Aetheria/Assets/Scripts/Editor/FlowFieldSceneVerify.cs

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using System;
using System.IO;
using System.Linq;
using System.Reflection;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.Rendering;
namespace Aetheria.EditorTools
{
/// <summary>
/// Batchmode check for the flow as the scene runs it (campaign aetheria-fauna, cut fauna-flow-field; target
/// invariants flow-one-owner and flow-shader-parity). FlowFieldParityVerify proves the HLSL against FlowField with
/// no scene loaded; this opens ARPG.unity, lets VolumeSampling and Stardust initialise as the game does, drives
/// their own Start and Update with a zone attached, and asserts what the presenters did:
/// - nothing threw and nothing logged an error (a type that cannot initialise in a scene, as VolumeSampling once
/// could when it created its keywords in a static field initializer, throws on its first use);
/// - FLOW_GLOBAL and FLOW_SLOPE are enabled, _FlowAmplitude is the zone's, and the nebula noise clock is the zone's;
/// - the stardust particle buffer changes with the flow and freezes when the zone pauses;
/// - CloudShader pass 0 carries the FLOW_* keywords.
/// The scene is opened before any Aetheria type is touched: run this method alone in its own Unity session, never
/// after FlowFieldParityVerify (which would initialise VolumeSampling outside a MonoBehaviour constructor).
/// Dispatches compute and renders, so it needs a graphics device: run WITHOUT -nographics.
/// Unity -batchmode -projectPath &lt;repo&gt; -executeMethod Aetheria.EditorTools.FlowFieldSceneVerify.Run -logFile &lt;path&gt;
/// Do not pass -quit: Run exits the Editor itself, 0 on success and 1 on any failure.
/// </summary>
public static class FlowFieldSceneVerify
{
const string Tag = "[FlowFieldSceneVerify]";
static bool _ok = true;
static void OnLog(string message, string stack, LogType type)
{
if ((type == LogType.Error || type == LogType.Exception || type == LogType.Assert) && !message.StartsWith(Tag))
Fail("logged-error", message.Split('\n')[0]);
}
static void Fail(string check, string detail)
{
Debug.LogError($"{Tag} FAIL {check}: {detail}");
_ok = false;
}
public static void Run()
{
if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Null)
{
Debug.LogError($"{Tag} FAIL: no graphics device in this session; rerun batchmode without -nographics.");
EditorApplication.Exit(1);
return;
}
Application.logMessageReceived += OnLog;
try
{
// Before anything else touches the project's types: the scene constructs its MonoBehaviours here.
EditorSceneManager.OpenScene("Assets/Scenes/ARPG.unity", OpenSceneMode.Single);
Check();
Debug.Log(_ok ? $"{Tag} PASS" : $"{Tag} FAIL: see errors above");
}
catch (Exception e)
{
Debug.LogError($"{Tag} FAIL exception: {e}");
_ok = false;
}
finally
{
Application.logMessageReceived -= OnLog;
}
EditorApplication.Exit(_ok ? 0 : 1);
}
static void Check()
{
var settings = AssetDatabase.LoadAssetAtPath<GameSettings>("Assets/Resources/Settings.asset")
?? throw new InvalidOperationException("No Settings.asset.");
var agm = UnityEngine.Object.FindObjectsByType<ActionGameManager>(FindObjectsInactive.Include, FindObjectsSortMode.None).FirstOrDefault();
var volume = UnityEngine.Object.FindObjectsByType<VolumeSampling>(FindObjectsInactive.Include, FindObjectsSortMode.None).FirstOrDefault();
var dust = UnityEngine.Object.FindObjectsByType<Stardust>(FindObjectsInactive.Include, FindObjectsSortMode.None).FirstOrDefault();
if (agm == null || volume == null || dust == null)
{
Fail("scene-objects", $"ARPG.unity has ActionGameManager={agm != null}, VolumeSampling={volume != null}, Stardust={dust != null}");
return;
}
// Every flow term live, so FLOW_SLOPE is on; and the same flow with every amplitude zero.
var on = new FlowSettings
{
GlobalScale = 512f, GlobalAmplitude = 15f, GlobalScrollSpeed = .025f, Period = 8f, SlopeAmplitude = 3f, SwirlAmplitude = 5f
};
var off = new FlowSettings { GlobalScale = on.GlobalScale, GlobalScrollSpeed = on.GlobalScrollSpeed, Period = on.Period };
var work = Path.Combine(Path.GetTempPath(), "flow-scene-" + Guid.NewGuid().ToString("N"));
Directory.CreateDirectory(work);
try
{
var zone = FlowFieldParityVerify.BuildZone(settings, work, on, 86400.0 * 3 + 12.3);
typeof(ActionGameManager).GetProperty("Instance").GetSetMethod(true).Invoke(null, new object[] { agm });
typeof(ActionGameManager).GetProperty("Zone").GetSetMethod(true).Invoke(agm, new object[] { zone });
if (agm.Settings == null) agm.Settings = settings;
Call(volume, "Start");
Call(volume, "Update");
if (!Shader.IsKeywordEnabled("FLOW_GLOBAL")) Fail("scene-keywords", "FLOW_GLOBAL is not enabled after VolumeSampling.Update");
if (!Shader.IsKeywordEnabled("FLOW_SLOPE")) Fail("scene-keywords", "FLOW_SLOPE is not enabled after VolumeSampling.Update");
if (Shader.GetGlobalFloat("_FlowAmplitude") != on.GlobalAmplitude)
Fail("scene-amplitude", $"_FlowAmplitude is {Shader.GetGlobalFloat("_FlowAmplitude")}, the zone's flow has {on.GlobalAmplitude}");
var scroll = Shader.GetGlobalVector("_FlowScroll");
if (scroll.x != zone.FlowScroll.x || scroll.y != zone.FlowScroll.y)
Fail("scene-scroll", $"_FlowScroll ({scroll.x}, {scroll.y}) is not the zone's ({zone.FlowScroll.x}, {zone.FlowScroll.y})");
var noiseTime = Shader.GetGlobalFloat("_NebulaNoiseTime");
if (noiseTime != (float) zone.ExactTime)
Fail("scene-noise-clock", $"_NebulaNoiseTime is {noiseTime}, the zone's time is {(float) zone.ExactTime}");
CheckCloudKeywords();
// Stardust follows the flow through its own dispatch: the particle buffer read back each frame.
Call(dust, "Start");
var bufferField = typeof(Stardust).GetField("_particlesBuffer", BindingFlags.NonPublic | BindingFlags.Instance);
float[] Frame()
{
Call(dust, "Update");
var buffer = (ComputeBuffer) bufferField.GetValue(dust);
var data = new float[buffer.count * 7];
buffer.GetData(data);
return data;
}
var flowing = Frame();
VolumeSampling.LowerFlow(off, VolumeSampling.FlowClock);
var still = Frame();
if (Differing(flowing, still) == 0) Fail("scene-stardust", "the particle buffer is the same with the zone's flow and with no flow");
// A paused zone freezes the particles and the nebula noise clock; a running one moves both.
Call(volume, "Update");
zone.Update(0f);
Call(volume, "Update");
if (Differing(flowing, Frame()) != 0) Fail("scene-stardust-pause", "the particle buffer moved while the zone was paused");
if (Shader.GetGlobalFloat("_NebulaNoiseTime") != noiseTime) Fail("scene-noise-clock", "_NebulaNoiseTime moved while the zone was paused");
zone.Update(.05f);
Call(volume, "Update");
if (Differing(flowing, Frame()) == 0) Fail("scene-stardust-run", "the particle buffer did not move while the zone ran");
if (Shader.GetGlobalFloat("_NebulaNoiseTime") == noiseTime) Fail("scene-noise-clock", "_NebulaNoiseTime did not move while the zone ran");
CheckStardustUncullable(dust, bufferField);
CheckStardustUnderFog(dust, bufferField);
}
finally
{
try { Directory.Delete(work, true); } catch { }
}
}
// The event Stardust itself attaches its draw at, read from the class so the verifier cannot agree with a copy of it.
static CameraEvent DrawEvent() =>
(CameraEvent) typeof(Stardust).GetField("DrawEvent", BindingFlags.NonPublic | BindingFlags.Static).GetRawConstantValue();
// The dust is a command buffer on the target camera, which no culling sees: with every particle 10000 below the
// camera (far past any box a hand could inflate round it) a render still shows dust, and shows none when the
// same particles have no size.
static void CheckStardustUncullable(Stardust dust, FieldInfo bufferField)
{
var camera = dust.TargetCamera;
if (camera == null) { Fail("scene-stardust-uncullable", "Stardust has no TargetCamera"); return; }
var drawEvent = DrawEvent();
var attached = camera.GetCommandBuffers(drawEvent).Count(buffer => buffer.name == "Stardust");
if (attached != 1) Fail("scene-stardust-uncullable", $"{attached} Stardust command buffers at {drawEvent} on the target camera, expected 1");
foreach (var other in Enum.GetValues(typeof(CameraEvent)).Cast<CameraEvent>().Where(other => other != drawEvent))
{
var stray = camera.GetCommandBuffers(other).Count(buffer => buffer.name == "Stardust");
if (stray != 0) Fail("scene-stardust-uncullable", $"{stray} Stardust command buffers at {other}, expected 0");
}
var particles = (ComputeBuffer) bufferField.GetValue(dust);
float[] Layout(float size, Vector3 centre, float below) => DustLayout(particles.count, size, centre, below);
var transform = camera.transform;
var (position, rotation) = (transform.position, transform.rotation);
var (far, flags, background, mask, target) = (camera.farClipPlane, camera.clearFlags, camera.backgroundColor, camera.cullingMask, camera.targetTexture);
var texture = RenderTexture.GetTemporary(64, 64, 24, RenderTextureFormat.ARGB32);
var readback = new Texture2D(64, 64, TextureFormat.RGBA32, false);
var previous = RenderTexture.active;
// Image effects on the camera would write their own frame over the dust; only the dust draw is under test.
var effects = camera.GetComponents<MonoBehaviour>().Where(behaviour => behaviour.enabled).ToArray();
Color32[] Render(float size, Vector3 centre, float below)
{
Call(dust, "Update"); // on a bounded draw this queues the draw for the camera; here it dispatches the compute
particles.SetData(Layout(size, centre, below));
camera.Render();
RenderTexture.active = texture;
readback.ReadPixels(new Rect(0, 0, 64, 64), 0, 0);
readback.Apply();
return readback.GetPixels32();
}
try
{
foreach (var effect in effects) effect.enabled = false;
camera.clearFlags = CameraClearFlags.SolidColor;
camera.backgroundColor = Color.black;
camera.cullingMask = 1;
camera.targetTexture = texture;
// control: the camera where the scene put it, dust 100 below, inside any box a hand-set extent would give
transform.SetPositionAndRotation(position, Quaternion.Euler(90f, 0f, 0f));
camera.farClipPlane = 1000f;
var nearWith = Render(5f, position, 100f); var nearWithout = Render(0f, position, 100f);
var nearDiff = 0; for (var i = 0; i < nearWith.Length; i++) if (!nearWith[i].Equals(nearWithout[i])) nearDiff++;
Debug.Log($"{Tag} stardust near-control differing pixels={nearDiff}");
if (nearDiff == 0) Fail("scene-stardust-uncullable", "control: dust 100 below the camera drew no pixels");
transform.SetPositionAndRotation(new Vector3(0f, -40000f, 0f), Quaternion.Euler(90f, 0f, 0f));
camera.farClipPlane = 30000f;
var withDust = Render(400f, transform.position, 10000f); // the material scales a quad by distance^.33, so at this range it needs this size to cover pixels
var without = Render(0f, transform.position, 10000f);
var differing = 0;
for (var i = 0; i < withDust.Length; i++)
if (!withDust[i].Equals(without[i])) differing++;
if (differing == 0) Fail("scene-stardust-uncullable", "the dust 10000 below the camera drew no pixels");
}
finally
{
RenderTexture.active = previous;
foreach (var effect in effects) effect.enabled = true;
camera.targetTexture = target;
camera.cullingMask = mask;
camera.backgroundColor = background;
camera.clearFlags = flags;
camera.farClipPlane = far;
transform.SetPositionAndRotation(position, rotation);
RenderTexture.ReleaseTemporary(texture);
UnityEngine.Object.DestroyImmediate(readback);
}
}
// The nebula is an [ImageEffectOpaque] that fogs the whole ray to a depth the dust never writes (B49): dust drawn
// before it is attenuated by the fog, dust drawn after it sits on top at full strength. The dust's contribution to a
// pixel (render with dust minus render without) is read with the cloud renderer off and on, in an HDR target.
static void CheckStardustUnderFog(Stardust dust, FieldInfo bufferField)
{
const int Size = 128;
var camera = dust.TargetCamera;
var cloud = camera == null ? null : camera.GetComponent<VolumeCloudRenderer>();
if (cloud == null) { Fail("scene-stardust-under-fog", "the target camera has no VolumeCloudRenderer"); return; }
var particles = (ComputeBuffer) bufferField.GetValue(dust);
var transform = camera.transform;
var (position, rotation) = (transform.position, transform.rotation);
var (far, flags, background, mask, target, hdr) = (camera.farClipPlane, camera.clearFlags, camera.backgroundColor, camera.cullingMask, camera.targetTexture, camera.allowHDR);
var texture = RenderTexture.GetTemporary(Size, Size, 24, RenderTextureFormat.ARGBHalf);
var readback = new Texture2D(Size, Size, TextureFormat.RGBAHalf, false);
var previous = RenderTexture.active;
var effects = camera.GetComponents<MonoBehaviour>().Where(behaviour => behaviour.enabled).ToArray();
var fields = new System.Collections.Generic.List<Texture2D>();
GameObject floor = null;
float[] Render(bool fog, float size)
{
cloud.enabled = fog;
for (var frame = 0; frame < 2; frame++) // the cloud's first frame forces ULTRA and fills its history; the second is the settled one
{
Call(dust, "Update");
particles.SetData(DustLayout(particles.count, size, position, 100f));
camera.Render();
}
RenderTexture.active = texture;
readback.ReadPixels(new Rect(0, 0, Size, Size), 0, 0);
readback.Apply();
return readback.GetPixels().Select(pixel => pixel.r * .2126f + pixel.g * .7152f + pixel.b * .0722f).ToArray();
}
try
{
foreach (var effect in effects) effect.enabled = false;
camera.allowHDR = true;
camera.clearFlags = CameraClearFlags.SolidColor;
camera.backgroundColor = Color.black;
camera.cullingMask = 1;
camera.targetTexture = texture;
camera.farClipPlane = 1000f;
transform.SetPositionAndRotation(position, Quaternion.Euler(90f, 0f, 0f));
// The fog only measures a partial density where depth is written: a pixel with no depth is fogged whole (CloudShader sets
// density 1 past the far plane). A floor under the dust gives the march a finite ray.
floor = GameObject.CreatePrimitive(PrimitiveType.Plane);
floor.transform.position = position + Vector3.down * 200f;
floor.transform.localScale = Vector3.one * 100f;
UnityEngine.Object.DestroyImmediate(floor.GetComponent<Collider>());
// The scene's own nebula fields are textures the game renders; here a uniform fill of white fog stands in for them.
foreach (var (name, format) in new[] { ("_NebulaSurfaceHeight", TextureFormat.RFloat), ("_NebulaPatchHeight", TextureFormat.RHalf), ("_NebulaPatch", TextureFormat.RHalf) })
Shader.SetGlobalTexture(name, Uniform(format, Color.black, fields));
Shader.SetGlobalTexture("_NebulaTint", Uniform(TextureFormat.RGBA32, Color.white, fields));
Shader.DisableKeyword("NOISE_SLOPE");
Shader.SetGlobalFloat("_NebulaFillDensity", .01f);
Shader.SetGlobalFloat("_NebulaFillDistance", 120f);
Shader.SetGlobalFloat("_NebulaFillExponent", 0f);
Shader.SetGlobalFloat("_NebulaFillOffset", 0f);
Shader.SetGlobalFloat("_NebulaPatchDensity", 0f);
Shader.SetGlobalFloat("_NebulaLuminance", .01f); // a fog dimmer than the dust: dust drawn over it would otherwise read as a negative contribution
Shader.SetGlobalFloat("_ExtinctionCoefficient", .25f); // with the fill density, about 40% of the light to the floor is fogged away
Shader.SetGlobalFloat("_SafetyDistance", -1e6f); // below every sample: only the uniform fill, none of the zone's noise
Shader.SetGlobalFloat("_TintLodExponent", 0f);
var clearBare = Render(false, 0f);
var clearDust = Render(false, 5f);
var fogBare = Render(true, 0f);
var fogDust = Render(true, 5f);
var fogShown = 0f;
var (clearSum, fogSum, drawn) = (0f, 0f, 0);
for (var i = 0; i < clearBare.Length; i++)
{
fogShown += Mathf.Abs(fogBare[i] - clearBare[i]) / clearBare.Length;
if (clearDust[i] == clearBare[i]) continue;
drawn++; clearSum += clearDust[i] - clearBare[i]; fogSum += fogDust[i] - fogBare[i];
}
var (clearMean, fogMean) = (drawn == 0 ? 0f : clearSum / drawn, drawn == 0 ? 0f : fogSum / drawn);
Debug.Log($"{Tag} stardust under fog: fog control mean |difference|={fogShown}, dust pixels={drawn}, dust contribution cloud off={clearMean}, cloud on={fogMean}, ratio={(clearMean == 0f ? 0f : fogMean / clearMean)}");
if (drawn == 0 || clearMean <= 0f) Fail("scene-stardust-under-fog", "control: the dust drew no pixels with the cloud renderer off");
else if (fogShown < 1e-3f) Fail("scene-stardust-under-fog", "control: the cloud renderer changed no pixels, so no fog is in view");
else if (fogMean > .9f * clearMean) Fail("scene-stardust-under-fog", "the dust is not attenuated by the fog in front of it: it was drawn after the nebula composites");
else if (fogMean < .1f * clearMean) Fail("scene-stardust-under-fog", "the dust is erased, not dimmed, by a partial fog");
}
finally
{
RenderTexture.active = previous;
foreach (var effect in effects) effect.enabled = true;
camera.allowHDR = hdr;
camera.targetTexture = target;
camera.cullingMask = mask;
camera.backgroundColor = background;
camera.clearFlags = flags;
camera.farClipPlane = far;
transform.SetPositionAndRotation(position, rotation);
RenderTexture.ReleaseTemporary(texture);
UnityEngine.Object.DestroyImmediate(readback);
foreach (var field in fields) UnityEngine.Object.DestroyImmediate(field);
if (floor != null) UnityEngine.Object.DestroyImmediate(floor);
}
}
static Texture2D Uniform(TextureFormat format, Color colour, System.Collections.Generic.List<Texture2D> owner)
{
var texture = new Texture2D(1, 1, format, false) { wrapMode = TextureWrapMode.Clamp };
texture.SetPixel(0, 0, colour);
texture.Apply();
owner.Add(texture);
return texture;
}
// A square patch of particles 4 apart, `below` under `centre`.
static float[] DustLayout(int count, float size, Vector3 centre, float below)
{
var side = Mathf.RoundToInt(Mathf.Sqrt(count));
var data = new float[count * 7];
for (var i = 0; i < count; i++)
{
data[i * 7 + 0] = centre.x + ((i % side) - side / 2f) * 4f;
data[i * 7 + 1] = centre.y - below;
data[i * 7 + 2] = centre.z + ((i / side) - side / 2f) * 4f;
data[i * 7 + 3] = data[i * 7 + 4] = data[i * 7 + 5] = 1f;
data[i * 7 + 6] = size;
}
return data;
}
// CloudShader's pass 0 compiles with the flow keywords (it must #include_with_pragmas the shared include).
static void CheckCloudKeywords()
{
var shader = AssetDatabase.LoadAssetAtPath<Shader>("Assets/Shaders/Raymarching/CloudShader.shader");
if (shader == null) { Fail("scene-cloud-keywords", "No CloudShader.shader."); return; }
var keywords = ShaderUtil.GetPassKeywords(shader, new PassIdentifier(0, 0), UnityEditor.Rendering.ShaderType.Fragment)
.Select(keyword => keyword.name).ToArray();
foreach (var name in new[] { "FLOW_GLOBAL", "FLOW_SLOPE" })
if (!keywords.Contains(name)) Fail("scene-cloud-keywords", $"CloudShader pass 0 does not carry {name}");
}
static int Differing(float[] a, float[] b)
{
var count = 0;
for (var i = 0; i < a.Length; i++)
if (Math.Abs(a[i] - b[i]) > 1e-4f) count++;
return count;
}
// The presenters' own Start and Update, as the game calls them; an exception is a failure that names the type.
static void Call(object target, string method)
{
var info = target.GetType().GetMethod(method, BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Instance);
if (info == null) { Fail("scene-presenter-exception", $"{target.GetType().Name}.{method} not found"); return; }
try { info.Invoke(target, null); }
catch (TargetInvocationException e)
{
Fail("scene-presenter-exception", $"{target.GetType().Name}.{method} threw {e.InnerException?.GetType().Name}");
}
}
}
}