777 lines
26 KiB
C++
777 lines
26 KiB
C++
#define NOMINMAX
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#include <windows.h>
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#include <gtest/gtest.h>
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#include "../RenderingIntegrationImageAssert.h"
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#include "../RenderingIntegrationMain.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/Components/LightComponent.h>
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#include <XCEngine/Core/Asset/ResourceManager.h>
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#include <XCEngine/Rendering/Extraction/RenderSceneExtractor.h>
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#include <XCEngine/Rendering/Execution/SceneRenderer.h>
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#include <XCEngine/Rendering/RenderContext.h>
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#include <XCEngine/Rendering/RenderSurface.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/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 <chrono>
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#include <algorithm>
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#include <cstdio>
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#include <cstdlib>
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#include <filesystem>
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#include <memory>
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#include <limits>
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#include <sstream>
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#include <string>
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#include <thread>
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#include <unordered_map>
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#include <unordered_set>
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#include <vector>
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using namespace XCEngine::Components;
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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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using namespace RenderingIntegrationTestUtils;
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namespace {
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constexpr const char* kD3D12Screenshot = "nahida_preview_scene_d3d12.ppm";
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constexpr uint32_t kFrameWidth = 1280;
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constexpr uint32_t kFrameHeight = 720;
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constexpr int kWarmupFrames = 45;
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enum class DiagnosticMode {
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Original,
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NoShadows,
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ForwardLit,
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Unlit
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};
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DiagnosticMode GetDiagnosticMode() {
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const char* value = std::getenv("XC_NAHIDA_DIAG_MODE");
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if (value == nullptr) {
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return DiagnosticMode::Original;
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}
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const std::string mode(value);
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if (mode == "no_shadows") {
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return DiagnosticMode::NoShadows;
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}
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if (mode == "forward_lit") {
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return DiagnosticMode::ForwardLit;
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}
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if (mode == "unlit") {
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return DiagnosticMode::Unlit;
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}
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return DiagnosticMode::Original;
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}
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const char* GetDiagnosticModeName(DiagnosticMode mode) {
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switch (mode) {
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case DiagnosticMode::Original: return "original";
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case DiagnosticMode::NoShadows: return "no_shadows";
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case DiagnosticMode::ForwardLit: return "forward_lit";
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case DiagnosticMode::Unlit: return "unlit";
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default: return "unknown";
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}
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}
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const char* GetGoldenFileName(DiagnosticMode mode) {
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switch (mode) {
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case DiagnosticMode::Original: return "GT.ppm";
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case DiagnosticMode::NoShadows: return "GT.no_shadows.ppm";
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case DiagnosticMode::ForwardLit: return "GT.forward_lit.ppm";
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case DiagnosticMode::Unlit: return "GT.unlit.ppm";
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default: return "GT.ppm";
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}
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}
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std::unordered_set<std::string> GetIsolationObjectNames() {
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std::unordered_set<std::string> result;
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const char* value = std::getenv("XC_NAHIDA_DIAG_ONLY");
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if (value == nullptr) {
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if (GetDiagnosticMode() != DiagnosticMode::Unlit) {
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return result;
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}
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result.emplace("Body_Mesh0");
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result.emplace("EyeStar");
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result.emplace("Body_Mesh1");
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result.emplace("Body_Mesh2");
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result.emplace("Face");
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result.emplace("Body_Mesh3");
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result.emplace("Brow");
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result.emplace("Face_Eye");
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return result;
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}
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std::stringstream stream(value);
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std::string token;
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while (std::getline(stream, token, ',')) {
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const size_t first = token.find_first_not_of(" \t\r\n");
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if (first == std::string::npos) {
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continue;
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}
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const size_t last = token.find_last_not_of(" \t\r\n");
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result.emplace(token.substr(first, last - first + 1));
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}
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return result;
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}
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std::string DescribeVertexAttributes(VertexAttribute attributes) {
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std::string result;
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const auto appendFlag = [&result](const char* name) {
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if (!result.empty()) {
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result += "|";
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}
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result += name;
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};
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if (HasVertexAttribute(attributes, VertexAttribute::Position)) {
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appendFlag("Position");
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}
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if (HasVertexAttribute(attributes, VertexAttribute::Normal)) {
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appendFlag("Normal");
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}
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if (HasVertexAttribute(attributes, VertexAttribute::Tangent)) {
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appendFlag("Tangent");
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}
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if (HasVertexAttribute(attributes, VertexAttribute::Bitangent)) {
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appendFlag("Bitangent");
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}
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if (HasVertexAttribute(attributes, VertexAttribute::Color)) {
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appendFlag("Color");
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}
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if (HasVertexAttribute(attributes, VertexAttribute::UV0)) {
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appendFlag("UV0");
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}
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if (HasVertexAttribute(attributes, VertexAttribute::UV1)) {
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appendFlag("UV1");
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}
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return result;
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}
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void DumpMeshDiagnostics(const char* label, const Mesh* mesh) {
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if (mesh == nullptr) {
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std::printf("[NahidaDiag] %s mesh=null\n", label);
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return;
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}
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const XCEngine::Math::Bounds& bounds = mesh->GetBounds();
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std::printf(
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"[NahidaDiag] %s meshPath=%s vertices=%u indices=%u stride=%u attrs=%s center=(%.4f, %.4f, %.4f) extents=(%.4f, %.4f, %.4f) sections=%zu\n",
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label,
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mesh->GetPath().CStr(),
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mesh->GetVertexCount(),
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mesh->GetIndexCount(),
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mesh->GetVertexStride(),
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DescribeVertexAttributes(mesh->GetVertexAttributes()).c_str(),
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bounds.center.x,
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bounds.center.y,
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bounds.center.z,
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bounds.extents.x,
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bounds.extents.y,
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bounds.extents.z,
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mesh->GetSections().Size());
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if (mesh->GetVertexStride() != sizeof(StaticMeshVertex) || mesh->GetVertexCount() == 0) {
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return;
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}
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const auto* vertices = static_cast<const StaticMeshVertex*>(mesh->GetVertexData());
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XCEngine::Math::Vector2 uvMin(
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std::numeric_limits<float>::max(),
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std::numeric_limits<float>::max());
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XCEngine::Math::Vector2 uvMax(
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std::numeric_limits<float>::lowest(),
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std::numeric_limits<float>::lowest());
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for (uint32_t vertexIndex = 0; vertexIndex < mesh->GetVertexCount(); ++vertexIndex) {
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uvMin.x = std::min(uvMin.x, vertices[vertexIndex].uv0.x);
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uvMin.y = std::min(uvMin.y, vertices[vertexIndex].uv0.y);
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uvMax.x = std::max(uvMax.x, vertices[vertexIndex].uv0.x);
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uvMax.y = std::max(uvMax.y, vertices[vertexIndex].uv0.y);
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}
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const StaticMeshVertex& firstVertex = vertices[0];
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std::printf(
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"[NahidaDiag] %s firstVertex pos=(%.4f, %.4f, %.4f) normal=(%.4f, %.4f, %.4f) tangent=(%.4f, %.4f, %.4f) bitangent=(%.4f, %.4f, %.4f) uv0=(%.4f, %.4f) uv1=(%.4f, %.4f) color=(%.4f, %.4f, %.4f, %.4f)\n",
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label,
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firstVertex.position.x,
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firstVertex.position.y,
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firstVertex.position.z,
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firstVertex.normal.x,
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firstVertex.normal.y,
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firstVertex.normal.z,
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firstVertex.tangent.x,
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firstVertex.tangent.y,
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firstVertex.tangent.z,
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firstVertex.bitangent.x,
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firstVertex.bitangent.y,
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firstVertex.bitangent.z,
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firstVertex.uv0.x,
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firstVertex.uv0.y,
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firstVertex.uv1.x,
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firstVertex.uv1.y,
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firstVertex.color.x,
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firstVertex.color.y,
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firstVertex.color.z,
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firstVertex.color.w);
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std::printf(
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"[NahidaDiag] %s uvRange min=(%.4f, %.4f) max=(%.4f, %.4f)\n",
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label,
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uvMin.x,
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uvMin.y,
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uvMax.x,
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uvMax.y);
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}
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void DumpMaterialDiagnostics(const char* label, Material* material) {
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if (material == nullptr) {
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std::printf("[NahidaDiag] %s material=null\n", label);
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return;
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}
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std::printf(
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"[NahidaDiag] %s materialPath=%s shader=%s constants=%zu textures=%u keywords=%u renderQueue=%d\n",
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label,
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material->GetPath().CStr(),
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material->GetShader() != nullptr ? material->GetShader()->GetPath().CStr() : "<null>",
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material->GetConstantLayout().Size(),
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material->GetTextureBindingCount(),
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material->GetKeywordCount(),
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material->GetRenderQueue());
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std::printf(
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"[NahidaDiag] %s props _BaseColor=(%.3f, %.3f, %.3f, %.3f) _ShadowColor=(%.3f, %.3f, %.3f, %.3f) _UseNormalMap=%.3f _UseSpecular=%.3f _UseEmission=%.3f _UseRim=%.3f _IsFace=%.3f _UseCustomMaterialType=%.3f\n",
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label,
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material->GetFloat4("_BaseColor").x,
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material->GetFloat4("_BaseColor").y,
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material->GetFloat4("_BaseColor").z,
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material->GetFloat4("_BaseColor").w,
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material->GetFloat4("_ShadowColor").x,
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material->GetFloat4("_ShadowColor").y,
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material->GetFloat4("_ShadowColor").z,
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material->GetFloat4("_ShadowColor").w,
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material->GetFloat("_UseNormalMap"),
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material->GetFloat("_UseSpecular"),
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material->GetFloat("_UseEmission"),
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material->GetFloat("_UseRim"),
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material->GetFloat("_IsFace"),
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material->GetFloat("_UseCustomMaterialType"));
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for (uint32_t keywordIndex = 0; keywordIndex < material->GetKeywordCount(); ++keywordIndex) {
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std::printf("[NahidaDiag] %s keyword[%u]=%s\n", label, keywordIndex, material->GetKeyword(keywordIndex).CStr());
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}
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for (uint32_t bindingIndex = 0; bindingIndex < material->GetTextureBindingCount(); ++bindingIndex) {
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const ResourceHandle<Texture> textureHandle = material->GetTextureBindingTexture(bindingIndex);
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Texture* texture = textureHandle.Get();
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std::printf(
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"[NahidaDiag] %s texture[%u] name=%s path=%s loaded=%d resolved=%s\n",
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label,
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bindingIndex,
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material->GetTextureBindingName(bindingIndex).CStr(),
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material->GetTextureBindingPath(bindingIndex).CStr(),
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texture != nullptr ? 1 : 0,
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texture != nullptr ? texture->GetPath().CStr() : "<null>");
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}
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}
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void DumpSceneDiagnostics(Scene& scene) {
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RenderSceneExtractor extractor;
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RenderSceneData sceneData = extractor.Extract(scene, nullptr, kFrameWidth, kFrameHeight);
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std::printf(
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"[NahidaDiag] extracted cameraPos=(%.3f, %.3f, %.3f) visibleItems=%zu additionalLights=%u\n",
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sceneData.cameraData.worldPosition.x,
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sceneData.cameraData.worldPosition.y,
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sceneData.cameraData.worldPosition.z,
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sceneData.visibleItems.size(),
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sceneData.lighting.additionalLightCount);
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for (size_t visibleIndex = 0; visibleIndex < sceneData.visibleItems.size(); ++visibleIndex) {
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const VisibleRenderItem& item = sceneData.visibleItems[visibleIndex];
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const char* objectName = item.gameObject != nullptr ? item.gameObject->GetName().c_str() : "<null>";
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const char* meshPath = item.mesh != nullptr ? item.mesh->GetPath().CStr() : "<null>";
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const char* materialPath = item.material != nullptr ? item.material->GetPath().CStr() : "<null>";
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std::printf(
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"[NahidaDiag] visible[%zu] object=%s section=%u hasSection=%d materialIndex=%u queue=%d mesh=%s material=%s\n",
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visibleIndex,
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objectName,
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item.sectionIndex,
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item.hasSection ? 1 : 0,
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item.materialIndex,
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item.renderQueue,
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meshPath,
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materialPath);
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}
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}
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std::filesystem::path GetRepositoryRoot() {
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return std::filesystem::path(__FILE__).parent_path().parent_path().parent_path().parent_path().parent_path();
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}
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std::filesystem::path GetProjectRoot() {
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return GetRepositoryRoot() / "project";
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}
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std::filesystem::path GetScenePath() {
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return GetProjectRoot() / "Assets" / "Scenes" / "NahidaPreview.xc";
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}
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std::filesystem::path GetAssimpDllPath() {
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return GetRepositoryRoot() / "engine" / "third_party" / "assimp" / "bin" / "assimp-vc143-mt.dll";
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}
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class NahidaPreviewSceneTest : 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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private:
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void InitializeProjectResources();
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void PreloadSceneResources();
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void PumpSceneLoads(std::chrono::milliseconds timeout);
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void TouchSceneMaterialsAndTextures();
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void ApplyIsolationFilter();
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void ApplyDiagnosticOverrides();
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void DumpTargetDiagnostics();
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RHIResourceView* GetCurrentBackBufferView();
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Material* CreateOverrideMaterial(Material* sourceMaterial, const char* shaderPath);
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HMODULE m_assimpModule = nullptr;
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std::unique_ptr<Scene> m_scene;
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std::unique_ptr<SceneRenderer> m_sceneRenderer;
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std::vector<std::unique_ptr<Material>> m_overrideMaterials;
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std::vector<RHIResourceView*> m_backBufferViews;
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RHITexture* m_depthTexture = nullptr;
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RHIResourceView* m_depthView = nullptr;
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};
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void NahidaPreviewSceneTest::SetUp() {
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RHIIntegrationFixture::SetUp();
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const std::filesystem::path assimpDllPath = GetAssimpDllPath();
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ASSERT_TRUE(std::filesystem::exists(assimpDllPath)) << assimpDllPath.string();
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m_assimpModule = LoadLibraryW(assimpDllPath.wstring().c_str());
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ASSERT_NE(m_assimpModule, nullptr);
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InitializeProjectResources();
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const std::filesystem::path scenePath = GetScenePath();
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ASSERT_TRUE(std::filesystem::exists(scenePath)) << scenePath.string();
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m_sceneRenderer = std::make_unique<SceneRenderer>();
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m_scene = std::make_unique<Scene>("NahidaPreview");
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m_scene->Load(scenePath.string());
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ASSERT_NE(m_scene->Find("Preview Camera"), nullptr);
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ASSERT_NE(m_scene->Find("NahidaUnityModel"), nullptr);
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ASSERT_NE(m_scene->Find("Body_Mesh0"), nullptr);
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ASSERT_NE(m_scene->Find("Face"), nullptr);
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PreloadSceneResources();
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auto* bodyMeshObject = m_scene->Find("Body_Mesh0");
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ASSERT_NE(bodyMeshObject, nullptr);
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auto* bodyMeshFilter = bodyMeshObject->GetComponent<MeshFilterComponent>();
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ASSERT_NE(bodyMeshFilter, nullptr);
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Mesh* bodyMesh = bodyMeshFilter->GetMesh();
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ASSERT_NE(bodyMesh, nullptr);
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EXPECT_TRUE(HasVertexAttribute(bodyMesh->GetVertexAttributes(), VertexAttribute::Color));
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EXPECT_TRUE(HasVertexAttribute(bodyMesh->GetVertexAttributes(), VertexAttribute::UV1));
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ApplyIsolationFilter();
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ApplyDiagnosticOverrides();
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DumpTargetDiagnostics();
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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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m_depthTexture = GetDevice()->CreateTexture(depthDesc);
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ASSERT_NE(m_depthTexture, 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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m_depthView = GetDevice()->CreateDepthStencilView(m_depthTexture, depthViewDesc);
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ASSERT_NE(m_depthView, nullptr);
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m_backBufferViews.resize(2, nullptr);
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}
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void NahidaPreviewSceneTest::TearDown() {
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m_sceneRenderer.reset();
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if (m_depthView != nullptr) {
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m_depthView->Shutdown();
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delete m_depthView;
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m_depthView = nullptr;
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}
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if (m_depthTexture != nullptr) {
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m_depthTexture->Shutdown();
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delete m_depthTexture;
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m_depthTexture = nullptr;
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}
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for (RHIResourceView*& backBufferView : m_backBufferViews) {
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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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m_backBufferViews.clear();
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m_scene.reset();
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ResourceManager& manager = ResourceManager::Get();
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manager.UnloadAll();
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manager.SetResourceRoot("");
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manager.Shutdown();
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if (m_assimpModule != nullptr) {
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FreeLibrary(m_assimpModule);
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m_assimpModule = nullptr;
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}
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RHIIntegrationFixture::TearDown();
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}
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void NahidaPreviewSceneTest::InitializeProjectResources() {
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ResourceManager& manager = ResourceManager::Get();
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manager.Initialize();
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manager.SetResourceRoot(GetProjectRoot().string().c_str());
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}
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void NahidaPreviewSceneTest::PreloadSceneResources() {
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ASSERT_NE(m_scene, nullptr);
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PumpSceneLoads(std::chrono::milliseconds(4000));
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}
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void NahidaPreviewSceneTest::PumpSceneLoads(std::chrono::milliseconds timeout) {
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ResourceManager& manager = ResourceManager::Get();
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const auto deadline = std::chrono::steady_clock::now() + timeout;
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do {
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TouchSceneMaterialsAndTextures();
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manager.UpdateAsyncLoads();
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if (!manager.IsAsyncLoading()) {
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TouchSceneMaterialsAndTextures();
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|
manager.UpdateAsyncLoads();
|
|
if (!manager.IsAsyncLoading()) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
std::this_thread::sleep_for(std::chrono::milliseconds(5));
|
|
} while (std::chrono::steady_clock::now() < deadline);
|
|
}
|
|
|
|
void NahidaPreviewSceneTest::TouchSceneMaterialsAndTextures() {
|
|
ASSERT_NE(m_scene, nullptr);
|
|
|
|
const std::vector<MeshFilterComponent*> meshFilters = m_scene->FindObjectsOfType<MeshFilterComponent>();
|
|
for (MeshFilterComponent* meshFilter : meshFilters) {
|
|
if (meshFilter == nullptr) {
|
|
continue;
|
|
}
|
|
|
|
meshFilter->GetMesh();
|
|
}
|
|
|
|
const std::vector<MeshRendererComponent*> meshRenderers = m_scene->FindObjectsOfType<MeshRendererComponent>();
|
|
for (MeshRendererComponent* meshRenderer : meshRenderers) {
|
|
if (meshRenderer == nullptr) {
|
|
continue;
|
|
}
|
|
|
|
for (size_t materialIndex = 0; materialIndex < meshRenderer->GetMaterialCount(); ++materialIndex) {
|
|
Material* material = meshRenderer->GetMaterial(materialIndex);
|
|
if (material == nullptr) {
|
|
continue;
|
|
}
|
|
|
|
for (uint32_t bindingIndex = 0; bindingIndex < material->GetTextureBindingCount(); ++bindingIndex) {
|
|
material->GetTextureBindingTexture(bindingIndex);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void NahidaPreviewSceneTest::ApplyIsolationFilter() {
|
|
ASSERT_NE(m_scene, nullptr);
|
|
|
|
const std::unordered_set<std::string> isolatedObjects = GetIsolationObjectNames();
|
|
if (isolatedObjects.empty()) {
|
|
return;
|
|
}
|
|
|
|
std::printf("[NahidaDiag] isolation=");
|
|
bool first = true;
|
|
for (const std::string& name : isolatedObjects) {
|
|
std::printf("%s%s", first ? "" : ",", name.c_str());
|
|
first = false;
|
|
}
|
|
std::printf("\n");
|
|
|
|
const std::vector<MeshRendererComponent*> meshRenderers = m_scene->FindObjectsOfType<MeshRendererComponent>();
|
|
for (MeshRendererComponent* meshRenderer : meshRenderers) {
|
|
if (meshRenderer == nullptr || meshRenderer->GetGameObject() == nullptr) {
|
|
continue;
|
|
}
|
|
|
|
GameObject* gameObject = meshRenderer->GetGameObject();
|
|
const bool keep = isolatedObjects.find(gameObject->GetName()) != isolatedObjects.end();
|
|
gameObject->SetActive(keep);
|
|
}
|
|
}
|
|
|
|
Material* NahidaPreviewSceneTest::CreateOverrideMaterial(Material* sourceMaterial, const char* shaderPath) {
|
|
if (sourceMaterial == nullptr || shaderPath == nullptr) {
|
|
return nullptr;
|
|
}
|
|
|
|
auto material = std::make_unique<Material>();
|
|
IResource::ConstructParams params = {};
|
|
params.name = XCEngine::Containers::String("NahidaDiagnosticMaterial");
|
|
params.path = XCEngine::Containers::String(("memory://nahida/" + std::string(shaderPath)).c_str());
|
|
params.guid = ResourceGUID::Generate(params.path);
|
|
material->Initialize(params);
|
|
material->SetShader(ResourceManager::Get().Load<Shader>(shaderPath));
|
|
|
|
const ResourceHandle<Texture> baseMap = sourceMaterial->GetTexture("_BaseMap");
|
|
if (baseMap.Get() != nullptr) {
|
|
material->SetTexture("_MainTex", baseMap);
|
|
}
|
|
|
|
if (std::string(shaderPath) == "builtin://shaders/forward-lit") {
|
|
material->EnableKeyword("XC_ALPHA_TEST");
|
|
material->SetFloat("_Cutoff", sourceMaterial->GetFloat("_Cutoff"));
|
|
}
|
|
|
|
material->SetFloat4("_BaseColor", sourceMaterial->GetFloat4("_BaseColor"));
|
|
|
|
m_overrideMaterials.push_back(std::move(material));
|
|
return m_overrideMaterials.back().get();
|
|
}
|
|
|
|
void NahidaPreviewSceneTest::ApplyDiagnosticOverrides() {
|
|
ASSERT_NE(m_scene, nullptr);
|
|
|
|
const DiagnosticMode mode = GetDiagnosticMode();
|
|
std::printf("[NahidaDiag] diagnosticMode=%s\n", GetDiagnosticModeName(mode));
|
|
|
|
if (mode == DiagnosticMode::Original) {
|
|
return;
|
|
}
|
|
|
|
if (mode == DiagnosticMode::NoShadows) {
|
|
const std::vector<LightComponent*> lights = m_scene->FindObjectsOfType<LightComponent>();
|
|
for (LightComponent* light : lights) {
|
|
if (light != nullptr) {
|
|
light->SetCastsShadows(false);
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
const char* shaderPath = mode == DiagnosticMode::ForwardLit
|
|
? "builtin://shaders/forward-lit"
|
|
: "builtin://shaders/unlit";
|
|
|
|
std::unordered_map<Material*, Material*> overrideBySource;
|
|
const std::vector<MeshRendererComponent*> meshRenderers = m_scene->FindObjectsOfType<MeshRendererComponent>();
|
|
for (MeshRendererComponent* meshRenderer : meshRenderers) {
|
|
if (meshRenderer == nullptr) {
|
|
continue;
|
|
}
|
|
|
|
for (size_t materialIndex = 0; materialIndex < meshRenderer->GetMaterialCount(); ++materialIndex) {
|
|
Material* sourceMaterial = meshRenderer->GetMaterial(materialIndex);
|
|
if (sourceMaterial == nullptr || sourceMaterial->GetShader() == nullptr) {
|
|
continue;
|
|
}
|
|
|
|
if (std::string(sourceMaterial->GetShader()->GetPath().CStr()) != "Assets/Shaders/XCCharacterToon.shader") {
|
|
continue;
|
|
}
|
|
|
|
Material* overrideMaterial = nullptr;
|
|
const auto found = overrideBySource.find(sourceMaterial);
|
|
if (found != overrideBySource.end()) {
|
|
overrideMaterial = found->second;
|
|
} else {
|
|
overrideMaterial = CreateOverrideMaterial(sourceMaterial, shaderPath);
|
|
overrideBySource.emplace(sourceMaterial, overrideMaterial);
|
|
}
|
|
|
|
if (overrideMaterial != nullptr) {
|
|
meshRenderer->SetMaterial(materialIndex, overrideMaterial);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void NahidaPreviewSceneTest::DumpTargetDiagnostics() {
|
|
ASSERT_NE(m_scene, nullptr);
|
|
|
|
DumpSceneDiagnostics(*m_scene);
|
|
|
|
const char* const targetObjects[] = {
|
|
"Body_Mesh0",
|
|
"Brow",
|
|
"EyeStar",
|
|
"Dress_Mesh0",
|
|
"Hair_Mesh0",
|
|
"Face",
|
|
"Face_Eye"
|
|
};
|
|
|
|
for (const char* objectName : targetObjects) {
|
|
GameObject* gameObject = m_scene->Find(objectName);
|
|
if (gameObject == nullptr) {
|
|
std::printf("[NahidaDiag] object=%s missing\n", objectName);
|
|
continue;
|
|
}
|
|
|
|
auto* meshFilter = gameObject->GetComponent<MeshFilterComponent>();
|
|
auto* meshRenderer = gameObject->GetComponent<MeshRendererComponent>();
|
|
std::printf(
|
|
"[NahidaDiag] object=%s materialCount=%zu active=%d\n",
|
|
objectName,
|
|
meshRenderer != nullptr ? meshRenderer->GetMaterialCount() : 0u,
|
|
gameObject->IsActiveInHierarchy() ? 1 : 0);
|
|
|
|
DumpMeshDiagnostics(objectName, meshFilter != nullptr ? meshFilter->GetMesh() : nullptr);
|
|
|
|
if (meshRenderer == nullptr) {
|
|
continue;
|
|
}
|
|
|
|
for (size_t materialIndex = 0; materialIndex < meshRenderer->GetMaterialCount(); ++materialIndex) {
|
|
std::string label = std::string(objectName) + "#mat" + std::to_string(materialIndex);
|
|
DumpMaterialDiagnostics(label.c_str(), meshRenderer->GetMaterial(materialIndex));
|
|
}
|
|
}
|
|
}
|
|
|
|
RHIResourceView* NahidaPreviewSceneTest::GetCurrentBackBufferView() {
|
|
const int backBufferIndex = GetCurrentBackBufferIndex();
|
|
if (backBufferIndex < 0) {
|
|
return nullptr;
|
|
}
|
|
|
|
if (static_cast<size_t>(backBufferIndex) >= m_backBufferViews.size()) {
|
|
m_backBufferViews.resize(static_cast<size_t>(backBufferIndex) + 1, nullptr);
|
|
}
|
|
|
|
if (m_backBufferViews[backBufferIndex] == nullptr) {
|
|
ResourceViewDesc viewDesc = {};
|
|
viewDesc.format = static_cast<uint32_t>(Format::R8G8B8A8_UNorm);
|
|
viewDesc.dimension = ResourceViewDimension::Texture2D;
|
|
viewDesc.mipLevel = 0;
|
|
m_backBufferViews[backBufferIndex] = GetDevice()->CreateRenderTargetView(GetCurrentBackBuffer(), viewDesc);
|
|
}
|
|
|
|
return m_backBufferViews[backBufferIndex];
|
|
}
|
|
|
|
void NahidaPreviewSceneTest::RenderFrame() {
|
|
ASSERT_NE(m_scene, nullptr);
|
|
ASSERT_NE(m_sceneRenderer, nullptr);
|
|
|
|
TouchSceneMaterialsAndTextures();
|
|
ResourceManager::Get().UpdateAsyncLoads();
|
|
|
|
RHICommandList* commandList = GetCommandList();
|
|
ASSERT_NE(commandList, nullptr);
|
|
|
|
commandList->Reset();
|
|
|
|
RenderSurface surface(kFrameWidth, kFrameHeight);
|
|
surface.SetColorAttachment(GetCurrentBackBufferView());
|
|
surface.SetDepthAttachment(m_depthView);
|
|
|
|
RenderContext renderContext = {};
|
|
renderContext.device = GetDevice();
|
|
renderContext.commandList = commandList;
|
|
renderContext.commandQueue = GetCommandQueue();
|
|
renderContext.backendType = GetBackendType();
|
|
|
|
ASSERT_TRUE(m_sceneRenderer->Render(*m_scene, nullptr, renderContext, surface));
|
|
|
|
commandList->Close();
|
|
void* commandLists[] = { commandList };
|
|
GetCommandQueue()->ExecuteCommandLists(1, commandLists);
|
|
}
|
|
|
|
TEST_P(NahidaPreviewSceneTest, RenderNahidaPreviewScene) {
|
|
RHICommandQueue* commandQueue = GetCommandQueue();
|
|
RHISwapChain* swapChain = GetSwapChain();
|
|
ASSERT_NE(commandQueue, nullptr);
|
|
ASSERT_NE(swapChain, nullptr);
|
|
const DiagnosticMode diagnosticMode = GetDiagnosticMode();
|
|
const char* goldenFileName = GetGoldenFileName(diagnosticMode);
|
|
|
|
for (int frameIndex = 0; frameIndex <= kWarmupFrames; ++frameIndex) {
|
|
if (frameIndex > 0) {
|
|
commandQueue->WaitForPreviousFrame();
|
|
}
|
|
|
|
BeginRender();
|
|
RenderFrame();
|
|
|
|
if (frameIndex >= kWarmupFrames) {
|
|
commandQueue->WaitForIdle();
|
|
ASSERT_TRUE(TakeScreenshot(kD3D12Screenshot));
|
|
|
|
const PpmImage image = LoadPpmImage(kD3D12Screenshot);
|
|
ASSERT_EQ(image.width, kFrameWidth);
|
|
ASSERT_EQ(image.height, kFrameHeight);
|
|
|
|
const std::filesystem::path gtPath = ResolveRuntimePath(goldenFileName);
|
|
if (!std::filesystem::exists(gtPath)) {
|
|
GTEST_SKIP() << goldenFileName << " missing, screenshot captured for manual review: " << kD3D12Screenshot;
|
|
}
|
|
|
|
ASSERT_TRUE(CompareWithGoldenTemplate(kD3D12Screenshot, goldenFileName, 10.0f));
|
|
break;
|
|
}
|
|
|
|
swapChain->Present(0, 0);
|
|
}
|
|
}
|
|
|
|
} // namespace
|
|
|
|
INSTANTIATE_TEST_SUITE_P(D3D12, NahidaPreviewSceneTest, ::testing::Values(RHIType::D3D12));
|
|
|
|
GTEST_API_ int main(int argc, char** argv) {
|
|
return RunRenderingIntegrationTestMain(argc, argv);
|
|
}
|