acdream/tests/AcDream.App.Tests/Rendering/DirectionalShadowReceiverTests.cs

137 lines
6 KiB
C#

using System.Numerics;
using AcDream.App.Rendering;
namespace AcDream.App.Tests.Rendering;
public sealed class DirectionalShadowReceiverTests
{
[Theory]
[InlineData("atmospheric-world-hdr", false, true, false)]
[InlineData("atmospheric-world-hdr", true, false, false)]
[InlineData("vk-world", true, true, false)]
[InlineData("atmospheric-world-hdr", true, true, true)]
internal void RetailPipelineRemainsExactUnlessPackAndCurrentBindingAreActive(
string pass,
bool source,
bool binding,
bool expected) =>
Assert.Equal(
expected,
DirectionalShadowReceiverPolicy.ShouldSelectReceiverPipeline(
pass,
source,
binding));
[Fact]
public void CascadeTransition_IsContinuousAcrossTheSplitInWorldMetres()
{
Vector4 splits = new(10f, 30f, 60f, 100f);
DirectionalShadowCascadeBlend atSplit =
DirectionalShadowReceiverPolicy.SelectCascade(10f, splits, 4, 2f);
DirectionalShadowCascadeBlend afterSplit =
DirectionalShadowReceiverPolicy.SelectCascade(10.0001f, splits, 4, 2f);
Assert.Equal(0, atSplit.PrimaryCascade);
Assert.Equal(1, atSplit.SecondaryCascade);
Assert.Equal(1f, atSplit.SecondaryWeight, 5);
Assert.Equal(1, afterSplit.PrimaryCascade);
Assert.Equal(2, afterSplit.SecondaryCascade);
Assert.InRange(afterSplit.SecondaryWeight, 0f, 0.00001f);
Assert.True(atSplit.WithinShadowReach);
Assert.True(afterSplit.WithinShadowReach);
}
[Fact]
public void CascadeSelection_StopsAtConfiguredReach()
{
DirectionalShadowCascadeBlend outside =
DirectionalShadowReceiverPolicy.SelectCascade(
100.01f,
new Vector4(10f, 30f, 60f, 100f),
4,
2f);
Assert.False(outside.WithinShadowReach);
Assert.Equal(3, outside.PrimaryCascade);
}
[Fact]
public void BiasRemainsWorldMetresAndScalesWithSurfaceSlope()
{
var bias = new DirectionalShadowWorldBias(0.01f, 0.04f, 0.02f);
Assert.Equal(0.01f, DirectionalShadowReceiverPolicy.ReceiverBiasMeters(bias, 1f), 6);
Assert.Equal(0.05f, DirectionalShadowReceiverPolicy.ReceiverBiasMeters(bias, 0f), 6);
}
[Theory]
[InlineData(true, false, true, true)]
[InlineData(true, true, true, false)]
[InlineData(true, false, false, false)]
[InlineData(false, false, true, false)]
internal void IndoorAndMissingDirectionalTermsNeverSample(
bool binding,
bool indoor,
bool directional,
bool expected) =>
Assert.Equal(
expected,
DirectionalShadowReceiverPolicy.ShouldSample(
binding,
indoor,
directional));
[Fact]
public void ReceiverShadersPreserveAnimatedFoliageMaterialAndTransparencySemantics()
{
string root = RepositoryRoot();
string shaderRoot = Path.Combine(
root,
"src", "AcDream.App", "Rendering", "Shaders");
string vertex = File.ReadAllText(Path.Combine(shaderRoot, "mesh_atmospheric.vert"));
string fragment = File.ReadAllText(Path.Combine(shaderRoot, "mesh_atmospheric.frag"));
string terrain = File.ReadAllText(Path.Combine(shaderRoot, "terrain_atmospheric.frag"));
string receiver = File.ReadAllText(Path.Combine(
shaderRoot,
"directional_shadow_receiver.glsl"));
Assert.Contains("int transformIndex = gl_BaseInstanceARB + gl_InstanceID", vertex, StringComparison.Ordinal);
Assert.Contains("int instanceIndex = transformIndex - int(uTextureIndexB)", vertex, StringComparison.Ordinal);
Assert.Contains("Instances[transformIndex].transform", vertex, StringComparison.Ordinal);
Assert.Contains("instanceIndoor[instanceIndex]", vertex, StringComparison.Ordinal);
Assert.Contains("vSelectionLighting", fragment, StringComparison.Ordinal);
Assert.Contains("vOpacityMultiplier", fragment, StringComparison.Ordinal);
Assert.Contains("if (color.a < 0.05) discard", fragment, StringComparison.Ordinal);
Assert.Contains("ACDREAM_SAMPLE_ARRAY", fragment, StringComparison.Ordinal);
Assert.Contains("combineOverlays", terrain, StringComparison.Ordinal);
Assert.Contains("combineRoad", terrain, StringComparison.Ordinal);
Assert.Contains("smoothstep", receiver, StringComparison.Ordinal);
Assert.Contains("acdreamShadowBiasScale(cascade)", receiver, StringComparison.Ordinal);
Assert.Contains("textureGather", receiver, StringComparison.Ordinal);
Assert.Contains("acdreamShadowBilinearCompare", receiver, StringComparison.Ordinal);
Assert.Contains("float weight = float(2 - abs(x))", receiver, StringComparison.Ordinal);
Assert.Contains("float reachFade = 1.0 - smoothstep", receiver, StringComparison.Ordinal);
Assert.Contains("radius = clamp(radius, 0, 2)", receiver, StringComparison.Ordinal);
Assert.Contains("float softness = max(uShadowControl.y, 1.0)", receiver, StringComparison.Ordinal);
string detailVertex = File.ReadAllText(Path.Combine(
shaderRoot,
"mesh_detail.vert"));
Assert.Contains("int instanceIndex = transformIndex - int(uTextureIndexB)", detailVertex, StringComparison.Ordinal);
Assert.Contains("Instances[transformIndex].transform", detailVertex, StringComparison.Ordinal);
Assert.Contains("instanceDetailCategory[instanceIndex]", detailVertex, StringComparison.Ordinal);
}
private static string RepositoryRoot()
{
var directory = new DirectoryInfo(AppContext.BaseDirectory);
while (directory is not null
&& !File.Exists(Path.Combine(directory.FullName, "AcDream.slnx")))
{
directory = directory.Parent;
}
return directory?.FullName
?? throw new InvalidOperationException("Could not locate repository root.");
}
}