2026-04-05 16:15:12 +08:00
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#define NOMINMAX
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#include <windows.h>
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#include <gtest/gtest.h>
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2026-04-05 16:46:47 +08:00
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#include "../RenderingIntegrationImageAssert.h"
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2026-04-05 16:15:12 +08:00
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#include "../RenderingIntegrationMain.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/LightComponent.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/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/BuiltinResources.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/Shader/Shader.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::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 = "multi_light_scene_d3d12.ppm";
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constexpr const char* kOpenGLScreenshot = "multi_light_scene_opengl.ppm";
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constexpr const char* kVulkanScreenshot = "multi_light_scene_vulkan.ppm";
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constexpr uint32_t kFrameWidth = 1280;
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constexpr uint32_t kFrameHeight = 720;
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2026-04-05 16:46:47 +08:00
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void ExpectMultiLightKeyPixels(const RenderingIntegrationTestUtils::PpmImage& image) {
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using namespace RenderingIntegrationTestUtils;
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ExpectPixelLuminanceAtMost(image, 320, 320, 24, "background remains dark");
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ExpectPixelLuminanceAtLeast(image, 625, 285, 540, "left point-light highlight");
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ExpectPixelChannelDominates(image, 625, 285, 0, 80, "left point-light highlight stays warm");
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ExpectPixelLuminanceAtLeast(image, 640, 315, 470, "center cube receives main light");
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ExpectPixelChannelDominates(image, 640, 315, 0, 40, "center cube keeps warm directional tint");
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ExpectPixelLuminanceAtLeast(image, 758, 311, 300, "right cube receives cool fill");
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ExpectPixelChannelDominates(image, 758, 311, 2, 20, "right cube keeps cool fill tint");
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}
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2026-04-05 16:15:12 +08:00
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void AppendQuadFace(
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std::vector<StaticMeshVertex>& vertices,
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std::vector<uint32_t>& indices,
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const Vector3& v0,
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const Vector3& v1,
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const Vector3& v2,
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const Vector3& v3,
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const Vector3& normal) {
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const uint32_t baseIndex = static_cast<uint32_t>(vertices.size());
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StaticMeshVertex vertex = {};
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vertex.normal = normal;
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vertex.position = v0;
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vertex.uv0 = Vector2(0.0f, 1.0f);
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vertices.push_back(vertex);
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vertex.position = v1;
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vertex.uv0 = Vector2(1.0f, 1.0f);
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vertices.push_back(vertex);
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vertex.position = v2;
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vertex.uv0 = Vector2(0.0f, 0.0f);
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vertices.push_back(vertex);
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vertex.position = v3;
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vertex.uv0 = Vector2(1.0f, 0.0f);
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vertices.push_back(vertex);
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indices.push_back(baseIndex + 0);
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indices.push_back(baseIndex + 2);
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indices.push_back(baseIndex + 1);
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indices.push_back(baseIndex + 1);
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indices.push_back(baseIndex + 2);
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indices.push_back(baseIndex + 3);
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}
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Mesh* CreateCubeMesh() {
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auto* mesh = new Mesh();
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IResource::ConstructParams params = {};
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params.name = "MultiLightCubeMesh";
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params.path = "Tests/Rendering/MultiLightCube.mesh";
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params.guid = ResourceGUID::Generate(params.path);
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mesh->Initialize(params);
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std::vector<StaticMeshVertex> vertices;
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std::vector<uint32_t> indices;
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vertices.reserve(24);
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indices.reserve(36);
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constexpr float half = 0.5f;
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AppendQuadFace(
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vertices, indices,
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Vector3(-half, -half, half),
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Vector3(half, -half, half),
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Vector3(-half, half, half),
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Vector3(half, half, half),
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Vector3::Forward());
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AppendQuadFace(
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vertices, indices,
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Vector3(half, -half, -half),
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Vector3(-half, -half, -half),
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Vector3(half, half, -half),
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Vector3(-half, half, -half),
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Vector3::Back());
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AppendQuadFace(
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vertices, indices,
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Vector3(-half, -half, -half),
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Vector3(-half, -half, half),
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Vector3(-half, half, -half),
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Vector3(-half, half, half),
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Vector3::Left());
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AppendQuadFace(
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vertices, indices,
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Vector3(half, -half, half),
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Vector3(half, -half, -half),
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Vector3(half, half, half),
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Vector3(half, half, -half),
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Vector3::Right());
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AppendQuadFace(
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vertices, indices,
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Vector3(-half, half, half),
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Vector3(half, half, half),
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Vector3(-half, half, -half),
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Vector3(half, half, -half),
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Vector3::Up());
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AppendQuadFace(
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vertices, indices,
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Vector3(-half, -half, -half),
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Vector3(half, -half, -half),
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Vector3(-half, -half, half),
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Vector3(half, -half, half),
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Vector3::Down());
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mesh->SetVertexData(
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vertices.data(),
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vertices.size() * sizeof(StaticMeshVertex),
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static_cast<uint32_t>(vertices.size()),
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sizeof(StaticMeshVertex),
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VertexAttribute::Position | VertexAttribute::Normal | VertexAttribute::UV0);
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mesh->SetIndexData(
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indices.data(),
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indices.size() * sizeof(uint32_t),
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static_cast<uint32_t>(indices.size()),
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true);
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const Bounds bounds(Vector3::Zero(), Vector3::One());
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mesh->SetBounds(bounds);
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MeshSection section = {};
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section.baseVertex = 0;
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section.vertexCount = static_cast<uint32_t>(vertices.size());
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section.startIndex = 0;
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section.indexCount = static_cast<uint32_t>(indices.size());
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section.materialID = 0;
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section.bounds = bounds;
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mesh->AddSection(section);
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return mesh;
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}
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Material* CreateForwardLitMaterial(
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const char* name,
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const char* path,
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const Vector4& baseColor) {
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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->SetShader(ResourceManager::Get().Load<Shader>(GetBuiltinForwardLitShaderPath()));
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material->SetShaderPass("ForwardLit");
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material->SetFloat4("_BaseColor", baseColor);
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return material;
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}
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const char* GetScreenshotFilename(RHIType backendType) {
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switch (backendType) {
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case RHIType::D3D12:
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return kD3D12Screenshot;
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case RHIType::Vulkan:
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return kVulkanScreenshot;
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case RHIType::OpenGL:
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default:
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return kOpenGLScreenshot;
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}
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}
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int GetComparisonThreshold(RHIType backendType) {
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return backendType == RHIType::D3D12 ? 10 : 10;
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}
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class MultiLightSceneTest : 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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RHITexture* mDepthTexture = nullptr;
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RHIResourceView* mDepthView = nullptr;
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Mesh* mCubeMesh = nullptr;
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Material* mGroundMaterial = nullptr;
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Material* mLeftMaterial = nullptr;
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Material* mCenterMaterial = nullptr;
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Material* mRightMaterial = nullptr;
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};
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void MultiLightSceneTest::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>("MultiLightScene");
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mCubeMesh = CreateCubeMesh();
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ASSERT_NE(mCubeMesh, nullptr);
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mGroundMaterial = CreateForwardLitMaterial(
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"MultiLightGround",
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"Tests/Rendering/MultiLightGround.material",
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Vector4(0.84f, 0.84f, 0.86f, 1.0f));
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mLeftMaterial = CreateForwardLitMaterial(
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"MultiLightLeftCube",
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"Tests/Rendering/MultiLightLeftCube.material",
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Vector4(0.95f, 0.92f, 0.90f, 1.0f));
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mCenterMaterial = CreateForwardLitMaterial(
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"MultiLightCenterCube",
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"Tests/Rendering/MultiLightCenterCube.material",
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Vector4(0.92f, 0.92f, 0.95f, 1.0f));
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mRightMaterial = CreateForwardLitMaterial(
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"MultiLightRightCube",
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"Tests/Rendering/MultiLightRightCube.material",
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Vector4(0.93f, 0.95f, 0.96f, 1.0f));
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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 MultiLightSceneTest::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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delete mGroundMaterial;
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mGroundMaterial = nullptr;
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delete mLeftMaterial;
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mLeftMaterial = nullptr;
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delete mCenterMaterial;
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mCenterMaterial = nullptr;
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delete mRightMaterial;
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mRightMaterial = nullptr;
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|
delete mCubeMesh;
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mCubeMesh = nullptr;
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RHIIntegrationFixture::TearDown();
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|
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|
|
}
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|
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void MultiLightSceneTest::BuildScene() {
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ASSERT_NE(mScene, nullptr);
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ASSERT_NE(mCubeMesh, 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->SetFieldOfView(40.0f);
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camera->SetNearClipPlane(0.1f);
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camera->SetFarClipPlane(50.0f);
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camera->SetClearColor(XCEngine::Math::Color(0.025f, 0.025f, 0.035f, 1.0f));
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cameraObject->GetTransform()->SetLocalPosition(Vector3(0.0f, 3.4f, -7.6f));
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cameraObject->GetTransform()->SetLocalRotation(
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Quaternion::LookRotation(Vector3(0.0f, -0.16f, 1.0f).Normalized()));
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GameObject* mainDirectionalObject = mScene->CreateGameObject("MainDirectionalLight");
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auto* mainDirectional = mainDirectionalObject->AddComponent<LightComponent>();
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mainDirectional->SetLightType(LightType::Directional);
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mainDirectional->SetColor(XCEngine::Math::Color(1.0f, 0.97f, 0.93f, 1.0f));
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mainDirectional->SetIntensity(1.25f);
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mainDirectionalObject->GetTransform()->SetLocalRotation(
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|
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Quaternion::LookRotation(Vector3(0.35f, -0.88f, -0.31f).Normalized()));
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GameObject* fillDirectionalObject = mScene->CreateGameObject("FillDirectionalLight");
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auto* fillDirectional = fillDirectionalObject->AddComponent<LightComponent>();
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fillDirectional->SetLightType(LightType::Directional);
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fillDirectional->SetColor(XCEngine::Math::Color(0.22f, 0.55f, 1.0f, 1.0f));
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fillDirectional->SetIntensity(0.42f);
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fillDirectionalObject->GetTransform()->SetLocalRotation(
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|
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Quaternion::LookRotation(Vector3(-0.72f, -0.34f, 0.61f).Normalized()));
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|
|
GameObject* pointLightObject = mScene->CreateGameObject("PointLight");
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|
|
auto* pointLight = pointLightObject->AddComponent<LightComponent>();
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|
|
pointLight->SetLightType(LightType::Point);
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|
|
pointLight->SetColor(XCEngine::Math::Color(1.0f, 0.30f, 0.18f, 1.0f));
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|
|
pointLight->SetIntensity(6.0f);
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|
|
pointLight->SetRange(6.8f);
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|
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pointLightObject->GetTransform()->SetLocalPosition(Vector3(-3.0f, 2.8f, 8.0f));
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|
|
GameObject* spotLightObject = mScene->CreateGameObject("SpotLight");
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|
|
auto* spotLight = spotLightObject->AddComponent<LightComponent>();
|
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|
|
spotLight->SetLightType(LightType::Spot);
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|
|
spotLight->SetColor(XCEngine::Math::Color(0.18f, 1.0f, 0.62f, 1.0f));
|
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|
|
spotLight->SetIntensity(7.0f);
|
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|
|
spotLight->SetRange(11.0f);
|
|
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|
|
spotLight->SetSpotAngle(38.0f);
|
|
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|
|
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));
|
2026-04-05 16:46:47 +08:00
|
|
|
const auto screenshotImage = RenderingIntegrationTestUtils::LoadPpmImage(screenshotFilename);
|
|
|
|
|
ExpectMultiLightKeyPixels(screenshotImage);
|
2026-04-05 16:15:12 +08:00
|
|
|
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);
|
|
|
|
|
}
|