Refactor renderer draw extraction to section-level items
This commit is contained in:
@@ -6,11 +6,14 @@
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#include <XCEngine/Components/MeshRendererComponent.h>
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#include <XCEngine/Core/Asset/IResource.h>
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#include <XCEngine/Core/Math/Vector3.h>
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#include <XCEngine/Rendering/RenderMaterialUtility.h>
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#include <XCEngine/Rendering/RenderSceneExtractor.h>
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#include <XCEngine/Scene/Scene.h>
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#include <XCEngine/Resources/Material/Material.h>
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#include <XCEngine/Resources/Mesh/Mesh.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::Core;
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using namespace XCEngine::Math;
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using namespace XCEngine::Rendering;
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using namespace XCEngine::Resources;
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@@ -27,6 +30,40 @@ Mesh* CreateTestMesh(const char* path) {
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return mesh;
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}
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Mesh* CreateSectionedTestMesh(const char* path, std::initializer_list<uint32_t> materialIds) {
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Mesh* mesh = CreateTestMesh(path);
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uint32_t startIndex = 0;
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for (uint32_t materialId : materialIds) {
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MeshSection section = {};
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section.baseVertex = 0;
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section.vertexCount = 3;
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section.startIndex = startIndex;
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section.indexCount = 3;
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section.materialID = materialId;
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mesh->AddSection(section);
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startIndex += 3;
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}
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return mesh;
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}
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Material* CreateTestMaterial(const char* path, int32_t renderQueue, const char* shaderPass = nullptr, const char* lightMode = nullptr) {
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auto* material = new Material();
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IResource::ConstructParams params = {};
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params.name = "TestMaterial";
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params.path = path;
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params.guid = ResourceGUID::Generate(path);
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material->Initialize(params);
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material->SetRenderQueue(renderQueue);
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if (shaderPass != nullptr) {
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material->SetShaderPass(shaderPass);
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}
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if (lightMode != nullptr) {
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material->SetTag("LightMode", lightMode);
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}
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return material;
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}
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TEST(RenderSceneExtractor_Test, SelectsHighestDepthPrimaryCameraAndVisibleObjects) {
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Scene scene("RenderScene");
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@@ -64,10 +101,12 @@ TEST(RenderSceneExtractor_Test, SelectsHighestDepthPrimaryCameraAndVisibleObject
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EXPECT_EQ(sceneData.cameraData.viewportHeight, 720u);
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EXPECT_EQ(sceneData.cameraData.worldPosition, Vector3(2.0f, 3.0f, 4.0f));
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ASSERT_EQ(sceneData.visibleObjects.size(), 1u);
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EXPECT_EQ(sceneData.visibleObjects[0].gameObject, visibleObject);
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EXPECT_EQ(sceneData.visibleObjects[0].mesh, visibleMesh);
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EXPECT_EQ(sceneData.visibleObjects[0].localToWorld.GetTranslation(), Vector3(1.0f, 2.0f, 3.0f));
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ASSERT_EQ(sceneData.visibleItems.size(), 1u);
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EXPECT_EQ(sceneData.visibleItems[0].gameObject, visibleObject);
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EXPECT_EQ(sceneData.visibleItems[0].mesh, visibleMesh);
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EXPECT_EQ(sceneData.visibleItems[0].localToWorld.GetTranslation(), Vector3(1.0f, 2.0f, 3.0f));
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EXPECT_FALSE(sceneData.visibleItems[0].hasSection);
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EXPECT_EQ(sceneData.visibleItems[0].renderQueue, static_cast<int32_t>(MaterialRenderQueue::Geometry));
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meshFilter->ClearMesh();
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hiddenMeshFilter->ClearMesh();
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@@ -98,4 +137,132 @@ TEST(RenderSceneExtractor_Test, OverrideCameraTakesPriority) {
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EXPECT_EQ(sceneData.cameraData.viewportHeight, 480u);
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}
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TEST(RenderSceneExtractor_Test, ExtractsSectionLevelVisibleItemsAndSortsByRenderQueue) {
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Scene scene("SectionScene");
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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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GameObject* renderObject = scene.CreateGameObject("MultiSectionMesh");
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renderObject->GetTransform()->SetLocalPosition(Vector3(0.0f, 0.0f, 5.0f));
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auto* meshFilter = renderObject->AddComponent<MeshFilterComponent>();
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auto* meshRenderer = renderObject->AddComponent<MeshRendererComponent>();
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Mesh* mesh = CreateSectionedTestMesh("Meshes/sectioned.mesh", { 1u, 0u });
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Material* opaqueMaterial = CreateTestMaterial(
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"Materials/opaque.mat",
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static_cast<int32_t>(MaterialRenderQueue::Geometry),
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"ForwardLit",
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"ForwardBase");
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Material* transparentMaterial = CreateTestMaterial(
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"Materials/transparent.mat",
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static_cast<int32_t>(MaterialRenderQueue::Transparent),
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"ForwardLit",
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"ForwardBase");
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meshFilter->SetMesh(mesh);
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meshRenderer->SetMaterial(0, opaqueMaterial);
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meshRenderer->SetMaterial(1, transparentMaterial);
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RenderSceneExtractor extractor;
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const RenderSceneData sceneData = extractor.Extract(scene, nullptr, 800, 600);
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ASSERT_TRUE(sceneData.HasCamera());
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ASSERT_EQ(sceneData.visibleItems.size(), 2u);
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EXPECT_TRUE(sceneData.visibleItems[0].hasSection);
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EXPECT_EQ(sceneData.visibleItems[0].sectionIndex, 1u);
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EXPECT_EQ(sceneData.visibleItems[0].materialIndex, 0u);
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EXPECT_EQ(sceneData.visibleItems[0].material, opaqueMaterial);
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EXPECT_EQ(sceneData.visibleItems[0].renderQueue, static_cast<int32_t>(MaterialRenderQueue::Geometry));
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EXPECT_TRUE(sceneData.visibleItems[1].hasSection);
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EXPECT_EQ(sceneData.visibleItems[1].sectionIndex, 0u);
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EXPECT_EQ(sceneData.visibleItems[1].materialIndex, 1u);
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EXPECT_EQ(sceneData.visibleItems[1].material, transparentMaterial);
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EXPECT_EQ(sceneData.visibleItems[1].renderQueue, static_cast<int32_t>(MaterialRenderQueue::Transparent));
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meshRenderer->ClearMaterials();
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meshFilter->ClearMesh();
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delete opaqueMaterial;
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delete transparentMaterial;
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delete mesh;
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}
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TEST(RenderSceneExtractor_Test, SortsOpaqueFrontToBackAndTransparentBackToFront) {
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Scene scene("QueueSortScene");
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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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auto createRenderable = [&](const char* name, float z, int32_t renderQueue) -> Mesh* {
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GameObject* object = scene.CreateGameObject(name);
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object->GetTransform()->SetLocalPosition(Vector3(0.0f, 0.0f, z));
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auto* meshFilter = object->AddComponent<MeshFilterComponent>();
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auto* meshRenderer = object->AddComponent<MeshRendererComponent>();
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Mesh* mesh = CreateTestMesh(name);
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Material* material = CreateTestMaterial(name, renderQueue, "ForwardLit", "ForwardBase");
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meshFilter->SetMesh(mesh);
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meshRenderer->SetMaterial(0, material);
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return mesh;
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};
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Mesh* opaqueFarMesh = createRenderable("OpaqueFar", 10.0f, static_cast<int32_t>(MaterialRenderQueue::Geometry));
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Mesh* transparentNearMesh = createRenderable("TransparentNear", 2.0f, static_cast<int32_t>(MaterialRenderQueue::Transparent));
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Mesh* opaqueNearMesh = createRenderable("OpaqueNear", 2.0f, static_cast<int32_t>(MaterialRenderQueue::Geometry));
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Mesh* transparentFarMesh = createRenderable("TransparentFar", 10.0f, static_cast<int32_t>(MaterialRenderQueue::Transparent));
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RenderSceneExtractor extractor;
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const RenderSceneData sceneData = extractor.Extract(scene, nullptr, 800, 600);
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ASSERT_EQ(sceneData.visibleItems.size(), 4u);
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EXPECT_STREQ(sceneData.visibleItems[0].gameObject->GetName().c_str(), "OpaqueNear");
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EXPECT_STREQ(sceneData.visibleItems[1].gameObject->GetName().c_str(), "OpaqueFar");
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EXPECT_STREQ(sceneData.visibleItems[2].gameObject->GetName().c_str(), "TransparentFar");
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EXPECT_STREQ(sceneData.visibleItems[3].gameObject->GetName().c_str(), "TransparentNear");
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auto cleanupObject = [](GameObject* object) {
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auto* meshFilter = object->GetComponent<MeshFilterComponent>();
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auto* meshRenderer = object->GetComponent<MeshRendererComponent>();
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Material* material = meshRenderer != nullptr ? meshRenderer->GetMaterial(0) : nullptr;
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if (meshRenderer != nullptr) {
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meshRenderer->ClearMaterials();
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}
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if (meshFilter != nullptr) {
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meshFilter->ClearMesh();
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}
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delete material;
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};
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cleanupObject(scene.Find("OpaqueFar"));
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cleanupObject(scene.Find("TransparentNear"));
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cleanupObject(scene.Find("OpaqueNear"));
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cleanupObject(scene.Find("TransparentFar"));
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delete opaqueFarMesh;
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delete transparentNearMesh;
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delete opaqueNearMesh;
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delete transparentFarMesh;
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}
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TEST(RenderMaterialUtility_Test, MatchesBuiltinForwardPassMetadata) {
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Material forwardMaterial;
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forwardMaterial.SetShaderPass("ForwardLit");
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forwardMaterial.SetTag("LightMode", "ForwardBase");
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EXPECT_TRUE(MatchesBuiltinPass(&forwardMaterial, BuiltinMaterialPass::Forward));
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Material noMetadataMaterial;
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EXPECT_TRUE(MatchesBuiltinPass(&noMetadataMaterial, BuiltinMaterialPass::Forward));
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Material shadowMaterial;
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shadowMaterial.SetShaderPass("ShadowCaster");
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EXPECT_FALSE(MatchesBuiltinPass(&shadowMaterial, BuiltinMaterialPass::Forward));
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Material depthOnlyMaterial;
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depthOnlyMaterial.SetTag("LightMode", "DepthOnly");
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EXPECT_FALSE(MatchesBuiltinPass(&depthOnlyMaterial, BuiltinMaterialPass::Forward));
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}
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} // namespace
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