frozen = true
return inner(self, ...)
end
NPC.dramaticShapeAbFreeze = true
end
pcall(love.math.setRandomSeed, 20260730)
-- Freeze the tile-animation clock, on BOTH routes to it.
--
-- TileRenderer.tick consumes WALL-CLOCK dt (so the water rolls at the
-- same speed on a 60Hz and a 144Hz panel), which means the step a shot
-- catches depends on how fast the machine got there rather than on
-- anything the run did. Stubbing tick pins the counter the flat tile
-- layer reads.
--
-- The mod reads the SAME counter but through its own chain
-- (TerrainAtlas.animFrame): TileRenderer.animFrame if the build exports
-- one, else the local off tick's upvalues, else -- and this is the trap
-- -- wall-clock time. A stubbed tick has no upvalues, so stubbing it
-- ALONE knocks the mod onto the wall-clock fallback and makes the
-- flowers drift between two otherwise identical runs. Exporting a
-- constant animFrame takes the first branch and pins that route too.
local TileRenderer = require("src.render.TileRenderer")
TileRenderer.tick = function() end
TileRenderer.animFrame = function() return 0 end
-- The scenes. Chosen for what each one can BREAK, not for looks:
-- ROUTE_1 open ground, grass billboards, a long view north --
-- the case a shadow-frustum or culling change moves
-- VIRIDIAN_CITY buildings, window panes (the glass mask), signs
-- PALLET_TOWN the seam with Route 1: neighbour meshes and ring
-- VIRIDIAN_FOREST dense round-tree hulls, heavy occlusion
-- REDS_HOUSE_1F indoors: no sky, no sun, authored figures
-- PEWTER_CITY a second tileset with its own atlas bake
local SCENES = {
{ id = "ROUTE_1", x = 10, y = 20, face = "up", label = "open" },
{ id = "VIRIDIAN_CITY", x = 20, y = 26, face = "up", label = "town" },
{ id = "PALLET_TOWN", x = 10, y = 2, face = "up", label = "seam" },
{ id = "VIRIDIAN_FOREST", x = 16, y = 24, face = "up", label = "trees" },
{ id = "REDS_HOUSE_1F", x = 4, y = 4, face = "up", label = "indoor" },
{ id = "PEWTER_CITY", x = 16, y = 20, face = "down", label = "pewter" },
}
-- OFF is in the list deliberately: a change that speeds the 3D path up
-- must not have touched the flat one either. Then the three camera
-- rungs, 75 last because it is the low camera this performance work is
-- aimed at.
--
-- FULL (rung 1) is NOT here, and cannot usefully be. It is a settings
-- PRESET, not a render path: it sets tilt-shift to maximum, flattens the
-- world curve, fits the zoom, switches 3D battles on -- and pins DAYTIME
-- to SYNC and HOLDS it there (main.lua's applyFull / DayNight.forceSync),
-- which overrides this driver's pinned clock and makes every shot after
-- it depend on the wall clock. It also persists all of that, so one run's
-- FULL changes the options the NEXT run starts from. What FULL renders is
-- 35 degrees with the blur at 3, which rung 3 plus AB_TSHIFT=3 covers
-- exactly.
local RUNGS = {}
for n in (os.getenv("AB_RUNGS") or "0,2,3,5"):gmatch("%d+") do
RUNGS[#RUNGS + 1] = tonumber(n)
end
local TSHIFT = math.floor(tonumber(os.getenv("AB_TSHIFT")) or 0)
-- AB_SHADOW=0 renders with the sun pass's contribution turned off
-- (SHADOW_ALPHA 0 short-circuits the lookup in the scene shader). A
-- bisection tool: when a set of shots will not reproduce, this says
-- whether what is moving is in the shadow map or somewhere else.
if os.getenv("AB_SHADOW") == "0" then
V.require("Voxel3D").SHADOW_ALPHA = 0
end
-- PaletteFX.MODES, minus the inverted novelties: `ogred` and `classic`
-- are the SGB paths this mod bakes an atlas for, `gbc` is the shared
-- default, and `redpp` is the one that rebakes an atlas PER MAP -- four
-- genuinely different routes through TerrainAtlas.
local MODES = {}
for m in (os.getenv("AB_MODES") or "ogred,classic,gbc,redpp"):gmatch("[^,]+") do
MODES[#MODES + 1] = m
end
-- Two times of day, because half the shader only runs in one of them:
-- the window lamps, the moon disc and the night tint are all dark-only,
-- and the glint sweep and the sun disc are day-only.
local TIMES = { "day", "night" }
local shots, missed = 0, 0
-- U.shot's own mkdir is the POSIX one, which cmd.exe does not
-- understand, and a missing directory makes every capture vanish
-- silently. Try both spellings once, up front.
pcall(os.execute, 'mkdir -p "' .. ROOT .. '" 2>/dev/null')
pcall(os.execute, 'mkdir "' .. ROOT:gsub("/", "\\") .. '" 2>nul')
-- A capture that always costs the SAME number of frames.
--
-- U.shot spins up to 120 frames waiting for the capture to land, which
-- is right for a screenshot and wrong for this: the animated tile slots
-- (water rolling, flowers opening) ride the engine's frames-since-boot
-- counter, so a scene reached after a different number of frames renders
-- its water at a different point in the roll and the shot differs for a
-- reason no change caused. A driver resume and a rendered frame are 1:1
-- here, so the capture lands on the next draw and a fixed budget is both
-- enough and constant.
local CAPTURE_FRAMES = 4
local ChunkMesher = V.require("ChunkMesher")
local Voxel = V.require("VoxelState")
local ShadowMap = V.require("ShadowMap")
-- Wait for the scene to actually BE the scene the shot is named for.
-- Two things are still in motion after a teleport, and both are timed in
-- wall-clock seconds rather than frames, so "wait N frames" settles them
-- by a different amount on every machine and every run:
--
-- the build queue -- meshes are built on a per-frame time budget, so a
-- slower run captures a half-built neighbour;
-- the camera tween -- Voxel.t runs on dt over TWEEN_TIME, so a shot
-- taken before it lands is at some arbitrary intermediate pitch.
--
-- Both are waited on by their own completion flag, then a short fixed
-- settle. The variable wait is harmless now that the animation clock is
-- frozen above -- otherwise it would move the water instead.
-- and the CAMERA, which is the subtle one. It eases toward the player
-- over wall-clock dt, so after a fixed wait it has covered a distance
-- that depends on how fast the machine ran -- and the sun pass is only
-- redrawn when the camera crosses a quarter-world-pixel (VoxelScene's
-- shadow signature), so a frame caught mid-ease carries a shadow map
-- fitted for a slightly different camera than the one it is drawn with.
-- That is a real and deliberate tolerance in the mod, but it makes the
-- gate compare two arbitrary points inside it. Waiting for the camera
-- to stop moving entirely puts every shot at the same steady state.
local function cameraStill()
local o = game.overworld
local c = o and o.camera
if not c then return true end
local lx, ly, held = nil, nil, 0
for _ = 1, 300 do
if c.x == lx and c.y == ly then
held = held + 1
if held >= 10 then return true end
else
held = 0
lx, ly = c.x, c.y
end
U.wait(1)
end
return false
end
local function settleBuild()
for _ = 1, 900 do
if ChunkMesher.pending() == 0 then break end
U.wait(1)
end
for _ = 1, 300 do
if Voxel.t >= 1 and Voxel.ready and ChunkMesher.pending() == 0 then break end
U.wait(1)
end
cameraStill()
-- and then force one final sun pass at the settled camera. The map is
-- only redrawn when the camera crosses a quarter world pixel, so a
-- still camera holds whatever was drawn at the moment it last did --
-- correct to within that tolerance, but fitted from a position that
-- depends on where the easing happened to be, which differs by a few
-- hundredths of a pixel between runs and moves every shadow edge by a
-- shade or two. Forgetting the stamp redraws from the state the shot
-- is actually taken in, and two runs then agree exactly.
-- guarded so this driver can also be pointed at a build that predates
-- the seam, which is exactly what capturing a "before" reference means
if ShadowMap.forget then ShadowMap.forget() end
U.wait(20)
end
-- AB_TRACE=1 prints the state each shot was taken in. When two runs of
-- this driver disagree, this is what says which input moved.
local TRACE = os.getenv("AB_TRACE") == "1"
local function trace(name)
if not TRACE then return end
local o = game.overworld
local e = ShadowMap.extent or {}
print(("[ab] %-28s cam=(%.4f,%.4f) player=(%.3f,%.3f) res=%d extent=(%.3f,%.3f,%.3f) KX=%.6f KZ=%.6f angle=%.6f pend=%d")
:format(name,
o and o.camera and o.camera.x or -1,
o and o.camera and o.camera.y or -1,
o and o.player and o.player.px or -1,
o and o.player and o.player.py or -1,
ShadowMap.res or 0,
e[1] or 0, e[2] or 0, e[3] or 0,
ShadowMap.KX or 0, ShadowMap.KZ or 0,
Voxel.angle or 0,
ChunkMesher.pending()))
end
-- AB_SHADOWDUMP=1 also writes the packed depth map itself, into the save
-- directory. When the scene differs but every input to the sun pass is
-- identical, the map is the only place left to look.
local DUMP = os.getenv("AB_SHADOWDUMP") == "1"
local function dumpShadow(name)
if not DUMP then return end
local tex = ShadowMap.texture()
if not (tex and tex.newImageData) then return end
pcall(function()
love.filesystem.createDirectory("ab_shadow")
tex:newImageData():encode("png", "ab_shadow/" .. name .. ".png")
end)
end
local function capture(name)
trace(name)
dumpShadow(name)
local path = ("%s/%s.png"):format(ROOT, name)
game.capturePath = path
U.wait(CAPTURE_FRAMES)
local f = io.open(path, "rb")
if f then
f:close()
shots = shots + 1
else
missed = missed + 1
print("[ab] capture did not reach disk: " .. path)
end
end
local PaletteFX = require("src.render.PaletteFX")
local function setMode(mode)
local known = false
for _, m in ipairs(PaletteFX.MODES) do
if m == mode then known = true break end
end
if not known then return false end
return (pcall(PaletteFX.setMode, mode))
end
-- A fixed zoom, so the view size every shot is composed at is the same
-- one. Zoom is persisted, so without this a session that ever ran the
-- FULL preset (which fits the zoom to the window) leaves a different
-- view size behind for every later run.
local Zoom = require("src.render.Zoom")
pcall(function()
game.save.options.zoom = 1
Zoom.applyOptions(game.save.options)
end)
for _, mode in ipairs(MODES) do
if setMode(mode) then
for _, when in ipairs(TIMES) do
DayNight.setting:sync(when)
for _, s in ipairs(SCENES) do
for _, rung in ipairs(RUNGS) do
U.teleport(game, s.id, s.x, s.y, s.face)
Pipelines.setLevel("voxel", rung)
-- pinned AFTER the voxel rung, because FULL is a preset that
-- reaches over and sets this row itself (main.lua's applyFull)
-- and persists it -- so without this, one run's FULL leaks a
-- blur level into the NEXT run's options.lua and every shot
-- differs for a reason no code change caused. Sharp by
-- default: a gaussian smears a one-pixel geometry difference
-- across the whole frame, which is exactly what a gate meant
-- to localise differences must not do. AB_TSHIFT=3 runs the
-- blur path deliberately.
Pipelines.setLevel("tiltshift", TSHIFT)
-- Wait for the build queue to drain rather than for a fixed
-- number of frames. Meshes are built on a per-frame time
-- budget, so how much of a map exists after N frames is a
-- property of the MACHINE -- a slower run captures a
-- half-built neighbour and the shot differs for no reason the
-- change caused. Draining first, then settling a fixed 40
-- frames for the camera tween, makes the scene the same
-- scene everywhere. (Safe now that the animation clock above
-- is frozen: a variable wait no longer moves the water.)
settleBuild()
capture(("%s_%s_%s_v%d"):format(mode, when, s.label, rung))
end
end
end
else
print("[ab] display mode " .. mode .. " unavailable, skipped")
end
end
print(("[ab] %d shots into %s (%d failed to reach disk)")
:format(shots, ROOT, missed))
end