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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@@ -22,3 +22,5 @@ add_subdirectory(camera_post_process_scene camera_post_process_scene_builtin)
add_subdirectory(final_color_scene)
add_subdirectory(alpha_cutout_scene)
add_subdirectory(volume_scene)
add_subdirectory(volume_occlusion_scene)
add_subdirectory(volume_transform_scene)

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@@ -0,0 +1,284 @@
#pragma once
#include "RenderingIntegrationImageAssert.h"
#include "RenderingIntegrationMain.h"
#include <XCEngine/Components/CameraComponent.h>
#include <XCEngine/Components/GameObject.h>
#include <XCEngine/Core/Asset/IResource.h>
#include <XCEngine/Core/Math/Color.h>
#include <XCEngine/Core/Math/Vector3.h>
#include <XCEngine/Core/Math/Vector4.h>
#include <XCEngine/Rendering/Execution/SceneRenderer.h>
#include <XCEngine/Rendering/RenderContext.h>
#include <XCEngine/Rendering/RenderSurface.h>
#include <XCEngine/Resources/BuiltinResources.h>
#include <XCEngine/Resources/Material/Material.h>
#include <XCEngine/Resources/Mesh/Mesh.h>
#include <XCEngine/Resources/Shader/Shader.h>
#include <XCEngine/Resources/Texture/Texture.h>
#include <XCEngine/Resources/Volume/VolumeField.h>
#include <XCEngine/Resources/Volume/VolumeFieldLoader.h>
#include <XCEngine/RHI/RHITexture.h>
#include <XCEngine/Scene/Scene.h>
#include "../../RHI/integration/fixtures/RHIIntegrationFixture.h"
#include <filesystem>
#include <memory>
#include <vector>
namespace VolumeIntegrationTestUtils {
using namespace XCEngine::Components;
using namespace XCEngine::Math;
using namespace XCEngine::Rendering;
using namespace XCEngine::Resources;
using namespace XCEngine::RHI;
using namespace XCEngine::RHI::Integration;
constexpr uint32_t kFrameWidth = 1280;
constexpr uint32_t kFrameHeight = 720;
constexpr const char* kCloudVolumeRelativePath = "Res/Volumes/cloud.nvdb";
inline Material* CreateVolumetricMaterial(
const char* name,
const char* path,
const Vector4& tint = Vector4(1.0f, 1.0f, 1.0f, 1.0f),
float densityScale = 0.2f,
float stepSize = 1.0f,
float maxSteps = 2000.0f,
float ambientStrength = 0.005f,
const Vector3& lightDirection = Vector3(0.5f, 0.8f, 0.3f),
float lightSamples = 8.0f) {
auto* material = new Material();
IResource::ConstructParams params = {};
params.name = name;
params.path = path;
params.guid = ResourceGUID::Generate(path);
material->Initialize(params);
material->SetShader(ResourceManager::Get().Load<Shader>(GetBuiltinVolumetricShaderPath()));
material->SetRenderQueue(MaterialRenderQueue::Transparent);
material->SetFloat4("_Tint", tint);
material->SetFloat("_DensityScale", densityScale);
material->SetFloat("_StepSize", stepSize);
material->SetFloat("_MaxSteps", maxSteps);
material->SetFloat("_AmbientStrength", ambientStrength);
material->SetFloat4("_LightDirection", Vector4(lightDirection, 0.0f));
material->SetFloat("_LightSamples", lightSamples);
return material;
}
inline Material* CreateUnlitMaterial(
const char* name,
const char* path,
const Vector4& baseColor) {
static Texture* whiteTexture = []() -> Texture* {
auto* texture = new Texture();
IResource::ConstructParams params = {};
params.name = "IntegrationWhiteTexture";
params.path = "Tests/Rendering/Integration/white.texture";
params.guid = ResourceGUID::Generate(params.path);
texture->Initialize(params);
const unsigned char pixel[4] = { 255, 255, 255, 255 };
const bool created = texture->Create(
1u,
1u,
1u,
1u,
XCEngine::Resources::TextureType::Texture2D,
XCEngine::Resources::TextureFormat::RGBA8_UNORM,
pixel,
sizeof(pixel),
1u);
EXPECT_TRUE(created);
return texture;
}();
auto* material = new Material();
IResource::ConstructParams params = {};
params.name = name;
params.path = path;
params.guid = ResourceGUID::Generate(path);
material->Initialize(params);
material->SetShader(ResourceManager::Get().Load<Shader>(GetBuiltinUnlitShaderPath()));
material->SetRenderQueue(MaterialRenderQueue::Geometry);
material->SetFloat4("_BaseColor", baseColor);
material->SetTexture("_MainTex", ResourceHandle<Texture>(whiteTexture));
return material;
}
inline VolumeField* LoadCloudVolumeField(const char* relativePath = kCloudVolumeRelativePath) {
const std::filesystem::path volumePath =
RenderingIntegrationTestUtils::ResolveRuntimePath(relativePath);
EXPECT_TRUE(std::filesystem::exists(volumePath)) << volumePath.string();
if (!std::filesystem::exists(volumePath)) {
return nullptr;
}
VolumeFieldLoader loader;
LoadResult result = loader.Load(volumePath.string().c_str());
EXPECT_TRUE(result);
EXPECT_NE(result.resource, nullptr);
return result ? static_cast<VolumeField*>(result.resource) : nullptr;
}
inline ResourceHandle<Mesh> LoadBuiltinPrimitiveMesh(BuiltinPrimitiveType primitiveType) {
return ResourceManager::Get().Load<Mesh>(GetBuiltinPrimitiveMeshPath(primitiveType));
}
class VolumeIntegrationSceneFixture : public RHIIntegrationFixture {
protected:
virtual const char* GetSceneName() const = 0;
virtual void BuildScene() = 0;
virtual void ReleaseSceneResources() {}
void SetUp() override {
RHIIntegrationFixture::SetUp();
mSceneRenderer = std::make_unique<SceneRenderer>();
mScene = std::make_unique<Scene>(GetSceneName());
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 TearDown() override {
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();
ReleaseSceneResources();
RHIIntegrationFixture::TearDown();
}
void RenderFrame() override {
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);
}
void RenderAndCompare(const char* screenshotFilename, float comparisonThreshold = 0.0f) {
RHICommandQueue* commandQueue = GetCommandQueue();
RHISwapChain* swapChain = GetSwapChain();
ASSERT_NE(swapChain, nullptr);
constexpr int kTargetFrameCount = 30;
for (int frameCount = 0; frameCount <= kTargetFrameCount; ++frameCount) {
if (frameCount > 0) {
commandQueue->WaitForPreviousFrame();
}
BeginRender();
RenderFrame();
if (frameCount >= kTargetFrameCount) {
commandQueue->WaitForIdle();
ASSERT_TRUE(TakeScreenshot(screenshotFilename));
ASSERT_TRUE(CompareWithGoldenTemplate(
screenshotFilename,
"GT.ppm",
comparisonThreshold));
break;
}
swapChain->Present(0, 0);
}
}
RHIResourceView* 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];
}
std::unique_ptr<Scene> mScene;
std::unique_ptr<SceneRenderer> mSceneRenderer;
private:
std::vector<RHIResourceView*> mBackBufferViews;
RHITexture* mDepthTexture = nullptr;
RHIResourceView* mDepthView = nullptr;
};
} // namespace VolumeIntegrationTestUtils

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@@ -0,0 +1,68 @@
cmake_minimum_required(VERSION 3.15)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR})
project(rendering_integration_volume_occlusion_scene)
set(ENGINE_ROOT_DIR ${CMAKE_SOURCE_DIR}/engine)
set(PACKAGE_DIR ${CMAKE_SOURCE_DIR}/mvs/OpenGL/package)
get_filename_component(PROJECT_ROOT_DIR ${CMAKE_CURRENT_SOURCE_DIR}/../../../.. ABSOLUTE)
find_package(Vulkan QUIET)
add_executable(rendering_integration_volume_occlusion_scene
main.cpp
${CMAKE_SOURCE_DIR}/tests/RHI/integration/fixtures/RHIIntegrationFixture.cpp
${PACKAGE_DIR}/src/glad.c
)
target_include_directories(rendering_integration_volume_occlusion_scene PRIVATE
${CMAKE_CURRENT_SOURCE_DIR}
${CMAKE_SOURCE_DIR}/tests/RHI/integration/fixtures
${ENGINE_ROOT_DIR}/include
${PACKAGE_DIR}/include
${PROJECT_ROOT_DIR}/engine/src
)
target_link_libraries(rendering_integration_volume_occlusion_scene PRIVATE
d3d12
dxgi
d3dcompiler
winmm
opengl32
XCEngine
GTest::gtest
)
if(TARGET Vulkan::Vulkan)
target_link_libraries(rendering_integration_volume_occlusion_scene PRIVATE Vulkan::Vulkan)
target_compile_definitions(rendering_integration_volume_occlusion_scene PRIVATE XCENGINE_SUPPORT_VULKAN)
endif()
target_compile_definitions(rendering_integration_volume_occlusion_scene PRIVATE
UNICODE
_UNICODE
XCENGINE_SUPPORT_OPENGL
XCENGINE_SUPPORT_D3D12
)
add_custom_command(TARGET rendering_integration_volume_occlusion_scene POST_BUILD
COMMAND ${CMAKE_COMMAND} -E make_directory
$<TARGET_FILE_DIR:rendering_integration_volume_occlusion_scene>/Res/Volumes
COMMAND ${CMAKE_COMMAND} -E copy_if_different
${CMAKE_SOURCE_DIR}/tests/RHI/integration/compare_ppm.py
$<TARGET_FILE_DIR:rendering_integration_volume_occlusion_scene>/
COMMAND ${CMAKE_COMMAND} -E copy_if_different
${CMAKE_CURRENT_SOURCE_DIR}/GT.ppm
$<TARGET_FILE_DIR:rendering_integration_volume_occlusion_scene>/GT.ppm
COMMAND ${CMAKE_COMMAND} -E copy_if_different
${CMAKE_SOURCE_DIR}/mvs/VolumeRenderer/Res/NanoVDB/cloud.nvdb
$<TARGET_FILE_DIR:rendering_integration_volume_occlusion_scene>/Res/Volumes/cloud.nvdb
COMMAND ${CMAKE_COMMAND} -E copy_if_different
${ENGINE_ROOT_DIR}/third_party/renderdoc/renderdoc.dll
$<TARGET_FILE_DIR:rendering_integration_volume_occlusion_scene>/
)
include(GoogleTest)
gtest_discover_tests(rendering_integration_volume_occlusion_scene)

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@@ -0,0 +1,123 @@
#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);
}

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@@ -1,110 +1,39 @@
#include <gtest/gtest.h>
#include "../RenderingIntegrationImageAssert.h"
#include "../RenderingIntegrationMain.h"
#include "../VolumeIntegrationSceneFixture.h"
#include <XCEngine/Components/CameraComponent.h>
#include <XCEngine/Components/GameObject.h>
#include <XCEngine/Components/VolumeRendererComponent.h>
#include <XCEngine/Core/Asset/IResource.h>
#include <XCEngine/Core/Math/Color.h>
#include <XCEngine/Core/Math/Vector2.h>
#include <XCEngine/Core/Math/Vector3.h>
#include <XCEngine/Rendering/RenderContext.h>
#include <XCEngine/Rendering/RenderSurface.h>
#include <XCEngine/Rendering/Execution/SceneRenderer.h>
#include <XCEngine/Rendering/Extraction/RenderSceneExtractor.h>
#include <XCEngine/Resources/BuiltinResources.h>
#include <XCEngine/Resources/Material/Material.h>
#include <XCEngine/Resources/Shader/Shader.h>
#include <XCEngine/Resources/Volume/VolumeField.h>
#include <XCEngine/Resources/Volume/VolumeFieldLoader.h>
#include <XCEngine/RHI/RHITexture.h>
#include <XCEngine/Scene/Scene.h>
#include "../../../RHI/integration/fixtures/RHIIntegrationFixture.h"
#include <filesystem>
#include <memory>
#include <vector>
using namespace XCEngine::Components;
using namespace XCEngine::Math;
using namespace XCEngine::Rendering;
using namespace XCEngine::Resources;
using namespace XCEngine::RHI;
using namespace XCEngine::RHI::Integration;
using namespace VolumeIntegrationTestUtils;
namespace {
constexpr const char* kD3D12Screenshot = "volume_scene_d3d12.ppm";
constexpr uint32_t kFrameWidth = 1280;
constexpr uint32_t kFrameHeight = 720;
constexpr const char* kVolumeFixtureRelativePath = "Res/Volumes/cloud.nvdb";
Material* CreateVolumetricMaterial() {
auto* material = new Material();
IResource::ConstructParams params = {};
params.name = "VolumeMaterial";
params.path = "Tests/Rendering/VolumeScene/Volume.material";
params.guid = ResourceGUID::Generate(params.path);
material->Initialize(params);
material->SetShader(ResourceManager::Get().Load<Shader>(GetBuiltinVolumetricShaderPath()));
material->SetRenderQueue(MaterialRenderQueue::Transparent);
material->SetFloat4("_Tint", Vector4(1.0f, 1.0f, 1.0f, 1.0f));
material->SetFloat("_DensityScale", 0.2f);
material->SetFloat("_StepSize", 1.0f);
material->SetFloat("_MaxSteps", 2000.0f);
material->SetFloat("_AmbientStrength", 0.005f);
material->SetFloat4("_LightDirection", Vector4(0.5f, 0.8f, 0.3f, 0.0f));
material->SetFloat("_LightSamples", 8.0f);
return material;
}
const char* GetScreenshotFilename(RHIType backendType) {
switch (backendType) {
case RHIType::D3D12:
default:
return kD3D12Screenshot;
}
}
class VolumeSceneTest : public RHIIntegrationFixture {
class VolumeSceneTest : public VolumeIntegrationSceneFixture {
protected:
void SetUp() override;
void TearDown() override;
void RenderFrame() override;
const char* GetSceneName() const override { return "VolumeScene"; }
void BuildScene() override;
void ReleaseSceneResources() override;
private:
RHIResourceView* GetCurrentBackBufferView();
std::unique_ptr<Scene> mScene;
std::unique_ptr<SceneRenderer> mSceneRenderer;
std::vector<RHIResourceView*> mBackBufferViews;
RHITexture* mDepthTexture = nullptr;
RHIResourceView* mDepthView = nullptr;
Material* mVolumeMaterial = nullptr;
VolumeField* mVolumeField = nullptr;
};
void VolumeSceneTest::SetUp() {
RHIIntegrationFixture::SetUp();
mSceneRenderer = std::make_unique<SceneRenderer>();
mScene = std::make_unique<Scene>("VolumeScene");
mVolumeMaterial = CreateVolumetricMaterial();
void VolumeSceneTest::BuildScene() {
mVolumeMaterial = CreateVolumetricMaterial(
"VolumeMaterial",
"Tests/Rendering/VolumeScene/Volume.material");
ASSERT_NE(mVolumeMaterial, nullptr);
const std::filesystem::path fixturePath =
RenderingIntegrationTestUtils::ResolveRuntimePath(kVolumeFixtureRelativePath);
ASSERT_TRUE(std::filesystem::exists(fixturePath)) << fixturePath.string();
VolumeFieldLoader volumeFieldLoader;
LoadResult volumeResult = volumeFieldLoader.Load(fixturePath.string().c_str());
ASSERT_TRUE(volumeResult);
ASSERT_NE(volumeResult.resource, nullptr);
mVolumeField = static_cast<VolumeField*>(volumeResult.resource);
mVolumeField = LoadCloudVolumeField();
ASSERT_NE(mVolumeField, nullptr);
GameObject* cameraObject = mScene->CreateGameObject("MainCamera");
auto* camera = cameraObject->AddComponent<CameraComponent>();
@@ -123,141 +52,21 @@ void VolumeSceneTest::SetUp() {
volumeRenderer->SetCastShadows(false);
volumeRenderer->SetReceiveShadows(false);
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);
RenderSceneExtractor extractor;
const RenderSceneData sceneData = extractor.Extract(*mScene, nullptr, kFrameWidth, kFrameHeight);
ASSERT_EQ(sceneData.visibleItems.size(), 0u);
ASSERT_EQ(sceneData.visibleVolumes.size(), 1u);
}
void VolumeSceneTest::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();
void VolumeSceneTest::ReleaseSceneResources() {
delete mVolumeField;
mVolumeField = nullptr;
delete mVolumeMaterial;
mVolumeMaterial = nullptr;
RHIIntegrationFixture::TearDown();
}
RHIResourceView* VolumeSceneTest::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 VolumeSceneTest::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(VolumeSceneTest, RenderNanoVdbVolumeScene) {
RHICommandQueue* commandQueue = GetCommandQueue();
RHISwapChain* swapChain = GetSwapChain();
ASSERT_NE(swapChain, nullptr);
const int targetFrameCount = 30;
const char* screenshotFilename = GetScreenshotFilename(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", 0.0f));
break;
}
swapChain->Present(0, 0);
}
RenderAndCompare(kD3D12Screenshot, 0.0f);
}
} // namespace

View File

@@ -0,0 +1,68 @@
cmake_minimum_required(VERSION 3.15)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR})
project(rendering_integration_volume_transform_scene)
set(ENGINE_ROOT_DIR ${CMAKE_SOURCE_DIR}/engine)
set(PACKAGE_DIR ${CMAKE_SOURCE_DIR}/mvs/OpenGL/package)
get_filename_component(PROJECT_ROOT_DIR ${CMAKE_CURRENT_SOURCE_DIR}/../../../.. ABSOLUTE)
find_package(Vulkan QUIET)
add_executable(rendering_integration_volume_transform_scene
main.cpp
${CMAKE_SOURCE_DIR}/tests/RHI/integration/fixtures/RHIIntegrationFixture.cpp
${PACKAGE_DIR}/src/glad.c
)
target_include_directories(rendering_integration_volume_transform_scene PRIVATE
${CMAKE_CURRENT_SOURCE_DIR}
${CMAKE_SOURCE_DIR}/tests/RHI/integration/fixtures
${ENGINE_ROOT_DIR}/include
${PACKAGE_DIR}/include
${PROJECT_ROOT_DIR}/engine/src
)
target_link_libraries(rendering_integration_volume_transform_scene PRIVATE
d3d12
dxgi
d3dcompiler
winmm
opengl32
XCEngine
GTest::gtest
)
if(TARGET Vulkan::Vulkan)
target_link_libraries(rendering_integration_volume_transform_scene PRIVATE Vulkan::Vulkan)
target_compile_definitions(rendering_integration_volume_transform_scene PRIVATE XCENGINE_SUPPORT_VULKAN)
endif()
target_compile_definitions(rendering_integration_volume_transform_scene PRIVATE
UNICODE
_UNICODE
XCENGINE_SUPPORT_OPENGL
XCENGINE_SUPPORT_D3D12
)
add_custom_command(TARGET rendering_integration_volume_transform_scene POST_BUILD
COMMAND ${CMAKE_COMMAND} -E make_directory
$<TARGET_FILE_DIR:rendering_integration_volume_transform_scene>/Res/Volumes
COMMAND ${CMAKE_COMMAND} -E copy_if_different
${CMAKE_SOURCE_DIR}/tests/RHI/integration/compare_ppm.py
$<TARGET_FILE_DIR:rendering_integration_volume_transform_scene>/
COMMAND ${CMAKE_COMMAND} -E copy_if_different
${CMAKE_CURRENT_SOURCE_DIR}/GT.ppm
$<TARGET_FILE_DIR:rendering_integration_volume_transform_scene>/GT.ppm
COMMAND ${CMAKE_COMMAND} -E copy_if_different
${CMAKE_SOURCE_DIR}/mvs/VolumeRenderer/Res/NanoVDB/cloud.nvdb
$<TARGET_FILE_DIR:rendering_integration_volume_transform_scene>/Res/Volumes/cloud.nvdb
COMMAND ${CMAKE_COMMAND} -E copy_if_different
${ENGINE_ROOT_DIR}/third_party/renderdoc/renderdoc.dll
$<TARGET_FILE_DIR:rendering_integration_volume_transform_scene>/
)
include(GoogleTest)
gtest_discover_tests(rendering_integration_volume_transform_scene)

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,143 @@
#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/Math.h>
#include <XCEngine/Core/Math/Quaternion.h>
#include <XCEngine/Core/Math/Vector3.h>
#include <XCEngine/Rendering/Extraction/RenderSceneExtractor.h>
using namespace VolumeIntegrationTestUtils;
namespace {
constexpr const char* kD3D12Screenshot = "volume_transform_scene_d3d12.ppm";
class VolumeTransformSceneTest : public VolumeIntegrationSceneFixture {
protected:
const char* GetSceneName() const override { return "VolumeTransformScene"; }
void BuildScene() override {
mVolumeMaterial = CreateVolumetricMaterial(
"VolumeTransformMaterial",
"Tests/Rendering/VolumeTransformScene/Volume.material",
Vector4(0.98f, 0.99f, 1.0f, 1.0f),
0.22f,
0.75f,
2400.0f,
0.003f,
Vector3(-0.28f, 0.91f, 0.31f),
10.0f);
ASSERT_NE(mVolumeMaterial, nullptr);
mBackplateMaterial = CreateUnlitMaterial(
"VolumeTransformBackplateMaterial",
"Tests/Rendering/VolumeTransformScene/Backplate.material",
Vector4(0.16f, 0.20f, 0.24f, 1.0f));
ASSERT_NE(mBackplateMaterial, nullptr);
mOriginMarkerMaterial = CreateUnlitMaterial(
"VolumeTransformOriginMarkerMaterial",
"Tests/Rendering/VolumeTransformScene/OriginMarker.material",
Vector4(0.90f, 0.10f, 0.70f, 1.0f));
ASSERT_NE(mOriginMarkerMaterial, 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(-120.0f, 320.0f, -1280.0f));
cameraObject->GetTransform()->LookAt(Vector3(140.0f, 125.0f, 120.0f));
GameObject* volumeObject = mScene->CreateGameObject("CloudVolume");
volumeObject->GetTransform()->SetLocalPosition(Vector3(220.0f, 60.0f, 160.0f));
volumeObject->GetTransform()->SetLocalRotation(Quaternion::FromEulerAngles(
Vector3(-12.0f, 37.0f, 19.0f) * XCEngine::Math::DEG_TO_RAD));
volumeObject->GetTransform()->SetLocalScale(Vector3(0.82f, 0.82f, 0.82f));
auto* volumeRenderer = volumeObject->AddComponent<VolumeRendererComponent>();
volumeRenderer->SetVolumeField(mVolumeField);
volumeRenderer->SetMaterial(mVolumeMaterial);
volumeRenderer->SetCastShadows(false);
volumeRenderer->SetReceiveShadows(false);
GameObject* backplateObject = mScene->CreateGameObject("Backplate");
backplateObject->GetTransform()->SetLocalPosition(Vector3(230.0f, 115.0f, 650.0f));
backplateObject->GetTransform()->SetLocalScale(Vector3(900.0f, 700.0f, 10.0f));
auto* backplateMeshFilter = backplateObject->AddComponent<MeshFilterComponent>();
auto* backplateMeshRenderer = backplateObject->AddComponent<MeshRendererComponent>();
backplateMeshFilter->SetMesh(mCubeMesh);
backplateMeshRenderer->SetMaterial(0, mBackplateMaterial);
backplateMeshRenderer->SetCastShadows(false);
backplateMeshRenderer->SetReceiveShadows(false);
GameObject* originMarkerObject = mScene->CreateGameObject("OriginMarker");
originMarkerObject->GetTransform()->SetLocalPosition(Vector3(-10.0f, 73.0f, 0.0f));
originMarkerObject->GetTransform()->SetLocalScale(Vector3(40.0f, 40.0f, 40.0f));
auto* originMarkerMeshFilter = originMarkerObject->AddComponent<MeshFilterComponent>();
auto* originMarkerMeshRenderer = originMarkerObject->AddComponent<MeshRendererComponent>();
originMarkerMeshFilter->SetMesh(mCubeMesh);
originMarkerMeshRenderer->SetMaterial(0, mOriginMarkerMaterial);
originMarkerMeshRenderer->SetCastShadows(false);
originMarkerMeshRenderer->SetReceiveShadows(false);
RenderSceneExtractor extractor;
const RenderSceneData sceneData = extractor.Extract(*mScene, nullptr, kFrameWidth, kFrameHeight);
ASSERT_EQ(sceneData.visibleItems.size(), 2u);
ASSERT_EQ(sceneData.visibleVolumes.size(), 1u);
EXPECT_EQ(sceneData.visibleVolumes[0].localToWorld.GetTranslation(), Vector3(220.0f, 60.0f, 160.0f));
}
void ReleaseSceneResources() override {
delete mVolumeField;
mVolumeField = nullptr;
delete mVolumeMaterial;
mVolumeMaterial = nullptr;
delete mBackplateMaterial;
mBackplateMaterial = nullptr;
delete mOriginMarkerMaterial;
mOriginMarkerMaterial = nullptr;
mCubeMesh.Reset();
}
private:
Material* mVolumeMaterial = nullptr;
Material* mBackplateMaterial = nullptr;
Material* mOriginMarkerMaterial = nullptr;
VolumeField* mVolumeField = nullptr;
ResourceHandle<Mesh> mCubeMesh;
};
TEST_P(VolumeTransformSceneTest, RenderNanoVdbVolumeTransformScene) {
RenderAndCompare(kD3D12Screenshot, 0.0f);
const RenderingIntegrationTestUtils::PpmImage image =
RenderingIntegrationTestUtils::LoadPpmImage(kD3D12Screenshot);
RenderingIntegrationTestUtils::ExpectPixelLuminanceAtLeast(
image,
840u,
320u,
120,
"transformed volume should stay visible over the backplate");
}
} // namespace
INSTANTIATE_TEST_SUITE_P(D3D12, VolumeTransformSceneTest, ::testing::Values(XCEngine::RHI::RHIType::D3D12));
GTEST_API_ int main(int argc, char** argv) {
return RunRenderingIntegrationTestMain(argc, argv);
}

View File

@@ -46,9 +46,22 @@ endif()
if(EXISTS "${CMAKE_CURRENT_SOURCE_DIR}/tree_view_basic/CMakeLists.txt")
add_subdirectory(tree_view_basic)
endif()
if(EXISTS "${CMAKE_CURRENT_SOURCE_DIR}/tree_view_multiselect/CMakeLists.txt")
add_subdirectory(tree_view_multiselect)
endif()
if(EXISTS "${CMAKE_CURRENT_SOURCE_DIR}/tree_view_inline_rename/CMakeLists.txt"
AND EXISTS "${CMAKE_CURRENT_SOURCE_DIR}/tree_view_inline_rename/main.cpp")
add_subdirectory(tree_view_inline_rename)
endif()
if(EXISTS "${CMAKE_CURRENT_SOURCE_DIR}/list_view_basic/CMakeLists.txt")
add_subdirectory(list_view_basic)
endif()
if(EXISTS "${CMAKE_CURRENT_SOURCE_DIR}/list_view_multiselect/CMakeLists.txt")
add_subdirectory(list_view_multiselect)
endif()
if(EXISTS "${CMAKE_CURRENT_SOURCE_DIR}/list_view_inline_rename/CMakeLists.txt")
add_subdirectory(list_view_inline_rename)
endif()
if(EXISTS "${CMAKE_CURRENT_SOURCE_DIR}/scroll_view_basic/CMakeLists.txt")
add_subdirectory(scroll_view_basic)
endif()