engine: sync editor rendering and ui changes
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@@ -1,6 +1,7 @@
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#include "fixtures/OpenGLTestFixture.h"
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#include "XCEngine/RHI/OpenGL/OpenGLCommandList.h"
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#include "XCEngine/RHI/OpenGL/OpenGLBuffer.h"
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#include "XCEngine/RHI/OpenGL/OpenGLPipelineState.h"
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#include "XCEngine/RHI/OpenGL/OpenGLVertexArray.h"
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using namespace XCEngine::RHI;
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@@ -160,3 +161,30 @@ TEST_F(OpenGLTestFixture, CommandList_SetBlendFactor) {
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EXPECT_FLOAT_EQ(color[2], 0.5f);
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EXPECT_FLOAT_EQ(color[3], 1.0f);
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}
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TEST_F(OpenGLTestFixture, CommandList_SetStencilRef_UpdatesActivePipelineStencilReference) {
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OpenGLCommandList cmdList;
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OpenGLPipelineState pipeline;
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DepthStencilStateDesc state = {};
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state.stencilEnable = true;
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state.front.func = static_cast<uint32_t>(ComparisonFunc::Equal);
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state.back.func = static_cast<uint32_t>(ComparisonFunc::NotEqual);
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pipeline.SetDepthStencilState(state);
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cmdList.SetPipelineState(&pipeline);
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cmdList.SetStencilRef(5);
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GLint frontRef = 0;
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GLint backRef = 0;
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GLint frontFunc = 0;
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GLint backFunc = 0;
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glGetIntegerv(GL_STENCIL_REF, &frontRef);
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glGetIntegerv(GL_STENCIL_BACK_REF, &backRef);
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glGetIntegerv(GL_STENCIL_FUNC, &frontFunc);
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glGetIntegerv(GL_STENCIL_BACK_FUNC, &backFunc);
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EXPECT_EQ(frontRef, 5);
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EXPECT_EQ(backRef, 5);
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EXPECT_EQ(frontFunc, GL_EQUAL);
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EXPECT_EQ(backFunc, GL_NOTEQUAL);
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}
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