refactor: extract scene render request policy utils
This commit is contained in:
133
engine/include/XCEngine/Rendering/SceneRenderRequestUtils.h
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133
engine/include/XCEngine/Rendering/SceneRenderRequestUtils.h
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@@ -0,0 +1,133 @@
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#pragma once
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#include <XCEngine/Components/CameraComponent.h>
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#include <XCEngine/Components/GameObject.h>
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#include <XCEngine/Rendering/CameraRenderRequest.h>
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#include <algorithm>
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#include <cmath>
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#include <cstddef>
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#include <vector>
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namespace XCEngine {
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namespace Components {
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class Scene;
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} // namespace Components
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namespace Rendering {
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namespace SceneRenderRequestUtils {
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inline bool CompareCameraRenderRequests(
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const CameraRenderRequest& lhs,
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const CameraRenderRequest& rhs) {
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if (lhs.cameraStackOrder != rhs.cameraStackOrder) {
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return lhs.cameraStackOrder < rhs.cameraStackOrder;
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}
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if (lhs.cameraDepth != rhs.cameraDepth) {
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return lhs.cameraDepth < rhs.cameraDepth;
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}
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return false;
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}
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inline bool IsUsableCamera(const Components::CameraComponent* camera) {
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return camera != nullptr &&
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camera->IsEnabled() &&
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camera->GetGameObject() != nullptr &&
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camera->GetGameObject()->IsActiveInHierarchy();
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}
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inline bool CompareSceneCamerasForRendering(
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const Components::CameraComponent* lhs,
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const Components::CameraComponent* rhs) {
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if (lhs->GetStackType() != rhs->GetStackType()) {
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return static_cast<int>(lhs->GetStackType()) < static_cast<int>(rhs->GetStackType());
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}
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if (lhs->GetDepth() != rhs->GetDepth()) {
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return lhs->GetDepth() < rhs->GetDepth();
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}
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return false;
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}
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inline void SortSceneCamerasForRendering(std::vector<Components::CameraComponent*>& cameras) {
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std::stable_sort(
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cameras.begin(),
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cameras.end(),
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CompareSceneCamerasForRendering);
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}
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inline void SortCameraRenderRequests(std::vector<CameraRenderRequest>& requests) {
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std::stable_sort(
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requests.begin(),
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requests.end(),
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CompareCameraRenderRequests);
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}
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inline RenderClearFlags ResolveClearFlags(
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const Components::CameraComponent& camera,
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size_t renderedBaseCameraCount,
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size_t renderedRequestCount) {
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switch (camera.GetClearMode()) {
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case Components::CameraClearMode::ColorAndDepth:
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return RenderClearFlags::All;
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case Components::CameraClearMode::DepthOnly:
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return RenderClearFlags::Depth;
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case Components::CameraClearMode::None:
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return RenderClearFlags::None;
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case Components::CameraClearMode::Auto:
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default:
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if (camera.GetStackType() == Components::CameraStackType::Overlay) {
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return renderedRequestCount == 0 ? RenderClearFlags::All : RenderClearFlags::Depth;
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}
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return renderedBaseCameraCount == 0 ? RenderClearFlags::All : RenderClearFlags::Depth;
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}
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}
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inline Math::RectInt ResolveCameraRenderArea(
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const Components::CameraComponent& camera,
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const RenderSurface& surface) {
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const Math::Rect viewportRect = camera.GetViewportRect();
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const Math::RectInt parentRenderArea = surface.GetRenderArea();
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const float parentWidth = static_cast<float>(std::max(parentRenderArea.width, 0));
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const float parentHeight = static_cast<float>(std::max(parentRenderArea.height, 0));
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const int32_t left = parentRenderArea.x +
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static_cast<int32_t>(std::floor(viewportRect.x * parentWidth));
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const int32_t top = parentRenderArea.y +
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static_cast<int32_t>(std::floor(viewportRect.y * parentHeight));
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const int32_t right = parentRenderArea.x +
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static_cast<int32_t>(std::ceil((viewportRect.x + viewportRect.width) * parentWidth));
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const int32_t bottom = parentRenderArea.y +
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static_cast<int32_t>(std::ceil((viewportRect.y + viewportRect.height) * parentHeight));
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return Math::RectInt(left, top, right - left, bottom - top);
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}
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inline bool BuildCameraRenderRequest(
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const Components::Scene& scene,
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Components::CameraComponent& camera,
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const RenderContext& context,
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const RenderSurface& surface,
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size_t renderedBaseCameraCount,
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size_t renderedRequestCount,
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CameraRenderRequest& request) {
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request = {};
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request.scene = &scene;
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request.camera = &camera;
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request.context = context;
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request.surface = surface;
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request.surface.SetRenderArea(ResolveCameraRenderArea(camera, surface));
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request.cameraDepth = camera.GetDepth();
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request.cameraStackOrder = static_cast<uint8_t>(camera.GetStackType());
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request.clearFlags = ResolveClearFlags(camera, renderedBaseCameraCount, renderedRequestCount);
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return request.surface.GetRenderAreaWidth() > 0 &&
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request.surface.GetRenderAreaHeight() > 0;
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}
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} // namespace SceneRenderRequestUtils
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} // namespace Rendering
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} // namespace XCEngine
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@@ -1,78 +1,14 @@
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#include "Rendering/SceneRenderer.h"
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#include "Rendering/SceneRenderRequestUtils.h"
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#include "Components/CameraComponent.h"
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#include "Components/GameObject.h"
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#include "Scene/Scene.h"
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#include <algorithm>
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#include <cmath>
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namespace XCEngine {
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namespace Rendering {
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namespace {
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bool CompareCameraRenderRequest(const CameraRenderRequest& lhs, const CameraRenderRequest& rhs) {
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if (lhs.cameraStackOrder != rhs.cameraStackOrder) {
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return lhs.cameraStackOrder < rhs.cameraStackOrder;
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}
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if (lhs.cameraDepth != rhs.cameraDepth) {
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return lhs.cameraDepth < rhs.cameraDepth;
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}
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return false;
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}
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bool IsUsableCamera(const Components::CameraComponent* camera) {
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return camera != nullptr &&
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camera->IsEnabled() &&
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camera->GetGameObject() != nullptr &&
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camera->GetGameObject()->IsActiveInHierarchy();
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}
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RenderClearFlags ResolveClearFlags(
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const Components::CameraComponent& camera,
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size_t renderedBaseCameraCount,
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size_t renderedRequestCount) {
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switch (camera.GetClearMode()) {
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case Components::CameraClearMode::ColorAndDepth:
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return RenderClearFlags::All;
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case Components::CameraClearMode::DepthOnly:
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return RenderClearFlags::Depth;
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case Components::CameraClearMode::None:
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return RenderClearFlags::None;
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case Components::CameraClearMode::Auto:
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default:
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if (camera.GetStackType() == Components::CameraStackType::Overlay) {
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return renderedRequestCount == 0 ? RenderClearFlags::All : RenderClearFlags::Depth;
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}
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return renderedBaseCameraCount == 0 ? RenderClearFlags::All : RenderClearFlags::Depth;
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}
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}
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Math::RectInt ResolveCameraRenderArea(
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const Components::CameraComponent& camera,
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const RenderSurface& surface) {
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const Math::Rect viewportRect = camera.GetViewportRect();
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const Math::RectInt parentRenderArea = surface.GetRenderArea();
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const float parentWidth = static_cast<float>(std::max(parentRenderArea.width, 0));
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const float parentHeight = static_cast<float>(std::max(parentRenderArea.height, 0));
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const int32_t left = parentRenderArea.x +
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static_cast<int32_t>(std::floor(viewportRect.x * parentWidth));
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const int32_t top = parentRenderArea.y +
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static_cast<int32_t>(std::floor(viewportRect.y * parentHeight));
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const int32_t right = parentRenderArea.x +
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static_cast<int32_t>(std::ceil((viewportRect.x + viewportRect.width) * parentWidth));
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const int32_t bottom = parentRenderArea.y +
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static_cast<int32_t>(std::ceil((viewportRect.y + viewportRect.height) * parentHeight));
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return Math::RectInt(left, top, right - left, bottom - top);
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}
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} // namespace
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SceneRenderer::SceneRenderer() = default;
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SceneRenderer::SceneRenderer(std::unique_ptr<RenderPipeline> pipeline)
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@@ -99,7 +35,7 @@ std::vector<CameraRenderRequest> SceneRenderer::BuildRenderRequests(
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std::vector<CameraRenderRequest> requests;
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std::vector<Components::CameraComponent*> cameras;
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if (IsUsableCamera(overrideCamera)) {
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if (SceneRenderRequestUtils::IsUsableCamera(overrideCamera)) {
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cameras.push_back(overrideCamera);
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} else {
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cameras = scene.FindObjectsOfType<Components::CameraComponent>();
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@@ -108,40 +44,24 @@ std::vector<CameraRenderRequest> SceneRenderer::BuildRenderRequests(
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cameras.begin(),
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cameras.end(),
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[](const Components::CameraComponent* camera) {
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return !IsUsableCamera(camera);
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return !SceneRenderRequestUtils::IsUsableCamera(camera);
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}),
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cameras.end());
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}
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std::stable_sort(
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cameras.begin(),
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cameras.end(),
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[](const Components::CameraComponent* lhs, const Components::CameraComponent* rhs) {
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if (lhs->GetStackType() != rhs->GetStackType()) {
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return static_cast<int>(lhs->GetStackType()) < static_cast<int>(rhs->GetStackType());
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}
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if (lhs->GetDepth() != rhs->GetDepth()) {
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return lhs->GetDepth() < rhs->GetDepth();
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}
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return false;
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});
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SceneRenderRequestUtils::SortSceneCamerasForRendering(cameras);
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size_t renderedBaseCameraCount = 0;
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for (Components::CameraComponent* camera : cameras) {
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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 = context;
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request.surface = surface;
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request.surface.SetRenderArea(ResolveCameraRenderArea(*camera, surface));
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request.cameraDepth = camera->GetDepth();
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request.cameraStackOrder = static_cast<uint8_t>(camera->GetStackType());
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request.clearFlags = ResolveClearFlags(*camera, renderedBaseCameraCount, requests.size());
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if (request.surface.GetRenderAreaWidth() > 0 &&
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request.surface.GetRenderAreaHeight() > 0) {
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if (SceneRenderRequestUtils::BuildCameraRenderRequest(
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scene,
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*camera,
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context,
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surface,
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renderedBaseCameraCount,
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requests.size(),
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request)) {
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requests.push_back(request);
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if (camera->GetStackType() == Components::CameraStackType::Base) {
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++renderedBaseCameraCount;
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@@ -168,10 +88,7 @@ bool SceneRenderer::Render(const std::vector<CameraRenderRequest>& requests) {
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}
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std::vector<CameraRenderRequest> sortedRequests = requests;
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std::stable_sort(
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sortedRequests.begin(),
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sortedRequests.end(),
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CompareCameraRenderRequest);
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SceneRenderRequestUtils::SortCameraRenderRequests(sortedRequests);
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bool rendered = false;
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for (const CameraRenderRequest& request : sortedRequests) {
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@@ -7,6 +7,7 @@ set(RENDERING_UNIT_TEST_SOURCES
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test_builtin_forward_pipeline.cpp
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test_builtin_scene_view_post_pass_plan.cpp
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test_camera_scene_renderer.cpp
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test_scene_render_request_utils.cpp
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test_render_scene_utility.cpp
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test_render_scene_extractor.cpp
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)
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213
tests/Rendering/unit/test_scene_render_request_utils.cpp
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213
tests/Rendering/unit/test_scene_render_request_utils.cpp
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@@ -0,0 +1,213 @@
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#include <gtest/gtest.h>
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#include <XCEngine/Components/CameraComponent.h>
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#include <XCEngine/Rendering/SceneRenderRequestUtils.h>
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#include <XCEngine/Scene/Scene.h>
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#include <vector>
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using namespace XCEngine::Components;
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using namespace XCEngine::Rendering;
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namespace {
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RenderContext CreateValidContext() {
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RenderContext context;
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context.device = reinterpret_cast<XCEngine::RHI::RHIDevice*>(1);
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context.commandList = reinterpret_cast<XCEngine::RHI::RHICommandList*>(1);
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context.commandQueue = reinterpret_cast<XCEngine::RHI::RHICommandQueue*>(1);
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return context;
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}
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} // namespace
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TEST(SceneRenderRequestUtils_Test, RejectsNullDisabledAndInactiveCameras) {
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Scene scene("SceneRenderRequestUtilsUsableCameraScene");
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GameObject* activeObject = scene.CreateGameObject("ActiveCamera");
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auto* activeCamera = activeObject->AddComponent<CameraComponent>();
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GameObject* disabledObject = scene.CreateGameObject("DisabledCamera");
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auto* disabledCamera = disabledObject->AddComponent<CameraComponent>();
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disabledCamera->SetEnabled(false);
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GameObject* inactiveObject = scene.CreateGameObject("InactiveCamera");
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auto* inactiveCamera = inactiveObject->AddComponent<CameraComponent>();
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inactiveObject->SetActive(false);
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EXPECT_FALSE(SceneRenderRequestUtils::IsUsableCamera(nullptr));
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EXPECT_TRUE(SceneRenderRequestUtils::IsUsableCamera(activeCamera));
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EXPECT_FALSE(SceneRenderRequestUtils::IsUsableCamera(disabledCamera));
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EXPECT_FALSE(SceneRenderRequestUtils::IsUsableCamera(inactiveCamera));
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}
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TEST(SceneRenderRequestUtils_Test, SortsSceneCamerasByStackDepthAndKeepsStableTieOrder) {
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Scene scene("SceneRenderRequestUtilsSortSceneCameras");
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GameObject* lateBaseObject = scene.CreateGameObject("LateBase");
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auto* lateBase = lateBaseObject->AddComponent<CameraComponent>();
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lateBase->SetDepth(10.0f);
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lateBase->SetStackType(CameraStackType::Base);
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GameObject* firstTieObject = scene.CreateGameObject("FirstTie");
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auto* firstTie = firstTieObject->AddComponent<CameraComponent>();
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firstTie->SetDepth(2.0f);
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firstTie->SetStackType(CameraStackType::Base);
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GameObject* secondTieObject = scene.CreateGameObject("SecondTie");
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auto* secondTie = secondTieObject->AddComponent<CameraComponent>();
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secondTie->SetDepth(2.0f);
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secondTie->SetStackType(CameraStackType::Base);
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GameObject* overlayObject = scene.CreateGameObject("Overlay");
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auto* overlay = overlayObject->AddComponent<CameraComponent>();
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overlay->SetDepth(-50.0f);
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overlay->SetStackType(CameraStackType::Overlay);
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std::vector<CameraComponent*> cameras = { overlay, lateBase, secondTie, firstTie };
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SceneRenderRequestUtils::SortSceneCamerasForRendering(cameras);
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ASSERT_EQ(cameras.size(), 4u);
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EXPECT_EQ(cameras[0], secondTie);
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EXPECT_EQ(cameras[1], firstTie);
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EXPECT_EQ(cameras[2], lateBase);
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EXPECT_EQ(cameras[3], overlay);
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}
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TEST(SceneRenderRequestUtils_Test, SortsRequestsByPriorityAndKeepsStableTieOrder) {
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Scene scene("SceneRenderRequestUtilsSortRequests");
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GameObject* firstObject = scene.CreateGameObject("First");
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auto* firstCamera = firstObject->AddComponent<CameraComponent>();
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GameObject* secondObject = scene.CreateGameObject("Second");
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auto* secondCamera = secondObject->AddComponent<CameraComponent>();
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CameraRenderRequest overlayRequest;
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overlayRequest.scene = &scene;
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overlayRequest.camera = secondCamera;
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overlayRequest.context = CreateValidContext();
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overlayRequest.surface = RenderSurface(320, 180);
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overlayRequest.cameraDepth = 100.0f;
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overlayRequest.cameraStackOrder = 1;
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CameraRenderRequest secondTieRequest = overlayRequest;
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secondTieRequest.camera = secondCamera;
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secondTieRequest.cameraDepth = 5.0f;
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secondTieRequest.cameraStackOrder = 0;
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CameraRenderRequest firstTieRequest = overlayRequest;
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firstTieRequest.camera = firstCamera;
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firstTieRequest.cameraDepth = 5.0f;
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firstTieRequest.cameraStackOrder = 0;
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std::vector<CameraRenderRequest> requests = { overlayRequest, secondTieRequest, firstTieRequest };
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SceneRenderRequestUtils::SortCameraRenderRequests(requests);
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ASSERT_EQ(requests.size(), 3u);
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EXPECT_EQ(requests[0].camera, secondCamera);
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EXPECT_EQ(requests[1].camera, firstCamera);
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EXPECT_EQ(requests[2].camera, secondCamera);
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EXPECT_EQ(requests[2].cameraStackOrder, 1u);
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}
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TEST(SceneRenderRequestUtils_Test, ResolvesClearFlagsForExplicitAndAutoModes) {
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Scene scene("SceneRenderRequestUtilsClearFlags");
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GameObject* baseObject = scene.CreateGameObject("Base");
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auto* baseCamera = baseObject->AddComponent<CameraComponent>();
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baseCamera->SetStackType(CameraStackType::Base);
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GameObject* overlayObject = scene.CreateGameObject("Overlay");
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auto* overlayCamera = overlayObject->AddComponent<CameraComponent>();
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overlayCamera->SetStackType(CameraStackType::Overlay);
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baseCamera->SetClearMode(CameraClearMode::ColorAndDepth);
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EXPECT_EQ(
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SceneRenderRequestUtils::ResolveClearFlags(*baseCamera, 0u, 0u),
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RenderClearFlags::All);
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baseCamera->SetClearMode(CameraClearMode::DepthOnly);
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EXPECT_EQ(
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SceneRenderRequestUtils::ResolveClearFlags(*baseCamera, 0u, 0u),
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RenderClearFlags::Depth);
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baseCamera->SetClearMode(CameraClearMode::None);
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EXPECT_EQ(
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SceneRenderRequestUtils::ResolveClearFlags(*baseCamera, 0u, 0u),
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RenderClearFlags::None);
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baseCamera->SetClearMode(CameraClearMode::Auto);
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EXPECT_EQ(
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SceneRenderRequestUtils::ResolveClearFlags(*baseCamera, 0u, 0u),
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RenderClearFlags::All);
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EXPECT_EQ(
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SceneRenderRequestUtils::ResolveClearFlags(*baseCamera, 1u, 1u),
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RenderClearFlags::Depth);
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overlayCamera->SetClearMode(CameraClearMode::Auto);
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EXPECT_EQ(
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SceneRenderRequestUtils::ResolveClearFlags(*overlayCamera, 0u, 0u),
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RenderClearFlags::All);
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EXPECT_EQ(
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SceneRenderRequestUtils::ResolveClearFlags(*overlayCamera, 0u, 1u),
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RenderClearFlags::Depth);
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}
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TEST(SceneRenderRequestUtils_Test, ComposesCameraViewportWithinNestedSurfaceRenderArea) {
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Scene scene("SceneRenderRequestUtilsViewport");
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GameObject* cameraObject = scene.CreateGameObject("Camera");
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||||
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));
|
||||
}
|
||||
Reference in New Issue
Block a user