refactor: improve test infrastructure and fix OpenGL GLAD initialization

- Rename D3D12Enum.h to D3D12Enums.h for naming consistency
- Fix OpenGL unit test GLAD initialization by using gladLoadGL()
  instead of gladLoadGLLoader(wglGetProcAddress) for fallback support
- Migrate remaining tests to use gtest_discover_tests for granular
  test discovery (math, core, containers, memory, threading, debug,
  components, scene, resources, input, opengl)
- Remove obsolete TEST_RESOURCES_DIR and copy_directory commands
  from OpenGL unit test CMakeLists (minimal/Res doesn't exist)
- Update TEST_SPEC.md with performance metrics and per-module
  build/test commands for faster development workflow
- Update CMake path references to use lowercase paths
This commit is contained in:
2026-03-23 00:43:02 +08:00
parent 0f0ab8922a
commit f427699ac6
100 changed files with 1191 additions and 1136 deletions

View File

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#include <stdio.h>
#include <stdarg.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include <vector>
#include <stdint.h>
#include <windows.h>
#include "XCEngine/RHI/OpenGL/OpenGLDevice.h"
#include "XCEngine/RHI/OpenGL/OpenGLSwapChain.h"
#include "XCEngine/RHI/OpenGL/OpenGLCommandList.h"
#include "XCEngine/RHI/OpenGL/OpenGLBuffer.h"
#include "XCEngine/RHI/OpenGL/OpenGLVertexArray.h"
#include "XCEngine/RHI/OpenGL/OpenGLShader.h"
#include "XCEngine/RHI/OpenGL/OpenGLPipelineState.h"
#include "XCEngine/RHI/OpenGL/OpenGLTexture.h"
#include "XCEngine/RHI/OpenGL/OpenGLSampler.h"
#include "XCEngine/RHI/OpenGL/OpenGLScreenshot.h"
#include "XCEngine/Debug/Logger.h"
#include "XCEngine/Debug/ConsoleLogSink.h"
#include "XCEngine/Containers/String.h"
#pragma comment(lib, "opengl32.lib")
using namespace XCEngine::RHI;
using namespace XCEngine::Debug;
using namespace XCEngine::Containers;
static const int gWidth = 1280;
static const int gHeight = 720;
void Log(const char* format, ...) {
char buffer[1024];
va_list args;
va_start(args, format);
vsnprintf(buffer, sizeof(buffer), format, args);
va_end(args);
Logger::Get().Debug(LogCategory::Rendering, String(buffer));
}
LRESULT CALLBACK WindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) {
switch (msg) {
case WM_CLOSE:
PostQuitMessage(0);
break;
}
return DefWindowProc(hwnd, msg, wParam, lParam);
}
void IdentityMatrix(float* m) {
memset(m, 0, 16 * sizeof(float));
m[0] = m[5] = m[10] = m[15] = 1.0f;
}
void TranslationMatrix(float* m, float x, float y, float z) {
memset(m, 0, 16 * sizeof(float));
m[0] = 1.0f; m[12] = x;
m[5] = 1.0f; m[13] = y;
m[10] = 1.0f; m[14] = z;
m[15] = 1.0f;
}
void PerspectiveMatrix(float* m, float fov, float aspect, float nearZ, float farZ) {
memset(m, 0, 16 * sizeof(float));
float tanHalfFov = tanf(fov / 2.0f);
m[0] = 1.0f / (aspect * tanHalfFov);
m[5] = 1.0f / tanHalfFov;
m[10] = -(farZ + nearZ) / (farZ - nearZ);
m[11] = -1.0f;
m[14] = -(2.0f * farZ * nearZ) / (farZ - nearZ);
m[15] = 0.0f;
}
struct Vertex {
float pos[4];
float texcoord[2];
};
void GenerateSphere(std::vector<Vertex>& vertices, std::vector<uint32_t>& indices, float radius, int segments) {
vertices.clear();
indices.clear();
segments = (segments < 3) ? 3 : segments;
for (int lat = 0; lat <= segments; ++lat) {
float phi = static_cast<float>(3.14159265f) * lat / segments;
float sinPhi = sinf(phi);
float cosPhi = cosf(phi);
for (int lon = 0; lon <= segments; ++lon) {
float theta = static_cast<float>(2 * 3.14159265f) * lon / segments;
float sinTheta = sinf(theta);
float cosTheta = cosf(theta);
Vertex v;
v.pos[0] = radius * sinPhi * cosTheta;
v.pos[1] = radius * cosPhi;
v.pos[2] = radius * sinPhi * sinTheta;
v.pos[3] = 1.0f;
v.texcoord[0] = static_cast<float>(lon) / segments;
v.texcoord[1] = static_cast<float>(lat) / segments;
vertices.push_back(v);
}
}
for (int lat = 0; lat < segments; ++lat) {
for (int lon = 0; lon < segments; ++lon) {
uint32_t topLeft = lat * (segments + 1) + lon;
uint32_t topRight = topLeft + 1;
uint32_t bottomLeft = (lat + 1) * (segments + 1) + lon;
uint32_t bottomRight = bottomLeft + 1;
indices.push_back(topLeft);
indices.push_back(bottomLeft);
indices.push_back(topRight);
indices.push_back(topRight);
indices.push_back(bottomLeft);
indices.push_back(bottomRight);
}
}
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) {
Logger::Get().Initialize();
Logger::Get().AddSink(std::make_unique<ConsoleLogSink>());
Logger::Get().SetMinimumLevel(LogLevel::Debug);
Log("[INFO] OpenGL Sphere Test Starting");
WNDCLASSEXW wc = {};
wc.cbSize = sizeof(WNDCLASSEXW);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.lpszClassName = L"XCEngine_OpenGL_Sphere";
if (!RegisterClassExW(&wc)) {
Log("[ERROR] Failed to register window class");
return -1;
}
RECT rect = { 0, 0, gWidth, gHeight };
AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE);
HWND hwnd = CreateWindowExW(
0,
L"XCEngine_OpenGL_Sphere",
L"OpenGL Sphere Test",
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, CW_USEDEFAULT,
rect.right - rect.left, rect.bottom - rect.top,
NULL, NULL, hInstance, NULL
);
if (!hwnd) {
Log("[ERROR] Failed to create window");
return -1;
}
OpenGLDevice device;
if (!device.InitializeWithExistingWindow(hwnd)) {
Log("[ERROR] Failed to initialize OpenGL device");
return -1;
}
ShowWindow(hwnd, nShowCmd);
UpdateWindow(hwnd);
Log("[INFO] OpenGL Device: %S", device.GetDeviceInfo().renderer.c_str());
Log("[INFO] OpenGL Version: %S", device.GetDeviceInfo().version.c_str());
OpenGLSwapChain swapChain;
swapChain.Initialize(hwnd, gWidth, gHeight);
OpenGLCommandList commandList;
std::vector<Vertex> vertices;
std::vector<uint32_t> indices;
GenerateSphere(vertices, indices, 1.0f, 32);
Log("[INFO] Generated %d vertices, %d indices", (int)vertices.size(), (int)indices.size());
OpenGLBuffer vertexBuffer;
if (!vertexBuffer.InitializeVertexBuffer(vertices.data(), (uint32_t)(sizeof(Vertex) * vertices.size()))) {
Log("[ERROR] Failed to initialize vertex buffer");
return -1;
}
vertexBuffer.SetStride(sizeof(Vertex));
OpenGLBuffer indexBuffer;
if (!indexBuffer.InitializeIndexBuffer(indices.data(), (uint32_t)(sizeof(uint32_t) * indices.size()))) {
Log("[ERROR] Failed to initialize index buffer");
return -1;
}
OpenGLVertexArray vertexArray;
vertexArray.Initialize();
VertexAttribute posAttr = {};
posAttr.index = 0;
posAttr.count = 4;
posAttr.type = VertexAttributeType::Float;
posAttr.normalized = VertexAttributeNormalized::False;
posAttr.stride = sizeof(Vertex);
posAttr.offset = 0;
vertexArray.AddVertexBuffer(vertexBuffer.GetID(), posAttr);
VertexAttribute texAttr = {};
texAttr.index = 1;
texAttr.count = 2;
texAttr.type = VertexAttributeType::Float;
texAttr.normalized = VertexAttributeNormalized::False;
texAttr.stride = sizeof(Vertex);
texAttr.offset = sizeof(float) * 4;
vertexArray.AddVertexBuffer(vertexBuffer.GetID(), texAttr);
vertexArray.SetIndexBuffer(indexBuffer.GetID(), 0);
OpenGLShader shader;
if (!shader.CompileFromFile("Res/Shader/sphere.vert", "Res/Shader/sphere.frag")) {
Log("[ERROR] Failed to compile shaders");
return -1;
}
Log("[INFO] Shaders compiled successfully");
float modelMatrix[16];
float viewMatrix[16];
float projectionMatrix[16];
IdentityMatrix(viewMatrix);
TranslationMatrix(modelMatrix, 0.0f, 0.0f, -5.0f);
float aspect = 1280.0f / 720.0f;
PerspectiveMatrix(projectionMatrix, 45.0f * 3.14159265f / 180.0f, aspect, 0.1f, 1000.0f);
shader.SetMat4("gModelMatrix", modelMatrix);
shader.SetMat4("gViewMatrix", viewMatrix);
shader.SetMat4("gProjectionMatrix", projectionMatrix);
shader.SetInt("uTexture", 0);
OpenGLPipelineState pipelineState;
OpenGLRasterizerState rasterizerState;
rasterizerState.cullFaceEnable = false;
pipelineState.SetRasterizerState(rasterizerState);
OpenGLDepthStencilState depthStencilState;
depthStencilState.depthTestEnable = false;
depthStencilState.depthWriteEnable = false;
pipelineState.SetDepthStencilState(depthStencilState);
ViewportState viewportState = { 0.0f, 0.0f, (float)gWidth, (float)gHeight, 0.0f, 1.0f };
pipelineState.SetViewport(viewportState);
pipelineState.AttachShader(shader.GetID());
pipelineState.Apply();
OpenGLTexture texture;
if (!texture.LoadFromFile("Res/Image/earth.png", true)) {
Log("[ERROR] Failed to load texture");
return -1;
}
Log("[INFO] Texture loaded successfully");
OpenGLSampler sampler;
OpenGLSamplerDesc samplerDesc = {};
samplerDesc.minFilter = SamplerFilter::Linear;
samplerDesc.magFilter = SamplerFilter::Linear;
samplerDesc.wrapS = SamplerWrapMode::ClampToEdge;
samplerDesc.wrapT = SamplerWrapMode::ClampToEdge;
sampler.Initialize(samplerDesc);
MSG msg = {};
int frameCount = 0;
const int targetFrameCount = 30;
while (frameCount < targetFrameCount) {
if (PeekMessageW(&msg, NULL, 0, 0, PM_REMOVE)) {
if (msg.message == WM_QUIT) {
break;
}
TranslateMessage(&msg);
DispatchMessageW(&msg);
} else {
commandList.SetViewport(0, 0, gWidth, gHeight);
commandList.Clear(0.0f, 0.0f, 1.0f, 1.0f, 1);
pipelineState.Bind();
indexBuffer.Bind();
vertexArray.Bind();
texture.Bind(0);
sampler.Bind(0);
commandList.DrawIndexed(PrimitiveType::Triangles, (uint32_t)indices.size(), 0, 0);
swapChain.Present(0, 0);
frameCount++;
}
}
Log("[INFO] Reached target frame count %d - taking screenshot!", targetFrameCount);
OpenGLScreenshot::Capture(device, swapChain, "sphere.ppm");
sampler.Shutdown();
texture.Shutdown();
indexBuffer.Shutdown();
vertexArray.Shutdown();
vertexBuffer.Shutdown();
shader.Shutdown();
pipelineState.Shutdown();
swapChain.Shutdown();
device.Shutdown();
Logger::Get().Shutdown();
Log("[INFO] OpenGL Sphere Test Finished");
return 0;
}