Render continuously and optimize the glTF viewer
Remove vsync and dirty-flag frame gating, optimize PBR sampling and lighting, add a direct-to-canvas loadout, and preserve camera state on viewer resize. Add regression coverage and update rendering documentation. Amp-Thread-ID: https://ampcode.com/threads/T-01a0b382-1e79-712b-abd1-d29201c9bb5e Co-authored-by: Heaust Azure <heaust.azure@gmail.com>
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+17
-15
@@ -1,34 +1,36 @@
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use super::RenderData;
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#[test]
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fn dirty_signal_is_consumed_once() {
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fn rendering_does_not_require_a_dirty_signal() {
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let mut data = RenderData::new(64).unwrap();
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assert!(data.rows("signals").is_some());
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assert!(data.begin_render());
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assert!(!data.begin_render());
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data.mark_dirty();
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assert!(data.begin_render());
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assert!(!data.render_pending());
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for dirty in [0.0, 1.0, 0.0] {
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data.write_signal(5, dirty);
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assert!(data.render_allowed());
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data.update_signals(0.001, 2, 0.002, 0);
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assert!(data.render_allowed());
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}
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}
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#[test]
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fn skip_and_bundle_signals_hold_dirty_work() {
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fn skip_and_bundle_signals_still_block_rendering() {
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let mut data = RenderData::new(64).unwrap();
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assert!(data.begin_render());
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data.write_signal(5, 0.0);
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assert!(data.render_allowed());
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data.write_signal(4, 1.0);
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data.mark_dirty();
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assert!(!data.begin_render());
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assert!(!data.render_allowed());
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data.write_signal(4, 0.0);
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assert!(data.begin_render());
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assert!(data.render_allowed());
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data.write_signal(6, 1.0);
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data.mark_dirty();
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assert!(!data.begin_render());
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assert!(!data.render_allowed());
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data.write_signal(4, 1.0);
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data.loadout_ready();
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assert!(data.begin_render());
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assert!(!data.render_allowed());
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data.write_signal(4, 0.0);
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assert!(data.render_allowed());
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}
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fn rows_of(data: &RenderData, name: &str) -> u32 {
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