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XCEngine/tests/Rendering/unit/test_scene_render_request_planner.cpp

129 lines
4.9 KiB
C++

#include <gtest/gtest.h>
#include <XCEngine/Components/CameraComponent.h>
#include <XCEngine/Rendering/SceneRenderRequestPlanner.h>
#include <XCEngine/Scene/Scene.h>
using namespace XCEngine::Components;
using namespace XCEngine::Rendering;
namespace {
RenderContext CreateValidContext() {
RenderContext context;
context.device = reinterpret_cast<XCEngine::RHI::RHIDevice*>(1);
context.commandList = reinterpret_cast<XCEngine::RHI::RHICommandList*>(1);
context.commandQueue = reinterpret_cast<XCEngine::RHI::RHICommandQueue*>(1);
return context;
}
} // namespace
TEST(SceneRenderRequestPlanner_Test, FallsBackToSceneCamerasWhenOverrideCameraIsNotUsable) {
Scene scene("SceneRenderRequestPlannerOverrideFallback");
GameObject* overrideObject = scene.CreateGameObject("Override");
auto* overrideCamera = overrideObject->AddComponent<CameraComponent>();
overrideCamera->SetDepth(-10.0f);
overrideCamera->SetEnabled(false);
GameObject* sceneCameraObject = scene.CreateGameObject("SceneCamera");
auto* sceneCamera = sceneCameraObject->AddComponent<CameraComponent>();
sceneCamera->SetDepth(3.0f);
SceneRenderRequestPlanner planner;
const std::vector<CameraComponent*> cameras = planner.CollectCameras(scene, overrideCamera);
ASSERT_EQ(cameras.size(), 1u);
EXPECT_EQ(cameras[0], sceneCamera);
}
TEST(SceneRenderRequestPlanner_Test, UsesOverrideCameraExclusivelyWhenItIsUsable) {
Scene scene("SceneRenderRequestPlannerOverrideOnly");
GameObject* overrideObject = scene.CreateGameObject("Override");
auto* overrideCamera = overrideObject->AddComponent<CameraComponent>();
overrideCamera->SetDepth(9.0f);
GameObject* sceneCameraObject = scene.CreateGameObject("SceneCamera");
auto* sceneCamera = sceneCameraObject->AddComponent<CameraComponent>();
sceneCamera->SetDepth(-5.0f);
SceneRenderRequestPlanner planner;
const std::vector<CameraComponent*> cameras = planner.CollectCameras(scene, overrideCamera);
ASSERT_EQ(cameras.size(), 1u);
EXPECT_EQ(cameras[0], overrideCamera);
}
TEST(SceneRenderRequestPlanner_Test, CollectsOnlyUsableSceneCamerasInStableRenderOrder) {
Scene scene("SceneRenderRequestPlannerCollectScene");
GameObject* inactiveObject = scene.CreateGameObject("Inactive");
auto* inactiveCamera = inactiveObject->AddComponent<CameraComponent>();
inactiveObject->SetActive(false);
GameObject* highBaseObject = scene.CreateGameObject("HighBase");
auto* highBase = highBaseObject->AddComponent<CameraComponent>();
highBase->SetDepth(10.0f);
highBase->SetStackType(CameraStackType::Base);
GameObject* firstTieObject = scene.CreateGameObject("FirstTie");
auto* firstTie = firstTieObject->AddComponent<CameraComponent>();
firstTie->SetDepth(2.0f);
firstTie->SetStackType(CameraStackType::Base);
GameObject* secondTieObject = scene.CreateGameObject("SecondTie");
auto* secondTie = secondTieObject->AddComponent<CameraComponent>();
secondTie->SetDepth(2.0f);
secondTie->SetStackType(CameraStackType::Base);
GameObject* overlayObject = scene.CreateGameObject("Overlay");
auto* overlay = overlayObject->AddComponent<CameraComponent>();
overlay->SetDepth(-10.0f);
overlay->SetStackType(CameraStackType::Overlay);
SceneRenderRequestPlanner planner;
const std::vector<CameraComponent*> cameras = planner.CollectCameras(scene, nullptr);
(void)inactiveCamera;
ASSERT_EQ(cameras.size(), 4u);
EXPECT_EQ(cameras[0], firstTie);
EXPECT_EQ(cameras[1], secondTie);
EXPECT_EQ(cameras[2], highBase);
EXPECT_EQ(cameras[3], overlay);
}
TEST(SceneRenderRequestPlanner_Test, BuildsRequestsAndDropsZeroSizedViewportsWithoutBreakingClearFlow) {
Scene scene("SceneRenderRequestPlannerBuildRequests");
GameObject* firstBaseObject = scene.CreateGameObject("FirstBase");
auto* firstBase = firstBaseObject->AddComponent<CameraComponent>();
firstBase->SetStackType(CameraStackType::Base);
firstBase->SetDepth(1.0f);
GameObject* skippedBaseObject = scene.CreateGameObject("SkippedBase");
auto* skippedBase = skippedBaseObject->AddComponent<CameraComponent>();
skippedBase->SetStackType(CameraStackType::Base);
skippedBase->SetDepth(2.0f);
skippedBase->SetViewportRect(XCEngine::Math::Rect(0.5f, 0.5f, 0.0f, 1.0f));
GameObject* overlayObject = scene.CreateGameObject("Overlay");
auto* overlay = overlayObject->AddComponent<CameraComponent>();
overlay->SetStackType(CameraStackType::Overlay);
overlay->SetDepth(3.0f);
SceneRenderRequestPlanner planner;
const std::vector<CameraRenderRequest> requests = planner.BuildRequests(
scene,
nullptr,
CreateValidContext(),
RenderSurface(640, 360));
ASSERT_EQ(requests.size(), 2u);
EXPECT_EQ(requests[0].camera, firstBase);
EXPECT_EQ(requests[0].clearFlags, RenderClearFlags::All);
EXPECT_EQ(requests[1].camera, overlay);
EXPECT_EQ(requests[1].clearFlags, RenderClearFlags::Depth);
}