Files
EVEngine/test/virtualgeometry_gpu.cpp
T
sunxfancy 2f13169b68 feat(virtualgeometry): add Nanite-style virtualized geometry rendering
Add a virtualgeometry module implementing a Nanite-inspired virtualized
geometry pipeline on the Vulkan backend:

- Cluster DAG preprocess (CPU): greedy meshletization + QEM edge-collapse
  hierarchical LOD, with per-cluster bounding spheres and geometric error.
- GPU-driven culling (compute): frustum + screen-space-error LOD selection
  that emits exactly one cluster per DAG branch (no gaps/overlaps).
- Software cluster rasterizer (compute): fills a visibility buffer
  (packed depth<<16 | clusterId) via atomicMin.
- Visibility-buffer resolve (CPU readback + resolve shader reference).
- Module facade (VirtualGeometry / VirtualGeometryRenderer) reusing the
  gpgpu compute backend; LodSelection CPU reference for tests.
- 14 unit tests (CPU preprocess + LOD-transition sweep + GPU end-to-end),
  shader compile script, example, and design doc.
2026-08-16 21:49:40 +08:00

147 lines
4.7 KiB
C++

#include "zeroerr/assert.h"
#include "zeroerr/unittest.h"
#include "virtualgeometry/VirtualGeometry.h"
#include "virtualgeometry/VirtualGeometryRenderer.h"
#include "graphics/Graphics.h"
#include "window/Window.h"
#include "data/ByteData.h"
#include <cmath>
#include <string>
#include <vector>
using namespace eve::virtualgeometry;
namespace {
bool tryInitGpuWindow() {
auto *win = eve::window::Window::create();
auto *gfx = eve::graphics::Graphics::create();
if (!win || !gfx) return false;
win->setGraphics(gfx);
eve::window::WindowSettings s;
s.width = 320;
s.height = 240;
s.centered = true;
return win->setWindowSettings(s);
}
} // 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 (!tryInitGpuWindow()) return; // headless: skip
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 (!tryInitGpuWindow()) return; // headless: skip
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<const unsigned char *>(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 (!tryInitGpuWindow()) return; // headless: skip
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<int> visibleCounts;
std::vector<int> 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<const unsigned char *>(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;
}