refactor: move scene view infinite grid pass into renderer

This commit is contained in:
2026-04-01 18:31:30 +08:00
parent 12b1081dd0
commit 1ff2800b29
10 changed files with 246 additions and 190 deletions

View File

@@ -77,8 +77,6 @@ add_executable(${PROJECT_NAME} WIN32
src/Viewport/SceneViewportMoveGizmo.cpp
src/Viewport/SceneViewportRotateGizmo.cpp
src/Viewport/SceneViewportScaleGizmo.cpp
src/Viewport/SceneViewportGrid.cpp
src/Viewport/SceneViewportInfiniteGridPass.cpp
src/Viewport/SceneViewportOrientationGizmo.cpp
src/Viewport/SceneViewportOverlayRenderer.cpp
src/panels/GameViewPanel.cpp

View File

@@ -1,71 +0,0 @@
#include "SceneViewportGrid.h"
#include <algorithm>
#include <cmath>
namespace XCEngine {
namespace Editor {
namespace {
constexpr float kCameraHeightScaleFactor = 0.50f;
constexpr float kTransitionStart = 0.65f;
constexpr float kTransitionEnd = 0.95f;
constexpr float kMinimumVerticalViewComponent = 0.15f;
float SnapGridSpacing(float targetSpacing) {
const float clampedTarget = (std::max)(targetSpacing, 0.02f);
const float exponent = std::floor(std::log10(clampedTarget));
return std::pow(10.0f, exponent);
}
float ComputeTransitionBlend(float targetSpacing, float baseScale) {
const float normalizedSpacing = (std::max)(targetSpacing / (std::max)(baseScale, 1e-4f), 1.0f);
const float transitionPosition = std::log10(normalizedSpacing);
const float t =
(transitionPosition - kTransitionStart) /
(kTransitionEnd - kTransitionStart);
const float saturated = (std::clamp)(t, 0.0f, 1.0f);
return saturated * saturated * (3.0f - 2.0f * saturated);
}
float ComputeViewDistanceToGridPlane(const SceneViewportOverlayData& overlay) {
const float cameraHeight = std::abs(overlay.cameraPosition.y);
const Math::Vector3 forward = overlay.cameraForward.Normalized();
const bool lookingTowardGrid =
(overlay.cameraPosition.y >= 0.0f && forward.y < 0.0f) ||
(overlay.cameraPosition.y < 0.0f && forward.y > 0.0f);
if (!lookingTowardGrid) {
return cameraHeight;
}
const float verticalViewComponent = (std::max)(std::abs(forward.y), kMinimumVerticalViewComponent);
return cameraHeight / verticalViewComponent;
}
} // namespace
SceneGridParameters BuildSceneGridParameters(const SceneViewportOverlayData& overlay) {
SceneGridParameters parameters = {};
if (!overlay.valid) {
return parameters;
}
const float cameraHeight = std::abs(overlay.cameraPosition.y);
const float viewDistance = ComputeViewDistanceToGridPlane(overlay);
// Keep grid density stable while orbiting/looking around. Rotation should
// only affect how much of the infinite grid is visible, not its base LOD.
const float targetSpacing = (std::max)(cameraHeight * kCameraHeightScaleFactor, 0.1f);
parameters.valid = true;
parameters.baseScale = SnapGridSpacing(targetSpacing);
parameters.transitionBlend = ComputeTransitionBlend(targetSpacing, parameters.baseScale);
parameters.fadeDistance = (std::max)(
parameters.baseScale * 320.0f,
viewDistance * 80.0f);
return parameters;
}
} // namespace Editor
} // namespace XCEngine

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@@ -1,18 +0,0 @@
#pragma once
#include "IViewportHostService.h"
namespace XCEngine {
namespace Editor {
struct SceneGridParameters {
bool valid = false;
float baseScale = 1.0f;
float transitionBlend = 0.0f;
float fadeDistance = 500.0f;
};
SceneGridParameters BuildSceneGridParameters(const SceneViewportOverlayData& overlay);
} // namespace Editor
} // namespace XCEngine

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@@ -1,42 +0,0 @@
#pragma once
#include "IViewportHostService.h"
#include <XCEngine/RHI/RHIDescriptorPool.h>
#include <XCEngine/RHI/RHIDescriptorSet.h>
#include <XCEngine/RHI/RHIEnums.h>
#include <XCEngine/RHI/RHIPipelineState.h>
#include <XCEngine/RHI/RHIPipelineLayout.h>
#include <XCEngine/Rendering/RenderContext.h>
#include <XCEngine/Rendering/RenderSurface.h>
namespace XCEngine {
namespace Editor {
class SceneViewportInfiniteGridPass {
public:
~SceneViewportInfiniteGridPass() = default;
void Shutdown();
bool Render(
const Rendering::RenderContext& renderContext,
const Rendering::RenderSurface& surface,
const SceneViewportOverlayData& overlay);
private:
bool EnsureInitialized(const Rendering::RenderContext& renderContext);
bool CreateResources(const Rendering::RenderContext& renderContext);
void DestroyResources();
private:
RHI::RHIDevice* m_device = nullptr;
RHI::RHIType m_backendType = RHI::RHIType::D3D12;
RHI::RHIPipelineLayout* m_pipelineLayout = nullptr;
RHI::RHIPipelineState* m_pipelineState = nullptr;
RHI::RHIDescriptorPool* m_constantPool = nullptr;
RHI::RHIDescriptorSet* m_constantSet = nullptr;
};
} // namespace Editor
} // namespace XCEngine

View File

@@ -6,7 +6,6 @@
#include "IViewportHostService.h"
#include "SceneViewportPicker.h"
#include "SceneViewportCameraController.h"
#include "SceneViewportInfiniteGridPass.h"
#include "SceneViewportPostPassPlan.h"
#include "UI/ImGuiBackendBridge.h"
@@ -18,6 +17,7 @@
#include <XCEngine/RHI/RHIResourceView.h>
#include <XCEngine/RHI/RHITexture.h>
#include <XCEngine/Rendering/ObjectIdEncoding.h>
#include <XCEngine/Rendering/Passes/BuiltinInfiniteGridPass.h>
#include <XCEngine/Rendering/Passes/BuiltinObjectIdOutlinePass.h>
#include <XCEngine/Rendering/RenderContext.h>
#include <XCEngine/Rendering/RenderSurface.h>
@@ -86,6 +86,21 @@ inline uint32_t ClampViewportPixelCoordinate(float value, uint32_t extent) {
return static_cast<uint32_t>(std::floor(clamped));
}
Rendering::Passes::InfiniteGridPassData BuildInfiniteGridPassData(
const SceneViewportOverlayData& overlay) {
Rendering::Passes::InfiniteGridPassData data = {};
data.valid = overlay.valid;
data.cameraPosition = overlay.cameraPosition;
data.cameraForward = overlay.cameraForward;
data.cameraRight = overlay.cameraRight;
data.cameraUp = overlay.cameraUp;
data.verticalFovDegrees = overlay.verticalFovDegrees;
data.nearClipPlane = overlay.nearClipPlane;
data.farClipPlane = overlay.farClipPlane;
data.orbitDistance = overlay.orbitDistance;
return data;
}
Math::Vector3 GetSceneViewportOrientationAxisVector(SceneViewportOrientationAxis axis) {
switch (axis) {
case SceneViewportOrientationAxis::PositiveX:
@@ -595,7 +610,7 @@ private:
const bool rendered = m_sceneGridPass.Render(
context.renderContext,
context.surface,
overlay);
BuildInfiniteGridPassData(overlay));
if (!rendered) {
SetViewportStatusIfEmpty(entry.statusText, "Scene grid pass failed");
}
@@ -1005,7 +1020,7 @@ private:
Rendering::RenderContext m_sceneViewLastRenderContext = {};
std::array<ViewportEntry, 2> m_entries = {};
SceneViewCameraState m_sceneViewCamera;
SceneViewportInfiniteGridPass m_sceneGridPass;
Rendering::Passes::BuiltinInfiniteGridPass m_sceneGridPass;
Rendering::Passes::BuiltinObjectIdOutlinePass m_sceneSelectionOutlinePass;
};

View File

@@ -345,10 +345,12 @@ add_library(XCEngine STATIC
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/ObjectIdPass.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/SceneRenderer.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinObjectIdPass.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinInfiniteGridPass.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinObjectIdOutlinePass.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Pipelines/BuiltinForwardPipeline.h
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/CameraRenderer.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinObjectIdPass.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinInfiniteGridPass.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinObjectIdOutlinePass.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/RenderSurface.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/RenderSceneExtractor.cpp

View File

@@ -0,0 +1,64 @@
#pragma once
#include <XCEngine/Core/Math/Vector3.h>
#include <XCEngine/Rendering/RenderContext.h>
#include <XCEngine/Rendering/RenderSurface.h>
#include <XCEngine/RHI/RHIDescriptorPool.h>
#include <XCEngine/RHI/RHIDescriptorSet.h>
#include <XCEngine/RHI/RHIEnums.h>
#include <XCEngine/RHI/RHIPipelineLayout.h>
#include <XCEngine/RHI/RHIPipelineState.h>
namespace XCEngine {
namespace Rendering {
namespace Passes {
struct InfiniteGridPassData {
bool valid = false;
Math::Vector3 cameraPosition = Math::Vector3::Zero();
Math::Vector3 cameraForward = Math::Vector3::Forward();
Math::Vector3 cameraRight = Math::Vector3::Right();
Math::Vector3 cameraUp = Math::Vector3::Up();
float verticalFovDegrees = 60.0f;
float nearClipPlane = 0.03f;
float farClipPlane = 2000.0f;
float orbitDistance = 6.0f;
};
struct InfiniteGridParameters {
bool valid = false;
float baseScale = 1.0f;
float transitionBlend = 0.0f;
float fadeDistance = 500.0f;
};
InfiniteGridParameters BuildInfiniteGridParameters(const InfiniteGridPassData& data);
class BuiltinInfiniteGridPass {
public:
~BuiltinInfiniteGridPass() = default;
void Shutdown();
bool Render(
const RenderContext& renderContext,
const RenderSurface& surface,
const InfiniteGridPassData& data);
private:
bool EnsureInitialized(const RenderContext& renderContext);
bool CreateResources(const RenderContext& renderContext);
void DestroyResources();
RHI::RHIDevice* m_device = nullptr;
RHI::RHIType m_backendType = RHI::RHIType::D3D12;
RHI::RHIPipelineLayout* m_pipelineLayout = nullptr;
RHI::RHIPipelineState* m_pipelineState = nullptr;
RHI::RHIDescriptorPool* m_constantPool = nullptr;
RHI::RHIDescriptorSet* m_constantSet = nullptr;
};
} // namespace Passes
} // namespace Rendering
} // namespace XCEngine

View File

@@ -1,20 +1,26 @@
#include "SceneViewportInfiniteGridPass.h"
#include "SceneViewportGrid.h"
#include "SceneViewportMath.h"
#include "Rendering/Passes/BuiltinInfiniteGridPass.h"
#include <XCEngine/Core/Math/Matrix4.h>
#include <XCEngine/Core/Math/Vector4.h>
#include <XCEngine/RHI/RHICommandList.h>
#include <XCEngine/RHI/RHIDevice.h>
#include <algorithm>
#include <cmath>
#include <cstring>
namespace XCEngine {
namespace Editor {
namespace Rendering {
namespace Passes {
namespace {
const char kInfiniteGridHlsl[] = R"(
constexpr float kCameraHeightScaleFactor = 0.50f;
constexpr float kTransitionStart = 0.65f;
constexpr float kTransitionEnd = 0.95f;
constexpr float kMinimumVerticalViewComponent = 0.15f;
const char kBuiltinInfiniteGridHlsl[] = R"(
cbuffer GridConstants : register(b0) {
float4x4 gViewProjectionMatrix;
float4 gCameraPositionAndScale;
@@ -170,17 +176,104 @@ struct GridConstants {
Math::Vector4 gridTransition = Math::Vector4::Zero();
};
float SnapGridSpacing(float targetSpacing) {
const float clampedTarget = (std::max)(targetSpacing, 0.02f);
const float exponent = std::floor(std::log10(clampedTarget));
return std::pow(10.0f, exponent);
}
float ComputeTransitionBlend(float targetSpacing, float baseScale) {
const float normalizedSpacing = (std::max)(targetSpacing / (std::max)(baseScale, 1e-4f), 1.0f);
const float transitionPosition = std::log10(normalizedSpacing);
const float t =
(transitionPosition - kTransitionStart) /
(kTransitionEnd - kTransitionStart);
const float saturated = (std::clamp)(t, 0.0f, 1.0f);
return saturated * saturated * (3.0f - 2.0f * saturated);
}
float ComputeViewDistanceToGridPlane(const InfiniteGridPassData& data) {
const float cameraHeight = std::abs(data.cameraPosition.y);
const Math::Vector3 forward = data.cameraForward.Normalized();
const bool lookingTowardGrid =
(data.cameraPosition.y >= 0.0f && forward.y < 0.0f) ||
(data.cameraPosition.y < 0.0f && forward.y > 0.0f);
if (!lookingTowardGrid) {
return cameraHeight;
}
const float verticalViewComponent = (std::max)(std::abs(forward.y), kMinimumVerticalViewComponent);
return cameraHeight / verticalViewComponent;
}
Math::Matrix4x4 BuildInfiniteGridViewMatrix(const InfiniteGridPassData& data) {
const Math::Vector3 right = data.cameraRight.Normalized();
const Math::Vector3 up = data.cameraUp.Normalized();
const Math::Vector3 forward = data.cameraForward.Normalized();
Math::Matrix4x4 view = Math::Matrix4x4::Identity();
view.m[0][0] = right.x;
view.m[0][1] = right.y;
view.m[0][2] = right.z;
view.m[0][3] = -Math::Vector3::Dot(right, data.cameraPosition);
view.m[1][0] = up.x;
view.m[1][1] = up.y;
view.m[1][2] = up.z;
view.m[1][3] = -Math::Vector3::Dot(up, data.cameraPosition);
view.m[2][0] = forward.x;
view.m[2][1] = forward.y;
view.m[2][2] = forward.z;
view.m[2][3] = -Math::Vector3::Dot(forward, data.cameraPosition);
return view;
}
Math::Matrix4x4 BuildInfiniteGridProjectionMatrix(
const InfiniteGridPassData& data,
float viewportWidth,
float viewportHeight) {
const float aspect = viewportHeight > 0.0f
? viewportWidth / viewportHeight
: 1.0f;
return Math::Matrix4x4::Perspective(
data.verticalFovDegrees * Math::DEG_TO_RAD,
aspect,
data.nearClipPlane,
data.farClipPlane);
}
} // namespace
void SceneViewportInfiniteGridPass::Shutdown() {
InfiniteGridParameters BuildInfiniteGridParameters(const InfiniteGridPassData& data) {
InfiniteGridParameters parameters = {};
if (!data.valid) {
return parameters;
}
const float cameraHeight = std::abs(data.cameraPosition.y);
const float viewDistance = ComputeViewDistanceToGridPlane(data);
const float targetSpacing = (std::max)(cameraHeight * kCameraHeightScaleFactor, 0.1f);
parameters.valid = true;
parameters.baseScale = SnapGridSpacing(targetSpacing);
parameters.transitionBlend = ComputeTransitionBlend(targetSpacing, parameters.baseScale);
parameters.fadeDistance = (std::max)(
parameters.baseScale * 320.0f,
viewDistance * 80.0f);
return parameters;
}
void BuiltinInfiniteGridPass::Shutdown() {
DestroyResources();
}
bool SceneViewportInfiniteGridPass::Render(
const Rendering::RenderContext& renderContext,
const Rendering::RenderSurface& surface,
const SceneViewportOverlayData& overlay) {
if (!overlay.valid || !renderContext.IsValid() || renderContext.backendType != RHI::RHIType::D3D12) {
bool BuiltinInfiniteGridPass::Render(
const RenderContext& renderContext,
const RenderSurface& surface,
const InfiniteGridPassData& data) {
if (!data.valid || !renderContext.IsValid() || renderContext.backendType != RHI::RHIType::D3D12) {
return false;
}
@@ -193,17 +286,17 @@ bool SceneViewportInfiniteGridPass::Render(
return false;
}
const SceneGridParameters parameters = BuildSceneGridParameters(overlay);
const InfiniteGridParameters parameters = BuildInfiniteGridParameters(data);
if (!parameters.valid) {
return false;
}
const Math::Matrix4x4 viewProjection =
BuildSceneViewportProjectionMatrix(
overlay,
BuildInfiniteGridProjectionMatrix(
data,
static_cast<float>(surface.GetWidth()),
static_cast<float>(surface.GetHeight())) *
BuildSceneViewportViewMatrix(overlay);
BuildInfiniteGridViewMatrix(data);
const float aspect = surface.GetHeight() > 0
? static_cast<float>(surface.GetWidth()) / static_cast<float>(surface.GetHeight())
@@ -211,17 +304,17 @@ bool SceneViewportInfiniteGridPass::Render(
GridConstants constants = {};
constants.viewProjection = viewProjection.Transpose();
constants.cameraPositionAndScale = Math::Vector4(overlay.cameraPosition, parameters.baseScale);
constants.cameraRightAndFade = Math::Vector4(overlay.cameraRight, parameters.fadeDistance);
constants.cameraPositionAndScale = Math::Vector4(data.cameraPosition, parameters.baseScale);
constants.cameraRightAndFade = Math::Vector4(data.cameraRight, parameters.fadeDistance);
constants.cameraUpAndTanHalfFov = Math::Vector4(
overlay.cameraUp,
std::tan(overlay.verticalFovDegrees * Math::DEG_TO_RAD * 0.5f));
constants.cameraForwardAndAspect = Math::Vector4(overlay.cameraForward, aspect);
data.cameraUp,
std::tan(data.verticalFovDegrees * Math::DEG_TO_RAD * 0.5f));
constants.cameraForwardAndAspect = Math::Vector4(data.cameraForward, aspect);
constants.viewportNearFar = Math::Vector4(
static_cast<float>(surface.GetWidth()),
static_cast<float>(surface.GetHeight()),
overlay.nearClipPlane,
overlay.farClipPlane);
data.nearClipPlane,
data.farClipPlane);
constants.gridTransition = Math::Vector4(parameters.transitionBlend, 0.0f, 0.0f, 0.0f);
m_constantSet->WriteConstant(0, &constants, sizeof(constants));
@@ -256,7 +349,7 @@ bool SceneViewportInfiniteGridPass::Render(
return true;
}
bool SceneViewportInfiniteGridPass::EnsureInitialized(const Rendering::RenderContext& renderContext) {
bool BuiltinInfiniteGridPass::EnsureInitialized(const RenderContext& renderContext) {
if (m_pipelineState != nullptr &&
m_pipelineLayout != nullptr &&
m_constantPool != nullptr &&
@@ -270,7 +363,7 @@ bool SceneViewportInfiniteGridPass::EnsureInitialized(const Rendering::RenderCon
return CreateResources(renderContext);
}
bool SceneViewportInfiniteGridPass::CreateResources(const Rendering::RenderContext& renderContext) {
bool BuiltinInfiniteGridPass::CreateResources(const RenderContext& renderContext) {
if (!renderContext.IsValid() || renderContext.backendType != RHI::RHIType::D3D12) {
return false;
}
@@ -339,15 +432,15 @@ bool SceneViewportInfiniteGridPass::CreateResources(const Rendering::RenderConte
pipelineDesc.depthStencilState.depthFunc = static_cast<uint32_t>(RHI::ComparisonFunc::LessEqual);
pipelineDesc.vertexShader.source.assign(
kInfiniteGridHlsl,
kInfiniteGridHlsl + std::strlen(kInfiniteGridHlsl));
kBuiltinInfiniteGridHlsl,
kBuiltinInfiniteGridHlsl + std::strlen(kBuiltinInfiniteGridHlsl));
pipelineDesc.vertexShader.sourceLanguage = RHI::ShaderLanguage::HLSL;
pipelineDesc.vertexShader.entryPoint = L"MainVS";
pipelineDesc.vertexShader.profile = L"vs_5_0";
pipelineDesc.fragmentShader.source.assign(
kInfiniteGridHlsl,
kInfiniteGridHlsl + std::strlen(kInfiniteGridHlsl));
kBuiltinInfiniteGridHlsl,
kBuiltinInfiniteGridHlsl + std::strlen(kBuiltinInfiniteGridHlsl));
pipelineDesc.fragmentShader.sourceLanguage = RHI::ShaderLanguage::HLSL;
pipelineDesc.fragmentShader.entryPoint = L"MainPS";
pipelineDesc.fragmentShader.profile = L"ps_5_0";
@@ -361,7 +454,7 @@ bool SceneViewportInfiniteGridPass::CreateResources(const Rendering::RenderConte
return true;
}
void SceneViewportInfiniteGridPass::DestroyResources() {
void BuiltinInfiniteGridPass::DestroyResources() {
if (m_pipelineState != nullptr) {
m_pipelineState->Shutdown();
delete m_pipelineState;
@@ -390,5 +483,6 @@ void SceneViewportInfiniteGridPass::DestroyResources() {
m_backendType = RHI::RHIType::D3D12;
}
} // namespace Editor
} // namespace Passes
} // namespace Rendering
} // namespace XCEngine

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@@ -19,7 +19,6 @@ set(EDITOR_TEST_SOURCES
${CMAKE_SOURCE_DIR}/editor/src/Viewport/SceneViewportMoveGizmo.cpp
${CMAKE_SOURCE_DIR}/editor/src/Viewport/SceneViewportRotateGizmo.cpp
${CMAKE_SOURCE_DIR}/editor/src/Viewport/SceneViewportScaleGizmo.cpp
${CMAKE_SOURCE_DIR}/editor/src/Viewport/SceneViewportGrid.cpp
)
add_executable(editor_tests ${EDITOR_TEST_SOURCES})

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@@ -1,11 +1,11 @@
#include <gtest/gtest.h>
#include "Viewport/SceneViewportCameraController.h"
#include "Viewport/SceneViewportGrid.h"
#include "Viewport/SceneViewportMath.h"
#include <XCEngine/Components/GameObject.h>
#include <XCEngine/Core/Math/Vector4.h>
#include <XCEngine/Rendering/Passes/BuiltinInfiniteGridPass.h>
#include <cmath>
namespace {
@@ -47,25 +47,40 @@ bool IsPowerOfTenSpacing(float value) {
} // namespace
using XCEngine::Editor::BuildSceneGridParameters;
XCEngine::Rendering::Passes::InfiniteGridPassData ToInfiniteGridPassData(
const XCEngine::Editor::SceneViewportOverlayData& overlay) {
XCEngine::Rendering::Passes::InfiniteGridPassData data = {};
data.valid = overlay.valid;
data.cameraPosition = overlay.cameraPosition;
data.cameraForward = overlay.cameraForward;
data.cameraRight = overlay.cameraRight;
data.cameraUp = overlay.cameraUp;
data.verticalFovDegrees = overlay.verticalFovDegrees;
data.nearClipPlane = overlay.nearClipPlane;
data.farClipPlane = overlay.farClipPlane;
data.orbitDistance = overlay.orbitDistance;
return data;
}
using XCEngine::Editor::BuildSceneViewportAxisDragPlaneNormal;
using XCEngine::Editor::SceneViewportCameraController;
using XCEngine::Editor::BuildSceneViewportProjectionMatrix;
using XCEngine::Editor::BuildSceneViewportViewMatrix;
using XCEngine::Editor::ProjectSceneViewportWorldPoint;
using XCEngine::Editor::SceneGridParameters;
using XCEngine::Editor::SceneViewportOverlayData;
using XCEngine::Components::GameObject;
using XCEngine::Math::Vector3;
using XCEngine::Math::Vector4;
using XCEngine::Rendering::Passes::BuildInfiniteGridParameters;
using XCEngine::Rendering::Passes::InfiniteGridParameters;
TEST(SceneViewportOverlayRenderer_Test, BuildSceneGridParametersUsesPowerOfTenSpacingSeries) {
TEST(SceneViewportOverlayRenderer_Test, BuildInfiniteGridParametersUsesPowerOfTenSpacingSeries) {
SceneViewportOverlayData overlay = {};
overlay.valid = true;
overlay.cameraPosition = Vector3(0.0f, 6.0f, -6.0f);
overlay.cameraForward = Vector3(0.0f, -0.5f, 0.8660254f);
const SceneGridParameters parameters = BuildSceneGridParameters(overlay);
const InfiniteGridParameters parameters = BuildInfiniteGridParameters(ToInfiniteGridPassData(overlay));
EXPECT_TRUE(parameters.valid);
EXPECT_TRUE(IsPowerOfTenSpacing(parameters.baseScale));
@@ -74,7 +89,7 @@ TEST(SceneViewportOverlayRenderer_Test, BuildSceneGridParametersUsesPowerOfTenSp
EXPECT_GT(parameters.fadeDistance, parameters.baseScale);
}
TEST(SceneViewportOverlayRenderer_Test, BuildSceneGridParametersIsStableAcrossHorizontalCameraMovement) {
TEST(SceneViewportOverlayRenderer_Test, BuildInfiniteGridParametersIsStableAcrossHorizontalCameraMovement) {
SceneViewportOverlayData left = {};
left.valid = true;
left.cameraPosition = Vector3(-120.0f, 12.0f, 40.0f);
@@ -83,8 +98,8 @@ TEST(SceneViewportOverlayRenderer_Test, BuildSceneGridParametersIsStableAcrossHo
SceneViewportOverlayData right = left;
right.cameraPosition = Vector3(380.0f, 12.0f, -260.0f);
const SceneGridParameters leftParameters = BuildSceneGridParameters(left);
const SceneGridParameters rightParameters = BuildSceneGridParameters(right);
const InfiniteGridParameters leftParameters = BuildInfiniteGridParameters(ToInfiniteGridPassData(left));
const InfiniteGridParameters rightParameters = BuildInfiniteGridParameters(ToInfiniteGridPassData(right));
EXPECT_TRUE(leftParameters.valid);
EXPECT_TRUE(rightParameters.valid);
@@ -93,7 +108,7 @@ TEST(SceneViewportOverlayRenderer_Test, BuildSceneGridParametersIsStableAcrossHo
EXPECT_FLOAT_EQ(leftParameters.fadeDistance, rightParameters.fadeDistance);
}
TEST(SceneViewportOverlayRenderer_Test, BuildSceneGridParametersExpandsScaleAsCameraHeightGrows) {
TEST(SceneViewportOverlayRenderer_Test, BuildInfiniteGridParametersExpandsScaleAsCameraHeightGrows) {
SceneViewportOverlayData nearOverlay = {};
nearOverlay.valid = true;
nearOverlay.cameraPosition = Vector3(0.0f, 3.0f, -4.0f);
@@ -102,8 +117,8 @@ TEST(SceneViewportOverlayRenderer_Test, BuildSceneGridParametersExpandsScaleAsCa
SceneViewportOverlayData farOverlay = nearOverlay;
farOverlay.cameraPosition = Vector3(0.0f, 120.0f, -150.0f);
const SceneGridParameters nearParameters = BuildSceneGridParameters(nearOverlay);
const SceneGridParameters farParameters = BuildSceneGridParameters(farOverlay);
const InfiniteGridParameters nearParameters = BuildInfiniteGridParameters(ToInfiniteGridPassData(nearOverlay));
const InfiniteGridParameters farParameters = BuildInfiniteGridParameters(ToInfiniteGridPassData(farOverlay));
EXPECT_TRUE(nearParameters.valid);
EXPECT_TRUE(farParameters.valid);
@@ -111,20 +126,20 @@ TEST(SceneViewportOverlayRenderer_Test, BuildSceneGridParametersExpandsScaleAsCa
EXPECT_GE(farParameters.fadeDistance, nearParameters.fadeDistance);
}
TEST(SceneViewportOverlayRenderer_Test, BuildSceneGridParametersPromotesMajorLinesByDecimalGrouping) {
TEST(SceneViewportOverlayRenderer_Test, BuildInfiniteGridParametersPromotesMajorLinesByDecimalGrouping) {
SceneViewportOverlayData overlay = {};
overlay.valid = true;
overlay.cameraPosition = Vector3(0.0f, 14.0f, -18.0f);
overlay.cameraForward = Vector3(0.0f, -0.5f, 0.8660254f);
const SceneGridParameters parameters = BuildSceneGridParameters(overlay);
const InfiniteGridParameters parameters = BuildInfiniteGridParameters(ToInfiniteGridPassData(overlay));
EXPECT_TRUE(parameters.valid);
EXPECT_TRUE(IsPowerOfTenSpacing(parameters.baseScale));
EXPECT_TRUE(IsPowerOfTenSpacing(parameters.baseScale * 10.0f));
}
TEST(SceneViewportOverlayRenderer_Test, BuildSceneGridParametersFadesTowardNextScaleBeforeThreshold) {
TEST(SceneViewportOverlayRenderer_Test, BuildInfiniteGridParametersFadesTowardNextScaleBeforeThreshold) {
SceneViewportOverlayData earlyOverlay = {};
earlyOverlay.valid = true;
earlyOverlay.cameraPosition = Vector3(0.0f, 4.0f, -6.0f);
@@ -132,8 +147,8 @@ TEST(SceneViewportOverlayRenderer_Test, BuildSceneGridParametersFadesTowardNextS
SceneViewportOverlayData lateOverlay = earlyOverlay;
lateOverlay.cameraPosition = Vector3(0.0f, 18.0f, -6.0f);
const SceneGridParameters earlyParameters = BuildSceneGridParameters(earlyOverlay);
const SceneGridParameters lateParameters = BuildSceneGridParameters(lateOverlay);
const InfiniteGridParameters earlyParameters = BuildInfiniteGridParameters(ToInfiniteGridPassData(earlyOverlay));
const InfiniteGridParameters lateParameters = BuildInfiniteGridParameters(ToInfiniteGridPassData(lateOverlay));
EXPECT_FLOAT_EQ(earlyParameters.baseScale, 1.0f);
EXPECT_FLOAT_EQ(lateParameters.baseScale, 1.0f);
@@ -141,7 +156,7 @@ TEST(SceneViewportOverlayRenderer_Test, BuildSceneGridParametersFadesTowardNextS
EXPECT_GT(lateParameters.transitionBlend, 0.90f);
}
TEST(SceneViewportOverlayRenderer_Test, BuildSceneGridParametersSwitchesScaleAtHalfThePreviousDistanceThreshold) {
TEST(SceneViewportOverlayRenderer_Test, BuildInfiniteGridParametersSwitchesScaleAtHalfThePreviousDistanceThreshold) {
SceneViewportOverlayData nearOverlay = {};
nearOverlay.valid = true;
nearOverlay.cameraPosition = Vector3(0.0f, 19.9f, -6.0f);
@@ -149,8 +164,8 @@ TEST(SceneViewportOverlayRenderer_Test, BuildSceneGridParametersSwitchesScaleAtH
SceneViewportOverlayData farOverlay = nearOverlay;
farOverlay.cameraPosition = Vector3(0.0f, 20.0f, -6.0f);
const SceneGridParameters nearParameters = BuildSceneGridParameters(nearOverlay);
const SceneGridParameters farParameters = BuildSceneGridParameters(farOverlay);
const InfiniteGridParameters nearParameters = BuildInfiniteGridParameters(ToInfiniteGridPassData(nearOverlay));
const InfiniteGridParameters farParameters = BuildInfiniteGridParameters(ToInfiniteGridPassData(farOverlay));
EXPECT_FLOAT_EQ(nearParameters.baseScale, 1.0f);
EXPECT_FLOAT_EQ(farParameters.baseScale, 10.0f);
@@ -158,7 +173,7 @@ TEST(SceneViewportOverlayRenderer_Test, BuildSceneGridParametersSwitchesScaleAtH
EXPECT_LT(farParameters.transitionBlend, 0.05f);
}
TEST(SceneViewportOverlayRenderer_Test, BuildSceneGridParametersIgnoresStaleOrbitDistanceForSameView) {
TEST(SceneViewportOverlayRenderer_Test, BuildInfiniteGridParametersIgnoresStaleOrbitDistanceForSameView) {
SceneViewportOverlayData nearOrbit = {};
nearOrbit.valid = true;
nearOrbit.cameraPosition = Vector3(0.0f, 12.0f, -24.0f);
@@ -168,8 +183,8 @@ TEST(SceneViewportOverlayRenderer_Test, BuildSceneGridParametersIgnoresStaleOrbi
SceneViewportOverlayData farOrbit = nearOrbit;
farOrbit.orbitDistance = 200.0f;
const SceneGridParameters nearOrbitParameters = BuildSceneGridParameters(nearOrbit);
const SceneGridParameters farOrbitParameters = BuildSceneGridParameters(farOrbit);
const InfiniteGridParameters nearOrbitParameters = BuildInfiniteGridParameters(ToInfiniteGridPassData(nearOrbit));
const InfiniteGridParameters farOrbitParameters = BuildInfiniteGridParameters(ToInfiniteGridPassData(farOrbit));
EXPECT_TRUE(nearOrbitParameters.valid);
EXPECT_TRUE(farOrbitParameters.valid);