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renderloop test framework and a simple test stub

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vlad-andreev 8 年前
当前提交
9bde6ae1
共有 12 个文件被更改,包括 706 次插入0 次删除
  1. 9
      Assets/Editor/Tests/RenderloopTests.meta
  2. 513
      Assets/Editor/Tests/TestScene.unity
  3. 8
      Assets/Editor/Tests/TestScene.unity.meta
  4. 9
      Assets/ScriptableRenderLoop/Tests.meta
  5. 43
      Assets/Editor/Tests/RenderloopTests/CullResultsTest.cs
  6. 12
      Assets/Editor/Tests/RenderloopTests/CullResultsTest.cs.meta
  7. 59
      Assets/Editor/Tests/RenderloopTests/RenderloopTestFixture.cs
  8. 12
      Assets/Editor/Tests/RenderloopTests/RenderloopTestFixture.cs.meta
  9. 29
      Assets/ScriptableRenderLoop/Tests/RenderLoopWrapper.cs
  10. 12
      Assets/ScriptableRenderLoop/Tests/RenderLoopWrapper.cs.meta

9
Assets/Editor/Tests/RenderloopTests.meta


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Assets/Editor/Tests/TestScene.unity


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8
Assets/Editor/Tests/TestScene.unity.meta


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9
Assets/ScriptableRenderLoop/Tests.meta


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43
Assets/Editor/Tests/RenderloopTests/CullResultsTest.cs


using UnityEngine;
using UnityEditor;
using UnityEngine.Rendering;
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
[TestFixture]
public class CullResultsTest
{
void InspectCullResults(Camera camera, CullResults cullResults, RenderLoop renderLoop)
{
VisibleReflectionProbe[] probes = cullResults.culledReflectionProbes;
Assert.AreEqual(1, probes.Length, "Incorrect reflection probe count");
VisibleReflectionProbe probeA = probes[0];
Assert.NotNull(probeA.texture, "probe texture");
ActiveLight[] lights = cullResults.culledLights;
Assert.AreEqual(3, lights.Length, "Incorrect light count");
LightType[] expectedTypes = new LightType[] { LightType.Directional, LightType.Spot, LightType.Point };
for (int i = 0; i != 2; i++)
{
Assert.AreEqual(expectedTypes[i], lights[i].lightType,
"Incorrect light type for light " + i.ToString() + " (" + lights[i].light.name + ")");
}
// @TODO..
}
[Test]
public void TestReflectionProbes()
{
UnityEditor.SceneManagement.EditorSceneManager.OpenScene("Assets/Editor/Tests/TestScene.unity");
// Asserts.ExpectLogError("Boing");
RenderLoopTestFixture.Run(InspectCullResults);
}
}

12
Assets/Editor/Tests/RenderloopTests/CullResultsTest.cs.meta


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59
Assets/Editor/Tests/RenderloopTests/RenderloopTestFixture.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEngine.Rendering;
using NUnit.Framework;
[ExecuteInEditMode]
public class RenderLoopTestFixture : MonoBehaviour
{
public delegate void TestDelegate(Camera camera, CullResults cullResults, RenderLoop renderLoop);
private static TestDelegate callback;
public static void Render(RenderLoopWrapper wrapper, Camera[] cameras, RenderLoop renderLoop)
{
foreach (Camera camera in cameras)
{
CullingParameters cullingParams;
bool gotCullingParams = CullResults.GetCullingParameters(camera, out cullingParams);
Assert.IsTrue(gotCullingParams);
CullResults cullResults = CullResults.Cull(ref cullingParams, renderLoop);
callback(camera, cullResults, renderLoop);
}
renderLoop.Submit();
}
public static void Run(TestDelegate renderCallback)
{
var sceneCamera = Camera.main;
var camObject = sceneCamera.gameObject;
var instance = camObject.AddComponent<RenderLoopWrapper>();
instance.callback = Render;
callback = renderCallback;
instance.enabled = true;
Transform t = camObject.transform;
// Can't use AlignViewToObject because it animates over time, and we want the first frame
float size = SceneView.lastActiveSceneView.size;
float fov = 90; // hardcoded in SceneView
float camDist = size / Mathf.Tan(fov * 0.5f * Mathf.Deg2Rad);
SceneView.lastActiveSceneView.LookAtDirect(t.position + t.forward * camDist, t.rotation, size);
// Invoke renderer
try
{
sceneCamera.Render();
}
finally
{
Object.DestroyImmediate(instance);
}
}
}

12
Assets/Editor/Tests/RenderloopTests/RenderloopTestFixture.cs.meta


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29
Assets/ScriptableRenderLoop/Tests/RenderLoopWrapper.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.ScriptableRenderLoop;
using UnityEngine.Rendering;
[ExecuteInEditMode]
public class RenderLoopWrapper : MonoBehaviour
{
public delegate void Callback(RenderLoopWrapper wrapper, Camera[] cameras, RenderLoop renderLoop);
public Callback callback;
void OnEnable()
{
RenderLoop.renderLoopDelegate += Render;
}
void OnDisable()
{
RenderLoop.renderLoopDelegate -= Render;
}
bool Render(Camera[] cameras, RenderLoop loop)
{
callback(this, cameras, loop);
return true;
}
}

12
Assets/ScriptableRenderLoop/Tests/RenderLoopWrapper.cs.meta


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