Files
mtgodot-poc/project/gpu_pose_bounds_test.gd
T

47 lines
1.7 KiB
GDScript

extends SceneTree
const PlayerView = preload("res://ui/player_view.gd")
var failures := 0
func _initialize() -> void:
call_deferred("run")
func run() -> void:
for race in 8:
var views: Array = []
for mode in ["0", "1"]:
OS.set_environment("MTGODOT_GPUSKIN", mode)
var pv := PlayerView.new()
root.add_child(pv)
if not pv.build(AssetRoot.path(), race):
printerr("FAIL: build race ", race)
quit(1)
return
pv.model.set("lod_enabled", false)
pv.anim.set_process(false)
pv.anim.set("blend_time", 0.0)
views.append(pv)
for motion in ["wait", "walk", "run", "attack", "damage", "dead"]:
for i in 2:
OS.set_environment("MTGODOT_GPUSKIN", str(i))
views[i].set_anim_state(motion)
views[i].anim.set("loop", false)
for fraction in [0.0, 0.25, 0.5, 0.75, 1.0]:
for i in 2:
OS.set_environment("MTGODOT_GPUSKIN", str(i))
views[i].anim.set("time", float(views[i].anim.call("get_duration")) * fraction)
var cpu: MeshInstance3D = views[0].model.get_node("MeshInstance3D")
var gpu: MeshInstance3D = views[1].model.get_node("MeshInstance3D")
# Read the actual culling box without invoking get_visual_aabb(),
# which refreshes it on demand and would hide the stale-box bug.
var expected: AABB = cpu.get_aabb()
var actual: AABB = gpu.custom_aabb
if not actual.position.is_finite() or not actual.size.is_finite() or not actual.grow(0.02).encloses(expected):
failures += 1
printerr("FAIL: GPU culling excludes CPU pose: race=%d motion=%s time=%s" % [race, motion, fraction])
for pv in views:
pv.queue_free()
await process_frame
print("gpu_pose_bounds_test: failures=", failures, " (8 races x 6 motions x 5 samples)")
quit(0 if failures == 0 else 1)