Add spot light rendering integration scene
This commit is contained in:
@@ -7,6 +7,7 @@ add_subdirectory(unlit_scene)
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add_subdirectory(object_id_scene)
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add_subdirectory(object_id_scene)
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add_subdirectory(directional_shadow_scene)
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add_subdirectory(directional_shadow_scene)
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add_subdirectory(multi_light_scene)
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add_subdirectory(multi_light_scene)
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add_subdirectory(spot_light_scene)
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add_subdirectory(backpack_scene)
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add_subdirectory(backpack_scene)
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add_subdirectory(backpack_lit_scene)
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add_subdirectory(backpack_lit_scene)
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add_subdirectory(camera_stack_scene)
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add_subdirectory(camera_stack_scene)
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63
tests/Rendering/integration/spot_light_scene/CMakeLists.txt
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63
tests/Rendering/integration/spot_light_scene/CMakeLists.txt
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@@ -0,0 +1,63 @@
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cmake_minimum_required(VERSION 3.15)
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set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR})
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project(rendering_integration_spot_light_scene)
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set(ENGINE_ROOT_DIR ${CMAKE_SOURCE_DIR}/engine)
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set(PACKAGE_DIR ${CMAKE_SOURCE_DIR}/mvs/OpenGL/package)
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get_filename_component(PROJECT_ROOT_DIR ${CMAKE_CURRENT_SOURCE_DIR}/../../../.. ABSOLUTE)
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find_package(Vulkan QUIET)
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add_executable(rendering_integration_spot_light_scene
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main.cpp
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${CMAKE_SOURCE_DIR}/tests/RHI/integration/fixtures/RHIIntegrationFixture.cpp
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${PACKAGE_DIR}/src/glad.c
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)
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target_include_directories(rendering_integration_spot_light_scene PRIVATE
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${CMAKE_CURRENT_SOURCE_DIR}
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${CMAKE_SOURCE_DIR}/tests/RHI/integration/fixtures
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${ENGINE_ROOT_DIR}/include
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${PACKAGE_DIR}/include
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${PROJECT_ROOT_DIR}/engine/src
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)
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target_link_libraries(rendering_integration_spot_light_scene PRIVATE
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d3d12
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dxgi
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d3dcompiler
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winmm
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opengl32
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XCEngine
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GTest::gtest
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)
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if(TARGET Vulkan::Vulkan)
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target_link_libraries(rendering_integration_spot_light_scene PRIVATE Vulkan::Vulkan)
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target_compile_definitions(rendering_integration_spot_light_scene PRIVATE XCENGINE_SUPPORT_VULKAN)
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endif()
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target_compile_definitions(rendering_integration_spot_light_scene PRIVATE
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UNICODE
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_UNICODE
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XCENGINE_SUPPORT_OPENGL
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XCENGINE_SUPPORT_D3D12
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)
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add_custom_command(TARGET rendering_integration_spot_light_scene POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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${CMAKE_SOURCE_DIR}/tests/RHI/integration/compare_ppm.py
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$<TARGET_FILE_DIR:rendering_integration_spot_light_scene>/
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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${CMAKE_CURRENT_SOURCE_DIR}/GT.ppm
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$<TARGET_FILE_DIR:rendering_integration_spot_light_scene>/GT.ppm
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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${ENGINE_ROOT_DIR}/third_party/renderdoc/renderdoc.dll
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$<TARGET_FILE_DIR:rendering_integration_spot_light_scene>/
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)
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include(GoogleTest)
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gtest_discover_tests(rendering_integration_spot_light_scene)
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4
tests/Rendering/integration/spot_light_scene/GT.ppm
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4
tests/Rendering/integration/spot_light_scene/GT.ppm
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File diff suppressed because one or more lines are too long
441
tests/Rendering/integration/spot_light_scene/main.cpp
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441
tests/Rendering/integration/spot_light_scene/main.cpp
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@@ -0,0 +1,441 @@
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#define NOMINMAX
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#include <windows.h>
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#include <gtest/gtest.h>
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#include "../RenderingIntegrationMain.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/LightComponent.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/Core/Asset/IResource.h>
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#include <XCEngine/Core/Math/Color.h>
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#include <XCEngine/Core/Math/Quaternion.h>
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#include <XCEngine/Core/Math/Vector2.h>
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#include <XCEngine/Core/Math/Vector3.h>
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#include <XCEngine/Rendering/RenderContext.h>
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#include <XCEngine/Rendering/RenderSurface.h>
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#include <XCEngine/Rendering/SceneRenderer.h>
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#include <XCEngine/Resources/BuiltinResources.h>
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#include <XCEngine/Resources/Material/Material.h>
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#include <XCEngine/Resources/Mesh/Mesh.h>
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#include <XCEngine/Resources/Shader/Shader.h>
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#include <XCEngine/RHI/RHITexture.h>
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#include <XCEngine/Scene/Scene.h>
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#include "../../../RHI/integration/fixtures/RHIIntegrationFixture.h"
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#include <memory>
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#include <vector>
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using namespace XCEngine::Components;
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using namespace XCEngine::Math;
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using namespace XCEngine::Rendering;
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using namespace XCEngine::Resources;
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using namespace XCEngine::RHI;
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using namespace XCEngine::RHI::Integration;
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namespace {
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constexpr const char* kD3D12Screenshot = "spot_light_scene_d3d12.ppm";
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constexpr const char* kOpenGLScreenshot = "spot_light_scene_opengl.ppm";
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constexpr const char* kVulkanScreenshot = "spot_light_scene_vulkan.ppm";
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constexpr uint32_t kFrameWidth = 1280;
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constexpr uint32_t kFrameHeight = 720;
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void AppendQuadFace(
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std::vector<StaticMeshVertex>& vertices,
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std::vector<uint32_t>& indices,
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const Vector3& v0,
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const Vector3& v1,
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const Vector3& v2,
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const Vector3& v3,
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const Vector3& normal) {
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const uint32_t baseIndex = static_cast<uint32_t>(vertices.size());
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StaticMeshVertex vertex = {};
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vertex.normal = normal;
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vertex.position = v0;
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vertex.uv0 = Vector2(0.0f, 1.0f);
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vertices.push_back(vertex);
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vertex.position = v1;
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vertex.uv0 = Vector2(1.0f, 1.0f);
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vertices.push_back(vertex);
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vertex.position = v2;
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vertex.uv0 = Vector2(0.0f, 0.0f);
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vertices.push_back(vertex);
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vertex.position = v3;
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vertex.uv0 = Vector2(1.0f, 0.0f);
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vertices.push_back(vertex);
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indices.push_back(baseIndex + 0);
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indices.push_back(baseIndex + 2);
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indices.push_back(baseIndex + 1);
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indices.push_back(baseIndex + 1);
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indices.push_back(baseIndex + 2);
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indices.push_back(baseIndex + 3);
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}
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Mesh* CreateCubeMesh() {
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auto* mesh = new Mesh();
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IResource::ConstructParams params = {};
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params.name = "SpotLightCubeMesh";
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params.path = "Tests/Rendering/SpotLightCube.mesh";
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params.guid = ResourceGUID::Generate(params.path);
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mesh->Initialize(params);
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std::vector<StaticMeshVertex> vertices;
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std::vector<uint32_t> indices;
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vertices.reserve(24);
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indices.reserve(36);
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constexpr float half = 0.5f;
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AppendQuadFace(
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vertices, indices,
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Vector3(-half, -half, half),
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Vector3(half, -half, half),
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Vector3(-half, half, half),
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Vector3(half, half, half),
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Vector3::Forward());
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AppendQuadFace(
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vertices, indices,
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Vector3(half, -half, -half),
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Vector3(-half, -half, -half),
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Vector3(half, half, -half),
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Vector3(-half, half, -half),
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Vector3::Back());
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AppendQuadFace(
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vertices, indices,
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Vector3(-half, -half, -half),
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Vector3(-half, -half, half),
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Vector3(-half, half, -half),
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Vector3(-half, half, half),
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Vector3::Left());
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AppendQuadFace(
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vertices, indices,
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Vector3(half, -half, half),
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Vector3(half, -half, -half),
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Vector3(half, half, half),
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Vector3(half, half, -half),
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Vector3::Right());
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AppendQuadFace(
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vertices, indices,
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Vector3(-half, half, half),
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Vector3(half, half, half),
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Vector3(-half, half, -half),
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Vector3(half, half, -half),
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Vector3::Up());
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AppendQuadFace(
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vertices, indices,
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Vector3(-half, -half, -half),
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Vector3(half, -half, -half),
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Vector3(-half, -half, half),
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Vector3(half, -half, half),
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Vector3::Down());
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mesh->SetVertexData(
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vertices.data(),
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vertices.size() * sizeof(StaticMeshVertex),
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static_cast<uint32_t>(vertices.size()),
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sizeof(StaticMeshVertex),
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VertexAttribute::Position | VertexAttribute::Normal | VertexAttribute::UV0);
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mesh->SetIndexData(
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indices.data(),
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indices.size() * sizeof(uint32_t),
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static_cast<uint32_t>(indices.size()),
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true);
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const Bounds bounds(Vector3::Zero(), Vector3::One());
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mesh->SetBounds(bounds);
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MeshSection section = {};
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section.baseVertex = 0;
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section.vertexCount = static_cast<uint32_t>(vertices.size());
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section.startIndex = 0;
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section.indexCount = static_cast<uint32_t>(indices.size());
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section.materialID = 0;
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section.bounds = bounds;
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mesh->AddSection(section);
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return mesh;
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}
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Material* CreateForwardLitMaterial(
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const char* name,
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const char* path,
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const Vector4& baseColor) {
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auto* material = new Material();
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IResource::ConstructParams params = {};
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params.name = name;
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params.path = path;
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params.guid = ResourceGUID::Generate(params.path);
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material->Initialize(params);
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material->SetShader(ResourceManager::Get().Load<Shader>(GetBuiltinForwardLitShaderPath()));
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material->SetShaderPass("ForwardLit");
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material->SetFloat4("_BaseColor", baseColor);
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return material;
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}
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const char* GetScreenshotFilename(RHIType backendType) {
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switch (backendType) {
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case RHIType::D3D12:
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return kD3D12Screenshot;
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case RHIType::Vulkan:
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return kVulkanScreenshot;
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case RHIType::OpenGL:
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default:
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return kOpenGLScreenshot;
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}
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}
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int GetComparisonThreshold(RHIType backendType) {
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return backendType == RHIType::D3D12 ? 10 : 10;
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}
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class SpotLightSceneTest : public RHIIntegrationFixture {
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protected:
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void SetUp() override;
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void TearDown() override;
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void RenderFrame() override;
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private:
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void BuildScene();
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RHIResourceView* GetCurrentBackBufferView();
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std::unique_ptr<Scene> mScene;
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std::unique_ptr<SceneRenderer> mSceneRenderer;
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std::vector<RHIResourceView*> mBackBufferViews;
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RHITexture* mDepthTexture = nullptr;
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RHIResourceView* mDepthView = nullptr;
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Mesh* mCubeMesh = nullptr;
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Material* mGroundMaterial = nullptr;
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Material* mCenterMaterial = nullptr;
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Material* mEdgeMaterial = nullptr;
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};
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void SpotLightSceneTest::SetUp() {
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RHIIntegrationFixture::SetUp();
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mSceneRenderer = std::make_unique<SceneRenderer>();
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mScene = std::make_unique<Scene>("SpotLightScene");
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mCubeMesh = CreateCubeMesh();
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ASSERT_NE(mCubeMesh, nullptr);
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mGroundMaterial = CreateForwardLitMaterial(
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"SpotLightGround",
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"Tests/Rendering/SpotLightGround.material",
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Vector4(0.66f, 0.68f, 0.72f, 1.0f));
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mCenterMaterial = CreateForwardLitMaterial(
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"SpotLightCenterCube",
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"Tests/Rendering/SpotLightCenterCube.material",
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Vector4(0.96f, 0.94f, 0.90f, 1.0f));
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mEdgeMaterial = CreateForwardLitMaterial(
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"SpotLightEdgeCube",
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"Tests/Rendering/SpotLightEdgeCube.material",
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Vector4(0.84f, 0.85f, 0.90f, 1.0f));
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BuildScene();
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TextureDesc depthDesc = {};
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depthDesc.width = kFrameWidth;
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depthDesc.height = kFrameHeight;
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depthDesc.depth = 1;
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depthDesc.mipLevels = 1;
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depthDesc.arraySize = 1;
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depthDesc.format = static_cast<uint32_t>(Format::D24_UNorm_S8_UInt);
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depthDesc.textureType = static_cast<uint32_t>(XCEngine::RHI::TextureType::Texture2D);
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depthDesc.sampleCount = 1;
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depthDesc.sampleQuality = 0;
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depthDesc.flags = 0;
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mDepthTexture = GetDevice()->CreateTexture(depthDesc);
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ASSERT_NE(mDepthTexture, nullptr);
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ResourceViewDesc depthViewDesc = {};
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depthViewDesc.format = static_cast<uint32_t>(Format::D24_UNorm_S8_UInt);
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depthViewDesc.dimension = ResourceViewDimension::Texture2D;
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depthViewDesc.mipLevel = 0;
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mDepthView = GetDevice()->CreateDepthStencilView(mDepthTexture, depthViewDesc);
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ASSERT_NE(mDepthView, nullptr);
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mBackBufferViews.resize(2, nullptr);
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}
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void SpotLightSceneTest::TearDown() {
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mSceneRenderer.reset();
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if (mDepthView != nullptr) {
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mDepthView->Shutdown();
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delete mDepthView;
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mDepthView = nullptr;
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}
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|
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||||||
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if (mDepthTexture != nullptr) {
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||||||
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mDepthTexture->Shutdown();
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delete mDepthTexture;
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mDepthTexture = nullptr;
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}
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||||||
|
|
||||||
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for (RHIResourceView*& backBufferView : mBackBufferViews) {
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|
if (backBufferView != nullptr) {
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||||||
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backBufferView->Shutdown();
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||||||
|
delete backBufferView;
|
||||||
|
backBufferView = nullptr;
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||||||
|
}
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||||||
|
}
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||||||
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mBackBufferViews.clear();
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||||||
|
|
||||||
|
mScene.reset();
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||||||
|
|
||||||
|
delete mGroundMaterial;
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||||||
|
mGroundMaterial = nullptr;
|
||||||
|
delete mCenterMaterial;
|
||||||
|
mCenterMaterial = nullptr;
|
||||||
|
delete mEdgeMaterial;
|
||||||
|
mEdgeMaterial = nullptr;
|
||||||
|
delete mCubeMesh;
|
||||||
|
mCubeMesh = nullptr;
|
||||||
|
|
||||||
|
RHIIntegrationFixture::TearDown();
|
||||||
|
}
|
||||||
|
|
||||||
|
void SpotLightSceneTest::BuildScene() {
|
||||||
|
ASSERT_NE(mScene, nullptr);
|
||||||
|
ASSERT_NE(mCubeMesh, nullptr);
|
||||||
|
|
||||||
|
GameObject* cameraObject = mScene->CreateGameObject("MainCamera");
|
||||||
|
auto* camera = cameraObject->AddComponent<CameraComponent>();
|
||||||
|
camera->SetPrimary(true);
|
||||||
|
camera->SetFieldOfView(43.0f);
|
||||||
|
camera->SetNearClipPlane(0.1f);
|
||||||
|
camera->SetFarClipPlane(50.0f);
|
||||||
|
camera->SetClearColor(XCEngine::Math::Color(0.018f, 0.018f, 0.025f, 1.0f));
|
||||||
|
cameraObject->GetTransform()->SetLocalPosition(Vector3(0.0f, 3.8f, -8.3f));
|
||||||
|
cameraObject->GetTransform()->SetLocalRotation(
|
||||||
|
Quaternion::LookRotation(Vector3(0.0f, -0.18f, 1.0f).Normalized()));
|
||||||
|
|
||||||
|
GameObject* spotLightObject = mScene->CreateGameObject("SpotLight");
|
||||||
|
auto* spotLight = spotLightObject->AddComponent<LightComponent>();
|
||||||
|
spotLight->SetLightType(LightType::Spot);
|
||||||
|
spotLight->SetColor(XCEngine::Math::Color(1.0f, 0.78f, 0.34f, 1.0f));
|
||||||
|
spotLight->SetIntensity(8.5f);
|
||||||
|
spotLight->SetRange(13.5f);
|
||||||
|
spotLight->SetSpotAngle(29.0f);
|
||||||
|
spotLightObject->GetTransform()->SetLocalPosition(Vector3(0.15f, 5.8f, 6.2f));
|
||||||
|
spotLightObject->GetTransform()->SetLocalRotation(
|
||||||
|
Quaternion::LookRotation(Vector3(0.0f, -0.82f, 0.58f).Normalized()));
|
||||||
|
|
||||||
|
GameObject* groundObject = mScene->CreateGameObject("Ground");
|
||||||
|
auto* groundMeshFilter = groundObject->AddComponent<MeshFilterComponent>();
|
||||||
|
auto* groundMeshRenderer = groundObject->AddComponent<MeshRendererComponent>();
|
||||||
|
groundObject->GetTransform()->SetLocalPosition(Vector3(0.0f, -0.16f, 9.8f));
|
||||||
|
groundObject->GetTransform()->SetLocalScale(Vector3(9.5f, 0.16f, 8.5f));
|
||||||
|
groundMeshFilter->SetMesh(ResourceHandle<Mesh>(mCubeMesh));
|
||||||
|
groundMeshRenderer->SetMaterial(0, mGroundMaterial);
|
||||||
|
|
||||||
|
GameObject* centerCubeObject = mScene->CreateGameObject("CenterCube");
|
||||||
|
auto* centerMeshFilter = centerCubeObject->AddComponent<MeshFilterComponent>();
|
||||||
|
auto* centerMeshRenderer = centerCubeObject->AddComponent<MeshRendererComponent>();
|
||||||
|
centerCubeObject->GetTransform()->SetLocalPosition(Vector3(0.0f, 0.95f, 10.3f));
|
||||||
|
centerCubeObject->GetTransform()->SetLocalScale(Vector3(1.85f, 1.9f, 1.85f));
|
||||||
|
centerMeshFilter->SetMesh(ResourceHandle<Mesh>(mCubeMesh));
|
||||||
|
centerMeshRenderer->SetMaterial(0, mCenterMaterial);
|
||||||
|
|
||||||
|
GameObject* edgeCubeObject = mScene->CreateGameObject("EdgeCube");
|
||||||
|
auto* edgeMeshFilter = edgeCubeObject->AddComponent<MeshFilterComponent>();
|
||||||
|
auto* edgeMeshRenderer = edgeCubeObject->AddComponent<MeshRendererComponent>();
|
||||||
|
edgeCubeObject->GetTransform()->SetLocalPosition(Vector3(2.55f, 0.62f, 11.2f));
|
||||||
|
edgeCubeObject->GetTransform()->SetLocalScale(Vector3(1.18f, 1.24f, 1.18f));
|
||||||
|
edgeMeshFilter->SetMesh(ResourceHandle<Mesh>(mCubeMesh));
|
||||||
|
edgeMeshRenderer->SetMaterial(0, mEdgeMaterial);
|
||||||
|
}
|
||||||
|
|
||||||
|
RHIResourceView* SpotLightSceneTest::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 SpotLightSceneTest::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(SpotLightSceneTest, RenderSpotLightScene) {
|
||||||
|
RHICommandQueue* commandQueue = GetCommandQueue();
|
||||||
|
RHISwapChain* swapChain = GetSwapChain();
|
||||||
|
const int targetFrameCount = 30;
|
||||||
|
const char* screenshotFilename = GetScreenshotFilename(GetBackendType());
|
||||||
|
const int comparisonThreshold = GetComparisonThreshold(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", static_cast<float>(comparisonThreshold)));
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
swapChain->Present(0, 0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
} // namespace
|
||||||
|
|
||||||
|
INSTANTIATE_TEST_SUITE_P(D3D12, SpotLightSceneTest, ::testing::Values(RHIType::D3D12));
|
||||||
|
INSTANTIATE_TEST_SUITE_P(OpenGL, SpotLightSceneTest, ::testing::Values(RHIType::OpenGL));
|
||||||
|
#if defined(XCENGINE_SUPPORT_VULKAN)
|
||||||
|
INSTANTIATE_TEST_SUITE_P(Vulkan, SpotLightSceneTest, ::testing::Values(RHIType::Vulkan));
|
||||||
|
#endif
|
||||||
|
|
||||||
|
GTEST_API_ int main(int argc, char** argv) {
|
||||||
|
return RunRenderingIntegrationTestMain(argc, argv);
|
||||||
|
}
|
||||||
Reference in New Issue
Block a user