Add NanoVDB occlusion and transform integration tests

This commit is contained in:
2026-04-09 01:58:59 +08:00
parent 9841d5667d
commit 23b23a56be
10 changed files with 1077212 additions and 205 deletions

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#include <gtest/gtest.h>
#include "../VolumeIntegrationSceneFixture.h"
#include <XCEngine/Components/CameraComponent.h>
#include <XCEngine/Components/GameObject.h>
#include <XCEngine/Components/MeshFilterComponent.h>
#include <XCEngine/Components/MeshRendererComponent.h>
#include <XCEngine/Components/VolumeRendererComponent.h>
#include <XCEngine/Core/Math/Vector3.h>
#include <XCEngine/Rendering/Extraction/RenderSceneExtractor.h>
using namespace VolumeIntegrationTestUtils;
namespace {
constexpr const char* kD3D12Screenshot = "volume_occlusion_scene_d3d12.ppm";
class VolumeOcclusionSceneTest : public VolumeIntegrationSceneFixture {
protected:
const char* GetSceneName() const override { return "VolumeOcclusionScene"; }
void BuildScene() override {
mVolumeMaterial = CreateVolumetricMaterial(
"VolumeOcclusionMaterial",
"Tests/Rendering/VolumeOcclusionScene/Volume.material",
Vector4(1.0f, 1.0f, 1.0f, 1.0f),
0.24f,
0.75f,
2400.0f,
0.003f,
Vector3(0.42f, 0.86f, 0.29f),
10.0f);
ASSERT_NE(mVolumeMaterial, nullptr);
mOccluderMaterial = CreateUnlitMaterial(
"VolumeOccluderMaterial",
"Tests/Rendering/VolumeOcclusionScene/Occluder.material",
Vector4(0.92f, 0.36f, 0.18f, 1.0f));
ASSERT_NE(mOccluderMaterial, nullptr);
mVolumeField = LoadCloudVolumeField();
ASSERT_NE(mVolumeField, nullptr);
mCubeMesh = LoadBuiltinPrimitiveMesh(BuiltinPrimitiveType::Cube);
ASSERT_TRUE(mCubeMesh.IsValid());
GameObject* cameraObject = mScene->CreateGameObject("MainCamera");
auto* camera = cameraObject->AddComponent<CameraComponent>();
camera->SetPrimary(true);
camera->SetFieldOfView(45.0f);
camera->SetNearClipPlane(0.1f);
camera->SetFarClipPlane(5000.0f);
camera->SetClearColor(XCEngine::Math::Color(0.03f, 0.04f, 0.06f, 1.0f));
cameraObject->GetTransform()->SetLocalPosition(Vector3(220.0f, 300.0f, -1200.0f));
cameraObject->GetTransform()->LookAt(Vector3(220.0f, 73.0f, 0.0f));
GameObject* volumeObject = mScene->CreateGameObject("CloudVolume");
auto* volumeRenderer = volumeObject->AddComponent<VolumeRendererComponent>();
volumeRenderer->SetVolumeField(mVolumeField);
volumeRenderer->SetMaterial(mVolumeMaterial);
volumeRenderer->SetCastShadows(false);
volumeRenderer->SetReceiveShadows(false);
GameObject* occluderObject = mScene->CreateGameObject("Occluder");
occluderObject->GetTransform()->SetLocalPosition(Vector3(220.0f, 88.0f, -900.0f));
occluderObject->GetTransform()->SetLocalScale(Vector3(450.0f, 320.0f, 12.0f));
auto* meshFilter = occluderObject->AddComponent<MeshFilterComponent>();
auto* meshRenderer = occluderObject->AddComponent<MeshRendererComponent>();
meshFilter->SetMesh(mCubeMesh);
meshRenderer->SetMaterial(0, mOccluderMaterial);
meshRenderer->SetCastShadows(false);
meshRenderer->SetReceiveShadows(false);
RenderSceneExtractor extractor;
const RenderSceneData sceneData = extractor.Extract(*mScene, nullptr, kFrameWidth, kFrameHeight);
ASSERT_EQ(sceneData.visibleItems.size(), 1u);
ASSERT_EQ(sceneData.visibleVolumes.size(), 1u);
}
void ReleaseSceneResources() override {
delete mVolumeField;
mVolumeField = nullptr;
delete mVolumeMaterial;
mVolumeMaterial = nullptr;
delete mOccluderMaterial;
mOccluderMaterial = nullptr;
mCubeMesh.Reset();
}
private:
Material* mVolumeMaterial = nullptr;
Material* mOccluderMaterial = nullptr;
VolumeField* mVolumeField = nullptr;
ResourceHandle<Mesh> mCubeMesh;
};
TEST_P(VolumeOcclusionSceneTest, RenderNanoVdbVolumeOcclusionScene) {
RenderAndCompare(kD3D12Screenshot, 0.0f);
const RenderingIntegrationTestUtils::PpmImage image =
RenderingIntegrationTestUtils::LoadPpmImage(kD3D12Screenshot);
RenderingIntegrationTestUtils::ExpectPixelLuminanceAtMost(
image,
640u,
360u,
520,
"occluder center should stay opaque");
RenderingIntegrationTestUtils::ExpectPixelLuminanceAtLeast(
image,
1060u,
360u,
150,
"cloud edge should remain visible");
}
} // namespace
INSTANTIATE_TEST_SUITE_P(D3D12, VolumeOcclusionSceneTest, ::testing::Values(XCEngine::RHI::RHIType::D3D12));
GTEST_API_ int main(int argc, char** argv) {
return RunRenderingIntegrationTestMain(argc, argv);
}