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:
322
tests/RHI/OpenGL/integration/sphere/main.cpp
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322
tests/RHI/OpenGL/integration/sphere/main.cpp
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#include <stdio.h>
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#include <stdarg.h>
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#include <stdlib.h>
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#include <string.h>
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#include <math.h>
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#include <vector>
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#include <stdint.h>
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#include <windows.h>
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#include "XCEngine/RHI/OpenGL/OpenGLDevice.h"
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#include "XCEngine/RHI/OpenGL/OpenGLSwapChain.h"
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#include "XCEngine/RHI/OpenGL/OpenGLCommandList.h"
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#include "XCEngine/RHI/OpenGL/OpenGLBuffer.h"
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#include "XCEngine/RHI/OpenGL/OpenGLVertexArray.h"
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#include "XCEngine/RHI/OpenGL/OpenGLShader.h"
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#include "XCEngine/RHI/OpenGL/OpenGLPipelineState.h"
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#include "XCEngine/RHI/OpenGL/OpenGLTexture.h"
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#include "XCEngine/RHI/OpenGL/OpenGLSampler.h"
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#include "XCEngine/RHI/OpenGL/OpenGLScreenshot.h"
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#include "XCEngine/Debug/Logger.h"
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#include "XCEngine/Debug/ConsoleLogSink.h"
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#include "XCEngine/Containers/String.h"
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#pragma comment(lib, "opengl32.lib")
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using namespace XCEngine::RHI;
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using namespace XCEngine::Debug;
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using namespace XCEngine::Containers;
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static const int gWidth = 1280;
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static const int gHeight = 720;
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void Log(const char* format, ...) {
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char buffer[1024];
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va_list args;
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va_start(args, format);
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vsnprintf(buffer, sizeof(buffer), format, args);
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va_end(args);
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Logger::Get().Debug(LogCategory::Rendering, String(buffer));
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}
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LRESULT CALLBACK WindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) {
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switch (msg) {
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case WM_CLOSE:
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PostQuitMessage(0);
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break;
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}
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return DefWindowProc(hwnd, msg, wParam, lParam);
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}
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void IdentityMatrix(float* m) {
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memset(m, 0, 16 * sizeof(float));
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m[0] = m[5] = m[10] = m[15] = 1.0f;
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}
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void TranslationMatrix(float* m, float x, float y, float z) {
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memset(m, 0, 16 * sizeof(float));
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m[0] = 1.0f; m[12] = x;
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m[5] = 1.0f; m[13] = y;
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m[10] = 1.0f; m[14] = z;
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m[15] = 1.0f;
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}
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void PerspectiveMatrix(float* m, float fov, float aspect, float nearZ, float farZ) {
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memset(m, 0, 16 * sizeof(float));
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float tanHalfFov = tanf(fov / 2.0f);
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m[0] = 1.0f / (aspect * tanHalfFov);
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m[5] = 1.0f / tanHalfFov;
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m[10] = -(farZ + nearZ) / (farZ - nearZ);
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m[11] = -1.0f;
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m[14] = -(2.0f * farZ * nearZ) / (farZ - nearZ);
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m[15] = 0.0f;
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}
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struct Vertex {
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float pos[4];
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float texcoord[2];
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};
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void GenerateSphere(std::vector<Vertex>& vertices, std::vector<uint32_t>& indices, float radius, int segments) {
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vertices.clear();
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indices.clear();
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segments = (segments < 3) ? 3 : segments;
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for (int lat = 0; lat <= segments; ++lat) {
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float phi = static_cast<float>(3.14159265f) * lat / segments;
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float sinPhi = sinf(phi);
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float cosPhi = cosf(phi);
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for (int lon = 0; lon <= segments; ++lon) {
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float theta = static_cast<float>(2 * 3.14159265f) * lon / segments;
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float sinTheta = sinf(theta);
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float cosTheta = cosf(theta);
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Vertex v;
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v.pos[0] = radius * sinPhi * cosTheta;
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v.pos[1] = radius * cosPhi;
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v.pos[2] = radius * sinPhi * sinTheta;
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v.pos[3] = 1.0f;
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v.texcoord[0] = static_cast<float>(lon) / segments;
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v.texcoord[1] = static_cast<float>(lat) / segments;
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vertices.push_back(v);
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}
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}
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for (int lat = 0; lat < segments; ++lat) {
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for (int lon = 0; lon < segments; ++lon) {
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uint32_t topLeft = lat * (segments + 1) + lon;
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uint32_t topRight = topLeft + 1;
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uint32_t bottomLeft = (lat + 1) * (segments + 1) + lon;
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uint32_t bottomRight = bottomLeft + 1;
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indices.push_back(topLeft);
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indices.push_back(bottomLeft);
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indices.push_back(topRight);
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indices.push_back(topRight);
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indices.push_back(bottomLeft);
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indices.push_back(bottomRight);
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}
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}
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}
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int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) {
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Logger::Get().Initialize();
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Logger::Get().AddSink(std::make_unique<ConsoleLogSink>());
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Logger::Get().SetMinimumLevel(LogLevel::Debug);
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Log("[INFO] OpenGL Sphere Test Starting");
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WNDCLASSEXW wc = {};
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wc.cbSize = sizeof(WNDCLASSEXW);
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wc.style = CS_HREDRAW | CS_VREDRAW;
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wc.lpfnWndProc = WindowProc;
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wc.hInstance = hInstance;
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wc.lpszClassName = L"XCEngine_OpenGL_Sphere";
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if (!RegisterClassExW(&wc)) {
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Log("[ERROR] Failed to register window class");
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return -1;
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}
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RECT rect = { 0, 0, gWidth, gHeight };
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AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE);
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HWND hwnd = CreateWindowExW(
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0,
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L"XCEngine_OpenGL_Sphere",
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L"OpenGL Sphere Test",
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WS_OVERLAPPEDWINDOW,
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CW_USEDEFAULT, CW_USEDEFAULT,
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rect.right - rect.left, rect.bottom - rect.top,
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NULL, NULL, hInstance, NULL
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);
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if (!hwnd) {
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Log("[ERROR] Failed to create window");
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return -1;
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}
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OpenGLDevice device;
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if (!device.InitializeWithExistingWindow(hwnd)) {
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Log("[ERROR] Failed to initialize OpenGL device");
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return -1;
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}
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ShowWindow(hwnd, nShowCmd);
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UpdateWindow(hwnd);
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Log("[INFO] OpenGL Device: %S", device.GetDeviceInfo().renderer.c_str());
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Log("[INFO] OpenGL Version: %S", device.GetDeviceInfo().version.c_str());
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OpenGLSwapChain swapChain;
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swapChain.Initialize(hwnd, gWidth, gHeight);
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OpenGLCommandList commandList;
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std::vector<Vertex> vertices;
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std::vector<uint32_t> indices;
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GenerateSphere(vertices, indices, 1.0f, 32);
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Log("[INFO] Generated %d vertices, %d indices", (int)vertices.size(), (int)indices.size());
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OpenGLBuffer vertexBuffer;
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if (!vertexBuffer.InitializeVertexBuffer(vertices.data(), (uint32_t)(sizeof(Vertex) * vertices.size()))) {
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Log("[ERROR] Failed to initialize vertex buffer");
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return -1;
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}
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vertexBuffer.SetStride(sizeof(Vertex));
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OpenGLBuffer indexBuffer;
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if (!indexBuffer.InitializeIndexBuffer(indices.data(), (uint32_t)(sizeof(uint32_t) * indices.size()))) {
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Log("[ERROR] Failed to initialize index buffer");
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return -1;
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}
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OpenGLVertexArray vertexArray;
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vertexArray.Initialize();
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VertexAttribute posAttr = {};
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posAttr.index = 0;
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posAttr.count = 4;
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posAttr.type = VertexAttributeType::Float;
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posAttr.normalized = VertexAttributeNormalized::False;
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posAttr.stride = sizeof(Vertex);
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posAttr.offset = 0;
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vertexArray.AddVertexBuffer(vertexBuffer.GetID(), posAttr);
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VertexAttribute texAttr = {};
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texAttr.index = 1;
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texAttr.count = 2;
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texAttr.type = VertexAttributeType::Float;
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texAttr.normalized = VertexAttributeNormalized::False;
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texAttr.stride = sizeof(Vertex);
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texAttr.offset = sizeof(float) * 4;
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vertexArray.AddVertexBuffer(vertexBuffer.GetID(), texAttr);
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vertexArray.SetIndexBuffer(indexBuffer.GetID(), 0);
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OpenGLShader shader;
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if (!shader.CompileFromFile("Res/Shader/sphere.vert", "Res/Shader/sphere.frag")) {
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Log("[ERROR] Failed to compile shaders");
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return -1;
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}
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Log("[INFO] Shaders compiled successfully");
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float modelMatrix[16];
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float viewMatrix[16];
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float projectionMatrix[16];
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IdentityMatrix(viewMatrix);
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TranslationMatrix(modelMatrix, 0.0f, 0.0f, -5.0f);
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float aspect = 1280.0f / 720.0f;
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PerspectiveMatrix(projectionMatrix, 45.0f * 3.14159265f / 180.0f, aspect, 0.1f, 1000.0f);
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shader.SetMat4("gModelMatrix", modelMatrix);
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shader.SetMat4("gViewMatrix", viewMatrix);
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shader.SetMat4("gProjectionMatrix", projectionMatrix);
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shader.SetInt("uTexture", 0);
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OpenGLPipelineState pipelineState;
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OpenGLRasterizerState rasterizerState;
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rasterizerState.cullFaceEnable = false;
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pipelineState.SetRasterizerState(rasterizerState);
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OpenGLDepthStencilState depthStencilState;
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depthStencilState.depthTestEnable = false;
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depthStencilState.depthWriteEnable = false;
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pipelineState.SetDepthStencilState(depthStencilState);
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ViewportState viewportState = { 0.0f, 0.0f, (float)gWidth, (float)gHeight, 0.0f, 1.0f };
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pipelineState.SetViewport(viewportState);
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pipelineState.AttachShader(shader.GetID());
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pipelineState.Apply();
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OpenGLTexture texture;
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if (!texture.LoadFromFile("Res/Image/earth.png", true)) {
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Log("[ERROR] Failed to load texture");
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return -1;
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}
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Log("[INFO] Texture loaded successfully");
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OpenGLSampler sampler;
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OpenGLSamplerDesc samplerDesc = {};
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samplerDesc.minFilter = SamplerFilter::Linear;
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samplerDesc.magFilter = SamplerFilter::Linear;
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samplerDesc.wrapS = SamplerWrapMode::ClampToEdge;
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samplerDesc.wrapT = SamplerWrapMode::ClampToEdge;
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sampler.Initialize(samplerDesc);
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MSG msg = {};
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int frameCount = 0;
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const int targetFrameCount = 30;
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while (frameCount < targetFrameCount) {
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if (PeekMessageW(&msg, NULL, 0, 0, PM_REMOVE)) {
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if (msg.message == WM_QUIT) {
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break;
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}
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TranslateMessage(&msg);
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DispatchMessageW(&msg);
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} else {
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commandList.SetViewport(0, 0, gWidth, gHeight);
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commandList.Clear(0.0f, 0.0f, 1.0f, 1.0f, 1);
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pipelineState.Bind();
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indexBuffer.Bind();
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vertexArray.Bind();
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texture.Bind(0);
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sampler.Bind(0);
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commandList.DrawIndexed(PrimitiveType::Triangles, (uint32_t)indices.size(), 0, 0);
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swapChain.Present(0, 0);
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frameCount++;
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}
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}
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Log("[INFO] Reached target frame count %d - taking screenshot!", targetFrameCount);
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OpenGLScreenshot::Capture(device, swapChain, "sphere.ppm");
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sampler.Shutdown();
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texture.Shutdown();
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indexBuffer.Shutdown();
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vertexArray.Shutdown();
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vertexBuffer.Shutdown();
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shader.Shutdown();
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pipelineState.Shutdown();
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swapChain.Shutdown();
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device.Shutdown();
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Logger::Get().Shutdown();
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Log("[INFO] OpenGL Sphere Test Finished");
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return 0;
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}
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