Files
EVEngine/test/hair.cpp
T
西风逍遥游andCursor Agent 2aabe03720 Add hair/fur card rendering with Kajiya-Kay anisotropic shader (#42)
Introduce mesh3d_hair GLSL shaders with alpha-blended Vulkan pipeline
(no back-face cull, depth write disabled). Expose gfx.newHairShader(),
Renderable3D.setHair() for a back-to-front transparent pass in
RenderSystem3D, plus HairShader helpers and unit tests.

Co-authored-by: Cursor Agent <cursoragent@cursor.com>
2026-08-12 18:35:47 +08:00

48 lines
1.4 KiB
C++

#include "zeroerr/assert.h"
#include "zeroerr/unittest.h"
#include "graphics/Graphics.h"
#include "graphics/HairShader.h"
#include "graphics/RenderSystem3D.h"
#include "graphics/Shader.h"
#include "graphics/shaders/mesh3d_hair_frag_spv.inc"
#include "graphics/shaders/mesh3d_hair_vert_spv.inc"
using eve::graphics::Graphics;
using eve::graphics::Renderable3D;
using eve::graphics::Shader;
TEST_CASE("graphics.HairShader.bindDefaults") {
Shader sh;
sh.setKind(Shader::Kind::eMesh3D);
eve::graphics::hair::bindDefaults(&sh);
CHECK(sh.hasUniform("specExp"));
CHECK(sh.hasUniform("strandDir"));
CHECK_EQ(sh.getUniformIndex("specExp"), 0);
CHECK_EQ(sh.getUniformIndex("strandDir"), 6);
CHECK_EQ(sh.usedFloats(), 9);
}
TEST_CASE("graphics.HairShader.paramNames") {
CHECK_EQ(eve::graphics::hair::paramCount(), 9);
CHECK_EQ(eve::graphics::hair::paramName(0), std::string("specExp"));
CHECK_EQ(eve::graphics::hair::paramName(8), std::string("strandDirZ"));
}
TEST_CASE("graphics.HairShader.spvMagic") {
CHECK(mesh3d_hair_vert_spv_count > 0);
CHECK(mesh3d_hair_frag_spv_count > 0);
CHECK_EQ(mesh3d_hair_vert_spv[0], 0x07230203u);
CHECK_EQ(mesh3d_hair_frag_spv[0], 0x07230203u);
}
TEST_CASE("graphics.Renderable3D.hairFlag") {
auto *r = Renderable3D::create();
REQUIRE(r != nullptr);
CHECK(!r->getHair());
r->setHair(true);
CHECK(r->getHair());
r->setHair(false);
CHECK(!r->getHair());
}