#include #include SCENARIO("DeferredRenderTechnique", "[GRAPHICS][DEFERREDRENDERTECHNIQUE]") { GIVEN("A default deferred render technique") { Nz::DeferredRenderTechnique deferredRenderTechnique; WHEN("We can disable a pass") { REQUIRE(deferredRenderTechnique.IsPassEnabled(Nz::RenderPassType::RenderPassType_AA, 0)); deferredRenderTechnique.EnablePass(Nz::RenderPassType::RenderPassType_AA, 0, false); THEN("It is disabled") { REQUIRE(!deferredRenderTechnique.IsPassEnabled(Nz::RenderPassType::RenderPassType_AA, 0)); } AND_THEN("We reset it, it is disabled and not the same as the old one") { Nz::DeferredRenderPass* oldPass = deferredRenderTechnique.GetPass(Nz::RenderPassType::RenderPassType_AA, 0); deferredRenderTechnique.ResetPass(Nz::RenderPassType::RenderPassType_AA, 0); REQUIRE(!deferredRenderTechnique.IsPassEnabled(Nz::RenderPassType::RenderPassType_AA, 0)); REQUIRE(deferredRenderTechnique.GetPass(Nz::RenderPassType::RenderPassType_AA, 0) != oldPass); } } } }