refactor: move scene view post-pass planning into renderer
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@@ -8,7 +8,6 @@ set(EDITOR_TEST_SOURCES
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test_scene_viewport_move_gizmo.cpp
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test_scene_viewport_rotate_gizmo.cpp
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test_scene_viewport_scale_gizmo.cpp
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test_scene_viewport_post_pass_plan.cpp
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test_scene_viewport_picker.cpp
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test_scene_viewport_overlay_renderer.cpp
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test_scene_viewport_selection_utils.cpp
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@@ -1,108 +0,0 @@
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#include <gtest/gtest.h>
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#include "Viewport/SceneViewportPostPassPlan.h"
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#include <vector>
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namespace {
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using XCEngine::Editor::BuildSceneViewportPostPassPlan;
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using XCEngine::Editor::SceneViewportPostPassPlanInput;
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using XCEngine::Editor::SceneViewportPostPassStep;
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TEST(SceneViewportPostPassPlan_Test, ReturnsInvalidPlanWhenOverlayIsUnavailable) {
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const auto plan = BuildSceneViewportPostPassPlan({});
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EXPECT_FALSE(plan.valid);
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EXPECT_TRUE(plan.steps.empty());
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}
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TEST(SceneViewportPostPassPlan_Test, BuildsGridOnlyPlanWhenNothingIsSelected) {
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SceneViewportPostPassPlanInput input = {};
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input.overlayValid = true;
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const auto plan = BuildSceneViewportPostPassPlan(input);
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ASSERT_TRUE(plan.valid);
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EXPECT_EQ(
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plan.steps,
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(std::vector<SceneViewportPostPassStep>{
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SceneViewportPostPassStep::ColorToRenderTarget,
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SceneViewportPostPassStep::InfiniteGrid,
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SceneViewportPostPassStep::ColorToShaderResource
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}));
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}
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TEST(SceneViewportPostPassPlan_Test, BuildsSelectionOutlinePlanWhenObjectIdShaderViewExists) {
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SceneViewportPostPassPlanInput input = {};
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input.overlayValid = true;
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input.hasSelection = true;
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input.hasObjectIdShaderView = true;
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const auto plan = BuildSceneViewportPostPassPlan(input);
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ASSERT_TRUE(plan.valid);
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EXPECT_EQ(
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plan.steps,
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(std::vector<SceneViewportPostPassStep>{
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SceneViewportPostPassStep::ColorToRenderTarget,
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SceneViewportPostPassStep::InfiniteGrid,
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SceneViewportPostPassStep::SelectionOutline,
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SceneViewportPostPassStep::ColorToShaderResource
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}));
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}
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TEST(SceneViewportPostPassPlan_Test, SkipsSelectionOutlineWhenObjectIdShaderViewIsMissing) {
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SceneViewportPostPassPlanInput input = {};
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input.overlayValid = true;
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input.hasSelection = true;
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const auto plan = BuildSceneViewportPostPassPlan(input);
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ASSERT_TRUE(plan.valid);
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EXPECT_EQ(
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plan.steps,
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(std::vector<SceneViewportPostPassStep>{
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SceneViewportPostPassStep::ColorToRenderTarget,
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SceneViewportPostPassStep::InfiniteGrid,
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SceneViewportPostPassStep::ColorToShaderResource
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}));
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}
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TEST(SceneViewportPostPassPlan_Test, BuildsDebugMaskPlanFromObjectIdShaderView) {
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SceneViewportPostPassPlanInput input = {};
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input.overlayValid = true;
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input.hasSelection = true;
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input.debugSelectionMask = true;
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input.hasObjectIdShaderView = true;
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const auto plan = BuildSceneViewportPostPassPlan(input);
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ASSERT_TRUE(plan.valid);
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EXPECT_EQ(
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plan.steps,
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(std::vector<SceneViewportPostPassStep>{
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SceneViewportPostPassStep::ColorToRenderTarget,
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SceneViewportPostPassStep::SelectionMaskDebug,
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SceneViewportPostPassStep::ColorToShaderResource
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}));
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}
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TEST(SceneViewportPostPassPlan_Test, DebugMaskPlanFallsBackWhenObjectIdShaderViewIsMissing) {
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SceneViewportPostPassPlanInput input = {};
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input.overlayValid = true;
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input.hasSelection = true;
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input.debugSelectionMask = true;
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const auto plan = BuildSceneViewportPostPassPlan(input);
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ASSERT_TRUE(plan.valid);
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EXPECT_EQ(
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plan.steps,
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(std::vector<SceneViewportPostPassStep>{
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SceneViewportPostPassStep::ColorToRenderTarget,
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SceneViewportPostPassStep::ColorToShaderResource
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}));
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}
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} // namespace
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