use super::gpu::GpuTexture;
use super::gpu3d::*;
use crate::three::{Frame3D, GpuMaterialDesc, Scene3D, SkinFrame, SkyLight};
use crate::*;
const W: u32 = 64;
const H: u32 = 48;
struct Fixture {
device: wgpu::Device,
queue: wgpu::Queue,
textures: Vec<GpuTexture>,
output: wgpu::Texture,
target: wgpu::TextureView,
renderer: Renderer3D,
ctx: Ctx,
frame: Frame3D,
}
impl Fixture {
fn new() -> Option<Self> {
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor::new_without_display_handle());
let Ok(adapter) = pollster::block_on(instance.request_adapter(&wgpu::RequestAdapterOptions::default())) else {
eprintln!("no GPU adapter: skipped");
return None;
};
let Ok((device, queue)) = pollster::block_on(adapter.request_device(&wgpu::DeviceDescriptor::default())) else {
eprintln!("no GPU device: skipped");
return None;
};
let layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: None,
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
});
let white = device.create_texture(&wgpu::TextureDescriptor {
label: None,
size: wgpu::Extent3d {
width: 1,
height: 1,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8UnormSrgb,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
view_formats: &[wgpu::TextureFormat::Rgba8Unorm],
});
queue.write_texture(
white.as_image_copy(),
&[255; 4],
wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(4),
rows_per_image: None,
},
white.size(),
);
let sampler = device.create_sampler(&Default::default());
let view = white.create_view(&Default::default());
let textures = vec![GpuTexture {
texture: white.clone(),
nearest: false,
mips: None,
bind_group: device.create_bind_group(&wgpu::BindGroupDescriptor {
label: None,
layout: &layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&sampler),
},
],
}),
}];
let output = device.create_texture(&wgpu::TextureDescriptor {
label: None,
size: wgpu::Extent3d {
width: W,
height: H,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8UnormSrgb,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_SRC,
view_formats: &[],
});
let target = output.create_view(&Default::default());
let mut ctx = Ctx::new(1.0 / 60.0, Vec2::new(W as f32, H as f32));
let matte = MaterialDesc {
color: Color::WHITE,
roughness: 1.0,
..Default::default()
};
let material = ctx.create_material(matte);
let ground = MeshData::plane(20.0);
let cube = MeshData::cube(1.0);
let ground_mesh = ctx.create_mesh(&ground, material);
let cube_mesh = ctx.create_mesh(&cube, material);
ctx.world.spawn((Transform3D::default(), Model::new(ground_mesh)));
ctx.world
.spawn((Transform3D::at(vec3(0.0, 0.5, 0.0)), Model::new(cube_mesh)));
let lamp = Transform3D::at(vec3(1.5, 4.0, 1.0)).looking_at(vec3(0.0, 0.0, 0.0));
ctx.world.spawn((
lamp,
SpotLight3D {
intensity: 60.0,
range: 12.0,
shadows: true,
..Default::default()
},
));
ctx.camera3d.position = vec3(0.0, 5.0, 6.0);
ctx.camera3d.look_at(Vec3::ZERO);
ctx.sky.atmosphere = false;
ctx.post.bloom = 0.0;
let mut renderer = Renderer3D::new(&device, &layout, output.format(), 0, &white, 4, true);
renderer.create_material(&device, &GpuMaterialDesc::new(&matte), &textures);
renderer.create_mesh(&device, &ground, &[(0..ground.indices.len() as u32, material)], true);
renderer.create_mesh(&device, &cube, &[(0..cube.indices.len() as u32, material)], true);
Some(Self {
device,
queue,
textures,
output,
target,
renderer,
ctx,
frame: Frame3D::default(),
})
}
fn draw(&mut self) -> Vec<u8> {
let (device, queue, ctx) = (&self.device, &self.queue, &mut self.ctx);
let scope = device.push_error_scope(wgpu::ErrorFilter::Validation);
let frame = &mut self.frame;
frame.size_limit = device.limits().max_texture_dimension_2d;
frame.collect(
&mut ctx.world,
&ctx.assets3d,
&SkinFrame::default(),
&ctx.camera3d,
&ctx.lighting,
);
let scene = Scene3D {
frame,
lighting: &ctx.lighting,
sky: &ctx.sky,
light: SkyLight {
sun: Vec3::splat(ctx.lighting.sun_intensity),
sky: Vec3::ONE,
ground: Vec3::ONE,
},
camera: ctx.camera3d.position,
post: &ctx.post,
time: (0.0, 1.0 / 60.0),
occlusion: false,
};
self.renderer.prepare(
device,
queue,
&Prepare3D {
scene: &scene,
lut: None,
size: (W, H),
},
);
let buffers = self
.renderer
.draw(device, &self.target, wgpu::Color::BLACK, &self.textures, None);
queue.submit(buffers);
let readback = device.create_buffer(&wgpu::BufferDescriptor {
label: None,
size: u64::from(W * H * 4),
usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::MAP_READ,
mapped_at_creation: false,
});
let mut encoder = device.create_command_encoder(&Default::default());
encoder.copy_texture_to_buffer(
self.output.as_image_copy(),
wgpu::TexelCopyBufferInfo {
buffer: &readback,
layout: wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(W * 4),
rows_per_image: None,
},
},
self.output.size(),
);
queue.submit([encoder.finish()]);
readback.map_async(wgpu::MapMode::Read, .., |r| r.unwrap());
device.poll(wgpu::PollType::wait_indefinitely()).unwrap();
let pixels = readback.get_mapped_range(..).unwrap().to_vec();
if let Some(error) = pollster::block_on(scope.pop()) {
panic!("validation error: {error}");
}
pixels
}
}
fn difference(a: &[u8], b: &[u8]) -> f32 {
assert_eq!(a.len(), b.len());
a.iter().zip(b).map(|(&a, &b)| a.abs_diff(b) as f32).sum::<f32>() / a.len() as f32
}
fn lit_corners(pixels: &[u8]) -> [usize; 4] {
let lit = |x0: u32, y0: u32| {
let mut n = 0;
for y in y0..y0 + H / 4 {
for x in x0..x0 + W / 4 {
let i = ((y * W + x) * 4) as usize;
n += usize::from(pixels[i] > 8 || pixels[i + 1] > 8 || pixels[i + 2] > 8);
}
}
n
};
[
lit(0, 0),
lit(W - W / 4, 0),
lit(0, H - H / 4),
lit(W - W / 4, H - H / 4),
]
}
#[test]
fn switching_presets_back_and_forth_renders_clean_full_size_frames() {
let Some(mut f) = Fixture::new() else { return };
let reference = f.draw();
let lit = lit_corners(&reference);
assert!(
lit[2] > 0 && lit[3] > 0,
"the ground reaches the bottom corners: {lit:?}"
);
let levels = [
GraphicsQuality::low(),
GraphicsQuality::ultra(),
GraphicsQuality::medium(),
GraphicsQuality::high(),
GraphicsQuality::low(),
GraphicsQuality::default(),
GraphicsQuality::ultra(),
GraphicsQuality::medium(),
];
for (round, quality) in levels.into_iter().enumerate() {
f.ctx.set_graphics_quality(quality);
let first = f.draw();
let second = f.draw();
assert_eq!(
first.len(),
(W * H * 4) as usize,
"round {round}: the output is the window's size"
);
if quality.ao_temporal {
let delta = difference(&first, &second);
assert!(delta < 1.0, "round {round}: temporal AO difference {delta}");
} else {
assert_eq!(first, second, "round {round}: stable spatial rendering");
}
let lit = lit_corners(&first);
assert!(
lit[2] > 0 && lit[3] > 0,
"round {round} ({:?}): a scaled scene still reaches the window's bottom corners: {lit:?}",
quality.level()
);
let scene = f.renderer.scene_size().unwrap();
assert_eq!(
scene,
ctx_scene_size(&f.ctx),
"round {round}: the scene is drawn at the scaled size"
);
assert_eq!(f.renderer.scales_output(), quality.render_scale != 1.0);
}
f.ctx.set_graphics_quality(GraphicsQuality::default());
let again = f.draw();
assert_eq!(again, reference, "switching away and back changes nothing");
}
fn ctx_scene_size(ctx: &Ctx) -> (u32, u32) {
ctx.post.render_size((W, H))
}
#[test]
fn a_scaled_scene_is_the_same_picture_at_the_windows_size() {
let Some(mut f) = Fixture::new() else { return };
f.ctx.lighting.shadows = false;
let full = f.draw();
assert_eq!(f.renderer.scene_size(), Some((W, H)));
assert!(!f.renderer.scales_output(), "no extra pass at scale 1");
f.ctx.post.render_scale = 0.5;
let soft = f.draw();
f.ctx.post.sharpen = 1.0;
let sharp = f.draw();
assert_ne!(soft, sharp, "sharpening changes a scaled picture");
f.ctx.post.sharpen = 0.0;
f.ctx.post.render_scale = 1.0;
for (scale, sharpen) in [(0.5, 0.0), (0.5, 1.0), (0.75, 0.5), (1.5, 0.0), (2.0, 0.5)] {
f.ctx.post.render_scale = scale;
f.ctx.post.sharpen = sharpen;
let scaled = f.draw();
let expect = ((W as f32 * scale).round() as u32, (H as f32 * scale).round() as u32);
assert_eq!(f.renderer.scene_size(), Some(expect), "scale {scale}");
assert!(f.renderer.scales_output());
let d = difference(&full, &scaled);
assert!(
d < 14.0,
"scale {scale}, sharpen {sharpen}: the same view, not shrunk or shifted ({d})"
);
let lit = lit_corners(&scaled);
assert!(lit[2] > 0 && lit[3] > 0, "scale {scale}: {lit:?}");
}
for mode in [AntiAliasing::Fxaa, AntiAliasing::Smaa] {
f.ctx.post.render_scale = 0.5;
f.ctx.post.anti_aliasing = mode;
let aa = f.draw();
assert_eq!(f.renderer.scene_size(), Some((W / 2, H / 2)));
assert!(difference(&full, &aa) < 14.0, "{mode:?}");
}
f.ctx.post.render_scale = 1.0;
f.ctx.post.anti_aliasing = AntiAliasing::None;
let back = f.draw();
assert_eq!(back, full);
assert_eq!(f.renderer.scene_size(), Some((W, H)));
assert!(!f.renderer.scales_output());
}
#[test]
fn shadow_maps_are_made_again_at_the_new_resolution_and_count() {
let Some(mut f) = Fixture::new() else { return };
f.draw();
assert_eq!(f.renderer.shadow_map(), (2048, 4), "the engine's defaults");
assert_eq!(f.renderer.light_shadow_map(), Some(4096), "one 4096² atlas");
f.ctx.lighting.shadow_resolution = 512;
f.draw();
assert_eq!(f.renderer.shadow_map(), (512, 4));
assert_eq!(
f.renderer.light_shadow_map(),
Some(4096),
"the light shadow map is left alone"
);
f.ctx.lighting.shadow_cascades = 2;
f.draw();
assert_eq!(f.renderer.shadow_map(), (512, 2));
f.ctx.lighting.light_shadow_resolution = 256;
f.ctx.lighting.light_shadow_views = 4;
f.draw();
assert_eq!(f.renderer.light_shadow_map(), Some(4096));
f.ctx.lighting.light_shadow_atlas = 2048;
f.draw();
assert_eq!(f.renderer.light_shadow_map(), Some(2048));
assert_eq!(f.renderer.shadow_map(), (512, 2));
f.ctx.lighting.light_shadow_views = 0;
f.draw();
assert_eq!(f.renderer.light_shadow_map(), None);
f.ctx.lighting.light_shadow_views = 1;
f.draw();
assert_eq!(f.renderer.light_shadow_map(), Some(2048));
f.ctx.lighting.light_shadow_atlas = 3000;
f.draw();
assert_eq!(f.renderer.light_shadow_map(), Some(2048));
f.ctx.lighting.light_shadow_atlas = 1;
f.draw();
assert_eq!(f.renderer.light_shadow_map(), Some(1024));
f.ctx.lighting.shadow_resolution = 1 << 20;
f.draw();
assert_eq!(
f.renderer.shadow_map().0,
4096.min(f.device.limits().max_texture_dimension_2d)
);
f.ctx.lighting.shadow_resolution = 1;
f.draw();
assert_eq!(f.renderer.shadow_map().0, 256);
f.ctx.lighting.shadows = false;
f.draw();
assert_eq!(f.renderer.shadow_map(), (1, 1));
assert_eq!(f.renderer.light_shadow_map(), None);
f.ctx.lighting.shadows = true;
f.draw();
assert_eq!(f.renderer.shadow_map(), (256, 2));
}
#[test]
fn a_bigger_shadow_map_changes_the_picture_less_than_it_changes_the_map() {
let Some(mut f) = Fixture::new() else { return };
f.ctx.set_graphics_quality(GraphicsQuality {
anti_aliasing: AntiAliasing::None,
ambient_occlusion: false,
..GraphicsQuality::medium()
});
let medium = f.draw();
f.ctx.lighting.shadow_resolution = 4096;
let sharp = f.draw();
assert!(difference(&medium, &sharp) < 6.0, "{}", difference(&medium, &sharp));
}
#[test]
fn a_kept_far_cascade_still_shadows_the_frames_it_is_not_drawn_in() {
let Some(mut f) = Fixture::new() else { return };
f.ctx.lighting.shadow_cascades = 2;
f.ctx.lighting.light_shadow_views = 0;
f.ctx.lighting.sun_intensity = 1.0;
f.ctx.lighting.sun_direction = vec3(-1.0, -0.6, 0.0); f.ctx.lighting.ambient_intensity = 0.1;
f.ctx.post.exposure = -1.0;
f.ctx.world.query::<&mut Transform3D>().for_each(|t| {
if t.position.y > 0.0 {
t.scale = Vec3::splat(4.0); }
});
f.ctx.camera3d.position = vec3(0.0, 24.0, 30.0);
f.ctx.camera3d.look_at(Vec3::ZERO);
f.ctx.camera3d.fov_y = 20f32.to_radians(); f.ctx.post.anti_aliasing = AntiAliasing::None;
f.ctx.post.ambient_occlusion.enabled = false;
f.ctx.lighting.shadow_refresh = 1;
let every_frame = f.draw();
f.ctx.lighting.shadows = false;
let unshadowed = f.draw();
let shadow = difference(&every_frame, &unshadowed);
assert!(shadow > 0.5, "the box casts a visible shadow: {shadow}");
f.ctx.lighting.shadows = true;
f.ctx.lighting.shadow_refresh = 2;
let mut kept = 0;
for _ in 0..4 {
let picture = f.draw();
if f.frame.redrawn & 0b10 == 0 {
kept += 1;
}
let off = difference(&picture, &every_frame);
assert!(off < shadow * 0.25, "{off} against a shadow of {shadow}");
}
assert!(kept >= 1, "the far cascade was kept on some frames");
}