Cleanup: remove unused test file

This file was committed by mistake. There is no lightprobe test
This commit is contained in:
Weizhen Huang
2023-08-26 21:09:04 +02:00
parent b274952694
commit 03071e8c02

View File

@@ -1,75 +0,0 @@
/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/* Directive for resetting the line numbering so the failing tests lines can be printed.
* This conflict with the shader compiler error logging scheme.
* Comment out for correct compilation error line. */
#line 5
#pragma BLENDER_REQUIRE(gpu_shader_utildefines_lib.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_math_matrix_lib.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_math_vector_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_shadow_lib.glsl)
#pragma BLENDER_REQUIRE(gpu_shader_test_lib.glsl)
#define TEST(a, b) if (true)
void main()
{
TEST(eevee_lightprobe, IrradianceBrickIndex)
{
float near = 0.5, far = 1.0;
mat4 pers_mat = projection_perspective(-near, near, -near, near, near, far);
mat4 normal_mat = invert(transpose(pers_mat));
LightData light;
light.clip_near = floatBitsToInt(near);
light.clip_far = floatBitsToInt(far);
light.influence_radius_max = far;
light.type = LIGHT_SPOT;
light.normal_mat_packed.x = normal_mat[3][2];
light.normal_mat_packed.y = normal_mat[3][3];
vec2 atlas_size = vec2(SHADOW_TILEMAP_RES);
{
/* Simulate a "2D" plane crossing the frustum diagonally. */
vec3 lP0 = vec3(-1.0, 0.0, -1.0);
vec3 lP1 = vec3(0.5, 0.0, -0.5);
vec3 lTg = normalize(lP1 - lP0);
vec3 lNg = vec3(-lTg.z, 0.0, lTg.x);
float expect = 1.0 / (SHADOW_TILEMAP_RES * SHADOW_PAGE_RES);
EXPECT_NEAR(shadow_slope_bias_get(atlas_size, light, lNg, lP0, vec2(0.0), 0), expect, 1e-4);
EXPECT_NEAR(
shadow_slope_bias_get(atlas_size, light, lNg, lP0, vec2(0.0), 1), expect * 2.0, 1e-4);
EXPECT_NEAR(
shadow_slope_bias_get(atlas_size, light, lNg, lP0, vec2(0.0), 2), expect * 4.0, 1e-4);
}
{
/* Simulate a "2D" plane crossing the near plane at the center diagonally. */
vec3 lP0 = vec3(-1.0, 0.0, -1.0);
vec3 lP1 = vec3(0.0, 0.0, -0.5);
vec3 lTg = normalize(lP1 - lP0);
vec3 lNg = vec3(-lTg.z, 0.0, lTg.x);
float expect = 2.0 / (SHADOW_TILEMAP_RES * SHADOW_PAGE_RES);
EXPECT_NEAR(shadow_slope_bias_get(atlas_size, light, lNg, lP0, vec2(0.0), 0), expect, 1e-4);
EXPECT_NEAR(
shadow_slope_bias_get(atlas_size, light, lNg, lP0, vec2(0.0), 1), expect * 2.0, 1e-4);
EXPECT_NEAR(
shadow_slope_bias_get(atlas_size, light, lNg, lP0, vec2(0.0), 2), expect * 4.0, 1e-4);
}
{
/* Simulate a "2D" plane parallel to near clip plane. */
vec3 lP0 = vec3(-1.0, 0.0, -0.75);
vec3 lP1 = vec3(0.0, 0.0, -0.75);
vec3 lTg = normalize(lP1 - lP0);
vec3 lNg = vec3(-lTg.z, 0.0, lTg.x);
EXPECT_NEAR(shadow_slope_bias_get(atlas_size, light, lNg, lP0, vec2(0.0), 0), 0.0, 1e-4);
EXPECT_NEAR(shadow_slope_bias_get(atlas_size, light, lNg, lP0, vec2(0.0), 1), 0.0, 1e-4);
EXPECT_NEAR(shadow_slope_bias_get(atlas_size, light, lNg, lP0, vec2(0.0), 2), 0.0, 1e-4);
}
}
}