Files
XCEngine/tests/Rendering/integration/VolumeIntegrationSceneFixture.h

285 lines
9.7 KiB
C++

#pragma once
#include "RenderingIntegrationImageAssert.h"
#include "RenderingIntegrationMain.h"
#include <XCEngine/Components/CameraComponent.h>
#include <XCEngine/Components/GameObject.h>
#include <XCEngine/Core/Asset/IResource.h>
#include <XCEngine/Core/Math/Color.h>
#include <XCEngine/Core/Math/Vector3.h>
#include <XCEngine/Core/Math/Vector4.h>
#include <XCEngine/Rendering/Execution/SceneRenderer.h>
#include <XCEngine/Rendering/RenderContext.h>
#include <XCEngine/Rendering/RenderSurface.h>
#include <XCEngine/Resources/BuiltinResources.h>
#include <XCEngine/Resources/Material/Material.h>
#include <XCEngine/Resources/Mesh/Mesh.h>
#include <XCEngine/Resources/Shader/Shader.h>
#include <XCEngine/Resources/Texture/Texture.h>
#include <XCEngine/Resources/Volume/VolumeField.h>
#include <XCEngine/Resources/Volume/VolumeFieldLoader.h>
#include <XCEngine/RHI/RHITexture.h>
#include <XCEngine/Scene/Scene.h>
#include "../../RHI/integration/fixtures/RHIIntegrationFixture.h"
#include <filesystem>
#include <memory>
#include <vector>
namespace VolumeIntegrationTestUtils {
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;
constexpr uint32_t kFrameWidth = 1280;
constexpr uint32_t kFrameHeight = 720;
constexpr const char* kCloudVolumeRelativePath = "Res/Volumes/cloud.nvdb";
inline Material* CreateVolumetricMaterial(
const char* name,
const char* path,
const Vector4& tint = Vector4(1.0f, 1.0f, 1.0f, 1.0f),
float densityScale = 0.2f,
float stepSize = 1.0f,
float maxSteps = 2000.0f,
float ambientStrength = 0.005f,
const Vector3& lightDirection = Vector3(0.5f, 0.8f, 0.3f),
float lightSamples = 8.0f) {
auto* material = new Material();
IResource::ConstructParams params = {};
params.name = name;
params.path = path;
params.guid = ResourceGUID::Generate(path);
material->Initialize(params);
material->SetShader(ResourceManager::Get().Load<Shader>(GetBuiltinVolumetricShaderPath()));
material->SetRenderQueue(MaterialRenderQueue::Transparent);
material->SetFloat4("_Tint", tint);
material->SetFloat("_DensityScale", densityScale);
material->SetFloat("_StepSize", stepSize);
material->SetFloat("_MaxSteps", maxSteps);
material->SetFloat("_AmbientStrength", ambientStrength);
material->SetFloat4("_LightDirection", Vector4(lightDirection, 0.0f));
material->SetFloat("_LightSamples", lightSamples);
return material;
}
inline Material* CreateUnlitMaterial(
const char* name,
const char* path,
const Vector4& baseColor) {
static Texture* whiteTexture = []() -> Texture* {
auto* texture = new Texture();
IResource::ConstructParams params = {};
params.name = "IntegrationWhiteTexture";
params.path = "Tests/Rendering/Integration/white.texture";
params.guid = ResourceGUID::Generate(params.path);
texture->Initialize(params);
const unsigned char pixel[4] = { 255, 255, 255, 255 };
const bool created = texture->Create(
1u,
1u,
1u,
1u,
XCEngine::Resources::TextureType::Texture2D,
XCEngine::Resources::TextureFormat::RGBA8_UNORM,
pixel,
sizeof(pixel),
1u);
EXPECT_TRUE(created);
return texture;
}();
auto* material = new Material();
IResource::ConstructParams params = {};
params.name = name;
params.path = path;
params.guid = ResourceGUID::Generate(path);
material->Initialize(params);
material->SetShader(ResourceManager::Get().Load<Shader>(GetBuiltinUnlitShaderPath()));
material->SetRenderQueue(MaterialRenderQueue::Geometry);
material->SetFloat4("_BaseColor", baseColor);
material->SetTexture("_MainTex", ResourceHandle<Texture>(whiteTexture));
return material;
}
inline VolumeField* LoadCloudVolumeField(const char* relativePath = kCloudVolumeRelativePath) {
const std::filesystem::path volumePath =
RenderingIntegrationTestUtils::ResolveRuntimePath(relativePath);
EXPECT_TRUE(std::filesystem::exists(volumePath)) << volumePath.string();
if (!std::filesystem::exists(volumePath)) {
return nullptr;
}
VolumeFieldLoader loader;
LoadResult result = loader.Load(volumePath.string().c_str());
EXPECT_TRUE(result);
EXPECT_NE(result.resource, nullptr);
return result ? static_cast<VolumeField*>(result.resource) : nullptr;
}
inline ResourceHandle<Mesh> LoadBuiltinPrimitiveMesh(BuiltinPrimitiveType primitiveType) {
return ResourceManager::Get().Load<Mesh>(GetBuiltinPrimitiveMeshPath(primitiveType));
}
class VolumeIntegrationSceneFixture : public RHIIntegrationFixture {
protected:
virtual const char* GetSceneName() const = 0;
virtual void BuildScene() = 0;
virtual void ReleaseSceneResources() {}
void SetUp() override {
RHIIntegrationFixture::SetUp();
mSceneRenderer = std::make_unique<SceneRenderer>();
mScene = std::make_unique<Scene>(GetSceneName());
BuildScene();
TextureDesc depthDesc = {};
depthDesc.width = kFrameWidth;
depthDesc.height = kFrameHeight;
depthDesc.depth = 1;
depthDesc.mipLevels = 1;
depthDesc.arraySize = 1;
depthDesc.format = static_cast<uint32_t>(Format::D24_UNorm_S8_UInt);
depthDesc.textureType = static_cast<uint32_t>(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<uint32_t>(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 TearDown() override {
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();
ReleaseSceneResources();
RHIIntegrationFixture::TearDown();
}
void RenderFrame() override {
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);
}
void RenderAndCompare(const char* screenshotFilename, float comparisonThreshold = 0.0f) {
RHICommandQueue* commandQueue = GetCommandQueue();
RHISwapChain* swapChain = GetSwapChain();
ASSERT_NE(swapChain, nullptr);
constexpr int kTargetFrameCount = 30;
for (int frameCount = 0; frameCount <= kTargetFrameCount; ++frameCount) {
if (frameCount > 0) {
commandQueue->WaitForPreviousFrame();
}
BeginRender();
RenderFrame();
if (frameCount >= kTargetFrameCount) {
commandQueue->WaitForIdle();
ASSERT_TRUE(TakeScreenshot(screenshotFilename));
ASSERT_TRUE(CompareWithGoldenTemplate(
screenshotFilename,
"GT.ppm",
comparisonThreshold));
break;
}
swapChain->Present(0, 0);
}
}
RHIResourceView* GetCurrentBackBufferView() {
const int backBufferIndex = GetCurrentBackBufferIndex();
if (backBufferIndex < 0) {
return nullptr;
}
if (static_cast<size_t>(backBufferIndex) >= mBackBufferViews.size()) {
mBackBufferViews.resize(static_cast<size_t>(backBufferIndex) + 1, nullptr);
}
if (mBackBufferViews[backBufferIndex] == nullptr) {
ResourceViewDesc viewDesc = {};
viewDesc.format = static_cast<uint32_t>(Format::R8G8B8A8_UNorm);
viewDesc.dimension = ResourceViewDimension::Texture2D;
viewDesc.mipLevel = 0;
mBackBufferViews[backBufferIndex] =
GetDevice()->CreateRenderTargetView(GetCurrentBackBuffer(), viewDesc);
}
return mBackBufferViews[backBufferIndex];
}
std::unique_ptr<Scene> mScene;
std::unique_ptr<SceneRenderer> mSceneRenderer;
private:
std::vector<RHIResourceView*> mBackBufferViews;
RHITexture* mDepthTexture = nullptr;
RHIResourceView* mDepthView = nullptr;
};
} // namespace VolumeIntegrationTestUtils