refactor: extract scene viewport post-pass planning
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@@ -6,6 +6,8 @@ set(EDITOR_TEST_SOURCES
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test_action_routing.cpp
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test_scene_viewport_camera_controller.cpp
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test_scene_viewport_move_gizmo.cpp
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test_scene_viewport_rotate_gizmo.cpp
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test_scene_viewport_post_pass_plan.cpp
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test_scene_viewport_picker.cpp
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test_scene_viewport_overlay_renderer.cpp
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test_scene_viewport_selection_utils.cpp
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@@ -14,6 +16,7 @@ set(EDITOR_TEST_SOURCES
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${CMAKE_SOURCE_DIR}/editor/src/Managers/ProjectManager.cpp
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${CMAKE_SOURCE_DIR}/editor/src/Viewport/SceneViewportPicker.cpp
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${CMAKE_SOURCE_DIR}/editor/src/Viewport/SceneViewportMoveGizmo.cpp
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${CMAKE_SOURCE_DIR}/editor/src/Viewport/SceneViewportRotateGizmo.cpp
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${CMAKE_SOURCE_DIR}/editor/src/Viewport/SceneViewportGrid.cpp
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)
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104
tests/editor/test_scene_viewport_post_pass_plan.cpp
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104
tests/editor/test_scene_viewport_post_pass_plan.cpp
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@@ -0,0 +1,104 @@
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#include <gtest/gtest.h>
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#include "Viewport/SceneViewportPostPassPlan.h"
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#include <vector>
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namespace {
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using XCEngine::Editor::BuildSceneViewportPostPassPlan;
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using XCEngine::Editor::SceneViewportPostPassPlanInput;
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using XCEngine::Editor::SceneViewportPostPassStep;
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TEST(SceneViewportPostPassPlan_Test, ReturnsInvalidPlanWhenOverlayIsUnavailable) {
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const auto plan = BuildSceneViewportPostPassPlan({});
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EXPECT_FALSE(plan.valid);
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EXPECT_TRUE(plan.steps.empty());
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EXPECT_FALSE(plan.usesSelectionMaskSurface);
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EXPECT_FALSE(plan.usesSelectionMaskShaderView);
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}
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TEST(SceneViewportPostPassPlan_Test, BuildsGridOnlyPlanWhenNothingIsSelected) {
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SceneViewportPostPassPlanInput input = {};
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input.overlayValid = true;
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const auto plan = BuildSceneViewportPostPassPlan(input);
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ASSERT_TRUE(plan.valid);
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EXPECT_EQ(
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plan.steps,
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(std::vector<SceneViewportPostPassStep>{
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SceneViewportPostPassStep::ColorToRenderTarget,
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SceneViewportPostPassStep::InfiniteGrid,
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SceneViewportPostPassStep::ColorToShaderResource
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}));
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EXPECT_FALSE(plan.usesSelectionMaskSurface);
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EXPECT_FALSE(plan.usesSelectionMaskShaderView);
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}
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TEST(SceneViewportPostPassPlan_Test, BuildsSelectionOutlinePlanWhenSelectionResourcesExist) {
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SceneViewportPostPassPlanInput input = {};
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input.overlayValid = true;
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input.hasSelection = true;
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input.hasSelectionMaskRenderTarget = true;
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input.hasSelectionMaskShaderView = true;
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const auto plan = BuildSceneViewportPostPassPlan(input);
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ASSERT_TRUE(plan.valid);
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EXPECT_EQ(
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plan.steps,
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(std::vector<SceneViewportPostPassStep>{
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SceneViewportPostPassStep::SelectionMask,
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SceneViewportPostPassStep::ColorToRenderTarget,
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SceneViewportPostPassStep::InfiniteGrid,
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SceneViewportPostPassStep::SelectionOutline,
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SceneViewportPostPassStep::ColorToShaderResource
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}));
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EXPECT_TRUE(plan.usesSelectionMaskSurface);
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EXPECT_TRUE(plan.usesSelectionMaskShaderView);
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}
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TEST(SceneViewportPostPassPlan_Test, SkipsSelectionSpecificPassesWhenMaskResourcesAreMissing) {
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SceneViewportPostPassPlanInput input = {};
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input.overlayValid = true;
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input.hasSelection = true;
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input.hasSelectionMaskRenderTarget = true;
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input.hasSelectionMaskShaderView = false;
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const auto plan = BuildSceneViewportPostPassPlan(input);
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ASSERT_TRUE(plan.valid);
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EXPECT_EQ(
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plan.steps,
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(std::vector<SceneViewportPostPassStep>{
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SceneViewportPostPassStep::ColorToRenderTarget,
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SceneViewportPostPassStep::InfiniteGrid,
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SceneViewportPostPassStep::ColorToShaderResource
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}));
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EXPECT_FALSE(plan.usesSelectionMaskSurface);
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EXPECT_FALSE(plan.usesSelectionMaskShaderView);
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}
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TEST(SceneViewportPostPassPlan_Test, BuildsDebugMaskPlanWithoutSelectionMaskTarget) {
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SceneViewportPostPassPlanInput input = {};
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input.overlayValid = true;
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input.hasSelection = true;
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input.debugSelectionMask = true;
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const auto plan = BuildSceneViewportPostPassPlan(input);
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ASSERT_TRUE(plan.valid);
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EXPECT_EQ(
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plan.steps,
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(std::vector<SceneViewportPostPassStep>{
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SceneViewportPostPassStep::ColorToRenderTarget,
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SceneViewportPostPassStep::SelectionMaskDebug,
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SceneViewportPostPassStep::ColorToShaderResource
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}));
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EXPECT_FALSE(plan.usesSelectionMaskSurface);
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EXPECT_FALSE(plan.usesSelectionMaskShaderView);
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}
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} // namespace
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