feat: add explicit camera stack ordering
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@@ -19,6 +19,11 @@ enum class CameraClearMode {
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None
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};
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enum class CameraStackType {
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Base = 0,
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Overlay
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};
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class CameraComponent : public Component {
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public:
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std::string GetName() const override { return "Camera"; }
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@@ -47,6 +52,9 @@ public:
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CameraClearMode GetClearMode() const { return m_clearMode; }
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void SetClearMode(CameraClearMode value) { m_clearMode = value; }
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CameraStackType GetStackType() const { return m_stackType; }
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void SetStackType(CameraStackType value) { m_stackType = value; }
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uint32_t GetCullingMask() const { return m_cullingMask; }
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void SetCullingMask(uint32_t value) { m_cullingMask = value; }
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@@ -68,6 +76,7 @@ private:
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float m_depth = 0.0f;
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bool m_primary = true;
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CameraClearMode m_clearMode = CameraClearMode::Auto;
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CameraStackType m_stackType = CameraStackType::Base;
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uint32_t m_cullingMask = 0xFFFFFFFFu;
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Math::Rect m_viewportRect = Math::Rect(0.0f, 0.0f, 1.0f, 1.0f);
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Math::Color m_clearColor = Math::Color(0.192f, 0.302f, 0.475f, 1.0f);
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@@ -19,6 +19,7 @@ struct CameraRenderRequest {
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RenderContext context;
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RenderSurface surface;
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float cameraDepth = 0.0f;
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uint8_t cameraStackOrder = 0;
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RenderClearFlags clearFlags = RenderClearFlags::All;
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RenderPassSequence* preScenePasses = nullptr;
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RenderPassSequence* postScenePasses = nullptr;
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@@ -44,6 +44,7 @@ void CameraComponent::Serialize(std::ostream& os) const {
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os << "depth=" << m_depth << ";";
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os << "primary=" << (m_primary ? 1 : 0) << ";";
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os << "clearMode=" << static_cast<int>(m_clearMode) << ";";
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os << "stackType=" << static_cast<int>(m_stackType) << ";";
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os << "cullingMask=" << m_cullingMask << ";";
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os << "viewportRect=" << m_viewportRect.x << "," << m_viewportRect.y << "," << m_viewportRect.width << "," << m_viewportRect.height << ";";
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os << "clearColor=" << m_clearColor.r << "," << m_clearColor.g << "," << m_clearColor.b << "," << m_clearColor.a << ";";
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@@ -80,6 +81,8 @@ void CameraComponent::Deserialize(std::istream& is) {
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m_primary = (std::stoi(value) != 0);
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} else if (key == "clearMode") {
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m_clearMode = static_cast<CameraClearMode>(std::stoi(value));
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} else if (key == "stackType") {
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m_stackType = static_cast<CameraStackType>(std::stoi(value));
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} else if (key == "cullingMask") {
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m_cullingMask = static_cast<uint32_t>(std::stoul(value));
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} else if (key == "viewportRect") {
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@@ -13,6 +13,10 @@ namespace Rendering {
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namespace {
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bool CompareCameraRenderRequest(const CameraRenderRequest& lhs, const CameraRenderRequest& rhs) {
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if (lhs.cameraStackOrder != rhs.cameraStackOrder) {
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return lhs.cameraStackOrder < rhs.cameraStackOrder;
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}
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if (lhs.cameraDepth != rhs.cameraDepth) {
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return lhs.cameraDepth < rhs.cameraDepth;
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}
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@@ -27,7 +31,10 @@ bool IsUsableCamera(const Components::CameraComponent* camera) {
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camera->GetGameObject()->IsActiveInHierarchy();
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}
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RenderClearFlags ResolveClearFlags(const Components::CameraComponent& camera, size_t cameraIndex) {
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RenderClearFlags ResolveClearFlags(
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const Components::CameraComponent& camera,
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size_t renderedBaseCameraCount,
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size_t renderedRequestCount) {
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switch (camera.GetClearMode()) {
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case Components::CameraClearMode::ColorAndDepth:
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return RenderClearFlags::All;
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@@ -37,7 +44,11 @@ RenderClearFlags ResolveClearFlags(const Components::CameraComponent& camera, si
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return RenderClearFlags::None;
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case Components::CameraClearMode::Auto:
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default:
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return cameraIndex == 0 ? RenderClearFlags::All : RenderClearFlags::Depth;
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if (camera.GetStackType() == Components::CameraStackType::Overlay) {
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return renderedRequestCount == 0 ? RenderClearFlags::All : RenderClearFlags::Depth;
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}
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return renderedBaseCameraCount == 0 ? RenderClearFlags::All : RenderClearFlags::Depth;
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}
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}
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@@ -101,6 +112,10 @@ std::vector<CameraRenderRequest> SceneRenderer::BuildRenderRequests(
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cameras.begin(),
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cameras.end(),
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[](const Components::CameraComponent* lhs, const Components::CameraComponent* rhs) {
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if (lhs->GetStackType() != rhs->GetStackType()) {
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return static_cast<int>(lhs->GetStackType()) < static_cast<int>(rhs->GetStackType());
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}
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if (lhs->GetDepth() != rhs->GetDepth()) {
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return lhs->GetDepth() < rhs->GetDepth();
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}
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@@ -108,8 +123,8 @@ std::vector<CameraRenderRequest> SceneRenderer::BuildRenderRequests(
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return lhs < rhs;
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});
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for (size_t cameraIndex = 0; cameraIndex < cameras.size(); ++cameraIndex) {
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Components::CameraComponent* camera = cameras[cameraIndex];
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size_t renderedBaseCameraCount = 0;
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for (Components::CameraComponent* camera : cameras) {
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CameraRenderRequest request;
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request.scene = &scene;
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@@ -118,10 +133,14 @@ std::vector<CameraRenderRequest> SceneRenderer::BuildRenderRequests(
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request.surface = surface;
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request.surface.SetRenderArea(ResolveCameraRenderArea(*camera, surface));
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request.cameraDepth = camera->GetDepth();
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request.clearFlags = ResolveClearFlags(*camera, cameraIndex);
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request.cameraStackOrder = static_cast<uint8_t>(camera->GetStackType());
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request.clearFlags = ResolveClearFlags(*camera, renderedBaseCameraCount, requests.size());
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if (request.surface.GetRenderAreaWidth() > 0 &&
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request.surface.GetRenderAreaHeight() > 0) {
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requests.push_back(request);
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if (camera->GetStackType() == Components::CameraStackType::Base) {
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++renderedBaseCameraCount;
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}
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}
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}
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@@ -19,6 +19,7 @@ TEST(CameraComponent_Test, DefaultValues) {
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EXPECT_FLOAT_EQ(camera.GetFarClipPlane(), 1000.0f);
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EXPECT_TRUE(camera.IsPrimary());
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EXPECT_EQ(camera.GetClearMode(), CameraClearMode::Auto);
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EXPECT_EQ(camera.GetStackType(), CameraStackType::Base);
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EXPECT_EQ(camera.GetCullingMask(), 0xFFFFFFFFu);
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EXPECT_FLOAT_EQ(camera.GetViewportRect().x, 0.0f);
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EXPECT_FLOAT_EQ(camera.GetViewportRect().y, 0.0f);
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@@ -53,6 +54,7 @@ TEST(CameraComponent_Test, ViewportRectIsClampedToNormalizedSurfaceRange) {
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TEST(CameraComponent_Test, SerializeRoundTripPreservesViewportAndClearState) {
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CameraComponent source;
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source.SetClearMode(CameraClearMode::DepthOnly);
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source.SetStackType(CameraStackType::Overlay);
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source.SetCullingMask(0x0000000Fu);
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source.SetViewportRect(XCEngine::Math::Rect(0.25f, 0.125f, 0.5f, 0.625f));
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@@ -63,6 +65,7 @@ TEST(CameraComponent_Test, SerializeRoundTripPreservesViewportAndClearState) {
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target.Deserialize(stream);
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EXPECT_EQ(target.GetClearMode(), CameraClearMode::DepthOnly);
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EXPECT_EQ(target.GetStackType(), CameraStackType::Overlay);
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EXPECT_EQ(target.GetCullingMask(), 0x0000000Fu);
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EXPECT_FLOAT_EQ(target.GetViewportRect().x, 0.25f);
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EXPECT_FLOAT_EQ(target.GetViewportRect().y, 0.125f);
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@@ -331,6 +331,64 @@ TEST(SceneRenderer_Test, BuildsSortedRequestsForAllUsableCamerasAndHonorsOverrid
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EXPECT_EQ(overrideRequests[0].clearFlags, RenderClearFlags::All);
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}
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TEST(SceneRenderer_Test, RendersBaseCamerasBeforeOverlayCamerasAndResolvesAutoClearPerStackType) {
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Scene scene("SceneRendererCameraStackScene");
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GameObject* lateBaseCameraObject = scene.CreateGameObject("LateBaseCamera");
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auto* lateBaseCamera = lateBaseCameraObject->AddComponent<CameraComponent>();
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lateBaseCamera->SetDepth(10.0f);
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lateBaseCamera->SetStackType(CameraStackType::Base);
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GameObject* earlyBaseCameraObject = scene.CreateGameObject("EarlyBaseCamera");
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auto* earlyBaseCamera = earlyBaseCameraObject->AddComponent<CameraComponent>();
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earlyBaseCamera->SetDepth(1.0f);
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earlyBaseCamera->SetStackType(CameraStackType::Base);
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GameObject* overlayCameraObject = scene.CreateGameObject("OverlayCamera");
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auto* overlayCamera = overlayCameraObject->AddComponent<CameraComponent>();
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overlayCamera->SetDepth(-10.0f);
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overlayCamera->SetStackType(CameraStackType::Overlay);
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SceneRenderer renderer;
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const std::vector<CameraRenderRequest> requests =
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renderer.BuildRenderRequests(scene, nullptr, CreateValidContext(), RenderSurface(640, 360));
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ASSERT_EQ(requests.size(), 3u);
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EXPECT_EQ(requests[0].camera, earlyBaseCamera);
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EXPECT_EQ(requests[0].cameraStackOrder, 0u);
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EXPECT_EQ(requests[0].clearFlags, RenderClearFlags::All);
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EXPECT_EQ(requests[1].camera, lateBaseCamera);
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EXPECT_EQ(requests[1].cameraStackOrder, 0u);
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EXPECT_EQ(requests[1].clearFlags, RenderClearFlags::Depth);
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EXPECT_EQ(requests[2].camera, overlayCamera);
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EXPECT_EQ(requests[2].cameraStackOrder, 1u);
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EXPECT_EQ(requests[2].clearFlags, RenderClearFlags::Depth);
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}
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TEST(SceneRenderer_Test, FallsBackToColorClearForFirstOverlayCameraWhenNoBaseCameraExists) {
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Scene scene("SceneRendererOverlayOnlyScene");
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GameObject* firstOverlayObject = scene.CreateGameObject("FirstOverlay");
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auto* firstOverlay = firstOverlayObject->AddComponent<CameraComponent>();
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firstOverlay->SetDepth(1.0f);
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firstOverlay->SetStackType(CameraStackType::Overlay);
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GameObject* secondOverlayObject = scene.CreateGameObject("SecondOverlay");
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auto* secondOverlay = secondOverlayObject->AddComponent<CameraComponent>();
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secondOverlay->SetDepth(2.0f);
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secondOverlay->SetStackType(CameraStackType::Overlay);
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SceneRenderer renderer;
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const std::vector<CameraRenderRequest> requests =
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renderer.BuildRenderRequests(scene, nullptr, CreateValidContext(), RenderSurface(320, 180));
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ASSERT_EQ(requests.size(), 2u);
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EXPECT_EQ(requests[0].camera, firstOverlay);
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EXPECT_EQ(requests[0].clearFlags, RenderClearFlags::All);
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EXPECT_EQ(requests[1].camera, secondOverlay);
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EXPECT_EQ(requests[1].clearFlags, RenderClearFlags::Depth);
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}
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TEST(SceneRenderer_Test, HonorsExplicitOverrideCameraClearMode) {
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Scene scene("SceneRendererOverrideClearModeScene");
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@@ -493,11 +551,13 @@ TEST(SceneRenderer_Test, SortsManualCameraRequestsByDepthBeforeRendering) {
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farRequest.context = CreateValidContext();
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farRequest.surface = RenderSurface(800, 600);
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farRequest.cameraDepth = farCamera->GetDepth();
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farRequest.cameraStackOrder = 1;
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farRequest.clearFlags = RenderClearFlags::None;
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CameraRenderRequest nearRequest = farRequest;
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nearRequest.camera = nearCamera;
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nearRequest.cameraDepth = nearCamera->GetDepth();
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nearRequest.cameraStackOrder = 0;
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nearRequest.clearFlags = RenderClearFlags::Depth;
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const std::vector<CameraRenderRequest> requests = { farRequest, nearRequest };
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