feat: add camera render clear color override
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@@ -33,8 +33,10 @@ struct MockPipelineState {
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CameraComponent* lastCamera = nullptr;
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size_t lastVisibleItemCount = 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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std::vector<CameraComponent*> renderedCameras;
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std::vector<RenderClearFlags> renderedClearFlags;
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std::vector<XCEngine::Math::Color> renderedClearColors;
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std::vector<std::string> eventLog;
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};
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@@ -76,8 +78,10 @@ public:
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m_state->lastCameraViewportHeight = sceneData.cameraData.viewportHeight;
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m_state->lastVisibleItemCount = sceneData.visibleItems.size();
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m_state->lastClearFlags = sceneData.cameraData.clearFlags;
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m_state->lastClearColor = sceneData.cameraData.clearColor;
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m_state->renderedCameras.push_back(sceneData.camera);
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m_state->renderedClearFlags.push_back(sceneData.cameraData.clearFlags);
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m_state->renderedClearColors.push_back(sceneData.cameraData.clearColor);
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return m_state->renderResult;
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}
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@@ -213,6 +217,37 @@ TEST(CameraRenderer_Test, UsesOverrideCameraAndSurfaceSizeWhenSubmittingScene) {
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EXPECT_NE(state->lastCamera, primaryCamera);
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EXPECT_EQ(state->lastVisibleItemCount, 0u);
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EXPECT_EQ(state->lastClearFlags, RenderClearFlags::None);
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EXPECT_FLOAT_EQ(state->lastClearColor.r, overrideCamera->GetClearColor().r);
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EXPECT_FLOAT_EQ(state->lastClearColor.g, overrideCamera->GetClearColor().g);
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EXPECT_FLOAT_EQ(state->lastClearColor.b, overrideCamera->GetClearColor().b);
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EXPECT_FLOAT_EQ(state->lastClearColor.a, overrideCamera->GetClearColor().a);
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}
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TEST(CameraRenderer_Test, AppliesRequestClearColorOverrideToSceneData) {
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Scene scene("CameraRendererClearColorOverrideScene");
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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(1.0f);
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camera->SetClearColor(XCEngine::Math::Color(0.05f, 0.10f, 0.15f, 1.0f));
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auto state = std::make_shared<MockPipelineState>();
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CameraRenderer renderer(std::make_unique<MockPipeline>(state));
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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, 200);
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request.hasClearColorOverride = true;
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request.clearColorOverride = XCEngine::Math::Color(0.27f, 0.27f, 0.27f, 1.0f);
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ASSERT_TRUE(renderer.Render(request));
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EXPECT_FLOAT_EQ(state->lastClearColor.r, 0.27f);
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EXPECT_FLOAT_EQ(state->lastClearColor.g, 0.27f);
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EXPECT_FLOAT_EQ(state->lastClearColor.b, 0.27f);
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EXPECT_FLOAT_EQ(state->lastClearColor.a, 1.0f);
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}
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TEST(CameraRenderer_Test, ExecutesInjectedPreAndPostPassSequencesAroundPipelineRender) {
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