#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 "../../../RHI/integration/fixtures/RHIIntegrationFixture.h" #include #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 = "volume_scene_d3d12.ppm"; constexpr uint32_t kFrameWidth = 1280; constexpr uint32_t kFrameHeight = 720; constexpr const char* kVolumeFixtureRelativePath = "Res/Volumes/cloud.nvdb"; Material* CreateVolumetricMaterial() { auto* material = new Material(); IResource::ConstructParams params = {}; params.name = "VolumeMaterial"; params.path = "Tests/Rendering/VolumeScene/Volume.material"; params.guid = ResourceGUID::Generate(params.path); material->Initialize(params); material->SetShader(ResourceManager::Get().Load(GetBuiltinVolumetricShaderPath())); material->SetRenderQueue(MaterialRenderQueue::Transparent); material->SetFloat4("_Tint", Vector4(1.0f, 1.0f, 1.0f, 1.0f)); material->SetFloat("_DensityScale", 0.2f); material->SetFloat("_StepSize", 1.0f); material->SetFloat("_MaxSteps", 2000.0f); material->SetFloat("_AmbientStrength", 0.005f); material->SetFloat4("_LightDirection", Vector4(0.5f, 0.8f, 0.3f, 0.0f)); material->SetFloat("_LightSamples", 8.0f); return material; } const char* GetScreenshotFilename(RHIType backendType) { switch (backendType) { case RHIType::D3D12: default: return kD3D12Screenshot; } } class VolumeSceneTest : public RHIIntegrationFixture { protected: void SetUp() override; void TearDown() override; void RenderFrame() override; private: RHIResourceView* GetCurrentBackBufferView(); std::unique_ptr mScene; std::unique_ptr mSceneRenderer; std::vector mBackBufferViews; RHITexture* mDepthTexture = nullptr; RHIResourceView* mDepthView = nullptr; Material* mVolumeMaterial = nullptr; VolumeField* mVolumeField = nullptr; }; void VolumeSceneTest::SetUp() { RHIIntegrationFixture::SetUp(); mSceneRenderer = std::make_unique(); mScene = std::make_unique("VolumeScene"); mVolumeMaterial = CreateVolumetricMaterial(); ASSERT_NE(mVolumeMaterial, nullptr); const std::filesystem::path fixturePath = RenderingIntegrationTestUtils::ResolveRuntimePath(kVolumeFixtureRelativePath); ASSERT_TRUE(std::filesystem::exists(fixturePath)) << fixturePath.string(); VolumeFieldLoader volumeFieldLoader; LoadResult volumeResult = volumeFieldLoader.Load(fixturePath.string().c_str()); ASSERT_TRUE(volumeResult); ASSERT_NE(volumeResult.resource, nullptr); mVolumeField = static_cast(volumeResult.resource); GameObject* cameraObject = mScene->CreateGameObject("MainCamera"); auto* camera = cameraObject->AddComponent(); camera->SetPrimary(true); camera->SetFieldOfView(45.0f); camera->SetNearClipPlane(0.1f); camera->SetFarClipPlane(5000.0f); camera->SetClearColor(XCEngine::Math::Color(0.03f, 0.04f, 0.06f, 1.0f)); cameraObject->GetTransform()->SetLocalPosition(Vector3(-10.0f, 300.0f, -1200.0f)); cameraObject->GetTransform()->LookAt(Vector3(-10.0f, 73.0f, 0.0f)); GameObject* volumeObject = mScene->CreateGameObject("CloudVolume"); auto* volumeRenderer = volumeObject->AddComponent(); volumeRenderer->SetVolumeField(mVolumeField); volumeRenderer->SetMaterial(mVolumeMaterial); volumeRenderer->SetCastShadows(false); volumeRenderer->SetReceiveShadows(false); 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); RenderSceneExtractor extractor; const RenderSceneData sceneData = extractor.Extract(*mScene, nullptr, kFrameWidth, kFrameHeight); ASSERT_EQ(sceneData.visibleItems.size(), 0u); ASSERT_EQ(sceneData.visibleVolumes.size(), 1u); } void VolumeSceneTest::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 mVolumeField; mVolumeField = nullptr; delete mVolumeMaterial; mVolumeMaterial = nullptr; RHIIntegrationFixture::TearDown(); } RHIResourceView* VolumeSceneTest::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 VolumeSceneTest::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(VolumeSceneTest, RenderNanoVdbVolumeScene) { RHICommandQueue* commandQueue = GetCommandQueue(); RHISwapChain* swapChain = GetSwapChain(); ASSERT_NE(swapChain, nullptr); const int targetFrameCount = 30; const char* screenshotFilename = GetScreenshotFilename(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", 0.0f)); break; } swapChain->Present(0, 0); } } } // namespace INSTANTIATE_TEST_SUITE_P(D3D12, VolumeSceneTest, ::testing::Values(RHIType::D3D12)); GTEST_API_ int main(int argc, char** argv) { return RunRenderingIntegrationTestMain(argc, argv); }