| Name | Message | Date |
|---|---|---|
| 📄 render.rs | 4 hours ago |
📄
render/tests/render.rs
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//! GPU integration tests for the Brush render path. //! //! These run the real renderer headlessly: Burn's WGPU device picks the //! best adapter available, which includes software Vulkan (lavapipe) in //! containers and CI. Frames come from the synthetic source, and the //! assertions check image *content* — where the subject lands, what //! colour it is, what the backdrop looks like — rather than exact //! pixels, so they hold on any conforming driver. use std::sync::LazyLock; use glam::{Vec2, uvec2, vec3}; use render::{RenderStats, SplatRenderer}; use replay::synth::{self, SUBJECT}; use rig::{Camera, FrameSource, SplatBatch}; /// Small enough to stay fast on software Vulkan, big enough that the /// subject spans several pixels. const CENTER: (u32, u32) = (64, 53); const SIDE: (u32, u32) = (80, 60); fn renderer() -> &'static SplatRenderer { static RENDERER: LazyLock<SplatRenderer> = LazyLock::new(SplatRenderer::default); &RENDERER } /// The synthetic subject's head centre (the scene is deterministic at /// frame 0, where the sway offset is zero). fn head_center() -> glam::Vec3 { glam::vec3(0.0, 0.18, 2.0) } /// Synthetic skin colour, RGB in [0, 1]. const SKIN: [f32; 3] = [0.85, 0.62, 0.52]; fn first_frame() -> SplatBatch { let rig = synth::dev_rig_with_resolutions(uvec2(CENTER.0, CENTER.1), uvec2(SIDE.0, SIDE.1)); let mut source = synth::dev_source_with_center_camera(rig.center, 30.0); source.next_frame().expect("synthetic frame").splats } /// The mean of pixels within `tolerance` of a colour, in image /// coordinates; `None` if too few match. fn color_centroid(image: &render::RenderedImage, color: [f32; 3], tolerance: f32) -> Option<Vec2> { let mut sum = Vec2::ZERO; let mut count = 0.0; for y in 0..image.height { for x in 0..image.width { let [r, g, b, _a] = image.pixel(x, y); let px = [r as f32 / 255.0, g as f32 / 255.0, b as f32 / 255.0]; let dist = (px[0] - color[0]).abs() + (px[1] - color[1]).abs() + (px[2] - color[2]).abs(); if dist < tolerance { sum += Vec2::new(x as f32, y as f32); count += 1.0; } } } (count > 5.0).then(|| sum / count) } /// A checkerboard cell colour, wherever the given pixel landed. #[allow(dead_code)] fn is_checker_grey(px: [u8; 4]) -> bool { let [r, g, b, a] = px; a > 0 && r == g && g == b && ((r as i32 - 184).abs() < 24 || (r as i32 - 71).abs() < 24) } #[tokio::test] async fn renders_subject_and_backdrop_from_the_center() { let rig = synth::dev_rig_with_resolutions(uvec2(CENTER.0, CENTER.1), uvec2(SIDE.0, SIDE.1)); let batch = first_frame(); assert!(!batch.is_empty()); // The virtual camera at t = 0.5 sits at the rig's center camera. let camera = rig.virtual_camera(0.5, rig.left.intrinsics, rig.left.resolution); let (image, stats) = renderer() .render_async(&batch, &camera) .await .expect("render"); assert_eq!((image.width, image.height), SIDE); assert_eq!(image.rgba.len(), (SIDE.0 * SIDE.1 * 4) as usize); assert!(stats.visible_splats > 0); assert!(stats.visible_splats as usize <= stats.total_splats); // The subject's head lands where the camera math says it should. let projected = camera.project(head_center()).expect("in front of camera"); let rendered = color_centroid(&image, SKIN, 0.2).expect("skin visible"); assert!( (projected - rendered).length() < 3.0, "head projected to {projected:?} but rendered at {rendered:?}" ); // The image corners show the checkerboard backdrop, not the subject: // grey, opaque, and neither skin nor the renderer background. (Exact // cell colours are not asserted — a corner can legitimately blend a // checker boundary.) let corners = [ image.pixel(2, 2), image.pixel(image.width - 3, 2), image.pixel(2, image.height - 3), image.pixel(image.width - 3, image.height - 3), ]; for corner in corners { let [r, g, b, a] = corner; assert!(a >= 250, "backdrop is opaque, got {corner:?}"); assert!( (r as i32 - g as i32).abs() <= 1 && (g as i32 - b as i32).abs() <= 1, "backdrop is grey, got {corner:?}" ); assert!( (40..215).contains(&r), "backdrop is a checker grey, got {corner:?}" ); } // The head is opaque: stacked ~0.95-opacity surfels saturate alpha // (within the rasterizer's 1e-4 transmittance floor). let head_px = image.pixel(projected.x as u32, projected.y as u32); assert!(head_px[3] >= 250, "head pixel must be opaque: {head_px:?}"); } #[tokio::test] async fn steering_shifts_the_backdrop_but_not_the_subject() { // The rig converges on the subject: at the convergence distance the // parallax is zero, so the subject stays framed as the virtual camera // moves between the side cameras — the point of the whole design — // while everything off the convergence plane (the backdrop) shifts. let rig = synth::dev_rig_with_resolutions(uvec2(CENTER.0, CENTER.1), uvec2(SIDE.0, SIDE.1)); let batch = first_frame(); let render_at = |t: f32| { let camera = rig.virtual_camera(t, rig.left.intrinsics, rig.left.resolution); let batch = &batch; async move { renderer().render_async(batch, &camera).await } }; let (left, _) = render_at(0.0).await.expect("render left"); let (right, _) = render_at(1.0).await.expect("render right"); // The rendered head aligns with the camera math in both views… let left_head = color_centroid(&left, SKIN, 0.2).expect("skin from left"); let right_head = color_centroid(&right, SKIN, 0.2).expect("skin from right"); let cam_left = rig.virtual_camera(0.0, rig.left.intrinsics, rig.left.resolution); let cam_right = rig.virtual_camera(1.0, rig.left.intrinsics, rig.left.resolution); let proj_left = cam_left.project(head_center()).unwrap(); let proj_right = cam_right.project(head_center()).unwrap(); assert!((proj_left - left_head).length() < 3.0); assert!((proj_right - right_head).length() < 3.0); // …and the convergence geometry keeps the subject stable across the // full steering range… assert!( (left_head - right_head).length() < 3.0, "subject must stay framed: {left_head:?} vs {right_head:?}" ); // …while the backdrop parallaxes: a good fraction of the frame must // change between the two ends of the baseline. let mut changed = 0; let mut total = 0; let (left_px, _) = left.rgba.as_chunks::<4>(); let (right_px, _) = right.rgba.as_chunks::<4>(); for (a, b) in left_px.iter().zip(right_px) { total += 1; let diff = (a[0] as i32 - b[0] as i32) .abs() .max((a[1] as i32 - b[1] as i32).abs()); if diff > 25 { changed += 1; } } assert!( changed * 10 > total, "only {changed}/{total} pixels changed between t=0 and t=1 — no parallax" ); } #[tokio::test] async fn empty_batch_renders_the_background() { let rig = synth::dev_rig_with_resolutions(uvec2(CENTER.0, CENTER.1), uvec2(SIDE.0, SIDE.1)); let camera: Camera = rig.virtual_camera(0.5, rig.left.intrinsics, rig.left.resolution); let (image, stats) = renderer() .render_async(&SplatBatch::new(), &camera) .await .expect("render"); assert_eq!( stats, RenderStats { total_splats: 0, visible_splats: 0 } ); assert_eq!((image.width, image.height), SIDE); // Every pixel is the (transparent) background. for y in 0..image.height { for x in 0..image.width { assert_eq!(image.pixel(x, y)[3], 0); } } } #[tokio::test] async fn splats_behind_the_camera_are_culled() { let rig = synth::dev_rig_with_resolutions(uvec2(CENTER.0, CENTER.1), uvec2(SIDE.0, SIDE.1)); let batch = first_frame(); // A virtual camera looking away from the subject: everything ends up // behind the near plane. let mut camera = rig.virtual_camera(0.5, rig.left.intrinsics, rig.left.resolution); camera.pose = rig::CameraPose::looking_at( SUBJECT + vec3(0.0, 0.0, 2.0), SUBJECT + vec3(0.0, 0.0, 10.0), ); let (image, stats) = renderer() .render_async(&batch, &camera) .await .expect("render"); assert_eq!(stats.total_splats, batch.len()); assert_eq!(stats.visible_splats, 0, "everything is behind the camera"); // The image is all background. assert!(image.rgba.as_chunks::<4>().0.iter().all(|px| px[3] == 0)); }