extends SceneTree # Headless gameplay test: run with # godot --headless -s res://tests/test_star_coverage.gd # Verifies the shader-based starfield's uniforms actually track the camera: # after moving/zooming the camera, camera_pos/camera_zoom fed to the # starfield shader should match, at every zoom level (this replaces the old # tile-symmetry check now that stars are a single procedural fragment # shader pass with no CPU-side tiling to go asymmetric in the first place). const TOLERANCE: float = 0.5 var main_scene: Node var camera: Camera2D var starfield: ColorRect func _initialize() -> void: var packed: PackedScene = load("res://world/Main.tscn") main_scene = packed.instantiate() root.add_child(main_scene) camera = main_scene.get_node("Camera2D") starfield = main_scene.get_node("BackgroundLayer/Starfield") func _process(_delta: float) -> bool: var all_ok: bool = true for zoom_level in [1.0, 3.0, 6.0]: camera.zoom = Vector2(zoom_level, zoom_level) camera.global_position = Vector2(zoom_level * 100.0, -zoom_level * 50.0) # Let the Starfield's own _process (which reads the camera and pushes # shader uniforms) run for this frame before checking. starfield._process(0.016) # The camera position is handed to the shader pre-split into a cell # index plus a fraction within that cell (so the shader never handles # a large absolute world coordinate - see Starfield.gd). Verify the # two parts reconstruct the real camera position exactly, and that # the fraction really is a fraction: if it ever left [0,1) the split # would be wrong and the shader would sample the wrong cell. var cell: Vector2 = starfield.material.get_shader_parameter("camera_cell") var frac: Vector2 = starfield.material.get_shader_parameter("camera_frac") var cell_size: float = starfield.material.get_shader_parameter("cell_size") var uniform_zoom: float = starfield.material.get_shader_parameter("camera_zoom") var reconstructed: Vector2 = (cell + frac) * cell_size var pos_ok: bool = reconstructed.distance_to(camera.global_position) <= TOLERANCE var frac_ok: bool = frac.x >= 0.0 and frac.x < 1.0 and frac.y >= 0.0 and frac.y < 1.0 var zoom_ok: bool = abs(uniform_zoom - (1.0 / camera.zoom.x)) <= 0.01 var ok: bool = pos_ok and frac_ok and zoom_ok all_ok = all_ok and ok print("zoom=%.1f camera_pos=%s reconstructed=%s frac=%s zoom=%.2f/%.2f %s" % [ zoom_level, camera.global_position, reconstructed, frac, camera.zoom.x, uniform_zoom, "OK" if ok else "FAIL" ]) if all_ok: print("TEST_STAR_COVERAGE: PASS") quit(0) else: print("TEST_STAR_COVERAGE: FAIL") quit(1) return true