pcbjam/tests/3d-regression/scenarios/test_board_data.cpp
Istvan Matejcsok ce1473c9ab test(3d): screenshot-baseline TDD suite for the 3D viewer OpenGL->WebGL port — 47 native goldens + red-state WebGL harness
tests/3d-regression mirrors the gal-regression pattern at renderer scale:
shared C++ scenarios call real KiCad 3D-viewer code (opengl_utils, display
lists + DrawCulled stencil subtraction, MODEL_3D VBOs, private generators via
a rob-template accessor, and full reload()+Redraw() composites over a
synthetic BOARD_ADAPTER). A native macOS harness renders them on real OpenGL
into 47 committed goldens (bit-deterministic, FBO capture); the wasm harness
compiles the same TUs against wasm/stubs/gl_ffp_stub.c no-ops so every
scenario renders blank — the TDD red state (parity meter: 47/47 changed).
Comparisons use the CI pixelmatch engine via the new generic compare-dirs.ts
(floors.json levels; manifest.json cmp-guards registry drift).

Documents an upstream bug: appendPostMachiningGeometry's countersink path
adds middle quads without normals, silently erasing the walls of any
display list it is batched into (3d-post-machining.png keeps the lists
separate to record it).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 15:45:58 +02:00

202 lines
6.8 KiB
C++

#include "test_board_data.h"
#include <cmath>
#include <cstddef>
const BOARD_ITEM& DummyBoardItem()
{
// The reference is stored by OBJECT_2D but never dereferenced (object_2d.h:114);
// aligned opaque storage stands in so no pcbnew types need to link.
alignas( 16 ) static unsigned char storage[256] = {};
return *reinterpret_cast<const BOARD_ITEM*>( storage );
}
// ---- S3DMODEL widget -------------------------------------------------------
// Static storage: S3DMODEL/SMESH point into these arrays (the struct carries
// raw pointers; MODEL_3D copies everything into VBOs on construction).
// Axis-aligned box: 24 vertices (4 per face, flat normals), 36 indices.
static void fillBox( SFVEC3F* aPos, SFVEC3F* aNorm, unsigned int* aIdx, const SFVEC3F& aMin,
const SFVEC3F& aMax )
{
const SFVEC3F n[6] = {
{ 0, 0, 1 }, { 0, 0, -1 }, { 1, 0, 0 }, { -1, 0, 0 }, { 0, 1, 0 }, { 0, -1, 0 },
};
// 4 corners per face, CCW seen from outside.
const SFVEC3F c[6][4] = {
// +Z
{ { aMin.x, aMin.y, aMax.z }, { aMax.x, aMin.y, aMax.z }, { aMax.x, aMax.y, aMax.z },
{ aMin.x, aMax.y, aMax.z } },
// -Z
{ { aMin.x, aMin.y, aMin.z }, { aMin.x, aMax.y, aMin.z }, { aMax.x, aMax.y, aMin.z },
{ aMax.x, aMin.y, aMin.z } },
// +X
{ { aMax.x, aMin.y, aMin.z }, { aMax.x, aMax.y, aMin.z }, { aMax.x, aMax.y, aMax.z },
{ aMax.x, aMin.y, aMax.z } },
// -X
{ { aMin.x, aMin.y, aMin.z }, { aMin.x, aMin.y, aMax.z }, { aMin.x, aMax.y, aMax.z },
{ aMin.x, aMax.y, aMin.z } },
// +Y
{ { aMin.x, aMax.y, aMin.z }, { aMin.x, aMax.y, aMax.z }, { aMax.x, aMax.y, aMax.z },
{ aMax.x, aMax.y, aMin.z } },
// -Y
{ { aMin.x, aMin.y, aMin.z }, { aMax.x, aMin.y, aMin.z }, { aMax.x, aMin.y, aMax.z },
{ aMin.x, aMin.y, aMax.z } },
};
for( int f = 0; f < 6; f++ )
{
for( int v = 0; v < 4; v++ )
{
aPos[f * 4 + v] = c[f][v];
aNorm[f * 4 + v] = n[f];
}
aIdx[f * 6 + 0] = f * 4 + 0;
aIdx[f * 6 + 1] = f * 4 + 1;
aIdx[f * 6 + 2] = f * 4 + 2;
aIdx[f * 6 + 3] = f * 4 + 0;
aIdx[f * 6 + 4] = f * 4 + 2;
aIdx[f * 6 + 5] = f * 4 + 3;
}
}
// Octahedron: 8 triangular faces, 24 vertices (flat normals), 24 indices.
static void fillOctahedron( SFVEC3F* aPos, SFVEC3F* aNorm, unsigned int* aIdx,
const SFVEC3F& aCenter, float aRadius )
{
const SFVEC3F apexTop = aCenter + SFVEC3F( 0, 0, aRadius );
const SFVEC3F apexBot = aCenter - SFVEC3F( 0, 0, aRadius );
const SFVEC3F equator[4] = {
aCenter + SFVEC3F( aRadius, 0, 0 ),
aCenter + SFVEC3F( 0, aRadius, 0 ),
aCenter + SFVEC3F( -aRadius, 0, 0 ),
aCenter + SFVEC3F( 0, -aRadius, 0 ),
};
unsigned int v = 0;
for( int i = 0; i < 4; i++ )
{
const SFVEC3F& e0 = equator[i];
const SFVEC3F& e1 = equator[( i + 1 ) % 4];
// top face (CCW from outside)
SFVEC3F nTop = glm::normalize( glm::cross( e1 - e0, apexTop - e0 ) );
aPos[v] = e0;
aPos[v + 1] = e1;
aPos[v + 2] = apexTop;
aNorm[v] = aNorm[v + 1] = aNorm[v + 2] = nTop;
aIdx[v] = v;
aIdx[v + 1] = v + 1;
aIdx[v + 2] = v + 2;
v += 3;
// bottom face
SFVEC3F nBot = glm::normalize( glm::cross( apexBot - e0, e1 - e0 ) );
aPos[v] = e1;
aPos[v + 1] = e0;
aPos[v + 2] = apexBot;
aNorm[v] = aNorm[v + 1] = aNorm[v + 2] = nBot;
aIdx[v] = v;
aIdx[v + 1] = v + 1;
aIdx[v + 2] = v + 2;
v += 3;
}
}
const S3DMODEL& TestS3DModel()
{
// mesh 0: opaque red plastic box
static SFVEC3F boxPos[24];
static SFVEC3F boxNorm[24];
static unsigned int boxIdx[36];
// mesh 1: transparent blue octahedron
static SFVEC3F octPos[24];
static SFVEC3F octNorm[24];
static unsigned int octIdx[24];
// mesh 2: per-vertex-colored box (m_Color array exercises GL_COLOR_ARRAY)
static SFVEC3F colBoxPos[24];
static SFVEC3F colBoxNorm[24];
static SFVEC3F colBoxColor[24];
static unsigned int colBoxIdx[36];
static SMESH meshes[3];
static SMATERIAL materials[3];
static S3DMODEL model;
static bool initialized = false;
if( !initialized )
{
initialized = true;
fillBox( boxPos, boxNorm, boxIdx, SFVEC3F( -2.2f, -1.2f, 0.0f ),
SFVEC3F( -0.2f, 1.2f, 1.2f ) );
fillOctahedron( octPos, octNorm, octIdx, SFVEC3F( 1.4f, 0.0f, 0.9f ), 1.1f );
fillBox( colBoxPos, colBoxNorm, colBoxIdx, SFVEC3F( -0.6f, -2.4f, 0.0f ),
SFVEC3F( 1.0f, -1.2f, 0.7f ) );
for( int i = 0; i < 24; i++ )
{
colBoxColor[i] = SFVEC3F( ( i % 3 ) == 0 ? 1.0f : 0.2f, ( i % 3 ) == 1 ? 1.0f : 0.2f,
( i % 3 ) == 2 ? 1.0f : 0.2f );
}
meshes[0] = { 24, boxPos, boxNorm, nullptr, nullptr, 36, boxIdx, 0 };
meshes[1] = { 24, octPos, octNorm, nullptr, nullptr, 24, octIdx, 1 };
meshes[2] = { 24, colBoxPos, colBoxNorm, nullptr, colBoxColor, 36, colBoxIdx, 2 };
// { Ambient, Diffuse, Emissive, Specular, Shininess, Transparency }
materials[0] = { { 0.30f, 0.05f, 0.05f }, { 0.80f, 0.10f, 0.10f }, { 0, 0, 0 },
{ 0.30f, 0.30f, 0.30f }, 0.30f, 0.00f };
materials[1] = { { 0.05f, 0.05f, 0.30f }, { 0.15f, 0.25f, 0.90f }, { 0, 0, 0 },
{ 0.60f, 0.60f, 0.70f }, 0.80f, 0.50f };
materials[2] = { { 0.15f, 0.15f, 0.15f }, { 0.70f, 0.70f, 0.70f }, { 0, 0, 0 },
{ 0.90f, 0.90f, 0.90f }, 0.90f, 0.00f };
model = { 3, meshes, 3, materials };
}
return model;
}
std::vector<SFVEC2F> MakeSquareContour( float aHalf, float aCenterX, float aCenterY )
{
// CCW, closed (first point repeated last) — AddToMiddleContours processes
// size-1 segments (layer_triangles.cpp:123-133).
return {
SFVEC2F( aCenterX - aHalf, aCenterY - aHalf ),
SFVEC2F( aCenterX + aHalf, aCenterY - aHalf ),
SFVEC2F( aCenterX + aHalf, aCenterY + aHalf ),
SFVEC2F( aCenterX - aHalf, aCenterY + aHalf ),
SFVEC2F( aCenterX - aHalf, aCenterY - aHalf ),
};
}
std::vector<SFVEC2F> MakeCircleContour( float aRadius, int aSides, float aCenterX,
float aCenterY )
{
std::vector<SFVEC2F> points;
points.reserve( aSides + 1 );
for( int i = 0; i < aSides; i++ )
{
const float a = 2.0f * static_cast<float>( M_PI ) * i / aSides;
points.emplace_back( aCenterX + aRadius * std::cos( a ),
aCenterY + aRadius * std::sin( a ) );
}
points.push_back( points.front() );
return points;
}