refactor: route builtin infinite grid through shader assets

This commit is contained in:
2026-04-02 19:32:15 +08:00
parent 11fb8f3585
commit b2d0570b1b
5 changed files with 278 additions and 160 deletions

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@@ -1,6 +1,8 @@
#pragma once #pragma once
#include <XCEngine/Core/Math/Vector3.h> #include <XCEngine/Core/Math/Vector3.h>
#include <XCEngine/Core/Asset/ResourceHandle.h>
#include <XCEngine/Core/Asset/ResourceManager.h>
#include <XCEngine/Rendering/RenderContext.h> #include <XCEngine/Rendering/RenderContext.h>
#include <XCEngine/Rendering/RenderSurface.h> #include <XCEngine/Rendering/RenderSurface.h>
@@ -9,6 +11,7 @@
#include <XCEngine/RHI/RHIEnums.h> #include <XCEngine/RHI/RHIEnums.h>
#include <XCEngine/RHI/RHIPipelineLayout.h> #include <XCEngine/RHI/RHIPipelineLayout.h>
#include <XCEngine/RHI/RHIPipelineState.h> #include <XCEngine/RHI/RHIPipelineState.h>
#include <XCEngine/Resources/Shader/Shader.h>
namespace XCEngine { namespace XCEngine {
namespace Rendering { namespace Rendering {
@@ -57,6 +60,7 @@ private:
RHI::RHIPipelineState* m_pipelineState = nullptr; RHI::RHIPipelineState* m_pipelineState = nullptr;
RHI::RHIDescriptorPool* m_constantPool = nullptr; RHI::RHIDescriptorPool* m_constantPool = nullptr;
RHI::RHIDescriptorSet* m_constantSet = nullptr; RHI::RHIDescriptorSet* m_constantSet = nullptr;
Resources::ResourceHandle<Resources::Shader> m_builtinInfiniteGridShader;
}; };
} // namespace Passes } // namespace Passes

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@@ -25,6 +25,7 @@ Containers::String GetBuiltinPrimitiveMeshPath(BuiltinPrimitiveType primitiveTyp
Containers::String GetBuiltinDefaultPrimitiveMaterialPath(); Containers::String GetBuiltinDefaultPrimitiveMaterialPath();
Containers::String GetBuiltinForwardLitShaderPath(); Containers::String GetBuiltinForwardLitShaderPath();
Containers::String GetBuiltinObjectIdShaderPath(); Containers::String GetBuiltinObjectIdShaderPath();
Containers::String GetBuiltinInfiniteGridShaderPath();
Containers::String GetBuiltinDefaultPrimitiveTexturePath(); Containers::String GetBuiltinDefaultPrimitiveTexturePath();
bool TryParseBuiltinPrimitiveType(const Containers::String& path, BuiltinPrimitiveType& outPrimitiveType); bool TryParseBuiltinPrimitiveType(const Containers::String& path, BuiltinPrimitiveType& outPrimitiveType);

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@@ -2,12 +2,16 @@
#include <XCEngine/Core/Math/Matrix4.h> #include <XCEngine/Core/Math/Matrix4.h>
#include <XCEngine/Core/Math/Vector4.h> #include <XCEngine/Core/Math/Vector4.h>
#include <XCEngine/Core/Asset/ResourceManager.h>
#include <XCEngine/Debug/Logger.h>
#include <XCEngine/RHI/RHICommandList.h> #include <XCEngine/RHI/RHICommandList.h>
#include <XCEngine/RHI/RHIDevice.h> #include <XCEngine/RHI/RHIDevice.h>
#include <XCEngine/Resources/BuiltinResources.h>
#include "Rendering/Detail/ShaderVariantUtils.h"
#include <algorithm> #include <algorithm>
#include <cmath> #include <cmath>
#include <cstring>
namespace XCEngine { namespace XCEngine {
namespace Rendering { namespace Rendering {
@@ -20,152 +24,6 @@ constexpr float kTransitionStart = 0.65f;
constexpr float kTransitionEnd = 0.95f; constexpr float kTransitionEnd = 0.95f;
constexpr float kMinimumVerticalViewComponent = 0.15f; constexpr float kMinimumVerticalViewComponent = 0.15f;
const char kBuiltinInfiniteGridHlsl[] = R"(
cbuffer GridConstants : register(b0) {
float4x4 gViewProjectionMatrix;
float4 gCameraPositionAndScale;
float4 gCameraRightAndFade;
float4 gCameraUpAndTanHalfFov;
float4 gCameraForwardAndAspect;
float4 gViewportNearFar;
float4 gGridTransition;
};
struct VSOutput {
float4 position : SV_POSITION;
};
VSOutput MainVS(uint vertexId : SV_VertexID) {
static const float2 positions[3] = {
float2(-1.0, -1.0),
float2(-1.0, 3.0),
float2( 3.0, -1.0)
};
VSOutput output;
output.position = float4(positions[vertexId], 0.0, 1.0);
return output;
}
float PristineGridLine(float2 uv) {
float2 deriv = max(fwidth(uv), float2(1e-6, 1e-6));
float2 uvMod = frac(uv);
float2 uvDist = min(uvMod, 1.0 - uvMod);
float2 distInPixels = uvDist / deriv;
float2 lineAlpha = 1.0 - smoothstep(0.0, 1.0, distInPixels);
float density = max(deriv.x, deriv.y);
float densityFade = 1.0 - smoothstep(0.5, 1.0, density);
return max(lineAlpha.x, lineAlpha.y) * densityFade;
}
float AxisLineAA(float coord, float deriv) {
float distInPixels = abs(coord) / max(deriv, 1e-6);
return 1.0 - smoothstep(0.0, 1.5, distInPixels);
}
struct GridLayer {
float minor;
float major;
};
GridLayer SampleGridLayer(float2 worldPos2D, float baseScale) {
GridLayer layer;
const float2 gridCoord1 = worldPos2D / baseScale;
const float2 gridCoord10 = worldPos2D / (baseScale * 10.0);
const float grid1 = PristineGridLine(gridCoord1);
const float grid10 = PristineGridLine(gridCoord10);
const float2 deriv1 = fwidth(gridCoord1);
const float lodFactor = smoothstep(0.3, 0.6, max(deriv1.x, deriv1.y));
layer.major = max(grid10, grid1 * 0.35);
layer.minor = grid1 * (1.0 - lodFactor);
return layer;
}
struct PSOutput {
float4 color : SV_TARGET0;
float depth : SV_Depth;
};
PSOutput MainPS(VSOutput input) {
const float2 viewportSize = max(gViewportNearFar.xy, float2(1.0, 1.0));
const float scale = max(gCameraPositionAndScale.w, 1e-4);
const float fadeDistance = max(gCameraRightAndFade.w, scale * 10.0);
const float tanHalfFov = max(gCameraUpAndTanHalfFov.w, 1e-4);
const float aspect = max(gCameraForwardAndAspect.w, 1e-4);
const float transitionBlend = saturate(gGridTransition.x);
const float nearClip = gViewportNearFar.z;
const float sceneFarClip = gViewportNearFar.w;
const float2 ndc = float2(
(input.position.x / viewportSize.x) * 2.0 - 1.0,
1.0 - (input.position.y / viewportSize.y) * 2.0);
const float3 cameraPosition = gCameraPositionAndScale.xyz;
const float3 rayDirection = normalize(
gCameraForwardAndAspect.xyz +
ndc.x * aspect * tanHalfFov * gCameraRightAndFade.xyz +
ndc.y * tanHalfFov * gCameraUpAndTanHalfFov.xyz);
if (abs(rayDirection.y) < 1e-5) {
discard;
}
const float t = -cameraPosition.y / rayDirection.y;
if (t <= nearClip) {
discard;
}
const float3 worldPosition = cameraPosition + rayDirection * t;
float depth = 0.999999;
if (t < sceneFarClip) {
const float4 clipPosition = mul(gViewProjectionMatrix, float4(worldPosition, 1.0));
if (clipPosition.w <= 1e-6) {
discard;
}
depth = clipPosition.z / clipPosition.w;
if (depth <= 0.0 || depth >= 1.0) {
discard;
}
}
const float radialFade =
1.0 - smoothstep(fadeDistance * 0.3, fadeDistance, length(worldPosition - cameraPosition));
const float normalFade = smoothstep(0.0, 0.15, abs(rayDirection.y));
const float fadeFactor = radialFade * normalFade;
if (fadeFactor < 1e-3) {
discard;
}
const float2 worldPos2D = worldPosition.xz;
const GridLayer baseLayer = SampleGridLayer(worldPos2D, scale);
const GridLayer nextLayer = SampleGridLayer(worldPos2D, scale * 10.0);
const float minorGridIntensity = lerp(baseLayer.minor, nextLayer.minor, transitionBlend);
const float majorGridIntensity = lerp(baseLayer.major, nextLayer.major, transitionBlend);
float3 finalColor = float3(0.56, 0.56, 0.56);
float finalAlpha = max(
0.13 * minorGridIntensity * fadeFactor,
0.28 * majorGridIntensity * fadeFactor);
const float2 worldDeriv = max(fwidth(worldPos2D), float2(1e-6, 1e-6));
const float xAxisAlpha = AxisLineAA(worldPos2D.y, worldDeriv.y) * fadeFactor;
const float zAxisAlpha = AxisLineAA(worldPos2D.x, worldDeriv.x) * fadeFactor;
const float axisAlpha = max(xAxisAlpha, zAxisAlpha);
finalAlpha = max(finalAlpha, 0.34 * saturate(axisAlpha));
if (finalAlpha < 1e-3) {
discard;
}
PSOutput output;
output.color = float4(finalColor, finalAlpha);
output.depth = depth;
return output;
}
)";
struct GridConstants { struct GridConstants {
Math::Matrix4x4 viewProjection = Math::Matrix4x4::Identity(); Math::Matrix4x4 viewProjection = Math::Matrix4x4::Identity();
Math::Vector4 cameraPositionAndScale = Math::Vector4::Zero(); Math::Vector4 cameraPositionAndScale = Math::Vector4::Zero();
@@ -176,6 +34,23 @@ struct GridConstants {
Math::Vector4 gridTransition = Math::Vector4::Zero(); Math::Vector4 gridTransition = Math::Vector4::Zero();
}; };
const Resources::ShaderPass* FindInfiniteGridCompatiblePass(
const Resources::Shader& shader,
Resources::ShaderBackend backend) {
const Resources::ShaderPass* gridPass = shader.FindPass("InfiniteGrid");
if (gridPass != nullptr &&
::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(shader, gridPass->name, backend)) {
return gridPass;
}
if (shader.GetPassCount() > 0 &&
::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(shader, shader.GetPasses()[0].name, backend)) {
return &shader.GetPasses()[0];
}
return nullptr;
}
float SnapGridSpacing(float targetSpacing) { float SnapGridSpacing(float targetSpacing) {
const float clampedTarget = (std::max)(targetSpacing, 0.02f); const float clampedTarget = (std::max)(targetSpacing, 0.02f);
const float exponent = std::floor(std::log10(clampedTarget)); const float exponent = std::floor(std::log10(clampedTarget));
@@ -370,6 +245,26 @@ bool BuiltinInfiniteGridPass::CreateResources(const RenderContext& renderContext
m_device = renderContext.device; m_device = renderContext.device;
m_backendType = renderContext.backendType; m_backendType = renderContext.backendType;
m_builtinInfiniteGridShader = Resources::ResourceManager::Get().Load<Resources::Shader>(
Resources::GetBuiltinInfiniteGridShaderPath());
if (!m_builtinInfiniteGridShader.IsValid()) {
Debug::Logger::Get().Error(
Debug::LogCategory::Rendering,
"BuiltinInfiniteGridPass failed to load builtin infinite-grid shader resource");
DestroyResources();
return false;
}
const Resources::ShaderBackend backend = ::XCEngine::Rendering::Detail::ToShaderBackend(m_backendType);
const Resources::ShaderPass* infiniteGridPass =
FindInfiniteGridCompatiblePass(*m_builtinInfiniteGridShader.Get(), backend);
if (infiniteGridPass == nullptr) {
Debug::Logger::Get().Error(
Debug::LogCategory::Rendering,
"BuiltinInfiniteGridPass could not resolve a valid InfiniteGrid shader pass");
DestroyResources();
return false;
}
RHI::DescriptorSetLayoutBinding constantBinding = {}; RHI::DescriptorSetLayoutBinding constantBinding = {};
constantBinding.binding = 0; constantBinding.binding = 0;
@@ -431,19 +326,18 @@ bool BuiltinInfiniteGridPass::CreateResources(const RenderContext& renderContext
pipelineDesc.depthStencilState.depthWriteEnable = false; pipelineDesc.depthStencilState.depthWriteEnable = false;
pipelineDesc.depthStencilState.depthFunc = static_cast<uint32_t>(RHI::ComparisonFunc::LessEqual); pipelineDesc.depthStencilState.depthFunc = static_cast<uint32_t>(RHI::ComparisonFunc::LessEqual);
pipelineDesc.vertexShader.source.assign( if (const Resources::ShaderStageVariant* vertexVariant = m_builtinInfiniteGridShader->FindVariant(
kBuiltinInfiniteGridHlsl, infiniteGridPass->name,
kBuiltinInfiniteGridHlsl + std::strlen(kBuiltinInfiniteGridHlsl)); Resources::ShaderType::Vertex,
pipelineDesc.vertexShader.sourceLanguage = RHI::ShaderLanguage::HLSL; backend)) {
pipelineDesc.vertexShader.entryPoint = L"MainVS"; ::XCEngine::Rendering::Detail::ApplyShaderStageVariant(*vertexVariant, pipelineDesc.vertexShader);
pipelineDesc.vertexShader.profile = L"vs_5_0"; }
if (const Resources::ShaderStageVariant* fragmentVariant = m_builtinInfiniteGridShader->FindVariant(
pipelineDesc.fragmentShader.source.assign( infiniteGridPass->name,
kBuiltinInfiniteGridHlsl, Resources::ShaderType::Fragment,
kBuiltinInfiniteGridHlsl + std::strlen(kBuiltinInfiniteGridHlsl)); backend)) {
pipelineDesc.fragmentShader.sourceLanguage = RHI::ShaderLanguage::HLSL; ::XCEngine::Rendering::Detail::ApplyShaderStageVariant(*fragmentVariant, pipelineDesc.fragmentShader);
pipelineDesc.fragmentShader.entryPoint = L"MainPS"; }
pipelineDesc.fragmentShader.profile = L"ps_5_0";
m_pipelineState = m_device->CreatePipelineState(pipelineDesc); m_pipelineState = m_device->CreatePipelineState(pipelineDesc);
if (m_pipelineState == nullptr || !m_pipelineState->IsValid()) { if (m_pipelineState == nullptr || !m_pipelineState->IsValid()) {
@@ -481,6 +375,7 @@ void BuiltinInfiniteGridPass::DestroyResources() {
m_device = nullptr; m_device = nullptr;
m_backendType = RHI::RHIType::D3D12; m_backendType = RHI::RHIType::D3D12;
m_builtinInfiniteGridShader.Reset();
} }
} // namespace Passes } // namespace Passes

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@@ -26,6 +26,7 @@ constexpr const char* kBuiltinTexturePrefix = "builtin://textures/";
constexpr const char* kBuiltinDefaultPrimitiveMaterialPath = "builtin://materials/default-primitive"; constexpr const char* kBuiltinDefaultPrimitiveMaterialPath = "builtin://materials/default-primitive";
constexpr const char* kBuiltinForwardLitShaderPath = "builtin://shaders/forward-lit"; constexpr const char* kBuiltinForwardLitShaderPath = "builtin://shaders/forward-lit";
constexpr const char* kBuiltinObjectIdShaderPath = "builtin://shaders/object-id"; constexpr const char* kBuiltinObjectIdShaderPath = "builtin://shaders/object-id";
constexpr const char* kBuiltinInfiniteGridShaderPath = "builtin://shaders/infinite-grid";
constexpr const char* kBuiltinDefaultPrimitiveTexturePath = "builtin://textures/default-primitive-albedo"; constexpr const char* kBuiltinDefaultPrimitiveTexturePath = "builtin://textures/default-primitive-albedo";
constexpr float kPi = 3.14159265358979323846f; constexpr float kPi = 3.14159265358979323846f;
@@ -308,6 +309,152 @@ void main() {
} }
)"; )";
const char kBuiltinInfiniteGridHlsl[] = R"(
cbuffer GridConstants : register(b0) {
float4x4 gViewProjectionMatrix;
float4 gCameraPositionAndScale;
float4 gCameraRightAndFade;
float4 gCameraUpAndTanHalfFov;
float4 gCameraForwardAndAspect;
float4 gViewportNearFar;
float4 gGridTransition;
};
struct VSOutput {
float4 position : SV_POSITION;
};
VSOutput MainVS(uint vertexId : SV_VertexID) {
static const float2 positions[3] = {
float2(-1.0, -1.0),
float2(-1.0, 3.0),
float2( 3.0, -1.0)
};
VSOutput output;
output.position = float4(positions[vertexId], 0.0, 1.0);
return output;
}
float PristineGridLine(float2 uv) {
float2 deriv = max(fwidth(uv), float2(1e-6, 1e-6));
float2 uvMod = frac(uv);
float2 uvDist = min(uvMod, 1.0 - uvMod);
float2 distInPixels = uvDist / deriv;
float2 lineAlpha = 1.0 - smoothstep(0.0, 1.0, distInPixels);
float density = max(deriv.x, deriv.y);
float densityFade = 1.0 - smoothstep(0.5, 1.0, density);
return max(lineAlpha.x, lineAlpha.y) * densityFade;
}
float AxisLineAA(float coord, float deriv) {
float distInPixels = abs(coord) / max(deriv, 1e-6);
return 1.0 - smoothstep(0.0, 1.5, distInPixels);
}
struct GridLayer {
float minor;
float major;
};
GridLayer SampleGridLayer(float2 worldPos2D, float baseScale) {
GridLayer layer;
const float2 gridCoord1 = worldPos2D / baseScale;
const float2 gridCoord10 = worldPos2D / (baseScale * 10.0);
const float grid1 = PristineGridLine(gridCoord1);
const float grid10 = PristineGridLine(gridCoord10);
const float2 deriv1 = fwidth(gridCoord1);
const float lodFactor = smoothstep(0.3, 0.6, max(deriv1.x, deriv1.y));
layer.major = max(grid10, grid1 * 0.35);
layer.minor = grid1 * (1.0 - lodFactor);
return layer;
}
struct PSOutput {
float4 color : SV_TARGET0;
float depth : SV_Depth;
};
PSOutput MainPS(VSOutput input) {
const float2 viewportSize = max(gViewportNearFar.xy, float2(1.0, 1.0));
const float scale = max(gCameraPositionAndScale.w, 1e-4);
const float fadeDistance = max(gCameraRightAndFade.w, scale * 10.0);
const float tanHalfFov = max(gCameraUpAndTanHalfFov.w, 1e-4);
const float aspect = max(gCameraForwardAndAspect.w, 1e-4);
const float transitionBlend = saturate(gGridTransition.x);
const float nearClip = gViewportNearFar.z;
const float sceneFarClip = gViewportNearFar.w;
const float2 ndc = float2(
(input.position.x / viewportSize.x) * 2.0 - 1.0,
1.0 - (input.position.y / viewportSize.y) * 2.0);
const float3 cameraPosition = gCameraPositionAndScale.xyz;
const float3 rayDirection = normalize(
gCameraForwardAndAspect.xyz +
ndc.x * aspect * tanHalfFov * gCameraRightAndFade.xyz +
ndc.y * tanHalfFov * gCameraUpAndTanHalfFov.xyz);
if (abs(rayDirection.y) < 1e-5) {
discard;
}
const float t = -cameraPosition.y / rayDirection.y;
if (t <= nearClip) {
discard;
}
const float3 worldPosition = cameraPosition + rayDirection * t;
float depth = 0.999999;
if (t < sceneFarClip) {
const float4 clipPosition = mul(gViewProjectionMatrix, float4(worldPosition, 1.0));
if (clipPosition.w <= 1e-6) {
discard;
}
depth = clipPosition.z / clipPosition.w;
if (depth <= 0.0 || depth >= 1.0) {
discard;
}
}
const float radialFade =
1.0 - smoothstep(fadeDistance * 0.3, fadeDistance, length(worldPosition - cameraPosition));
const float normalFade = smoothstep(0.0, 0.15, abs(rayDirection.y));
const float fadeFactor = radialFade * normalFade;
if (fadeFactor < 1e-3) {
discard;
}
const float2 worldPos2D = worldPosition.xz;
const GridLayer baseLayer = SampleGridLayer(worldPos2D, scale);
const GridLayer nextLayer = SampleGridLayer(worldPos2D, scale * 10.0);
const float minorGridIntensity = lerp(baseLayer.minor, nextLayer.minor, transitionBlend);
const float majorGridIntensity = lerp(baseLayer.major, nextLayer.major, transitionBlend);
float3 finalColor = float3(0.56, 0.56, 0.56);
float finalAlpha = max(
0.13 * minorGridIntensity * fadeFactor,
0.28 * majorGridIntensity * fadeFactor);
const float2 worldDeriv = max(fwidth(worldPos2D), float2(1e-6, 1e-6));
const float xAxisAlpha = AxisLineAA(worldPos2D.y, worldDeriv.y) * fadeFactor;
const float zAxisAlpha = AxisLineAA(worldPos2D.x, worldDeriv.x) * fadeFactor;
const float axisAlpha = max(xAxisAlpha, zAxisAlpha);
finalAlpha = max(finalAlpha, 0.34 * saturate(axisAlpha));
if (finalAlpha < 1e-3) {
discard;
}
PSOutput output;
output.color = float4(finalColor, finalAlpha);
output.depth = depth;
return output;
}
)";
Math::Bounds ComputeBounds(const std::vector<StaticMeshVertex>& vertices) { Math::Bounds ComputeBounds(const std::vector<StaticMeshVertex>& vertices) {
if (vertices.empty()) { if (vertices.empty()) {
return Math::Bounds(); return Math::Bounds();
@@ -943,6 +1090,41 @@ Shader* BuildBuiltinObjectIdShader(const Containers::String& path) {
return shader; return shader;
} }
Shader* BuildBuiltinInfiniteGridShader(const Containers::String& path) {
auto* shader = new Shader();
IResource::ConstructParams params;
params.name = Containers::String("Builtin Infinite Grid");
params.path = path;
params.guid = ResourceGUID::Generate(path);
params.memorySize = 0;
shader->Initialize(params);
const Containers::String passName("InfiniteGrid");
shader->SetPassTag(passName, "LightMode", "InfiniteGrid");
AddBuiltinShaderStageVariant(
*shader,
passName,
ShaderType::Vertex,
ShaderLanguage::HLSL,
ShaderBackend::D3D12,
kBuiltinInfiniteGridHlsl,
"MainVS",
"vs_5_0");
AddBuiltinShaderStageVariant(
*shader,
passName,
ShaderType::Fragment,
ShaderLanguage::HLSL,
ShaderBackend::D3D12,
kBuiltinInfiniteGridHlsl,
"MainPS",
"ps_5_0");
shader->m_memorySize = CalculateBuiltinShaderMemorySize(*shader);
return shader;
}
Material* BuildDefaultPrimitiveMaterial(const Containers::String& path) { Material* BuildDefaultPrimitiveMaterial(const Containers::String& path) {
auto* material = new Material(); auto* material = new Material();
IResource::ConstructParams params; IResource::ConstructParams params;
@@ -1049,6 +1231,10 @@ Containers::String GetBuiltinObjectIdShaderPath() {
return Containers::String(kBuiltinObjectIdShaderPath); return Containers::String(kBuiltinObjectIdShaderPath);
} }
Containers::String GetBuiltinInfiniteGridShaderPath() {
return Containers::String(kBuiltinInfiniteGridShaderPath);
}
Containers::String GetBuiltinDefaultPrimitiveTexturePath() { Containers::String GetBuiltinDefaultPrimitiveTexturePath() {
return Containers::String(kBuiltinDefaultPrimitiveTexturePath); return Containers::String(kBuiltinDefaultPrimitiveTexturePath);
} }
@@ -1141,6 +1327,8 @@ LoadResult CreateBuiltinShaderResource(const Containers::String& path) {
shader = BuildBuiltinForwardLitShader(path); shader = BuildBuiltinForwardLitShader(path);
} else if (path == GetBuiltinObjectIdShaderPath()) { } else if (path == GetBuiltinObjectIdShaderPath()) {
shader = BuildBuiltinObjectIdShader(path); shader = BuildBuiltinObjectIdShader(path);
} else if (path == GetBuiltinInfiniteGridShaderPath()) {
shader = BuildBuiltinInfiniteGridShader(path);
} else { } else {
return LoadResult(Containers::String("Unknown builtin shader: ") + path); return LoadResult(Containers::String("Unknown builtin shader: ") + path);
} }

View File

@@ -33,6 +33,7 @@ TEST(ShaderLoader, CanLoad) {
EXPECT_TRUE(loader.CanLoad("test.hlsl")); EXPECT_TRUE(loader.CanLoad("test.hlsl"));
EXPECT_TRUE(loader.CanLoad(GetBuiltinForwardLitShaderPath())); EXPECT_TRUE(loader.CanLoad(GetBuiltinForwardLitShaderPath()));
EXPECT_TRUE(loader.CanLoad(GetBuiltinObjectIdShaderPath())); EXPECT_TRUE(loader.CanLoad(GetBuiltinObjectIdShaderPath()));
EXPECT_TRUE(loader.CanLoad(GetBuiltinInfiniteGridShaderPath()));
EXPECT_FALSE(loader.CanLoad("test.txt")); EXPECT_FALSE(loader.CanLoad("test.txt"));
EXPECT_FALSE(loader.CanLoad("test.png")); EXPECT_FALSE(loader.CanLoad("test.png"));
} }
@@ -128,6 +129,31 @@ TEST(ShaderLoader, LoadBuiltinObjectIdShaderBuildsBackendVariants) {
delete shader; delete shader;
} }
TEST(ShaderLoader, LoadBuiltinInfiniteGridShaderBuildsD3D12Variants) {
ShaderLoader loader;
LoadResult result = loader.Load(GetBuiltinInfiniteGridShaderPath());
ASSERT_TRUE(result);
ASSERT_NE(result.resource, nullptr);
Shader* shader = static_cast<Shader*>(result.resource);
ASSERT_NE(shader, nullptr);
ASSERT_TRUE(shader->IsValid());
const ShaderPass* pass = shader->FindPass("InfiniteGrid");
ASSERT_NE(pass, nullptr);
ASSERT_EQ(pass->variants.Size(), 2u);
ASSERT_EQ(pass->tags.Size(), 1u);
EXPECT_EQ(pass->tags[0].name, "LightMode");
EXPECT_EQ(pass->tags[0].value, "InfiniteGrid");
EXPECT_NE(shader->FindVariant("InfiniteGrid", ShaderType::Vertex, ShaderBackend::D3D12), nullptr);
EXPECT_NE(shader->FindVariant("InfiniteGrid", ShaderType::Fragment, ShaderBackend::D3D12), nullptr);
EXPECT_EQ(shader->FindVariant("InfiniteGrid", ShaderType::Vertex, ShaderBackend::OpenGL), nullptr);
EXPECT_EQ(shader->FindVariant("InfiniteGrid", ShaderType::Fragment, ShaderBackend::OpenGL), nullptr);
delete shader;
}
TEST(ShaderLoader, ResourceManagerLazilyLoadsBuiltinForwardLitShader) { TEST(ShaderLoader, ResourceManagerLazilyLoadsBuiltinForwardLitShader) {
ResourceManager& manager = ResourceManager::Get(); ResourceManager& manager = ResourceManager::Get();
manager.Shutdown(); manager.Shutdown();
@@ -141,6 +167,10 @@ TEST(ShaderLoader, ResourceManagerLazilyLoadsBuiltinForwardLitShader) {
ASSERT_TRUE(objectIdShaderHandle.IsValid()); ASSERT_TRUE(objectIdShaderHandle.IsValid());
ASSERT_NE(objectIdShaderHandle->FindPass("ObjectId"), nullptr); ASSERT_NE(objectIdShaderHandle->FindPass("ObjectId"), nullptr);
ResourceHandle<Shader> infiniteGridShaderHandle = manager.Load<Shader>(GetBuiltinInfiniteGridShaderPath());
ASSERT_TRUE(infiniteGridShaderHandle.IsValid());
ASSERT_NE(infiniteGridShaderHandle->FindPass("InfiniteGrid"), nullptr);
manager.Shutdown(); manager.Shutdown();
} }