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10 Commits
fix/issue-
...
feat/543-t
| Author | SHA1 | Date | |
|---|---|---|---|
| 1088bf8983 | |||
| 94f0a132d4 | |||
| 279356bed6 | |||
| 511ff863c2 | |||
| 26e39d8949 | |||
| d120526244 | |||
| 8596ff761b | |||
| 7553fd4f3e | |||
| 71082fe06f | |||
| 6d678e938e |
@@ -31,6 +31,14 @@ class GlitchCategory(Enum):
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WATER_REFLECTION = "water_reflection"
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SKYBOX_SEAM = "skybox_seam"
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# Three.js-specific categories (ref: timmy-config#543)
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SHADER_FAILURE = "shader_failure"
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TEXTURE_PLACEHOLDER = "texture_placeholder"
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UV_MAPPING_ERROR = "uv_mapping_error"
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FRUSTUM_CULLING = "frustum_culling"
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SHADOW_MAP_ARTIFACT = "shadow_map_artifact"
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BLOOM_OVERFLOW = "bloom_overflow"
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@dataclass
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class GlitchPattern:
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@@ -241,6 +249,123 @@ MATRIX_GLITCH_PATTERNS: list[GlitchPattern] = [
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],
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confidence_threshold=0.45,
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),
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# --- Three.js-Specific Glitch Patterns (ref: timmy-config#543) ---
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GlitchPattern(
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category=GlitchCategory.SHADER_FAILURE,
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name="Shader Compilation Failure",
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description="Three.js shader failed to compile, rendering the material as solid black. "
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"Common when custom ShaderMaterial has syntax errors or missing uniforms.",
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severity=GlitchSeverity.CRITICAL,
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detection_prompts=[
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"Look for objects or surfaces rendered as pure black (#000000) that should have visible textures or materials.",
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"Identify geometry that appears completely dark while surrounding objects are normally lit.",
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"Check for objects where the material seems to 'absorb all light' — flat black with no shading gradient.",
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],
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visual_indicators=[
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"solid black object with no shading",
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"geometry rendered as silhouette",
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"material appears to absorb light entirely",
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"black patch inconsistent with scene lighting",
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],
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confidence_threshold=0.7,
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),
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GlitchPattern(
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category=GlitchCategory.TEXTURE_PLACEHOLDER,
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name="Three.js Texture Not Loaded",
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description="Three.js failed to load the texture asset, rendering a 1x1 white pixel "
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"stretched across the entire surface. Distinguished from missing-texture by "
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"the uniform white/grey appearance rather than magenta.",
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severity=GlitchSeverity.CRITICAL,
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detection_prompts=[
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"Look for surfaces that are uniformly white or light grey with no texture detail, even on large geometry.",
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"Identify objects where the texture appears as a single solid color stretched across complex UVs.",
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"Check for surfaces that look 'blank' or 'unloaded' — flat white/grey where detail should exist.",
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],
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visual_indicators=[
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"uniform white or light grey surface",
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"no texture detail on large geometry",
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"stretched single-color appearance",
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"1x1 pixel placeholder stretched to fill UV space",
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],
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confidence_threshold=0.65,
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),
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GlitchPattern(
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category=GlitchCategory.UV_MAPPING_ERROR,
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name="BufferGeometry UV Mapping Error",
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description="Three.js BufferGeometry has incorrect UV coordinates, causing textures to "
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"appear stretched, compressed, or mapped to the wrong faces.",
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severity=GlitchSeverity.HIGH,
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detection_prompts=[
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"Look for textures that appear dramatically stretched in one direction on specific faces.",
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"Identify surfaces where the texture pattern is distorted but other nearby surfaces look correct.",
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"Check for faces where the texture seems 'smeared' or mapped with incorrect aspect ratio.",
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],
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visual_indicators=[
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"texture stretching on specific faces",
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"distorted pattern on geometry",
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"smeared texture appearance",
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"aspect ratio mismatch between texture and surface",
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],
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confidence_threshold=0.6,
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),
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GlitchPattern(
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category=GlitchCategory.FRUSTUM_CULLING,
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name="Frustum Culling Artifact",
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description="Three.js frustum culling incorrectly marks objects as outside the camera "
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"frustum, causing them to pop in/out of existence at screen edges.",
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severity=GlitchSeverity.MEDIUM,
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detection_prompts=[
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"Look for objects that are partially visible at the edge of the frame — half-rendered or cut off unnaturally.",
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"Identify geometry that seems to 'pop' into existence as the view angle changes.",
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"Check screen edges for objects that appear suddenly rather than smoothly entering the viewport.",
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],
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visual_indicators=[
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"half-visible object at screen edge",
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"object popping into frame",
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"abrupt appearance of geometry",
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"bounding box visible but mesh missing",
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],
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confidence_threshold=0.55,
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),
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GlitchPattern(
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category=GlitchCategory.SHADOW_MAP_ARTIFACT,
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name="Shadow Map Resolution Artifact",
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description="Three.js shadow map has insufficient resolution, causing pixelated, "
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"blocky shadows with visible texel edges instead of smooth shadow gradients.",
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severity=GlitchSeverity.MEDIUM,
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detection_prompts=[
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"Look for shadows with visible blocky or pixelated edges instead of smooth gradients.",
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"Identify shadow maps where individual texels (texture pixels) are clearly visible.",
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"Check for shadows that appear as jagged stair-stepped patterns rather than soft edges.",
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],
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visual_indicators=[
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"blocky shadow edges",
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"visible texel grid in shadows",
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"stair-stepped shadow boundary",
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"pixelated shadow gradient",
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],
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confidence_threshold=0.55,
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),
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GlitchPattern(
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category=GlitchCategory.BLOOM_OVERFLOW,
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name="Post-Processing Bloom Overflow",
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description="Three.js UnrealBloomPass or similar post-processing bloom effect is too "
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"intense, causing bright areas to bleed glow into surrounding geometry.",
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severity=GlitchSeverity.LOW,
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detection_prompts=[
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"Look for bright areas that have an unusually large, soft glow bleeding into adjacent surfaces.",
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"Identify scenes where light sources appear to have a 'halo' that extends beyond physical plausibility.",
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"Check for bright objects whose glow color bleeds onto nearby unrelated geometry.",
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],
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visual_indicators=[
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"excessive glow bleeding from bright surfaces",
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"halo around light sources",
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"bloom color tinting adjacent geometry",
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"glow bleeding beyond object boundaries",
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],
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confidence_threshold=0.5,
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),
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]
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@@ -289,6 +414,23 @@ def build_vision_prompt(patterns: list[GlitchPattern] | None = None) -> str:
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)
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# Three.js-specific category set for filtering (ref: timmy-config#543)
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THREEJS_CATEGORIES = {
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GlitchCategory.SHADER_FAILURE,
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GlitchCategory.TEXTURE_PLACEHOLDER,
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GlitchCategory.UV_MAPPING_ERROR,
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GlitchCategory.FRUSTUM_CULLING,
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GlitchCategory.SHADOW_MAP_ARTIFACT,
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GlitchCategory.BLOOM_OVERFLOW,
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}
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def get_threejs_patterns() -> list[GlitchPattern]:
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"""Return only Three.js-specific glitch patterns."""
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return [p for p in MATRIX_GLITCH_PATTERNS if p.category in THREEJS_CATEGORIES]
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if __name__ == "__main__":
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import json
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print(f"Loaded {len(MATRIX_GLITCH_PATTERNS)} glitch patterns:\n")
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@@ -9,7 +9,7 @@ Usage:
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python matrix_glitch_detector.py <url> [--angles 4] [--output report.json]
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python matrix_glitch_detector.py --demo # Run with synthetic test data
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Ref: timmy-config#491
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Ref: timmy-config#491, timmy-config#543
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"""
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import argparse
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@@ -33,6 +33,7 @@ from glitch_patterns import (
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MATRIX_GLITCH_PATTERNS,
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build_vision_prompt,
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get_patterns_by_severity,
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get_threejs_patterns,
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)
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@@ -345,14 +346,17 @@ def _parse_vision_response(
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def _infer_severity(category: str, confidence: float) -> str:
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"""Infer severity from category and confidence when not provided."""
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critical_cats = {"missing_textures", "clipping"}
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high_cats = {"floating_assets", "broken_normals"}
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critical_cats = {"missing_textures", "clipping", "shader_failure", "texture_placeholder"}
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high_cats = {"floating_assets", "broken_normals", "uv_mapping_error"}
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medium_cats = {"frustum_culling", "shadow_map_artifact"}
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cat_lower = category.lower()
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if any(c in cat_lower for c in critical_cats):
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return "critical" if confidence > 0.7 else "high"
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if any(c in cat_lower for c in high_cats):
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return "high" if confidence > 0.7 else "medium"
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if any(c in cat_lower for c in medium_cats):
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return "medium" if confidence > 0.6 else "low"
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return "medium" if confidence > 0.6 else "low"
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@@ -389,9 +393,9 @@ def build_report(
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),
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},
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metadata={
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"detector_version": "0.1.0",
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"detector_version": "0.2.0",
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"pattern_count": len(MATRIX_GLITCH_PATTERNS),
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"reference": "timmy-config#491",
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"reference": "timmy-config#491, timmy-config#543",
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},
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)
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@@ -460,6 +464,30 @@ def run_demo(output_path: Optional[Path] = None) -> ScanResult:
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screenshot_index=3,
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screenshot_angle="left",
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),
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DetectedGlitch(
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id=str(uuid.uuid4())[:8],
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category="shader_failure",
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name="Black Material on Portal Frame",
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description="Portal frame rendered as solid black — shader compilation failed (missing uniform u_time)",
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severity="critical",
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confidence=0.91,
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location_x=45.0,
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location_y=30.0,
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screenshot_index=0,
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screenshot_angle="front",
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),
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DetectedGlitch(
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id=str(uuid.uuid4())[:8],
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category="shadow_map_artifact",
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name="Pixelated Character Shadow",
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description="Character shadow shows visible texel grid — shadow map resolution too low (512x512)",
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severity="medium",
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confidence=0.78,
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location_x=52.0,
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location_y=75.0,
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screenshot_index=1,
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screenshot_angle="right",
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),
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]
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print(f"[*] Detected {len(demo_glitches)} glitches")
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@@ -496,6 +524,11 @@ Examples:
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help="Minimum severity to include in report",
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)
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parser.add_argument("--verbose", "-v", action="store_true", help="Verbose output")
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parser.add_argument(
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"--threejs",
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action="store_true",
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help="Focus on Three.js-specific glitch patterns only (shader, texture, UV, culling, shadow, bloom)",
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)
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args = parser.parse_args()
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@@ -525,9 +558,13 @@ Examples:
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screenshots = capture_screenshots(args.url, angles, screenshots_dir)
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print(f"[*] Captured {len(screenshots)} screenshots")
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# Filter patterns by severity
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# Filter patterns by severity and type
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min_sev = GlitchSeverity(args.min_severity)
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patterns = get_patterns_by_severity(min_sev)
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if args.threejs:
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threejs_patterns = get_threejs_patterns()
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patterns = [p for p in patterns if p in threejs_patterns]
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print(f"[*] Three.js-focused mode: {len(patterns)} patterns")
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# Analyze with vision AI
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print(f"[*] Analyzing with vision AI ({len(patterns)} patterns)...")
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@@ -1,3 +1,4 @@
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#!/usr/bin/env python3
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"""
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Full Nostr agent-to-agent communication demo - FINAL WORKING
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"""
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@@ -1,3 +1,4 @@
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#!/usr/bin/env python3
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"""
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Soul Eval Gate — The Conscience of the Training Pipeline
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@@ -196,7 +196,37 @@
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"paused_reason": null,
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"skills": [],
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"skill": null
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},
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{
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"id": "tmux-supervisor-513",
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"name": "Autonomous Cron Supervisor",
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"prompt": "Load the tmux-supervisor skill and execute the monitoring protocol.\n\nCheck both `dev` and `timmy` tmux sessions for idle panes. Only send Telegram notifications on actionable events (idle, overflow, failure). Be silent when all agents are working.\n\nSteps:\n1. List all tmux sessions (skip 'Alexander')\n2. For each session, list windows and panes\n3. Capture each pane and classify state (idle vs active)\n4. For idle panes: read context, craft context-aware prompt\n5. Send /queue prompts to idle panes\n6. Verify prompts landed\n7. Only notify via Telegram if:\n - A pane was prompted (idle detected)\n - A pane shows context overflow (>80%)\n - A pane is stuck or crashed\n8. If all panes are active: respond with [SILENT]",
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"schedule": {
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"kind": "interval",
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"minutes": 7,
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"display": "every 7m"
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},
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"schedule_display": "every 7m",
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"repeat": {
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"times": null,
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"completed": 0
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},
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"enabled": true,
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"created_at": "2026-04-15T03:00:00.000000+00:00",
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"next_run_at": null,
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"last_run_at": null,
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"last_status": null,
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"last_error": null,
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||||
"deliver": "telegram",
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"origin": null,
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"state": "scheduled",
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"paused_at": null,
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"paused_reason": null,
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||||
"skills": [
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"tmux-supervisor"
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],
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"skill": "tmux-supervisor"
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||||
}
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||||
],
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"updated_at": "2026-04-13T02:00:00+00:00"
|
||||
}
|
||||
}
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@@ -19,18 +19,6 @@ import urllib.error
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import urllib.parse
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from datetime import datetime, timezone
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# Quality gate integration (#627)
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try:
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from scripts.task_gate import pre_task_gate, post_task_gate
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QUALITY_GATE_AVAILABLE = True
|
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except ImportError:
|
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QUALITY_GATE_AVAILABLE = False
|
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print('[WARN] task_gate not available -- quality checks disabled')
|
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|
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# Pipeline statistics
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PIPELINE_STATS = {"gate_pass": 0, "gate_fail": 0, "gate_warn": 0, "requeued": 0}
|
||||
|
||||
# ---------------------------------------------------------------------------
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# CONFIG
|
||||
# ---------------------------------------------------------------------------
|
||||
@@ -543,11 +531,6 @@ def generate_report(backlog, dispatched, skipped, agent_status, dry_run=False):
|
||||
# Top 5 unassigned
|
||||
unassigned = [i for i in backlog if not i["assignees"]][:5]
|
||||
lines.append("-- Top 5 Unassigned (by priority) --")
|
||||
# Quality gate statistics (#627)
|
||||
if any(PIPELINE_STATS.values()):
|
||||
lines.append("-- Quality Gate --")
|
||||
lines.append(f" Passed: {PIPELINE_STATS['gate_pass']} | Failed: {PIPELINE_STATS['gate_fail']} | Warnings: {PIPELINE_STATS['gate_warn']}")
|
||||
lines.append("")
|
||||
for i in unassigned:
|
||||
lines.append(f" [{i['score']}] {i['repo']}#{i['number']}: {i['title'][:55]}")
|
||||
lines.append("")
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
#!/usr/bin/env python3
|
||||
import json
|
||||
from hermes_tools import browser_navigate, browser_vision
|
||||
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
#!/usr/bin/env python3
|
||||
import json
|
||||
from hermes_tools import browser_navigate, browser_vision
|
||||
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
#!/usr/bin/env python3
|
||||
import json
|
||||
from hermes_tools import browser_navigate, browser_vision
|
||||
|
||||
|
||||
@@ -19,9 +19,11 @@ from glitch_patterns import (
|
||||
GlitchPattern,
|
||||
GlitchSeverity,
|
||||
MATRIX_GLITCH_PATTERNS,
|
||||
THREEJS_CATEGORIES,
|
||||
build_vision_prompt,
|
||||
get_pattern_by_category,
|
||||
get_patterns_by_severity,
|
||||
get_threejs_patterns,
|
||||
)
|
||||
|
||||
from matrix_glitch_detector import (
|
||||
@@ -40,7 +42,7 @@ class TestGlitchPatterns(unittest.TestCase):
|
||||
|
||||
def test_pattern_count(self):
|
||||
"""Verify we have a reasonable number of defined patterns."""
|
||||
self.assertGreaterEqual(len(MATRIX_GLITCH_PATTERNS), 8)
|
||||
self.assertGreaterEqual(len(MATRIX_GLITCH_PATTERNS), 14) # 10 generic + 6 Three.js
|
||||
|
||||
def test_all_patterns_have_required_fields(self):
|
||||
"""Every pattern must have category, name, description, severity, prompts."""
|
||||
@@ -88,6 +90,9 @@ class TestGlitchPatterns(unittest.TestCase):
|
||||
self.assertIn("Floating Object", prompt)
|
||||
self.assertIn("Z-Fighting", prompt)
|
||||
self.assertIn("Missing", prompt)
|
||||
# Three.js patterns should be included
|
||||
self.assertIn("Shader Compilation Failure", prompt)
|
||||
self.assertIn("Bloom Overflow", prompt)
|
||||
|
||||
def test_build_vision_prompt_subset(self):
|
||||
"""Vision prompt with subset should only include specified patterns."""
|
||||
@@ -248,7 +253,7 @@ class TestGlitchDetector(unittest.TestCase):
|
||||
|
||||
try:
|
||||
report = run_demo(output_path)
|
||||
self.assertEqual(len(report.glitches), 4)
|
||||
self.assertEqual(len(report.glitches), 6) # 4 original + 2 Three.js
|
||||
self.assertGreater(report.summary["total_glitches"], 0)
|
||||
self.assertTrue(output_path.exists())
|
||||
|
||||
@@ -260,6 +265,93 @@ class TestGlitchDetector(unittest.TestCase):
|
||||
output_path.unlink(missing_ok=True)
|
||||
|
||||
|
||||
class TestThreeJsPatterns(unittest.TestCase):
|
||||
"""Tests for Three.js-specific glitch patterns (timmy-config#543)."""
|
||||
|
||||
def test_get_threejs_patterns_returns_only_threejs(self):
|
||||
"""get_threejs_patterns() should return only Three.js categories."""
|
||||
patterns = get_threejs_patterns()
|
||||
self.assertEqual(len(patterns), 6)
|
||||
for p in patterns:
|
||||
self.assertIn(p.category, THREEJS_CATEGORIES)
|
||||
|
||||
def test_threejs_patterns_have_required_fields(self):
|
||||
"""All Three.js patterns must have valid fields."""
|
||||
for p in get_threejs_patterns():
|
||||
self.assertIsInstance(p.category, GlitchCategory)
|
||||
self.assertTrue(p.name)
|
||||
self.assertTrue(p.description)
|
||||
self.assertIsInstance(p.severity, GlitchSeverity)
|
||||
self.assertGreater(len(p.detection_prompts), 0)
|
||||
self.assertGreater(len(p.visual_indicators), 0)
|
||||
|
||||
def test_shader_failure_is_critical(self):
|
||||
"""Shader compilation failure should be CRITICAL severity."""
|
||||
p = get_pattern_by_category(GlitchCategory.SHADER_FAILURE)
|
||||
self.assertIsNotNone(p)
|
||||
self.assertEqual(p.severity, GlitchSeverity.CRITICAL)
|
||||
|
||||
def test_texture_placeholder_is_critical(self):
|
||||
"""Texture placeholder (1x1 white) should be CRITICAL severity."""
|
||||
p = get_pattern_by_category(GlitchCategory.TEXTURE_PLACEHOLDER)
|
||||
self.assertIsNotNone(p)
|
||||
self.assertEqual(p.severity, GlitchSeverity.CRITICAL)
|
||||
|
||||
def test_infer_severity_shader_failure(self):
|
||||
"""Shader failure should infer critical/high."""
|
||||
self.assertEqual(_infer_severity("shader_failure", 0.8), "critical")
|
||||
self.assertEqual(_infer_severity("shader_failure", 0.5), "high")
|
||||
|
||||
def test_infer_severity_texture_placeholder(self):
|
||||
"""Texture placeholder should infer critical/high."""
|
||||
self.assertEqual(_infer_severity("texture_placeholder", 0.8), "critical")
|
||||
self.assertEqual(_infer_severity("texture_placeholder", 0.5), "high")
|
||||
|
||||
def test_infer_severity_uv_mapping(self):
|
||||
"""UV mapping error should infer high/medium."""
|
||||
self.assertEqual(_infer_severity("uv_mapping_error", 0.8), "high")
|
||||
self.assertEqual(_infer_severity("uv_mapping_error", 0.5), "medium")
|
||||
|
||||
def test_infer_severity_frustum_culling(self):
|
||||
"""Frustum culling should infer medium/low."""
|
||||
self.assertEqual(_infer_severity("frustum_culling", 0.7), "medium")
|
||||
self.assertEqual(_infer_severity("frustum_culling", 0.4), "low")
|
||||
|
||||
def test_infer_severity_shadow_map(self):
|
||||
"""Shadow map artifact should infer medium/low."""
|
||||
self.assertEqual(_infer_severity("shadow_map_artifact", 0.7), "medium")
|
||||
self.assertEqual(_infer_severity("shadow_map_artifact", 0.4), "low")
|
||||
|
||||
def test_infer_severity_bloom_overflow(self):
|
||||
"""Bloom overflow should infer medium/low (default path)."""
|
||||
self.assertEqual(_infer_severity("bloom_overflow", 0.7), "medium")
|
||||
self.assertEqual(_infer_severity("bloom_overflow", 0.4), "low")
|
||||
|
||||
def test_threejs_patterns_in_vision_prompt(self):
|
||||
"""Three.js patterns should appear in the composite vision prompt."""
|
||||
prompt = build_vision_prompt()
|
||||
self.assertIn("shader_failure", prompt)
|
||||
self.assertIn("texture_placeholder", prompt)
|
||||
self.assertIn("uv_mapping_error", prompt)
|
||||
self.assertIn("frustum_culling", prompt)
|
||||
self.assertIn("shadow_map_artifact", prompt)
|
||||
self.assertIn("bloom_overflow", prompt)
|
||||
|
||||
def test_threejs_subset_prompt(self):
|
||||
"""Building prompt from Three.js-only patterns should work."""
|
||||
threejs = get_threejs_patterns()
|
||||
prompt = build_vision_prompt(threejs)
|
||||
self.assertIn("Shader Compilation Failure", prompt)
|
||||
self.assertNotIn("Floating Object", prompt) # generic, not Three.js
|
||||
|
||||
def test_report_metadata_version(self):
|
||||
"""Report metadata should reference both issues."""
|
||||
report = run_demo()
|
||||
self.assertEqual(report.metadata["detector_version"], "0.2.0")
|
||||
self.assertIn("543", report.metadata["reference"])
|
||||
|
||||
|
||||
|
||||
class TestIntegration(unittest.TestCase):
|
||||
"""Integration-level tests."""
|
||||
|
||||
@@ -276,6 +368,13 @@ class TestIntegration(unittest.TestCase):
|
||||
expected = {"floating_assets", "z_fighting", "missing_textures", "clipping", "broken_normals"}
|
||||
self.assertTrue(expected.issubset(category_values))
|
||||
|
||||
def test_patterns_cover_threejs_themes(self):
|
||||
"""Patterns should cover Three.js-specific glitch themes (#543)."""
|
||||
category_values = {p.category.value for p in MATRIX_GLITCH_PATTERNS}
|
||||
threejs_expected = {"shader_failure", "texture_placeholder", "uv_mapping_error",
|
||||
"frustum_culling", "shadow_map_artifact", "bloom_overflow"}
|
||||
self.assertTrue(threejs_expected.issubset(category_values))
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
unittest.main()
|
||||
|
||||
Reference in New Issue
Block a user