- Shadow mapping via rlgl: custom depth FBO (2048x2048, 24-bit depth texture) instead of color-attachment approach. Proper depth-only render pass. - Shadow map bound via MaterialMapIndex.Emission (texture unit 1), sampled in shadow receiver shader with PCF 3x3 soft shadows. - Fixed inverted normals: Cross(ac, ab) for CW winding in OBJ files. - Linear workflow: pow(albedo, 2.2) before lighting, pow(result, 1/2.2) after. - Per-channel Fresnel: vec3 F0 + (1-F0)*pow(1-HdotV,5) instead of F0.x. - Single CollectLights call after BeginMode3D. - Shadow pass after BeginDrawing (inside frame). - Backface culling disabled globally for mixed-winding meshes. - Point light support: Light.Point/Directional factory methods, attenuation, ImGui inspector with type combo, position/range for point lights. - Floor rendered for both light types (shadow receiver or main shader). - 66/66 tests passing.
121 lines
3.1 KiB
C#
121 lines
3.1 KiB
C#
using System.Numerics;
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using Engine.Core;
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using Engine.Graphics;
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namespace Engine.Tests;
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public class MeshMathTests
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{
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[Fact]
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public void Computes_Normal_For_CCW_Triangle()
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{
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var n = MeshMath.ComputeFaceNormal(
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new Vector3(0, 0, 0),
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new Vector3(1, 0, 0),
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new Vector3(0, 1, 0));
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// CW winding (typical OBJ) → normal points -Z
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Assert.Equal(0f, n.X, 0.001f);
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Assert.Equal(0f, n.Y, 0.001f);
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Assert.Equal(-1f, n.Z, 0.001f);
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}
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[Fact]
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public void Normal_Is_Unit_Length()
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{
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var n = MeshMath.ComputeFaceNormal(
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new Vector3(0, 0, 0),
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new Vector3(3, 0, 0),
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new Vector3(0, 4, 0));
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Assert.Equal(1f, n.Length(), 0.001f);
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}
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[Fact]
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public void Degenerate_Triangle_Falls_Back_To_UnitY()
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{
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var n = MeshMath.ComputeFaceNormal(
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new Vector3(0, 0, 0),
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new Vector3(1, 0, 0),
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new Vector3(2, 0, 0));
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Assert.Equal(Vector3.UnitY, n);
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}
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}
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public class ProceduralMeshTests
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{
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[Fact]
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public void Sphere_Has_Correct_Vertex_Count()
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{
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var mesh = ProceduralMesh.CreateSphere(1f, 16, 8, Vector3.One);
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Assert.Equal((8 + 1) * (16 + 1), mesh.Vertices.Length);
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}
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[Fact]
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public void Sphere_Has_Correct_Index_Count()
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{
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var mesh = ProceduralMesh.CreateSphere(1f, 16, 8, Vector3.One);
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Assert.Equal(8 * 16 * 6, mesh.Indices.Length);
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}
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[Fact]
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public void Sphere_Vertices_Lie_On_Surface()
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{
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const float radius = 2.5f;
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var mesh = ProceduralMesh.CreateSphere(radius, 8, 4, Vector3.One);
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foreach (var v in mesh.Vertices)
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Assert.Equal(radius, v.Position.Length(), 0.001f);
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}
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[Fact]
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public void Sphere_Normals_Are_Unit_Length()
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{
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var mesh = ProceduralMesh.CreateSphere(1f, 8, 4, Vector3.One);
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foreach (var v in mesh.Vertices)
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Assert.Equal(1f, v.Normal.Length(), 0.001f);
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}
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[Fact]
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public void Sphere_Top_Pole_At_Positive_Y()
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{
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var mesh = ProceduralMesh.CreateSphere(1f, 8, 4, Vector3.One);
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Assert.Equal(1f, mesh.Vertices[0].Position.Y, 0.001f);
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Assert.Equal(0f, mesh.Vertices[0].Position.X, 0.001f);
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Assert.Equal(0f, mesh.Vertices[0].Position.Z, 0.001f);
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}
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[Fact]
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public void Grid_Has_Correct_Vertex_Count()
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{
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var mesh = ProceduralMesh.CreateGrid(5, 1f, Vector3.One);
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var expectedLines = 2 * 5 + 1;
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Assert.Equal(expectedLines * 4 * 2, mesh.Vertices.Length);
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}
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[Fact]
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public void Grid_All_Normals_Point_Up()
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{
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var mesh = ProceduralMesh.CreateGrid(3, 1f, Vector3.One);
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foreach (var v in mesh.Vertices)
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Assert.Equal(Vector3.UnitY, v.Normal);
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}
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[Fact]
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public void Grid_Extent_Matches_Lines_And_Spacing()
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{
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var mesh = ProceduralMesh.CreateGrid(10, 2f, Vector3.One);
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var maxPos = 10f * 2f;
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Assert.True(mesh.Vertices.Any(v => v.Position.X <= -maxPos));
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Assert.True(mesh.Vertices.Any(v => v.Position.X >= maxPos));
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}
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}
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