502 lines
17 KiB
C++
502 lines
17 KiB
C++
#define NOMINMAX
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#include <windows.h>
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#include <gtest/gtest.h>
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#include "../RenderingIntegrationMain.h"
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#include <XCEngine/Components/CameraComponent.h>
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#include <XCEngine/Components/GameObject.h>
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#include <XCEngine/Components/LightComponent.h>
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#include <XCEngine/Components/MeshFilterComponent.h>
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#include <XCEngine/Components/MeshRendererComponent.h>
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#include <XCEngine/Core/Asset/IResource.h>
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#include <XCEngine/Core/Math/Color.h>
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#include <XCEngine/Core/Math/Quaternion.h>
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#include <XCEngine/Core/Math/Vector2.h>
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#include <XCEngine/Core/Math/Vector3.h>
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#include <XCEngine/Debug/ConsoleLogSink.h>
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#include <XCEngine/Debug/Logger.h>
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#include <XCEngine/Rendering/RenderContext.h>
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#include <XCEngine/Rendering/RenderPass.h>
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#include <XCEngine/Rendering/RenderSurface.h>
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#include <XCEngine/Rendering/Execution/SceneRenderer.h>
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#include <XCEngine/Resources/BuiltinResources.h>
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#include <XCEngine/Resources/Material/Material.h>
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#include <XCEngine/Resources/Mesh/Mesh.h>
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#include <XCEngine/Resources/Shader/Shader.h>
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#include <XCEngine/RHI/RHIDescriptorPool.h>
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#include <XCEngine/RHI/RHIDescriptorSet.h>
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#include <XCEngine/RHI/RHIPipelineLayout.h>
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#include <XCEngine/RHI/RHIPipelineState.h>
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#include <XCEngine/RHI/RHISampler.h>
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#include <XCEngine/RHI/RHITexture.h>
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#include <XCEngine/Scene/Scene.h>
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#include "../../../RHI/integration/fixtures/RHIIntegrationFixture.h"
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#include <cstring>
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#include <memory>
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#include <vector>
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using namespace XCEngine::Components;
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using namespace XCEngine::Debug;
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using namespace XCEngine::Math;
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using namespace XCEngine::Rendering;
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using namespace XCEngine::Resources;
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using namespace XCEngine::RHI;
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using namespace XCEngine::RHI::Integration;
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namespace {
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constexpr const char* kD3D12Screenshot = "directional_shadow_scene_d3d12.ppm";
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constexpr const char* kOpenGLScreenshot = "directional_shadow_scene_opengl.ppm";
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constexpr const char* kVulkanScreenshot = "directional_shadow_scene_vulkan.ppm";
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constexpr uint32_t kFrameWidth = 1280;
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constexpr uint32_t kFrameHeight = 720;
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void AppendQuadFace(
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std::vector<StaticMeshVertex>& vertices,
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std::vector<uint32_t>& indices,
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const Vector3& v0,
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const Vector3& v1,
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const Vector3& v2,
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const Vector3& v3,
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const Vector3& normal) {
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const uint32_t baseIndex = static_cast<uint32_t>(vertices.size());
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StaticMeshVertex vertex = {};
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vertex.normal = normal;
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vertex.position = v0;
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vertex.uv0 = Vector2(0.0f, 1.0f);
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vertices.push_back(vertex);
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vertex.position = v1;
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vertex.uv0 = Vector2(1.0f, 1.0f);
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vertices.push_back(vertex);
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vertex.position = v2;
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vertex.uv0 = Vector2(0.0f, 0.0f);
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vertices.push_back(vertex);
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vertex.position = v3;
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vertex.uv0 = Vector2(1.0f, 0.0f);
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vertices.push_back(vertex);
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indices.push_back(baseIndex + 0);
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indices.push_back(baseIndex + 2);
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indices.push_back(baseIndex + 1);
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indices.push_back(baseIndex + 1);
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indices.push_back(baseIndex + 2);
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indices.push_back(baseIndex + 3);
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}
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Mesh* CreateGroundMesh() {
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auto* mesh = new Mesh();
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IResource::ConstructParams params = {};
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params.name = "DirectionalShadowGroundMesh";
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params.path = "Tests/Rendering/DirectionalShadowGround.mesh";
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params.guid = ResourceGUID::Generate(params.path);
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mesh->Initialize(params);
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StaticMeshVertex vertices[4] = {};
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vertices[0].position = Vector3(-12.0f, 0.0f, 1.0f);
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vertices[0].normal = Vector3::Up();
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vertices[0].uv0 = Vector2(0.0f, 1.0f);
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vertices[1].position = Vector3(-12.0f, 0.0f, 20.0f);
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vertices[1].normal = Vector3::Up();
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vertices[1].uv0 = Vector2(0.0f, 0.0f);
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vertices[2].position = Vector3(12.0f, 0.0f, 1.0f);
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vertices[2].normal = Vector3::Up();
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vertices[2].uv0 = Vector2(1.0f, 1.0f);
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vertices[3].position = Vector3(12.0f, 0.0f, 20.0f);
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vertices[3].normal = Vector3::Up();
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vertices[3].uv0 = Vector2(1.0f, 0.0f);
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const uint32_t indices[6] = { 0, 1, 2, 2, 1, 3 };
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mesh->SetVertexData(
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vertices,
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sizeof(vertices),
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4,
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sizeof(StaticMeshVertex),
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VertexAttribute::Position | VertexAttribute::Normal | VertexAttribute::UV0);
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mesh->SetIndexData(indices, sizeof(indices), 6, true);
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const Bounds bounds(Vector3(0.0f, 0.0f, 10.5f), Vector3(24.0f, 0.1f, 19.0f));
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mesh->SetBounds(bounds);
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MeshSection section = {};
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section.baseVertex = 0;
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section.vertexCount = 4;
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section.startIndex = 0;
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section.indexCount = 6;
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section.materialID = 0;
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section.bounds = bounds;
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mesh->AddSection(section);
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return mesh;
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}
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Mesh* CreateCubeMesh() {
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auto* mesh = new Mesh();
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IResource::ConstructParams params = {};
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params.name = "DirectionalShadowCubeMesh";
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params.path = "Tests/Rendering/DirectionalShadowCube.mesh";
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params.guid = ResourceGUID::Generate(params.path);
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mesh->Initialize(params);
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std::vector<StaticMeshVertex> vertices;
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std::vector<uint32_t> indices;
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vertices.reserve(24);
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indices.reserve(36);
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constexpr float half = 0.5f;
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AppendQuadFace(
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vertices, indices,
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Vector3(-half, -half, half),
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Vector3(half, -half, half),
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Vector3(-half, half, half),
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Vector3(half, half, half),
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Vector3::Forward());
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AppendQuadFace(
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vertices, indices,
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Vector3(half, -half, -half),
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Vector3(-half, -half, -half),
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Vector3(half, half, -half),
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Vector3(-half, half, -half),
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Vector3::Back());
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AppendQuadFace(
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vertices, indices,
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Vector3(-half, -half, -half),
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Vector3(-half, -half, half),
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Vector3(-half, half, -half),
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Vector3(-half, half, half),
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Vector3::Left());
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AppendQuadFace(
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vertices, indices,
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Vector3(half, -half, half),
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Vector3(half, -half, -half),
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Vector3(half, half, half),
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Vector3(half, half, -half),
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Vector3::Right());
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AppendQuadFace(
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vertices, indices,
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Vector3(-half, half, half),
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Vector3(half, half, half),
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Vector3(-half, half, -half),
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Vector3(half, half, -half),
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Vector3::Up());
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AppendQuadFace(
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vertices, indices,
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Vector3(-half, -half, -half),
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Vector3(half, -half, -half),
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Vector3(-half, -half, half),
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Vector3(half, -half, half),
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Vector3::Down());
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mesh->SetVertexData(
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vertices.data(),
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vertices.size() * sizeof(StaticMeshVertex),
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static_cast<uint32_t>(vertices.size()),
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sizeof(StaticMeshVertex),
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VertexAttribute::Position | VertexAttribute::Normal | VertexAttribute::UV0);
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mesh->SetIndexData(
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indices.data(),
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indices.size() * sizeof(uint32_t),
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static_cast<uint32_t>(indices.size()),
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true);
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const Bounds bounds(Vector3::Zero(), Vector3::One());
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mesh->SetBounds(bounds);
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MeshSection section = {};
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section.baseVertex = 0;
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section.vertexCount = static_cast<uint32_t>(vertices.size());
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section.startIndex = 0;
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section.indexCount = static_cast<uint32_t>(indices.size());
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section.materialID = 0;
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section.bounds = bounds;
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mesh->AddSection(section);
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return mesh;
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}
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Material* CreateForwardLitMaterial(
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const char* name,
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const char* path,
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const Vector4& baseColor) {
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auto* material = new Material();
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IResource::ConstructParams params = {};
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params.name = name;
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params.path = path;
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params.guid = ResourceGUID::Generate(params.path);
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material->Initialize(params);
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material->SetShader(ResourceManager::Get().Load<Shader>(GetBuiltinForwardLitShaderPath()));
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material->SetFloat4("_BaseColor", baseColor);
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return material;
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}
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const char* GetScreenshotFilename(RHIType backendType) {
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switch (backendType) {
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case RHIType::D3D12:
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return kD3D12Screenshot;
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case RHIType::Vulkan:
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return kVulkanScreenshot;
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case RHIType::OpenGL:
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default:
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return kOpenGLScreenshot;
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}
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}
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int GetComparisonThreshold(RHIType backendType) {
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return backendType == RHIType::D3D12 ? 10 : 10;
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}
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class DirectionalShadowSceneTest : public RHIIntegrationFixture {
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protected:
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void SetUp() override;
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void TearDown() override;
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void RenderFrame() override;
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void RenderSceneFrame();
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private:
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void BuildScene();
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RHIResourceView* GetCurrentBackBufferView();
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std::unique_ptr<Scene> mScene;
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std::unique_ptr<SceneRenderer> mSceneRenderer;
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std::vector<RHIResourceView*> mBackBufferViews;
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RHITexture* mDepthTexture = nullptr;
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RHIResourceView* mDepthView = nullptr;
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Mesh* mGroundMesh = nullptr;
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Mesh* mCubeMesh = nullptr;
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Material* mGroundMaterial = nullptr;
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Material* mCasterMaterial = nullptr;
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};
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void DirectionalShadowSceneTest::SetUp() {
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RHIIntegrationFixture::SetUp();
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mSceneRenderer = std::make_unique<SceneRenderer>();
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mScene = std::make_unique<Scene>("DirectionalShadowScene");
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mGroundMesh = CreateGroundMesh();
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ASSERT_NE(mGroundMesh, nullptr);
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mCubeMesh = CreateCubeMesh();
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ASSERT_NE(mCubeMesh, nullptr);
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mGroundMaterial = CreateForwardLitMaterial(
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"DirectionalShadowGround",
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"Tests/Rendering/DirectionalShadowGround.material",
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Vector4(0.92f, 0.93f, 0.96f, 1.0f));
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mCasterMaterial = CreateForwardLitMaterial(
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"DirectionalShadowCaster",
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"Tests/Rendering/DirectionalShadowCaster.material",
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Vector4(0.72f, 0.22f, 0.16f, 1.0f));
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BuildScene();
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TextureDesc depthDesc = {};
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depthDesc.width = kFrameWidth;
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depthDesc.height = kFrameHeight;
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depthDesc.depth = 1;
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depthDesc.mipLevels = 1;
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depthDesc.arraySize = 1;
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depthDesc.format = static_cast<uint32_t>(Format::D24_UNorm_S8_UInt);
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depthDesc.textureType = static_cast<uint32_t>(XCEngine::RHI::TextureType::Texture2D);
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depthDesc.sampleCount = 1;
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depthDesc.sampleQuality = 0;
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depthDesc.flags = 0;
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mDepthTexture = GetDevice()->CreateTexture(depthDesc);
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ASSERT_NE(mDepthTexture, nullptr);
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ResourceViewDesc depthViewDesc = {};
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depthViewDesc.format = static_cast<uint32_t>(Format::D24_UNorm_S8_UInt);
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depthViewDesc.dimension = ResourceViewDimension::Texture2D;
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depthViewDesc.mipLevel = 0;
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mDepthView = GetDevice()->CreateDepthStencilView(mDepthTexture, depthViewDesc);
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ASSERT_NE(mDepthView, nullptr);
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mBackBufferViews.resize(2, nullptr);
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}
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void DirectionalShadowSceneTest::TearDown() {
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mSceneRenderer.reset();
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if (mDepthView != nullptr) {
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mDepthView->Shutdown();
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delete mDepthView;
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mDepthView = nullptr;
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}
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if (mDepthTexture != nullptr) {
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mDepthTexture->Shutdown();
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delete mDepthTexture;
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mDepthTexture = nullptr;
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}
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for (RHIResourceView*& backBufferView : mBackBufferViews) {
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if (backBufferView != nullptr) {
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backBufferView->Shutdown();
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delete backBufferView;
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backBufferView = nullptr;
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}
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}
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mBackBufferViews.clear();
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mScene.reset();
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delete mGroundMaterial;
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mGroundMaterial = nullptr;
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delete mCasterMaterial;
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mCasterMaterial = nullptr;
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delete mGroundMesh;
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mGroundMesh = nullptr;
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delete mCubeMesh;
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mCubeMesh = nullptr;
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RHIIntegrationFixture::TearDown();
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}
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void DirectionalShadowSceneTest::BuildScene() {
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ASSERT_NE(mScene, nullptr);
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ASSERT_NE(mGroundMesh, nullptr);
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ASSERT_NE(mCubeMesh, nullptr);
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ASSERT_NE(mGroundMaterial, nullptr);
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ASSERT_NE(mCasterMaterial, nullptr);
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GameObject* cameraObject = mScene->CreateGameObject("MainCamera");
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auto* camera = cameraObject->AddComponent<CameraComponent>();
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camera->SetPrimary(true);
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camera->SetFieldOfView(42.0f);
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camera->SetNearClipPlane(0.1f);
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camera->SetFarClipPlane(40.0f);
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camera->SetClearColor(XCEngine::Math::Color(0.03f, 0.03f, 0.05f, 1.0f));
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cameraObject->GetTransform()->SetLocalPosition(Vector3(0.2f, 3.4f, -7.2f));
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cameraObject->GetTransform()->SetLocalRotation(
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Quaternion::LookRotation(Vector3(-0.12f, -0.14f, 1.0f).Normalized()));
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GameObject* lightObject = mScene->CreateGameObject("MainDirectionalLight");
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auto* light = lightObject->AddComponent<LightComponent>();
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light->SetLightType(LightType::Directional);
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light->SetColor(XCEngine::Math::Color(1.0f, 1.0f, 0.97f, 1.0f));
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light->SetIntensity(2.3f);
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light->SetCastsShadows(true);
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lightObject->GetTransform()->SetLocalRotation(
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Quaternion::LookRotation(Vector3(0.84f, -0.52f, -0.14f).Normalized()));
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GameObject* groundObject = mScene->CreateGameObject("Ground");
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auto* groundMeshFilter = groundObject->AddComponent<MeshFilterComponent>();
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auto* groundMeshRenderer = groundObject->AddComponent<MeshRendererComponent>();
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groundObject->GetTransform()->SetLocalPosition(Vector3(0.0f, -0.18f, 10.5f));
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groundObject->GetTransform()->SetLocalScale(Vector3(12.0f, 0.18f, 9.5f));
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groundMeshFilter->SetMesh(ResourceHandle<Mesh>(mCubeMesh));
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groundMeshRenderer->SetMaterial(0, mGroundMaterial);
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groundMeshRenderer->SetCastShadows(false);
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groundMeshRenderer->SetReceiveShadows(true);
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GameObject* casterObject = mScene->CreateGameObject("CasterCube");
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casterObject->GetTransform()->SetLocalPosition(Vector3(-1.2f, 1.71f, 8.8f));
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casterObject->GetTransform()->SetLocalScale(Vector3(1.8f, 3.6f, 1.8f));
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auto* casterMeshFilter = casterObject->AddComponent<MeshFilterComponent>();
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auto* casterMeshRenderer = casterObject->AddComponent<MeshRendererComponent>();
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casterMeshFilter->SetMesh(ResourceHandle<Mesh>(mCubeMesh));
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casterMeshRenderer->SetMaterial(0, mCasterMaterial);
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casterMeshRenderer->SetCastShadows(true);
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casterMeshRenderer->SetReceiveShadows(true);
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}
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RHIResourceView* DirectionalShadowSceneTest::GetCurrentBackBufferView() {
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const int backBufferIndex = GetCurrentBackBufferIndex();
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if (backBufferIndex < 0) {
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return nullptr;
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}
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if (static_cast<size_t>(backBufferIndex) >= mBackBufferViews.size()) {
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mBackBufferViews.resize(static_cast<size_t>(backBufferIndex) + 1, nullptr);
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}
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if (mBackBufferViews[backBufferIndex] == nullptr) {
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ResourceViewDesc viewDesc = {};
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viewDesc.format = static_cast<uint32_t>(Format::R8G8B8A8_UNorm);
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viewDesc.dimension = ResourceViewDimension::Texture2D;
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viewDesc.mipLevel = 0;
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mBackBufferViews[backBufferIndex] = GetDevice()->CreateRenderTargetView(GetCurrentBackBuffer(), viewDesc);
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}
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return mBackBufferViews[backBufferIndex];
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}
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void DirectionalShadowSceneTest::RenderFrame() {
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RenderSceneFrame();
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}
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void DirectionalShadowSceneTest::RenderSceneFrame() {
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ASSERT_NE(mScene, nullptr);
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ASSERT_NE(mSceneRenderer, nullptr);
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RHICommandList* commandList = GetCommandList();
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ASSERT_NE(commandList, nullptr);
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commandList->Reset();
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RenderSurface surface(kFrameWidth, kFrameHeight);
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surface.SetColorAttachment(GetCurrentBackBufferView());
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surface.SetDepthAttachment(mDepthView);
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RenderContext renderContext = {};
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renderContext.device = GetDevice();
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renderContext.commandList = commandList;
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renderContext.commandQueue = GetCommandQueue();
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renderContext.backendType = GetBackendType();
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std::vector<CameraFramePlan> plans =
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mSceneRenderer->BuildFramePlans(*mScene, nullptr, renderContext, surface);
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ASSERT_FALSE(plans.empty());
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ASSERT_TRUE(mSceneRenderer->Render(plans));
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Log("[TEST] DirectionalShadowSceneTest: closing command list");
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commandList->Close();
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void* commandLists[] = { commandList };
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Log("[TEST] DirectionalShadowSceneTest: executing command list");
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GetCommandQueue()->ExecuteCommandLists(1, commandLists);
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Log("[TEST] DirectionalShadowSceneTest: execute submitted");
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}
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TEST_P(DirectionalShadowSceneTest, RenderDirectionalShadowScene) {
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RHICommandQueue* commandQueue = GetCommandQueue();
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RHISwapChain* swapChain = GetSwapChain();
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const int targetFrameCount = 30;
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const char* screenshotFilename = GetScreenshotFilename(GetBackendType());
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const int comparisonThreshold = GetComparisonThreshold(GetBackendType());
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for (int frameCount = 0; frameCount <= targetFrameCount; ++frameCount) {
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if (frameCount > 0) {
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commandQueue->WaitForPreviousFrame();
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}
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BeginRender();
|
|
RenderFrame();
|
|
|
|
if (frameCount >= targetFrameCount) {
|
|
commandQueue->WaitForIdle();
|
|
ASSERT_TRUE(TakeScreenshot(screenshotFilename));
|
|
ASSERT_TRUE(CompareWithGoldenTemplate(screenshotFilename, "GT.ppm", static_cast<float>(comparisonThreshold)));
|
|
break;
|
|
}
|
|
|
|
swapChain->Present(0, 0);
|
|
}
|
|
}
|
|
|
|
} // namespace
|
|
|
|
INSTANTIATE_TEST_SUITE_P(D3D12, DirectionalShadowSceneTest, ::testing::Values(RHIType::D3D12));
|
|
INSTANTIATE_TEST_SUITE_P(OpenGL, DirectionalShadowSceneTest, ::testing::Values(RHIType::OpenGL));
|
|
#if defined(XCENGINE_SUPPORT_VULKAN)
|
|
INSTANTIATE_TEST_SUITE_P(Vulkan, DirectionalShadowSceneTest, ::testing::Values(RHIType::Vulkan));
|
|
#endif
|
|
|
|
GTEST_API_ int main(int argc, char** argv) {
|
|
return RunRenderingIntegrationTestMain(argc, argv);
|
|
}
|