#include #include #include #include #include "renderive/renderable/Renderable.hpp" #include "renderive/scene/Scene.hpp" struct Scene2D_Render_Order_State { std::vector render_order; }; struct Scene2D_Render_Order_Renderable : Renderable_Base { Scene2D_Render_Order_Renderable(Scene_Base& scene, Scene2D_Render_Order_State& state, std::uint64_t id) : Renderable_Base(scene, {.cache_enabled = false}), state(&state), id(id) {} void render(const Scene_Render_Context& context) override { state->render_order.push_back(id); dynamic_cast(*context.color_cache).append(id); } Scene2D_Render_Order_State* state; std::uint64_t id; }; TEST(scene2d_render_order_test, separates_dependency_order_from_display_order) { Scene2D_Context<> scene; Scene2D_Render_Order_State state; auto spectrum = std::make_shared(scene, state, 2); auto axis = std::make_shared(scene, state, 1); scene.attach_renderable(spectrum); scene.attach_renderable(axis); axis->dependency_node.append_child(spectrum->dependency_node); spectrum->layer_node.append_child(axis->layer_node); scene.render(); scene.wait_for_render(); EXPECT_EQ(state.render_order, (std::vector{1, 2})); EXPECT_EQ(scene.final_color_cache.values.size(), 2); EXPECT_EQ(scene.final_color_cache.values.at(0), 2); EXPECT_EQ(scene.final_color_cache.values.at(1), 1); }