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A runnable Labelle game for labelle-bgfx#100's acceptance criterion — "a runnable Labelle example using this condenser's artwork" — exercising the engine's built-in `PixelWater` component and bgfx's `fs_pixel_water` program through the ordinary `labelle` CLI path. Modelled on examples/material-demo (bgfx + engine + zig_ecs). Two COND-07 condenser units side by side, each with a reactive reservoir, drifting mist and condensation drops that contact the CURRENT water surface and emit one ripple each via `game.addWaterRipple`. What it proves, beyond "it ran": * `PixelWater` is authored in a PREFAB's JSON config (prefabs/reservoir.jsonc), not inline in the scene, so the JSONC apply path's built-in branch (`game.addPixelWater`) runs on a prefab. * The scene instantiates that prefab TWICE and overrides only `water_level` (and the `Reservoir.unit` marker) at the instance site — the RFC-OVERRIDES-MERGE-RULES deep merge, on a built-in component. Both instances came up live at their overridden levels (0.8333 / 0.5), so the merge does not drop the component and the field does override. * Two INDEPENDENT gfx water instances from one prefab. * Draw order / foreground occlusion by layer order: machine interior -> water -> mist -> drops -> cooler -> frame. Emitter A (reservoir-local x 21) sits behind the cooler and is occluded on the way down. * Nothing fakes the water: the only contact with the effect is one `addWaterRipple` per drop. Measurements (native canvas 103x55, reservoir x 4 y 48 w 93 h 6, emitters at local x 21/28/43/51/65) come from labelle-bgfx PR #106, whose layer PNGs are vendored into assets/layers/ because that branch is unmerged. `grid_pixels` is 1 — a native art pixel IS an effect cell; #100's "6x6" is the x6 screen enlargement. Unit A is filled to 5/6 (the basin is only 6 native rows tall, so the level has 6 steps) to keep one dry row of headroom, since at level 1.0 the shader clamps the displaced surface and ripples become invisible. Verified on desktop bgfx/Metal: `bgfx: pixel-water program initialized`, no degrade line from programs.zig or retained_engine/draw.zig, and a reservoir-band frame diff (drop and occluder columns excluded) that moves by 66%/39% of cells with water on and is BIT-IDENTICAL with the effect switched off via the example's `CONDENSER_WATER_OFF=1` control. Co-authored-by: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01XBGRLojiysEr5zy1U5mbP6
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📝 WalkthroughWalkthroughThe PR updates the COND-07 condenser example. It adds full-resolution artwork, reservoir configuration, falling drops, ripple behavior, water verification, atlas tooling, and a condensed README. ChangesCondenser example
Priority: ⬇️ Low Estimated code review effort: 4 (Complex) | ~45 minutes Change: Feature Sequence Diagram(s)sequenceDiagram
participant PlayingState
participant DropController
participant PixelWater
participant WaterProbe
PlayingState->>DropController: Tick drops and update positions
DropController->>PixelWater: Read the live water level
DropController->>PixelWater: Emit one impact ripple
PlayingState->>WaterProbe: Run water verification
WaterProbe->>PixelWater: Report level and water instance state
Merge Risk: 🔵 Low · up to The optional static-art control can produce an incorrect water-enabled or partially disabled capture. Fix the retry logic and documented control command before relying on this validation mode. 🚥 Pre-merge checks | ✅ 4 | ❌ 1❌ Failed checks (1 warning)
✅ Passed checks (4 passed)
Full details: Docstring CoverageExplanation Docstring coverage is 0.00% which is insufficient. The required threshold is 80.00%. Docstring coverage is scoped to functions touched by this diff. Analyzed 2 functions across 2 files. (6 skipped: 6 unsupported.) ✨ Finishing Touches 💡 1📝 Generate docstrings 💡
🧪 Generate unit tests (beta)
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In `@examples/condenser/README.md`:
- Around line 171-173: Align the README capture commands and reported
measurements: ensure the documented commands include the exact 2000 ms and 3300
ms captures used by the results table, and update the wave-phase timing
statement if needed. Keep the table, commands, and surrounding timing references
consistent and reproducible.
In `@examples/condenser/scripts/playing/30_water_probe.zig`:
- Around line 54-58: Update the water-off control flow around game.setWaterLevel
and control_applied so a failed reservoir update does not mark control as
applied; retain failure state and retry setWaterLevel(0.0) on later ticks,
setting control_applied only after every reservoir update succeeds.
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| if (water_off and !state.control_applied) { | ||
| // Level 0 is the shader's explicit "no water" gate. | ||
| game.setWaterLevel(e, 0.0) catch |err| { | ||
| game.log.err("[condenser] control: setWaterLevel(0) failed: {s}", .{@errorName(err)}); | ||
| }; |
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🎯 Functional Correctness | 🟡 Minor | ⚡ Quick win
🔎 Supported by static analysis
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Retry failed control updates.
When game.setWaterLevel returns an error, the catch only logs it. control_applied is then set after the loop, so later ticks skip the update. A reservoir can therefore retain its previous water level if the failed call did not apply 0.0.
Track whether every update succeeds. Set control_applied only after all reservoir updates succeed.
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only still-valid issues, skip the rest with a brief reason, keep changes
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In `@examples/condenser/scripts/playing/30_water_probe.zig` around lines 54 - 58,
Update the water-off control flow around game.setWaterLevel and control_applied
so a failed reservoir update does not mark control as applied; retain failure
state and retry setWaterLevel(0.0) on later ticks, setting control_applied only
after every reservoir update succeeds.
After applying the fix, consider running `coderabbit review --agent` for local
review. Visit https://docs.coderabbit.ai/cli?utm_source=ghpr
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| ```bash | ||
| labelle run --timeout=8s --screenshot=/tmp/on_t2.png --after=2s | ||
| labelle run --timeout=8s --screenshot=/tmp/on_t5.png --after=5s |
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Use a non-periodic second capture time
The documented 2s and 5s captures are exactly one authored wave_period_seconds (3s) apart, so the periodic wave returns to the same phase and the prescribed diff can falsely make working water appear nearly static. This also does not reproduce the results below, which compare 2000ms with 3300ms, and lines 191–193 explicitly warn against this exact pair; change both 5s captures to a non-periodic time such as 3.3s.
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| | reservoir | water ON, 2000ms vs 3300ms | control (level 0), same pair | ON vs control, 3300ms | | ||
| |---|---|---|---| | ||
| | unit A (0.8333) | **26.9 — 66.1% of cells** | **0.000 — 0.0%** | 30.0 — 67.7% | | ||
| | unit B (0.5) | **16.5 — 39.2% of cells** | **0.000 — 0.0%** | 18.6 — 42.3% | |
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Re-measure results after disabling continuous motion
The final prefab disables periodic waves and reflection distortion (wave_amplitude_pixels: 0, waves_enabled: false, and distortion_pixels: 0), but this table retains the exact 2000/3300 measurements from the earlier moving-water configuration, and lines 193–196 still explain the result in terms of wave phase. The fresh evidence beyond the existing capture-time comment is the later ripple-only configuration change: anyone validating the final example is now given baselines for different effect settings, so these captures and the accompanying explanation need to be regenerated with the current prefab.
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In `@examples/condenser/README.md`:
- Line 88: Update the documented condenser capture command to set
CONDENSER_WATER_OFF=1 before invoking labelle run, using shell-appropriate
syntax so the control capture disables water levels.
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| `CONDENSER_WATER_OFF=1` disables water shading for a static-art control. Example: | ||
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| ```sh | ||
| labelle run --timeout=5s --screenshot=condenser.png --after=2s |
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🎯 Functional Correctness | 🟡 Minor | ⚡ Quick win
🔎 Supported by static analysis
🏁 Script executed:
sed -n '76,94p' examples/condenser/README.md
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Set CONDENSER_WATER_OFF=1 for the control capture.
30_water_probe.zig treats the missing variable as false and only sets water levels to 0.0 when the variable is enabled. The current command therefore does not capture the static-art control. Use the syntax for the target shell: CONDENSER_WATER_OFF=1 labelle run ... in POSIX shells, set CONDENSER_WATER_OFF=1 && labelle run ... in cmd.exe, or $env:CONDENSER_WATER_OFF='1'; labelle run ... in PowerShell.
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In `@examples/condenser/README.md` at line 88, Update the documented condenser
capture command to set CONDENSER_WATER_OFF=1 before invoking labelle run, using
shell-appropriate syntax so the control capture disables water levels.
After applying the fix, consider running `coderabbit review --agent` for local
review. Visit https://docs.coderabbit.ai/cli?utm_source=ghpr
…aults (#731) labelle-core v1.32.0 appended `MaterialEffect.pixel_water`. That is SOURCE-BREAKING for a backend whose material seam switches exhaustively over that enum: it stops compiling until it has a `.pixel_water` arm. CI's "Examples integration test" clones `labelle-core` at `main` as a SIBLING checkout, and the assembler's monorepo auto-discovery (`cache/local.zig: findRepoRoot` → `populateFrameworkPackage(..., .discovered)`) builds that sibling INSTEAD of the version an example pins. So every example pinning a pre-fix backend compiled the OLD BACKEND against the NEW CORE: .labelle/deps/labelle-sokol/src/gfx/material.zig:484:5: error: switch must handle all possibilities backend_contract.zig:308:5: note: unhandled enumeration value: 'pixel_water' Latent on `main` (assembler CI has not run since 2026-09-10); first surfaced on PR #730. Example pins — bumped to the LOWEST backend release carrying the fix: * sprite-runner: sokol 0.5.0 → 0.6.0 (declines the effect, @hasField-gated) * material-demo: bgfx 0.13.1 → 0.20.0 (implements it, same gating) * pack-city: bgfx 0.13.1 → 0.20.0 * tile-explorer: raylib 0.3.0 UNCHANGED — labelle-raylib has no `MaterialEffect` reference at all, so it is unaffected (verified by grep and by a full build against core `main`). Builtin provider defaults (`src/config.zig: builtinProvider`), which every project WITHOUT an explicit `.backend_package` resolves through: * .bgfx 0.6.6 → 0.20.0 * .sokol 0.2.1 → 0.6.0 Both are again the lowest release with the fix — which happens to be the newest, because the backend fixes shipped the same day as the core release. sokol 0.6.0 raises no floor (its seam is `@hasDecl`-gated from core v1.25.0 and every v1.32.0 decl it names carries its own probe; labelle-sokol's own examples still pin core 1.24.0). bgfx 0.20.0 does raise the implicit floor — bgfx ≥ 0.15.0 consumes core's typed `BackendTextureId` (core ≥ v1.28.0) and names `PixelWaterDraw` / `PIXEL_WATER_*` ungated — so the comment tells a project that must stay on an older core to pin `.backend_package` explicitly instead. No example uses the builtin bgfx/sokol default and no test asserts these strings, so the bump is CI-neutral; it repairs scaffolded projects. Verified with a CI-shaped workspace (scratch `LABELLE_HOME`, assembler binary beside labelle-core/engine/gfx/null siblings at `main` and NO sokol/bgfx/raylib sibling, so backends come from the registry at the pinned tag — exactly what CI resolves). Reproduced the failure on sprite-runner at sokol 0.5.0 first, then built, checking each exit code separately and grepping every generate log for `generate failed`: sprite-runner (sokol), tile-explorer (raylib), material-demo (bgfx), pack-city (bgfx), camera-builtin + coin-collector (null), and two throwaway copies with `.backend_package` REMOVED to exercise the bumped builtin defaults (resolved 0.20.0 / 0.6.0 from the staged deps' zon, not just a green build). `zig build test` and `zig fmt --check` pass. Unblocks PR #730 and repairs `main`. Claude-Session: https://claude.ai/code/session_01XBGRLojiysEr5zy1U5mbP6 Co-authored-by: Claude Opus 5 (1M context) <noreply@anthropic.com>
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| if (water_off) state.control_applied = true; |
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Retry the control until both levels are cleared
When either setWaterLevel call returns an error—for example, during transient water-instance initialization—the error is only logged, but control_applied is still set unconditionally. Every later frame then skips both calls, so CONDENSER_WATER_OFF=1 can leave one or both reservoirs enabled and invalidate the documented static-art control; only mark the control applied after all reservoirs were successfully cleared.
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| `CONDENSER_WATER_OFF=1` disables water shading for a static-art control. Example: | ||
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| ```sh | ||
| labelle run --timeout=5s --screenshot=condenser.png --after=2s |
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Set the control variable in the example command
When a reader copies this advertised static-art control command, it never sets CONDENSER_WATER_OFF, so the resulting screenshot still contains water shading and cannot serve as the documented control. Include the environment assignment in the command (or provide the appropriate platform-specific equivalent).
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Closing as superseded by #733, which contains this branch's full history (branch-point Why not merge this oneThis PR authors the built-in The CI failure on
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…ine e2e (#732, #735) (#745) Two coverage gaps in one workflow, grouped because they rewire the same lanes of `.github/workflows/ci.yml` and would conflict as separate PRs. ── #732: the bgfx examples were generated, never built ────────────────── `generate` proves the manifest parsed. It does not compile a line of backend source, so every defect that lives in a DEPENDENCY — an exhaustive switch, a moved contract type, a raised floor — passed. That is how core v1.32.0's `MaterialEffect.pixel_water` reached main: `material-demo` and `pack-city` both pinned a bgfx with no arm for it and CI said nothing. Only `sprite-runner` (sokol) was built, so the signal read "one backend broken" instead of "three examples broken, two untested" (#731). The same lane also FABRICATES breaks: it clones core/engine/gfx/null at `main` as siblings, and the assembler's auto-discovery builds those instead of the pins, so mid-release-train the four mains disagree and an unrelated PR goes red (#730, `backend_contract has no member named 'PixelWaterRgba'`; a re-run of the identical commit passed). * New job `bgfx examples (PINNED resolution)` — ubuntu, scratch LABELLE_HOME, NO runtime sibling checkouts — GENERATES AND BUILDS both bgfx examples against their declared `project.labelle` pins. It refuses to start if a runtime sibling exists, asserts each pinned version was fetched into the scratch home, and greps the install/generate logs for the assembler's own "using LOCAL sources" / "built from LOCAL sources" warnings — a mechanism assertion, not a value one. * The sibling lane is RENAMED "Examples integration (siblings @ main — cross-repo, may be mid-train)" and prints a banner of every sibling SHA/ref/describe before anything builds, so a mid-train red is recognised at a glance instead of debugged from scratch. Linux only (one platform catches a compile break in backend source), and on every PR rather than path-gated: the v1.32.0 break arrived from a dependency's release with no file in this repo changed, so a path filter would have skipped the job exactly when the break landed. Proof, on a mirrored checkout outside the toolkit tree with a scratch LABELLE_HOME (so pins really resolve from the registry): material-demo @ its own pins (core 1.32.0 / bgfx 0.20.0) install: fetching core 1.32.0, bgfx 0.20.0 (remote) generate: ok zig build -> exit 0, zig-out/bin/material_demo (36s) pack-city @ its own pins -> zig build exit 0 (25s) material-demo with bgfx re-pinned to the known-bad 0.13.1 (the #731 break) $ labelle-assembler generate -> exit 0 <-- old job: GREEN $ zig build -> exit 1 <-- new job: RED labelle-bgfx/src/gfx/texture.zig:469:12: error: switch must handle all possibilities labelle-core/src/backend_contract.zig:308:5: note: unhandled enumeration value: 'pixel_water' And the local-sources assertion, verified against a real sibling checkout: install: "core: using LOCAL sources from '…' — the pinned 1.32.0 will NOT be built (#685)" generate: "labelle: core is built from LOCAL sources, not the pinned 1.32.0 — source '…' (rev …)" ── #735: nothing ran the shader BUILD pipeline ────────────────────────── `test/material_pipeline_e2e.py` is the only test covering the PRODUCER side of game-owned materials (descriptor -> shaderc -> packaged variants -> a material that validates against core's contract). It was opt-in behind three `-D` flags because CI had no shaderc, so it never ran. Everything else covers CONSUMERS of already-compiled shaders, and the fixtures are pre-compiled — structurally unable to notice a pipeline regression. * New job `Material shader pipeline e2e (real shaderc)` provisions shaderc by REUSING the existing toolchain source rather than adding a second one: it reads the builtin bgfx provider version out of `src/config.zig`, reads that release's `zbgfx` archive URL out of labelle-bgfx's `build.zig.zon`, and builds `-Dwith_shaderc=true` from exactly that archive (cached on the URL; ~2.5 min cold locally). `--core` comes from the curated `core_version` default in `build.zig`, so there is no second pin to drift. * Nobody passes a flag by hand — the job derives all three. * Already independent of `examples/condenser`: the driver synthesizes its own three-material fixture under `.zig-cache/`. * `test/material_pipeline_e2e.py`: the missing-target assertion hard-coded `target requires 'spv'`, which is the LINUX answer. `material_build` picks the required variant per host (darwin -> mtl), so the test could not pass on macOS at all. It now follows the host. The driver already exercises five REJECTION paths beside the happy one, so it proves the pipeline fails closed: an include escaping the material dir, an uncompilable `.sc`, a descriptor missing the host's required variant, and two component-collision cases in the emitted comptime guard. Proof it catches a real producer-side regression that nothing else does — disabled include-tree tracking in `material_build.zig` so a changed `color.sh` no longer invalidates the shader cache: zig build test-materials -> exit 0 (448 tests, all green) zig build test-material-integration -> exit 1 AssertionError: shader fog (spv) (fog.spv.bin) success [not rebuilt] and, with the escaping-include rejection disabled: zig build test-material-integration -> exit 1 at build(False, "EscapingShaderInclude") Clean run on this branch: "PASS: 12 real shader variants, generated core descriptors, cached rebuild, include invalidation, escaping include rejection, compiler failure, missing target diagnostic". Closes #732 Closes #735 Claude-Session: https://claude.ai/code/session_01XBGRLojiysEr5zy1U5mbP6 Co-authored-by: Claude Opus 5 <noreply@anthropic.com>
The COND-07 example renders two independent reservoirs through the engine's built-in
PixelWatercomponent, with drop-triggered fading ripples and foreground occlusion. One JSONC prefab supplies two instances with distinct fill levels.The artwork now preserves the cropped reference's pixel density: 618x330 layers at scale 1 replace 103x55 layers enlarged sixfold. Only two left border columns of the supplied 620x330 crop are removed to retain alignment. The wider room artwork is excluded. A temporal median removes moving drops without spatial downsampling; the derivation verifies exact reconstruction of the static plate.
Mist stays baked into the stationary artwork. Continuous waves and reflection drift are disabled; only drop impacts animate the water. The shader retains its independent 93x6 logical basin and impact coordinates, while the basin textures are 558x36.
Run
labelle runinsideexamples/condenser/using CLI 1.67.0 or newer. Rebuild assets withpython3 tools/derive_layers.pyandpython3 tools/pack_atlas.py(Pillow and numpy).Verified this revision on Windows/Vulkan using this branch's assembler and released core 1.32.0, engine 2.22.0, gfx 1.36.0 and BGFX 0.20.0. Generation, build and execution pass. Logs confirm the water program, independent instances at 0.8333 and 0.5, and drop-triggered ripples. Asset rebuilding is deterministic and the preview is an engine capture of the updated artwork. Earlier Metal measurements used downsampled assets; Android and browser execution of this example remain unverified.
The asset investigation in labelle-bgfx#106 supplies basin/emitter measurements. Hidden water, occluder silhouettes and reflection remain reconstructions. This advances labelle-bgfx#100 without claiming all platform acceptance items are complete.
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