Add NanoVDB occlusion and transform integration tests
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123
tests/Rendering/integration/volume_occlusion_scene/main.cpp
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123
tests/Rendering/integration/volume_occlusion_scene/main.cpp
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#include <gtest/gtest.h>
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#include "../VolumeIntegrationSceneFixture.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/MeshFilterComponent.h>
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#include <XCEngine/Components/MeshRendererComponent.h>
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#include <XCEngine/Components/VolumeRendererComponent.h>
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#include <XCEngine/Core/Math/Vector3.h>
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#include <XCEngine/Rendering/Extraction/RenderSceneExtractor.h>
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using namespace VolumeIntegrationTestUtils;
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namespace {
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constexpr const char* kD3D12Screenshot = "volume_occlusion_scene_d3d12.ppm";
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class VolumeOcclusionSceneTest : public VolumeIntegrationSceneFixture {
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protected:
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const char* GetSceneName() const override { return "VolumeOcclusionScene"; }
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void BuildScene() override {
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mVolumeMaterial = CreateVolumetricMaterial(
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"VolumeOcclusionMaterial",
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"Tests/Rendering/VolumeOcclusionScene/Volume.material",
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Vector4(1.0f, 1.0f, 1.0f, 1.0f),
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0.24f,
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0.75f,
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2400.0f,
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0.003f,
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Vector3(0.42f, 0.86f, 0.29f),
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10.0f);
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ASSERT_NE(mVolumeMaterial, nullptr);
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mOccluderMaterial = CreateUnlitMaterial(
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"VolumeOccluderMaterial",
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"Tests/Rendering/VolumeOcclusionScene/Occluder.material",
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Vector4(0.92f, 0.36f, 0.18f, 1.0f));
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ASSERT_NE(mOccluderMaterial, nullptr);
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mVolumeField = LoadCloudVolumeField();
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ASSERT_NE(mVolumeField, nullptr);
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mCubeMesh = LoadBuiltinPrimitiveMesh(BuiltinPrimitiveType::Cube);
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ASSERT_TRUE(mCubeMesh.IsValid());
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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(45.0f);
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camera->SetNearClipPlane(0.1f);
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camera->SetFarClipPlane(5000.0f);
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camera->SetClearColor(XCEngine::Math::Color(0.03f, 0.04f, 0.06f, 1.0f));
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cameraObject->GetTransform()->SetLocalPosition(Vector3(220.0f, 300.0f, -1200.0f));
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cameraObject->GetTransform()->LookAt(Vector3(220.0f, 73.0f, 0.0f));
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GameObject* volumeObject = mScene->CreateGameObject("CloudVolume");
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auto* volumeRenderer = volumeObject->AddComponent<VolumeRendererComponent>();
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volumeRenderer->SetVolumeField(mVolumeField);
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volumeRenderer->SetMaterial(mVolumeMaterial);
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volumeRenderer->SetCastShadows(false);
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volumeRenderer->SetReceiveShadows(false);
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GameObject* occluderObject = mScene->CreateGameObject("Occluder");
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occluderObject->GetTransform()->SetLocalPosition(Vector3(220.0f, 88.0f, -900.0f));
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occluderObject->GetTransform()->SetLocalScale(Vector3(450.0f, 320.0f, 12.0f));
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auto* meshFilter = occluderObject->AddComponent<MeshFilterComponent>();
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auto* meshRenderer = occluderObject->AddComponent<MeshRendererComponent>();
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meshFilter->SetMesh(mCubeMesh);
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meshRenderer->SetMaterial(0, mOccluderMaterial);
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meshRenderer->SetCastShadows(false);
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meshRenderer->SetReceiveShadows(false);
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RenderSceneExtractor extractor;
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const RenderSceneData sceneData = extractor.Extract(*mScene, nullptr, kFrameWidth, kFrameHeight);
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ASSERT_EQ(sceneData.visibleItems.size(), 1u);
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ASSERT_EQ(sceneData.visibleVolumes.size(), 1u);
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}
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void ReleaseSceneResources() override {
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delete mVolumeField;
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mVolumeField = nullptr;
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delete mVolumeMaterial;
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mVolumeMaterial = nullptr;
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delete mOccluderMaterial;
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mOccluderMaterial = nullptr;
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mCubeMesh.Reset();
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}
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private:
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Material* mVolumeMaterial = nullptr;
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Material* mOccluderMaterial = nullptr;
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VolumeField* mVolumeField = nullptr;
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ResourceHandle<Mesh> mCubeMesh;
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};
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TEST_P(VolumeOcclusionSceneTest, RenderNanoVdbVolumeOcclusionScene) {
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RenderAndCompare(kD3D12Screenshot, 0.0f);
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const RenderingIntegrationTestUtils::PpmImage image =
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RenderingIntegrationTestUtils::LoadPpmImage(kD3D12Screenshot);
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RenderingIntegrationTestUtils::ExpectPixelLuminanceAtMost(
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image,
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640u,
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360u,
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520,
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"occluder center should stay opaque");
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RenderingIntegrationTestUtils::ExpectPixelLuminanceAtLeast(
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image,
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1060u,
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360u,
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150,
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"cloud edge should remain visible");
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}
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} // namespace
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INSTANTIATE_TEST_SUITE_P(D3D12, VolumeOcclusionSceneTest, ::testing::Values(XCEngine::RHI::RHIType::D3D12));
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GTEST_API_ int main(int argc, char** argv) {
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return RunRenderingIntegrationTestMain(argc, argv);
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}
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