Files
mrgameeng/tests/MrGameEng.Graphics.Tests/CullingTests.cs
T
Leonid PershinandClaude Fable 5 a3e6d3bb0a Stable radix sprite sort and render hot-path optimizations
SpriteBatcher now sorts with a stable LSD radix sort: equal-key sprites
keep submission order across frames (no flicker) and passes over digits
identical in all keys are skipped, making the common single-layer case
nearly free. Hot paths avoid per-sprite trig and square roots: SinCos is
skipped for unrotated sprites and the culling radius comes from the
region's precomputed diagonal.

Stress scene (100k entities, ~61k on screen, Release): 103 -> 124 FPS.
Sample now runs with VSync off to show real frame rates.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 04:39:17 +03:00

79 lines
2.7 KiB
C#

using Microsoft.Xna.Framework;
using MrGameEng.Graphics;
using Xunit;
namespace MrGameEng.Graphics.Tests;
public class CullingTests
{
[Fact]
public void BoundingCircle_UnrotatedTopLeftOrigin_CenterIsRegionCenter()
{
var transform = Transform2D.At(new Vector2(100f, 200f));
var (center, radius) = CullingMath.SpriteBoundingCircle(transform, 32f, 32f, Vector2.Zero);
Assert.Equal(new Vector2(116f, 216f), center);
Assert.Equal(0.5f * MathF.Sqrt(32f * 32f * 2f), radius, 3);
}
[Fact]
public void BoundingCircle_CenterOrigin_CenterIsPosition()
{
var transform = Transform2D.At(new Vector2(50f, 50f));
var (center, _) = CullingMath.SpriteBoundingCircle(transform, 64f, 32f, new Vector2(32f, 16f));
Assert.Equal(new Vector2(50f, 50f), center);
}
[Fact]
public void BoundingCircle_Scale_GrowsRadius()
{
var transform = new Transform2D(Vector2.Zero, scale: new Vector2(2f, 2f));
var (_, radius) = CullingMath.SpriteBoundingCircle(transform, 10f, 10f, Vector2.Zero);
Assert.Equal(0.5f * MathF.Sqrt(800f), radius, 3);
}
[Fact]
public void BoundingCircle_RegionOverload_MatchesSizeOverload_ForUniformScale()
{
var region = new Texture2DRegion(null!, new Rectangle(0, 0, 48, 24));
var transform = new Transform2D(new Vector2(10f, 20f), rotation: 0.6f, scale: new Vector2(1.5f, 1.5f));
var origin = new Vector2(5f, 7f);
var (centerA, radiusA) = CullingMath.SpriteBoundingCircle(transform, 48f, 24f, origin);
var (centerB, radiusB) = CullingMath.SpriteBoundingCircle(in transform, region, origin);
Assert.Equal(centerA.X, centerB.X, 3);
Assert.Equal(centerA.Y, centerB.Y, 3);
Assert.Equal(radiusA, radiusB, 3);
}
[Fact]
public void BoundingCircle_RegionOverload_IsConservative_ForNonUniformScale()
{
var region = new Texture2DRegion(null!, new Rectangle(0, 0, 100, 10));
var transform = new Transform2D(Vector2.Zero, scale: new Vector2(1f, 3f));
var (_, exact) = CullingMath.SpriteBoundingCircle(transform, 100f, 10f, Vector2.Zero);
var (_, conservative) = CullingMath.SpriteBoundingCircle(in transform, region, Vector2.Zero);
Assert.True(conservative >= exact);
}
[Theory]
[InlineData(50f, 50f, true)] // inside
[InlineData(-4f, 50f, true)] // touching from the left (radius 5)
[InlineData(-20f, 50f, false)] // far left
[InlineData(50f, 130f, false)] // far below
public void CircleIntersectsRect_DetectsOverlap(float x, float y, bool expected)
{
var rect = new RectF(0f, 0f, 100f, 100f);
Assert.Equal(expected, CullingMath.CircleIntersectsRect(new Vector2(x, y), 5f, rect));
}
}