Add test/Fixtures.h with an inline openGfxWindow() (same signature as the 16 per-file copies, plus EVENGINE_TEST_VIEW_W/H overrides for CI), a RAII GfxFixture, and a TempDir helper. Migrate all 16 test files that hand-rolled openGfxWindow to use the shared helper; windowed GPU tests now override their view size from env vars instead of editing each file.
288 lines
9.0 KiB
C++
288 lines
9.0 KiB
C++
#include "zeroerr/assert.h"
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#include "zeroerr/unittest.h"
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#include "Fixtures.h"
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#include <SDL2/SDL.h>
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#include <cmath>
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#include <memory>
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#include <string>
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#include "graphics/AmbientOcclusion.h"
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#include "graphics/AntiAliasing.h"
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#include "graphics/Canvas.h"
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#include "graphics/DrawItem2D.h"
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#include "graphics/Font.h"
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#include "graphics/GBuffer.h"
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#include "graphics/GlobalIllumination.h"
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#include "graphics/Graphics.h"
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#include "graphics/Grass.h"
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#include "graphics/Light.h"
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#include "graphics/Material.h"
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#include "graphics/Mesh.h"
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#include "graphics/Outline.h"
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#include "graphics/Quad.h"
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#include "graphics/RenderControl.h"
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#include "graphics/ScreenSpaceReflection.h"
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#include "graphics/Shader.h"
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#include "graphics/Texture.h"
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#include "graphics/Volumetric.h"
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#include "graphics/Water.h"
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#include "graphics/Waterfall.h"
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#include "window/Window.h"
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// Color lives in eve::graphics (see graphics/Canvas.h); keep the unqualified form.
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using eve::graphics::Color;
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using namespace eve::graphics;
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namespace {
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float luma(const Color &c) { return (c.r + c.g + c.b) / 3.f; }
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void previewTexture(Graphics *gfx, Texture *tex, int ms = 800) {
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gfx->setBackgroundColorRGBA(0.08f, 0.09f, 0.12f, 1.f);
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const int frames = (ms >= 16) ? (ms / 16) : 1;
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for (int i = 0; i < frames; ++i) {
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gfx->clearScreen();
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gfx->drawTexturedRectRGBA(tex, 0, 0, float(gfx->getWidth()), float(gfx->getHeight()), 1, 1, 1,
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1);
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gfx->present();
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SDL_Event e;
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while (SDL_PollEvent(&e)) {
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if (e.type == SDL_QUIT) return;
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}
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SDL_Delay(16);
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}
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}
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struct CornerDepth {
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int w = 0, h = 0;
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// Two walls meeting at a corner near center: closer walls → AO in the crease.
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float wallDepth = 0.35f;
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float floorDepth = 0.85f;
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};
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float cornerDepth01(int x, int y, void *userdata) {
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auto *b = static_cast<CornerDepth *>(userdata);
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const float u = (float(x) + 0.5f) / float(b->w);
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const float v = (float(y) + 0.5f) / float(b->h);
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// Vertical wall strip + horizontal wall strip (L-shaped occluder / crease).
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const bool vertWall = (u >= 0.45f && u <= 0.55f && v >= 0.25f && v <= 0.75f);
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const bool horizWall = (v >= 0.45f && v <= 0.55f && u >= 0.25f && u <= 0.75f);
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if (vertWall || horizWall) return b->wallDepth;
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return b->floorDepth;
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}
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} // namespace
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TEST_CASE("ao.qualityAndModePresets") {
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eve::window::Window *win = nullptr;
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Graphics *gfx = nullptr;
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openGfxWindow(win, gfx);
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AmbientOcclusion *raw = gfx->newAmbientOcclusion();
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REQUIRE(raw != nullptr);
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std::unique_ptr<AmbientOcclusion> ao(raw);
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REQUIRE(ao->getSsaoShader() != nullptr);
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REQUIRE(ao->getHbaoShader() != nullptr);
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REQUIRE(ao->getGtaoShader() != nullptr);
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REQUIRE(ao->getBlurShader() != nullptr);
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REQUIRE(ao->getOverlayShader() != nullptr);
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CHECK(ao->getMode() == "ssao");
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ao->setQuality("low");
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CHECK(ao->getQuality() == "low");
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CHECK(ao->getSampleCount() == 8);
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CHECK(ao->getDownscale() == 4.f);
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CHECK(ao->resolutionFor(400) == 100);
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ao->setQuality("medium");
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CHECK(ao->getSampleCount() == 16);
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CHECK(ao->getDownscale() == 2.f);
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ao->setQuality("high");
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CHECK(ao->getSampleCount() == 24);
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CHECK(ao->getDownscale() == 1.f);
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ao->setMode("hbao");
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CHECK(ao->getMode() == "hbao");
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ao->setQuality("medium");
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CHECK(ao->getSampleCount() == 36); // 6 dirs * 6 steps
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ao->setMode("gtao");
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ao->setQuality("low");
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CHECK(ao->getSampleCount() == 16); // 4*4
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ao->setMode("unknown");
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CHECK(ao->getMode() == "ssao");
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ao->setQuality("unknown");
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CHECK(ao->getQuality() == "medium");
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win->close();
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}
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TEST_CASE("ao.paramRoundTrip") {
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eve::window::Window *win = nullptr;
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Graphics *gfx = nullptr;
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openGfxWindow(win, gfx);
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std::unique_ptr<AmbientOcclusion> ao(gfx->newAmbientOcclusion());
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ao->setRadius(0.9f);
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ao->setBias(0.04f);
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ao->setIntensity(1.25f);
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ao->setPower(1.8f);
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CHECK(std::fabs(ao->getRadius() - 0.9f) < 1e-5f);
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CHECK(std::fabs(ao->getBias() - 0.04f) < 1e-5f);
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CHECK(std::fabs(ao->getIntensity() - 1.25f) < 1e-5f);
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CHECK(std::fabs(ao->getPower() - 1.8f) < 1e-5f);
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CHECK(ao->hasParam("invViewProj") == true);
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CHECK(ao->hasParam("sampleCount") == true);
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CHECK(ao->hasParam("dirCount") == true);
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ao->setMode("gtao");
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ao->setThickness(0.7f);
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CHECK(std::fabs(ao->getFloat("thickness") - 0.7f) < 1e-5f);
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win->close();
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}
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TEST_CASE("ao.ssaoDarkensCrease") {
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eve::window::Window *win = nullptr;
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Graphics *gfx = nullptr;
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openGfxWindow(win, gfx, 256, 192);
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gfx->setScreenReadbackEnabled(true);
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std::unique_ptr<AmbientOcclusion> ao(gfx->newAmbientOcclusion());
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ao->setMode("ssao");
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ao->setQuality("high");
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ao->setIntensity(1.5f);
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ao->setRadius(1.2f);
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ao->setBias(0.02f);
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ao->setPower(1.2f);
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ao->setCamera(0.f, 1.5f, 4.f, 0.f, 0.f, 0.f, 0.f, 1.f, 0.f, 50.f, 256.f / 192.f, 0.1f, 40.f);
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CornerDepth cd;
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cd.w = 128;
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cd.h = 96;
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Texture *depth = ao->newLinearDepthTexture(gfx, cd.w, cd.h, cornerDepth01, &cd);
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REQUIRE(depth != nullptr);
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Canvas *out = gfx->newCanvas(cd.w, cd.h);
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ao->computeTo(gfx, depth, out);
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// Crease center vs open floor corner.
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const float crease = luma(out->getPixel(cd.w / 2, cd.h / 2));
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const float open = luma(out->getPixel(int(cd.w * 0.12f), int(cd.h * 0.12f)));
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CHECK(open > crease);
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CHECK(crease < 0.98f);
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CHECK(open > 0.5f);
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previewTexture(gfx, out->getTexture());
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win->close();
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}
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TEST_CASE("ao.hbaoAndGtaoProduceOcclusion") {
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eve::window::Window *win = nullptr;
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Graphics *gfx = nullptr;
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openGfxWindow(win, gfx, 200, 150);
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CornerDepth cd;
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cd.w = 100;
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cd.h = 75;
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for (const char *mode : {"hbao", "gtao"}) {
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std::unique_ptr<AmbientOcclusion> ao(gfx->newAmbientOcclusion());
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ao->setMode(mode);
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ao->setQuality("medium");
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ao->setIntensity(1.4f);
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ao->setRadius(1.0f);
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ao->setCamera(0.f, 2.f, 5.f, 0.f, 0.f, 0.f, 0.f, 1.f, 0.f, 55.f, 200.f / 150.f, 0.1f, 50.f);
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Texture *depth = ao->newLinearDepthTexture(gfx, cd.w, cd.h, cornerDepth01, &cd);
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Canvas *out = gfx->newCanvas(cd.w, cd.h);
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ao->computeTo(gfx, depth, out);
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float minL = 1.f;
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float maxL = 0.f;
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for (int y = 0; y < cd.h; y += 3) {
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for (int x = 0; x < cd.w; x += 3) {
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const float L = luma(out->getPixel(x, y));
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minL = std::min(minL, L);
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maxL = std::max(maxL, L);
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}
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}
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CHECK(maxL > minL);
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CHECK(minL < 0.95f);
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}
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win->close();
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}
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TEST_CASE("ao.blurPreservesMeanRoughly") {
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eve::window::Window *win = nullptr;
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Graphics *gfx = nullptr;
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openGfxWindow(win, gfx, 160, 120);
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std::unique_ptr<AmbientOcclusion> ao(gfx->newAmbientOcclusion());
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ao->setMode("ssao");
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ao->setQuality("medium");
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ao->setCamera(0.f, 1.f, 3.f, 0.f, 0.f, 0.f, 0.f, 1.f, 0.f, 60.f, 160.f / 120.f, 0.1f, 30.f);
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CornerDepth cd;
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cd.w = 80;
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cd.h = 60;
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Texture *depth = ao->newLinearDepthTexture(gfx, cd.w, cd.h, cornerDepth01, &cd);
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Canvas *raw = gfx->newCanvas(cd.w, cd.h);
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ao->computeTo(gfx, depth, raw);
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Canvas *blurred = gfx->newCanvas(cd.w, cd.h);
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ao->blurTo(gfx, raw->getTexture(), blurred);
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float sumRaw = 0.f, sumBlur = 0.f;
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int n = 0;
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for (int y = 0; y < cd.h; y += 2) {
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for (int x = 0; x < cd.w; x += 2) {
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sumRaw += luma(raw->getPixel(x, y));
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sumBlur += luma(blurred->getPixel(x, y));
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++n;
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}
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}
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const float meanRaw = sumRaw / float(std::max(n, 1));
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const float meanBlur = sumBlur / float(std::max(n, 1));
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CHECK(std::fabs(meanRaw - meanBlur) < 0.25f);
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CHECK(meanBlur > 0.05f);
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win->close();
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}
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TEST_CASE("ao.overlayDarkensLitScene") {
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eve::window::Window *win = nullptr;
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Graphics *gfx = nullptr;
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openGfxWindow(win, gfx, 160, 120);
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gfx->setScreenReadbackEnabled(true);
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std::unique_ptr<AmbientOcclusion> ao(gfx->newAmbientOcclusion());
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ao->setMode("ssao");
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ao->setQuality("high");
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ao->setIntensity(1.0f);
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ao->setCamera(0.f, 1.2f, 3.5f, 0.f, 0.f, 0.f, 0.f, 1.f, 0.f, 50.f, 160.f / 120.f, 0.1f, 35.f);
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CornerDepth cd;
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cd.w = 80;
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cd.h = 60;
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Texture *depth = ao->newLinearDepthTexture(gfx, cd.w, cd.h, cornerDepth01, &cd);
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Canvas *aoMap = gfx->newCanvas(cd.w, cd.h);
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ao->computeTo(gfx, depth, aoMap);
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Canvas *scene = gfx->newCanvas(cd.w, cd.h);
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gfx->setCanvas(scene);
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gfx->clear(Color(0.85f, 0.85f, 0.88f, 1.f), std::nullopt, std::nullopt);
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const float before = luma(scene->getPixel(cd.w / 2, cd.h / 2));
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ao->applyOverlay(gfx, aoMap->getTexture());
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gfx->setCanvas(nullptr);
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const float after = luma(scene->getPixel(cd.w / 2, cd.h / 2));
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const float openAfter = luma(scene->getPixel(int(cd.w * 0.1f), int(cd.h * 0.1f)));
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CHECK(after < before);
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CHECK(openAfter + 0.02f >= after);
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previewTexture(gfx, scene->getTexture());
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win->close();
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}
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