Files
DramaticShapeVoxelMod/tests/sky_ramp_probe.lua
T
2026-07-30 00:04:52 -04:00

56 lines
2.3 KiB
Lua

-- Driver: prove the banded sky still paints from the ramp texture.
--
-- The bands used to reach the shader as `uniform vec3 bands[8]`, which on
-- Android delivered only its first few slots and painted the rest of the sky
-- black (see lib/Sky.lua, rampFor). They are a texture now. This checks the
-- three things that swap could have broken, on the machine it CAN be checked
-- on: that the shader still compiles, that the ramp is built and is one texel
-- per band, and that what lands on screen is still a gradient that pales
-- downward rather than a flat plate or a black one.
--
-- SHOT_DIR=.scratchpad/skyramp POKEPORT_DRIVER=mods/DramaticShapeVoxelMod/tests/sky_ramp_probe.lua love .
return function(game)
local U = dofile("tests/drivers/util.lua")
local DIR = os.getenv("SHOT_DIR") or ".scratchpad/skyramp"
local exports = game.mods and game.mods.exports
local lib = exports and exports.DRAMATIC_SHAPE and exports.DRAMATIC_SHAPE.lib
if not lib then
U.log("DRAMATIC_SHAPE is not loaded -- enable it and run again")
return
end
local Sky = lib.require("Sky")
local DayNight = lib.require("DayNight")
-- which copy of the mod is actually live: only the ramp build has this
U.log("live copy has _rampFor:", tostring(Sky._rampFor ~= nil))
U.log("shader compiled:", tostring(Sky._getShader() ~= nil))
U.teleport(game, "PALLET_TOWN", 12, 10, "up")
require("src.render.Pipelines").setLevel("voxel", 5)
U.wait(150)
for _, phase in ipairs({ "day", "dusk", "night" }) do
DayNight.setting:sync(phase)
DayNight.update(0)
U.wait(30)
local bands = Sky.bands()
local ramp = Sky._rampFor and Sky._rampFor(bands)
local w = ramp and ramp:getWidth() or -1
U.log(("%s: %d bands, ramp %dx%d"):format(
phase, #bands, w, ramp and ramp:getHeight() or -1))
-- one texel per band is the whole contract: the shader divides by `count`
-- and samples texel centres, so a ramp of any other width samples between
-- bands or off the end
if w ~= #bands then U.log("FAIL ramp width does not match band count") end
-- and the ramp is the ramp: the same table gives the same image back
if ramp ~= Sky._rampFor(bands) then U.log("FAIL ramp rebuilt per call") end
U.shot(game, ("%s/%s.png"):format(DIR, phase))
end
DayNight.setting:sync("day")
U.log("done -- " .. DIR)
end