Files
behind_glass/scripts/test-mesh-refraction-material.mjs
T
horoli e358e24436 Replace project with current server release and Windows setup
Import the 2026-10-09 source release, Fastify/SQLite backend, restored source
assets, and analytics-enabled server build. Replace files from the previous
release while retaining the existing repository history.

Make builds portable across Windows and Linux, configure local startup,
normalize Windows static asset paths, and fix test fixture cleanup and file
URL handling. Exclude local environment settings, databases, dependencies,
validation output, and TypeScript build cache from version control.

Validation: npm ci, static and server builds, 106 arrival tests, and actual
local HTTP checks passed. The full suite passed 467 of 470 tests; three tests
still require QA fixtures omitted from the supplied release, documented in
README-서버실행.md.
2026-10-09 16:43:35 +09:00

72 lines
5.4 KiB
JavaScript

import assert from 'node:assert/strict';
import {test} from 'node:test';
import * as THREE from 'three';
import {loadTypescript} from './support/load-typescript.mjs';
const {attachMeshRefraction}=await loadTypescript(new URL('../src/rendering/MeshRefraction.ts',import.meta.url));
const {WindowReveal}=await loadTypescript(new URL('../src/objects/WindowReveal.ts',import.meta.url));
function fixture(){
const rgb=new THREE.Texture(),depth=new THREE.DataTexture(new Uint8Array([128,128,128,255]),1,1);
const photo=new THREE.Mesh(new THREE.PlaneGeometry(1,1,128,128),new THREE.ShaderMaterial({uniforms:{uTexture:{value:rgb},uDepthMap:{value:depth},uDepthScale:{value:.25},uDepthBias:{value:0},uIsVideo:{value:false}}}));
photo.position.set(.1,-.2,.2204);photo.scale.set(.6,.8,1);
const material=new THREE.MeshPhysicalMaterial({transmission:1,ior:1.5});
return{photo,material,controller:attachMeshRefraction(material,photo),rgb,depth};
}
test('B extends only its material and traces actual mesh entry to photo triangles',()=>{
const f=fixture();f.controller.sync({width:.66,height:.82,grid:20,curvature:1},.5892,new THREE.Color(.2,.3,.4));
const shader={vertexShader:THREE.ShaderLib.physical.vertexShader,fragmentShader:THREE.ShaderLib.physical.fragmentShader,uniforms:{}};
const before=THREE.ShaderChunk.transmission_fragment;
f.material.onBeforeCompile(shader,{});
assert.equal(shader.vertexShader,THREE.ShaderLib.physical.vertexShader,'real physical mesh vertex path is preserved');
assert.match(shader.fragmentShader,/bTracePhotoRay\(\s*vWorldPosition/);
assert.match(shader.fragmentShader,/bExitGlass/);assert.match(shader.fragmentShader,/bPhotoHit/);
assert.match(shader.fragmentShader,/textureLod\(\s*uBDepthMap/);
assert.match(shader.fragmentShader,/textureLod\(\s*uBPhoto/);
assert.doesNotMatch(shader.fragmentShader,/#include <transmission_fragment>/);
assert.equal(THREE.ShaderChunk.transmission_fragment,before,'never patches global Three or A');
assert.equal(shader.uniforms.uBPhoto.value,f.rgb);assert.equal(shader.uniforms.uBDepthMap.value,f.depth);
assert.equal(shader.uniforms.uBBackZ.value,.5892);
assert.equal(shader.uniforms.uBDepthScale.value,.25);
assert.equal(shader.uniforms.uBPhotoSegments.value,128);
const inverse=shader.uniforms.uBPhotoWorldToLocal.value.clone().multiply(f.photo.matrixWorld);
inverse.elements.forEach((v,i)=>assert.ok(Math.abs(v-(i%5===0?1:0))<1e-10));
assert.match(f.material.customProgramCacheKey(),/mesh-exit-photo/);
});
test('photo, depth and matrices refresh even when glass shape is unchanged',()=>{
const f=fixture(),shape={width:1,height:1,grid:20,curvature:1};
f.controller.sync(shape,.58,new THREE.Color());
const next=new THREE.Texture();f.photo.material.uniforms.uDepthMap.value=next;
f.photo.material.uniforms.uDepthScale.value=.4;f.photo.material.uniforms.uDepthBias.value=.2;f.photo.material.uniforms.uIsVideo.value=true;
f.photo.position.set(-.2,.4,.17);f.photo.scale.set(1.8,2.4,1);
f.controller.sync(shape,.58,new THREE.Color(.5,.4,.3));
const u=f.controller.uniforms;
assert.equal(u.uBDepthMap.value,next);assert.equal(u.uBDepthScale.value,.4);assert.equal(u.uBDepthBias.value,.2);assert.equal(u.uBIsVideo.value,true);
u.uBPhotoWorldToLocal.value.clone().invert().elements.forEach((v,i)=>assert.ok(Math.abs(v-f.photo.matrixWorld.elements[i])<1e-10));
assert.equal(u.uBBackground.value.r,.5);
});
test('refracted rays intersect the exact fixed reveal before choosing photo or room background',async()=>{
const f=fixture(),map=new THREE.Texture(),material=new THREE.MeshStandardMaterial({map,color:0xbca18b,side:THREE.DoubleSide});
const reveal=new WindowReveal(material);reveal.update(.928,1.16,1.45*.8*(3-.2204)/3,1.45*(3-.2204)/3,.6,.2204);
const scene=new THREE.Scene();scene.add(...reveal.meshes,new THREE.AmbientLight(0xfff0d9,1.35));
f.controller.syncReveal(reveal.meshes,scene);
const shader={uniforms:{},fragmentShader:THREE.ShaderLib.physical.fragmentShader};f.material.onBeforeCompile(shader,{});
assert.equal(shader.uniforms.uBRevealEnabled.value,true);
assert.equal(shader.uniforms.uBRevealMapVertical.value,map);
assert.equal(shader.uniforms.uBRevealVertices.value.length,16);
for(let wall=0;wall<4;wall++)for(let i=0;i<4;i++){
const expected=new THREE.Vector3().fromBufferAttribute(reveal.meshes[wall].geometry.attributes.position,i).applyMatrix4(reveal.meshes[wall].matrixWorld);
assert.ok(shader.uniforms.uBRevealVertices.value[wall*4+i].distanceTo(expected)<1e-10);
}
assert.match(shader.fragmentShader,/bRevealHit\(exitPoint,outgoing/);
assert.match(shader.fragmentShader,/backgroundDistance=revealHit\?revealDistance:1e20/,'reveal initializes the background hit distance');
assert.match(shader.fragmentShader,/yardDistance<backgroundDistance/,'only a nearer courtyard hit replaces the reveal');
assert.match(shader.fragmentShader,/backgroundDistance<photoDistance/,'the nearest background and photo retain depth ordering');
assert.match(shader.fragmentShader,/abs\(det\)/,'reveals are DoubleSide');
// Exact screenshot-regression ray: misses finite photo, but intersects the top reveal.
const origin=new THREE.Vector3(.008207626,.491639562,.588056),ray=new THREE.Vector3(.032347439,.452479898,-.891187738).normalize();
const hits=new THREE.Raycaster(origin,ray).intersectObjects(reveal.meshes,false);
assert.ok(hits.length);assert.equal(hits[0].object,reveal.meshes[2]);
assert.ok(Math.abs(hits[0].distance-.378402377)<1e-5);
reveal.dispose();material.dispose();map.dispose();
});