refactor: split scene render request planning
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128
tests/Rendering/unit/test_scene_render_request_planner.cpp
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128
tests/Rendering/unit/test_scene_render_request_planner.cpp
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#include <gtest/gtest.h>
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#include <XCEngine/Components/CameraComponent.h>
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#include <XCEngine/Rendering/SceneRenderRequestPlanner.h>
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#include <XCEngine/Scene/Scene.h>
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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(SceneRenderRequestPlanner_Test, FallsBackToSceneCamerasWhenOverrideCameraIsNotUsable) {
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Scene scene("SceneRenderRequestPlannerOverrideFallback");
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GameObject* overrideObject = scene.CreateGameObject("Override");
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auto* overrideCamera = overrideObject->AddComponent<CameraComponent>();
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overrideCamera->SetDepth(-10.0f);
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overrideCamera->SetEnabled(false);
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GameObject* sceneCameraObject = scene.CreateGameObject("SceneCamera");
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auto* sceneCamera = sceneCameraObject->AddComponent<CameraComponent>();
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sceneCamera->SetDepth(3.0f);
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SceneRenderRequestPlanner planner;
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const std::vector<CameraComponent*> cameras = planner.CollectCameras(scene, overrideCamera);
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ASSERT_EQ(cameras.size(), 1u);
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EXPECT_EQ(cameras[0], sceneCamera);
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}
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TEST(SceneRenderRequestPlanner_Test, UsesOverrideCameraExclusivelyWhenItIsUsable) {
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Scene scene("SceneRenderRequestPlannerOverrideOnly");
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GameObject* overrideObject = scene.CreateGameObject("Override");
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auto* overrideCamera = overrideObject->AddComponent<CameraComponent>();
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overrideCamera->SetDepth(9.0f);
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GameObject* sceneCameraObject = scene.CreateGameObject("SceneCamera");
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auto* sceneCamera = sceneCameraObject->AddComponent<CameraComponent>();
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sceneCamera->SetDepth(-5.0f);
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SceneRenderRequestPlanner planner;
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const std::vector<CameraComponent*> cameras = planner.CollectCameras(scene, overrideCamera);
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ASSERT_EQ(cameras.size(), 1u);
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EXPECT_EQ(cameras[0], overrideCamera);
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}
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TEST(SceneRenderRequestPlanner_Test, CollectsOnlyUsableSceneCamerasInStableRenderOrder) {
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Scene scene("SceneRenderRequestPlannerCollectScene");
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GameObject* inactiveObject = scene.CreateGameObject("Inactive");
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auto* inactiveCamera = inactiveObject->AddComponent<CameraComponent>();
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inactiveObject->SetActive(false);
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GameObject* highBaseObject = scene.CreateGameObject("HighBase");
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auto* highBase = highBaseObject->AddComponent<CameraComponent>();
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highBase->SetDepth(10.0f);
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highBase->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(-10.0f);
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overlay->SetStackType(CameraStackType::Overlay);
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SceneRenderRequestPlanner planner;
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const std::vector<CameraComponent*> cameras = planner.CollectCameras(scene, nullptr);
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(void)inactiveCamera;
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ASSERT_EQ(cameras.size(), 4u);
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EXPECT_EQ(cameras[0], firstTie);
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EXPECT_EQ(cameras[1], secondTie);
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EXPECT_EQ(cameras[2], highBase);
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EXPECT_EQ(cameras[3], overlay);
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}
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TEST(SceneRenderRequestPlanner_Test, BuildsRequestsAndDropsZeroSizedViewportsWithoutBreakingClearFlow) {
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Scene scene("SceneRenderRequestPlannerBuildRequests");
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GameObject* firstBaseObject = scene.CreateGameObject("FirstBase");
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auto* firstBase = firstBaseObject->AddComponent<CameraComponent>();
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firstBase->SetStackType(CameraStackType::Base);
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firstBase->SetDepth(1.0f);
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GameObject* skippedBaseObject = scene.CreateGameObject("SkippedBase");
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auto* skippedBase = skippedBaseObject->AddComponent<CameraComponent>();
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skippedBase->SetStackType(CameraStackType::Base);
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skippedBase->SetDepth(2.0f);
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skippedBase->SetViewportRect(XCEngine::Math::Rect(0.5f, 0.5f, 0.0f, 1.0f));
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GameObject* overlayObject = scene.CreateGameObject("Overlay");
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auto* overlay = overlayObject->AddComponent<CameraComponent>();
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overlay->SetStackType(CameraStackType::Overlay);
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overlay->SetDepth(3.0f);
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SceneRenderRequestPlanner planner;
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const std::vector<CameraRenderRequest> requests = planner.BuildRequests(
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scene,
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nullptr,
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CreateValidContext(),
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RenderSurface(640, 360));
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ASSERT_EQ(requests.size(), 2u);
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EXPECT_EQ(requests[0].camera, firstBase);
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EXPECT_EQ(requests[0].clearFlags, RenderClearFlags::All);
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EXPECT_EQ(requests[1].camera, overlay);
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EXPECT_EQ(requests[1].clearFlags, RenderClearFlags::Depth);
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}
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