- 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.
148 lines
3.2 KiB
C#
148 lines
3.2 KiB
C#
using System.IO;
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using System.Numerics;
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using Engine.Core;
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using Engine.Core.Components;
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using Engine.Graphics.Loaders;
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namespace Engine.Tests;
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public class ObjLoaderTests
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{
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private static readonly string TempDir = Path.Combine(Path.GetTempPath(), "CortexEngineTests");
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private static string WriteTempObj(string content)
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{
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Directory.CreateDirectory(TempDir);
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var path = Path.Combine(TempDir, $"test_{Guid.NewGuid():N}.obj");
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File.WriteAllText(path, content);
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return path;
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}
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[Fact]
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public void Loads_Single_Triangle()
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{
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var path = WriteTempObj("""
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v 0 0 0
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v 1 0 0
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v 0 1 0
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f 1 2 3
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""");
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var mesh = ObjLoader.Load(path, new Vector3(1, 1, 1));
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Assert.Equal(3, mesh.Vertices.Length);
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Assert.Equal(3, mesh.Indices.Length);
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}
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[Fact]
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public void Triangulates_Quad_As_Fan()
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{
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var path = WriteTempObj("""
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v 0 0 0
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v 1 0 0
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v 1 1 0
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v 0 1 0
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f 1 2 3 4
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""");
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var mesh = ObjLoader.Load(path);
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Assert.Equal(6, mesh.Vertices.Length);
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Assert.Equal(6, mesh.Indices.Length);
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}
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[Fact]
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public void Parses_Face_With_Texcoord_Format()
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{
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var path = WriteTempObj("""
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v 0 0 0
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v 1 0 0
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v 0 1 0
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vt 0 0
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vt 1 0
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vt 0 1
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f 1/1 2/2 3/3
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""");
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var mesh = ObjLoader.Load(path);
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Assert.Equal(3, mesh.Vertices.Length);
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}
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[Fact]
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public void Parses_Face_With_Normal_Format()
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{
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var path = WriteTempObj("""
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v 0 0 0
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v 1 0 0
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v 0 1 0
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vn 0 0 1
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f 1//1 2//1 3//1
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""");
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var mesh = ObjLoader.Load(path);
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Assert.Equal(3, mesh.Vertices.Length);
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}
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[Fact]
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public void Computes_Face_Normal_For_Triangle()
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{
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var path = WriteTempObj("""
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v 0 0 0
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v 1 0 0
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v 0 1 0
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f 1 2 3
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""");
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var mesh = ObjLoader.Load(path);
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var normal = mesh.Vertices[0].Normal;
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// CW winding → normal points -Z
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Assert.Equal(0f, normal.X, 0.001f);
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Assert.Equal(0f, normal.Y, 0.001f);
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Assert.Equal(-1f, normal.Z, 0.001f);
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}
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[Fact]
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public void Skips_Comments_And_Blank_Lines()
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{
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var path = WriteTempObj("""
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# This is a comment
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v 0 0 0
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# Another comment
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v 1 0 0
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v 0 1 0
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f 1 2 3
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""");
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var mesh = ObjLoader.Load(path);
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Assert.Equal(3, mesh.Vertices.Length);
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}
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[Fact]
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public void Throws_On_Empty_File()
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{
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var path = WriteTempObj("# just a comment\n");
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Assert.Throws<InvalidOperationException>(() => ObjLoader.Load(path));
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}
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[Fact]
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public void Default_Color_When_Not_Specified()
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{
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var path = WriteTempObj("""
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v 0 0 0
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v 1 0 0
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v 0 1 0
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f 1 2 3
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""");
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var mesh = ObjLoader.Load(path);
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Assert.Equal(0.7f, mesh.Vertices[0].Color.X, 0.001f);
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}
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}
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