#define NOMINMAX #include #include #include "../RenderingIntegrationMain.h" #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 #include #include using namespace XCEngine::Components; using namespace XCEngine::Debug; 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 = "backpack_lit_scene_d3d12.ppm"; constexpr const char* kOpenGLScreenshot = "backpack_lit_scene_opengl.ppm"; constexpr const char* kVulkanScreenshot = "backpack_lit_scene_vulkan.ppm"; constexpr uint32_t kFrameWidth = 1280; constexpr uint32_t kFrameHeight = 720; std::filesystem::path GetExecutableDirectory() { char exePath[MAX_PATH] = {}; const DWORD length = GetModuleFileNameA(nullptr, exePath, MAX_PATH); if (length == 0 || length >= MAX_PATH) { return std::filesystem::current_path(); } return std::filesystem::path(exePath).parent_path(); } std::filesystem::path ResolveRuntimePath(const char* relativePath) { return GetExecutableDirectory() / relativePath; } 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 BackpackLitSceneTest : public RHIIntegrationFixture { protected: void SetUp() override; void TearDown() override; void RenderFrame() override; private: void LoadBackpackMesh(); void BuildScene(); RHIResourceView* GetCurrentBackBufferView(); std::unique_ptr mScene; std::unique_ptr mSceneRenderer; std::vector mBackBufferViews; RHITexture* mDepthTexture = nullptr; RHIResourceView* mDepthView = nullptr; Mesh* mMesh = nullptr; }; void BackpackLitSceneTest::SetUp() { RHIIntegrationFixture::SetUp(); mSceneRenderer = std::make_unique(); mScene = std::make_unique("BackpackLitScene"); LoadBackpackMesh(); 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 BackpackLitSceneTest::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(); if (mMesh != nullptr) { for (size_t materialIndex = 0; materialIndex < mMesh->GetMaterials().Size(); ++materialIndex) { delete mMesh->GetMaterials()[materialIndex]; } for (size_t textureIndex = 0; textureIndex < mMesh->GetTextures().Size(); ++textureIndex) { delete mMesh->GetTextures()[textureIndex]; } delete mMesh; mMesh = nullptr; } RHIIntegrationFixture::TearDown(); } void BackpackLitSceneTest::LoadBackpackMesh() { const std::filesystem::path meshPath = ResolveRuntimePath("Res/models/backpack/backpack.obj"); MeshLoader loader; MeshImportSettings settings; LoadResult result = loader.Load(meshPath.string().c_str(), &settings); ASSERT_TRUE(result); ASSERT_NE(result.resource, nullptr); mMesh = static_cast(result.resource); ASSERT_NE(mMesh, nullptr); ASSERT_TRUE(mMesh->IsValid()); ASSERT_GT(mMesh->GetVertexCount(), 0u); ASSERT_GT(mMesh->GetSections().Size(), 0u); } void BackpackLitSceneTest::BuildScene() { ASSERT_NE(mScene, nullptr); ASSERT_NE(mMesh, nullptr); GameObject* cameraObject = mScene->CreateGameObject("MainCamera"); auto* camera = cameraObject->AddComponent(); camera->SetPrimary(true); camera->SetFieldOfView(45.0f); camera->SetNearClipPlane(0.1f); camera->SetFarClipPlane(100.0f); camera->SetClearColor(XCEngine::Math::Color(0.03f, 0.03f, 0.05f, 1.0f)); GameObject* mainLightObject = mScene->CreateGameObject("MainDirectionalLight"); auto* mainLight = mainLightObject->AddComponent(); mainLight->SetLightType(LightType::Directional); mainLight->SetColor(XCEngine::Math::Color(1.0f, 1.0f, 0.97f, 1.0f)); mainLight->SetIntensity(1.8f); mainLightObject->GetTransform()->SetLocalRotation( Quaternion::LookRotation(Vector3(-0.15f, -0.75f, -0.65f).Normalized())); const Vector3 boundsMin = mMesh->GetBounds().GetMin(); const Vector3 boundsMax = mMesh->GetBounds().GetMax(); const Vector3 center( (boundsMin.x + boundsMax.x) * 0.5f, (boundsMin.y + boundsMax.y) * 0.5f, (boundsMin.z + boundsMax.z) * 0.5f); const float sizeX = std::max(boundsMax.x - boundsMin.x, 0.001f); const float sizeY = std::max(boundsMax.y - boundsMin.y, 0.001f); const float sizeZ = std::max(boundsMax.z - boundsMin.z, 0.001f); const float maxExtent = std::max(sizeX, std::max(sizeY, sizeZ)); const float uniformScale = 1.8f / maxExtent; GameObject* root = mScene->CreateGameObject("BackpackRoot"); root->GetTransform()->SetLocalPosition(Vector3(0.0f, 0.08f, 3.0f)); GameObject* rotateY = mScene->CreateGameObject("BackpackRotateY"); rotateY->SetParent(root, false); rotateY->GetTransform()->SetLocalRotation(Quaternion::FromAxisAngle(Vector3::Up(), -0.35f)); GameObject* rotateX = mScene->CreateGameObject("BackpackRotateX"); rotateX->SetParent(rotateY, false); rotateX->GetTransform()->SetLocalRotation(Quaternion::FromAxisAngle(Vector3::Right(), -0.18f)); GameObject* scale = mScene->CreateGameObject("BackpackScale"); scale->SetParent(rotateX, false); scale->GetTransform()->SetLocalScale(Vector3(uniformScale, uniformScale, uniformScale)); GameObject* meshObject = mScene->CreateGameObject("BackpackMesh"); meshObject->SetParent(scale, false); meshObject->GetTransform()->SetLocalPosition(Vector3(-center.x, -center.y, -center.z)); auto* meshFilter = meshObject->AddComponent(); auto* meshRenderer = meshObject->AddComponent(); meshFilter->SetMesh(ResourceHandle(mMesh)); meshRenderer->ClearMaterials(); } RHIResourceView* BackpackLitSceneTest::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 BackpackLitSceneTest::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(BackpackLitSceneTest, RenderBackpackLitScene) { 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(comparisonThreshold))); break; } swapChain->Present(0, 0); } } } // namespace INSTANTIATE_TEST_SUITE_P(D3D12, BackpackLitSceneTest, ::testing::Values(RHIType::D3D12)); INSTANTIATE_TEST_SUITE_P(OpenGL, BackpackLitSceneTest, ::testing::Values(RHIType::OpenGL)); #if defined(XCENGINE_SUPPORT_VULKAN) INSTANTIATE_TEST_SUITE_P(Vulkan, BackpackLitSceneTest, ::testing::Values(RHIType::Vulkan)); #endif GTEST_API_ int main(int argc, char** argv) { return RunRenderingIntegrationTestMain(argc, argv); }