feat(highway_3d): fret wires flash on a confirmed hit (#969)
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* feat(highway_3d): fret wires flash on a confirmed hit

The fret wires were static scenery: gold inside the anchor lane, grey
outside, and nothing tied them to what the player was actually doing.

Give them a job. Widen the lane/neck contrast so the wires around the
active lane read as a focus cue, and flash the wires bracketing a note
when a scorer confirms it. A fretted note lights the wire behind it and
the wire it is pressed against; a chord lights only the outermost wires
of its shape, so it reads as one bracketed block rather than a picket
fence; an open string has no fret of its own and its gem is drawn as a
slab spanning the lane, so it lights the lane's edge wires instead.

Gated on the provider verdict, never the proximity heuristic -- the
latter only means "near the strike line", so it would flash on every
passing note whether or not it was played. With no scorer attached the
neck behaves exactly as before.

Emissive (and emissiveIntensity) carry the flash, not albedo: these are
MeshStandard materials in a scene with no envMap, so raising albedo
alone barely brightens them.

Every value is a named constant -- see FRET_WIRE_* -- because the look
is a taste call that wants tuning by eye, not a derivation.

Signed-off-by: Kris Anderson <topkoa@gmail.com>

* feat(highway_3d): cap the fret-wire flash at one outer pair

Fast passages overlap their decay tails: consecutive notes on nearby
frets left three, four, five wires glowing at once — the picket fence
the chord rule was written to avoid, arriving through time instead of
through a shape.

The apply pass now decays every wire's glow state as before, but flashes
only the outermost pair of the lit span (or the single wire when only
one is above threshold). Interior wires keep decaying invisibly — the
base tier loop re-seeds their materials each frame — so the bracket
tightens naturally as the outer tails expire, and a hit inside the
current span widens nothing.

Net effect: at most two wires are ever lit, and everything currently
glowing reads as one bracket, exactly like a chord.

Signed-off-by: topkoa <topkoa@gmail.com>

* feat(highway_3d): chord flash frames the lane, not the shape

The lit lane strip spans the anchor's width (minimum ~4 frets), which
can run a fret past the chord's outermost fret. The chord flash
bracketed the shape (wire behind its lowest fret, wire at its highest),
so on those anchors the bracket sat one wire INSIDE the lit lane —
reading as misaligned rather than as a frame around what's lit.

Chord hits now light the anchor lane's edge wires: the exact wires the
lane strip itself spans, and the same pair open strings already use, so
every hit shape inside a lane produces the same bracket. The shape's
own outer pair survives only as the fallback for charts with no
anchors. Fretted and open intensities merge into one entry (they light
the same two wires now), and an all-open chord on an anchor-less chart
still degrades to no flash rather than a bad index.

Signed-off-by: topkoa <topkoa@gmail.com>

* feat(highway_3d): gem rims flash string-coloured, wire-fashion

On a confirmed hit the gem's outline now flashes in the STRING'S OWN
colour with the same intensity treatment as the fret wires — the
FRET_WIRE_HIT_INTENSITY emissive ramp, faded by the provider's alpha —
instead of the fixed spring-green mHitBright rim. Just the rims: the
lateral face fill keeps its existing green, and the sustain trail is
untouched.

Mechanics mirror the wires' pattern. mRimFlash[s] is one material per
string (created with the other per-string materials, palette-retint
aware, fog-exempt, disposed in teardown); drawNote() assigns it as the
outline on a good verdict and records the verdict alpha into a
per-frame per-string max (_rimFlashIn); the flash pass applies the
intensity ramp once per string. Shared-per-string is the same
compromise mGlow already makes — two same-string gems flashing in
different phases share the brighter alpha.

No decay tail of our own, deliberately: the material is only assigned
while the provider confirms the note, and the provider's alpha already
fades. When it goes silent the outline reverts, so idle intensity never
shows.

Signed-off-by: topkoa <topkoa@gmail.com>

* feat(highway_3d): wire flash is a lightning strike, not a lingering glow

The flash was instant-on with a 0.32 s exponential tail, and a held
sustain kept re-feeding it — wires stayed lit for the whole note. The
requested feel is a shock: light hits the frets, they jolt, it's over.

The flash is now a one-shot pulse triggered on the input's rising edge:
a near-instant crack up (RISE 25 ms), a fast fall (FALL 160 ms) shaped
(1-u)^2 so it drops hard then eases out, with a 26 Hz flicker biting
into the fall (the electric shudder — the crack itself stays clean),
then hard zero. A held 'active' verdict keeps the input high
continuously, which by construction triggers nothing new: one strike
per hit, and the wires go dark while the note rings on. A re-strike
after the provider goes silent re-triggers cleanly.

Seeking backward or a long stall clears all pulse state, and a pulse
whose strike time lands ahead of the playhead after a seek is
discarded. The outer-pair bracket rule is unchanged — it now selects
across pulses instead of decay tails.

Knobs: FRET_WIRE_HIT_RISE / _FALL / _FLICKER_HZ / _FLICKER_DEPTH
(replacing FRET_WIRE_HIT_DECAY).

Signed-off-by: topkoa <topkoa@gmail.com>

* fix(highway_3d): one wire strike per judged hit, not per wire edge

The strike trigger was a rising edge on each WIRE's input, which merged
distinct hits: two consecutive correct notes on the same fret kept that
wire's input continuously high, so the second note produced no strike at
all. The wires must respond to what the player did — one strike per
judged hit-zone event.

The trigger is now per event identity, using the same seen-map pattern
as _sparkSeen: the first frame a note gets a good verdict its key
(string|fret|time — or the chord key for a strum, which strikes once as
a unit) lands in _fwStruck and requests a strike on its wires; the
event never fires again however long its verdict stays live. Because
every producer is gated, any nonzero input in the apply pass IS a fresh
strike, so it restarts a pulse already in flight — a rapid re-hit on
the same wire re-cracks instead of being swallowed.

Seeks clear the map (replayed notes strike again); it is size-bounded
like _sparkSeen. Envelope, flicker, and the outer-pair rule unchanged.

Signed-off-by: topkoa <topkoa@gmail.com>

* Revert the lightning-strike experiment — back to the decaying glow

Reverts d003532 and e05d90e. The wire flash returns to its original behaviour: instant-on at the provider's alpha with a smooth exponential fade (FRET_WIRE_HIT_DECAY 0.32 s), held sustains keep their wires lit while the note rings, and no flicker. The outer-pair bracket, lane-framed chords, and string-coloured gem rims are untouched.

Signed-off-by: topkoa <topkoa@gmail.com>

* test: wire-tier assertions follow the named constants

The two render-order tests pinned the old literal hexes (idle 0x666688). The tiers moved to named constants with a retuned idle (FRET_WIRE_IDLE_HEX 0x4A4A60); the tests now assert the code uses the constants AND pin the constants' values, so a future retune is a deliberate two-line change here rather than a silent one.

Signed-off-by: topkoa <topkoa@gmail.com>

* fix(highway_3d): clamp provider alpha in the rim-flash path (review)

The wire-flash path clamps the note-state provider's alpha to 0..1; the rim-flash accumulation used it raw, so a provider returning >1 would over-drive emissiveIntensity. Clamped to match.

Signed-off-by: topkoa <topkoa@gmail.com>

* test: add fret inlay dots (renderOrder 3) to the hierarchy header (review)

Signed-off-by: topkoa <topkoa@gmail.com>

* test: accurate depth-flag claims, anchored depth assertions (review)

Two review findings on the render-order test file, both correct:

The header claimed ALL 3D-highway materials use depthTest:false, making
renderOrder "the only" draw-order control — but the accent halo
materials set depthTest:true. Now says "nearly all", names the
exception, and calls renderOrder the primary control. A header someone
trusts mid-debug must not overclaim.

The fret-wire depthTest/depthWrite assertions matched anywhere in
screen.js, which is full of other depthTest:false materials — the test
would keep passing if the wire material dropped the flags. Both are now
anchored to the wire material literal via FRET_WIRE_IDLE_HEX (unique to
it), as two separate anchored matches so property order inside the
literal still isn't pinned.

Signed-off-by: topkoa <topkoa@gmail.com>

---------

Signed-off-by: Kris Anderson <topkoa@gmail.com>
Signed-off-by: topkoa <topkoa@gmail.com>
This commit is contained in:
K. O. A. 2026-07-18 21:11:10 -04:00 committed by GitHub
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{
"id": "highway_3d",
"name": "3D Highway",
"version": "3.31.5",
"version": "3.32.0",
"type": "visualization",
"bundled": true,
"script": "screen.js",

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// Pins the renderOrder hierarchy in plugins/highway_3d/screen.js.
//
// Three.js renders transparent objects by renderOrder first, then back-to-front
// Z sort within the same renderOrder. All 3D-highway materials use depthTest:false, so
// renderOrder is the *only* draw-order control — getting it wrong silently
// causes one layer to bleed through another (gems clipping through chord frames,
// strings buried under notes, etc.).
//
// Full hierarchy bottom → top:
//
// -1 background stage traversal
// 1 lane quads
// 2 fret dividers
// 4 sus-rail bloom (pSusRailBloom seed) ← highway_3d_sustain_bloom.test.js
// 5 sus-rail core (pSusRail seed) ← highway_3d_sustain_rail.test.js
// 7 string-line glows (in-lane glow lines)
// 14 board-projection frame
// [renderOrderForLayerAtZ(z, FRET_COLUMN)] fret-column markers (pFretColMarker) — between chord frame and gem
// [layered below chordFrameRenderOrder] chord fill / PM-FH fill / PM-FH lines
// [chordFrameRenderOrder] chord frame edges = renderOrderForLayerAtZ(z, CHORD_FRAME)
// [layered above chordFrameRenderOrder] chord-frame glow, connector/drop lines
// [below chordFrameRenderOrder] sustain-trail strip segments (Z-proportional, always < frame)
// [renderOrderForLayerAtZ(noteZ, NOTE_OUTLINE)] note gem outline
// [renderOrderForLayerAtZ(noteZ, NOTE_CORE)] note gem core
// [techniqueMarkerRenderOrder] technique markers
// [after board wire layers] note fret labels, above gem symbols and fret wires
// [renderOrderForLayerAtZ(0, BOARD_STRING)] string mesh (drawn over gems but under fret wires)
// [renderOrderForLayerAtZ(0, BOARD_FRET_WIRE)] static fret wires (above strings, as on a real guitar)
// 1000 technique labels, ghost-fret overlay
//
// Tests are source-level regex checks — no need to load Three.js or a DOM.
//
// Any PR that changes a renderOrder value must update the relevant test(s) here
// and provide a visual justification in the PR description.
const { test } = require('node:test');
const assert = require('node:assert/strict');
const fs = require('node:fs');
const path = require('node:path');
const SCREEN_JS = path.join(__dirname, '..', '..', 'plugins', 'highway_3d', 'screen.js');
// ---------------------------------------------------------------------------
// Helpers
// ---------------------------------------------------------------------------
let _src;
/** Returns the cached 3D highway screen source under test. */
function src() {
if (!_src) _src = fs.readFileSync(SCREEN_JS, 'utf8');
return _src;
}
/** Parses the declared render-order layer stack from screen.js. */
function layers() {
const match = src().match(/const\s+RENDER_ORDER_LAYER_STACK\s*=\s*Object\.freeze\(\s*\[([\s\S]*?)\]\s*\)/);
assert.ok(match, 'RENDER_ORDER_LAYER_STACK must be declared');
return Array.from(match[1].matchAll(/'([^']+)'/g), m => m[1]);
}
/** Returns the position of a named layer in the render-order stack. */
function layerIndex(name) {
const ordered = layers();
const idx = ordered.indexOf(name);
assert.ok(idx !== -1, `${name} must be present in RENDER_ORDER_LAYER_STACK`);
return idx;
}
/** Reads the render-order base used for objects at z = 0. */
function zZeroRenderOrder() {
const match = src().match(/const\s+RENDER_ORDER_AT_Z_ZERO\s*=\s*(-?\d+(?:\.\d+)?)\s*;/);
assert.ok(match, 'RENDER_ORDER_AT_Z_ZERO must be declared');
return Number(match[1]);
}
// ---------------------------------------------------------------------------
// Static / fixed renderOrder values
// ---------------------------------------------------------------------------
test('lane quads use renderOrder 1', () => {
assert.match(
src(),
/lane\.renderOrder\s*=\s*1\s*;/,
'lane quads must use renderOrder = 1 (bottom-most visible layer)',
);
});
test('fret dividers use renderOrder 2', () => {
assert.match(
src(),
/div\.renderOrder\s*=\s*2\s*;/,
'fret dividers must use renderOrder = 2, above lane (1)',
);
});
test('fret inlay dots use renderOrder 3, above lane (1) and dividers (2)', () => {
// The translucent lane would otherwise paint over and hide the inlay.
// The dots must draw after the lane/dividers but stay below the depth-layer stack.
assert.match(
src(),
/d\.renderOrder\s*=\s*3\s*;/,
'fret inlay dots must use renderOrder = 3 so the lane no longer hides them',
);
});
test('string-line glows use renderOrder 7, above sus-rails (4/5)', () => {
// The in-lane string glow lines sit at 7 — above sus-rail bloom (4) and
// core (5) so the glow is visible, but below chord fill (chordFrameRenderOrder-4,
// min=44) so chord interiors don't disappear behind glow overdraw.
assert.match(
src(),
/line\.renderOrder\s*=\s*7\s*;/,
'string glow lines must use renderOrder = 7',
);
});
test('board-projection frame mesh uses renderOrder 14', () => {
// The fretboard projection plane sits above string glows (7) but below
// chord fill (min 44). Value 14 keeps it sandwiched cleanly.
// Anchor to the board-projection pool (projMeshArr = activePalette.map(...))
// so the assertion only passes when THAT block seeds renderOrder = 14 —
// not any unrelated renderOrder = 14 elsewhere in the source.
const boardProjRO = /projMeshArr\s*=\s*activePalette\.map\b[\s\S]{0,1200}?m\.renderOrder\s*=\s*14\s*;/;
assert.match(
src(),
boardProjRO,
'board-projection pool (projMeshArr) must seed meshes with renderOrder = 14',
);
const boardMatch = src().match(boardProjRO);
assert.ok(boardMatch, 'board projection mesh must be assigned renderOrder = 14');
});
test('string mesh in buildBoard uses the named board-string layer', () => {
// The physical string cylinders/planes rendered on the fretboard sit above
// the note-gem layers but below fret wires.
assert.match(
src(),
/mesh\.renderOrder\s*=\s*renderOrderForLayerAtZ\(\s*0\s*,\s*'BOARD_STRING'\s*\)\s*;/,
'buildBoard string mesh must use BOARD_STRING',
);
assert.ok(layerIndex('BOARD_STRING') > layerIndex('TECHNIQUE_MARKER'));
assert.ok(layerIndex('BOARD_STRING') < layerIndex('BOARD_FRET_WIRE'));
});
test('static fret wires use bowed TubeGeometry + MeshStandardMaterial, named board-fret-wire layer, depthTest+depthWrite false, default gray 0x666688', () => {
// Fret wires are a single shared, bowed TubeGeometry (backported from
// highway_babylon): a CatmullRom curve whose middle pushes away from the
// camera by FRET_BOW_DZ so the row of frets reads as wrapping a cylindrical
// neck. T.Line is avoided — WebGL ignores linewidth > 1px so a Line always
// renders as a hairline. The lit MeshStandardMaterial lets scene light glint
// across the rounded surface (gold in-anchor → brass). depthTest:false is
// required: the string BoxGeometry (MeshStandardMaterial, depthWrite:true)
// writes depth at Z = +STR_THICK/2, so fret wires near Z=0 would fail the
// depth test at string pixels despite the higher layer; depthWrite:false
// keeps the transparent fret from polluting depth for later overlays.
const s = src();
assert.match(
s,
/new\s+T\.TubeGeometry\(\s*tubeCurve\s*,\s*FRET_TUBE_SEG\s*,\s*FRET_TUBE_RADIUS\s*,\s*FRET_TUBE_RADIAL\s*,\s*false\s*,?\s*\)/,
'buildBoard fret wires must use a TubeGeometry built from tubeCurve + FRET_TUBE_* params',
);
assert.match(
s,
/new\s+T\.CatmullRomCurve3\(\s*tubePath\s*\)/,
'buildBoard fret tube must follow a CatmullRomCurve3 through the bowed path',
);
assert.match(
s,
/FRET_BOW_DZ\s*\*\s*zm/,
'fret tube path must bow in Z by FRET_BOW_DZ so the neck reads as curved',
);
assert.match(
s,
/new\s+T\.Mesh\(\s*fretTubeGeo\s*,\s*mat\s*\)/,
'buildBoard fret wires must reuse the shared fretTubeGeo (not T.Line)',
);
assert.match(
s,
/fw\.renderOrder\s*=\s*renderOrderForLayerAtZ\(\s*0\s*,\s*'BOARD_FRET_WIRE'\s*\)\s*;/,
'buildBoard fret wire mesh must use BOARD_FRET_WIRE',
);
assert.match(
s,
/new\s+T\.MeshStandardMaterial\(/,
'fret wires must use MeshStandardMaterial so scene light shades the metal',
);
assert.match(
s,
/color\s*:\s*0x666688/,
'fret wire material must have default gray color 0x666688',
);
// Both depth flags asserted independently so the test doesn't pin property
// order in the material literal.
assert.match(
s,
/depthTest\s*:\s*false/,
'fret wire material must set depthTest: false',
);
assert.match(
s,
/depthWrite\s*:\s*false/,
'fret wire material must set depthWrite: false (no z-buffer pollution)',
);
assert.match(
s,
/fretWireMats\s*\[\s*f\s*\]\s*=\s*mat\s*;/,
'buildBoard must store each wire material in fretWireMats[f]',
);
});
test('update() sets fret wire gold (0xD8A636) for in-anchor frets, gray (0x666688) otherwise', () => {
// Uses anchorLaneBoundsAt() — the same helper the dynamic lane uses —
// so fret wire highlight aligns exactly with the lane edges:
// dMin = fret - 1, dMax = fret + width - 1
// Example: { fret: 3, width: 4 } → dMin=2, dMax=6 → wires 2..6 gold.
const s = src();
assert.match(
s,
/fretWireMats\.length/,
'update() must guard the per-frame fret wire loop on fretWireMats.length',
);
assert.match(
s,
/anchorLaneBoundsAt\(\s*anchors\s*,\s*now\s*\)/,
'update() must use anchorLaneBoundsAt(anchors, now) to get fret wire range',
);
assert.match(
s,
/_m\.color\.setHex\(\s*0xD8A636\s*\)/,
'update() must set gold 0xD8A636 for in-anchor fret wires',
);
assert.match(
s,
/_m\.color\.setHex\(\s*0x666688\s*\)/,
'update() must set gray 0x666688 for out-of-anchor fret wires',
);
assert.match(
s,
/_fwBounds\.dMin/,
'update() must use dMin from anchorLaneBoundsAt (= fret - 1)',
);
assert.match(
s,
/_fwBounds\.dMax/,
'update() must use dMax from anchorLaneBoundsAt (= fret + width - 1)',
);
});
test('fret-column markers use Z-proportional renderOrder between chord frame and gem', () => {
// pFretColMarker labels use the named stack: one step above chord frame
// and one step below note gems at the same depth.
// This ensures chord frame borders never overdraw the label and the label
// never overdraws gems, at every Z position across the lookahead window.
assert.match(
src(),
/sp\.renderOrder\s*=\s*renderOrderForLayerAtZ\(\s*z\s*,\s*'FRET_COLUMN'\s*\)\s*;/,
'pFretColMarker renderOrder must use renderOrderForLayerAtZ(z, FRET_COLUMN)',
);
assert.ok(layerIndex('FRET_COLUMN') > layerIndex('CHORD_FRAME'));
assert.ok(layerIndex('FRET_COLUMN') < layerIndex('NOTE_OUTLINE'));
});
test('technique labels and ghost-fret overlay use renderOrder 1000', () => {
// 1000 is well above the entire Z-proportional range and the
// string/cadence layer — labels must always be readable.
const matches = src().match(/m\.renderOrder\s*=\s*1000\s*;/g) || [];
assert.ok(
matches.length >= 2,
'at least two renderOrder = 1000 assignments must exist (technique labels + ghost fret)',
);
});
// ---------------------------------------------------------------------------
// Z-proportional formulas — chord frame / note gem / technique marker
// ---------------------------------------------------------------------------
test('chordFrameRenderOrder uses renderOrderForLayerAtZ(z, CHORD_FRAME)', () => {
// Per-chord frame renderOrder mirrors the note-gem scale with an earlier
// layer from RENDER_ORDER_LAYER_STACK.
assert.match(
src(),
/const\s+chordFrameRenderOrder\s*=\s*renderOrderForLayerAtZ\(\s*z\s*,\s*'CHORD_FRAME'\s*\)\s*;/,
'chordFrameRenderOrder must use renderOrderForLayerAtZ(z, CHORD_FRAME)',
);
assert.match(src(), /const\s+RENDER_ORDER_LAYER_INDEX\s*=\s*Object\.freeze\(\s*RENDER_ORDER_LAYER_STACK\.reduce\(/);
assert.match(src(), /const\s+layerIndex\s*=\s*RENDER_ORDER_LAYER_INDEX\[layerName\]\s*;/);
assert.match(src(), /if\s*\(\s*layerIndex\s*===\s*undefined\s*\)\s*throw\s+new\s+Error\(`Unknown 3D highway depth layer: \$\{layerName\}`\)\s*;/);
assert.match(src(), /const\s+depthRenderOrder\s*=\s*Math\.max\(\s*RENDER_ORDER_FAR_CLAMP\s*,\s*Math\.round\(\s*RENDER_ORDER_AT_Z_ZERO\s*\+\s*worldZ\s*\/\s*K\s*\)\s*\)\s*;/);
// Layer is a sub-unit fraction so the integer depth bucket strictly
// dominates (a farther object can't outrank a nearer one via a higher
// layer); the layer only breaks ties within the same depth bucket.
assert.match(src(), /return\s+depthRenderOrder\s*\+\s*layerIndex\s*\/\s*RENDER_ORDER_LAYER_STACK\.length\s*;/);
assert.ok(layerIndex('CHORD_FRAME') < layerIndex('NOTE_OUTLINE'));
});
test('note outline uses renderOrderForLayerAtZ(noteZ, NOTE_OUTLINE)', () => {
// Per-note gem renderOrder. noteZ is negative (ahead of hit line → negative
// Z in world space). At noteZ=0 (on the hit line), the note outline uses
// the near render-order base plus its layer index; far notes clamp to the
// far render-order base plus that same layer index.
// The ordered layer list keeps gems above chord frames everywhere.
assert.match(
src(),
/outline\.renderOrder\s*=\s*renderOrderForLayerAtZ\(\s*noteZ\s*,\s*'NOTE_OUTLINE'\s*\)\s*;/,
'note outline must use renderOrderForLayerAtZ(noteZ, NOTE_OUTLINE)',
);
assert.strictEqual(layerIndex('CHORD_FILL'), 0);
});
test('techniqueMarkerRenderOrder uses the named technique marker layer above gem core', () => {
// Technique markers (PM cross, bend arrow, H/P chevron, etc.) must overlay
// the gem itself.
assert.match(
src(),
/const\s+techniqueMarkerRenderOrder\s*=\s*renderOrderForLayerAtZ\(\s*noteZ\s*,\s*'TECHNIQUE_MARKER'\s*\)/,
'techniqueMarkerRenderOrder must use TECHNIQUE_MARKER',
);
assert.ok(layerIndex('TECHNIQUE_MARKER') > layerIndex('NOTE_CORE'));
});
// ---------------------------------------------------------------------------
// Intra-chord layering (chord fill < PM/FH fill < PM/FH lines < frame edge)
// ---------------------------------------------------------------------------
test('chord fill interior uses the named layer below chord frame', () => {
// The translucent chord-box fill sits below the frame edge so the edge
// always wins when both cover the same pixel.
assert.match(
src(),
/fill\.renderOrder\s*=\s*renderOrderForLayerAtZ\(\s*z\s*,\s*'CHORD_FILL'\s*\)\s*;/,
'chord fill must use CHORD_FILL',
);
assert.ok(layerIndex('CHORD_FILL') < layerIndex('CHORD_FRAME'));
});
test('PM/FH X fill (pPMXFill / pFHXFill) uses its ordered layer', () => {
// The black background fill of the muted-note X symbol is above chord fill
// but below the X lines — same chord, so same chord-frame renderOrder base.
const matches = src().match(/xf\.renderOrder\s*=\s*renderOrderForLayerAtZ\(\s*z\s*,\s*'CHORD_STRUM_FILL'\s*\)\s*;/g) || [];
assert.ok(
matches.length >= 2,
'both PM and FH X-fill meshes must use CHORD_STRUM_FILL (found ' + matches.length + ')',
);
assert.ok(layerIndex('CHORD_FILL') < layerIndex('CHORD_STRUM_FILL'));
assert.ok(layerIndex('CHORD_STRUM_FILL') < layerIndex('CHORD_STRUM_LINE'));
});
test('PM/FH X lines (pMuteXLines / pFHXLines) use their ordered layer', () => {
// The coloured X stroke lines are above the black fill but below
// the chord frame border edge, so they don't escape the box.
const matches = src().match(/xl\.renderOrder\s*=\s*renderOrderForLayerAtZ\(\s*z\s*,\s*'CHORD_STRUM_LINE'\s*\)\s*;/g) || [];
assert.ok(
matches.length >= 2,
'both PM and FH X-line meshes must use CHORD_STRUM_LINE (found ' + matches.length + ')',
);
assert.ok(layerIndex('CHORD_STRUM_LINE') < layerIndex('CHORD_FRAME'));
});
test('chord frame glow uses the layer after chord frame', () => {
// Accent glow draws after the frame while still remaining below connectors
// and note symbols in the ordered layer list.
assert.match(
src(),
/b\.renderOrder\s*=\s*renderOrderForLayerAtZ\(\s*z\s*,\s*'CHORD_EDGE_GLOW'\s*\)\s*;/,
'chord frame edge slabs must use CHORD_EDGE_GLOW',
);
assert.ok(layerIndex('CHORD_EDGE_GLOW') > layerIndex('CHORD_FRAME'));
assert.ok(layerIndex('CHORD_EDGE_GLOW') < layerIndex('CONNECTOR_LINE'));
});
// ---------------------------------------------------------------------------
// Sustain-trail strip & ribbon — always below chord frame of same depth
// ---------------------------------------------------------------------------
test('sus-trail strip renderOrder formula keeps trails strictly below chord frames at same Z', () => {
// Sustain trails use the ordered layer immediately below chord frames at
// the same depth.
assert.match(
src(),
/const\s+trailRenderOrder\s*=\s*renderOrderForLayerAtZ\(\s*Math\.min\(\s*0\s*,\s*zCenter\s*\)\s*,\s*'SUSTAIN_TRAIL'\s*\)\s*;/,
'sus-trail strip renderOrder must use renderOrderForLayerAtZ(min zCenter, SUSTAIN_TRAIL)',
);
assert.ok(layerIndex('SUSTAIN_TRAIL') < layerIndex('CHORD_FRAME'));
});
test('sus-trail ribbon renderOrder formula mirrors strip formula using time-based depth', () => {
// Ribbons use _ribDt (time from now to ribbon midpoint) converted to the
// same Z scale as dZ() on the sustain-trail layer.
assert.match(
src(),
/const\s+ribbonRenderOrder\s*=\s*renderOrderForLayerAtZ\(\s*-\s*_ribDt\s*\*\s*TS\s*,\s*'SUSTAIN_TRAIL'\s*\)\s*;/,
'sus-trail ribbon renderOrder must use renderOrderForLayerAtZ on the sustain-trail layer',
);
});
// ---------------------------------------------------------------------------
// Note gem ordering (outline < core, both driven by named depth layers)
// ---------------------------------------------------------------------------
test('note gem outline uses the named outline layer', () => {
assert.match(
src(),
/outline\.renderOrder\s*=\s*renderOrderForLayerAtZ\(\s*noteZ\s*,\s*'NOTE_OUTLINE'\s*\)\s*;/,
'note gem outline must use NOTE_OUTLINE',
);
assert.ok(layerIndex('NOTE_OUTLINE') > layerIndex('FRET_COLUMN'));
});
test('note gem core uses the named layer above outline', () => {
assert.match(
src(),
/core\.renderOrder\s*=\s*renderOrderForLayerAtZ\(\s*noteZ\s*,\s*'NOTE_CORE'\s*\)\s*;/,
'note gem core must use NOTE_CORE',
);
assert.ok(layerIndex('NOTE_CORE') > layerIndex('NOTE_OUTLINE'));
});
// ---------------------------------------------------------------------------
// Key relative-ordering invariants (derived constants)
// ---------------------------------------------------------------------------
test('chord frame layer is below note outline layer', () => {
// Chord frames must always render below note gems, even at maximum depth
// (far end of the lookahead).
//
assert.ok(layerIndex('CHORD_FRAME') < layerIndex('NOTE_OUTLINE'));
});
test('fret labels are above note symbols in the named stack', () => {
assert.ok(layerIndex('NOTE_FRET_LABEL') > layerIndex('NOTE_CORE'), 'note fret labels must draw above gem core');
assert.ok(layerIndex('NOTE_FRET_LABEL') > layerIndex('TECHNIQUE_MARKER'), 'note fret labels must draw above technique markers');
assert.ok(layerIndex('ARP_NOTE_FRET_LABEL') > layerIndex('NOTE_FRET_LABEL'), 'arp labels retain a one-layer tie-breaker');
assert.ok(layerIndex('CHORD_FRET_LABEL') > layerIndex('NOTE_CORE'), 'chord-loop fret labels must draw above gem core at the same depth');
assert.ok(layerIndex('NOTE_FRET_LABEL') > layerIndex('BOARD_FRET_WIRE'), 'note fret labels must clear static fret wires');
assert.ok(layerIndex('CHORD_FRET_LABEL') > layerIndex('BOARD_FRET_WIRE'), 'chord fret labels must clear static fret wires');
});
test('string mesh layer is above note symbols and below labels', () => {
// Board strings are never occluded by flying gems, but labels still appear above strings.
const s = src();
assert.match(s, /mesh\.renderOrder\s*=\s*renderOrderForLayerAtZ\(\s*0\s*,\s*'BOARD_STRING'\s*\)\s*;/, 'string mesh must use BOARD_STRING');
// Confirm 1000 also exists (labels above strings)
assert.match(s, /m\.renderOrder\s*=\s*1000\s*;/, 'technique label renderOrder 1000 must exist');
assert.ok(layerIndex('BOARD_STRING') > layerIndex('TECHNIQUE_MARKER'), 'string mesh layer must be above note symbols');
assert.ok(layerIndex('BOARD_STRING') < layerIndex('NOTE_FRET_LABEL'), 'string mesh layer must be below fret labels');
});
test('fret-column marker layer is above chord frame and below gem outline', () => {
assert.ok(layerIndex('FRET_COLUMN') > layerIndex('CHORD_FRAME'), 'fret-column marker layer must be above chord frame');
assert.ok(layerIndex('FRET_COLUMN') < layerIndex('NOTE_OUTLINE'), 'fret-column marker layer must be below gem outline');
assert.match(src(), /renderOrderForLayerAtZ\(\s*z\s*,\s*'FRET_COLUMN'\s*\)/);
});
test('static fret wire layer is above string mesh and note symbols', () => {
// Structural invariant: fret wires must always draw after (on top of) strings.
assert.ok(layerIndex('BOARD_FRET_WIRE') > layerIndex('BOARD_STRING'), 'fret wire must be above string mesh');
assert.ok(layerIndex('BOARD_FRET_WIRE') > layerIndex('TECHNIQUE_MARKER'), 'fret wire must be above note symbols');
assert.ok(zZeroRenderOrder() + layerIndex('BOARD_FRET_WIRE') < 1000, 'fret wire must be below technique labels (1000)');
assert.match(src(), /fw\.renderOrder\s*=\s*renderOrderForLayerAtZ\(\s*0\s*,\s*'BOARD_FRET_WIRE'\s*\)\s*;/, 'buildBoard fret wire must use BOARD_FRET_WIRE');
assert.match(src(), /mesh\.renderOrder\s*=\s*renderOrderForLayerAtZ\(\s*0\s*,\s*'BOARD_STRING'\s*\)\s*;/, 'string mesh must use BOARD_STRING');
});
// Pins the renderOrder hierarchy in plugins/highway_3d/screen.js.
//
// Three.js renders transparent objects by renderOrder first, then back-to-front
// Z sort within the same renderOrder. Nearly all 3D-highway materials use
// depthTest:false (exceptions exist — e.g. the accent halo mats set
// depthTest:true), so renderOrder is the primary draw-order control — getting it wrong silently
// causes one layer to bleed through another (gems clipping through chord frames,
// strings buried under notes, etc.).
//
// Full hierarchy bottom → top:
//
// -1 background stage traversal
// 1 lane quads
// 2 fret dividers
// 3 fret inlay dots (above the lane so it no longer hides them)
// 4 sus-rail bloom (pSusRailBloom seed) ← highway_3d_sustain_bloom.test.js
// 5 sus-rail core (pSusRail seed) ← highway_3d_sustain_rail.test.js
// 7 string-line glows (in-lane glow lines)
// 14 board-projection frame
// [renderOrderForLayerAtZ(z, FRET_COLUMN)] fret-column markers (pFretColMarker) — between chord frame and gem
// [layered below chordFrameRenderOrder] chord fill / PM-FH fill / PM-FH lines
// [chordFrameRenderOrder] chord frame edges = renderOrderForLayerAtZ(z, CHORD_FRAME)
// [layered above chordFrameRenderOrder] chord-frame glow, connector/drop lines
// [below chordFrameRenderOrder] sustain-trail strip segments (Z-proportional, always < frame)
// [renderOrderForLayerAtZ(noteZ, NOTE_OUTLINE)] note gem outline
// [renderOrderForLayerAtZ(noteZ, NOTE_CORE)] note gem core
// [techniqueMarkerRenderOrder] technique markers
// [after board wire layers] note fret labels, above gem symbols and fret wires
// [renderOrderForLayerAtZ(0, BOARD_STRING)] string mesh (drawn over gems but under fret wires)
// [renderOrderForLayerAtZ(0, BOARD_FRET_WIRE)] static fret wires (above strings, as on a real guitar)
// 1000 technique labels, ghost-fret overlay
//
// Tests are source-level regex checks — no need to load Three.js or a DOM.
//
// Any PR that changes a renderOrder value must update the relevant test(s) here
// and provide a visual justification in the PR description.
const { test } = require('node:test');
const assert = require('node:assert/strict');
const fs = require('node:fs');
const path = require('node:path');
const SCREEN_JS = path.join(__dirname, '..', '..', 'plugins', 'highway_3d', 'screen.js');
// ---------------------------------------------------------------------------
// Helpers
// ---------------------------------------------------------------------------
let _src;
/** Returns the cached 3D highway screen source under test. */
function src() {
if (!_src) _src = fs.readFileSync(SCREEN_JS, 'utf8');
return _src;
}
/** Parses the declared render-order layer stack from screen.js. */
function layers() {
const match = src().match(/const\s+RENDER_ORDER_LAYER_STACK\s*=\s*Object\.freeze\(\s*\[([\s\S]*?)\]\s*\)/);
assert.ok(match, 'RENDER_ORDER_LAYER_STACK must be declared');
return Array.from(match[1].matchAll(/'([^']+)'/g), m => m[1]);
}
/** Returns the position of a named layer in the render-order stack. */
function layerIndex(name) {
const ordered = layers();
const idx = ordered.indexOf(name);
assert.ok(idx !== -1, `${name} must be present in RENDER_ORDER_LAYER_STACK`);
return idx;
}
/** Reads the render-order base used for objects at z = 0. */
function zZeroRenderOrder() {
const match = src().match(/const\s+RENDER_ORDER_AT_Z_ZERO\s*=\s*(-?\d+(?:\.\d+)?)\s*;/);
assert.ok(match, 'RENDER_ORDER_AT_Z_ZERO must be declared');
return Number(match[1]);
}
// ---------------------------------------------------------------------------
// Static / fixed renderOrder values
// ---------------------------------------------------------------------------
test('lane quads use renderOrder 1', () => {
assert.match(
src(),
/lane\.renderOrder\s*=\s*1\s*;/,
'lane quads must use renderOrder = 1 (bottom-most visible layer)',
);
});
test('fret dividers use renderOrder 2', () => {
assert.match(
src(),
/div\.renderOrder\s*=\s*2\s*;/,
'fret dividers must use renderOrder = 2, above lane (1)',
);
});
test('fret inlay dots use renderOrder 3, above lane (1) and dividers (2)', () => {
// The translucent lane would otherwise paint over and hide the inlay.
// The dots must draw after the lane/dividers but stay below the depth-layer stack.
assert.match(
src(),
/d\.renderOrder\s*=\s*3\s*;/,
'fret inlay dots must use renderOrder = 3 so the lane no longer hides them',
);
});
test('string-line glows use renderOrder 7, above sus-rails (4/5)', () => {
// The in-lane string glow lines sit at 7 — above sus-rail bloom (4) and
// core (5) so the glow is visible, but below chord fill (chordFrameRenderOrder-4,
// min=44) so chord interiors don't disappear behind glow overdraw.
assert.match(
src(),
/line\.renderOrder\s*=\s*7\s*;/,
'string glow lines must use renderOrder = 7',
);
});
test('board-projection frame mesh uses renderOrder 14', () => {
// The fretboard projection plane sits above string glows (7) but below
// chord fill (min 44). Value 14 keeps it sandwiched cleanly.
// Anchor to the board-projection pool (projMeshArr = activePalette.map(...))
// so the assertion only passes when THAT block seeds renderOrder = 14 —
// not any unrelated renderOrder = 14 elsewhere in the source.
const boardProjRO = /projMeshArr\s*=\s*activePalette\.map\b[\s\S]{0,1200}?m\.renderOrder\s*=\s*14\s*;/;
assert.match(
src(),
boardProjRO,
'board-projection pool (projMeshArr) must seed meshes with renderOrder = 14',
);
const boardMatch = src().match(boardProjRO);
assert.ok(boardMatch, 'board projection mesh must be assigned renderOrder = 14');
});
test('string mesh in buildBoard uses the named board-string layer', () => {
// The physical string cylinders/planes rendered on the fretboard sit above
// the note-gem layers but below fret wires.
assert.match(
src(),
/mesh\.renderOrder\s*=\s*renderOrderForLayerAtZ\(\s*0\s*,\s*'BOARD_STRING'\s*\)\s*;/,
'buildBoard string mesh must use BOARD_STRING',
);
assert.ok(layerIndex('BOARD_STRING') > layerIndex('TECHNIQUE_MARKER'));
assert.ok(layerIndex('BOARD_STRING') < layerIndex('BOARD_FRET_WIRE'));
});
test('static fret wires use bowed TubeGeometry + MeshStandardMaterial, named board-fret-wire layer, depthTest+depthWrite false, idle tier FRET_WIRE_IDLE_HEX', () => {
// Fret wires are a single shared, bowed TubeGeometry (backported from
// highway_babylon): a CatmullRom curve whose middle pushes away from the
// camera by FRET_BOW_DZ so the row of frets reads as wrapping a cylindrical
// neck. T.Line is avoided — WebGL ignores linewidth > 1px so a Line always
// renders as a hairline. The lit MeshStandardMaterial lets scene light glint
// across the rounded surface (gold in-anchor → brass). depthTest:false is
// required: the string BoxGeometry (MeshStandardMaterial, depthWrite:true)
// writes depth at Z = +STR_THICK/2, so fret wires near Z=0 would fail the
// depth test at string pixels despite the higher layer; depthWrite:false
// keeps the transparent fret from polluting depth for later overlays.
const s = src();
assert.match(
s,
/new\s+T\.TubeGeometry\(\s*tubeCurve\s*,\s*FRET_TUBE_SEG\s*,\s*FRET_TUBE_RADIUS\s*,\s*FRET_TUBE_RADIAL\s*,\s*false\s*,?\s*\)/,
'buildBoard fret wires must use a TubeGeometry built from tubeCurve + FRET_TUBE_* params',
);
assert.match(
s,
/new\s+T\.CatmullRomCurve3\(\s*tubePath\s*\)/,
'buildBoard fret tube must follow a CatmullRomCurve3 through the bowed path',
);
assert.match(
s,
/FRET_BOW_DZ\s*\*\s*zm/,
'fret tube path must bow in Z by FRET_BOW_DZ so the neck reads as curved',
);
assert.match(
s,
/new\s+T\.Mesh\(\s*fretTubeGeo\s*,\s*mat\s*\)/,
'buildBoard fret wires must reuse the shared fretTubeGeo (not T.Line)',
);
assert.match(
s,
/fw\.renderOrder\s*=\s*renderOrderForLayerAtZ\(\s*0\s*,\s*'BOARD_FRET_WIRE'\s*\)\s*;/,
'buildBoard fret wire mesh must use BOARD_FRET_WIRE',
);
assert.match(
s,
/new\s+T\.MeshStandardMaterial\(/,
'fret wires must use MeshStandardMaterial so scene light shades the metal',
);
// The wire tiers moved to named constants (feedBack#969): idle is the
// dimmed 0x4A4A60 so the neck recedes and the anchor lane reads as the
// focus cue. Assert the material uses the constant AND pin the constant's
// value, so a retune is a deliberate two-line change here.
assert.match(
s,
/color\s*:\s*FRET_WIRE_IDLE_HEX/,
'fret wire material must take its default color from FRET_WIRE_IDLE_HEX',
);
assert.match(
s,
/FRET_WIRE_IDLE_HEX\s*=\s*0x4A4A60/,
'FRET_WIRE_IDLE_HEX must be the dimmed idle gray-violet 0x4A4A60',
);
// Both depth flags anchored to the fret-wire material literal (via its
// FRET_WIRE_IDLE_HEX color, unique to it) — an unscoped match would pass
// off any other depthTest:false material in the file. Asserted as two
// separate anchored matches so property order inside the literal still
// isn't pinned.
assert.match(
s,
/color\s*:\s*FRET_WIRE_IDLE_HEX[\s\S]{0,400}?depthTest\s*:\s*false/,
'the fret wire material itself must set depthTest: false',
);
assert.match(
s,
/color\s*:\s*FRET_WIRE_IDLE_HEX[\s\S]{0,400}?depthWrite\s*:\s*false/,
'the fret wire material itself must set depthWrite: false (no z-buffer pollution)',
);
assert.match(
s,
/fretWireMats\s*\[\s*f\s*\]\s*=\s*mat\s*;/,
'buildBoard must store each wire material in fretWireMats[f]',
);
});
test('update() sets fret wire FRET_WIRE_ACTIVE_HEX (gold) for in-anchor frets, FRET_WIRE_IDLE_HEX otherwise', () => {
// Uses anchorLaneBoundsAt() — the same helper the dynamic lane uses —
// so fret wire highlight aligns exactly with the lane edges:
// dMin = fret - 1, dMax = fret + width - 1
// Example: { fret: 3, width: 4 } → dMin=2, dMax=6 → wires 2..6 gold.
const s = src();
assert.match(
s,
/fretWireMats\.length/,
'update() must guard the per-frame fret wire loop on fretWireMats.length',
);
assert.match(
s,
/anchorLaneBoundsAt\(\s*anchors\s*,\s*now\s*\)/,
'update() must use anchorLaneBoundsAt(anchors, now) to get fret wire range',
);
assert.match(
s,
/_m\.color\.setHex\(\s*FRET_WIRE_ACTIVE_HEX\s*\)/,
'update() must set FRET_WIRE_ACTIVE_HEX for in-anchor fret wires',
);
assert.match(
s,
/FRET_WIRE_ACTIVE_HEX\s*=\s*0xD8A636/,
'FRET_WIRE_ACTIVE_HEX must stay the anchor-lane gold 0xD8A636',
);
assert.match(
s,
/_m\.color\.setHex\(\s*FRET_WIRE_IDLE_HEX\s*\)/,
'update() must set FRET_WIRE_IDLE_HEX for out-of-anchor fret wires',
);
assert.match(
s,
/_fwBounds\.dMin/,
'update() must use dMin from anchorLaneBoundsAt (= fret - 1)',
);
assert.match(
s,
/_fwBounds\.dMax/,
'update() must use dMax from anchorLaneBoundsAt (= fret + width - 1)',
);
});
test('fret-column markers use Z-proportional renderOrder between chord frame and gem', () => {
// pFretColMarker labels use the named stack: one step above chord frame
// and one step below note gems at the same depth.
// This ensures chord frame borders never overdraw the label and the label
// never overdraws gems, at every Z position across the lookahead window.
assert.match(
src(),
/sp\.renderOrder\s*=\s*renderOrderForLayerAtZ\(\s*z\s*,\s*'FRET_COLUMN'\s*\)\s*;/,
'pFretColMarker renderOrder must use renderOrderForLayerAtZ(z, FRET_COLUMN)',
);
assert.ok(layerIndex('FRET_COLUMN') > layerIndex('CHORD_FRAME'));
assert.ok(layerIndex('FRET_COLUMN') < layerIndex('NOTE_OUTLINE'));
});
test('technique labels and ghost-fret overlay use renderOrder 1000', () => {
// 1000 is well above the entire Z-proportional range and the
// string/cadence layer — labels must always be readable.
const matches = src().match(/m\.renderOrder\s*=\s*1000\s*;/g) || [];
assert.ok(
matches.length >= 2,
'at least two renderOrder = 1000 assignments must exist (technique labels + ghost fret)',
);
});
// ---------------------------------------------------------------------------
// Z-proportional formulas — chord frame / note gem / technique marker
// ---------------------------------------------------------------------------
test('chordFrameRenderOrder uses renderOrderForLayerAtZ(z, CHORD_FRAME)', () => {
// Per-chord frame renderOrder mirrors the note-gem scale with an earlier
// layer from RENDER_ORDER_LAYER_STACK.
assert.match(
src(),
/const\s+chordFrameRenderOrder\s*=\s*renderOrderForLayerAtZ\(\s*z\s*,\s*'CHORD_FRAME'\s*\)\s*;/,
'chordFrameRenderOrder must use renderOrderForLayerAtZ(z, CHORD_FRAME)',
);
assert.match(src(), /const\s+RENDER_ORDER_LAYER_INDEX\s*=\s*Object\.freeze\(\s*RENDER_ORDER_LAYER_STACK\.reduce\(/);
assert.match(src(), /const\s+layerIndex\s*=\s*RENDER_ORDER_LAYER_INDEX\[layerName\]\s*;/);
assert.match(src(), /if\s*\(\s*layerIndex\s*===\s*undefined\s*\)\s*throw\s+new\s+Error\(`Unknown 3D highway depth layer: \$\{layerName\}`\)\s*;/);
assert.match(src(), /const\s+depthRenderOrder\s*=\s*Math\.max\(\s*RENDER_ORDER_FAR_CLAMP\s*,\s*Math\.round\(\s*RENDER_ORDER_AT_Z_ZERO\s*\+\s*worldZ\s*\/\s*K\s*\)\s*\)\s*;/);
// Layer is a sub-unit fraction so the integer depth bucket strictly
// dominates (a farther object can't outrank a nearer one via a higher
// layer); the layer only breaks ties within the same depth bucket.
assert.match(src(), /return\s+depthRenderOrder\s*\+\s*layerIndex\s*\/\s*RENDER_ORDER_LAYER_STACK\.length\s*;/);
assert.ok(layerIndex('CHORD_FRAME') < layerIndex('NOTE_OUTLINE'));
});
test('note outline uses renderOrderForLayerAtZ(noteZ, NOTE_OUTLINE)', () => {
// Per-note gem renderOrder. noteZ is negative (ahead of hit line → negative
// Z in world space). At noteZ=0 (on the hit line), the note outline uses
// the near render-order base plus its layer index; far notes clamp to the
// far render-order base plus that same layer index.
// The ordered layer list keeps gems above chord frames everywhere.
assert.match(
src(),
/outline\.renderOrder\s*=\s*renderOrderForLayerAtZ\(\s*noteZ\s*,\s*'NOTE_OUTLINE'\s*\)\s*;/,
'note outline must use renderOrderForLayerAtZ(noteZ, NOTE_OUTLINE)',
);
assert.strictEqual(layerIndex('CHORD_FILL'), 0);
});
test('techniqueMarkerRenderOrder uses the named technique marker layer above gem core', () => {
// Technique markers (PM cross, bend arrow, H/P chevron, etc.) must overlay
// the gem itself.
assert.match(
src(),
/const\s+techniqueMarkerRenderOrder\s*=\s*renderOrderForLayerAtZ\(\s*noteZ\s*,\s*'TECHNIQUE_MARKER'\s*\)/,
'techniqueMarkerRenderOrder must use TECHNIQUE_MARKER',
);
assert.ok(layerIndex('TECHNIQUE_MARKER') > layerIndex('NOTE_CORE'));
});
// ---------------------------------------------------------------------------
// Intra-chord layering (chord fill < PM/FH fill < PM/FH lines < frame edge)
// ---------------------------------------------------------------------------
test('chord fill interior uses the named layer below chord frame', () => {
// The translucent chord-box fill sits below the frame edge so the edge
// always wins when both cover the same pixel.
assert.match(
src(),
/fill\.renderOrder\s*=\s*renderOrderForLayerAtZ\(\s*z\s*,\s*'CHORD_FILL'\s*\)\s*;/,
'chord fill must use CHORD_FILL',
);
assert.ok(layerIndex('CHORD_FILL') < layerIndex('CHORD_FRAME'));
});
test('PM/FH X fill (pPMXFill / pFHXFill) uses its ordered layer', () => {
// The black background fill of the muted-note X symbol is above chord fill
// but below the X lines — same chord, so same chord-frame renderOrder base.
const matches = src().match(/xf\.renderOrder\s*=\s*renderOrderForLayerAtZ\(\s*z\s*,\s*'CHORD_STRUM_FILL'\s*\)\s*;/g) || [];
assert.ok(
matches.length >= 2,
'both PM and FH X-fill meshes must use CHORD_STRUM_FILL (found ' + matches.length + ')',
);
assert.ok(layerIndex('CHORD_FILL') < layerIndex('CHORD_STRUM_FILL'));
assert.ok(layerIndex('CHORD_STRUM_FILL') < layerIndex('CHORD_STRUM_LINE'));
});
test('PM/FH X lines (pMuteXLines / pFHXLines) use their ordered layer', () => {
// The coloured X stroke lines are above the black fill but below
// the chord frame border edge, so they don't escape the box.
const matches = src().match(/xl\.renderOrder\s*=\s*renderOrderForLayerAtZ\(\s*z\s*,\s*'CHORD_STRUM_LINE'\s*\)\s*;/g) || [];
assert.ok(
matches.length >= 2,
'both PM and FH X-line meshes must use CHORD_STRUM_LINE (found ' + matches.length + ')',
);
assert.ok(layerIndex('CHORD_STRUM_LINE') < layerIndex('CHORD_FRAME'));
});
test('chord frame glow uses the layer after chord frame', () => {
// Accent glow draws after the frame while still remaining below connectors
// and note symbols in the ordered layer list.
assert.match(
src(),
/b\.renderOrder\s*=\s*renderOrderForLayerAtZ\(\s*z\s*,\s*'CHORD_EDGE_GLOW'\s*\)\s*;/,
'chord frame edge slabs must use CHORD_EDGE_GLOW',
);
assert.ok(layerIndex('CHORD_EDGE_GLOW') > layerIndex('CHORD_FRAME'));
assert.ok(layerIndex('CHORD_EDGE_GLOW') < layerIndex('CONNECTOR_LINE'));
});
// ---------------------------------------------------------------------------
// Sustain-trail strip & ribbon — always below chord frame of same depth
// ---------------------------------------------------------------------------
test('sus-trail strip renderOrder formula keeps trails strictly below chord frames at same Z', () => {
// Sustain trails use the ordered layer immediately below chord frames at
// the same depth.
assert.match(
src(),
/const\s+trailRenderOrder\s*=\s*renderOrderForLayerAtZ\(\s*Math\.min\(\s*0\s*,\s*zCenter\s*\)\s*,\s*'SUSTAIN_TRAIL'\s*\)\s*;/,
'sus-trail strip renderOrder must use renderOrderForLayerAtZ(min zCenter, SUSTAIN_TRAIL)',
);
assert.ok(layerIndex('SUSTAIN_TRAIL') < layerIndex('CHORD_FRAME'));
});
test('sus-trail ribbon renderOrder formula mirrors strip formula using time-based depth', () => {
// Ribbons use _ribDt (time from now to ribbon midpoint) converted to the
// same Z scale as dZ() on the sustain-trail layer.
assert.match(
src(),
/const\s+ribbonRenderOrder\s*=\s*renderOrderForLayerAtZ\(\s*-\s*_ribDt\s*\*\s*TS\s*,\s*'SUSTAIN_TRAIL'\s*\)\s*;/,
'sus-trail ribbon renderOrder must use renderOrderForLayerAtZ on the sustain-trail layer',
);
});
// ---------------------------------------------------------------------------
// Note gem ordering (outline < core, both driven by named depth layers)
// ---------------------------------------------------------------------------
test('note gem outline uses the named outline layer', () => {
assert.match(
src(),
/outline\.renderOrder\s*=\s*renderOrderForLayerAtZ\(\s*noteZ\s*,\s*'NOTE_OUTLINE'\s*\)\s*;/,
'note gem outline must use NOTE_OUTLINE',
);
assert.ok(layerIndex('NOTE_OUTLINE') > layerIndex('FRET_COLUMN'));
});
test('note gem core uses the named layer above outline', () => {
assert.match(
src(),
/core\.renderOrder\s*=\s*renderOrderForLayerAtZ\(\s*noteZ\s*,\s*'NOTE_CORE'\s*\)\s*;/,
'note gem core must use NOTE_CORE',
);
assert.ok(layerIndex('NOTE_CORE') > layerIndex('NOTE_OUTLINE'));
});
// ---------------------------------------------------------------------------
// Key relative-ordering invariants (derived constants)
// ---------------------------------------------------------------------------
test('chord frame layer is below note outline layer', () => {
// Chord frames must always render below note gems, even at maximum depth
// (far end of the lookahead).
//
assert.ok(layerIndex('CHORD_FRAME') < layerIndex('NOTE_OUTLINE'));
});
test('fret labels are above note symbols in the named stack', () => {
assert.ok(layerIndex('NOTE_FRET_LABEL') > layerIndex('NOTE_CORE'), 'note fret labels must draw above gem core');
assert.ok(layerIndex('NOTE_FRET_LABEL') > layerIndex('TECHNIQUE_MARKER'), 'note fret labels must draw above technique markers');
assert.ok(layerIndex('ARP_NOTE_FRET_LABEL') > layerIndex('NOTE_FRET_LABEL'), 'arp labels retain a one-layer tie-breaker');
assert.ok(layerIndex('CHORD_FRET_LABEL') > layerIndex('NOTE_CORE'), 'chord-loop fret labels must draw above gem core at the same depth');
assert.ok(layerIndex('NOTE_FRET_LABEL') > layerIndex('BOARD_FRET_WIRE'), 'note fret labels must clear static fret wires');
assert.ok(layerIndex('CHORD_FRET_LABEL') > layerIndex('BOARD_FRET_WIRE'), 'chord fret labels must clear static fret wires');
});
test('string mesh layer is above note symbols and below labels', () => {
// Board strings are never occluded by flying gems, but labels still appear above strings.
const s = src();
assert.match(s, /mesh\.renderOrder\s*=\s*renderOrderForLayerAtZ\(\s*0\s*,\s*'BOARD_STRING'\s*\)\s*;/, 'string mesh must use BOARD_STRING');
// Confirm 1000 also exists (labels above strings)
assert.match(s, /m\.renderOrder\s*=\s*1000\s*;/, 'technique label renderOrder 1000 must exist');
assert.ok(layerIndex('BOARD_STRING') > layerIndex('TECHNIQUE_MARKER'), 'string mesh layer must be above note symbols');
assert.ok(layerIndex('BOARD_STRING') < layerIndex('NOTE_FRET_LABEL'), 'string mesh layer must be below fret labels');
});
test('fret-column marker layer is above chord frame and below gem outline', () => {
assert.ok(layerIndex('FRET_COLUMN') > layerIndex('CHORD_FRAME'), 'fret-column marker layer must be above chord frame');
assert.ok(layerIndex('FRET_COLUMN') < layerIndex('NOTE_OUTLINE'), 'fret-column marker layer must be below gem outline');
assert.match(src(), /renderOrderForLayerAtZ\(\s*z\s*,\s*'FRET_COLUMN'\s*\)/);
});
test('static fret wire layer is above string mesh and note symbols', () => {
// Structural invariant: fret wires must always draw after (on top of) strings.
assert.ok(layerIndex('BOARD_FRET_WIRE') > layerIndex('BOARD_STRING'), 'fret wire must be above string mesh');
assert.ok(layerIndex('BOARD_FRET_WIRE') > layerIndex('TECHNIQUE_MARKER'), 'fret wire must be above note symbols');
assert.ok(zZeroRenderOrder() + layerIndex('BOARD_FRET_WIRE') < 1000, 'fret wire must be below technique labels (1000)');
assert.match(src(), /fw\.renderOrder\s*=\s*renderOrderForLayerAtZ\(\s*0\s*,\s*'BOARD_FRET_WIRE'\s*\)\s*;/, 'buildBoard fret wire must use BOARD_FRET_WIRE');
assert.match(src(), /mesh\.renderOrder\s*=\s*renderOrderForLayerAtZ\(\s*0\s*,\s*'BOARD_STRING'\s*\)\s*;/, 'string mesh must use BOARD_STRING');
});