Files
retro-flight-sim/tests/shaders.test.js
T
Hermes Cron Job ee24276fd0 test: real shader/terrain tests + headless render check
npm test was a brace counter: it checked each file was >10 chars and that {
and } counts matched. It passed on a build whose shader would not compile.

- tests/shaders.test.js compiles the game's real GLSL with glslangValidator
  (Khronos' reference compiler) under a three.js-style attribute prefix, and
  includes a canary that asserts a known-bad vec4 construction is REJECTED, so
  the suite cannot pass vacuously.
- tests/terrain.test.js covers heightfield determinism (the "persistent world"
  claim), airport flattening inside the 200 m radius with no leakage outside it,
  out-of-bounds behaviour, plausible height range, and vertex colour counts.
- scripts/headless-check.mjs (npm run test:render) serves dist/, drives the
  game over raw CDP with SwiftShader software WebGL, and fails if the canvas is
  black, the shaders fail to compile, or the scene does not change after input.
  No new dependencies: Node 22 built-in fetch/WebSocket. 120 s watchdog so it
  cannot hang a runner.
- npm test -> node --test "tests/*.test.js"; old checker kept as npm run lint:syntax.
- CI installs glslang-tools and runs the real tests; render job is
  continue-on-error because not every runner has a Chrome binary.

Verified non-vacuous: re-breaking the shader makes the unit tests fail 2/4 with
glslang's own "constructor: too many arguments" and makes the render check fail
four ways (1 distinct colour, 0/64000 lit pixels, shader error, frozen scene).
2026-10-07 13:31:32 +00:00

96 lines
4.2 KiB
JavaScript

import { test, describe } from 'node:test';
import assert from 'node:assert/strict';
import { readFileSync, writeFileSync } from 'node:fs';
import { execFileSync } from 'node:child_process';
import { tmpdir } from 'node:os';
import { join, dirname } from 'node:path';
import { fileURLToPath } from 'node:url';
// Compiles the game's real GLSL with Khronos' reference compiler (glslangValidator).
// This is the test that would have caught the vec4(vec3, float, float) bug: the shader
// failed to compile in the browser and the 3D canvas rendered pure black.
const root = join(dirname(fileURLToPath(import.meta.url)), '..');
const retroSrc = readFileSync(join(root, 'js', 'retro.js'), 'utf8');
function glslangAvailable() {
try {
execFileSync('glslangValidator', ['--version'], { stdio: ['ignore', 'ignore', 'ignore'] });
return true;
} catch {
return false;
}
}
// three.js prepends these declarations for a GLSL ES 1.00 ShaderMaterial.
const VERTEX_PREFIX = `precision highp float;
attribute vec3 position;
attribute vec3 normal;
attribute vec2 uv;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform mat3 normalMatrix;
`;
const FRAGMENT_PREFIX = 'precision highp float;\n';
function extractShader(source, name) {
const re = new RegExp(`${name}:\\s*\`([\\s\\S]*?)\``, 'm');
const m = source.match(re);
if (!m) throw new Error(`could not extract ${name} from js/retro.js`);
return m[1];
}
function compile(source, stage, label) {
// glslang infers the shader stage from the file extension, so the extension matters.
const ext = stage === 'vert' ? 'vert' : 'frag';
const file = join(tmpdir(), `shader-test-${label}.${ext}`);
writeFileSync(file, `#version 100\n${source}`);
try {
execFileSync('glslangValidator', [file], { encoding: 'utf8', stdio: ['ignore', 'pipe', 'pipe'] });
return { ok: true, log: '' };
} catch (e) {
const log = `${e.stdout || ''}${e.stderr || ''}`;
// A usage banner means glslang never read the file: that is a harness fault, not a
// shader fault, and must not be mistaken for a compile error.
if (/^Usage: glslang/m.test(log.trim())) {
throw new Error(`glslang invoked incorrectly (no stage recognised) for ${label}.${ext}`);
}
return { ok: false, log };
}
}
describe('CRT post-processing shaders', () => {
const vertex = extractShader(retroSrc, 'vertexShader');
const fragment = extractShader(retroSrc, 'fragmentShader');
test('both shaders are present in js/retro.js', () => {
assert.ok(vertex.includes('gl_Position'), 'vertex shader has no gl_Position assignment');
assert.ok(fragment.includes('gl_FragColor'), 'fragment shader has no gl_FragColor assignment');
});
test('shaders compile as GLSL ES 1.00', { skip: glslangAvailable() ? false : 'glslangValidator not installed (apt: glslang-tools)' }, () => {
const v = compile(VERTEX_PREFIX + vertex, 'vert', 'vertex');
assert.ok(v.ok, `vertex shader failed to compile:\n${v.log}`);
const f = compile(FRAGMENT_PREFIX + fragment, 'frag', 'fragment');
assert.ok(f.ok, `fragment shader failed to compile:\n${f.log}`);
});
// Canary: proves the harness can actually reject a bad shader, so the test above
// cannot pass vacuously.
test('harness rejects a known-bad vec4 construction', { skip: glslangAvailable() ? false : 'glslangValidator not installed (apt: glslang-tools)' }, () => {
const bad = `${VERTEX_PREFIX}varying vec2 vUv;\nvoid main(){ vUv = uv; gl_Position = vec4(position, 0.0, 1.0); }`;
const r = compile(bad, 'vert', 'canary');
assert.equal(r.ok, false, 'canary shader unexpectedly compiled — the test harness is not validating anything');
assert.match(r.log, /constructor/, 'canary rejected for an unexpected reason');
});
test('vertex shader does not over-fill gl_Position', () => {
// position is a vec3 in three.js, so vec4(position, x, y) is 5 components into a vec4.
const offenders = vertex
.split('\n')
.map((line, i) => ({ line: line.trim(), i: i + 1 }))
.filter(l => /vec4\(\s*position\s*,\s*[\d.]+\s*,\s*[\d.]+\s*\)/.test(l.line));
assert.deepEqual(offenders, [], `vec4(vec3, float, float) is invalid GLSL ES: ${JSON.stringify(offenders)}`);
});
});