Fix directional shadow alignment across backends
This commit is contained in:
@@ -41,15 +41,15 @@ float ComputeShadowAttenuation(vec3 positionWS) {
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vec3 shadowNdc = shadowClip.xyz / shadowClip.w;
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vec2 shadowUv = vec2(
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shadowNdc.x * 0.5 + 0.5,
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shadowNdc.y * -0.5 + 0.5);
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shadowNdc.y * 0.5 + 0.5);
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if (shadowUv.x < 0.0 || shadowUv.x > 1.0 ||
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shadowUv.y < 0.0 || shadowUv.y > 1.0 ||
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shadowNdc.z < 0.0 || shadowNdc.z > 1.0) {
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shadowNdc.z < -1.0 || shadowNdc.z > 1.0) {
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return 1.0;
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}
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float shadowDepth = texture(uShadowMapTexture, shadowUv).r;
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float receiverDepth = shadowNdc.z - gShadowBiasAndTexelSize.x;
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float receiverDepth = shadowNdc.z * 0.5 + 0.5 - gShadowBiasAndTexelSize.x;
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float shadowStrength = clamp(gShadowBiasAndTexelSize.w, 0.0, 1.0);
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return receiverDepth <= shadowDepth ? 1.0 : (1.0 - shadowStrength);
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}
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@@ -133,13 +133,10 @@ Quaternion Quaternion::LookRotation(const Vector3& forward, const Vector3& up) {
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Vector3 r = Vector3::Normalize(Vector3::Cross(upVec, f));
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Vector3 u = Vector3::Cross(f, r);
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Matrix4 m;
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m.m[0][0] = r.x; m.m[0][1] = r.y; m.m[0][2] = r.z;
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m.m[1][0] = u.x; m.m[1][1] = u.y; m.m[1][2] = u.z;
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m.m[2][0] = f.x; m.m[2][1] = f.y; m.m[2][2] = f.z;
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m.m[0][3] = m[1][3] = m[2][3] = 0.0f;
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m.m[3][0] = m[3][1] = m[3][2] = 0.0f;
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m.m[3][3] = 1.0f;
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Matrix4 m = Matrix4::Identity();
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m.m[0][0] = r.x; m.m[1][0] = r.y; m.m[2][0] = r.z;
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m.m[0][1] = u.x; m.m[1][1] = u.y; m.m[2][1] = u.z;
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m.m[0][2] = f.x; m.m[1][2] = f.y; m.m[2][2] = f.z;
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return FromRotationMatrix(m);
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}
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File diff suppressed because one or more lines are too long
@@ -18,17 +18,24 @@
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#include <XCEngine/Debug/ConsoleLogSink.h>
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#include <XCEngine/Debug/Logger.h>
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#include <XCEngine/Rendering/RenderContext.h>
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#include <XCEngine/Rendering/RenderPass.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/RHIDescriptorPool.h>
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#include <XCEngine/RHI/RHIDescriptorSet.h>
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#include <XCEngine/RHI/RHIPipelineLayout.h>
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#include <XCEngine/RHI/RHIPipelineState.h>
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#include <XCEngine/RHI/RHISampler.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 <cstring>
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#include <memory>
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#include <vector>
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@@ -45,9 +52,79 @@ namespace {
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constexpr const char* kD3D12Screenshot = "directional_shadow_scene_d3d12.ppm";
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constexpr const char* kOpenGLScreenshot = "directional_shadow_scene_opengl.ppm";
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constexpr const char* kVulkanScreenshot = "directional_shadow_scene_vulkan.ppm";
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constexpr const char* kD3D12ShadowMapScreenshot = "directional_shadow_map_d3d12.ppm";
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constexpr const char* kOpenGLShadowMapScreenshot = "directional_shadow_map_opengl.ppm";
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constexpr const char* kVulkanShadowMapScreenshot = "directional_shadow_map_vulkan.ppm";
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constexpr uint32_t kFrameWidth = 1280;
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constexpr uint32_t kFrameHeight = 720;
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const char kShadowMapDebugHlsl[] = R"(
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Texture2D<float> gShadowMap : register(t0);
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SamplerState gShadowSampler : register(s0);
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struct VSOutput {
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float4 position : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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VSOutput MainVS(uint vertexId : SV_VertexID) {
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VSOutput output;
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const float2 positions[3] = {
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float2(-1.0f, -1.0f),
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float2(-1.0f, 3.0f),
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float2( 3.0f, -1.0f)
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};
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const float2 uvs[3] = {
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float2(0.0f, 0.0f),
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float2(0.0f, 2.0f),
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float2(2.0f, 0.0f)
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};
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output.position = float4(positions[vertexId], 0.0f, 1.0f);
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output.uv = uvs[vertexId];
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return output;
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}
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float4 MainPS(VSOutput input) : SV_TARGET {
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const float depth = gShadowMap.Sample(gShadowSampler, input.uv);
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return float4(depth, depth, depth, 1.0f);
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}
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)";
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const char kShadowMapDebugVertexShader[] = R"(#version 430
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out vec2 vTexCoord;
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void main() {
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const vec2 positions[3] = vec2[](
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vec2(-1.0, -1.0),
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vec2(-1.0, 3.0),
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vec2( 3.0, -1.0)
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);
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const vec2 uvs[3] = vec2[](
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vec2(0.0, 0.0),
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vec2(0.0, 2.0),
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vec2(2.0, 0.0)
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);
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gl_Position = vec4(positions[gl_VertexID], 0.0, 1.0);
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vTexCoord = uvs[gl_VertexID];
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}
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)";
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const char kShadowMapDebugFragmentShader[] = R"(#version 430
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layout(binding = 0) uniform sampler2D uShadowMap;
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in vec2 vTexCoord;
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layout(location = 0) out vec4 fragColor;
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void main() {
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const float depth = texture(uShadowMap, vTexCoord).r;
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fragColor = vec4(depth, depth, depth, 1.0);
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}
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)";
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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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@@ -93,45 +170,37 @@ Mesh* CreateGroundMesh() {
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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(8);
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indices.reserve(12);
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StaticMeshVertex vertices[4] = {};
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vertices[0].position = Vector3(-12.0f, 0.0f, 1.0f);
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vertices[0].normal = Vector3::Up();
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vertices[0].uv0 = Vector2(0.0f, 1.0f);
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vertices[1].position = Vector3(-12.0f, 0.0f, 20.0f);
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vertices[1].normal = Vector3::Up();
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vertices[1].uv0 = Vector2(0.0f, 0.0f);
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vertices[2].position = Vector3(12.0f, 0.0f, 1.0f);
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vertices[2].normal = Vector3::Up();
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vertices[2].uv0 = Vector2(1.0f, 1.0f);
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vertices[3].position = Vector3(12.0f, 0.0f, 20.0f);
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vertices[3].normal = Vector3::Up();
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vertices[3].uv0 = Vector2(1.0f, 0.0f);
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AppendQuadFace(
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vertices, indices,
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Vector3(-8.0f, 0.0f, 0.5f),
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Vector3(-8.0f, 0.0f, 12.0f),
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Vector3(8.0f, 0.0f, 0.5f),
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Vector3(8.0f, 0.0f, 12.0f),
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Vector3::Up());
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AppendQuadFace(
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vertices, indices,
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Vector3(-8.0f, 0.0f, 12.0f),
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Vector3(8.0f, 0.0f, 12.0f),
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Vector3(-8.0f, 6.0f, 12.0f),
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Vector3(8.0f, 6.0f, 12.0f),
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Vector3::Back());
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const uint32_t indices[6] = { 0, 1, 2, 2, 1, 3 };
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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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vertices,
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sizeof(vertices),
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4,
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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(0.0f, 3.0f, 6.25f), Vector3(16.0f, 6.0f, 11.5f));
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mesh->SetIndexData(indices, sizeof(indices), 6, true);
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const Bounds bounds(Vector3(0.0f, 0.0f, 10.5f), Vector3(24.0f, 0.1f, 19.0f));
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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.vertexCount = 4;
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section.startIndex = 0;
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section.indexCount = static_cast<uint32_t>(indices.size());
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section.indexCount = 6;
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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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@@ -248,15 +317,509 @@ const char* GetScreenshotFilename(RHIType backendType) {
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}
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}
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const char* GetShadowMapScreenshotFilename(RHIType backendType) {
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switch (backendType) {
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case RHIType::D3D12:
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return kD3D12ShadowMapScreenshot;
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case RHIType::Vulkan:
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return kVulkanShadowMapScreenshot;
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case RHIType::OpenGL:
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default:
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return kOpenGLShadowMapScreenshot;
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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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struct ShadowProjectionDebugPoint {
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Vector4 clip = Vector4::Zero();
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Vector3 ndc = Vector3::Zero();
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Vector2 uvFlipY = Vector2::Zero();
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Vector2 uvNoFlipY = Vector2::Zero();
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};
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ShadowProjectionDebugPoint ProjectShadowPoint(
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const Matrix4x4& gpuWorldToShadowMatrix,
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const Vector3& worldPoint) {
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ShadowProjectionDebugPoint result = {};
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const Matrix4x4 worldToShadow = gpuWorldToShadowMatrix.Transpose();
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result.clip = worldToShadow * Vector4(worldPoint.x, worldPoint.y, worldPoint.z, 1.0f);
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if (std::abs(result.clip.w) > EPSILON) {
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result.ndc = Vector3(
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result.clip.x / result.clip.w,
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result.clip.y / result.clip.w,
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result.clip.z / result.clip.w);
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result.uvFlipY = Vector2(
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result.ndc.x * 0.5f + 0.5f,
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result.ndc.y * -0.5f + 0.5f);
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result.uvNoFlipY = Vector2(
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result.ndc.x * 0.5f + 0.5f,
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result.ndc.y * 0.5f + 0.5f);
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}
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return result;
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}
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void LogShadowProjection(
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const char* label,
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const ShadowProjectionDebugPoint& point,
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uint32_t shadowMapWidth,
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uint32_t shadowMapHeight) {
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Log(
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"[TEST] ShadowProbe %s clip=(%.4f, %.4f, %.4f, %.4f) "
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"ndc=(%.4f, %.4f, %.4f) uvFlip=(%.4f, %.4f) uvNoFlip=(%.4f, %.4f) "
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"texelFlip=(%d, %d) texelNoFlip=(%d, %d)",
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label,
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point.clip.x, point.clip.y, point.clip.z, point.clip.w,
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point.ndc.x, point.ndc.y, point.ndc.z,
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point.uvFlipY.x, point.uvFlipY.y,
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point.uvNoFlipY.x, point.uvNoFlipY.y,
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static_cast<int>(point.uvFlipY.x * static_cast<float>(shadowMapWidth)),
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static_cast<int>(point.uvFlipY.y * static_cast<float>(shadowMapHeight)),
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static_cast<int>(point.uvNoFlipY.x * static_cast<float>(shadowMapWidth)),
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static_cast<int>(point.uvNoFlipY.y * static_cast<float>(shadowMapHeight)));
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}
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void LogShadowAlignmentAnalysis(
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const Scene& scene,
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const CameraRenderRequest& request) {
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if (!request.directionalShadow.IsValid()) {
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Log("[TEST] ShadowProbe skipped because directional shadow plan was invalid");
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return;
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}
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const GameObject* casterObject = scene.Find("CasterCube");
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const GameObject* groundObject = scene.Find("Ground");
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if (casterObject == nullptr || groundObject == nullptr) {
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Log("[TEST] ShadowProbe skipped because test scene objects were missing");
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return;
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}
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const Vector3 casterCenter = casterObject->GetTransform()->GetPosition();
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const Vector3 casterScale = casterObject->GetTransform()->GetScale();
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const Vector3 groundCenter = groundObject->GetTransform()->GetPosition();
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const Vector3 groundScale = groundObject->GetTransform()->GetScale();
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const float groundTopY = groundCenter.y + groundScale.y * 0.5f;
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const Vector3 lightDirectionToLight = request.directionalShadow.lightDirection.Normalized();
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const Vector3 shadowRayDirection = lightDirectionToLight * -1.0f;
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if (std::abs(shadowRayDirection.y) <= EPSILON) {
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Log("[TEST] ShadowProbe skipped because shadow ray direction was parallel to the ground");
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return;
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}
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const Vector3 casterBottomCenter = casterCenter - Vector3(0.0f, casterScale.y * 0.5f, 0.0f);
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const float centerTravel = (groundTopY - casterCenter.y) / shadowRayDirection.y;
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const float bottomTravel = (groundTopY - casterBottomCenter.y) / shadowRayDirection.y;
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const Vector3 receiverFromCenter = casterCenter + shadowRayDirection * centerTravel;
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const Vector3 receiverFromBottom = casterBottomCenter + shadowRayDirection * bottomTravel;
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const ShadowProjectionDebugPoint casterCenterProjection =
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ProjectShadowPoint(request.directionalShadow.cameraData.viewProjection, casterCenter);
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const ShadowProjectionDebugPoint casterBottomProjection =
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ProjectShadowPoint(request.directionalShadow.cameraData.viewProjection, casterBottomCenter);
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const ShadowProjectionDebugPoint receiverFromCenterProjection =
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ProjectShadowPoint(request.directionalShadow.cameraData.viewProjection, receiverFromCenter);
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const ShadowProjectionDebugPoint receiverFromBottomProjection =
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ProjectShadowPoint(request.directionalShadow.cameraData.viewProjection, receiverFromBottom);
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Log(
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"[TEST] ShadowProbe lightDirToLight=(%.4f, %.4f, %.4f) shadowRay=(%.4f, %.4f, %.4f) "
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"groundTopY=%.4f centerTravel=%.4f bottomTravel=%.4f",
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lightDirectionToLight.x, lightDirectionToLight.y, lightDirectionToLight.z,
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shadowRayDirection.x, shadowRayDirection.y, shadowRayDirection.z,
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groundTopY,
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centerTravel,
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bottomTravel);
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LogShadowProjection(
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"CasterCenter",
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casterCenterProjection,
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request.directionalShadow.mapWidth,
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request.directionalShadow.mapHeight);
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LogShadowProjection(
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"CasterBottom",
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casterBottomProjection,
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request.directionalShadow.mapWidth,
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request.directionalShadow.mapHeight);
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LogShadowProjection(
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"ReceiverFromCenter",
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receiverFromCenterProjection,
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request.directionalShadow.mapWidth,
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request.directionalShadow.mapHeight);
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LogShadowProjection(
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"ReceiverFromBottom",
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receiverFromBottomProjection,
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request.directionalShadow.mapWidth,
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request.directionalShadow.mapHeight);
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Log(
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"[TEST] ShadowProbe deltaUvFlip center=%.6f bottom=%.6f deltaUvNoFlip center=%.6f bottom=%.6f",
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(receiverFromCenterProjection.uvFlipY - casterCenterProjection.uvFlipY).Magnitude(),
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(receiverFromBottomProjection.uvFlipY - casterBottomProjection.uvFlipY).Magnitude(),
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(receiverFromCenterProjection.uvNoFlipY - casterCenterProjection.uvNoFlipY).Magnitude(),
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(receiverFromBottomProjection.uvNoFlipY - casterBottomProjection.uvNoFlipY).Magnitude());
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}
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class ShadowMapDebugOverlayPass final : public RenderPass {
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public:
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~ShadowMapDebugOverlayPass() override {
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DestroyResources();
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}
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const char* GetName() const override {
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return "ShadowMapDebugOverlayPass";
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}
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bool Initialize(const RenderContext& context) override {
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return EnsureInitialized(context);
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}
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void ReleaseResources() {
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DestroyResources();
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}
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void Shutdown() override {
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Log("[TEST] ShadowMapDebugOverlayPass: Shutdown (deferred)");
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}
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bool Execute(const RenderPassContext& context) override {
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Log("[TEST] ShadowMapDebugOverlayPass: Execute begin");
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if (!context.renderContext.IsValid() ||
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!context.sceneData.lighting.HasMainDirectionalShadow()) {
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Log("[TEST] ShadowMapDebugOverlayPass: invalid context or missing shadow");
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return false;
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}
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const std::vector<RHIResourceView*>& colorAttachments = context.surface.GetColorAttachments();
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if (colorAttachments.empty() || colorAttachments[0] == nullptr) {
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Log("[TEST] ShadowMapDebugOverlayPass: missing color attachment");
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return false;
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}
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if (!EnsureInitialized(context.renderContext)) {
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Log("[TEST] ShadowMapDebugOverlayPass: EnsureInitialized failed");
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return false;
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}
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RHIResourceView* shadowMap = context.sceneData.lighting.mainDirectionalShadow.shadowMap;
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if (shadowMap == nullptr) {
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Log("[TEST] ShadowMapDebugOverlayPass: shadowMap null");
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return false;
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||||
}
|
||||
|
||||
Log("[TEST] ShadowMapDebugOverlayPass: updating descriptors");
|
||||
mTextureSet->Update(0, shadowMap);
|
||||
|
||||
RHICommandList* commandList = context.renderContext.commandList;
|
||||
RHIResourceView* renderTarget = colorAttachments[0];
|
||||
const XCEngine::Math::RectInt renderArea = context.surface.GetRenderArea();
|
||||
const XCEngine::RHI::ResourceStates restoredColorState = context.surface.GetColorStateAfter();
|
||||
|
||||
if (context.surface.IsAutoTransitionEnabled()) {
|
||||
Log("[TEST] ShadowMapDebugOverlayPass: transition color -> RT");
|
||||
commandList->TransitionBarrier(
|
||||
renderTarget,
|
||||
restoredColorState,
|
||||
XCEngine::RHI::ResourceStates::RenderTarget);
|
||||
}
|
||||
Log("[TEST] ShadowMapDebugOverlayPass: transition shadow -> SRV");
|
||||
commandList->TransitionBarrier(
|
||||
shadowMap,
|
||||
XCEngine::RHI::ResourceStates::DepthWrite,
|
||||
XCEngine::RHI::ResourceStates::PixelShaderResource);
|
||||
|
||||
Log("[TEST] ShadowMapDebugOverlayPass: bind RT");
|
||||
commandList->SetRenderTargets(1, &renderTarget, nullptr);
|
||||
|
||||
const XCEngine::RHI::Viewport viewport = {
|
||||
static_cast<float>(renderArea.x),
|
||||
static_cast<float>(renderArea.y),
|
||||
static_cast<float>(renderArea.width),
|
||||
static_cast<float>(renderArea.height),
|
||||
0.0f,
|
||||
1.0f
|
||||
};
|
||||
const XCEngine::RHI::Rect scissorRect = {
|
||||
renderArea.x,
|
||||
renderArea.y,
|
||||
renderArea.x + renderArea.width,
|
||||
renderArea.y + renderArea.height
|
||||
};
|
||||
Log("[TEST] ShadowMapDebugOverlayPass: set viewport/scissor");
|
||||
commandList->SetViewport(viewport);
|
||||
commandList->SetScissorRect(scissorRect);
|
||||
commandList->SetPrimitiveTopology(XCEngine::RHI::PrimitiveTopology::TriangleList);
|
||||
Log("[TEST] ShadowMapDebugOverlayPass: set pipeline");
|
||||
commandList->SetPipelineState(mPipelineState);
|
||||
|
||||
RHIDescriptorSet* descriptorSets[] = { mTextureSet, mSamplerSet };
|
||||
Log("[TEST] ShadowMapDebugOverlayPass: bind descriptors");
|
||||
commandList->SetGraphicsDescriptorSets(0, 2, descriptorSets, mPipelineLayout);
|
||||
Log("[TEST] ShadowMapDebugOverlayPass: draw");
|
||||
commandList->Draw(3, 1, 0, 0);
|
||||
Log("[TEST] ShadowMapDebugOverlayPass: end render pass");
|
||||
commandList->EndRenderPass();
|
||||
|
||||
Log("[TEST] ShadowMapDebugOverlayPass: transition shadow -> DepthWrite");
|
||||
commandList->TransitionBarrier(
|
||||
shadowMap,
|
||||
XCEngine::RHI::ResourceStates::PixelShaderResource,
|
||||
XCEngine::RHI::ResourceStates::DepthWrite);
|
||||
if (context.surface.IsAutoTransitionEnabled()) {
|
||||
Log("[TEST] ShadowMapDebugOverlayPass: transition color -> restore");
|
||||
commandList->TransitionBarrier(
|
||||
renderTarget,
|
||||
XCEngine::RHI::ResourceStates::RenderTarget,
|
||||
restoredColorState);
|
||||
}
|
||||
|
||||
Log("[TEST] ShadowMapDebugOverlayPass: Execute end");
|
||||
return true;
|
||||
}
|
||||
|
||||
private:
|
||||
bool EnsureInitialized(const RenderContext& context) {
|
||||
if (mPipelineLayout != nullptr &&
|
||||
mPipelineState != nullptr &&
|
||||
mTexturePool != nullptr &&
|
||||
mTextureSet != nullptr &&
|
||||
mSamplerPool != nullptr &&
|
||||
mSamplerSet != nullptr &&
|
||||
mSampler != nullptr &&
|
||||
mDevice == context.device &&
|
||||
mBackendType == context.backendType) {
|
||||
return true;
|
||||
}
|
||||
|
||||
DestroyResources();
|
||||
return CreateResources(context);
|
||||
}
|
||||
|
||||
bool CreateResources(const RenderContext& context) {
|
||||
Log("[TEST] ShadowMapDebugOverlayPass: CreateResources backend=%d", static_cast<int>(context.backendType));
|
||||
mDevice = context.device;
|
||||
mBackendType = context.backendType;
|
||||
|
||||
SamplerDesc samplerDesc = {};
|
||||
samplerDesc.filter = static_cast<uint32_t>(FilterMode::Point);
|
||||
samplerDesc.addressU = static_cast<uint32_t>(TextureAddressMode::Clamp);
|
||||
samplerDesc.addressV = static_cast<uint32_t>(TextureAddressMode::Clamp);
|
||||
samplerDesc.addressW = static_cast<uint32_t>(TextureAddressMode::Clamp);
|
||||
samplerDesc.comparisonFunc = static_cast<uint32_t>(ComparisonFunc::Always);
|
||||
samplerDesc.maxAnisotropy = 1;
|
||||
samplerDesc.minLod = 0.0f;
|
||||
samplerDesc.maxLod = 1000.0f;
|
||||
mSampler = mDevice->CreateSampler(samplerDesc);
|
||||
if (mSampler == nullptr) {
|
||||
Log("[TEST] ShadowMapDebugOverlayPass: CreateSampler failed");
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
DescriptorSetLayoutBinding textureBinding = {};
|
||||
textureBinding.binding = 0;
|
||||
textureBinding.type = static_cast<uint32_t>(DescriptorType::SRV);
|
||||
textureBinding.count = 1;
|
||||
textureBinding.visibility = static_cast<uint32_t>(ShaderVisibility::Pixel);
|
||||
|
||||
DescriptorSetLayoutDesc textureLayout = {};
|
||||
textureLayout.bindings = &textureBinding;
|
||||
textureLayout.bindingCount = 1;
|
||||
|
||||
DescriptorPoolDesc texturePoolDesc = {};
|
||||
texturePoolDesc.type = DescriptorHeapType::CBV_SRV_UAV;
|
||||
texturePoolDesc.descriptorCount = 1;
|
||||
texturePoolDesc.shaderVisible = true;
|
||||
mTexturePool = mDevice->CreateDescriptorPool(texturePoolDesc);
|
||||
if (mTexturePool == nullptr) {
|
||||
Log("[TEST] ShadowMapDebugOverlayPass: texture pool failed");
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
mTextureSet = mTexturePool->AllocateSet(textureLayout);
|
||||
if (mTextureSet == nullptr) {
|
||||
Log("[TEST] ShadowMapDebugOverlayPass: texture set failed");
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
DescriptorSetLayoutBinding samplerBinding = {};
|
||||
samplerBinding.binding = 0;
|
||||
samplerBinding.type = static_cast<uint32_t>(DescriptorType::Sampler);
|
||||
samplerBinding.count = 1;
|
||||
samplerBinding.visibility = static_cast<uint32_t>(ShaderVisibility::Pixel);
|
||||
|
||||
DescriptorSetLayoutDesc samplerLayout = {};
|
||||
samplerLayout.bindings = &samplerBinding;
|
||||
samplerLayout.bindingCount = 1;
|
||||
|
||||
DescriptorPoolDesc samplerPoolDesc = {};
|
||||
samplerPoolDesc.type = DescriptorHeapType::Sampler;
|
||||
samplerPoolDesc.descriptorCount = 1;
|
||||
samplerPoolDesc.shaderVisible = true;
|
||||
mSamplerPool = mDevice->CreateDescriptorPool(samplerPoolDesc);
|
||||
if (mSamplerPool == nullptr) {
|
||||
Log("[TEST] ShadowMapDebugOverlayPass: sampler pool failed");
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
mSamplerSet = mSamplerPool->AllocateSet(samplerLayout);
|
||||
if (mSamplerSet == nullptr) {
|
||||
Log("[TEST] ShadowMapDebugOverlayPass: sampler set failed");
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
mSamplerSet->UpdateSampler(0, mSampler);
|
||||
|
||||
DescriptorSetLayoutDesc setLayouts[] = { textureLayout, samplerLayout };
|
||||
RHIPipelineLayoutDesc pipelineLayoutDesc = {};
|
||||
pipelineLayoutDesc.setLayouts = setLayouts;
|
||||
pipelineLayoutDesc.setLayoutCount = 2;
|
||||
mPipelineLayout = mDevice->CreatePipelineLayout(pipelineLayoutDesc);
|
||||
if (mPipelineLayout == nullptr) {
|
||||
Log("[TEST] ShadowMapDebugOverlayPass: pipeline layout failed");
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
GraphicsPipelineDesc pipelineDesc = {};
|
||||
pipelineDesc.pipelineLayout = mPipelineLayout;
|
||||
pipelineDesc.topologyType = static_cast<uint32_t>(PrimitiveTopologyType::Triangle);
|
||||
pipelineDesc.renderTargetCount = 1;
|
||||
pipelineDesc.renderTargetFormats[0] = static_cast<uint32_t>(Format::R8G8B8A8_UNorm);
|
||||
pipelineDesc.depthStencilFormat = static_cast<uint32_t>(Format::Unknown);
|
||||
pipelineDesc.sampleCount = 1;
|
||||
pipelineDesc.rasterizerState.fillMode = static_cast<uint32_t>(FillMode::Solid);
|
||||
pipelineDesc.rasterizerState.cullMode = static_cast<uint32_t>(CullMode::None);
|
||||
pipelineDesc.rasterizerState.frontFace = static_cast<uint32_t>(FrontFace::CounterClockwise);
|
||||
pipelineDesc.rasterizerState.depthClipEnable = true;
|
||||
pipelineDesc.blendState.blendEnable = false;
|
||||
pipelineDesc.blendState.colorWriteMask = static_cast<uint8_t>(ColorWriteMask::All);
|
||||
pipelineDesc.depthStencilState.depthTestEnable = false;
|
||||
pipelineDesc.depthStencilState.depthWriteEnable = false;
|
||||
pipelineDesc.depthStencilState.depthFunc = static_cast<uint32_t>(ComparisonFunc::Always);
|
||||
|
||||
if (mBackendType == RHIType::D3D12) {
|
||||
pipelineDesc.vertexShader.source.assign(
|
||||
kShadowMapDebugHlsl,
|
||||
kShadowMapDebugHlsl + strlen(kShadowMapDebugHlsl));
|
||||
pipelineDesc.vertexShader.sourceLanguage = XCEngine::RHI::ShaderLanguage::HLSL;
|
||||
pipelineDesc.vertexShader.entryPoint = L"MainVS";
|
||||
pipelineDesc.vertexShader.profile = L"vs_5_0";
|
||||
|
||||
pipelineDesc.fragmentShader.source.assign(
|
||||
kShadowMapDebugHlsl,
|
||||
kShadowMapDebugHlsl + strlen(kShadowMapDebugHlsl));
|
||||
pipelineDesc.fragmentShader.sourceLanguage = XCEngine::RHI::ShaderLanguage::HLSL;
|
||||
pipelineDesc.fragmentShader.entryPoint = L"MainPS";
|
||||
pipelineDesc.fragmentShader.profile = L"ps_5_0";
|
||||
} else {
|
||||
pipelineDesc.vertexShader.source.assign(
|
||||
kShadowMapDebugVertexShader,
|
||||
kShadowMapDebugVertexShader + strlen(kShadowMapDebugVertexShader));
|
||||
pipelineDesc.vertexShader.sourceLanguage = XCEngine::RHI::ShaderLanguage::GLSL;
|
||||
pipelineDesc.vertexShader.entryPoint = L"main";
|
||||
if (mBackendType == RHIType::OpenGL) {
|
||||
pipelineDesc.vertexShader.profile = L"vs_4_30";
|
||||
}
|
||||
|
||||
pipelineDesc.fragmentShader.source.assign(
|
||||
kShadowMapDebugFragmentShader,
|
||||
kShadowMapDebugFragmentShader + strlen(kShadowMapDebugFragmentShader));
|
||||
pipelineDesc.fragmentShader.sourceLanguage = XCEngine::RHI::ShaderLanguage::GLSL;
|
||||
pipelineDesc.fragmentShader.entryPoint = L"main";
|
||||
if (mBackendType == RHIType::OpenGL) {
|
||||
pipelineDesc.fragmentShader.profile = L"fs_4_30";
|
||||
}
|
||||
}
|
||||
|
||||
mPipelineState = mDevice->CreatePipelineState(pipelineDesc);
|
||||
if (mPipelineState == nullptr || !mPipelineState->IsValid()) {
|
||||
Log("[TEST] ShadowMapDebugOverlayPass: pipeline state failed");
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
Log("[TEST] ShadowMapDebugOverlayPass: CreateResources success");
|
||||
return true;
|
||||
}
|
||||
|
||||
void DestroyResources() {
|
||||
Log("[TEST] ShadowMapDebugOverlayPass: DestroyResources begin");
|
||||
if (mPipelineState != nullptr) {
|
||||
Log("[TEST] ShadowMapDebugOverlayPass: destroy pipeline state");
|
||||
mPipelineState->Shutdown();
|
||||
delete mPipelineState;
|
||||
mPipelineState = nullptr;
|
||||
}
|
||||
|
||||
if (mPipelineLayout != nullptr) {
|
||||
Log("[TEST] ShadowMapDebugOverlayPass: destroy pipeline layout");
|
||||
mPipelineLayout->Shutdown();
|
||||
delete mPipelineLayout;
|
||||
mPipelineLayout = nullptr;
|
||||
}
|
||||
|
||||
if (mTextureSet != nullptr) {
|
||||
Log("[TEST] ShadowMapDebugOverlayPass: destroy texture set");
|
||||
mTextureSet->Shutdown();
|
||||
delete mTextureSet;
|
||||
mTextureSet = nullptr;
|
||||
}
|
||||
|
||||
if (mTexturePool != nullptr) {
|
||||
Log("[TEST] ShadowMapDebugOverlayPass: destroy texture pool");
|
||||
mTexturePool->Shutdown();
|
||||
delete mTexturePool;
|
||||
mTexturePool = nullptr;
|
||||
}
|
||||
|
||||
if (mSamplerSet != nullptr) {
|
||||
Log("[TEST] ShadowMapDebugOverlayPass: destroy sampler set");
|
||||
mSamplerSet->Shutdown();
|
||||
delete mSamplerSet;
|
||||
mSamplerSet = nullptr;
|
||||
}
|
||||
|
||||
if (mSamplerPool != nullptr) {
|
||||
Log("[TEST] ShadowMapDebugOverlayPass: destroy sampler pool");
|
||||
mSamplerPool->Shutdown();
|
||||
delete mSamplerPool;
|
||||
mSamplerPool = nullptr;
|
||||
}
|
||||
|
||||
if (mSampler != nullptr) {
|
||||
Log("[TEST] ShadowMapDebugOverlayPass: destroy sampler");
|
||||
mSampler->Shutdown();
|
||||
delete mSampler;
|
||||
mSampler = nullptr;
|
||||
}
|
||||
|
||||
mDevice = nullptr;
|
||||
mBackendType = RHIType::D3D12;
|
||||
Log("[TEST] ShadowMapDebugOverlayPass: DestroyResources end");
|
||||
}
|
||||
|
||||
RHIDevice* mDevice = nullptr;
|
||||
RHIType mBackendType = RHIType::D3D12;
|
||||
RHIPipelineLayout* mPipelineLayout = nullptr;
|
||||
RHIPipelineState* mPipelineState = nullptr;
|
||||
RHIDescriptorPool* mTexturePool = nullptr;
|
||||
RHIDescriptorSet* mTextureSet = nullptr;
|
||||
RHIDescriptorPool* mSamplerPool = nullptr;
|
||||
RHIDescriptorSet* mSamplerSet = nullptr;
|
||||
RHISampler* mSampler = nullptr;
|
||||
};
|
||||
|
||||
class DirectionalShadowSceneTest : public RHIIntegrationFixture {
|
||||
protected:
|
||||
void SetUp() override;
|
||||
void TearDown() override;
|
||||
void RenderFrame() override;
|
||||
void RenderSceneFrame(bool visualizeShadowMap);
|
||||
|
||||
private:
|
||||
void BuildScene();
|
||||
@@ -264,6 +827,9 @@ private:
|
||||
|
||||
std::unique_ptr<Scene> mScene;
|
||||
std::unique_ptr<SceneRenderer> mSceneRenderer;
|
||||
RenderPassSequence mShadowMapDebugPasses;
|
||||
ShadowMapDebugOverlayPass* mShadowMapDebugOverlayPass = nullptr;
|
||||
bool mLoggedShadowProbe = false;
|
||||
std::vector<RHIResourceView*> mBackBufferViews;
|
||||
RHITexture* mDepthTexture = nullptr;
|
||||
RHIResourceView* mDepthView = nullptr;
|
||||
@@ -294,6 +860,10 @@ void DirectionalShadowSceneTest::SetUp() {
|
||||
"Tests/Rendering/DirectionalShadowCaster.material",
|
||||
Vector4(0.72f, 0.22f, 0.16f, 1.0f));
|
||||
|
||||
auto shadowMapDebugPass = std::make_unique<ShadowMapDebugOverlayPass>();
|
||||
mShadowMapDebugOverlayPass = shadowMapDebugPass.get();
|
||||
mShadowMapDebugPasses.AddPass(std::move(shadowMapDebugPass));
|
||||
|
||||
BuildScene();
|
||||
|
||||
TextureDesc depthDesc = {};
|
||||
@@ -323,6 +893,11 @@ void DirectionalShadowSceneTest::SetUp() {
|
||||
void DirectionalShadowSceneTest::TearDown() {
|
||||
mSceneRenderer.reset();
|
||||
|
||||
if (mShadowMapDebugOverlayPass != nullptr) {
|
||||
mShadowMapDebugOverlayPass->ReleaseResources();
|
||||
mShadowMapDebugOverlayPass = nullptr;
|
||||
}
|
||||
|
||||
if (mDepthView != nullptr) {
|
||||
mDepthView->Shutdown();
|
||||
delete mDepthView;
|
||||
@@ -368,34 +943,36 @@ void DirectionalShadowSceneTest::BuildScene() {
|
||||
GameObject* cameraObject = mScene->CreateGameObject("MainCamera");
|
||||
auto* camera = cameraObject->AddComponent<CameraComponent>();
|
||||
camera->SetPrimary(true);
|
||||
camera->SetFieldOfView(45.0f);
|
||||
camera->SetFieldOfView(42.0f);
|
||||
camera->SetNearClipPlane(0.1f);
|
||||
camera->SetFarClipPlane(100.0f);
|
||||
camera->SetFarClipPlane(40.0f);
|
||||
camera->SetClearColor(XCEngine::Math::Color(0.03f, 0.03f, 0.05f, 1.0f));
|
||||
cameraObject->GetTransform()->SetLocalPosition(Vector3(0.0f, 2.6f, -4.6f));
|
||||
cameraObject->GetTransform()->SetLocalPosition(Vector3(0.2f, 3.4f, -7.2f));
|
||||
cameraObject->GetTransform()->SetLocalRotation(
|
||||
Quaternion::LookRotation(Vector3(0.0f, -0.10f, 1.0f).Normalized()));
|
||||
Quaternion::LookRotation(Vector3(-0.12f, -0.14f, 1.0f).Normalized()));
|
||||
|
||||
GameObject* lightObject = mScene->CreateGameObject("MainDirectionalLight");
|
||||
auto* light = lightObject->AddComponent<LightComponent>();
|
||||
light->SetLightType(LightType::Directional);
|
||||
light->SetColor(XCEngine::Math::Color(1.0f, 1.0f, 0.97f, 1.0f));
|
||||
light->SetIntensity(2.1f);
|
||||
light->SetIntensity(2.3f);
|
||||
light->SetCastsShadows(true);
|
||||
lightObject->GetTransform()->SetLocalRotation(
|
||||
Quaternion::LookRotation(Vector3(0.55f, -0.35f, 0.76f).Normalized()));
|
||||
Quaternion::LookRotation(Vector3(0.84f, -0.52f, -0.14f).Normalized()));
|
||||
|
||||
GameObject* groundObject = mScene->CreateGameObject("Ground");
|
||||
auto* groundMeshFilter = groundObject->AddComponent<MeshFilterComponent>();
|
||||
auto* groundMeshRenderer = groundObject->AddComponent<MeshRendererComponent>();
|
||||
groundMeshFilter->SetMesh(ResourceHandle<Mesh>(mGroundMesh));
|
||||
groundObject->GetTransform()->SetLocalPosition(Vector3(0.0f, -0.18f, 10.5f));
|
||||
groundObject->GetTransform()->SetLocalScale(Vector3(12.0f, 0.18f, 9.5f));
|
||||
groundMeshFilter->SetMesh(ResourceHandle<Mesh>(mCubeMesh));
|
||||
groundMeshRenderer->SetMaterial(0, mGroundMaterial);
|
||||
groundMeshRenderer->SetCastShadows(false);
|
||||
groundMeshRenderer->SetReceiveShadows(true);
|
||||
|
||||
GameObject* casterObject = mScene->CreateGameObject("CasterCube");
|
||||
casterObject->GetTransform()->SetLocalPosition(Vector3(-3.2f, 1.4f, 7.4f));
|
||||
casterObject->GetTransform()->SetLocalScale(Vector3(1.4f, 2.8f, 1.4f));
|
||||
casterObject->GetTransform()->SetLocalPosition(Vector3(-1.2f, 2.2f, 8.8f));
|
||||
casterObject->GetTransform()->SetLocalScale(Vector3(1.8f, 3.6f, 1.8f));
|
||||
auto* casterMeshFilter = casterObject->AddComponent<MeshFilterComponent>();
|
||||
auto* casterMeshRenderer = casterObject->AddComponent<MeshRendererComponent>();
|
||||
casterMeshFilter->SetMesh(ResourceHandle<Mesh>(mCubeMesh));
|
||||
@@ -426,6 +1003,10 @@ RHIResourceView* DirectionalShadowSceneTest::GetCurrentBackBufferView() {
|
||||
}
|
||||
|
||||
void DirectionalShadowSceneTest::RenderFrame() {
|
||||
RenderSceneFrame(false);
|
||||
}
|
||||
|
||||
void DirectionalShadowSceneTest::RenderSceneFrame(bool visualizeShadowMap) {
|
||||
ASSERT_NE(mScene, nullptr);
|
||||
ASSERT_NE(mSceneRenderer, nullptr);
|
||||
|
||||
@@ -444,11 +1025,26 @@ void DirectionalShadowSceneTest::RenderFrame() {
|
||||
renderContext.commandQueue = GetCommandQueue();
|
||||
renderContext.backendType = GetBackendType();
|
||||
|
||||
ASSERT_TRUE(mSceneRenderer->Render(*mScene, nullptr, renderContext, surface));
|
||||
std::vector<CameraRenderRequest> requests =
|
||||
mSceneRenderer->BuildRenderRequests(*mScene, nullptr, renderContext, surface);
|
||||
ASSERT_FALSE(requests.empty());
|
||||
|
||||
if (!mLoggedShadowProbe) {
|
||||
LogShadowAlignmentAnalysis(*mScene, requests[0]);
|
||||
mLoggedShadowProbe = true;
|
||||
}
|
||||
|
||||
if (visualizeShadowMap) {
|
||||
requests[0].overlayPasses = &mShadowMapDebugPasses;
|
||||
}
|
||||
ASSERT_TRUE(mSceneRenderer->Render(requests));
|
||||
|
||||
Log("[TEST] DirectionalShadowSceneTest: closing command list");
|
||||
commandList->Close();
|
||||
void* commandLists[] = { commandList };
|
||||
Log("[TEST] DirectionalShadowSceneTest: executing command list");
|
||||
GetCommandQueue()->ExecuteCommandLists(1, commandLists);
|
||||
Log("[TEST] DirectionalShadowSceneTest: execute submitted");
|
||||
}
|
||||
|
||||
TEST_P(DirectionalShadowSceneTest, RenderDirectionalShadowScene) {
|
||||
@@ -477,6 +1073,30 @@ TEST_P(DirectionalShadowSceneTest, RenderDirectionalShadowScene) {
|
||||
}
|
||||
}
|
||||
|
||||
TEST_P(DirectionalShadowSceneTest, RenderDirectionalShadowMapDebug) {
|
||||
RHICommandQueue* commandQueue = GetCommandQueue();
|
||||
RHISwapChain* swapChain = GetSwapChain();
|
||||
const int targetFrameCount = 30;
|
||||
const char* screenshotFilename = GetShadowMapScreenshotFilename(GetBackendType());
|
||||
|
||||
for (int frameCount = 0; frameCount <= targetFrameCount; ++frameCount) {
|
||||
if (frameCount > 0) {
|
||||
commandQueue->WaitForPreviousFrame();
|
||||
}
|
||||
|
||||
BeginRender();
|
||||
RenderSceneFrame(true);
|
||||
|
||||
if (frameCount >= targetFrameCount) {
|
||||
commandQueue->WaitForIdle();
|
||||
ASSERT_TRUE(TakeScreenshot(screenshotFilename));
|
||||
break;
|
||||
}
|
||||
|
||||
swapChain->Present(0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
INSTANTIATE_TEST_SUITE_P(D3D12, DirectionalShadowSceneTest, ::testing::Values(RHIType::D3D12));
|
||||
|
||||
@@ -204,6 +204,16 @@ TEST(Math_Quaternion, LookRotation_Right) {
|
||||
EXPECT_NEAR(q.w, 0.707f, 1e-3f);
|
||||
}
|
||||
|
||||
TEST(Math_Quaternion, LookRotation_ArbitraryForwardPreserved) {
|
||||
const Vector3 requestedForward = Vector3(0.84f, -0.52f, -0.14f).Normalized();
|
||||
const Quaternion q = Quaternion::LookRotation(requestedForward);
|
||||
const Vector3 actualForward = q * Vector3::Forward();
|
||||
|
||||
EXPECT_NEAR(actualForward.x, requestedForward.x, 1e-4f);
|
||||
EXPECT_NEAR(actualForward.y, requestedForward.y, 1e-4f);
|
||||
EXPECT_NEAR(actualForward.z, requestedForward.z, 1e-4f);
|
||||
}
|
||||
|
||||
TEST(Math_Quaternion, Multiply_ProducesRotation) {
|
||||
Quaternion q1 = Quaternion::FromAxisAngle(Vector3::Up(), PI * 0.5f);
|
||||
Quaternion q2 = Quaternion::FromAxisAngle(Vector3::Right(), PI * 0.5f);
|
||||
|
||||
Reference in New Issue
Block a user