Add renderer phase A textured scene path
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@@ -6,6 +6,8 @@
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#include <XCEngine/Components/ComponentFactoryRegistry.h>
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#include <XCEngine/Components/GameObject.h>
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#include <XCEngine/Components/LightComponent.h>
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#include <XCEngine/Components/MeshFilterComponent.h>
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#include <XCEngine/Components/MeshRendererComponent.h>
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using namespace XCEngine::Components;
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@@ -18,6 +20,8 @@ TEST(ComponentFactoryRegistry_Test, BuiltInTypesAreRegistered) {
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EXPECT_TRUE(registry.IsRegistered("Light"));
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EXPECT_TRUE(registry.IsRegistered("AudioSource"));
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EXPECT_TRUE(registry.IsRegistered("AudioListener"));
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EXPECT_TRUE(registry.IsRegistered("MeshFilter"));
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EXPECT_TRUE(registry.IsRegistered("MeshRenderer"));
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EXPECT_FALSE(registry.IsRegistered("Transform"));
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EXPECT_FALSE(registry.IsRegistered("MissingComponent"));
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}
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@@ -30,6 +34,8 @@ TEST(ComponentFactoryRegistry_Test, CreateBuiltInComponentsByTypeName) {
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EXPECT_NE(dynamic_cast<LightComponent*>(registry.CreateComponent(&gameObject, "Light")), nullptr);
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EXPECT_NE(dynamic_cast<AudioSourceComponent*>(registry.CreateComponent(&gameObject, "AudioSource")), nullptr);
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EXPECT_NE(dynamic_cast<AudioListenerComponent*>(registry.CreateComponent(&gameObject, "AudioListener")), nullptr);
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EXPECT_NE(dynamic_cast<MeshFilterComponent*>(registry.CreateComponent(&gameObject, "MeshFilter")), nullptr);
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EXPECT_NE(dynamic_cast<MeshRendererComponent*>(registry.CreateComponent(&gameObject, "MeshRenderer")), nullptr);
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EXPECT_EQ(registry.CreateComponent(&gameObject, "MissingComponent"), nullptr);
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}
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