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XCEngine/tests/Rendering/unit/test_scene_render_request_utils.cpp

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#include <gtest/gtest.h>
#include <XCEngine/Components/CameraComponent.h>
#include <XCEngine/Rendering/SceneRenderRequestUtils.h>
#include <XCEngine/Scene/Scene.h>
#include <vector>
using namespace XCEngine::Components;
using namespace XCEngine::Rendering;
namespace {
RenderContext CreateValidContext() {
RenderContext context;
context.device = reinterpret_cast<XCEngine::RHI::RHIDevice*>(1);
context.commandList = reinterpret_cast<XCEngine::RHI::RHICommandList*>(1);
context.commandQueue = reinterpret_cast<XCEngine::RHI::RHICommandQueue*>(1);
return context;
}
} // namespace
TEST(SceneRenderRequestUtils_Test, RejectsNullDisabledAndInactiveCameras) {
Scene scene("SceneRenderRequestUtilsUsableCameraScene");
GameObject* activeObject = scene.CreateGameObject("ActiveCamera");
auto* activeCamera = activeObject->AddComponent<CameraComponent>();
GameObject* disabledObject = scene.CreateGameObject("DisabledCamera");
auto* disabledCamera = disabledObject->AddComponent<CameraComponent>();
disabledCamera->SetEnabled(false);
GameObject* inactiveObject = scene.CreateGameObject("InactiveCamera");
auto* inactiveCamera = inactiveObject->AddComponent<CameraComponent>();
inactiveObject->SetActive(false);
EXPECT_FALSE(SceneRenderRequestUtils::IsUsableCamera(nullptr));
EXPECT_TRUE(SceneRenderRequestUtils::IsUsableCamera(activeCamera));
EXPECT_FALSE(SceneRenderRequestUtils::IsUsableCamera(disabledCamera));
EXPECT_FALSE(SceneRenderRequestUtils::IsUsableCamera(inactiveCamera));
}
TEST(SceneRenderRequestUtils_Test, SortsSceneCamerasByStackDepthAndKeepsStableTieOrder) {
Scene scene("SceneRenderRequestUtilsSortSceneCameras");
GameObject* lateBaseObject = scene.CreateGameObject("LateBase");
auto* lateBase = lateBaseObject->AddComponent<CameraComponent>();
lateBase->SetDepth(10.0f);
lateBase->SetStackType(CameraStackType::Base);
GameObject* firstTieObject = scene.CreateGameObject("FirstTie");
auto* firstTie = firstTieObject->AddComponent<CameraComponent>();
firstTie->SetDepth(2.0f);
firstTie->SetStackType(CameraStackType::Base);
GameObject* secondTieObject = scene.CreateGameObject("SecondTie");
auto* secondTie = secondTieObject->AddComponent<CameraComponent>();
secondTie->SetDepth(2.0f);
secondTie->SetStackType(CameraStackType::Base);
GameObject* overlayObject = scene.CreateGameObject("Overlay");
auto* overlay = overlayObject->AddComponent<CameraComponent>();
overlay->SetDepth(-50.0f);
overlay->SetStackType(CameraStackType::Overlay);
std::vector<CameraComponent*> cameras = { overlay, lateBase, secondTie, firstTie };
SceneRenderRequestUtils::SortSceneCamerasForRendering(cameras);
ASSERT_EQ(cameras.size(), 4u);
EXPECT_EQ(cameras[0], secondTie);
EXPECT_EQ(cameras[1], firstTie);
EXPECT_EQ(cameras[2], lateBase);
EXPECT_EQ(cameras[3], overlay);
}
TEST(SceneRenderRequestUtils_Test, SortsRequestsByPriorityAndKeepsStableTieOrder) {
Scene scene("SceneRenderRequestUtilsSortRequests");
GameObject* firstObject = scene.CreateGameObject("First");
auto* firstCamera = firstObject->AddComponent<CameraComponent>();
GameObject* secondObject = scene.CreateGameObject("Second");
auto* secondCamera = secondObject->AddComponent<CameraComponent>();
CameraRenderRequest overlayRequest;
overlayRequest.scene = &scene;
overlayRequest.camera = secondCamera;
overlayRequest.context = CreateValidContext();
overlayRequest.surface = RenderSurface(320, 180);
overlayRequest.cameraDepth = 100.0f;
overlayRequest.cameraStackOrder = 1;
CameraRenderRequest secondTieRequest = overlayRequest;
secondTieRequest.camera = secondCamera;
secondTieRequest.cameraDepth = 5.0f;
secondTieRequest.cameraStackOrder = 0;
CameraRenderRequest firstTieRequest = overlayRequest;
firstTieRequest.camera = firstCamera;
firstTieRequest.cameraDepth = 5.0f;
firstTieRequest.cameraStackOrder = 0;
std::vector<CameraRenderRequest> requests = { overlayRequest, secondTieRequest, firstTieRequest };
SceneRenderRequestUtils::SortCameraRenderRequests(requests);
ASSERT_EQ(requests.size(), 3u);
EXPECT_EQ(requests[0].camera, secondCamera);
EXPECT_EQ(requests[1].camera, firstCamera);
EXPECT_EQ(requests[2].camera, secondCamera);
EXPECT_EQ(requests[2].cameraStackOrder, 1u);
}
TEST(SceneRenderRequestUtils_Test, ResolvesClearFlagsForExplicitAndAutoModes) {
Scene scene("SceneRenderRequestUtilsClearFlags");
GameObject* baseObject = scene.CreateGameObject("Base");
auto* baseCamera = baseObject->AddComponent<CameraComponent>();
baseCamera->SetStackType(CameraStackType::Base);
GameObject* overlayObject = scene.CreateGameObject("Overlay");
auto* overlayCamera = overlayObject->AddComponent<CameraComponent>();
overlayCamera->SetStackType(CameraStackType::Overlay);
baseCamera->SetClearMode(CameraClearMode::ColorAndDepth);
EXPECT_EQ(
SceneRenderRequestUtils::ResolveClearFlags(*baseCamera, 0u, 0u),
RenderClearFlags::All);
baseCamera->SetClearMode(CameraClearMode::DepthOnly);
EXPECT_EQ(
SceneRenderRequestUtils::ResolveClearFlags(*baseCamera, 0u, 0u),
RenderClearFlags::Depth);
baseCamera->SetClearMode(CameraClearMode::None);
EXPECT_EQ(
SceneRenderRequestUtils::ResolveClearFlags(*baseCamera, 0u, 0u),
RenderClearFlags::None);
baseCamera->SetClearMode(CameraClearMode::Auto);
EXPECT_EQ(
SceneRenderRequestUtils::ResolveClearFlags(*baseCamera, 0u, 0u),
RenderClearFlags::All);
EXPECT_EQ(
SceneRenderRequestUtils::ResolveClearFlags(*baseCamera, 1u, 1u),
RenderClearFlags::Depth);
overlayCamera->SetClearMode(CameraClearMode::Auto);
EXPECT_EQ(
SceneRenderRequestUtils::ResolveClearFlags(*overlayCamera, 0u, 0u),
RenderClearFlags::All);
EXPECT_EQ(
SceneRenderRequestUtils::ResolveClearFlags(*overlayCamera, 0u, 1u),
RenderClearFlags::Depth);
}
TEST(SceneRenderRequestUtils_Test, ComposesCameraViewportWithinNestedSurfaceRenderArea) {
Scene scene("SceneRenderRequestUtilsViewport");
GameObject* cameraObject = scene.CreateGameObject("Camera");
auto* camera = cameraObject->AddComponent<CameraComponent>();
camera->SetViewportRect(XCEngine::Math::Rect(0.25f, 0.1f, 0.5f, 0.4f));
RenderSurface surface(800, 600);
surface.SetRenderArea(XCEngine::Math::RectInt(100, 50, 400, 300));
const XCEngine::Math::RectInt renderArea =
SceneRenderRequestUtils::ResolveCameraRenderArea(*camera, surface);
EXPECT_EQ(renderArea.x, 200);
EXPECT_EQ(renderArea.y, 80);
EXPECT_EQ(renderArea.width, 200);
EXPECT_EQ(renderArea.height, 120);
}
TEST(SceneRenderRequestUtils_Test, BuildsRequestMetadataAndRejectsZeroSizedRenderAreas) {
Scene scene("SceneRenderRequestUtilsBuildRequest");
GameObject* cameraObject = scene.CreateGameObject("Camera");
auto* camera = cameraObject->AddComponent<CameraComponent>();
camera->SetDepth(3.0f);
camera->SetStackType(CameraStackType::Overlay);
camera->SetClearMode(CameraClearMode::Auto);
camera->SetViewportRect(XCEngine::Math::Rect(0.25f, 0.5f, 0.5f, 0.25f));
CameraRenderRequest request;
ASSERT_TRUE(SceneRenderRequestUtils::BuildCameraRenderRequest(
scene,
*camera,
CreateValidContext(),
RenderSurface(800, 600),
1u,
1u,
request));
EXPECT_EQ(request.scene, &scene);
EXPECT_EQ(request.camera, camera);
EXPECT_FLOAT_EQ(request.cameraDepth, 3.0f);
EXPECT_EQ(request.cameraStackOrder, 1u);
EXPECT_EQ(request.clearFlags, RenderClearFlags::Depth);
EXPECT_EQ(request.surface.GetRenderArea().x, 200);
EXPECT_EQ(request.surface.GetRenderArea().y, 300);
EXPECT_EQ(request.surface.GetRenderArea().width, 400);
EXPECT_EQ(request.surface.GetRenderArea().height, 150);
camera->SetViewportRect(XCEngine::Math::Rect(0.5f, 0.5f, 0.0f, 1.0f));
EXPECT_FALSE(SceneRenderRequestUtils::BuildCameraRenderRequest(
scene,
*camera,
CreateValidContext(),
RenderSurface(800, 600),
0u,
0u,
request));
}