396 lines
13 KiB
C++
396 lines
13 KiB
C++
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#include <gtest/gtest.h>
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#include <XCEngine/Components/CameraComponent.h>
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#include <XCEngine/Components/GameObject.h>
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#include <XCEngine/Components/MeshFilterComponent.h>
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#include <XCEngine/Components/MeshRendererComponent.h>
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#include <XCEngine/Core/Asset/IResource.h>
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#include <XCEngine/Core/Math/Color.h>
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#include <XCEngine/Core/Math/Quaternion.h>
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#include <XCEngine/Core/Math/Vector2.h>
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#include <XCEngine/Core/Math/Vector3.h>
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#include <XCEngine/Debug/ConsoleLogSink.h>
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#include <XCEngine/Debug/Logger.h>
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#include <XCEngine/Rendering/RenderContext.h>
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#include <XCEngine/Rendering/RenderSurface.h>
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#include <XCEngine/Rendering/SceneRenderer.h>
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#include <XCEngine/Resources/Material/Material.h>
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#include <XCEngine/Resources/Mesh/Mesh.h>
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#include <XCEngine/Resources/Texture/Texture.h>
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#include <XCEngine/RHI/RHITexture.h>
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#include <XCEngine/Scene/Scene.h>
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#include "../../../RHI/integration/fixtures/RHIIntegrationFixture.h"
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#include <memory>
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#include <vector>
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using namespace XCEngine::Components;
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using namespace XCEngine::Debug;
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using namespace XCEngine::Math;
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using namespace XCEngine::Rendering;
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using namespace XCEngine::Resources;
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using namespace XCEngine::RHI;
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using namespace XCEngine::RHI::Integration;
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namespace {
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constexpr const char* kD3D12Screenshot = "transparent_material_scene_d3d12.ppm";
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constexpr const char* kOpenGLScreenshot = "transparent_material_scene_opengl.ppm";
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constexpr uint32_t kFrameWidth = 1280;
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constexpr uint32_t kFrameHeight = 720;
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Mesh* CreateQuadMesh() {
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auto* mesh = new Mesh();
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IResource::ConstructParams params = {};
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params.name = "TransparentQuad";
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params.path = "Tests/Rendering/TransparentQuad.mesh";
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params.guid = ResourceGUID::Generate(params.path);
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mesh->Initialize(params);
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StaticMeshVertex vertices[4] = {};
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vertices[0].position = Vector3(-1.0f, -1.0f, 0.0f);
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vertices[0].uv0 = Vector2(0.0f, 1.0f);
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vertices[1].position = Vector3(-1.0f, 1.0f, 0.0f);
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vertices[1].uv0 = Vector2(0.0f, 0.0f);
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vertices[2].position = Vector3(1.0f, -1.0f, 0.0f);
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vertices[2].uv0 = Vector2(1.0f, 1.0f);
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vertices[3].position = Vector3(1.0f, 1.0f, 0.0f);
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vertices[3].uv0 = Vector2(1.0f, 0.0f);
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const uint32_t indices[6] = { 0, 1, 2, 2, 1, 3 };
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mesh->SetVertexData(
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vertices,
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sizeof(vertices),
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4,
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sizeof(StaticMeshVertex),
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VertexAttribute::Position | VertexAttribute::UV0);
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mesh->SetIndexData(indices, sizeof(indices), 6, true);
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MeshSection section = {};
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section.baseVertex = 0;
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section.vertexCount = 4;
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section.startIndex = 0;
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section.indexCount = 6;
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section.materialID = 0;
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mesh->AddSection(section);
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return mesh;
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}
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Texture* CreateSolidTexture(const char* name, const char* path, const unsigned char rgba[4]) {
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auto* texture = new Texture();
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IResource::ConstructParams params = {};
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params.name = name;
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params.path = path;
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params.guid = ResourceGUID::Generate(params.path);
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texture->Initialize(params);
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texture->Create(
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1,
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1,
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1,
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1,
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XCEngine::Resources::TextureType::Texture2D,
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XCEngine::Resources::TextureFormat::RGBA8_UNORM,
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rgba,
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4);
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return texture;
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}
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Material* CreateMaterial(
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const char* name,
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const char* path,
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Texture* texture,
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MaterialRenderQueue renderQueue,
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const MaterialRenderState& renderState) {
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auto* material = new Material();
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IResource::ConstructParams params = {};
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params.name = name;
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params.path = path;
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params.guid = ResourceGUID::Generate(params.path);
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material->Initialize(params);
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material->SetTexture("_BaseColorTexture", ResourceHandle<Texture>(texture));
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material->SetRenderQueue(renderQueue);
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material->SetRenderState(renderState);
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return material;
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}
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GameObject* CreateQuadObject(
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Scene& scene,
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const char* name,
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Mesh* mesh,
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Material* material,
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const Vector3& position,
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const Vector3& scale,
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const Quaternion& rotation = Quaternion::Identity()) {
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GameObject* gameObject = scene.CreateGameObject(name);
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gameObject->GetTransform()->SetLocalPosition(position);
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gameObject->GetTransform()->SetLocalScale(scale);
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gameObject->GetTransform()->SetLocalRotation(rotation);
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auto* meshFilter = gameObject->AddComponent<MeshFilterComponent>();
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auto* meshRenderer = gameObject->AddComponent<MeshRendererComponent>();
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meshFilter->SetMesh(ResourceHandle<Mesh>(mesh));
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meshRenderer->SetMaterial(0, ResourceHandle<Material>(material));
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return gameObject;
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}
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const char* GetScreenshotFilename(RHIType backendType) {
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return backendType == RHIType::D3D12 ? kD3D12Screenshot : kOpenGLScreenshot;
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}
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int GetComparisonThreshold(RHIType backendType) {
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(void)backendType;
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return 8;
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}
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class TransparentMaterialSceneTest : public RHIIntegrationFixture {
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protected:
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void SetUp() override;
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void TearDown() override;
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void RenderFrame() override;
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private:
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void BuildScene();
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RHIResourceView* GetCurrentBackBufferView();
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std::unique_ptr<Scene> mScene;
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std::unique_ptr<SceneRenderer> mSceneRenderer;
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std::vector<RHIResourceView*> mBackBufferViews;
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std::vector<Texture*> mTextures;
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std::vector<Material*> mMaterials;
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RHITexture* mDepthTexture = nullptr;
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RHIResourceView* mDepthView = nullptr;
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Mesh* mMesh = nullptr;
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};
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void TransparentMaterialSceneTest::SetUp() {
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RHIIntegrationFixture::SetUp();
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mSceneRenderer = std::make_unique<SceneRenderer>();
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mScene = std::make_unique<Scene>("TransparentMaterialScene");
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mMesh = CreateQuadMesh();
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BuildScene();
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TextureDesc depthDesc = {};
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depthDesc.width = kFrameWidth;
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depthDesc.height = kFrameHeight;
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depthDesc.depth = 1;
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depthDesc.mipLevels = 1;
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depthDesc.arraySize = 1;
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depthDesc.format = static_cast<uint32_t>(Format::D24_UNorm_S8_UInt);
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depthDesc.textureType = static_cast<uint32_t>(XCEngine::RHI::TextureType::Texture2D);
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depthDesc.sampleCount = 1;
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depthDesc.sampleQuality = 0;
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depthDesc.flags = 0;
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mDepthTexture = GetDevice()->CreateTexture(depthDesc);
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ASSERT_NE(mDepthTexture, nullptr);
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ResourceViewDesc depthViewDesc = {};
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depthViewDesc.format = static_cast<uint32_t>(Format::D24_UNorm_S8_UInt);
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depthViewDesc.dimension = ResourceViewDimension::Texture2D;
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depthViewDesc.mipLevel = 0;
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mDepthView = GetDevice()->CreateDepthStencilView(mDepthTexture, depthViewDesc);
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ASSERT_NE(mDepthView, nullptr);
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mBackBufferViews.resize(2, nullptr);
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}
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void TransparentMaterialSceneTest::TearDown() {
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mSceneRenderer.reset();
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if (mDepthView != nullptr) {
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mDepthView->Shutdown();
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delete mDepthView;
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mDepthView = nullptr;
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}
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if (mDepthTexture != nullptr) {
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mDepthTexture->Shutdown();
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delete mDepthTexture;
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mDepthTexture = nullptr;
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}
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for (RHIResourceView*& backBufferView : mBackBufferViews) {
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if (backBufferView != nullptr) {
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backBufferView->Shutdown();
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delete backBufferView;
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backBufferView = nullptr;
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}
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}
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mBackBufferViews.clear();
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mScene.reset();
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for (Material* material : mMaterials) {
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delete material;
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}
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mMaterials.clear();
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for (Texture* texture : mTextures) {
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delete texture;
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}
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mTextures.clear();
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delete mMesh;
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mMesh = nullptr;
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RHIIntegrationFixture::TearDown();
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}
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void TransparentMaterialSceneTest::BuildScene() {
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ASSERT_NE(mScene, nullptr);
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ASSERT_NE(mMesh, nullptr);
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GameObject* cameraObject = mScene->CreateGameObject("MainCamera");
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auto* camera = cameraObject->AddComponent<CameraComponent>();
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camera->SetPrimary(true);
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camera->SetProjectionType(CameraProjectionType::Perspective);
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camera->SetFieldOfView(45.0f);
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camera->SetNearClipPlane(0.1f);
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camera->SetFarClipPlane(10.0f);
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camera->SetClearColor(XCEngine::Math::Color(0.04f, 0.05f, 0.09f, 1.0f));
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const unsigned char redPixel[4] = { 248, 80, 80, 160 };
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const unsigned char greenPixel[4] = { 88, 240, 136, 160 };
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Texture* farTexture = CreateSolidTexture(
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"FarTransparentTexture",
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"Tests/Rendering/TransparentScene/far.texture",
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redPixel);
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Texture* nearTexture = CreateSolidTexture(
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"NearTransparentTexture",
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"Tests/Rendering/TransparentScene/near.texture",
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greenPixel);
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mTextures = { farTexture, nearTexture };
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MaterialRenderState transparentState = {};
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transparentState.blendEnable = true;
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transparentState.srcBlend = MaterialBlendFactor::SrcAlpha;
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transparentState.dstBlend = MaterialBlendFactor::InvSrcAlpha;
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transparentState.srcBlendAlpha = MaterialBlendFactor::One;
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transparentState.dstBlendAlpha = MaterialBlendFactor::Zero;
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transparentState.depthTestEnable = true;
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transparentState.depthWriteEnable = false;
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transparentState.depthFunc = MaterialComparisonFunc::LessEqual;
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transparentState.cullMode = MaterialCullMode::None;
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Material* farMaterial = CreateMaterial(
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"FarTransparentMaterial",
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"Tests/Rendering/TransparentScene/far.mat",
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farTexture,
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MaterialRenderQueue::Transparent,
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transparentState);
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Material* nearMaterial = CreateMaterial(
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"NearTransparentMaterial",
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"Tests/Rendering/TransparentScene/near.mat",
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nearTexture,
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MaterialRenderQueue::Transparent,
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transparentState);
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mMaterials = { farMaterial, nearMaterial };
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CreateQuadObject(
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*mScene,
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"FarTransparent",
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mMesh,
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farMaterial,
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Vector3(-0.14f, 0.0f, 3.25f),
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Vector3(0.92f, 0.92f, 1.0f),
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Quaternion::FromAxisAngle(Vector3::Up(), 0.62f));
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CreateQuadObject(
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*mScene,
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"NearTransparent",
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mMesh,
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nearMaterial,
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Vector3(0.14f, 0.0f, 2.75f),
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Vector3(0.92f, 0.92f, 1.0f),
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Quaternion::FromAxisAngle(Vector3::Up(), -0.62f));
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}
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RHIResourceView* TransparentMaterialSceneTest::GetCurrentBackBufferView() {
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const int backBufferIndex = GetCurrentBackBufferIndex();
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if (backBufferIndex < 0) {
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return nullptr;
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}
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if (static_cast<size_t>(backBufferIndex) >= mBackBufferViews.size()) {
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mBackBufferViews.resize(static_cast<size_t>(backBufferIndex) + 1, nullptr);
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}
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if (mBackBufferViews[backBufferIndex] == nullptr) {
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ResourceViewDesc viewDesc = {};
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viewDesc.format = static_cast<uint32_t>(Format::R8G8B8A8_UNorm);
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viewDesc.dimension = ResourceViewDimension::Texture2D;
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viewDesc.mipLevel = 0;
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mBackBufferViews[backBufferIndex] = GetDevice()->CreateRenderTargetView(GetCurrentBackBuffer(), viewDesc);
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}
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return mBackBufferViews[backBufferIndex];
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}
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void TransparentMaterialSceneTest::RenderFrame() {
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ASSERT_NE(mScene, nullptr);
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ASSERT_NE(mSceneRenderer, nullptr);
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RHICommandList* commandList = GetCommandList();
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ASSERT_NE(commandList, nullptr);
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commandList->Reset();
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RenderSurface surface(kFrameWidth, kFrameHeight);
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surface.SetColorAttachment(GetCurrentBackBufferView());
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surface.SetDepthAttachment(mDepthView);
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RenderContext renderContext = {};
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renderContext.device = GetDevice();
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renderContext.commandList = commandList;
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renderContext.commandQueue = GetCommandQueue();
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renderContext.backendType = GetBackendType();
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ASSERT_TRUE(mSceneRenderer->Render(*mScene, nullptr, renderContext, surface));
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commandList->Close();
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void* commandLists[] = { commandList };
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GetCommandQueue()->ExecuteCommandLists(1, commandLists);
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}
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TEST_P(TransparentMaterialSceneTest, RenderTransparentMaterialScene) {
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RHICommandQueue* commandQueue = GetCommandQueue();
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RHISwapChain* swapChain = GetSwapChain();
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const int targetFrameCount = 30;
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const char* screenshotFilename = GetScreenshotFilename(GetBackendType());
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const int comparisonThreshold = GetComparisonThreshold(GetBackendType());
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for (int frameCount = 0; frameCount <= targetFrameCount; ++frameCount) {
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if (frameCount > 0) {
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|
|
commandQueue->WaitForPreviousFrame();
|
||
|
|
}
|
||
|
|
|
||
|
|
BeginRender();
|
||
|
|
RenderFrame();
|
||
|
|
|
||
|
|
if (frameCount >= targetFrameCount) {
|
||
|
|
commandQueue->WaitForIdle();
|
||
|
|
ASSERT_TRUE(TakeScreenshot(screenshotFilename));
|
||
|
|
ASSERT_TRUE(CompareWithGoldenTemplate(screenshotFilename, "GT.ppm", static_cast<float>(comparisonThreshold)));
|
||
|
|
break;
|
||
|
|
}
|
||
|
|
|
||
|
|
swapChain->Present(0, 0);
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
} // namespace
|
||
|
|
|
||
|
|
INSTANTIATE_TEST_SUITE_P(D3D12, TransparentMaterialSceneTest, ::testing::Values(RHIType::D3D12));
|
||
|
|
INSTANTIATE_TEST_SUITE_P(OpenGL, TransparentMaterialSceneTest, ::testing::Values(RHIType::OpenGL));
|
||
|
|
|
||
|
|
GTEST_API_ int main(int argc, char** argv) {
|
||
|
|
Logger::Get().Initialize();
|
||
|
|
Logger::Get().AddSink(std::make_unique<ConsoleLogSink>());
|
||
|
|
Logger::Get().SetMinimumLevel(LogLevel::Debug);
|
||
|
|
|
||
|
|
testing::InitGoogleTest(&argc, argv);
|
||
|
|
return RUN_ALL_TESTS();
|
||
|
|
}
|