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XCEngine/tests/Rendering/unit/test_scene_render_request_planner.cpp

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#include <gtest/gtest.h>
#include <XCEngine/Components/CameraComponent.h>
#include <XCEngine/Components/LightComponent.h>
#include <XCEngine/Rendering/Planning/SceneRenderRequestPlanner.h>
#include <XCEngine/Scene/Scene.h>
using namespace XCEngine::Components;
using namespace XCEngine::Rendering;
namespace {
RenderContext CreateValidContext() {
RenderContext context;
context.device = reinterpret_cast<XCEngine::RHI::RHIDevice*>(1);
context.commandList = reinterpret_cast<XCEngine::RHI::RHICommandList*>(1);
context.commandQueue = reinterpret_cast<XCEngine::RHI::RHICommandQueue*>(1);
return context;
}
} // namespace
TEST(SceneRenderRequestPlanner_Test, FallsBackToSceneCamerasWhenOverrideCameraIsNotUsable) {
Scene scene("SceneRenderRequestPlannerOverrideFallback");
GameObject* overrideObject = scene.CreateGameObject("Override");
auto* overrideCamera = overrideObject->AddComponent<CameraComponent>();
overrideCamera->SetDepth(-10.0f);
overrideCamera->SetEnabled(false);
GameObject* sceneCameraObject = scene.CreateGameObject("SceneCamera");
auto* sceneCamera = sceneCameraObject->AddComponent<CameraComponent>();
sceneCamera->SetDepth(3.0f);
SceneRenderRequestPlanner planner;
const std::vector<CameraComponent*> cameras = planner.CollectCameras(scene, overrideCamera);
ASSERT_EQ(cameras.size(), 1u);
EXPECT_EQ(cameras[0], sceneCamera);
}
TEST(SceneRenderRequestPlanner_Test, UsesOverrideCameraExclusivelyWhenItIsUsable) {
Scene scene("SceneRenderRequestPlannerOverrideOnly");
GameObject* overrideObject = scene.CreateGameObject("Override");
auto* overrideCamera = overrideObject->AddComponent<CameraComponent>();
overrideCamera->SetDepth(9.0f);
GameObject* sceneCameraObject = scene.CreateGameObject("SceneCamera");
auto* sceneCamera = sceneCameraObject->AddComponent<CameraComponent>();
sceneCamera->SetDepth(-5.0f);
SceneRenderRequestPlanner planner;
const std::vector<CameraComponent*> cameras = planner.CollectCameras(scene, overrideCamera);
ASSERT_EQ(cameras.size(), 1u);
EXPECT_EQ(cameras[0], overrideCamera);
}
TEST(SceneRenderRequestPlanner_Test, CollectsOnlyUsableSceneCamerasInStableRenderOrder) {
Scene scene("SceneRenderRequestPlannerCollectScene");
GameObject* inactiveObject = scene.CreateGameObject("Inactive");
auto* inactiveCamera = inactiveObject->AddComponent<CameraComponent>();
inactiveObject->SetActive(false);
GameObject* highBaseObject = scene.CreateGameObject("HighBase");
auto* highBase = highBaseObject->AddComponent<CameraComponent>();
highBase->SetDepth(10.0f);
highBase->SetStackType(CameraStackType::Base);
GameObject* firstTieObject = scene.CreateGameObject("FirstTie");
auto* firstTie = firstTieObject->AddComponent<CameraComponent>();
firstTie->SetDepth(2.0f);
firstTie->SetStackType(CameraStackType::Base);
GameObject* secondTieObject = scene.CreateGameObject("SecondTie");
auto* secondTie = secondTieObject->AddComponent<CameraComponent>();
secondTie->SetDepth(2.0f);
secondTie->SetStackType(CameraStackType::Base);
GameObject* overlayObject = scene.CreateGameObject("Overlay");
auto* overlay = overlayObject->AddComponent<CameraComponent>();
overlay->SetDepth(-10.0f);
overlay->SetStackType(CameraStackType::Overlay);
SceneRenderRequestPlanner planner;
const std::vector<CameraComponent*> cameras = planner.CollectCameras(scene, nullptr);
(void)inactiveCamera;
ASSERT_EQ(cameras.size(), 4u);
EXPECT_EQ(cameras[0], firstTie);
EXPECT_EQ(cameras[1], secondTie);
EXPECT_EQ(cameras[2], highBase);
EXPECT_EQ(cameras[3], overlay);
}
TEST(SceneRenderRequestPlanner_Test, BuildsRequestsAndDropsZeroSizedViewportsWithoutBreakingClearFlow) {
Scene scene("SceneRenderRequestPlannerBuildRequests");
GameObject* firstBaseObject = scene.CreateGameObject("FirstBase");
auto* firstBase = firstBaseObject->AddComponent<CameraComponent>();
firstBase->SetStackType(CameraStackType::Base);
firstBase->SetDepth(1.0f);
GameObject* skippedBaseObject = scene.CreateGameObject("SkippedBase");
auto* skippedBase = skippedBaseObject->AddComponent<CameraComponent>();
skippedBase->SetStackType(CameraStackType::Base);
skippedBase->SetDepth(2.0f);
skippedBase->SetViewportRect(XCEngine::Math::Rect(0.5f, 0.5f, 0.0f, 1.0f));
GameObject* overlayObject = scene.CreateGameObject("Overlay");
auto* overlay = overlayObject->AddComponent<CameraComponent>();
overlay->SetStackType(CameraStackType::Overlay);
overlay->SetDepth(3.0f);
SceneRenderRequestPlanner planner;
const std::vector<CameraRenderRequest> requests = planner.BuildRequests(
scene,
nullptr,
CreateValidContext(),
RenderSurface(640, 360));
ASSERT_EQ(requests.size(), 2u);
EXPECT_EQ(requests[0].camera, firstBase);
EXPECT_EQ(requests[0].clearFlags, RenderClearFlags::All);
EXPECT_EQ(requests[1].camera, overlay);
EXPECT_EQ(requests[1].clearFlags, RenderClearFlags::Depth);
}
TEST(SceneRenderRequestPlanner_Test, BuildsDirectionalShadowPlanForBaseCameraWhenMainDirectionalLightCastsShadows) {
Scene scene("SceneRenderRequestPlannerDirectionalShadow");
GameObject* cameraObject = scene.CreateGameObject("Camera");
auto* camera = cameraObject->AddComponent<CameraComponent>();
camera->SetStackType(CameraStackType::Base);
camera->SetDepth(1.0f);
GameObject* shadowLightObject = scene.CreateGameObject("ShadowLight");
auto* shadowLight = shadowLightObject->AddComponent<LightComponent>();
shadowLight->SetLightType(LightType::Directional);
shadowLight->SetIntensity(2.5f);
shadowLight->SetCastsShadows(true);
SceneRenderRequestPlanner planner;
const std::vector<CameraRenderRequest> requests = planner.BuildRequests(
scene,
nullptr,
CreateValidContext(),
RenderSurface(640, 360));
ASSERT_EQ(requests.size(), 1u);
const CameraRenderRequest& request = requests[0];
EXPECT_EQ(request.camera, camera);
ASSERT_TRUE(request.directionalShadow.IsValid());
EXPECT_TRUE(request.directionalShadow.enabled);
EXPECT_EQ(request.directionalShadow.mapWidth, 1024u);
EXPECT_EQ(request.directionalShadow.mapHeight, 1024u);
EXPECT_EQ(request.directionalShadow.lightDirection, XCEngine::Math::Vector3::Back());
EXPECT_GT(request.directionalShadow.focusPoint.z, 0.0f);
EXPECT_TRUE(request.shadowCaster.hasCameraDataOverride);
EXPECT_EQ(request.shadowCaster.clearFlags, RenderClearFlags::Depth);
EXPECT_EQ(request.shadowCaster.cameraDataOverride.viewportWidth, 1024u);
EXPECT_EQ(request.shadowCaster.cameraDataOverride.viewportHeight, 1024u);
EXPECT_EQ(request.shadowCaster.cameraDataOverride.clearFlags, RenderClearFlags::Depth);
}
TEST(SceneRenderRequestPlanner_Test, SkipsDirectionalShadowPlanForOverlayCameraWhenBaseCameraExists) {
Scene scene("SceneRenderRequestPlannerOverlayShadow");
GameObject* baseCameraObject = scene.CreateGameObject("BaseCamera");
auto* baseCamera = baseCameraObject->AddComponent<CameraComponent>();
baseCamera->SetStackType(CameraStackType::Base);
baseCamera->SetDepth(1.0f);
GameObject* overlayCameraObject = scene.CreateGameObject("OverlayCamera");
auto* overlayCamera = overlayCameraObject->AddComponent<CameraComponent>();
overlayCamera->SetStackType(CameraStackType::Overlay);
overlayCamera->SetDepth(2.0f);
GameObject* shadowLightObject = scene.CreateGameObject("ShadowLight");
auto* shadowLight = shadowLightObject->AddComponent<LightComponent>();
shadowLight->SetLightType(LightType::Directional);
shadowLight->SetIntensity(3.0f);
shadowLight->SetCastsShadows(true);
SceneRenderRequestPlanner planner;
const std::vector<CameraRenderRequest> requests = planner.BuildRequests(
scene,
nullptr,
CreateValidContext(),
RenderSurface(640, 360));
ASSERT_EQ(requests.size(), 2u);
EXPECT_EQ(requests[0].camera, baseCamera);
EXPECT_TRUE(requests[0].directionalShadow.enabled);
EXPECT_TRUE(requests[0].shadowCaster.hasCameraDataOverride);
EXPECT_EQ(requests[1].camera, overlayCamera);
EXPECT_FALSE(requests[1].directionalShadow.enabled);
EXPECT_FALSE(requests[1].shadowCaster.hasCameraDataOverride);
}
TEST(SceneRenderRequestPlanner_Test, AppliesConfiguredDirectionalShadowPlanningSettings) {
Scene scene("SceneRenderRequestPlannerCustomDirectionalShadow");
GameObject* cameraObject = scene.CreateGameObject("Camera");
auto* camera = cameraObject->AddComponent<CameraComponent>();
camera->SetStackType(CameraStackType::Base);
camera->SetDepth(1.0f);
camera->SetProjectionType(CameraProjectionType::Perspective);
camera->SetNearClipPlane(0.3f);
camera->SetFarClipPlane(100.0f);
GameObject* shadowLightObject = scene.CreateGameObject("ShadowLight");
auto* shadowLight = shadowLightObject->AddComponent<LightComponent>();
shadowLight->SetLightType(LightType::Directional);
shadowLight->SetCastsShadows(true);
SceneRenderRequestPlanner planner;
DirectionalShadowPlanningSettings settings = {};
settings.mapDimension = 2048u;
settings.minFocusDistance = 12.0f;
settings.maxFocusDistance = 12.0f;
settings.perspectiveFocusFactor = 0.01f;
settings.minDepthRange = 80.0f;
settings.sampling.receiverDepthBias = 0.0025f;
settings.sampling.normalBiasScale = 2.0f;
settings.sampling.shadowStrength = 0.75f;
settings.casterBias.depthBiasFactor = 2.5f;
settings.casterBias.depthBiasUnits = 4;
planner.SetDirectionalShadowPlanningSettings(settings);
const std::vector<CameraRenderRequest> requests = planner.BuildRequests(
scene,
nullptr,
CreateValidContext(),
RenderSurface(640, 360));
ASSERT_EQ(requests.size(), 1u);
const CameraRenderRequest& request = requests[0];
ASSERT_TRUE(request.directionalShadow.IsValid());
EXPECT_EQ(request.directionalShadow.mapWidth, 2048u);
EXPECT_EQ(request.directionalShadow.mapHeight, 2048u);
EXPECT_EQ(request.shadowCaster.cameraDataOverride.viewportWidth, 2048u);
EXPECT_EQ(request.shadowCaster.cameraDataOverride.viewportHeight, 2048u);
EXPECT_GE(request.directionalShadow.focusPoint.z, 6.0f);
EXPECT_LE(request.directionalShadow.focusPoint.z, 6.3f);
EXPECT_FLOAT_EQ(request.directionalShadow.sampling.receiverDepthBias, 0.0025f);
EXPECT_FLOAT_EQ(request.directionalShadow.sampling.normalBiasScale, 2.0f);
EXPECT_FLOAT_EQ(request.directionalShadow.sampling.shadowStrength, 0.75f);
EXPECT_FLOAT_EQ(request.directionalShadow.casterBias.depthBiasFactor, 2.5f);
EXPECT_EQ(request.directionalShadow.casterBias.depthBiasUnits, 4);
EXPECT_GE(
request.directionalShadow.farClipPlane - request.directionalShadow.nearClipPlane,
80.0f);
}
TEST(SceneRenderRequestPlanner_Test, SanitizesInvalidDirectionalShadowPlanningSettings) {
SceneRenderRequestPlanner planner;
DirectionalShadowPlanningSettings invalidSettings = {};
invalidSettings.mapDimension = 0u;
invalidSettings.minFocusDistance = -1.0f;
invalidSettings.maxFocusDistance = 0.0f;
invalidSettings.perspectiveFocusFactor = 0.0f;
invalidSettings.orthographicFocusFactor = -2.0f;
invalidSettings.minDepthRange = 0.0f;
invalidSettings.boundsPadding = -1.0f;
invalidSettings.minDepthPadding = -3.0f;
invalidSettings.sampling.receiverDepthBias = -0.5f;
invalidSettings.sampling.normalBiasScale = -2.0f;
invalidSettings.sampling.shadowStrength = 3.0f;
invalidSettings.casterBias.depthBiasFactor = -1.0f;
invalidSettings.casterBias.depthBiasUnits = -6;
planner.SetDirectionalShadowPlanningSettings(invalidSettings);
const DirectionalShadowPlanningSettings& settings =
planner.GetDirectionalShadowPlanningSettings();
EXPECT_EQ(settings.mapDimension, 1024u);
EXPECT_FLOAT_EQ(settings.minFocusDistance, 5.0f);
EXPECT_FLOAT_EQ(settings.maxFocusDistance, 64.0f);
EXPECT_FLOAT_EQ(settings.perspectiveFocusFactor, 1.0f);
EXPECT_FLOAT_EQ(settings.orthographicFocusFactor, 2.0f);
EXPECT_FLOAT_EQ(settings.minDepthRange, 20.0f);
EXPECT_FLOAT_EQ(settings.boundsPadding, 1.0f);
EXPECT_FLOAT_EQ(settings.minDepthPadding, 2.0f);
EXPECT_FLOAT_EQ(settings.sampling.receiverDepthBias, 0.0010f);
EXPECT_FLOAT_EQ(settings.sampling.normalBiasScale, 2.0f);
EXPECT_FLOAT_EQ(settings.sampling.shadowStrength, 1.0f);
EXPECT_FLOAT_EQ(settings.casterBias.depthBiasFactor, 2.5f);
EXPECT_EQ(settings.casterBias.depthBiasUnits, 4);
}