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

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#include <gtest/gtest.h>
#include "../RenderingIntegrationMain.h"
#include <XCEngine/Components/CameraComponent.h>
#include <XCEngine/Components/GameObject.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/Debug/ConsoleLogSink.h>
#include <XCEngine/Debug/Logger.h>
#include <XCEngine/Rendering/RenderContext.h>
#include <XCEngine/Rendering/RenderSurface.h>
#include <XCEngine/Rendering/SceneRenderer.h>
#include <XCEngine/Resources/Material/Material.h>
#include <XCEngine/Resources/Mesh/Mesh.h>
#include <XCEngine/Resources/Texture/Texture.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::Debug;
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 = "material_state_scene_d3d12.ppm";
constexpr const char* kOpenGLScreenshot = "material_state_scene_opengl.ppm";
constexpr const char* kVulkanScreenshot = "material_state_scene_vulkan.ppm";
constexpr uint32_t kFrameWidth = 1280;
constexpr uint32_t kFrameHeight = 720;
constexpr float kPi = 3.1415926535f;
Mesh* CreateQuadMesh() {
auto* mesh = new Mesh();
IResource::ConstructParams params = {};
params.name = "MaterialStateQuad";
params.path = "Tests/Rendering/MaterialStateQuad.mesh";
params.guid = ResourceGUID::Generate(params.path);
mesh->Initialize(params);
StaticMeshVertex vertices[4] = {};
vertices[0].position = Vector3(-1.0f, -1.0f, 0.0f);
vertices[0].uv0 = Vector2(0.0f, 1.0f);
vertices[1].position = Vector3(-1.0f, 1.0f, 0.0f);
vertices[1].uv0 = Vector2(0.0f, 0.0f);
vertices[2].position = Vector3(1.0f, -1.0f, 0.0f);
vertices[2].uv0 = Vector2(1.0f, 1.0f);
vertices[3].position = Vector3(1.0f, 1.0f, 0.0f);
vertices[3].uv0 = Vector2(1.0f, 0.0f);
const uint32_t indices[6] = { 0, 1, 2, 2, 1, 3 };
mesh->SetVertexData(
vertices,
sizeof(vertices),
4,
sizeof(StaticMeshVertex),
VertexAttribute::Position | VertexAttribute::UV0);
mesh->SetIndexData(indices, sizeof(indices), 6, true);
MeshSection section = {};
section.baseVertex = 0;
section.vertexCount = 4;
section.startIndex = 0;
section.indexCount = 6;
section.materialID = 0;
mesh->AddSection(section);
return mesh;
}
Texture* CreateSolidTexture(const char* name, const char* path, const unsigned char rgba[4]) {
auto* texture = new Texture();
IResource::ConstructParams params = {};
params.name = name;
params.path = path;
params.guid = ResourceGUID::Generate(params.path);
texture->Initialize(params);
texture->Create(
1,
1,
1,
1,
XCEngine::Resources::TextureType::Texture2D,
XCEngine::Resources::TextureFormat::RGBA8_UNORM,
rgba,
4);
return texture;
}
Material* CreateMaterial(
const char* name,
const char* path,
Texture* texture,
MaterialRenderQueue renderQueue,
const MaterialRenderState& renderState) {
auto* material = new Material();
IResource::ConstructParams params = {};
params.name = name;
params.path = path;
params.guid = ResourceGUID::Generate(params.path);
material->Initialize(params);
material->SetTexture("_BaseColorTexture", ResourceHandle<Texture>(texture));
material->SetRenderQueue(renderQueue);
material->SetRenderState(renderState);
return material;
}
GameObject* CreateQuadObject(
Scene& scene,
const char* name,
Mesh* mesh,
Material* material,
const Vector3& position,
const Vector3& scale,
const Quaternion& rotation = Quaternion::Identity()) {
GameObject* gameObject = scene.CreateGameObject(name);
gameObject->GetTransform()->SetLocalPosition(position);
gameObject->GetTransform()->SetLocalScale(scale);
gameObject->GetTransform()->SetLocalRotation(rotation);
auto* meshFilter = gameObject->AddComponent<MeshFilterComponent>();
auto* meshRenderer = gameObject->AddComponent<MeshRendererComponent>();
meshFilter->SetMesh(ResourceHandle<Mesh>(mesh));
meshRenderer->SetMaterial(0, ResourceHandle<Material>(material));
return gameObject;
}
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) {
(void)backendType;
return 0;
}
class MaterialStateSceneTest : 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;
std::vector<Texture*> mTextures;
std::vector<Material*> mMaterials;
RHITexture* mDepthTexture = nullptr;
RHIResourceView* mDepthView = nullptr;
Mesh* mMesh = nullptr;
};
void MaterialStateSceneTest::SetUp() {
RHIIntegrationFixture::SetUp();
mSceneRenderer = std::make_unique<SceneRenderer>();
mScene = std::make_unique<Scene>("MaterialStateScene");
mMesh = CreateQuadMesh();
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 MaterialStateSceneTest::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();
for (Material* material : mMaterials) {
delete material;
}
mMaterials.clear();
for (Texture* texture : mTextures) {
delete texture;
}
mTextures.clear();
delete mMesh;
mMesh = nullptr;
RHIIntegrationFixture::TearDown();
}
void MaterialStateSceneTest::BuildScene() {
ASSERT_NE(mScene, nullptr);
ASSERT_NE(mMesh, nullptr);
GameObject* cameraObject = mScene->CreateGameObject("MainCamera");
auto* camera = cameraObject->AddComponent<CameraComponent>();
camera->SetPrimary(true);
camera->SetProjectionType(CameraProjectionType::Orthographic);
camera->SetOrthographicSize(2.05f);
camera->SetNearClipPlane(0.1f);
camera->SetFarClipPlane(10.0f);
camera->SetClearColor(XCEngine::Math::Color(0.04f, 0.05f, 0.08f, 1.0f));
const unsigned char backgroundPixel[4] = { 58, 88, 164, 255 };
const unsigned char centerPixel[4] = { 242, 236, 220, 255 };
const unsigned char backCullVisiblePixel[4] = { 84, 220, 128, 255 };
const unsigned char backCullHiddenPixel[4] = { 232, 86, 86, 255 };
const unsigned char frontCullHiddenPixel[4] = { 244, 180, 72, 255 };
const unsigned char frontCullVisiblePixel[4] = { 78, 188, 238, 255 };
const unsigned char farTransparentPixel[4] = { 238, 104, 170, 160 };
const unsigned char nearTransparentPixel[4] = { 96, 236, 142, 160 };
Texture* backgroundTexture = CreateSolidTexture(
"BackgroundTexture",
"Tests/Rendering/MaterialState/background.texture",
backgroundPixel);
Texture* centerTexture = CreateSolidTexture(
"CenterTexture",
"Tests/Rendering/MaterialState/center.texture",
centerPixel);
Texture* backCullVisibleTexture = CreateSolidTexture(
"BackCullVisibleTexture",
"Tests/Rendering/MaterialState/back_visible.texture",
backCullVisiblePixel);
Texture* backCullHiddenTexture = CreateSolidTexture(
"BackCullHiddenTexture",
"Tests/Rendering/MaterialState/back_hidden.texture",
backCullHiddenPixel);
Texture* frontCullHiddenTexture = CreateSolidTexture(
"FrontCullHiddenTexture",
"Tests/Rendering/MaterialState/front_hidden.texture",
frontCullHiddenPixel);
Texture* frontCullVisibleTexture = CreateSolidTexture(
"FrontCullVisibleTexture",
"Tests/Rendering/MaterialState/front_visible.texture",
frontCullVisiblePixel);
Texture* farTransparentTexture = CreateSolidTexture(
"FarTransparentTexture",
"Tests/Rendering/MaterialState/far_transparent.texture",
farTransparentPixel);
Texture* nearTransparentTexture = CreateSolidTexture(
"NearTransparentTexture",
"Tests/Rendering/MaterialState/near_transparent.texture",
nearTransparentPixel);
mTextures = {
backgroundTexture,
centerTexture,
backCullVisibleTexture,
backCullHiddenTexture,
frontCullHiddenTexture,
frontCullVisibleTexture,
farTransparentTexture,
nearTransparentTexture
};
MaterialRenderState opaqueState = {};
opaqueState.depthTestEnable = true;
opaqueState.depthWriteEnable = true;
opaqueState.depthFunc = MaterialComparisonFunc::LessEqual;
opaqueState.cullMode = MaterialCullMode::None;
MaterialRenderState backCullState = opaqueState;
backCullState.cullMode = MaterialCullMode::Back;
MaterialRenderState frontCullState = opaqueState;
frontCullState.cullMode = MaterialCullMode::Front;
MaterialRenderState transparentState = {};
transparentState.blendEnable = true;
transparentState.srcBlend = MaterialBlendFactor::SrcAlpha;
transparentState.dstBlend = MaterialBlendFactor::InvSrcAlpha;
transparentState.srcBlendAlpha = MaterialBlendFactor::One;
transparentState.dstBlendAlpha = MaterialBlendFactor::Zero;
transparentState.depthTestEnable = true;
transparentState.depthWriteEnable = false;
transparentState.depthFunc = MaterialComparisonFunc::LessEqual;
transparentState.cullMode = MaterialCullMode::None;
Material* backgroundMaterial = CreateMaterial(
"BackgroundMaterial",
"Tests/Rendering/MaterialState/background.mat",
backgroundTexture,
MaterialRenderQueue::Geometry,
opaqueState);
Material* centerMaterial = CreateMaterial(
"CenterMaterial",
"Tests/Rendering/MaterialState/center.mat",
centerTexture,
MaterialRenderQueue::Geometry,
opaqueState);
Material* backCullVisibleMaterial = CreateMaterial(
"BackCullVisibleMaterial",
"Tests/Rendering/MaterialState/back_visible.mat",
backCullVisibleTexture,
MaterialRenderQueue::Geometry,
backCullState);
Material* backCullHiddenMaterial = CreateMaterial(
"BackCullHiddenMaterial",
"Tests/Rendering/MaterialState/back_hidden.mat",
backCullHiddenTexture,
MaterialRenderQueue::Geometry,
backCullState);
Material* frontCullHiddenMaterial = CreateMaterial(
"FrontCullHiddenMaterial",
"Tests/Rendering/MaterialState/front_hidden.mat",
frontCullHiddenTexture,
MaterialRenderQueue::Geometry,
frontCullState);
Material* frontCullVisibleMaterial = CreateMaterial(
"FrontCullVisibleMaterial",
"Tests/Rendering/MaterialState/front_visible.mat",
frontCullVisibleTexture,
MaterialRenderQueue::Geometry,
frontCullState);
Material* farTransparentMaterial = CreateMaterial(
"FarTransparentMaterial",
"Tests/Rendering/MaterialState/far_transparent.mat",
farTransparentTexture,
MaterialRenderQueue::Transparent,
transparentState);
Material* nearTransparentMaterial = CreateMaterial(
"NearTransparentMaterial",
"Tests/Rendering/MaterialState/near_transparent.mat",
nearTransparentTexture,
MaterialRenderQueue::Transparent,
transparentState);
mMaterials = {
backgroundMaterial,
centerMaterial,
backCullVisibleMaterial,
backCullHiddenMaterial,
frontCullHiddenMaterial,
frontCullVisibleMaterial,
farTransparentMaterial,
nearTransparentMaterial
};
CreateQuadObject(
*mScene,
"Background",
mMesh,
backgroundMaterial,
Vector3(0.0f, 0.0f, 4.0f),
Vector3(2.95f, 1.88f, 1.0f));
CreateQuadObject(
*mScene,
"CenterPanel",
mMesh,
centerMaterial,
Vector3(0.0f, 0.0f, 3.0f),
Vector3(0.34f, 1.22f, 1.0f));
CreateQuadObject(
*mScene,
"BackCullVisible",
mMesh,
backCullVisibleMaterial,
Vector3(-1.9f, 1.08f, 2.9f),
Vector3(0.60f, 0.60f, 1.0f));
CreateQuadObject(
*mScene,
"BackCullHidden",
mMesh,
backCullHiddenMaterial,
Vector3(1.9f, 1.08f, 2.9f),
Vector3(0.60f, 0.60f, 1.0f),
Quaternion::FromAxisAngle(Vector3::Up(), kPi));
CreateQuadObject(
*mScene,
"FrontCullHidden",
mMesh,
frontCullHiddenMaterial,
Vector3(-1.9f, -1.08f, 2.9f),
Vector3(0.60f, 0.60f, 1.0f));
CreateQuadObject(
*mScene,
"FrontCullVisible",
mMesh,
frontCullVisibleMaterial,
Vector3(1.9f, -1.08f, 2.9f),
Vector3(0.60f, 0.60f, 1.0f),
Quaternion::FromAxisAngle(Vector3::Up(), kPi));
CreateQuadObject(
*mScene,
"FarTransparent",
mMesh,
farTransparentMaterial,
Vector3(-0.16f, 0.0f, 3.36f),
Vector3(0.94f, 1.02f, 1.0f),
Quaternion::FromAxisAngle(Vector3::Up(), 0.54f));
CreateQuadObject(
*mScene,
"NearTransparent",
mMesh,
nearTransparentMaterial,
Vector3(0.16f, 0.0f, 2.64f),
Vector3(0.94f, 1.02f, 1.0f),
Quaternion::FromAxisAngle(Vector3::Up(), -0.54f));
}
RHIResourceView* MaterialStateSceneTest::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 MaterialStateSceneTest::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(MaterialStateSceneTest, RenderMaterialStateScene) {
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));
ASSERT_TRUE(CompareWithGoldenTemplate(screenshotFilename, "GT.ppm", static_cast<float>(comparisonThreshold)));
break;
}
swapChain->Present(0, 0);
}
}
} // namespace
INSTANTIATE_TEST_SUITE_P(D3D12, MaterialStateSceneTest, ::testing::Values(RHIType::D3D12));
INSTANTIATE_TEST_SUITE_P(OpenGL, MaterialStateSceneTest, ::testing::Values(RHIType::OpenGL));
#if defined(XCENGINE_SUPPORT_VULKAN)
INSTANTIATE_TEST_SUITE_P(Vulkan, MaterialStateSceneTest, ::testing::Values(RHIType::Vulkan));
#endif
GTEST_API_ int main(int argc, char** argv) {
return RunRenderingIntegrationTestMain(argc, argv);
}