#include "zeroerr/assert.h" #include "zeroerr/unittest.h" #include "data/ByteData.h" #include "graphics/AmbientOcclusion.h" #include "graphics/AntiAliasing.h" #include "graphics/Canvas.h" #include "graphics/DrawItem2D.h" #include "graphics/Font.h" #include "graphics/GBuffer.h" #include "graphics/GlobalIllumination.h" #include "graphics/Graphics.h" #include "graphics/Grass.h" #include "graphics/Light.h" #include "graphics/Material.h" #include "graphics/Mesh.h" #include "graphics/Outline.h" #include "graphics/Quad.h" #include "graphics/RenderControl.h" #include "graphics/ScreenSpaceReflection.h" #include "graphics/Shader.h" #include "graphics/Texture.h" #include "graphics/Volumetric.h" #include "graphics/Water.h" #include "graphics/Waterfall.h" #include "virtualgeometry/VirtualGeometry.h" #include "virtualgeometry/VirtualGeometryRenderer.h" #include "window/Window.h" #include #include #include using namespace eve::virtualgeometry; namespace { /** GPU cluster building only needs a live graphics device; headless init is enough. */ bool tryInitHeadlessGfx() { auto *gfx = eve::graphics::Graphics::create(); if (!gfx) return false; gfx->initHeadless(320, 240); return true; } } // namespace TEST_CASE("virtualgeometry.module.create") { auto *mod = VirtualGeometry::create(); REQUIRE(mod != nullptr); CHECK_EQ(mod->getName(), std::string("VirtualGeometry")); } TEST_CASE("virtualgeometry.gpu.buildIcosphere") { if (!tryInitHeadlessGfx()) return; auto *mod = VirtualGeometry::create(); if (!mod->isAvailable()) return; auto *r = mod->newRenderer(); REQUIRE(r != nullptr); REQUIRE(r->isReady()); bool built = r->buildIcosphere(3); // 1280-triangle unit sphere CHECK(built); CHECK(r->getClusterCount() > 0); CHECK(r->getMaxLodLevel() >= 2); CHECK(r->getTotalTriangleCount() > 0); CHECK(r->getLodLevel(0) >= 0); delete r; } TEST_CASE("virtualgeometry.gpu.cullRasterResolve") { if (!tryInitHeadlessGfx()) return; auto *mod = VirtualGeometry::create(); if (!mod->isAvailable()) return; auto *r = mod->newRenderer(); REQUIRE(r != nullptr); REQUIRE(r->isReady()); bool built = r->buildIcosphere(3); REQUIRE(built); r->setViewport(128, 128, 60.f, 1.0f); r->setCameraSimple(0.f, 0.f, 3.2f); r->setModelYaw(0.3f); // GPU-driven culling + software rasterization into the visibility buffer. int visible = r->update(); CHECK(visible > 0); // some clusters are visible CHECK(visible <= r->getClusterCount()); // Resolve the visibility buffer to RGBA. auto *rgba = r->resolveByteData(); REQUIRE(rgba != nullptr); CHECK_EQ(r->getViewWidth(), 128); CHECK_EQ(r->getViewHeight(), 128); CHECK_EQ(rgba->getSize(), std::size_t(128 * 128 * 4)); // Most of the projected sphere's pixels should be covered (non-empty color). const unsigned char *px = static_cast(rgba->getData()); int covered = 0; for (std::size_t i = 0; i < rgba->getSize(); i += 4) { bool empty = px[i] == 4 && px[i + 1] == 6 && px[i + 2] == 12; if (!empty) ++covered; } CHECK(covered > 128 * 128 / 4); // >25% coverage of the viewport delete rgba; delete r; } // Sweep the camera distance through the real GPU pipeline and verify LOD // transitions are smooth: fine detail up close, coarse detail far away, with a // continuous, hole-free cover the whole time. TEST_CASE("virtualgeometry.gpu.lodTransitionSweep") { if (!tryInitHeadlessGfx()) return; auto *mod = VirtualGeometry::create(); if (!mod->isAvailable()) return; auto *r = mod->newRenderer(); REQUIRE(r != nullptr); REQUIRE(r->isReady()); bool built = r->buildIcosphere(4); // 5 LOD levels REQUIRE(built); r->setViewport(128, 128, 60.f, 1.0f); const float distances[] = {1.6f, 2.2f, 3.2f, 5.0f, 9.0f}; std::vector visibleCounts; std::vector coveredPixels; for (float d : distances) { r->setCameraSimple(0.f, 0.f, d); r->setModelYaw(0.2f); int visible = r->update(); CHECK(visible > 0); visibleCounts.push_back(visible); auto *rgba = r->resolveByteData(); REQUIRE(rgba != nullptr); const unsigned char *px = static_cast(rgba->getData()); int covered = 0; for (std::size_t i = 0; i < rgba->getSize(); i += 4) { bool empty = px[i] == 4 && px[i + 1] == 6 && px[i + 2] == 12; if (!empty) ++covered; } coveredPixels.push_back(covered); delete rgba; } // Fine detail (many clusters) up close, coarse (few) far away. CHECK(visibleCounts[0] > visibleCounts.back()); // Monotonic non-increase of visible clusters with distance. for (std::size_t i = 1; i < visibleCounts.size(); ++i) CHECK(visibleCounts[i] <= visibleCounts[i - 1]); // The sphere stays fully rendered at every distance (no holes). for (std::size_t i = 1; i < coveredPixels.size(); ++i) { CHECK(coveredPixels[i] > 0); // still visible far away CHECK(coveredPixels[i] <= coveredPixels[i - 1]); // smaller when farther } delete r; }