#define NOMINMAX #include #include #include "../RenderingIntegrationImageAssert.h" #include "../RenderingIntegrationMain.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "../../../RHI/integration/fixtures/RHIIntegrationFixture.h" #include #include 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 = "spot_light_scene_d3d12.ppm"; constexpr const char* kOpenGLScreenshot = "spot_light_scene_opengl.ppm"; constexpr const char* kVulkanScreenshot = "spot_light_scene_vulkan.ppm"; constexpr uint32_t kFrameWidth = 1280; constexpr uint32_t kFrameHeight = 720; void ExpectSpotLightKeyPixels(const RenderingIntegrationTestUtils::PpmImage& image) { using namespace RenderingIntegrationTestUtils; ExpectPixelLuminanceAtMost(image, 320, 320, 18, "background remains unlit"); ExpectPixelLuminanceAtLeast(image, 640, 320, 700, "spot hot area stays bright"); ExpectPixelNear(image, 640, 320, { 255, 255, 203 }, 2, "spot hot area color"); ExpectPixelLuminanceAtLeast(image, 676, 289, 560, "upper cone receives spotlight"); ExpectPixelChannelDominates(image, 676, 289, 0, 40, "upper cone keeps warm tint"); ExpectPixelLuminanceAtLeast(image, 700, 376, 540, "ground inside cone stays lit"); ExpectPixelChannelDominates(image, 700, 376, 0, 30, "ground inside cone stays warm"); ExpectPixelLuminanceAtMost(image, 760, 320, 210, "edge cube outside cone stays dark"); ExpectPixelLuminanceAtMost(image, 640, 406, 160, "ground outside cone stays dark"); } void AppendQuadFace( std::vector& vertices, std::vector& indices, const Vector3& v0, const Vector3& v1, const Vector3& v2, const Vector3& v3, const Vector3& normal) { const uint32_t baseIndex = static_cast(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 = "SpotLightCubeMesh"; params.path = "Tests/Rendering/SpotLightCube.mesh"; params.guid = ResourceGUID::Generate(params.path); mesh->Initialize(params); std::vector vertices; std::vector 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(vertices.size()), sizeof(StaticMeshVertex), VertexAttribute::Position | VertexAttribute::Normal | VertexAttribute::UV0); mesh->SetIndexData( indices.data(), indices.size() * sizeof(uint32_t), static_cast(indices.size()), true); const Bounds bounds(Vector3::Zero(), Vector3::One()); mesh->SetBounds(bounds); MeshSection section = {}; section.baseVertex = 0; section.vertexCount = static_cast(vertices.size()); section.startIndex = 0; section.indexCount = static_cast(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(GetBuiltinForwardLitShaderPath())); 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 SpotLightSceneTest : public RHIIntegrationFixture { protected: void SetUp() override; void TearDown() override; void RenderFrame() override; private: void BuildScene(); RHIResourceView* GetCurrentBackBufferView(); std::unique_ptr mScene; std::unique_ptr mSceneRenderer; std::vector mBackBufferViews; RHITexture* mDepthTexture = nullptr; RHIResourceView* mDepthView = nullptr; Mesh* mCubeMesh = nullptr; Material* mGroundMaterial = nullptr; Material* mCenterMaterial = nullptr; Material* mEdgeMaterial = nullptr; }; void SpotLightSceneTest::SetUp() { RHIIntegrationFixture::SetUp(); mSceneRenderer = std::make_unique(); mScene = std::make_unique("SpotLightScene"); mCubeMesh = CreateCubeMesh(); ASSERT_NE(mCubeMesh, nullptr); mGroundMaterial = CreateForwardLitMaterial( "SpotLightGround", "Tests/Rendering/SpotLightGround.material", Vector4(0.66f, 0.68f, 0.72f, 1.0f)); mCenterMaterial = CreateForwardLitMaterial( "SpotLightCenterCube", "Tests/Rendering/SpotLightCenterCube.material", Vector4(0.96f, 0.94f, 0.90f, 1.0f)); mEdgeMaterial = CreateForwardLitMaterial( "SpotLightEdgeCube", "Tests/Rendering/SpotLightEdgeCube.material", Vector4(0.84f, 0.85f, 0.90f, 1.0f)); BuildScene(); TextureDesc depthDesc = {}; depthDesc.width = kFrameWidth; depthDesc.height = kFrameHeight; depthDesc.depth = 1; depthDesc.mipLevels = 1; depthDesc.arraySize = 1; depthDesc.format = static_cast(Format::D24_UNorm_S8_UInt); depthDesc.textureType = static_cast(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(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 SpotLightSceneTest::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 mCenterMaterial; mCenterMaterial = nullptr; delete mEdgeMaterial; mEdgeMaterial = nullptr; delete mCubeMesh; mCubeMesh = nullptr; RHIIntegrationFixture::TearDown(); } void SpotLightSceneTest::BuildScene() { ASSERT_NE(mScene, nullptr); ASSERT_NE(mCubeMesh, nullptr); GameObject* cameraObject = mScene->CreateGameObject("MainCamera"); auto* camera = cameraObject->AddComponent(); camera->SetPrimary(true); camera->SetFieldOfView(43.0f); camera->SetNearClipPlane(0.1f); camera->SetFarClipPlane(50.0f); camera->SetClearColor(XCEngine::Math::Color(0.018f, 0.018f, 0.025f, 1.0f)); cameraObject->GetTransform()->SetLocalPosition(Vector3(0.0f, 3.8f, -8.3f)); cameraObject->GetTransform()->SetLocalRotation( Quaternion::LookRotation(Vector3(0.0f, -0.18f, 1.0f).Normalized())); GameObject* spotLightObject = mScene->CreateGameObject("SpotLight"); auto* spotLight = spotLightObject->AddComponent(); spotLight->SetLightType(LightType::Spot); spotLight->SetColor(XCEngine::Math::Color(1.0f, 0.78f, 0.34f, 1.0f)); spotLight->SetIntensity(8.5f); spotLight->SetRange(13.5f); spotLight->SetSpotAngle(29.0f); spotLightObject->GetTransform()->SetLocalPosition(Vector3(0.15f, 5.8f, 6.2f)); spotLightObject->GetTransform()->SetLocalRotation( Quaternion::LookRotation(Vector3(0.0f, -0.82f, 0.58f).Normalized())); GameObject* groundObject = mScene->CreateGameObject("Ground"); auto* groundMeshFilter = groundObject->AddComponent(); auto* groundMeshRenderer = groundObject->AddComponent(); groundObject->GetTransform()->SetLocalPosition(Vector3(0.0f, -0.16f, 9.8f)); groundObject->GetTransform()->SetLocalScale(Vector3(9.5f, 0.16f, 8.5f)); groundMeshFilter->SetMesh(ResourceHandle(mCubeMesh)); groundMeshRenderer->SetMaterial(0, mGroundMaterial); GameObject* centerCubeObject = mScene->CreateGameObject("CenterCube"); auto* centerMeshFilter = centerCubeObject->AddComponent(); auto* centerMeshRenderer = centerCubeObject->AddComponent(); centerCubeObject->GetTransform()->SetLocalPosition(Vector3(0.0f, 0.95f, 10.3f)); centerCubeObject->GetTransform()->SetLocalScale(Vector3(1.85f, 1.9f, 1.85f)); centerMeshFilter->SetMesh(ResourceHandle(mCubeMesh)); centerMeshRenderer->SetMaterial(0, mCenterMaterial); GameObject* edgeCubeObject = mScene->CreateGameObject("EdgeCube"); auto* edgeMeshFilter = edgeCubeObject->AddComponent(); auto* edgeMeshRenderer = edgeCubeObject->AddComponent(); edgeCubeObject->GetTransform()->SetLocalPosition(Vector3(2.55f, 0.62f, 11.2f)); edgeCubeObject->GetTransform()->SetLocalScale(Vector3(1.18f, 1.24f, 1.18f)); edgeMeshFilter->SetMesh(ResourceHandle(mCubeMesh)); edgeMeshRenderer->SetMaterial(0, mEdgeMaterial); } RHIResourceView* SpotLightSceneTest::GetCurrentBackBufferView() { const int backBufferIndex = GetCurrentBackBufferIndex(); if (backBufferIndex < 0) { return nullptr; } if (static_cast(backBufferIndex) >= mBackBufferViews.size()) { mBackBufferViews.resize(static_cast(backBufferIndex) + 1, nullptr); } if (mBackBufferViews[backBufferIndex] == nullptr) { ResourceViewDesc viewDesc = {}; viewDesc.format = static_cast(Format::R8G8B8A8_UNorm); viewDesc.dimension = ResourceViewDimension::Texture2D; viewDesc.mipLevel = 0; mBackBufferViews[backBufferIndex] = GetDevice()->CreateRenderTargetView(GetCurrentBackBuffer(), viewDesc); } return mBackBufferViews[backBufferIndex]; } void SpotLightSceneTest::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(SpotLightSceneTest, RenderSpotLightScene) { 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)); const auto screenshotImage = RenderingIntegrationTestUtils::LoadPpmImage(screenshotFilename); ExpectSpotLightKeyPixels(screenshotImage); ASSERT_TRUE(CompareWithGoldenTemplate(screenshotFilename, "GT.ppm", static_cast(comparisonThreshold))); break; } swapChain->Present(0, 0); } } } // namespace INSTANTIATE_TEST_SUITE_P(D3D12, SpotLightSceneTest, ::testing::Values(RHIType::D3D12)); INSTANTIATE_TEST_SUITE_P(OpenGL, SpotLightSceneTest, ::testing::Values(RHIType::OpenGL)); #if defined(XCENGINE_SUPPORT_VULKAN) INSTANTIATE_TEST_SUITE_P(Vulkan, SpotLightSceneTest, ::testing::Values(RHIType::Vulkan)); #endif GTEST_API_ int main(int argc, char** argv) { return RunRenderingIntegrationTestMain(argc, argv); }