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https://github.com/OPM/ResInsight.git
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Added the complete VizFwk from the ResInsight branch in Perforce as of changelist 190.
255 lines
8.4 KiB
C++
255 lines
8.4 KiB
C++
//##################################################################################################
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//
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// Custom Visualization Core library
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// Copyright (C) 2011-2013 Ceetron AS
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//
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// This library may be used under the terms of either the GNU General Public License or
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// the GNU Lesser General Public License as follows:
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//
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// GNU General Public License Usage
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// This library is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful, but WITHOUT ANY
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// WARRANTY; without even the implied warranty of MERCHANTABILITY or
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// FITNESS FOR A PARTICULAR PURPOSE.
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//
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// See the GNU General Public License at <<http://www.gnu.org/licenses/gpl.html>>
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// for more details.
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//
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// GNU Lesser General Public License Usage
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// This library is free software; you can redistribute it and/or modify
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// it under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation; either version 2.1 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful, but WITHOUT ANY
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// WARRANTY; without even the implied warranty of MERCHANTABILITY or
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// FITNESS FOR A PARTICULAR PURPOSE.
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//
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// See the GNU Lesser General Public License at <<http://www.gnu.org/licenses/lgpl-2.1.html>>
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// for more details.
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//
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//##################################################################################################
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#include "cvfBase.h"
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#include "cvfRenderQueueSorter.h"
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#include "cvfRenderQueue.h"
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#include "cvfEffect.h"
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#include "cvfPart.h"
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#include "cvfRenderState_FF.h"
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#include "gtest/gtest.h"
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#include <algorithm>
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using namespace cvf;
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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TEST(RenderQueueSorterBasicTest, StrategyMinimal)
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{
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ref<RenderQueueSorterBasic> sorter = new RenderQueueSorterBasic(RenderQueueSorterBasic::MINIMAL);
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ref<RenderQueue> q = new RenderQueue;
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ref<Effect> e = new Effect;
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ref<Part> part1 = new Part;
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ref<Part> part2 = new Part;
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ref<Part> part3 = new Part;
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part1->setPriority(30);
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part2->setPriority(20);
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part3->setPriority(10);
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q->add(part1.p(), NULL, e.p(), 0, 0);
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q->add(part2.p(), NULL, e.p(), 0, 0);
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q->add(part3.p(), NULL, e.p(), 0, 0);
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sorter->sort(q.p());
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ASSERT_EQ(3, q->count());
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EXPECT_EQ(part3.p(), q->item(0)->part());
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EXPECT_EQ(part2.p(), q->item(1)->part());
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EXPECT_EQ(part1.p(), q->item(2)->part());
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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TEST(RenderQueueSorterBasicTest, StrategyEffectOnlyNoPriorities)
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{
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ref<RenderQueueSorterBasic> sorter = new RenderQueueSorterBasic(RenderQueueSorterBasic::EFFECT_ONLY);
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ref<RenderQueue> q = new RenderQueue;
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ref<Effect> e1 = new Effect;
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ref<Effect> e2 = new Effect;
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e1->setRenderState(new RenderStateMaterial_FF(Color3f(1,0,1)));
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e2->setRenderState(new RenderStateMaterial_FF(Color3f(0,1,0)));
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if (e1.p() > e2.p()) e1.swap(e2);
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EXPECT_LT(e1.p(), e2.p());
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ref<Part> dummyPart = new Part;
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q->add(dummyPart.p(), NULL, e2.p(), 0, 0);
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q->add(dummyPart.p(), NULL, e1.p(), 0, 0);
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q->add(dummyPart.p(), NULL, e2.p(), 0, 0);
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q->add(dummyPart.p(), NULL, e1.p(), 0, 0);
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sorter->sort(q.p());
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ASSERT_EQ(4, q->count());
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EXPECT_EQ(e1.p(), q->item(0)->effect());
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EXPECT_EQ(e1.p(), q->item(1)->effect());
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EXPECT_EQ(e2.p(), q->item(2)->effect());
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EXPECT_EQ(e2.p(), q->item(3)->effect());
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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TEST(RenderQueueSorterBasicTest, StrategyEffectOnlyWithPriorities)
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{
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ref<RenderQueueSorterBasic> sorter = new RenderQueueSorterBasic(RenderQueueSorterBasic::EFFECT_ONLY);
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ref<RenderQueue> q = new RenderQueue;
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ref<Effect> e1 = new Effect;
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ref<Effect> e2 = new Effect;
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e1->setRenderState(new RenderStateMaterial_FF(Color3f(1,0,1)));
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e2->setRenderState(new RenderStateMaterial_FF(Color3f(0,1,0)));
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if (e1.p() > e2.p()) e1.swap(e2);
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EXPECT_LT(e1.p(), e2.p());
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ref<Part> part1 = new Part;
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ref<Part> part2 = new Part;
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ref<Part> part3 = new Part;
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ref<Part> part4 = new Part;
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q->add(part1.p(), NULL, e2.p(), 0, 0);
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q->add(part2.p(), NULL, e1.p(), 0, 0);
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q->add(part3.p(), NULL, e2.p(), 0, 0);
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q->add(part4.p(), NULL, e1.p(), 0, 0);
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part1->setPriority(40);
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part2->setPriority(30);
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part3->setPriority(20);
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part4->setPriority(10);
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sorter->sort(q.p());
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EXPECT_EQ(part4.p(), q->item(0)->part());
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EXPECT_EQ(part3.p(), q->item(1)->part());
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EXPECT_EQ(part2.p(), q->item(2)->part());
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EXPECT_EQ(part1.p(), q->item(3)->part());
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// Check that effects get sorted correct within priorities
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part1->setPriority(10);
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part2->setPriority(10);
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part3->setPriority(20);
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part4->setPriority(20);
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sorter->sort(q.p());
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EXPECT_EQ(part2.p(), q->item(0)->part());
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EXPECT_EQ(part1.p(), q->item(1)->part());
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EXPECT_EQ(part4.p(), q->item(2)->part());
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EXPECT_EQ(part3.p(), q->item(3)->part());
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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TEST(RenderQueueSorterBasicTest, StrategyStandardAllPartsDifferentPriority)
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{
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ref<RenderQueueSorterBasic> sorter = new RenderQueueSorterBasic(RenderQueueSorterBasic::EFFECT_ONLY);
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ref<RenderQueue> q = new RenderQueue;
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ref<Effect> e1 = new Effect;
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ref<Effect> e2 = new Effect;
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e1->setRenderState(new RenderStateMaterial_FF(Color3f(1,0,1)));
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e2->setRenderState(new RenderStateMaterial_FF(Color3f(0,1,0)));
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if (e1.p() > e2.p()) e1.swap(e2);
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EXPECT_LT(e1.p(), e2.p());
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ref<Part> part1 = new Part;
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ref<Part> part2 = new Part;
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ref<Part> part3 = new Part;
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ref<Part> part4 = new Part;
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q->add(part1.p(), NULL, e2.p(), 0, 0);
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q->add(part2.p(), NULL, e1.p(), 0, 0);
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q->add(part3.p(), NULL, e2.p(), 0, 0);
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q->add(part4.p(), NULL, e1.p(), 0, 0);
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part1->setPriority(40);
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part2->setPriority(30);
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part3->setPriority(20);
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part4->setPriority(10);
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sorter->sort(q.p());
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sorter->sort(q.p());
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EXPECT_EQ(part4.p(), q->item(0)->part());
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EXPECT_EQ(part3.p(), q->item(1)->part());
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EXPECT_EQ(part2.p(), q->item(2)->part());
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EXPECT_EQ(part1.p(), q->item(3)->part());
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}
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//--------------------------------------------------------------------------------------------------
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///
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//--------------------------------------------------------------------------------------------------
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TEST(RenderQueueSorterBasicTest, StrategyStandard)
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{
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// TODO Must be replaced by a proper test!
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ref<RenderQueueSorterBasic> sorter = new RenderQueueSorterBasic(RenderQueueSorterBasic::STANDARD);
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ref<RenderQueue> q = new RenderQueue;
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ref<Effect> e1 = new Effect;
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ref<Effect> e2 = new Effect;
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e1->setRenderState(new RenderStateMaterial_FF(Color3f(1,0,1)));
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e2->setRenderState(new RenderStateMaterial_FF(Color3f(0,1,0)));
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ref<Part> dummyPart = new Part;
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q->add(dummyPart.p(), NULL, e1.p(), 0, 0);
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q->add(dummyPart.p(), NULL, e2.p(), 0, 0);
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q->add(dummyPart.p(), NULL, e1.p(), 0, 0);
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sorter->sort(q.p());
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size_t numEntries = q->count();
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EXPECT_EQ(3, numEntries);
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std::vector<const Effect*> effectsFound;
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size_t i;
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for (i = 0; i < numEntries; i++)
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{
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RenderItem* ri = q->item(i);
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const Effect* e = ri->effect();
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bool foundIt = (std::find(effectsFound.begin(), effectsFound.end(), e) != effectsFound.end());
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if (!foundIt)
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{
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// Not found, add it
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effectsFound.push_back(e);
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}
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else
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{
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// It is the last item, we're OK
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if (e != effectsFound.back())
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{
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FAIL() << "Unexpected sort order.";
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}
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}
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}
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}
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