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XCEngine/tests/Rendering/integration/multi_light_scene/main.cpp

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#define NOMINMAX
#include <windows.h>
#include <gtest/gtest.h>
#include "../RenderingIntegrationImageAssert.h"
#include "../RenderingIntegrationMain.h"
#include <XCEngine/Components/CameraComponent.h>
#include <XCEngine/Components/GameObject.h>
#include <XCEngine/Components/LightComponent.h>
#include <XCEngine/Components/MeshFilterComponent.h>
#include <XCEngine/Components/MeshRendererComponent.h>
#include <XCEngine/Core/Asset/IResource.h>
#include <XCEngine/Core/Math/Color.h>
#include <XCEngine/Core/Math/Quaternion.h>
#include <XCEngine/Core/Math/Vector2.h>
#include <XCEngine/Core/Math/Vector3.h>
#include <XCEngine/Rendering/RenderContext.h>
#include <XCEngine/Rendering/RenderSurface.h>
#include <XCEngine/Rendering/SceneRenderer.h>
#include <XCEngine/Resources/BuiltinResources.h>
#include <XCEngine/Resources/Material/Material.h>
#include <XCEngine/Resources/Mesh/Mesh.h>
#include <XCEngine/Resources/Shader/Shader.h>
#include <XCEngine/RHI/RHITexture.h>
#include <XCEngine/Scene/Scene.h>
#include "../../../RHI/integration/fixtures/RHIIntegrationFixture.h"
#include <memory>
#include <vector>
using namespace XCEngine::Components;
using namespace XCEngine::Math;
using namespace XCEngine::Rendering;
using namespace XCEngine::Resources;
using namespace XCEngine::RHI;
using namespace XCEngine::RHI::Integration;
namespace {
constexpr const char* kD3D12Screenshot = "multi_light_scene_d3d12.ppm";
constexpr const char* kOpenGLScreenshot = "multi_light_scene_opengl.ppm";
constexpr const char* kVulkanScreenshot = "multi_light_scene_vulkan.ppm";
constexpr uint32_t kFrameWidth = 1280;
constexpr uint32_t kFrameHeight = 720;
void ExpectMultiLightKeyPixels(const RenderingIntegrationTestUtils::PpmImage& image) {
using namespace RenderingIntegrationTestUtils;
ExpectPixelLuminanceAtMost(image, 320, 320, 24, "background remains dark");
ExpectPixelLuminanceAtLeast(image, 625, 285, 540, "left point-light highlight");
ExpectPixelChannelDominates(image, 625, 285, 0, 80, "left point-light highlight stays warm");
ExpectPixelLuminanceAtLeast(image, 640, 315, 470, "center cube receives main light");
ExpectPixelChannelDominates(image, 640, 315, 0, 40, "center cube keeps warm directional tint");
ExpectPixelLuminanceAtLeast(image, 758, 311, 300, "right cube receives cool fill");
ExpectPixelChannelDominates(image, 758, 311, 2, 20, "right cube keeps cool fill tint");
}
void AppendQuadFace(
std::vector<StaticMeshVertex>& vertices,
std::vector<uint32_t>& indices,
const Vector3& v0,
const Vector3& v1,
const Vector3& v2,
const Vector3& v3,
const Vector3& normal) {
const uint32_t baseIndex = static_cast<uint32_t>(vertices.size());
StaticMeshVertex vertex = {};
vertex.normal = normal;
vertex.position = v0;
vertex.uv0 = Vector2(0.0f, 1.0f);
vertices.push_back(vertex);
vertex.position = v1;
vertex.uv0 = Vector2(1.0f, 1.0f);
vertices.push_back(vertex);
vertex.position = v2;
vertex.uv0 = Vector2(0.0f, 0.0f);
vertices.push_back(vertex);
vertex.position = v3;
vertex.uv0 = Vector2(1.0f, 0.0f);
vertices.push_back(vertex);
indices.push_back(baseIndex + 0);
indices.push_back(baseIndex + 2);
indices.push_back(baseIndex + 1);
indices.push_back(baseIndex + 1);
indices.push_back(baseIndex + 2);
indices.push_back(baseIndex + 3);
}
Mesh* CreateCubeMesh() {
auto* mesh = new Mesh();
IResource::ConstructParams params = {};
params.name = "MultiLightCubeMesh";
params.path = "Tests/Rendering/MultiLightCube.mesh";
params.guid = ResourceGUID::Generate(params.path);
mesh->Initialize(params);
std::vector<StaticMeshVertex> vertices;
std::vector<uint32_t> indices;
vertices.reserve(24);
indices.reserve(36);
constexpr float half = 0.5f;
AppendQuadFace(
vertices, indices,
Vector3(-half, -half, half),
Vector3(half, -half, half),
Vector3(-half, half, half),
Vector3(half, half, half),
Vector3::Forward());
AppendQuadFace(
vertices, indices,
Vector3(half, -half, -half),
Vector3(-half, -half, -half),
Vector3(half, half, -half),
Vector3(-half, half, -half),
Vector3::Back());
AppendQuadFace(
vertices, indices,
Vector3(-half, -half, -half),
Vector3(-half, -half, half),
Vector3(-half, half, -half),
Vector3(-half, half, half),
Vector3::Left());
AppendQuadFace(
vertices, indices,
Vector3(half, -half, half),
Vector3(half, -half, -half),
Vector3(half, half, half),
Vector3(half, half, -half),
Vector3::Right());
AppendQuadFace(
vertices, indices,
Vector3(-half, half, half),
Vector3(half, half, half),
Vector3(-half, half, -half),
Vector3(half, half, -half),
Vector3::Up());
AppendQuadFace(
vertices, indices,
Vector3(-half, -half, -half),
Vector3(half, -half, -half),
Vector3(-half, -half, half),
Vector3(half, -half, half),
Vector3::Down());
mesh->SetVertexData(
vertices.data(),
vertices.size() * sizeof(StaticMeshVertex),
static_cast<uint32_t>(vertices.size()),
sizeof(StaticMeshVertex),
VertexAttribute::Position | VertexAttribute::Normal | VertexAttribute::UV0);
mesh->SetIndexData(
indices.data(),
indices.size() * sizeof(uint32_t),
static_cast<uint32_t>(indices.size()),
true);
const Bounds bounds(Vector3::Zero(), Vector3::One());
mesh->SetBounds(bounds);
MeshSection section = {};
section.baseVertex = 0;
section.vertexCount = static_cast<uint32_t>(vertices.size());
section.startIndex = 0;
section.indexCount = static_cast<uint32_t>(indices.size());
section.materialID = 0;
section.bounds = bounds;
mesh->AddSection(section);
return mesh;
}
Material* CreateForwardLitMaterial(
const char* name,
const char* path,
const Vector4& baseColor) {
auto* material = new Material();
IResource::ConstructParams params = {};
params.name = name;
params.path = path;
params.guid = ResourceGUID::Generate(params.path);
material->Initialize(params);
material->SetShader(ResourceManager::Get().Load<Shader>(GetBuiltinForwardLitShaderPath()));
material->SetShaderPass("ForwardLit");
material->SetFloat4("_BaseColor", baseColor);
return material;
}
const char* GetScreenshotFilename(RHIType backendType) {
switch (backendType) {
case RHIType::D3D12:
return kD3D12Screenshot;
case RHIType::Vulkan:
return kVulkanScreenshot;
case RHIType::OpenGL:
default:
return kOpenGLScreenshot;
}
}
int GetComparisonThreshold(RHIType backendType) {
return backendType == RHIType::D3D12 ? 10 : 10;
}
class MultiLightSceneTest : public RHIIntegrationFixture {
protected:
void SetUp() override;
void TearDown() override;
void RenderFrame() override;
private:
void BuildScene();
RHIResourceView* GetCurrentBackBufferView();
std::unique_ptr<Scene> mScene;
std::unique_ptr<SceneRenderer> mSceneRenderer;
std::vector<RHIResourceView*> mBackBufferViews;
RHITexture* mDepthTexture = nullptr;
RHIResourceView* mDepthView = nullptr;
Mesh* mCubeMesh = nullptr;
Material* mGroundMaterial = nullptr;
Material* mLeftMaterial = nullptr;
Material* mCenterMaterial = nullptr;
Material* mRightMaterial = nullptr;
};
void MultiLightSceneTest::SetUp() {
RHIIntegrationFixture::SetUp();
mSceneRenderer = std::make_unique<SceneRenderer>();
mScene = std::make_unique<Scene>("MultiLightScene");
mCubeMesh = CreateCubeMesh();
ASSERT_NE(mCubeMesh, nullptr);
mGroundMaterial = CreateForwardLitMaterial(
"MultiLightGround",
"Tests/Rendering/MultiLightGround.material",
Vector4(0.84f, 0.84f, 0.86f, 1.0f));
mLeftMaterial = CreateForwardLitMaterial(
"MultiLightLeftCube",
"Tests/Rendering/MultiLightLeftCube.material",
Vector4(0.95f, 0.92f, 0.90f, 1.0f));
mCenterMaterial = CreateForwardLitMaterial(
"MultiLightCenterCube",
"Tests/Rendering/MultiLightCenterCube.material",
Vector4(0.92f, 0.92f, 0.95f, 1.0f));
mRightMaterial = CreateForwardLitMaterial(
"MultiLightRightCube",
"Tests/Rendering/MultiLightRightCube.material",
Vector4(0.93f, 0.95f, 0.96f, 1.0f));
BuildScene();
TextureDesc depthDesc = {};
depthDesc.width = kFrameWidth;
depthDesc.height = kFrameHeight;
depthDesc.depth = 1;
depthDesc.mipLevels = 1;
depthDesc.arraySize = 1;
depthDesc.format = static_cast<uint32_t>(Format::D24_UNorm_S8_UInt);
depthDesc.textureType = static_cast<uint32_t>(XCEngine::RHI::TextureType::Texture2D);
depthDesc.sampleCount = 1;
depthDesc.sampleQuality = 0;
depthDesc.flags = 0;
mDepthTexture = GetDevice()->CreateTexture(depthDesc);
ASSERT_NE(mDepthTexture, nullptr);
ResourceViewDesc depthViewDesc = {};
depthViewDesc.format = static_cast<uint32_t>(Format::D24_UNorm_S8_UInt);
depthViewDesc.dimension = ResourceViewDimension::Texture2D;
depthViewDesc.mipLevel = 0;
mDepthView = GetDevice()->CreateDepthStencilView(mDepthTexture, depthViewDesc);
ASSERT_NE(mDepthView, nullptr);
mBackBufferViews.resize(2, nullptr);
}
void MultiLightSceneTest::TearDown() {
mSceneRenderer.reset();
if (mDepthView != nullptr) {
mDepthView->Shutdown();
delete mDepthView;
mDepthView = nullptr;
}
if (mDepthTexture != nullptr) {
mDepthTexture->Shutdown();
delete mDepthTexture;
mDepthTexture = nullptr;
}
for (RHIResourceView*& backBufferView : mBackBufferViews) {
if (backBufferView != nullptr) {
backBufferView->Shutdown();
delete backBufferView;
backBufferView = nullptr;
}
}
mBackBufferViews.clear();
mScene.reset();
delete mGroundMaterial;
mGroundMaterial = nullptr;
delete mLeftMaterial;
mLeftMaterial = nullptr;
delete mCenterMaterial;
mCenterMaterial = nullptr;
delete mRightMaterial;
mRightMaterial = nullptr;
delete mCubeMesh;
mCubeMesh = nullptr;
RHIIntegrationFixture::TearDown();
}
void MultiLightSceneTest::BuildScene() {
ASSERT_NE(mScene, nullptr);
ASSERT_NE(mCubeMesh, nullptr);
GameObject* cameraObject = mScene->CreateGameObject("MainCamera");
auto* camera = cameraObject->AddComponent<CameraComponent>();
camera->SetPrimary(true);
camera->SetFieldOfView(40.0f);
camera->SetNearClipPlane(0.1f);
camera->SetFarClipPlane(50.0f);
camera->SetClearColor(XCEngine::Math::Color(0.025f, 0.025f, 0.035f, 1.0f));
cameraObject->GetTransform()->SetLocalPosition(Vector3(0.0f, 3.4f, -7.6f));
cameraObject->GetTransform()->SetLocalRotation(
Quaternion::LookRotation(Vector3(0.0f, -0.16f, 1.0f).Normalized()));
GameObject* mainDirectionalObject = mScene->CreateGameObject("MainDirectionalLight");
auto* mainDirectional = mainDirectionalObject->AddComponent<LightComponent>();
mainDirectional->SetLightType(LightType::Directional);
mainDirectional->SetColor(XCEngine::Math::Color(1.0f, 0.97f, 0.93f, 1.0f));
mainDirectional->SetIntensity(1.25f);
mainDirectionalObject->GetTransform()->SetLocalRotation(
Quaternion::LookRotation(Vector3(0.35f, -0.88f, -0.31f).Normalized()));
GameObject* fillDirectionalObject = mScene->CreateGameObject("FillDirectionalLight");
auto* fillDirectional = fillDirectionalObject->AddComponent<LightComponent>();
fillDirectional->SetLightType(LightType::Directional);
fillDirectional->SetColor(XCEngine::Math::Color(0.22f, 0.55f, 1.0f, 1.0f));
fillDirectional->SetIntensity(0.42f);
fillDirectionalObject->GetTransform()->SetLocalRotation(
Quaternion::LookRotation(Vector3(-0.72f, -0.34f, 0.61f).Normalized()));
GameObject* pointLightObject = mScene->CreateGameObject("PointLight");
auto* pointLight = pointLightObject->AddComponent<LightComponent>();
pointLight->SetLightType(LightType::Point);
pointLight->SetColor(XCEngine::Math::Color(1.0f, 0.30f, 0.18f, 1.0f));
pointLight->SetIntensity(6.0f);
pointLight->SetRange(6.8f);
pointLightObject->GetTransform()->SetLocalPosition(Vector3(-3.0f, 2.8f, 8.0f));
GameObject* spotLightObject = mScene->CreateGameObject("SpotLight");
auto* spotLight = spotLightObject->AddComponent<LightComponent>();
spotLight->SetLightType(LightType::Spot);
spotLight->SetColor(XCEngine::Math::Color(0.18f, 1.0f, 0.62f, 1.0f));
spotLight->SetIntensity(7.0f);
spotLight->SetRange(11.0f);
spotLight->SetSpotAngle(38.0f);
spotLightObject->GetTransform()->SetLocalPosition(Vector3(3.3f, 4.2f, 11.8f));
spotLightObject->GetTransform()->SetLocalRotation(
Quaternion::LookRotation(Vector3(-0.18f, -0.84f, -0.52f).Normalized()));
GameObject* groundObject = mScene->CreateGameObject("Ground");
auto* groundMeshFilter = groundObject->AddComponent<MeshFilterComponent>();
auto* groundMeshRenderer = groundObject->AddComponent<MeshRendererComponent>();
groundObject->GetTransform()->SetLocalPosition(Vector3(0.0f, -0.16f, 10.4f));
groundObject->GetTransform()->SetLocalScale(Vector3(12.0f, 0.18f, 10.0f));
groundMeshFilter->SetMesh(ResourceHandle<Mesh>(mCubeMesh));
groundMeshRenderer->SetMaterial(0, mGroundMaterial);
GameObject* leftCubeObject = mScene->CreateGameObject("LeftCube");
auto* leftMeshFilter = leftCubeObject->AddComponent<MeshFilterComponent>();
auto* leftMeshRenderer = leftCubeObject->AddComponent<MeshRendererComponent>();
leftCubeObject->GetTransform()->SetLocalPosition(Vector3(-2.8f, 0.80f, 8.3f));
leftCubeObject->GetTransform()->SetLocalScale(Vector3(1.45f, 1.60f, 1.45f));
leftMeshFilter->SetMesh(ResourceHandle<Mesh>(mCubeMesh));
leftMeshRenderer->SetMaterial(0, mLeftMaterial);
GameObject* centerCubeObject = mScene->CreateGameObject("CenterCube");
auto* centerMeshFilter = centerCubeObject->AddComponent<MeshFilterComponent>();
auto* centerMeshRenderer = centerCubeObject->AddComponent<MeshRendererComponent>();
centerCubeObject->GetTransform()->SetLocalPosition(Vector3(0.0f, 1.0f, 10.4f));
centerCubeObject->GetTransform()->SetLocalScale(Vector3(1.90f, 2.0f, 1.90f));
centerMeshFilter->SetMesh(ResourceHandle<Mesh>(mCubeMesh));
centerMeshRenderer->SetMaterial(0, mCenterMaterial);
GameObject* rightCubeObject = mScene->CreateGameObject("RightCube");
auto* rightMeshFilter = rightCubeObject->AddComponent<MeshFilterComponent>();
auto* rightMeshRenderer = rightCubeObject->AddComponent<MeshRendererComponent>();
rightCubeObject->GetTransform()->SetLocalPosition(Vector3(2.9f, 0.66f, 12.0f));
rightCubeObject->GetTransform()->SetLocalScale(Vector3(1.25f, 1.32f, 1.25f));
rightMeshFilter->SetMesh(ResourceHandle<Mesh>(mCubeMesh));
rightMeshRenderer->SetMaterial(0, mRightMaterial);
}
RHIResourceView* MultiLightSceneTest::GetCurrentBackBufferView() {
const int backBufferIndex = GetCurrentBackBufferIndex();
if (backBufferIndex < 0) {
return nullptr;
}
if (static_cast<size_t>(backBufferIndex) >= mBackBufferViews.size()) {
mBackBufferViews.resize(static_cast<size_t>(backBufferIndex) + 1, nullptr);
}
if (mBackBufferViews[backBufferIndex] == nullptr) {
ResourceViewDesc viewDesc = {};
viewDesc.format = static_cast<uint32_t>(Format::R8G8B8A8_UNorm);
viewDesc.dimension = ResourceViewDimension::Texture2D;
viewDesc.mipLevel = 0;
mBackBufferViews[backBufferIndex] = GetDevice()->CreateRenderTargetView(GetCurrentBackBuffer(), viewDesc);
}
return mBackBufferViews[backBufferIndex];
}
void MultiLightSceneTest::RenderFrame() {
ASSERT_NE(mScene, nullptr);
ASSERT_NE(mSceneRenderer, nullptr);
RHICommandList* commandList = GetCommandList();
ASSERT_NE(commandList, nullptr);
commandList->Reset();
RenderSurface surface(kFrameWidth, kFrameHeight);
surface.SetColorAttachment(GetCurrentBackBufferView());
surface.SetDepthAttachment(mDepthView);
RenderContext renderContext = {};
renderContext.device = GetDevice();
renderContext.commandList = commandList;
renderContext.commandQueue = GetCommandQueue();
renderContext.backendType = GetBackendType();
ASSERT_TRUE(mSceneRenderer->Render(*mScene, nullptr, renderContext, surface));
commandList->Close();
void* commandLists[] = { commandList };
GetCommandQueue()->ExecuteCommandLists(1, commandLists);
}
TEST_P(MultiLightSceneTest, RenderMultiLightScene) {
RHICommandQueue* commandQueue = GetCommandQueue();
RHISwapChain* swapChain = GetSwapChain();
const int targetFrameCount = 30;
const char* screenshotFilename = GetScreenshotFilename(GetBackendType());
const int comparisonThreshold = GetComparisonThreshold(GetBackendType());
for (int frameCount = 0; frameCount <= targetFrameCount; ++frameCount) {
if (frameCount > 0) {
commandQueue->WaitForPreviousFrame();
}
BeginRender();
RenderFrame();
if (frameCount >= targetFrameCount) {
commandQueue->WaitForIdle();
ASSERT_TRUE(TakeScreenshot(screenshotFilename));
const auto screenshotImage = RenderingIntegrationTestUtils::LoadPpmImage(screenshotFilename);
ExpectMultiLightKeyPixels(screenshotImage);
ASSERT_TRUE(CompareWithGoldenTemplate(screenshotFilename, "GT.ppm", static_cast<float>(comparisonThreshold)));
break;
}
swapChain->Present(0, 0);
}
}
} // namespace
INSTANTIATE_TEST_SUITE_P(D3D12, MultiLightSceneTest, ::testing::Values(RHIType::D3D12));
INSTANTIATE_TEST_SUITE_P(OpenGL, MultiLightSceneTest, ::testing::Values(RHIType::OpenGL));
#if defined(XCENGINE_SUPPORT_VULKAN)
INSTANTIATE_TEST_SUITE_P(Vulkan, MultiLightSceneTest, ::testing::Values(RHIType::Vulkan));
#endif
GTEST_API_ int main(int argc, char** argv) {
return RunRenderingIntegrationTestMain(argc, argv);
}