* chore(ci): add clang-format gate, CODEOWNERS and agent collaboration rules * refactor(modules): clear remaining back-edges and split the largest TUs Three known dependency back-edges are gone (module_depgraph.py KNOWN_BACK_EDGES is now empty; --check passes with 0 violations, 0 cycles): - window -> graphics: window queries the new IWindowSurfaceHost capability (common/WindowSurfaceHost.h) instead of holding a Graphics pointer; Window::setGraphics was removed and all call sites updated. - window -> image: Window::setIcon was replaced by setIconRGBA(const uint8_t*, w, h); the window no longer decodes ImageData. - scene -> graphics: pickScreenAt / collectFrustumIdsAt implementations moved to graphics/ScenePicking.cpp (graphics -> scene is a legal downward edge); scene now depends only on spatial. TU splits (pure moves, verified identical method sets and brace balance): - vulkan/Graphics.cpp (5118 lines) -> Graphics.cpp (lifecycle), GraphicsPipeline, Graphics2D, Graphics3D, GraphicsMesh + shared GraphicsInternal.h. - scene/Scene.cpp -> Scene.cpp (script layer / host lifecycle / serialization) + SceneNodes.cpp + shared SceneInternal.h. Verified with a real build (MSVC 19.51, prebuilt third-party): full build green; window.* and Scene.* suites pass, including scene picking/culling and GPU cases. * refactor(graphics): narrow Graphics interfaces and clear public-header leaks Step 4 — interface segregation: - New lean interfaces: IGraphics2D, IGraphics3D, IResourceFactory, IPostFX (pure virtuals, forward-declared types only; graphics/Color.h extracted from Canvas.h so modules that only need the color type stop pulling Canvas.h). - Graphics now implements all four facets; consumers can depend on the narrow interface they use instead of the 129-method god class. - Migrated voxel (VoxelWorld::drawVisible -> IGraphics3D*) and model3d (ModelRenderer::buildRenderable(s) -> IResourceFactory&). - Graphics.h slims from 24 sub-header includes to a handful of small type headers + forward declarations; the destructor moved out-of-line so unique_ptr effect members are destroyed where types are complete. Step 5 — header leaks (module_depgraph.py '*' marks: 14 -> 7): - map/TileLayer.h, particles/ParticleEmitter.h, avatar/AvatarInstance.h, animation/SpineAnim.h, map/TileSystem.h, model3d/ModelData.h, model3d/ModelRenderer.h, audio/Audio.h + Source.h, image/ImageData.h + Image.h, dialogue/Dialogue.h, procgen Palette/OutputSpec/TextureRecipe/ PbrMaterial -> forward declarations, includes moved to .cpp. - voxel/VoxelWorld.h: terrain sampler Pimpl'd (unique_ptr + out-of-line destructor), removing the procgen header dependency. - gpgpu/vulkan backend headers stop pulling graphics/vulkan/Graphics.h. - Remaining '*' marks are deliberate: tiny POD/enum headers (GridConfig, MapObject, BlendMode, Color), an internal backend header (GraphicsInternal.h -> filesystem), and lean interface references. Verified with a full clean build (MSVC) and tests: window/Scene/voxel/ RenderSystem/Quad/shader/TextureSampler/resourceLifetime pass; broad suite only shows the pre-existing PHYSFS-init filesystem-environment failures. * feat(resources): revive ResourceManager as unified IAssetReloader-backed cache * fix(resources): leak ResourceManager singleton to avoid exit-time teardown crashes Cached CPU resources may own third-party handles (FreeType faces, Assimp scenes, image decode handlers) whose libraries are torn down at process exit in an unspecified TU order; destroying cached entries from the singleton destructor can segfault at exit (seen on CI Windows in model3d.materialApi.objMtl). Keep the singleton alive until OS reclaim; explicit unload()/clear() still release entries during the run. * refactor(devtools): consume business modules through capability interfaces DevTools / cmdline no longer include business-module headers, so trimming scene / physics / procgen / particles / audio / ui / graphics no longer requires disabling devtools, and devtools can be switched off with -DEVENGINE_MODULE_DEVTOOLS=OFF. New capability interfaces in common/: - ISceneQuery (scene) - host/node inspection + mutation + transform sync - IRenderCapture (graphics) - render status, PNG capture, camera control, visible-entity snapshot, entity-ID mask, G-buffer PNGs - IPhysicsQuery (physics) - 2D world lifecycle + ray casts - IProcgenQuery (procgen) - recipe listing, map/mesh generation - IParticlesQuery (particles) - emitter status + one-shot emit - IAudioQuery (audio) - volume / stop-all - IEditorHost (ui) - declarative editor host (used by cmdline too) Providers register in their module constructors. DevTools rewires McpServer (render/scene/procgen/physics/particles/audio/host tools), SceneInspect (now delegates to ISceneQuery + IRenderCapture) and RenderVision (uses IRenderCapture::capturePngDataUrl); cmdline/Mcp.cpp uses IEditorHost. manifest: devtools DEPS graphics scene physics procgen particles audio ui image event filesystem -> event; cmdline DEPS filesystem ui -> filesystem. Verified: full build green; devtools.mcp.* tests pass; broad suite shows only the pre-existing PHYSFS-init filesystem-environment failures. * style: apply clang-format to changed lines after dev merge * fix(webgpu): include RenderControl/TextureSampler explicitly after Graphics.h slimming * fix(webgpu): provide newFont/print stubs to satisfy IGraphics2D/IResourceFactory vtables * fix(common): make ProcgenQuery.h self-sufficient (cstdint/utility for GCC)
158 lines
5.5 KiB
C++
158 lines
5.5 KiB
C++
#include "zeroerr/assert.h"
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#include "zeroerr/unittest.h"
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#include "graphics/AmbientOcclusion.h"
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#include "graphics/AntiAliasing.h"
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#include "graphics/Canvas.h"
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#include "graphics/DrawItem2D.h"
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#include "graphics/Font.h"
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#include "graphics/GBuffer.h"
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#include "graphics/GlobalIllumination.h"
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#include "graphics/Graphics.h"
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#include "graphics/Grass.h"
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#include "graphics/Light.h"
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#include "graphics/Material.h"
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#include "graphics/Mesh.h"
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#include "graphics/Outline.h"
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#include "graphics/Quad.h"
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#include "graphics/RenderControl.h"
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#include "graphics/RenderSystem3D.h"
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#include "graphics/ScreenSpaceReflection.h"
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#include "graphics/Shader.h"
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#include "graphics/Texture.h"
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#include "graphics/TextureSampler.h"
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#include "graphics/Volumetric.h"
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#include "graphics/Water.h"
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#include "graphics/Waterfall.h"
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#include "image/ImageData.h"
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#include "window/Window.h"
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#include <SDL2/SDL.h>
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#include <cmath>
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#include <cstdint>
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#include <memory>
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#include <optional>
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#include <vector>
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// Color lives in eve::graphics (see graphics/Canvas.h); keep the unqualified form.
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using eve::graphics::Color;
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using namespace eve::graphics;
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namespace {
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struct GraphicsFixture {
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eve::window::Window *win = nullptr;
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Graphics *gfx = nullptr;
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GraphicsFixture(int w = 320, int h = 240) {
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win = eve::window::Window::create();
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gfx = Graphics::create();
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eve::window::WindowSettings s;
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s.width = static_cast<uint16_t>(w);
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s.height = static_cast<uint16_t>(h);
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s.centered = true;
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win->setWindowSettings(s);
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}
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~GraphicsFixture() { win->close(); }
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};
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std::vector<uint8_t> makeSolid(int w, int h, uint8_t r, uint8_t g, uint8_t b) {
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std::vector<uint8_t> px(size_t(w) * size_t(h) * 4);
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for (size_t i = 0; i < px.size(); i += 4) {
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px[i + 0] = r;
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px[i + 1] = g;
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px[i + 2] = b;
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px[i + 3] = 255;
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}
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return px;
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}
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} // namespace
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TEST_CASE("TextureSampler.mipmapCountForSize") {
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CHECK_EQ(mipmapCountForSize(1, 1), 1);
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CHECK_EQ(mipmapCountForSize(2, 2), 2);
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CHECK_EQ(mipmapCountForSize(256, 128), 9);
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CHECK_EQ(mipmapCountForSize(64, 64), 7);
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}
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TEST_CASE("TextureSampler.parseFilterAndMipmap") {
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CHECK_EQ(static_cast<int>(TextureSampler::parseFilter("nearest")),
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static_cast<int>(FilterMode::Nearest));
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CHECK_EQ(static_cast<int>(TextureSampler::parseFilter("linear")),
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static_cast<int>(FilterMode::Linear));
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CHECK_EQ(static_cast<int>(TextureSampler::parseMipmap("none")),
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static_cast<int>(MipmapMode::Disabled));
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CHECK_EQ(static_cast<int>(TextureSampler::parseMipmap("linear")),
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static_cast<int>(MipmapMode::Linear));
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CHECK_EQ(static_cast<int>(TextureSampler::parseMipmap("nearest")),
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static_cast<int>(MipmapMode::Nearest));
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}
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TEST_CASE("GraphicsSmoke.textureMipmapsAndAnisotropy") {
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GraphicsFixture fx;
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auto px = makeSolid(64, 64, 200, 40, 40);
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TextureCreateInfo info = TextureCreateInfo::withMipmaps(true, 8.f);
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Texture *tex = fx.gfx->newTexture(64, 64, px.data(), info);
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REQUIRE(tex != nullptr);
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CHECK_EQ(tex->getMipmapCount(), mipmapCountForSize(64, 64));
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CHECK_EQ(static_cast<int>(tex->getSampler().mipmap), static_cast<int>(MipmapMode::Linear));
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CHECK(tex->getSampler().maxAnisotropy >= 8.f - 1e-3f);
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const float deviceMax = fx.gfx->getMaxAnisotropy();
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CHECK(deviceMax >= 1.f);
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// Nearest pixel-art style sampler without rebuilding image.
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fx.gfx->setTextureSampler(tex, TextureSampler::nearest());
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CHECK_EQ(static_cast<int>(tex->getSampler().min), static_cast<int>(FilterMode::Nearest));
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CHECK_EQ(static_cast<int>(tex->getSampler().mag), static_cast<int>(FilterMode::Nearest));
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// Draw once to exercise descriptor rewrite path.
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fx.gfx->setBackgroundColor(Color(0.05f, 0.05f, 0.08f, 1.f));
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fx.gfx->clear(std::nullopt, std::nullopt, std::nullopt);
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fx.gfx->drawTexturedRect(tex, 10.f, 10.f, 64.f, 64.f, Color(1, 1, 1, 1));
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fx.gfx->present();
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}
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TEST_CASE("GraphicsSmoke.cubemapGeneratesMipChain") {
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GraphicsFixture fx;
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const int face = 16;
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std::vector<uint8_t> faces(size_t(face) * face * 4 * 6, 128);
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Texture *cube = fx.gfx->newCubemap(face, faces.data());
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REQUIRE(cube != nullptr);
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CHECK_EQ(cube->getMipmapCount(), mipmapCountForSize(face, face));
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CHECK_EQ(static_cast<int>(cube->getSampler().mipmap), static_cast<int>(MipmapMode::Linear));
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}
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TEST_CASE("Renderable3D.meshLodSelectsByDistance") {
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auto *ent = Renderable3D::create();
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REQUIRE(ent != nullptr);
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// Use distinct non-null-ish pointers via cast of integers — only identity matters.
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Mesh *hi = reinterpret_cast<Mesh *>(uintptr_t(0x1000));
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Mesh *mid = reinterpret_cast<Mesh *>(uintptr_t(0x2000));
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Mesh *lo = reinterpret_cast<Mesh *>(uintptr_t(0x3000));
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ent->setMeshLod(0, hi);
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ent->setMeshLod(1, mid, 20.f);
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ent->setMeshLod(2, lo, 50.f);
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CHECK_EQ(ent->getMeshLodCount(), 3);
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CHECK_EQ(ent->getMeshLodLevelAtDistance(0.f), 0);
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CHECK_EQ(ent->getMeshLodLevelAtDistance(19.9f), 0);
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CHECK_EQ(ent->getMeshLodLevelAtDistance(20.f), 1);
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CHECK_EQ(ent->getMeshLodLevelAtDistance(49.9f), 1);
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CHECK_EQ(ent->getMeshLodLevelAtDistance(50.f), 2);
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CHECK_EQ(ent->getMeshLodLevelAtDistance(999.f), 2);
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auto mr = ent->meshRenderer();
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CHECK(mr->meshForDistance(5.f) == hi);
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CHECK(mr->meshForDistance(25.f) == mid);
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CHECK(mr->meshForDistance(80.f) == lo);
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ent->clearMeshLod();
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CHECK_EQ(ent->getMeshLodCount(), 0);
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CHECK(mr->meshForDistance(80.f) == hi); // falls back to primary mesh
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}
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