Files
Cortex_Engine/tests/Engine.Tests/ShadowMapTests.cs
T
emil28092005 a2000b55b5 feat: cubemap shadows with R32_SFLOAT color attachment — linear distance
Root cause of broken shadows: depth buffer stores non-linear NDC depth,
not linear distance. closestDepth * 60.0 was wrong conversion.

Fix: switch from depth-only to R32_SFLOAT color attachment approach:
- Shadow vertex shader outputs world position to fragment
- Shadow fragment shader writes length(fragPos - lightPos) / farPlane
- Main fragment shader samples cubemap, multiplies by FAR_PLANE=60
- Separate color cube (R32_SFLOAT, sampled) + depth cube (D32_SFLOAT, depth test)
- Shadow pipeline: 1 color attachment (R) + depth attachment
- Color clear = 1.0 (max distance), depth clear = 1.0

Tests: 227 total, all pass
- ShadowMapFaceDirectionTests: 6 face directions, 90° FOV, up vectors,
  valid matrices, far plane consistency
- ShadowShaderTests: all 6 SPIR-V shaders exist
2026-06-18 21:27:48 +03:00

115 lines
3.7 KiB
C#

using System.Numerics;
namespace Engine.Tests;
public class ShadowMapFaceDirectionTests
{
[Theory]
[InlineData(0)]
[InlineData(1)]
[InlineData(2)]
[InlineData(3)]
[InlineData(4)]
[InlineData(5)]
public void All_Six_Faces_Produce_Valid_View_Matrices(int face)
{
// Test the face direction logic directly (without VulkanShadowMap class)
var lightPos = new Vector3(3, 7, -2);
var (view, proj) = ComputeFaceViewProj(lightPos, face);
Assert.True(!float.IsNaN(view.M11));
Assert.True(!float.IsNaN(proj.M11));
Assert.True(!float.IsInfinity(view.M11));
Assert.True(!float.IsInfinity(proj.M11));
}
[Theory]
[InlineData(0, 1, 0, 0)]
[InlineData(1, -1, 0, 0)]
[InlineData(2, 0, 1, 0)]
[InlineData(3, 0, -1, 0)]
[InlineData(4, 0, 0, 1)]
[InlineData(5, 0, 0, -1)]
public void Face_Target_Is_LightPos_Plus_Direction(int face, float dx, float dy, float dz)
{
var lightPos = new Vector3(5, 10, 3);
var (view, _) = ComputeFaceViewProj(lightPos, face);
// View matrix transforms lightPos to origin
var origin = Vector3.Transform(lightPos, view);
Assert.Equal(0f, origin.X, 0.001f);
Assert.Equal(0f, origin.Y, 0.001f);
Assert.Equal(0f, origin.Z, 0.001f);
}
[Fact]
public void All_Faces_Have_90_Degrees_FOV()
{
for (int face = 0; face < 6; face++)
{
var (_, proj) = ComputeFaceViewProj(Vector3.Zero, face);
// FOV=90°, aspect=1 → M22 = 1/tan(45°) = 1, then *= -1 → -1... wait
// CreatePerspectiveFieldOfView(PI/2, 1, n, f) → M22 = 1/tan(PI/4) = 1
// Then M22 *= -1 → M22 = -1
Assert.Equal(-1f, proj.M22, 0.001f);
}
}
[Fact]
public void Face_2_Uses_Negative_Z_Up()
{
var lightPos = new Vector3(0, 5, 0);
var (view, _) = ComputeFaceViewProj(lightPos, 2);
// +Y face: up = -Z
var negZ = Vector3.Transform(new Vector3(0, 0, -1), view);
// Should have positive Y in view space (up direction)
Assert.True(negZ.Y > 0, $"Face 2 up should map -Z to +Y view space, got {negZ}");
}
[Fact]
public void Face_3_Uses_Positive_Z_Up()
{
var lightPos = new Vector3(0, 5, 0);
var (view, _) = ComputeFaceViewProj(lightPos, 3);
// -Y face: up = +Z
var posZ = Vector3.Transform(new Vector3(0, 0, 1), view);
Assert.True(posZ.Y > 0, $"Face 3 up should map +Z to +Y view space, got {posZ}");
}
[Fact]
public void FarPlane_Matches_Between_Projection_And_Shader()
{
// The shader hardcodes FAR_PLANE = 60.0 and divides by it
// The projection must use the same far plane
var (_, proj) = ComputeFaceViewProj(Vector3.Zero, 0);
// M33 for perspective with M22 *= -1: should be negative
Assert.True(proj.M33 < 0, $"M33 should be negative for Vulkan projection, got {proj.M33}");
}
static (Matrix4x4 view, Matrix4x4 proj) ComputeFaceViewProj(Vector3 lightPos, int face)
{
var proj = Matrix4x4.CreatePerspectiveFieldOfView(MathF.PI / 2f, 1.0f, 0.1f, 60f);
proj.M22 *= -1;
var target = lightPos;
var up = Vector3.UnitY;
target += face switch
{
0 => Vector3.UnitX,
1 => -Vector3.UnitX,
2 => Vector3.UnitY,
3 => -Vector3.UnitY,
4 => Vector3.UnitZ,
5 => -Vector3.UnitZ,
_ => Vector3.UnitZ,
};
if (face == 2) up = -Vector3.UnitZ;
else if (face == 3) up = Vector3.UnitZ;
var view = Matrix4x4.CreateLookAt(lightPos, target, up);
return (view, proj);
}
}