Wire depth and shadow requests through camera renderer
This commit is contained in:
@@ -355,11 +355,14 @@ Unity-like Shader Authoring (.shader)
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- 新增 `BuiltinDepthOnlyPass / BuiltinShadowCasterPass`,作为独立 `RenderPass` 复用同一套 shared pass-layout skeleton
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- 两个 pass 当前先收敛到 `PerObject` 常量路径;opaque 物体走 builtin fallback,`ShadowCaster` 额外尊重 `MeshRenderer.castShadows`
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- 这一步解决的是“pass contract 与执行骨架缺失”,还没有把 shadow map / light-space request flow 一次性做完
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- 已验证:`rendering_unit_tests` 71/71
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- 已完成:`CameraRenderRequest + CameraRenderer` 正式接入 `DepthOnly / ShadowCaster` request 流程
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- 新增 `depthOnly / shadowCaster` request,支持独立 surface、clear flags / clear color,以及可选 `RenderCameraData` override
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- `CameraRenderer` 现在按 `ShadowCaster -> DepthOnly -> Forward -> ObjectId` 的顺序执行这些请求,`BuiltinDepthStylePassBase` 也会按 request clear flags 清理目标
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- 已验证:`rendering_unit_tests` 73/73
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- 已验证:`rendering_integration_textured_quad_scene` 3/3(D3D12 / OpenGL / Vulkan)
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- 已验证:`rendering_integration_unlit_scene` 3/3(D3D12 / OpenGL / Vulkan)
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- 已验证:`rendering_integration_object_id_scene` 3/3(D3D12 / OpenGL / Vulkan)
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- 下一步:如果继续沿 renderer 主线收口,优先把 `DepthOnly / ShadowCaster` 真正接到 request / light-space 渲染流程,并补对应 integration coverage;如果先控制范围,当前 shader/material/pass contract 这一小阶段已经接近收口
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- 下一步:如果继续沿 renderer 主线收口,优先补 `DepthOnly / ShadowCaster` 的真实 cross-backend integration coverage,并决定是否把 shadow-map 结果继续接回 forward lighting 消费链;如果先控制范围,request 流程这一块已经收口
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### 阶段 D:扩展 AssetDatabase / Library Artifact 能力
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@@ -13,6 +13,31 @@ class Scene;
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namespace Rendering {
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struct ScenePassRenderRequest {
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RenderSurface surface;
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RenderClearFlags clearFlags = RenderClearFlags::Depth;
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bool hasClearColorOverride = false;
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Math::Color clearColorOverride = Math::Color::Black();
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bool hasCameraDataOverride = false;
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RenderCameraData cameraDataOverride = {};
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bool IsRequested() const {
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return !surface.GetColorAttachments().empty();
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}
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bool IsValid() const {
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const std::vector<RHI::RHIResourceView*>& colorAttachments = surface.GetColorAttachments();
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return !colorAttachments.empty() &&
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colorAttachments[0] != nullptr &&
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surface.GetDepthAttachment() != nullptr &&
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surface.GetRenderAreaWidth() > 0 &&
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surface.GetRenderAreaHeight() > 0;
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}
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};
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using DepthOnlyRenderRequest = ScenePassRenderRequest;
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using ShadowCasterRenderRequest = ScenePassRenderRequest;
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struct ObjectIdRenderRequest {
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RenderSurface surface;
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@@ -35,6 +60,8 @@ struct CameraRenderRequest {
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Components::CameraComponent* camera = nullptr;
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RenderContext context;
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RenderSurface surface;
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DepthOnlyRenderRequest depthOnly;
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ShadowCasterRenderRequest shadowCaster;
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ObjectIdRenderRequest objectId;
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float cameraDepth = 0.0f;
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uint8_t cameraStackOrder = 0;
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@@ -24,15 +24,21 @@ public:
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explicit CameraRenderer(std::shared_ptr<const RenderPipelineAsset> pipelineAsset);
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CameraRenderer(
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std::unique_ptr<RenderPipeline> pipeline,
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std::unique_ptr<ObjectIdPass> objectIdPass);
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std::unique_ptr<ObjectIdPass> objectIdPass,
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std::unique_ptr<RenderPass> depthOnlyPass = nullptr,
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std::unique_ptr<RenderPass> shadowCasterPass = nullptr);
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~CameraRenderer();
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void SetPipeline(std::unique_ptr<RenderPipeline> pipeline);
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void SetPipelineAsset(std::shared_ptr<const RenderPipelineAsset> pipelineAsset);
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void SetObjectIdPass(std::unique_ptr<ObjectIdPass> objectIdPass);
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void SetDepthOnlyPass(std::unique_ptr<RenderPass> depthOnlyPass);
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void SetShadowCasterPass(std::unique_ptr<RenderPass> shadowCasterPass);
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RenderPipeline* GetPipeline() const { return m_pipeline.get(); }
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const RenderPipelineAsset* GetPipelineAsset() const { return m_pipelineAsset.get(); }
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ObjectIdPass* GetObjectIdPass() const { return m_objectIdPass.get(); }
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RenderPass* GetDepthOnlyPass() const { return m_depthOnlyPass.get(); }
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RenderPass* GetShadowCasterPass() const { return m_shadowCasterPass.get(); }
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bool Render(const CameraRenderRequest& request);
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@@ -43,6 +49,8 @@ private:
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std::shared_ptr<const RenderPipelineAsset> m_pipelineAsset;
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std::unique_ptr<RenderPipeline> m_pipeline;
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std::unique_ptr<ObjectIdPass> m_objectIdPass;
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std::unique_ptr<RenderPass> m_depthOnlyPass;
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std::unique_ptr<RenderPass> m_shadowCasterPass;
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};
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} // namespace Rendering
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@@ -1,6 +1,8 @@
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#include "Rendering/CameraRenderer.h"
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#include "Rendering/Passes/BuiltinDepthOnlyPass.h"
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#include "Rendering/Passes/BuiltinObjectIdPass.h"
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#include "Rendering/Passes/BuiltinShadowCasterPass.h"
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#include "Rendering/Pipelines/BuiltinForwardPipeline.h"
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#include "Rendering/RenderPipelineAsset.h"
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#include "Rendering/RenderSurface.h"
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@@ -40,6 +42,14 @@ std::shared_ptr<const RenderPipelineAsset> CreateDefaultPipelineAsset() {
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return s_defaultPipelineAsset;
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}
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std::unique_ptr<RenderPass> CreateDefaultDepthOnlyPass() {
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return std::make_unique<Passes::BuiltinDepthOnlyPass>();
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}
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std::unique_ptr<RenderPass> CreateDefaultShadowCasterPass() {
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return std::make_unique<Passes::BuiltinShadowCasterPass>();
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}
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std::unique_ptr<RenderPipeline> CreatePipelineFromAsset(
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const std::shared_ptr<const RenderPipelineAsset>& pipelineAsset) {
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if (pipelineAsset != nullptr) {
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@@ -52,6 +62,54 @@ std::unique_ptr<RenderPipeline> CreatePipelineFromAsset(
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return std::make_unique<Pipelines::BuiltinForwardPipeline>();
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}
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bool InitializeStandalonePass(
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RenderPass* pass,
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const RenderContext& context) {
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if (pass == nullptr) {
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return false;
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}
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if (pass->Initialize(context)) {
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return true;
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}
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pass->Shutdown();
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return false;
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}
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bool ExecuteScenePassRequest(
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RenderPass* pass,
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const ScenePassRenderRequest& request,
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const RenderContext& context,
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const RenderSceneData& baseSceneData) {
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if (!request.IsRequested()) {
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return true;
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}
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if (!InitializeStandalonePass(pass, context)) {
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return false;
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}
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RenderSceneData sceneData = baseSceneData;
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if (request.hasCameraDataOverride) {
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sceneData.cameraData = request.cameraDataOverride;
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}
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sceneData.cameraData.viewportWidth = request.surface.GetRenderAreaWidth();
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sceneData.cameraData.viewportHeight = request.surface.GetRenderAreaHeight();
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sceneData.cameraData.clearFlags = request.clearFlags;
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if (request.hasClearColorOverride) {
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sceneData.cameraData.clearColor = request.clearColorOverride;
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}
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const RenderPassContext passContext = {
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context,
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request.surface,
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sceneData
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};
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return pass->Execute(passContext);
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}
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} // namespace
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CameraRenderer::CameraRenderer()
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@@ -59,23 +117,39 @@ CameraRenderer::CameraRenderer()
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}
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CameraRenderer::CameraRenderer(std::unique_ptr<RenderPipeline> pipeline)
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: CameraRenderer(std::move(pipeline), std::make_unique<Passes::BuiltinObjectIdPass>()) {
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: CameraRenderer(
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std::move(pipeline),
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std::make_unique<Passes::BuiltinObjectIdPass>(),
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CreateDefaultDepthOnlyPass(),
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CreateDefaultShadowCasterPass()) {
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}
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CameraRenderer::CameraRenderer(
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std::unique_ptr<RenderPipeline> pipeline,
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std::unique_ptr<ObjectIdPass> objectIdPass)
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std::unique_ptr<ObjectIdPass> objectIdPass,
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std::unique_ptr<RenderPass> depthOnlyPass,
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std::unique_ptr<RenderPass> shadowCasterPass)
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: m_pipelineAsset(nullptr)
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, m_objectIdPass(std::move(objectIdPass)) {
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, m_objectIdPass(std::move(objectIdPass))
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, m_depthOnlyPass(std::move(depthOnlyPass))
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, m_shadowCasterPass(std::move(shadowCasterPass)) {
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if (m_objectIdPass == nullptr) {
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m_objectIdPass = std::make_unique<Passes::BuiltinObjectIdPass>();
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}
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if (m_depthOnlyPass == nullptr) {
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m_depthOnlyPass = CreateDefaultDepthOnlyPass();
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}
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if (m_shadowCasterPass == nullptr) {
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m_shadowCasterPass = CreateDefaultShadowCasterPass();
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}
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ResetPipeline(std::move(pipeline));
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}
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CameraRenderer::CameraRenderer(std::shared_ptr<const RenderPipelineAsset> pipelineAsset)
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: m_pipelineAsset(std::move(pipelineAsset))
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, m_objectIdPass(std::make_unique<Passes::BuiltinObjectIdPass>()) {
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, m_objectIdPass(std::make_unique<Passes::BuiltinObjectIdPass>())
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, m_depthOnlyPass(CreateDefaultDepthOnlyPass())
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, m_shadowCasterPass(CreateDefaultShadowCasterPass()) {
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SetPipelineAsset(m_pipelineAsset);
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}
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@@ -86,6 +160,12 @@ CameraRenderer::~CameraRenderer() {
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if (m_objectIdPass != nullptr) {
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m_objectIdPass->Shutdown();
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}
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if (m_depthOnlyPass != nullptr) {
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m_depthOnlyPass->Shutdown();
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}
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if (m_shadowCasterPass != nullptr) {
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m_shadowCasterPass->Shutdown();
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}
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}
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void CameraRenderer::SetPipeline(std::unique_ptr<RenderPipeline> pipeline) {
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@@ -109,6 +189,28 @@ void CameraRenderer::SetObjectIdPass(std::unique_ptr<ObjectIdPass> objectIdPass)
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}
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}
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void CameraRenderer::SetDepthOnlyPass(std::unique_ptr<RenderPass> depthOnlyPass) {
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if (m_depthOnlyPass != nullptr) {
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m_depthOnlyPass->Shutdown();
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}
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m_depthOnlyPass = std::move(depthOnlyPass);
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if (m_depthOnlyPass == nullptr) {
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m_depthOnlyPass = CreateDefaultDepthOnlyPass();
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}
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}
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void CameraRenderer::SetShadowCasterPass(std::unique_ptr<RenderPass> shadowCasterPass) {
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if (m_shadowCasterPass != nullptr) {
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m_shadowCasterPass->Shutdown();
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}
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m_shadowCasterPass = std::move(shadowCasterPass);
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if (m_shadowCasterPass == nullptr) {
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m_shadowCasterPass = CreateDefaultShadowCasterPass();
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}
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}
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void CameraRenderer::ResetPipeline(std::unique_ptr<RenderPipeline> pipeline) {
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if (m_pipeline != nullptr) {
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m_pipeline->Shutdown();
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@@ -131,6 +233,14 @@ bool CameraRenderer::Render(
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request.surface.GetRenderAreaHeight() == 0) {
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return false;
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}
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if (request.depthOnly.IsRequested() &&
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!request.depthOnly.IsValid()) {
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return false;
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}
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if (request.shadowCaster.IsRequested() &&
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!request.shadowCaster.IsValid()) {
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return false;
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}
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if (request.objectId.IsRequested() &&
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!request.objectId.IsValid()) {
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return false;
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@@ -167,6 +277,24 @@ bool CameraRenderer::Render(
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return false;
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}
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if (!ExecuteScenePassRequest(
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m_shadowCasterPass.get(),
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request.shadowCaster,
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request.context,
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sceneData)) {
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ShutdownPassSequence(request.preScenePasses, preScenePassesInitialized);
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return false;
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}
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if (!ExecuteScenePassRequest(
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m_depthOnlyPass.get(),
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request.depthOnly,
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request.context,
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sceneData)) {
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ShutdownPassSequence(request.preScenePasses, preScenePassesInitialized);
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return false;
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}
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if (!m_pipeline->Render(request.context, request.surface, sceneData)) {
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ShutdownPassSequence(request.preScenePasses, preScenePassesInitialized);
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return false;
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@@ -179,8 +179,19 @@ bool BuiltinDepthStylePassBase::Execute(const RenderPassContext& context) {
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renderArea.x + renderArea.width,
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renderArea.y + renderArea.height
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};
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const RHI::Rect clearRects[] = { scissorRect };
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commandList->SetViewport(viewport);
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commandList->SetScissorRect(scissorRect);
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const Math::Color clearColor = context.sceneData.cameraData.clearColor;
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const float clearValues[4] = { clearColor.r, clearColor.g, clearColor.b, clearColor.a };
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if (HasRenderClearFlag(context.sceneData.cameraData.clearFlags, RenderClearFlags::Color)) {
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commandList->ClearRenderTarget(renderTarget, clearValues, 1, clearRects);
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}
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if (HasRenderClearFlag(context.sceneData.cameraData.clearFlags, RenderClearFlags::Depth)) {
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commandList->ClearDepthStencil(context.surface.GetDepthAttachment(), 1.0f, 0, 1, clearRects);
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}
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commandList->SetPrimitiveTopology(RHI::PrimitiveTopology::TriangleList);
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for (const VisibleRenderItem& visibleItem : context.sceneData.visibleItems) {
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@@ -131,6 +131,59 @@ private:
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bool m_renderResult = true;
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};
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class MockScenePass final : public RenderPass {
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public:
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MockScenePass(
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std::shared_ptr<MockPipelineState> state,
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const char* label,
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bool initializeResult = true,
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bool executeResult = true)
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: m_state(std::move(state))
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, m_label(label)
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, m_initializeResult(initializeResult)
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, m_executeResult(executeResult) {
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}
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const char* GetName() const override {
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return m_label;
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}
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bool Initialize(const RenderContext&) override {
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m_state->eventLog.push_back(std::string("init:") + m_label);
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return m_initializeResult;
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}
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bool Execute(const RenderPassContext& context) override {
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m_state->eventLog.push_back(m_label);
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lastViewportWidth = context.sceneData.cameraData.viewportWidth;
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lastViewportHeight = context.sceneData.cameraData.viewportHeight;
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lastClearFlags = context.sceneData.cameraData.clearFlags;
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lastClearColor = context.sceneData.cameraData.clearColor;
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lastWorldPosition = context.sceneData.cameraData.worldPosition;
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lastSurfaceWidth = context.surface.GetRenderAreaWidth();
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lastSurfaceHeight = context.surface.GetRenderAreaHeight();
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return m_executeResult;
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}
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void Shutdown() override {
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m_state->eventLog.push_back(std::string("shutdown:") + m_label);
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}
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uint32_t lastViewportWidth = 0;
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uint32_t lastViewportHeight = 0;
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RenderClearFlags lastClearFlags = RenderClearFlags::All;
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XCEngine::Math::Color lastClearColor = XCEngine::Math::Color::Black();
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XCEngine::Math::Vector3 lastWorldPosition = XCEngine::Math::Vector3::Zero();
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uint32_t lastSurfaceWidth = 0;
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uint32_t lastSurfaceHeight = 0;
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private:
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std::shared_ptr<MockPipelineState> m_state;
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const char* m_label = "";
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bool m_initializeResult = true;
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bool m_executeResult = true;
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};
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class TrackingPass final : public RenderPass {
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public:
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TrackingPass(
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@@ -334,6 +387,92 @@ TEST(CameraRenderer_Test, ExecutesObjectIdPassBetweenPipelineAndPostPassesWhenRe
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"shutdown:pre" }));
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}
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TEST(CameraRenderer_Test, ExecutesShadowCasterAndDepthOnlyRequestsBeforeMainPipeline) {
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Scene scene("CameraRendererDepthAndShadowScene");
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GameObject* cameraObject = scene.CreateGameObject("Camera");
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auto* camera = cameraObject->AddComponent<CameraComponent>();
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camera->SetPrimary(true);
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camera->SetDepth(3.0f);
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auto state = std::make_shared<MockPipelineState>();
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CameraRenderer renderer(
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std::make_unique<MockPipeline>(state),
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std::make_unique<MockObjectIdPass>(state));
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auto shadowPass = std::make_unique<MockScenePass>(state, "shadowCaster");
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MockScenePass* shadowPassRaw = shadowPass.get();
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renderer.SetShadowCasterPass(std::move(shadowPass));
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auto depthPass = std::make_unique<MockScenePass>(state, "depthOnly");
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MockScenePass* depthPassRaw = depthPass.get();
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renderer.SetDepthOnlyPass(std::move(depthPass));
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CameraRenderRequest request;
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request.scene = &scene;
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request.camera = camera;
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request.context = CreateValidContext();
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request.surface = RenderSurface(320, 180);
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request.cameraDepth = camera->GetDepth();
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request.shadowCaster.surface = RenderSurface(128, 64);
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request.shadowCaster.surface.SetColorAttachment(reinterpret_cast<XCEngine::RHI::RHIResourceView*>(1));
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request.shadowCaster.surface.SetDepthAttachment(reinterpret_cast<XCEngine::RHI::RHIResourceView*>(2));
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request.shadowCaster.hasCameraDataOverride = true;
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request.shadowCaster.cameraDataOverride.worldPosition = XCEngine::Math::Vector3(7.0f, 8.0f, 9.0f);
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request.depthOnly.surface = RenderSurface(96, 48);
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request.depthOnly.surface.SetColorAttachment(reinterpret_cast<XCEngine::RHI::RHIResourceView*>(3));
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request.depthOnly.surface.SetDepthAttachment(reinterpret_cast<XCEngine::RHI::RHIResourceView*>(4));
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request.depthOnly.hasClearColorOverride = true;
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request.depthOnly.clearColorOverride = XCEngine::Math::Color(0.3f, 0.2f, 0.1f, 1.0f);
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ASSERT_TRUE(renderer.Render(request));
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EXPECT_EQ(
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state->eventLog,
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(std::vector<std::string>{
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"init:shadowCaster",
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"shadowCaster",
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"init:depthOnly",
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"depthOnly",
|
||||
"pipeline" }));
|
||||
EXPECT_EQ(shadowPassRaw->lastViewportWidth, 128u);
|
||||
EXPECT_EQ(shadowPassRaw->lastViewportHeight, 64u);
|
||||
EXPECT_EQ(shadowPassRaw->lastSurfaceWidth, 128u);
|
||||
EXPECT_EQ(shadowPassRaw->lastSurfaceHeight, 64u);
|
||||
EXPECT_EQ(shadowPassRaw->lastClearFlags, RenderClearFlags::Depth);
|
||||
EXPECT_EQ(shadowPassRaw->lastWorldPosition, XCEngine::Math::Vector3(7.0f, 8.0f, 9.0f));
|
||||
EXPECT_EQ(depthPassRaw->lastViewportWidth, 96u);
|
||||
EXPECT_EQ(depthPassRaw->lastViewportHeight, 48u);
|
||||
EXPECT_EQ(depthPassRaw->lastClearFlags, RenderClearFlags::Depth);
|
||||
EXPECT_FLOAT_EQ(depthPassRaw->lastClearColor.r, 0.3f);
|
||||
EXPECT_FLOAT_EQ(depthPassRaw->lastClearColor.g, 0.2f);
|
||||
EXPECT_FLOAT_EQ(depthPassRaw->lastClearColor.b, 0.1f);
|
||||
EXPECT_FLOAT_EQ(depthPassRaw->lastClearColor.a, 1.0f);
|
||||
}
|
||||
|
||||
TEST(CameraRenderer_Test, StopsRenderingWhenShadowCasterRequestIsInvalid) {
|
||||
Scene scene("CameraRendererInvalidShadowScene");
|
||||
|
||||
GameObject* cameraObject = scene.CreateGameObject("Camera");
|
||||
auto* camera = cameraObject->AddComponent<CameraComponent>();
|
||||
camera->SetPrimary(true);
|
||||
|
||||
auto state = std::make_shared<MockPipelineState>();
|
||||
CameraRenderer renderer(std::make_unique<MockPipeline>(state));
|
||||
|
||||
CameraRenderRequest request;
|
||||
request.scene = &scene;
|
||||
request.camera = camera;
|
||||
request.context = CreateValidContext();
|
||||
request.surface = RenderSurface(320, 180);
|
||||
request.shadowCaster.surface = RenderSurface(64, 64);
|
||||
request.shadowCaster.surface.SetColorAttachment(reinterpret_cast<XCEngine::RHI::RHIResourceView*>(1));
|
||||
|
||||
EXPECT_FALSE(renderer.Render(request));
|
||||
EXPECT_TRUE(state->eventLog.empty());
|
||||
}
|
||||
|
||||
TEST(CameraRenderer_Test, ShutsDownInitializedPassesWhenPipelineRenderFails) {
|
||||
Scene scene("CameraRendererFailureScene");
|
||||
|
||||
|
||||
Reference in New Issue
Block a user