feat(scene_framework): Add reusable Lua framework for 3D scene construction with mesh generation and object builders

This commit is contained in:
2026-01-07 15:31:56 +00:00
parent 172543fc88
commit 1a7f2dfc6e
4 changed files with 768 additions and 55 deletions
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# Scene Framework
A reusable Lua framework for 3D scene construction in SDL3CPlusPlus.
## Overview
`scene_framework.lua` provides commonly-used utilities for building 3D scenes:
- **Mesh Generation**: Planes, cubes, and primitives
- **Object Builders**: Standardized scene object creation with metadata
- **Config Utilities**: Type-safe configuration resolution
- **Material Registry**: Centralized material/shader management
## Usage
```lua
local scene_framework = require("scene_framework")
-- Generate a tessellated floor
local vertices, indices = scene_framework.generate_plane_mesh(20, 20, 20, {1.0, 1.0, 1.0})
-- Create a static cube object
local cube = scene_framework.create_static_cube(
{0, 5, 0}, -- position
{2, 2, 2}, -- scale
{1.0, 0.5, 0.2}, -- color
"solid", -- shader_key
"my_cube" -- object_type
)
-- Config resolution with fallbacks
local speed = scene_framework.resolve_number(config.move_speed, 5.0)
local position = scene_framework.resolve_vec3(config.spawn_point, {0, 0, 0})
```
## API Reference
### Mesh Generation
#### `generate_plane_mesh(width, depth, subdivisions, color)`
Generates a tessellated plane with normals pointing up (+Y).
- Returns: `vertices, indices` (0-based indices)
- Example: 20x20 subdivisions = 441 vertices, 800 triangles
#### `generate_cube_mesh(double_sided)`
Generates a unit cube (-0.5 to 0.5) with proper normals per face.
- Single-sided: 24 vertices, 36 indices
- Double-sided: 24 vertices, 72 indices
#### `apply_color_to_vertices(vertices, color)`
Copies vertex array and applies new color to all vertices.
#### `flip_normals(vertices)`
Inverts normals in-place (useful for ceilings, inside-out geometry).
### Object Builders
#### `create_static_object(vertices, indices, position, scale, shader_key, object_type)`
Creates a static scene object with no animation.
#### `create_static_cube(position, scale, color, shader_key, object_type, cube_mesh)`
Convenience builder for colored cube objects.
#### `create_dynamic_object(vertices, indices, compute_fn, shader_key, object_type)`
Creates animated object with `compute_fn(time) -> matrix` callback.
### Config Utilities
- `resolve_number(value, fallback)` - Safe number extraction
- `resolve_boolean(value, fallback)` - Safe boolean extraction
- `resolve_string(value, fallback)` - Safe string extraction
- `resolve_table(value, fallback)` - Safe table extraction
- `resolve_vec3(value, fallback)` - Safe {x,y,z} extraction
### Transform Utilities
#### `build_static_model_matrix(position, scale)`
Builds transformation matrix from position {x,y,z} and scale {sx,sy,sz}.
### Material Registry
```lua
local registry = scene_framework.MaterialRegistry.new(config)
if registry:has("floor") then
local material = registry:get("floor")
local shader_key = registry:get_key("floor") -- Returns key or default
end
```
## Testing
Run the test suite:
```bash
cd scripts && lua test_scene_framework.lua
```
65 tests covering:
- Config resolution edge cases
- Mesh generation correctness
- Object builder metadata
- Material registry lookups
## Integration
See `cube_logic.lua` for real-world usage:
```lua
local scene_framework = require("scene_framework")
-- Delegate to framework
local function generate_plane_mesh(width, depth, subdivisions, color)
local vertices, indices_zero = scene_framework.generate_plane_mesh(width, depth, subdivisions, color)
-- Convert 0-based to 1-based indices for Lua
local indices = {}
for i = 1, #indices_zero do
indices[i] = indices_zero[i] + 1
end
return vertices, indices
end
```
## Benefits
- **DRY**: Fix mesh generation bugs once, benefit everywhere
- **Consistency**: All scenes use same object structure with `object_type`
- **Testability**: Framework tested independently in Lua
- **Discoverability**: New scenes see available primitives via documentation
- **Type Safety**: Config resolution prevents nil dereferences
## Future Enhancements
Potential additions:
- `generate_sphere_mesh()` for skyboxes, particles
- `generate_cylinder_mesh()` for columns, barrels
- Physics object helpers with mass/friction
- Texture coordinate generation utilities
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local scene_framework = require("scene_framework")
local math3d = require("math3d")
local cube_mesh_info = {
path = "models/cube.stl",
loaded = false,
@@ -30,50 +33,14 @@ local function build_double_sided_indices(indices)
return doubled
end
-- Generate a tessellated plane for floor/ceiling with proper vertex count
-- Delegate to framework for plane mesh generation
local function generate_plane_mesh(width, depth, subdivisions, color)
local vertices = {}
-- Framework returns 0-based indices, convert to 1-based for Lua
local vertices, indices_zero = scene_framework.generate_plane_mesh(width, depth, subdivisions, color)
local indices = {}
local step_x = width / subdivisions
local step_z = depth / subdivisions
local half_width = width * 0.5
local half_depth = depth * 0.5
-- Generate vertices (Lua is 1-indexed)
for z = 0, subdivisions do
for x = 0, subdivisions do
local px = -half_width + x * step_x
local pz = -half_depth + z * step_z
vertices[#vertices + 1] = {
position = {px, 0.0, pz},
normal = {0.0, 1.0, 0.0}, -- Up normal
color = color or {1.0, 1.0, 1.0},
texcoord = {x / subdivisions, z / subdivisions},
}
end
for i = 1, #indices_zero do
indices[i] = indices_zero[i] + 1
end
-- Generate indices (two triangles per quad, convert to 1-based for Lua)
for z = 0, subdivisions - 1 do
for x = 0, subdivisions - 1 do
-- Calculate 0-based indices first
local i0 = z * (subdivisions + 1) + x
local i1 = i0 + 1
local i2 = i0 + (subdivisions + 1)
local i3 = i2 + 1
-- Convert to 1-based indices for Lua
indices[#indices + 1] = i0 + 1
indices[#indices + 1] = i2 + 1
indices[#indices + 1] = i1 + 1
indices[#indices + 1] = i1 + 1
indices[#indices + 1] = i2 + 1
indices[#indices + 1] = i3 + 1
end
end
return vertices, indices
end
@@ -758,24 +725,14 @@ local function resolve_material_shader()
error("MaterialX enabled but no materialx_materials shader_key found")
end
-- Delegate to framework
local function build_static_model_matrix(position, scale)
local translation = math3d.translation(position[1], position[2], position[3])
local scaling = scale_matrix(scale[1], scale[2], scale[3])
return math3d.multiply(translation, scaling)
return scene_framework.build_static_model_matrix(position, scale)
end
-- Apply color using current cube_vertices
local function apply_color_to_vertices(color)
local colored_vertices = {}
for i = 1, #cube_vertices do
local v = cube_vertices[i]
colored_vertices[i] = {
position = v.position,
normal = v.normal,
color = color,
texcoord = v.texcoord,
}
end
return colored_vertices
return scene_framework.apply_color_to_vertices(cube_vertices, color)
end
local function create_static_cube(position, scale, color, shader_key, object_type)
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-- Scene Framework: Reusable components for 3D scene construction
-- Provides mesh generation, object builders, and utility functions
local math3d = require("math3d")
local framework = {}
-- ============================================================================
-- Config Resolution Utilities
-- ============================================================================
function framework.resolve_number(value, fallback)
if type(value) == "number" then
return value
end
return fallback
end
function framework.resolve_boolean(value, fallback)
if type(value) == "boolean" then
return value
end
return fallback
end
function framework.resolve_string(value, fallback)
if type(value) == "string" then
return value
end
return fallback
end
function framework.resolve_table(value, fallback)
if type(value) == "table" then
return value
end
return fallback or {}
end
function framework.resolve_vec3(value, fallback)
if type(value) == "table"
and type(value[1]) == "number"
and type(value[2]) == "number"
and type(value[3]) == "number" then
return {value[1], value[2], value[3]}
end
return {fallback[1], fallback[2], fallback[3]}
end
-- ============================================================================
-- Mesh Generation
-- ============================================================================
--- Generate a tessellated plane mesh with normals pointing up (+Y)
--- @param width number Width along X axis
--- @param depth number Depth along Z axis
--- @param subdivisions number Number of divisions per axis (e.g., 20 = 400 quads = 441 vertices)
--- @param color table RGB color {r, g, b} with values 0-1, defaults to white
--- @return table vertices Array of vertex tables with position, normal, color, texcoord
--- @return table indices Array of uint16 triangle indices
function framework.generate_plane_mesh(width, depth, subdivisions, color)
color = color or {1.0, 1.0, 1.0}
subdivisions = subdivisions or 1
local vertices = {}
local indices = {}
local half_width = width / 2
local half_depth = depth / 2
local step_x = width / subdivisions
local step_z = depth / subdivisions
-- Generate vertices
for z = 0, subdivisions do
for x = 0, subdivisions do
local px = -half_width + x * step_x
local pz = -half_depth + z * step_z
local u = x / subdivisions
local v = z / subdivisions
table.insert(vertices, {
position = {px, 0.0, pz},
normal = {0.0, 1.0, 0.0},
color = color,
texcoord = {u, v}
})
end
end
-- Generate indices (two triangles per quad)
for z = 0, subdivisions - 1 do
for x = 0, subdivisions - 1 do
local base = z * (subdivisions + 1) + x
local v0 = base
local v1 = base + 1
local v2 = base + subdivisions + 1
local v3 = base + subdivisions + 2
-- First triangle
table.insert(indices, v0)
table.insert(indices, v2)
table.insert(indices, v1)
-- Second triangle
table.insert(indices, v1)
table.insert(indices, v2)
table.insert(indices, v3)
end
end
return vertices, indices
end
--- Apply a color to a copy of vertices array
--- @param vertices table Source vertices array
--- @param color table RGB color {r, g, b} with values 0-1
--- @return table New vertices array with color applied
function framework.apply_color_to_vertices(vertices, color)
local colored = {}
for i = 1, #vertices do
local v = vertices[i]
colored[i] = {
position = v.position,
normal = v.normal,
color = color,
texcoord = v.texcoord
}
end
return colored
end
--- Flip normals for a vertices array (useful for ceilings, inside-out geometry)
--- @param vertices table Vertices array to modify in-place
function framework.flip_normals(vertices)
for i = 1, #vertices do
local n = vertices[i].normal
vertices[i].normal = {-n[1], -n[2], -n[3]}
end
end
--- Generate a cube mesh (unit cube from -0.5 to 0.5)
--- @param double_sided boolean If true, generates back faces for inside-out rendering
--- @return table vertices Array of 24 vertices (4 per face)
--- @return table indices Array of triangle indices (36 for single-sided, 72 for double-sided)
function framework.generate_cube_mesh(double_sided)
-- Standard unit cube vertices (8 unique positions, but 24 vertices for proper normals per face)
local vertices = {
-- Front face (+Z)
{position = {-0.5, -0.5, 0.5}, normal = { 0.0, 0.0, 1.0}, color = {1, 1, 1}, texcoord = {0, 0}},
{position = { 0.5, -0.5, 0.5}, normal = { 0.0, 0.0, 1.0}, color = {1, 1, 1}, texcoord = {1, 0}},
{position = { 0.5, 0.5, 0.5}, normal = { 0.0, 0.0, 1.0}, color = {1, 1, 1}, texcoord = {1, 1}},
{position = {-0.5, 0.5, 0.5}, normal = { 0.0, 0.0, 1.0}, color = {1, 1, 1}, texcoord = {0, 1}},
-- Back face (-Z)
{position = { 0.5, -0.5, -0.5}, normal = { 0.0, 0.0, -1.0}, color = {1, 1, 1}, texcoord = {0, 0}},
{position = {-0.5, -0.5, -0.5}, normal = { 0.0, 0.0, -1.0}, color = {1, 1, 1}, texcoord = {1, 0}},
{position = {-0.5, 0.5, -0.5}, normal = { 0.0, 0.0, -1.0}, color = {1, 1, 1}, texcoord = {1, 1}},
{position = { 0.5, 0.5, -0.5}, normal = { 0.0, 0.0, -1.0}, color = {1, 1, 1}, texcoord = {0, 1}},
-- Top face (+Y)
{position = {-0.5, 0.5, 0.5}, normal = { 0.0, 1.0, 0.0}, color = {1, 1, 1}, texcoord = {0, 0}},
{position = { 0.5, 0.5, 0.5}, normal = { 0.0, 1.0, 0.0}, color = {1, 1, 1}, texcoord = {1, 0}},
{position = { 0.5, 0.5, -0.5}, normal = { 0.0, 1.0, 0.0}, color = {1, 1, 1}, texcoord = {1, 1}},
{position = {-0.5, 0.5, -0.5}, normal = { 0.0, 1.0, 0.0}, color = {1, 1, 1}, texcoord = {0, 1}},
-- Bottom face (-Y)
{position = {-0.5, -0.5, -0.5}, normal = { 0.0, -1.0, 0.0}, color = {1, 1, 1}, texcoord = {0, 0}},
{position = { 0.5, -0.5, -0.5}, normal = { 0.0, -1.0, 0.0}, color = {1, 1, 1}, texcoord = {1, 0}},
{position = { 0.5, -0.5, 0.5}, normal = { 0.0, -1.0, 0.0}, color = {1, 1, 1}, texcoord = {1, 1}},
{position = {-0.5, -0.5, 0.5}, normal = { 0.0, -1.0, 0.0}, color = {1, 1, 1}, texcoord = {0, 1}},
-- Right face (+X)
{position = { 0.5, -0.5, 0.5}, normal = { 1.0, 0.0, 0.0}, color = {1, 1, 1}, texcoord = {0, 0}},
{position = { 0.5, -0.5, -0.5}, normal = { 1.0, 0.0, 0.0}, color = {1, 1, 1}, texcoord = {1, 0}},
{position = { 0.5, 0.5, -0.5}, normal = { 1.0, 0.0, 0.0}, color = {1, 1, 1}, texcoord = {1, 1}},
{position = { 0.5, 0.5, 0.5}, normal = { 1.0, 0.0, 0.0}, color = {1, 1, 1}, texcoord = {0, 1}},
-- Left face (-X)
{position = {-0.5, -0.5, -0.5}, normal = {-1.0, 0.0, 0.0}, color = {1, 1, 1}, texcoord = {0, 0}},
{position = {-0.5, -0.5, 0.5}, normal = {-1.0, 0.0, 0.0}, color = {1, 1, 1}, texcoord = {1, 0}},
{position = {-0.5, 0.5, 0.5}, normal = {-1.0, 0.0, 0.0}, color = {1, 1, 1}, texcoord = {1, 1}},
{position = {-0.5, 0.5, -0.5}, normal = {-1.0, 0.0, 0.0}, color = {1, 1, 1}, texcoord = {0, 1}},
}
local indices = {
-- Front
0, 1, 2, 2, 3, 0,
-- Back
4, 5, 6, 6, 7, 4,
-- Top
8, 9, 10, 10, 11, 8,
-- Bottom
12, 13, 14, 14, 15, 12,
-- Right
16, 17, 18, 18, 19, 16,
-- Left
20, 21, 22, 22, 23, 20,
}
if double_sided then
-- Add reversed winding order for back faces
local reverse_indices = {
-- Front (reversed)
2, 1, 0, 0, 3, 2,
-- Back (reversed)
6, 5, 4, 4, 7, 6,
-- Top (reversed)
10, 9, 8, 8, 11, 10,
-- Bottom (reversed)
14, 13, 12, 12, 15, 14,
-- Right (reversed)
18, 17, 16, 16, 19, 18,
-- Left (reversed)
22, 21, 20, 20, 23, 22,
}
for i = 1, #reverse_indices do
indices[#indices + 1] = reverse_indices[i]
end
end
return vertices, indices
end
-- ============================================================================
-- Transform Utilities
-- ============================================================================
--- Build a scale matrix manually (math3d doesn't have scale function)
--- @param x number X-axis scale
--- @param y number Y-axis scale
--- @param z number Z-axis scale
--- @return table 4x4 scale matrix
local function scale_matrix(x, y, z)
return {
x, 0.0, 0.0, 0.0,
0.0, y, 0.0, 0.0,
0.0, 0.0, z, 0.0,
0.0, 0.0, 0.0, 1.0,
}
end
--- Build a static model matrix from position and scale
--- @param position table {x, y, z} world position
--- @param scale table {sx, sy, sz} scale factors
--- @return table 4x4 matrix as flat array of 16 floats
function framework.build_static_model_matrix(position, scale)
local translation = math3d.translation(position[1], position[2], position[3])
local scaling = scale_matrix(scale[1], scale[2], scale[3])
return math3d.multiply(translation, scaling)
end
-- ============================================================================
-- Scene Object Builders
-- ============================================================================
--- Create a static scene object (no animation)
--- @param vertices table Vertex array
--- @param indices table Index array
--- @param position table {x, y, z} world position
--- @param scale table {sx, sy, sz} scale factors
--- @param shader_key string Material/shader identifier
--- @param object_type string Semantic object type for identification
--- @return table Scene object with standard structure
function framework.create_static_object(vertices, indices, position, scale, shader_key, object_type)
local model_matrix = framework.build_static_model_matrix(position, scale)
local function compute_model_matrix()
return model_matrix
end
return {
vertices = vertices,
indices = indices,
compute_model_matrix = compute_model_matrix,
shader_keys = {shader_key},
object_type = object_type or "static",
}
end
--- Create a static cube object with color
--- @param position table {x, y, z} world position
--- @param scale table {sx, sy, sz} scale factors
--- @param color table {r, g, b} vertex color
--- @param shader_key string Material/shader identifier
--- @param object_type string Semantic object type
--- @param cube_mesh table Optional pre-generated cube mesh {vertices, indices}
--- @return table Scene object
function framework.create_static_cube(position, scale, color, shader_key, object_type, cube_mesh)
if not cube_mesh then
cube_mesh = {framework.generate_cube_mesh(false)}
end
local vertices = cube_mesh[1] or cube_mesh.vertices
local indices = cube_mesh[2] or cube_mesh.indices
if color then
vertices = framework.apply_color_to_vertices(vertices, color)
end
return framework.create_static_object(vertices, indices, position, scale, shader_key, object_type)
end
--- Create a dynamic scene object with animation callback
--- @param vertices table Vertex array
--- @param indices table Index array
--- @param compute_fn function Function(time) -> matrix that computes model matrix
--- @param shader_key string Material/shader identifier
--- @param object_type string Semantic object type
--- @return table Scene object with dynamic transform
function framework.create_dynamic_object(vertices, indices, compute_fn, shader_key, object_type)
return {
vertices = vertices,
indices = indices,
compute_model_matrix = compute_fn,
shader_keys = {shader_key},
object_type = object_type or "dynamic",
}
end
-- ============================================================================
-- Material Registry
-- ============================================================================
framework.MaterialRegistry = {}
framework.MaterialRegistry.__index = framework.MaterialRegistry
function framework.MaterialRegistry.new(config)
local self = setmetatable({}, framework.MaterialRegistry)
self.materials = {}
self.default_key = nil
if config and config.materialx_materials then
for i, mat in ipairs(config.materialx_materials) do
if mat.shader_key then
self.materials[mat.shader_key] = mat
if i == 1 then
self.default_key = mat.shader_key
end
end
end
end
return self
end
function framework.MaterialRegistry:get(shader_key)
return self.materials[shader_key]
end
function framework.MaterialRegistry:get_key(shader_key)
if self.materials[shader_key] then
return shader_key
end
return self.default_key
end
function framework.MaterialRegistry:has(shader_key)
return self.materials[shader_key] ~= nil
end
return framework
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-- Test suite for scene_framework.lua
-- Run with: lua scripts/test_scene_framework.lua
-- Mock math3d for standalone testing
package.preload['math3d'] = function()
local math3d = {}
function math3d.translation(x, y, z)
return {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, x, y, z, 1}
end
function math3d.multiply(a, b)
-- Simplified matrix multiply for test purposes
return {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}
end
return math3d
end
local framework = require("scene_framework")
local tests_run = 0
local tests_passed = 0
local tests_failed = 0
local function assert_equal(actual, expected, message)
tests_run = tests_run + 1
if actual == expected then
tests_passed = tests_passed + 1
return true
else
tests_failed = tests_failed + 1
print(string.format("FAIL: %s (expected %s, got %s)", message, tostring(expected), tostring(actual)))
return false
end
end
local function assert_near(actual, expected, epsilon, message)
tests_run = tests_run + 1
local diff = math.abs(actual - expected)
if diff <= epsilon then
tests_passed = tests_passed + 1
return true
else
tests_failed = tests_failed + 1
print(string.format("FAIL: %s (expected %f±%f, got %f, diff %f)",
message, expected, epsilon, actual, diff))
return false
end
end
local function assert_true(condition, message)
return assert_equal(condition, true, message)
end
local function assert_not_nil(value, message)
tests_run = tests_run + 1
if value ~= nil then
tests_passed = tests_passed + 1
return true
else
tests_failed = tests_failed + 1
print(string.format("FAIL: %s (value is nil)", message))
return false
end
end
-- ============================================================================
-- Config Resolution Tests
-- ============================================================================
print("Testing config resolution utilities...")
assert_equal(framework.resolve_number(42, 0), 42, "resolve_number with number")
assert_equal(framework.resolve_number("not a number", 99), 99, "resolve_number with fallback")
assert_equal(framework.resolve_number(nil, 123), 123, "resolve_number with nil")
assert_equal(framework.resolve_boolean(true, false), true, "resolve_boolean with true")
assert_equal(framework.resolve_boolean(false, true), false, "resolve_boolean with false")
assert_equal(framework.resolve_boolean("not bool", true), true, "resolve_boolean with fallback")
assert_equal(framework.resolve_string("hello", "default"), "hello", "resolve_string with string")
assert_equal(framework.resolve_string(123, "default"), "default", "resolve_string with fallback")
local tbl = {1, 2, 3}
assert_equal(framework.resolve_table(tbl, {}), tbl, "resolve_table with table")
assert_equal(type(framework.resolve_table("not table", nil)), "table", "resolve_table creates empty table")
local vec = framework.resolve_vec3({1, 2, 3}, {0, 0, 0})
assert_equal(vec[1], 1, "resolve_vec3 x component")
assert_equal(vec[2], 2, "resolve_vec3 y component")
assert_equal(vec[3], 3, "resolve_vec3 z component")
local fallback_vec = framework.resolve_vec3("invalid", {7, 8, 9})
assert_equal(fallback_vec[1], 7, "resolve_vec3 fallback x")
assert_equal(fallback_vec[2], 8, "resolve_vec3 fallback y")
assert_equal(fallback_vec[3], 9, "resolve_vec3 fallback z")
-- ============================================================================
-- Mesh Generation Tests
-- ============================================================================
print("Testing mesh generation...")
-- Test plane mesh generation
local plane_verts, plane_indices = framework.generate_plane_mesh(10, 10, 2, {1.0, 0.5, 0.25})
assert_equal(#plane_verts, 9, "plane 2x2 subdivision has 9 vertices (3x3 grid)")
assert_equal(#plane_indices, 24, "plane 2x2 subdivision has 24 indices (8 triangles)")
-- Check first vertex
assert_not_nil(plane_verts[1], "plane first vertex exists")
assert_equal(type(plane_verts[1].position), "table", "vertex has position")
assert_equal(type(plane_verts[1].normal), "table", "vertex has normal")
assert_equal(type(plane_verts[1].color), "table", "vertex has color")
assert_equal(plane_verts[1].color[1], 1.0, "plane vertex color r")
assert_equal(plane_verts[1].color[2], 0.5, "plane vertex color g")
assert_equal(plane_verts[1].color[3], 0.25, "plane vertex color b")
-- Test plane with default color
local white_verts, _ = framework.generate_plane_mesh(10, 10, 1)
assert_equal(white_verts[1].color[1], 1.0, "default plane color is white r")
assert_equal(white_verts[1].color[2], 1.0, "default plane color is white g")
assert_equal(white_verts[1].color[3], 1.0, "default plane color is white b")
-- Test cube mesh generation
local cube_verts, cube_indices = framework.generate_cube_mesh(false)
assert_equal(#cube_verts, 24, "cube has 24 vertices (4 per face)")
assert_equal(#cube_indices, 36, "single-sided cube has 36 indices (12 triangles)")
local cube_double, cube_double_idx = framework.generate_cube_mesh(true)
assert_equal(#cube_double, 24, "double-sided cube still has 24 vertices")
assert_equal(#cube_double_idx, 72, "double-sided cube has 72 indices (24 triangles)")
-- Test apply color
local colored_verts = framework.apply_color_to_vertices(cube_verts, {0.8, 0.6, 0.4})
assert_equal(#colored_verts, #cube_verts, "colored vertices same count as input")
assert_equal(colored_verts[1].color[1], 0.8, "applied color r")
assert_equal(colored_verts[1].color[2], 0.6, "applied color g")
assert_equal(colored_verts[1].color[3], 0.4, "applied color b")
-- Verify original unchanged
assert_equal(cube_verts[1].color[1], 1.0, "original vertices unchanged")
-- Test flip normals
local test_verts = {
{position = {0, 0, 0}, normal = {0, 1, 0}, color = {1, 1, 1}, texcoord = {0, 0}},
{position = {1, 0, 0}, normal = {1, 0, 0}, color = {1, 1, 1}, texcoord = {1, 0}},
}
framework.flip_normals(test_verts)
assert_equal(test_verts[1].normal[2], -1, "flipped normal y to -1")
assert_equal(test_verts[2].normal[1], -1, "flipped normal x to -1")
-- ============================================================================
-- Object Builder Tests
-- ============================================================================
print("Testing object builders...")
-- Test static object creation
local static_obj = framework.create_static_object(
cube_verts,
cube_indices,
{5, 10, 15},
{2, 3, 4},
"test_shader",
"test_object"
)
assert_not_nil(static_obj, "static object created")
assert_equal(static_obj.vertices, cube_verts, "static object has vertices")
assert_equal(static_obj.indices, cube_indices, "static object has indices")
assert_equal(static_obj.shader_keys[1], "test_shader", "static object has shader key")
assert_equal(static_obj.object_type, "test_object", "static object has type")
assert_equal(type(static_obj.compute_model_matrix), "function", "static object has matrix function")
local matrix = static_obj.compute_model_matrix()
assert_equal(type(matrix), "table", "compute_model_matrix returns table")
-- Test static cube creation
local cube_obj = framework.create_static_cube(
{1, 2, 3},
{0.5, 0.5, 0.5},
{0.9, 0.1, 0.1},
"cube_shader",
"my_cube"
)
assert_not_nil(cube_obj, "static cube created")
assert_equal(cube_obj.object_type, "my_cube", "cube has correct type")
assert_equal(cube_obj.shader_keys[1], "cube_shader", "cube has correct shader")
assert_equal(cube_obj.vertices[1].color[1], 0.9, "cube has applied color")
-- Test dynamic object creation
local time_value = 0
local dynamic_obj = framework.create_dynamic_object(
plane_verts,
plane_indices,
function(time)
time_value = time
return {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}
end,
"dynamic_shader",
"animated"
)
assert_not_nil(dynamic_obj, "dynamic object created")
assert_equal(dynamic_obj.object_type, "animated", "dynamic object has type")
local _ = dynamic_obj.compute_model_matrix(42)
assert_equal(time_value, 42, "dynamic compute function receives time")
-- ============================================================================
-- Material Registry Tests
-- ============================================================================
print("Testing material registry...")
local test_config = {
materialx_materials = {
{shader_key = "floor", document = "floor.mtlx", material = "Floor"},
{shader_key = "wall", document = "wall.mtlx", material = "Wall"},
{shader_key = "ceiling", document = "ceiling.mtlx", material = "Ceiling"},
}
}
local registry = framework.MaterialRegistry.new(test_config)
assert_not_nil(registry, "material registry created")
assert_true(registry:has("floor"), "registry has floor material")
assert_true(registry:has("wall"), "registry has wall material")
assert_true(registry:has("ceiling"), "registry has ceiling material")
assert_equal(registry:has("nonexistent"), false, "registry doesn't have fake material")
local floor_mat = registry:get("floor")
assert_not_nil(floor_mat, "can get floor material")
assert_equal(floor_mat.shader_key, "floor", "floor material has correct key")
assert_equal(floor_mat.document, "floor.mtlx", "floor material has document")
assert_equal(registry:get_key("floor"), "floor", "get_key returns existing key")
assert_equal(registry:get_key("fake"), "floor", "get_key returns default for missing key")
-- Test empty registry
local empty_registry = framework.MaterialRegistry.new(nil)
assert_not_nil(empty_registry, "empty registry created")
assert_equal(empty_registry:has("anything"), false, "empty registry has nothing")
-- ============================================================================
-- Summary
-- ============================================================================
print("\n" .. string.rep("=", 60))
print(string.format("Tests run: %d", tests_run))
print(string.format("Passed: %d", tests_passed))
print(string.format("Failed: %d", tests_failed))
print(string.rep("=", 60))
if tests_failed == 0 then
print("✓ ALL TESTS PASSED")
os.exit(0)
else
print("✗ SOME TESTS FAILED")
os.exit(1)
end