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131 changes: 131 additions & 0 deletions src/core/shaders/webgl/RoundedWithBorder.test.ts
Original file line number Diff line number Diff line change
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import { describe, expect, it } from 'vitest';
import {
BORDER_VALUES_LENGTH,
calcBorderShaderValues,
} from './RoundedWithBorder.js';
import type { Vec4 } from '../../renderers/webgl/internal/ShaderUtils.js';

const calc = (
borderWidth: Vec4,
align: number,
gap: number,
radius: Vec4,
w: number,
h: number,
): Float32Array => {
const out = new Float32Array(BORDER_VALUES_LENGTH);
calcBorderShaderValues(borderWidth, align, gap, radius, w, h, out);
return out;
};

describe('calcBorderShaderValues', () => {
it('should compute uniform border, align outside, no gap', () => {
// border 4 on all sides, align=1 (outside), gap=0, radius 16, 200x100 node
// adjustedBorderWidth = 4 - 1 + clamp(4, -1, 1) = 4
const v = calc([4, 4, 4, 4], 1, 0, [16, 16, 16, 16], 200, 100);

// outerSize = (dimensions + gapSize + borderSize * align) * 0.5
expect(v[0]).toBe(104);
expect(v[1]).toBe(54);
// innerSize = outerSize - borderSize * 0.5
expect(v[2]).toBe(100);
expect(v[3]).toBe(50);
// symmetric border -> zero UV offsets (-0 from sign() * 0 is fine)
expect(v[4]).toBeCloseTo(0);
expect(v[5]).toBeCloseTo(0);
expect(v[6]).toBeCloseTo(0);
expect(v[7]).toBeCloseTo(0);
// outerBorderRadius = radius + max(top*align+gap, side*align+gap) = 16 + 4
expect(v[8]).toBe(20);
expect(v[9]).toBe(20);
expect(v[10]).toBe(20);
expect(v[11]).toBe(20);
// innerBorderRadius = outer - max(top, side) = 20 - 4
expect(v[12]).toBe(16);
expect(v[13]).toBe(16);
expect(v[14]).toBe(16);
expect(v[15]).toBe(16);
// outerSize exceeds half dimensions -> edgeOffset = extraSize + gap
expect(v[16]).toBe(8);
expect(v[17]).toBe(8);
});

it('should compute asymmetric border with gap and center align', () => {
// borderWidth [top, right, bottom, left] = [2, 4, 6, 8], align=0.5, gap=2
// adjusted widths equal inputs since all > 1
const v = calc([2, 4, 6, 8], 0.5, 2, [10, 10, 10, 10], 100, 80);

// borderSize = (right+left, top+bottom) = (12, 8); extra = (6, 4)
// all sides have width -> gapSize = (4, 4)
// outerSize = ((100+4+6)/2, (80+4+4)/2)
expect(v[0]).toBe(55);
expect(v[1]).toBe(44);
// innerSize = outer - (6, 4)
expect(v[2]).toBe(49);
expect(v[3]).toBe(40);
// borderDiff = (right-left, bottom-top) = (-4, 4); gapDiff = (0, 0)
// outerUv = (-sign*abs*align*0.5, ...) = (1, -1)
expect(v[4]).toBe(1);
expect(v[5]).toBe(-1);
// innerUv = outerUv + sign*abs*0.5 = (-1, 1)
expect(v[6]).toBe(-1);
expect(v[7]).toBe(1);
// outer radius per corner: 10 + max(adjacent side*0.5 + 2)
expect(v[8]).toBe(16); // TL: 10 + max(2*0.5+2, 8*0.5+2) = 10 + 6
expect(v[9]).toBe(14); // TR: 10 + max(3, 4)
expect(v[10]).toBe(15); // BR: 10 + max(5, 4)
expect(v[11]).toBe(16); // BL: 10 + max(5, 6)
// inner radius: outer - max(adjacent widths)
expect(v[12]).toBe(8); // 16 - max(2, 8)
expect(v[13]).toBe(10); // 14 - max(2, 4)
expect(v[14]).toBe(9); // 15 - max(6, 4)
expect(v[15]).toBe(8); // 16 - max(6, 8)
// edgeOffset = extraSize + gap
expect(v[16]).toBe(8);
expect(v[17]).toBe(6);
});

it('should collapse sub-pixel widths like the GLSL adjustment', () => {
// adjusted = 0.5 - 1 + clamp(0.5) = 0 -> behaves as zero-width sides
const v = calc([0.5, 0.5, 0.5, 0.5], 1, 2, [10, 10, 10, 10], 100, 100);

// borderSize = (0, 0); gap only applies to sides >= 0.001 -> none
expect(v[0]).toBe(50);
expect(v[1]).toBe(50);
expect(v[2]).toBe(50);
expect(v[3]).toBe(50);
// edgeOffset: outerSize >= halfDimensions -> extra(0) + gap(2)
expect(v[16]).toBe(2);
expect(v[17]).toBe(2);
});

it('should align inside without growing beyond node bounds', () => {
// align=0 (inside), border 4, no gap: outerSize = halfDimensions
const v = calc([4, 4, 4, 4], 0, 0, [10, 10, 10, 10], 100, 100);

expect(v[0]).toBe(50);
expect(v[1]).toBe(50);
expect(v[2]).toBe(46);
expect(v[3]).toBe(46);
// outer radius unchanged at align=0, gap=0
expect(v[8]).toBe(10);
// inner radius = 10 - 4
expect(v[12]).toBe(6);
// outerSize == halfDimensions -> step passes, but extra+gap is 0
expect(v[16]).toBe(0);
expect(v[17]).toBe(0);
});

it('should clamp negative inner radius to zero', () => {
// border wider than radius: inner radius would go negative
const v = calc([12, 12, 12, 12], 1, 0, [4, 4, 4, 4], 200, 200);

// outer = 4 + 12, inner = 16 - 12 = 4; with radius 0 corners:
expect(v[8]).toBe(16);
expect(v[12]).toBe(4);

const sharp = calc([12, 12, 12, 12], 1, 0, [0, 0, 0, 0], 200, 200);
expect(sharp[8]).toBe(12);
expect(sharp[12]).toBe(0);
});
});
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