Consume bounded additional lights in forward-lit
This commit is contained in:
@@ -10,9 +10,20 @@ layout(std140, binding = 0) uniform PerObjectConstants {
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mat4 gNormalMatrix;
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};
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const int XC_MAX_ADDITIONAL_LIGHTS = 8;
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struct AdditionalLightData {
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vec4 colorAndIntensity;
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vec4 positionAndRange;
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vec4 directionAndType;
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vec4 spotAnglesAndFlags;
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};
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layout(std140, binding = 1) uniform LightingConstants {
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vec4 gMainLightDirectionAndIntensity;
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vec4 gMainLightColorAndFlags;
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vec4 gLightingParams;
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AdditionalLightData gAdditionalLights[XC_MAX_ADDITIONAL_LIGHTS];
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};
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layout(std140, binding = 2) uniform MaterialConstants {
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@@ -57,20 +68,97 @@ float ComputeShadowAttenuation(vec3 positionWS) {
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return receiverDepth <= shadowDepth ? 1.0 : (1.0 - shadowStrength);
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}
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float ComputeRangeAttenuation(float distanceSq, float range) {
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if (range <= 0.0) {
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return 0.0;
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}
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float clampedRange = max(range, 0.0001);
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float rangeSq = clampedRange * clampedRange;
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if (distanceSq >= rangeSq) {
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return 0.0;
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}
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float distance = sqrt(max(distanceSq, 0.0));
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float normalized = clamp(1.0 - distance / clampedRange, 0.0, 1.0);
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return normalized * normalized;
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}
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float ComputeSpotAttenuation(AdditionalLightData light, vec3 directionToLightWS) {
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float cosOuter = light.spotAnglesAndFlags.x;
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float cosInner = light.spotAnglesAndFlags.y;
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vec3 spotAxisToLightWS = normalize(light.directionAndType.xyz);
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float cosTheta = dot(spotAxisToLightWS, directionToLightWS);
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return clamp((cosTheta - cosOuter) / max(cosInner - cosOuter, 1e-4), 0.0, 1.0);
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}
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vec3 EvaluateAdditionalLight(AdditionalLightData light, vec3 normalWS, vec3 positionWS) {
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float lightType = light.directionAndType.w;
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vec3 lightColor = light.colorAndIntensity.rgb;
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float lightIntensity = light.colorAndIntensity.w;
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vec3 directionToLightWS = vec3(0.0);
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float attenuation = 1.0;
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if (lightType < 0.5) {
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directionToLightWS = normalize(light.directionAndType.xyz);
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} else {
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vec3 lightVectorWS = light.positionAndRange.xyz - positionWS;
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float distanceSq = dot(lightVectorWS, lightVectorWS);
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if (distanceSq <= 1e-6) {
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return vec3(0.0);
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}
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directionToLightWS = normalize(lightVectorWS);
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attenuation = ComputeRangeAttenuation(distanceSq, light.positionAndRange.w);
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if (attenuation <= 0.0) {
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return vec3(0.0);
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}
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if (lightType > 1.5) {
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attenuation *= ComputeSpotAttenuation(light, directionToLightWS);
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if (attenuation <= 0.0) {
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return vec3(0.0);
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}
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}
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}
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float diffuse = max(dot(normalWS, directionToLightWS), 0.0);
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if (diffuse <= 0.0) {
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return vec3(0.0);
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}
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return lightColor * (diffuse * lightIntensity * attenuation);
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}
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void main() {
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vec4 baseColor = texture(uBaseColorTexture, vTexCoord) * gBaseColorFactor;
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if (gMainLightColorAndFlags.w < 0.5) {
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int additionalLightCount = min(int(gLightingParams.x + 0.5), XC_MAX_ADDITIONAL_LIGHTS);
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if (gMainLightColorAndFlags.w < 0.5 && additionalLightCount == 0) {
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fragColor = baseColor;
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return;
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}
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vec3 normalWS = normalize(vNormalWS);
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vec3 lighting = gLightingParams.yyy;
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if (gMainLightColorAndFlags.w >= 0.5) {
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vec3 directionToLightWS = normalize(gMainLightDirectionAndIntensity.xyz);
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float diffuse = max(dot(normalWS, directionToLightWS), 0.0);
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float shadowAttenuation = diffuse > 0.0
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? ComputeShadowAttenuation(vPositionWS)
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: 1.0;
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vec3 lighting = vec3(0.28) +
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lighting +=
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gMainLightColorAndFlags.rgb * (diffuse * gMainLightDirectionAndIntensity.w * shadowAttenuation);
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}
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for (int lightIndex = 0; lightIndex < XC_MAX_ADDITIONAL_LIGHTS; ++lightIndex) {
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if (lightIndex >= additionalLightCount) {
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break;
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}
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lighting += EvaluateAdditionalLight(gAdditionalLights[lightIndex], normalWS, vPositionWS);
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}
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fragColor = vec4(baseColor.rgb * lighting, baseColor.a);
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}
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@@ -12,9 +12,20 @@ layout(set = 0, binding = 0, std140) uniform PerObjectConstants {
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mat4 gNormalMatrix;
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};
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const int XC_MAX_ADDITIONAL_LIGHTS = 8;
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struct AdditionalLightData {
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vec4 colorAndIntensity;
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vec4 positionAndRange;
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vec4 directionAndType;
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vec4 spotAnglesAndFlags;
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};
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layout(set = 1, binding = 0, std140) uniform LightingConstants {
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vec4 gMainLightDirectionAndIntensity;
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vec4 gMainLightColorAndFlags;
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vec4 gLightingParams;
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AdditionalLightData gAdditionalLights[XC_MAX_ADDITIONAL_LIGHTS];
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};
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layout(set = 2, binding = 0, std140) uniform MaterialConstants {
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@@ -59,20 +70,97 @@ float ComputeShadowAttenuation(vec3 positionWS) {
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return receiverDepth <= shadowDepth ? 1.0 : (1.0 - shadowStrength);
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}
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float ComputeRangeAttenuation(float distanceSq, float range) {
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if (range <= 0.0) {
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return 0.0;
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}
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float clampedRange = max(range, 0.0001);
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float rangeSq = clampedRange * clampedRange;
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if (distanceSq >= rangeSq) {
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return 0.0;
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}
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float distance = sqrt(max(distanceSq, 0.0));
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float normalized = clamp(1.0 - distance / clampedRange, 0.0, 1.0);
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return normalized * normalized;
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}
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float ComputeSpotAttenuation(AdditionalLightData light, vec3 directionToLightWS) {
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float cosOuter = light.spotAnglesAndFlags.x;
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float cosInner = light.spotAnglesAndFlags.y;
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vec3 spotAxisToLightWS = normalize(light.directionAndType.xyz);
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float cosTheta = dot(spotAxisToLightWS, directionToLightWS);
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return clamp((cosTheta - cosOuter) / max(cosInner - cosOuter, 1e-4), 0.0, 1.0);
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}
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vec3 EvaluateAdditionalLight(AdditionalLightData light, vec3 normalWS, vec3 positionWS) {
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float lightType = light.directionAndType.w;
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vec3 lightColor = light.colorAndIntensity.rgb;
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float lightIntensity = light.colorAndIntensity.w;
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vec3 directionToLightWS = vec3(0.0);
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float attenuation = 1.0;
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if (lightType < 0.5) {
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directionToLightWS = normalize(light.directionAndType.xyz);
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} else {
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vec3 lightVectorWS = light.positionAndRange.xyz - positionWS;
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float distanceSq = dot(lightVectorWS, lightVectorWS);
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if (distanceSq <= 1e-6) {
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return vec3(0.0);
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}
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directionToLightWS = normalize(lightVectorWS);
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attenuation = ComputeRangeAttenuation(distanceSq, light.positionAndRange.w);
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if (attenuation <= 0.0) {
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return vec3(0.0);
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}
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if (lightType > 1.5) {
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attenuation *= ComputeSpotAttenuation(light, directionToLightWS);
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if (attenuation <= 0.0) {
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return vec3(0.0);
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}
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}
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}
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float diffuse = max(dot(normalWS, directionToLightWS), 0.0);
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if (diffuse <= 0.0) {
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return vec3(0.0);
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}
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return lightColor * (diffuse * lightIntensity * attenuation);
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}
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void main() {
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vec4 baseColor = texture(sampler2D(uBaseColorTexture, uLinearSampler), vTexCoord) * gBaseColorFactor;
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if (gMainLightColorAndFlags.w < 0.5) {
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int additionalLightCount = min(int(gLightingParams.x + 0.5), XC_MAX_ADDITIONAL_LIGHTS);
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if (gMainLightColorAndFlags.w < 0.5 && additionalLightCount == 0) {
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fragColor = baseColor;
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return;
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}
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vec3 normalWS = normalize(vNormalWS);
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vec3 lighting = gLightingParams.yyy;
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if (gMainLightColorAndFlags.w >= 0.5) {
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vec3 directionToLightWS = normalize(gMainLightDirectionAndIntensity.xyz);
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float diffuse = max(dot(normalWS, directionToLightWS), 0.0);
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float shadowAttenuation = diffuse > 0.0
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? ComputeShadowAttenuation(vPositionWS)
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: 1.0;
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vec3 lighting = vec3(0.28) +
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lighting +=
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gMainLightColorAndFlags.rgb * (diffuse * gMainLightDirectionAndIntensity.w * shadowAttenuation);
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}
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for (int lightIndex = 0; lightIndex < XC_MAX_ADDITIONAL_LIGHTS; ++lightIndex) {
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if (lightIndex >= additionalLightCount) {
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break;
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}
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lighting += EvaluateAdditionalLight(gAdditionalLights[lightIndex], normalWS, vPositionWS);
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}
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fragColor = vec4(baseColor.rgb * lighting, baseColor.a);
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}
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@@ -11,9 +11,20 @@ cbuffer PerObjectConstants : register(b0) {
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float4x4 gNormalMatrix;
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};
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static const int XC_MAX_ADDITIONAL_LIGHTS = 8;
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struct AdditionalLightData {
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float4 colorAndIntensity;
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float4 positionAndRange;
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float4 directionAndType;
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float4 spotAnglesAndFlags;
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};
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cbuffer LightingConstants : register(b1) {
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float4 gMainLightDirectionAndIntensity;
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float4 gMainLightColorAndFlags;
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float4 gLightingParams;
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AdditionalLightData gAdditionalLights[XC_MAX_ADDITIONAL_LIGHTS];
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};
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cbuffer MaterialConstants : register(b2) {
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@@ -59,19 +70,97 @@ float ComputeShadowAttenuation(float3 positionWS) {
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return receiverDepth <= shadowDepth ? 1.0f : (1.0f - shadowStrength);
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}
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float ComputeRangeAttenuation(float distanceSq, float range) {
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if (range <= 0.0f) {
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return 0.0f;
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}
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const float clampedRange = max(range, 0.0001f);
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const float rangeSq = clampedRange * clampedRange;
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if (distanceSq >= rangeSq) {
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return 0.0f;
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}
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const float distance = sqrt(max(distanceSq, 0.0f));
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const float normalized = saturate(1.0f - distance / clampedRange);
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return normalized * normalized;
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}
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float ComputeSpotAttenuation(AdditionalLightData light, float3 directionToLightWS) {
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const float cosOuter = light.spotAnglesAndFlags.x;
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const float cosInner = light.spotAnglesAndFlags.y;
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const float3 spotAxisToLightWS = normalize(light.directionAndType.xyz);
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const float cosTheta = dot(spotAxisToLightWS, directionToLightWS);
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return saturate((cosTheta - cosOuter) / max(cosInner - cosOuter, 1e-4f));
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}
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float3 EvaluateAdditionalLight(AdditionalLightData light, float3 normalWS, float3 positionWS) {
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const float lightType = light.directionAndType.w;
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const float3 lightColor = light.colorAndIntensity.rgb;
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const float lightIntensity = light.colorAndIntensity.w;
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float3 directionToLightWS = float3(0.0f, 0.0f, 0.0f);
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float attenuation = 1.0f;
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if (lightType < 0.5f) {
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directionToLightWS = normalize(light.directionAndType.xyz);
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} else {
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const float3 lightVectorWS = light.positionAndRange.xyz - positionWS;
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const float distanceSq = dot(lightVectorWS, lightVectorWS);
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if (distanceSq <= 1e-6f) {
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return 0.0f.xxx;
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}
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directionToLightWS = lightVectorWS * rsqrt(distanceSq);
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attenuation = ComputeRangeAttenuation(distanceSq, light.positionAndRange.w);
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if (attenuation <= 0.0f) {
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return 0.0f.xxx;
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}
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if (lightType > 1.5f) {
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attenuation *= ComputeSpotAttenuation(light, directionToLightWS);
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if (attenuation <= 0.0f) {
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return 0.0f.xxx;
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}
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}
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}
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const float diffuse = saturate(dot(normalWS, directionToLightWS));
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if (diffuse <= 0.0f) {
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return 0.0f.xxx;
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}
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return lightColor * (diffuse * lightIntensity * attenuation);
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}
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float4 MainPS(PSInput input) : SV_TARGET {
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float4 baseColor = gBaseColorTexture.Sample(gLinearSampler, input.texcoord) * gBaseColorFactor;
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if (gMainLightColorAndFlags.a < 0.5f) {
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const int additionalLightCount = min((int)gLightingParams.x, XC_MAX_ADDITIONAL_LIGHTS);
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if (gMainLightColorAndFlags.a < 0.5f && additionalLightCount == 0) {
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return baseColor;
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}
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float3 normalWS = normalize(input.normalWS);
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float3 lighting = gLightingParams.yyy;
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if (gMainLightColorAndFlags.a >= 0.5f) {
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float3 directionToLightWS = normalize(gMainLightDirectionAndIntensity.xyz);
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float diffuse = saturate(dot(normalWS, directionToLightWS));
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float shadowAttenuation = diffuse > 0.0f
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? ComputeShadowAttenuation(input.positionWS)
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: 1.0f;
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float3 lighting = float3(0.28f, 0.28f, 0.28f) +
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lighting +=
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gMainLightColorAndFlags.rgb * (diffuse * gMainLightDirectionAndIntensity.w * shadowAttenuation);
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}
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[unroll]
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for (int lightIndex = 0; lightIndex < XC_MAX_ADDITIONAL_LIGHTS; ++lightIndex) {
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if (lightIndex >= additionalLightCount) {
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break;
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}
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lighting += EvaluateAdditionalLight(gAdditionalLights[lightIndex], normalWS, input.positionWS);
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}
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return float4(baseColor.rgb * lighting, baseColor.a);
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}
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@@ -14,6 +14,7 @@
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#include <XCEngine/RHI/RHISampler.h>
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#include <XCEngine/RHI/RHITexture.h>
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#include <array>
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#include <functional>
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#include <unordered_map>
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#include <vector>
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@@ -66,9 +67,21 @@ private:
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Math::Matrix4x4 normalMatrix = Math::Matrix4x4::Identity();
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};
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static constexpr Core::uint32 kMaxLightingAdditionalLightCount =
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RenderLightingData::kMaxAdditionalLightCount;
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struct AdditionalLightConstants {
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Math::Vector4 colorAndIntensity = Math::Vector4::Zero();
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Math::Vector4 positionAndRange = Math::Vector4::Zero();
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Math::Vector4 directionAndType = Math::Vector4::Zero();
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Math::Vector4 spotAnglesAndFlags = Math::Vector4::Zero();
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};
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struct LightingConstants {
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Math::Vector4 mainLightDirectionAndIntensity = Math::Vector4::Zero();
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Math::Vector4 mainLightColorAndFlags = Math::Vector4::Zero();
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Math::Vector4 lightingParams = Math::Vector4::Zero();
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std::array<AdditionalLightConstants, kMaxLightingAdditionalLightCount> additionalLights = {};
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};
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struct ShadowReceiverConstants {
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@@ -213,6 +226,8 @@ private:
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const Resources::Texture* ResolveTexture(const Resources::Material* material) const;
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RHI::RHIResourceView* ResolveTextureView(const VisibleRenderItem& visibleItem);
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static LightingConstants BuildLightingConstants(const RenderLightingData& lightingData);
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static AdditionalLightConstants BuildAdditionalLightConstants(const RenderAdditionalLightData& lightData);
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bool ExecuteForwardOpaquePass(const RenderPassContext& context);
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bool DrawVisibleItem(
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const RenderContext& context,
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@@ -15,6 +15,7 @@
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#include "Resources/Texture/Texture.h"
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#include <algorithm>
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#include <cmath>
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#include <cstddef>
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namespace XCEngine {
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@@ -52,6 +53,9 @@ private:
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namespace {
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constexpr float kForwardAmbientIntensity = 0.28f;
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constexpr float kSpotInnerAngleRatio = 0.8f;
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bool IsDepthFormat(RHI::Format format) {
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return format == RHI::Format::D24_UNorm_S8_UInt ||
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format == RHI::Format::D32_Float;
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@@ -866,6 +870,78 @@ RHI::RHIResourceView* BuiltinForwardPipeline::ResolveTextureView(
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return m_fallbackTextureView;
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}
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BuiltinForwardPipeline::LightingConstants BuiltinForwardPipeline::BuildLightingConstants(
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const RenderLightingData& lightingData) {
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LightingConstants lightingConstants = {};
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if (lightingData.HasMainDirectionalLight()) {
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lightingConstants.mainLightDirectionAndIntensity = Math::Vector4(
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lightingData.mainDirectionalLight.direction.x,
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lightingData.mainDirectionalLight.direction.y,
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lightingData.mainDirectionalLight.direction.z,
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lightingData.mainDirectionalLight.intensity);
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lightingConstants.mainLightColorAndFlags = Math::Vector4(
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lightingData.mainDirectionalLight.color.r,
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lightingData.mainDirectionalLight.color.g,
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lightingData.mainDirectionalLight.color.b,
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1.0f);
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}
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const Core::uint32 additionalLightCount = std::min<Core::uint32>(
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lightingData.additionalLightCount,
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kMaxLightingAdditionalLightCount);
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lightingConstants.lightingParams = Math::Vector4(
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static_cast<float>(additionalLightCount),
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kForwardAmbientIntensity,
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0.0f,
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0.0f);
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for (Core::uint32 index = 0; index < additionalLightCount; ++index) {
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lightingConstants.additionalLights[index] =
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BuildAdditionalLightConstants(lightingData.additionalLights[index]);
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}
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|
||||
return lightingConstants;
|
||||
}
|
||||
|
||||
BuiltinForwardPipeline::AdditionalLightConstants BuiltinForwardPipeline::BuildAdditionalLightConstants(
|
||||
const RenderAdditionalLightData& lightData) {
|
||||
AdditionalLightConstants constants = {};
|
||||
constants.colorAndIntensity = Math::Vector4(
|
||||
lightData.color.r,
|
||||
lightData.color.g,
|
||||
lightData.color.b,
|
||||
lightData.intensity);
|
||||
constants.positionAndRange = Math::Vector4(
|
||||
lightData.position.x,
|
||||
lightData.position.y,
|
||||
lightData.position.z,
|
||||
lightData.range);
|
||||
constants.directionAndType = Math::Vector4(
|
||||
lightData.direction.x,
|
||||
lightData.direction.y,
|
||||
lightData.direction.z,
|
||||
static_cast<float>(lightData.type));
|
||||
|
||||
if (lightData.type == RenderLightType::Spot) {
|
||||
const float outerHalfAngleRadians = Math::Radians(lightData.spotAngle * 0.5f);
|
||||
const float innerHalfAngleRadians = outerHalfAngleRadians * kSpotInnerAngleRatio;
|
||||
constants.spotAnglesAndFlags = Math::Vector4(
|
||||
std::cos(outerHalfAngleRadians),
|
||||
std::cos(innerHalfAngleRadians),
|
||||
lightData.castsShadows ? 1.0f : 0.0f,
|
||||
0.0f);
|
||||
} else {
|
||||
constants.spotAnglesAndFlags = Math::Vector4(
|
||||
0.0f,
|
||||
0.0f,
|
||||
lightData.castsShadows ? 1.0f : 0.0f,
|
||||
0.0f);
|
||||
}
|
||||
|
||||
return constants;
|
||||
}
|
||||
|
||||
bool BuiltinForwardPipeline::DrawVisibleItem(
|
||||
const RenderContext& context,
|
||||
const RenderSceneData& sceneData,
|
||||
@@ -891,22 +967,7 @@ bool BuiltinForwardPipeline::DrawVisibleItem(
|
||||
visibleItem.localToWorld.Transpose(),
|
||||
visibleItem.localToWorld.Inverse()
|
||||
};
|
||||
const LightingConstants lightingConstants = {
|
||||
sceneData.lighting.HasMainDirectionalLight()
|
||||
? Math::Vector4(
|
||||
sceneData.lighting.mainDirectionalLight.direction.x,
|
||||
sceneData.lighting.mainDirectionalLight.direction.y,
|
||||
sceneData.lighting.mainDirectionalLight.direction.z,
|
||||
sceneData.lighting.mainDirectionalLight.intensity)
|
||||
: Math::Vector4::Zero(),
|
||||
sceneData.lighting.HasMainDirectionalLight()
|
||||
? Math::Vector4(
|
||||
sceneData.lighting.mainDirectionalLight.color.r,
|
||||
sceneData.lighting.mainDirectionalLight.color.g,
|
||||
sceneData.lighting.mainDirectionalLight.color.b,
|
||||
1.0f)
|
||||
: Math::Vector4::Zero()
|
||||
};
|
||||
const LightingConstants lightingConstants = BuildLightingConstants(sceneData.lighting);
|
||||
const ShadowReceiverConstants shadowReceiverConstants = {
|
||||
sceneData.lighting.HasMainDirectionalShadow()
|
||||
? sceneData.lighting.mainDirectionalShadow.viewProjection
|
||||
|
||||
@@ -6,6 +6,7 @@ add_subdirectory(textured_quad_scene)
|
||||
add_subdirectory(unlit_scene)
|
||||
add_subdirectory(object_id_scene)
|
||||
add_subdirectory(directional_shadow_scene)
|
||||
add_subdirectory(multi_light_scene)
|
||||
add_subdirectory(backpack_scene)
|
||||
add_subdirectory(backpack_lit_scene)
|
||||
add_subdirectory(camera_stack_scene)
|
||||
|
||||
63
tests/Rendering/integration/multi_light_scene/CMakeLists.txt
Normal file
63
tests/Rendering/integration/multi_light_scene/CMakeLists.txt
Normal file
@@ -0,0 +1,63 @@
|
||||
cmake_minimum_required(VERSION 3.15)
|
||||
|
||||
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR})
|
||||
|
||||
project(rendering_integration_multi_light_scene)
|
||||
|
||||
set(ENGINE_ROOT_DIR ${CMAKE_SOURCE_DIR}/engine)
|
||||
set(PACKAGE_DIR ${CMAKE_SOURCE_DIR}/mvs/OpenGL/package)
|
||||
|
||||
get_filename_component(PROJECT_ROOT_DIR ${CMAKE_CURRENT_SOURCE_DIR}/../../../.. ABSOLUTE)
|
||||
|
||||
find_package(Vulkan QUIET)
|
||||
|
||||
add_executable(rendering_integration_multi_light_scene
|
||||
main.cpp
|
||||
${CMAKE_SOURCE_DIR}/tests/RHI/integration/fixtures/RHIIntegrationFixture.cpp
|
||||
${PACKAGE_DIR}/src/glad.c
|
||||
)
|
||||
|
||||
target_include_directories(rendering_integration_multi_light_scene PRIVATE
|
||||
${CMAKE_CURRENT_SOURCE_DIR}
|
||||
${CMAKE_SOURCE_DIR}/tests/RHI/integration/fixtures
|
||||
${ENGINE_ROOT_DIR}/include
|
||||
${PACKAGE_DIR}/include
|
||||
${PROJECT_ROOT_DIR}/engine/src
|
||||
)
|
||||
|
||||
target_link_libraries(rendering_integration_multi_light_scene PRIVATE
|
||||
d3d12
|
||||
dxgi
|
||||
d3dcompiler
|
||||
winmm
|
||||
opengl32
|
||||
XCEngine
|
||||
GTest::gtest
|
||||
)
|
||||
|
||||
if(TARGET Vulkan::Vulkan)
|
||||
target_link_libraries(rendering_integration_multi_light_scene PRIVATE Vulkan::Vulkan)
|
||||
target_compile_definitions(rendering_integration_multi_light_scene PRIVATE XCENGINE_SUPPORT_VULKAN)
|
||||
endif()
|
||||
|
||||
target_compile_definitions(rendering_integration_multi_light_scene PRIVATE
|
||||
UNICODE
|
||||
_UNICODE
|
||||
XCENGINE_SUPPORT_OPENGL
|
||||
XCENGINE_SUPPORT_D3D12
|
||||
)
|
||||
|
||||
add_custom_command(TARGET rendering_integration_multi_light_scene POST_BUILD
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_if_different
|
||||
${CMAKE_SOURCE_DIR}/tests/RHI/integration/compare_ppm.py
|
||||
$<TARGET_FILE_DIR:rendering_integration_multi_light_scene>/
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_if_different
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/GT.ppm
|
||||
$<TARGET_FILE_DIR:rendering_integration_multi_light_scene>/GT.ppm
|
||||
COMMAND ${CMAKE_COMMAND} -E copy_if_different
|
||||
${ENGINE_ROOT_DIR}/third_party/renderdoc/renderdoc.dll
|
||||
$<TARGET_FILE_DIR:rendering_integration_multi_light_scene>/
|
||||
)
|
||||
|
||||
include(GoogleTest)
|
||||
gtest_discover_tests(rendering_integration_multi_light_scene)
|
||||
4
tests/Rendering/integration/multi_light_scene/GT.ppm
Normal file
4
tests/Rendering/integration/multi_light_scene/GT.ppm
Normal file
File diff suppressed because one or more lines are too long
480
tests/Rendering/integration/multi_light_scene/main.cpp
Normal file
480
tests/Rendering/integration/multi_light_scene/main.cpp
Normal file
@@ -0,0 +1,480 @@
|
||||
#define NOMINMAX
|
||||
#include <windows.h>
|
||||
|
||||
#include <gtest/gtest.h>
|
||||
|
||||
#include "../RenderingIntegrationMain.h"
|
||||
|
||||
#include <XCEngine/Components/CameraComponent.h>
|
||||
#include <XCEngine/Components/GameObject.h>
|
||||
#include <XCEngine/Components/LightComponent.h>
|
||||
#include <XCEngine/Components/MeshFilterComponent.h>
|
||||
#include <XCEngine/Components/MeshRendererComponent.h>
|
||||
#include <XCEngine/Core/Asset/IResource.h>
|
||||
#include <XCEngine/Core/Math/Color.h>
|
||||
#include <XCEngine/Core/Math/Quaternion.h>
|
||||
#include <XCEngine/Core/Math/Vector2.h>
|
||||
#include <XCEngine/Core/Math/Vector3.h>
|
||||
#include <XCEngine/Rendering/RenderContext.h>
|
||||
#include <XCEngine/Rendering/RenderSurface.h>
|
||||
#include <XCEngine/Rendering/SceneRenderer.h>
|
||||
#include <XCEngine/Resources/BuiltinResources.h>
|
||||
#include <XCEngine/Resources/Material/Material.h>
|
||||
#include <XCEngine/Resources/Mesh/Mesh.h>
|
||||
#include <XCEngine/Resources/Shader/Shader.h>
|
||||
#include <XCEngine/RHI/RHITexture.h>
|
||||
#include <XCEngine/Scene/Scene.h>
|
||||
|
||||
#include "../../../RHI/integration/fixtures/RHIIntegrationFixture.h"
|
||||
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
|
||||
using namespace XCEngine::Components;
|
||||
using namespace XCEngine::Math;
|
||||
using namespace XCEngine::Rendering;
|
||||
using namespace XCEngine::Resources;
|
||||
using namespace XCEngine::RHI;
|
||||
using namespace XCEngine::RHI::Integration;
|
||||
|
||||
namespace {
|
||||
|
||||
constexpr const char* kD3D12Screenshot = "multi_light_scene_d3d12.ppm";
|
||||
constexpr const char* kOpenGLScreenshot = "multi_light_scene_opengl.ppm";
|
||||
constexpr const char* kVulkanScreenshot = "multi_light_scene_vulkan.ppm";
|
||||
constexpr uint32_t kFrameWidth = 1280;
|
||||
constexpr uint32_t kFrameHeight = 720;
|
||||
|
||||
void AppendQuadFace(
|
||||
std::vector<StaticMeshVertex>& vertices,
|
||||
std::vector<uint32_t>& indices,
|
||||
const Vector3& v0,
|
||||
const Vector3& v1,
|
||||
const Vector3& v2,
|
||||
const Vector3& v3,
|
||||
const Vector3& normal) {
|
||||
const uint32_t baseIndex = static_cast<uint32_t>(vertices.size());
|
||||
|
||||
StaticMeshVertex vertex = {};
|
||||
vertex.normal = normal;
|
||||
|
||||
vertex.position = v0;
|
||||
vertex.uv0 = Vector2(0.0f, 1.0f);
|
||||
vertices.push_back(vertex);
|
||||
|
||||
vertex.position = v1;
|
||||
vertex.uv0 = Vector2(1.0f, 1.0f);
|
||||
vertices.push_back(vertex);
|
||||
|
||||
vertex.position = v2;
|
||||
vertex.uv0 = Vector2(0.0f, 0.0f);
|
||||
vertices.push_back(vertex);
|
||||
|
||||
vertex.position = v3;
|
||||
vertex.uv0 = Vector2(1.0f, 0.0f);
|
||||
vertices.push_back(vertex);
|
||||
|
||||
indices.push_back(baseIndex + 0);
|
||||
indices.push_back(baseIndex + 2);
|
||||
indices.push_back(baseIndex + 1);
|
||||
indices.push_back(baseIndex + 1);
|
||||
indices.push_back(baseIndex + 2);
|
||||
indices.push_back(baseIndex + 3);
|
||||
}
|
||||
|
||||
Mesh* CreateCubeMesh() {
|
||||
auto* mesh = new Mesh();
|
||||
IResource::ConstructParams params = {};
|
||||
params.name = "MultiLightCubeMesh";
|
||||
params.path = "Tests/Rendering/MultiLightCube.mesh";
|
||||
params.guid = ResourceGUID::Generate(params.path);
|
||||
mesh->Initialize(params);
|
||||
|
||||
std::vector<StaticMeshVertex> vertices;
|
||||
std::vector<uint32_t> indices;
|
||||
vertices.reserve(24);
|
||||
indices.reserve(36);
|
||||
|
||||
constexpr float half = 0.5f;
|
||||
AppendQuadFace(
|
||||
vertices, indices,
|
||||
Vector3(-half, -half, half),
|
||||
Vector3(half, -half, half),
|
||||
Vector3(-half, half, half),
|
||||
Vector3(half, half, half),
|
||||
Vector3::Forward());
|
||||
AppendQuadFace(
|
||||
vertices, indices,
|
||||
Vector3(half, -half, -half),
|
||||
Vector3(-half, -half, -half),
|
||||
Vector3(half, half, -half),
|
||||
Vector3(-half, half, -half),
|
||||
Vector3::Back());
|
||||
AppendQuadFace(
|
||||
vertices, indices,
|
||||
Vector3(-half, -half, -half),
|
||||
Vector3(-half, -half, half),
|
||||
Vector3(-half, half, -half),
|
||||
Vector3(-half, half, half),
|
||||
Vector3::Left());
|
||||
AppendQuadFace(
|
||||
vertices, indices,
|
||||
Vector3(half, -half, half),
|
||||
Vector3(half, -half, -half),
|
||||
Vector3(half, half, half),
|
||||
Vector3(half, half, -half),
|
||||
Vector3::Right());
|
||||
AppendQuadFace(
|
||||
vertices, indices,
|
||||
Vector3(-half, half, half),
|
||||
Vector3(half, half, half),
|
||||
Vector3(-half, half, -half),
|
||||
Vector3(half, half, -half),
|
||||
Vector3::Up());
|
||||
AppendQuadFace(
|
||||
vertices, indices,
|
||||
Vector3(-half, -half, -half),
|
||||
Vector3(half, -half, -half),
|
||||
Vector3(-half, -half, half),
|
||||
Vector3(half, -half, half),
|
||||
Vector3::Down());
|
||||
|
||||
mesh->SetVertexData(
|
||||
vertices.data(),
|
||||
vertices.size() * sizeof(StaticMeshVertex),
|
||||
static_cast<uint32_t>(vertices.size()),
|
||||
sizeof(StaticMeshVertex),
|
||||
VertexAttribute::Position | VertexAttribute::Normal | VertexAttribute::UV0);
|
||||
mesh->SetIndexData(
|
||||
indices.data(),
|
||||
indices.size() * sizeof(uint32_t),
|
||||
static_cast<uint32_t>(indices.size()),
|
||||
true);
|
||||
|
||||
const Bounds bounds(Vector3::Zero(), Vector3::One());
|
||||
mesh->SetBounds(bounds);
|
||||
|
||||
MeshSection section = {};
|
||||
section.baseVertex = 0;
|
||||
section.vertexCount = static_cast<uint32_t>(vertices.size());
|
||||
section.startIndex = 0;
|
||||
section.indexCount = static_cast<uint32_t>(indices.size());
|
||||
section.materialID = 0;
|
||||
section.bounds = bounds;
|
||||
mesh->AddSection(section);
|
||||
return mesh;
|
||||
}
|
||||
|
||||
Material* CreateForwardLitMaterial(
|
||||
const char* name,
|
||||
const char* path,
|
||||
const Vector4& baseColor) {
|
||||
auto* material = new Material();
|
||||
IResource::ConstructParams params = {};
|
||||
params.name = name;
|
||||
params.path = path;
|
||||
params.guid = ResourceGUID::Generate(params.path);
|
||||
material->Initialize(params);
|
||||
material->SetShader(ResourceManager::Get().Load<Shader>(GetBuiltinForwardLitShaderPath()));
|
||||
material->SetShaderPass("ForwardLit");
|
||||
material->SetFloat4("_BaseColor", baseColor);
|
||||
return material;
|
||||
}
|
||||
|
||||
const char* GetScreenshotFilename(RHIType backendType) {
|
||||
switch (backendType) {
|
||||
case RHIType::D3D12:
|
||||
return kD3D12Screenshot;
|
||||
case RHIType::Vulkan:
|
||||
return kVulkanScreenshot;
|
||||
case RHIType::OpenGL:
|
||||
default:
|
||||
return kOpenGLScreenshot;
|
||||
}
|
||||
}
|
||||
|
||||
int GetComparisonThreshold(RHIType backendType) {
|
||||
return backendType == RHIType::D3D12 ? 10 : 10;
|
||||
}
|
||||
|
||||
class MultiLightSceneTest : public RHIIntegrationFixture {
|
||||
protected:
|
||||
void SetUp() override;
|
||||
void TearDown() override;
|
||||
void RenderFrame() override;
|
||||
|
||||
private:
|
||||
void BuildScene();
|
||||
RHIResourceView* GetCurrentBackBufferView();
|
||||
|
||||
std::unique_ptr<Scene> mScene;
|
||||
std::unique_ptr<SceneRenderer> mSceneRenderer;
|
||||
std::vector<RHIResourceView*> mBackBufferViews;
|
||||
RHITexture* mDepthTexture = nullptr;
|
||||
RHIResourceView* mDepthView = nullptr;
|
||||
Mesh* mCubeMesh = nullptr;
|
||||
Material* mGroundMaterial = nullptr;
|
||||
Material* mLeftMaterial = nullptr;
|
||||
Material* mCenterMaterial = nullptr;
|
||||
Material* mRightMaterial = nullptr;
|
||||
};
|
||||
|
||||
void MultiLightSceneTest::SetUp() {
|
||||
RHIIntegrationFixture::SetUp();
|
||||
|
||||
mSceneRenderer = std::make_unique<SceneRenderer>();
|
||||
mScene = std::make_unique<Scene>("MultiLightScene");
|
||||
|
||||
mCubeMesh = CreateCubeMesh();
|
||||
ASSERT_NE(mCubeMesh, nullptr);
|
||||
|
||||
mGroundMaterial = CreateForwardLitMaterial(
|
||||
"MultiLightGround",
|
||||
"Tests/Rendering/MultiLightGround.material",
|
||||
Vector4(0.84f, 0.84f, 0.86f, 1.0f));
|
||||
mLeftMaterial = CreateForwardLitMaterial(
|
||||
"MultiLightLeftCube",
|
||||
"Tests/Rendering/MultiLightLeftCube.material",
|
||||
Vector4(0.95f, 0.92f, 0.90f, 1.0f));
|
||||
mCenterMaterial = CreateForwardLitMaterial(
|
||||
"MultiLightCenterCube",
|
||||
"Tests/Rendering/MultiLightCenterCube.material",
|
||||
Vector4(0.92f, 0.92f, 0.95f, 1.0f));
|
||||
mRightMaterial = CreateForwardLitMaterial(
|
||||
"MultiLightRightCube",
|
||||
"Tests/Rendering/MultiLightRightCube.material",
|
||||
Vector4(0.93f, 0.95f, 0.96f, 1.0f));
|
||||
|
||||
BuildScene();
|
||||
|
||||
TextureDesc depthDesc = {};
|
||||
depthDesc.width = kFrameWidth;
|
||||
depthDesc.height = kFrameHeight;
|
||||
depthDesc.depth = 1;
|
||||
depthDesc.mipLevels = 1;
|
||||
depthDesc.arraySize = 1;
|
||||
depthDesc.format = static_cast<uint32_t>(Format::D24_UNorm_S8_UInt);
|
||||
depthDesc.textureType = static_cast<uint32_t>(XCEngine::RHI::TextureType::Texture2D);
|
||||
depthDesc.sampleCount = 1;
|
||||
depthDesc.sampleQuality = 0;
|
||||
depthDesc.flags = 0;
|
||||
mDepthTexture = GetDevice()->CreateTexture(depthDesc);
|
||||
ASSERT_NE(mDepthTexture, nullptr);
|
||||
|
||||
ResourceViewDesc depthViewDesc = {};
|
||||
depthViewDesc.format = static_cast<uint32_t>(Format::D24_UNorm_S8_UInt);
|
||||
depthViewDesc.dimension = ResourceViewDimension::Texture2D;
|
||||
depthViewDesc.mipLevel = 0;
|
||||
mDepthView = GetDevice()->CreateDepthStencilView(mDepthTexture, depthViewDesc);
|
||||
ASSERT_NE(mDepthView, nullptr);
|
||||
|
||||
mBackBufferViews.resize(2, nullptr);
|
||||
}
|
||||
|
||||
void MultiLightSceneTest::TearDown() {
|
||||
mSceneRenderer.reset();
|
||||
|
||||
if (mDepthView != nullptr) {
|
||||
mDepthView->Shutdown();
|
||||
delete mDepthView;
|
||||
mDepthView = nullptr;
|
||||
}
|
||||
|
||||
if (mDepthTexture != nullptr) {
|
||||
mDepthTexture->Shutdown();
|
||||
delete mDepthTexture;
|
||||
mDepthTexture = nullptr;
|
||||
}
|
||||
|
||||
for (RHIResourceView*& backBufferView : mBackBufferViews) {
|
||||
if (backBufferView != nullptr) {
|
||||
backBufferView->Shutdown();
|
||||
delete backBufferView;
|
||||
backBufferView = nullptr;
|
||||
}
|
||||
}
|
||||
mBackBufferViews.clear();
|
||||
|
||||
mScene.reset();
|
||||
|
||||
delete mGroundMaterial;
|
||||
mGroundMaterial = nullptr;
|
||||
delete mLeftMaterial;
|
||||
mLeftMaterial = nullptr;
|
||||
delete mCenterMaterial;
|
||||
mCenterMaterial = nullptr;
|
||||
delete mRightMaterial;
|
||||
mRightMaterial = nullptr;
|
||||
delete mCubeMesh;
|
||||
mCubeMesh = nullptr;
|
||||
|
||||
RHIIntegrationFixture::TearDown();
|
||||
}
|
||||
|
||||
void MultiLightSceneTest::BuildScene() {
|
||||
ASSERT_NE(mScene, nullptr);
|
||||
ASSERT_NE(mCubeMesh, nullptr);
|
||||
|
||||
GameObject* cameraObject = mScene->CreateGameObject("MainCamera");
|
||||
auto* camera = cameraObject->AddComponent<CameraComponent>();
|
||||
camera->SetPrimary(true);
|
||||
camera->SetFieldOfView(40.0f);
|
||||
camera->SetNearClipPlane(0.1f);
|
||||
camera->SetFarClipPlane(50.0f);
|
||||
camera->SetClearColor(XCEngine::Math::Color(0.025f, 0.025f, 0.035f, 1.0f));
|
||||
cameraObject->GetTransform()->SetLocalPosition(Vector3(0.0f, 3.4f, -7.6f));
|
||||
cameraObject->GetTransform()->SetLocalRotation(
|
||||
Quaternion::LookRotation(Vector3(0.0f, -0.16f, 1.0f).Normalized()));
|
||||
|
||||
GameObject* mainDirectionalObject = mScene->CreateGameObject("MainDirectionalLight");
|
||||
auto* mainDirectional = mainDirectionalObject->AddComponent<LightComponent>();
|
||||
mainDirectional->SetLightType(LightType::Directional);
|
||||
mainDirectional->SetColor(XCEngine::Math::Color(1.0f, 0.97f, 0.93f, 1.0f));
|
||||
mainDirectional->SetIntensity(1.25f);
|
||||
mainDirectionalObject->GetTransform()->SetLocalRotation(
|
||||
Quaternion::LookRotation(Vector3(0.35f, -0.88f, -0.31f).Normalized()));
|
||||
|
||||
GameObject* fillDirectionalObject = mScene->CreateGameObject("FillDirectionalLight");
|
||||
auto* fillDirectional = fillDirectionalObject->AddComponent<LightComponent>();
|
||||
fillDirectional->SetLightType(LightType::Directional);
|
||||
fillDirectional->SetColor(XCEngine::Math::Color(0.22f, 0.55f, 1.0f, 1.0f));
|
||||
fillDirectional->SetIntensity(0.42f);
|
||||
fillDirectionalObject->GetTransform()->SetLocalRotation(
|
||||
Quaternion::LookRotation(Vector3(-0.72f, -0.34f, 0.61f).Normalized()));
|
||||
|
||||
GameObject* pointLightObject = mScene->CreateGameObject("PointLight");
|
||||
auto* pointLight = pointLightObject->AddComponent<LightComponent>();
|
||||
pointLight->SetLightType(LightType::Point);
|
||||
pointLight->SetColor(XCEngine::Math::Color(1.0f, 0.30f, 0.18f, 1.0f));
|
||||
pointLight->SetIntensity(6.0f);
|
||||
pointLight->SetRange(6.8f);
|
||||
pointLightObject->GetTransform()->SetLocalPosition(Vector3(-3.0f, 2.8f, 8.0f));
|
||||
|
||||
GameObject* spotLightObject = mScene->CreateGameObject("SpotLight");
|
||||
auto* spotLight = spotLightObject->AddComponent<LightComponent>();
|
||||
spotLight->SetLightType(LightType::Spot);
|
||||
spotLight->SetColor(XCEngine::Math::Color(0.18f, 1.0f, 0.62f, 1.0f));
|
||||
spotLight->SetIntensity(7.0f);
|
||||
spotLight->SetRange(11.0f);
|
||||
spotLight->SetSpotAngle(38.0f);
|
||||
spotLightObject->GetTransform()->SetLocalPosition(Vector3(3.3f, 4.2f, 11.8f));
|
||||
spotLightObject->GetTransform()->SetLocalRotation(
|
||||
Quaternion::LookRotation(Vector3(-0.18f, -0.84f, -0.52f).Normalized()));
|
||||
|
||||
GameObject* groundObject = mScene->CreateGameObject("Ground");
|
||||
auto* groundMeshFilter = groundObject->AddComponent<MeshFilterComponent>();
|
||||
auto* groundMeshRenderer = groundObject->AddComponent<MeshRendererComponent>();
|
||||
groundObject->GetTransform()->SetLocalPosition(Vector3(0.0f, -0.16f, 10.4f));
|
||||
groundObject->GetTransform()->SetLocalScale(Vector3(12.0f, 0.18f, 10.0f));
|
||||
groundMeshFilter->SetMesh(ResourceHandle<Mesh>(mCubeMesh));
|
||||
groundMeshRenderer->SetMaterial(0, mGroundMaterial);
|
||||
|
||||
GameObject* leftCubeObject = mScene->CreateGameObject("LeftCube");
|
||||
auto* leftMeshFilter = leftCubeObject->AddComponent<MeshFilterComponent>();
|
||||
auto* leftMeshRenderer = leftCubeObject->AddComponent<MeshRendererComponent>();
|
||||
leftCubeObject->GetTransform()->SetLocalPosition(Vector3(-2.8f, 0.80f, 8.3f));
|
||||
leftCubeObject->GetTransform()->SetLocalScale(Vector3(1.45f, 1.60f, 1.45f));
|
||||
leftMeshFilter->SetMesh(ResourceHandle<Mesh>(mCubeMesh));
|
||||
leftMeshRenderer->SetMaterial(0, mLeftMaterial);
|
||||
|
||||
GameObject* centerCubeObject = mScene->CreateGameObject("CenterCube");
|
||||
auto* centerMeshFilter = centerCubeObject->AddComponent<MeshFilterComponent>();
|
||||
auto* centerMeshRenderer = centerCubeObject->AddComponent<MeshRendererComponent>();
|
||||
centerCubeObject->GetTransform()->SetLocalPosition(Vector3(0.0f, 1.0f, 10.4f));
|
||||
centerCubeObject->GetTransform()->SetLocalScale(Vector3(1.90f, 2.0f, 1.90f));
|
||||
centerMeshFilter->SetMesh(ResourceHandle<Mesh>(mCubeMesh));
|
||||
centerMeshRenderer->SetMaterial(0, mCenterMaterial);
|
||||
|
||||
GameObject* rightCubeObject = mScene->CreateGameObject("RightCube");
|
||||
auto* rightMeshFilter = rightCubeObject->AddComponent<MeshFilterComponent>();
|
||||
auto* rightMeshRenderer = rightCubeObject->AddComponent<MeshRendererComponent>();
|
||||
rightCubeObject->GetTransform()->SetLocalPosition(Vector3(2.9f, 0.66f, 12.0f));
|
||||
rightCubeObject->GetTransform()->SetLocalScale(Vector3(1.25f, 1.32f, 1.25f));
|
||||
rightMeshFilter->SetMesh(ResourceHandle<Mesh>(mCubeMesh));
|
||||
rightMeshRenderer->SetMaterial(0, mRightMaterial);
|
||||
}
|
||||
|
||||
RHIResourceView* MultiLightSceneTest::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 MultiLightSceneTest::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(MultiLightSceneTest, RenderMultiLightScene) {
|
||||
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, MultiLightSceneTest, ::testing::Values(RHIType::D3D12));
|
||||
INSTANTIATE_TEST_SUITE_P(OpenGL, MultiLightSceneTest, ::testing::Values(RHIType::OpenGL));
|
||||
#if defined(XCENGINE_SUPPORT_VULKAN)
|
||||
INSTANTIATE_TEST_SUITE_P(Vulkan, MultiLightSceneTest, ::testing::Values(RHIType::Vulkan));
|
||||
#endif
|
||||
|
||||
GTEST_API_ int main(int argc, char** argv) {
|
||||
return RunRenderingIntegrationTestMain(argc, argv);
|
||||
}
|
||||
@@ -747,12 +747,22 @@ TEST(ShaderLoader, LoadBuiltinForwardLitShaderBuildsBackendVariants) {
|
||||
ASSERT_NE(d3d12Vertex, nullptr);
|
||||
EXPECT_NE(std::string(d3d12Vertex->sourceCode.CStr()).find("XC_BUILTIN_FORWARD_LIT_D3D12_VS"), std::string::npos);
|
||||
|
||||
const ShaderStageVariant* d3d12Fragment = shader->FindVariant(
|
||||
"ForwardLit",
|
||||
ShaderType::Fragment,
|
||||
ShaderBackend::D3D12);
|
||||
ASSERT_NE(d3d12Fragment, nullptr);
|
||||
EXPECT_NE(std::string(d3d12Fragment->sourceCode.CStr()).find("gAdditionalLights"), std::string::npos);
|
||||
EXPECT_NE(std::string(d3d12Fragment->sourceCode.CStr()).find("gLightingParams"), std::string::npos);
|
||||
|
||||
const ShaderStageVariant* openglFragment = shader->FindVariant(
|
||||
"ForwardLit",
|
||||
ShaderType::Fragment,
|
||||
ShaderBackend::OpenGL);
|
||||
ASSERT_NE(openglFragment, nullptr);
|
||||
EXPECT_NE(std::string(openglFragment->sourceCode.CStr()).find("XC_BUILTIN_FORWARD_LIT_OPENGL_PS"), std::string::npos);
|
||||
EXPECT_NE(std::string(openglFragment->sourceCode.CStr()).find("gAdditionalLights"), std::string::npos);
|
||||
EXPECT_NE(std::string(openglFragment->sourceCode.CStr()).find("gLightingParams"), std::string::npos);
|
||||
|
||||
const ShaderStageVariant* vulkanFragment = shader->FindVariant(
|
||||
"ForwardLit",
|
||||
@@ -760,6 +770,8 @@ TEST(ShaderLoader, LoadBuiltinForwardLitShaderBuildsBackendVariants) {
|
||||
ShaderBackend::Vulkan);
|
||||
ASSERT_NE(vulkanFragment, nullptr);
|
||||
EXPECT_NE(std::string(vulkanFragment->sourceCode.CStr()).find("XC_BUILTIN_FORWARD_LIT_VULKAN_PS"), std::string::npos);
|
||||
EXPECT_NE(std::string(vulkanFragment->sourceCode.CStr()).find("gAdditionalLights"), std::string::npos);
|
||||
EXPECT_NE(std::string(vulkanFragment->sourceCode.CStr()).find("gLightingParams"), std::string::npos);
|
||||
|
||||
delete shader;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user