refactor: move scene view post-pass planning into renderer

This commit is contained in:
2026-04-01 18:42:51 +08:00
parent 1ff2800b29
commit 44771d3cc1
8 changed files with 187 additions and 183 deletions

View File

@@ -8,7 +8,6 @@ set(EDITOR_TEST_SOURCES
test_scene_viewport_move_gizmo.cpp
test_scene_viewport_rotate_gizmo.cpp
test_scene_viewport_scale_gizmo.cpp
test_scene_viewport_post_pass_plan.cpp
test_scene_viewport_picker.cpp
test_scene_viewport_overlay_renderer.cpp
test_scene_viewport_selection_utils.cpp

View File

@@ -1,108 +0,0 @@
#include <gtest/gtest.h>
#include "Viewport/SceneViewportPostPassPlan.h"
#include <vector>
namespace {
using XCEngine::Editor::BuildSceneViewportPostPassPlan;
using XCEngine::Editor::SceneViewportPostPassPlanInput;
using XCEngine::Editor::SceneViewportPostPassStep;
TEST(SceneViewportPostPassPlan_Test, ReturnsInvalidPlanWhenOverlayIsUnavailable) {
const auto plan = BuildSceneViewportPostPassPlan({});
EXPECT_FALSE(plan.valid);
EXPECT_TRUE(plan.steps.empty());
}
TEST(SceneViewportPostPassPlan_Test, BuildsGridOnlyPlanWhenNothingIsSelected) {
SceneViewportPostPassPlanInput input = {};
input.overlayValid = true;
const auto plan = BuildSceneViewportPostPassPlan(input);
ASSERT_TRUE(plan.valid);
EXPECT_EQ(
plan.steps,
(std::vector<SceneViewportPostPassStep>{
SceneViewportPostPassStep::ColorToRenderTarget,
SceneViewportPostPassStep::InfiniteGrid,
SceneViewportPostPassStep::ColorToShaderResource
}));
}
TEST(SceneViewportPostPassPlan_Test, BuildsSelectionOutlinePlanWhenObjectIdShaderViewExists) {
SceneViewportPostPassPlanInput input = {};
input.overlayValid = true;
input.hasSelection = true;
input.hasObjectIdShaderView = true;
const auto plan = BuildSceneViewportPostPassPlan(input);
ASSERT_TRUE(plan.valid);
EXPECT_EQ(
plan.steps,
(std::vector<SceneViewportPostPassStep>{
SceneViewportPostPassStep::ColorToRenderTarget,
SceneViewportPostPassStep::InfiniteGrid,
SceneViewportPostPassStep::SelectionOutline,
SceneViewportPostPassStep::ColorToShaderResource
}));
}
TEST(SceneViewportPostPassPlan_Test, SkipsSelectionOutlineWhenObjectIdShaderViewIsMissing) {
SceneViewportPostPassPlanInput input = {};
input.overlayValid = true;
input.hasSelection = true;
const auto plan = BuildSceneViewportPostPassPlan(input);
ASSERT_TRUE(plan.valid);
EXPECT_EQ(
plan.steps,
(std::vector<SceneViewportPostPassStep>{
SceneViewportPostPassStep::ColorToRenderTarget,
SceneViewportPostPassStep::InfiniteGrid,
SceneViewportPostPassStep::ColorToShaderResource
}));
}
TEST(SceneViewportPostPassPlan_Test, BuildsDebugMaskPlanFromObjectIdShaderView) {
SceneViewportPostPassPlanInput input = {};
input.overlayValid = true;
input.hasSelection = true;
input.debugSelectionMask = true;
input.hasObjectIdShaderView = true;
const auto plan = BuildSceneViewportPostPassPlan(input);
ASSERT_TRUE(plan.valid);
EXPECT_EQ(
plan.steps,
(std::vector<SceneViewportPostPassStep>{
SceneViewportPostPassStep::ColorToRenderTarget,
SceneViewportPostPassStep::SelectionMaskDebug,
SceneViewportPostPassStep::ColorToShaderResource
}));
}
TEST(SceneViewportPostPassPlan_Test, DebugMaskPlanFallsBackWhenObjectIdShaderViewIsMissing) {
SceneViewportPostPassPlanInput input = {};
input.overlayValid = true;
input.hasSelection = true;
input.debugSelectionMask = true;
const auto plan = BuildSceneViewportPostPassPlan(input);
ASSERT_TRUE(plan.valid);
EXPECT_EQ(
plan.steps,
(std::vector<SceneViewportPostPassStep>{
SceneViewportPostPassStep::ColorToRenderTarget,
SceneViewportPostPassStep::ColorToShaderResource
}));
}
} // namespace