galacean / engine

A typescript interactive engine, support 2D, 3D, animation, physics, built on WebGL and glTF.
https://www.galacean.com/engine
MIT License
4.29k stars 307 forks source link

Fix renderQueueType error #2437

Closed zhuxudong closed 6 days ago

zhuxudong commented 1 week ago

Please check if the PR fulfills these requirements

What kind of change does this PR introduce? (Bug fix, feature, docs update, ...)

Bug Fix.

What is the current behavior? (You can also link to an open issue here)

ShaderPass's renderQueueType will be override by BasicRenderPipeline.pushRenderElementByType

What is the new behavior (if this is a feature change)?

Should Correct true renderQueueType before render.

Summary by CodeRabbit

coderabbitai[bot] commented 1 week ago

[!CAUTION]

Review failed

The pull request is closed.

Walkthrough

The changes in this pull request enhance the logic within the RenderQueue, BasicRenderPipeline, and RenderState classes. The render method in RenderQueue.ts has been modified to clarify the handling of render states and queue types. In BasicRenderPipeline.ts, the method for determining render queue types has been updated, affecting how render elements are categorized. Additionally, the RenderState class has seen a method rename and a shift in functionality to return a computed render queue type. Overall, these changes improve code clarity and maintainability without altering the fundamental structure.

Changes

File Path Change Summary
packages/core/src/RenderPipeline/RenderQueue.ts Enhanced render method logic by clarifying renderState and simplifying conditional checks.
packages/core/src/RenderPipeline/BasicRenderPipeline.ts Updated pushRenderElementByType method to use _getRenderQueueByShaderData, refining render queue type determination.
packages/core/src/shader/state/RenderState.ts Renamed _applyRenderQueueByShaderData to _getRenderQueueByShaderData, changing its return type to RenderQueueType and altering its internal logic.
e2e/case/shaderLab-renderState.ts Introduced new file for ShaderLab rendering state configuration with shader setup and entity creation.
e2e/config.ts Added new entry "shaderLab-renderState" to E2E_CONFIG for end-to-end testing configuration.

Possibly related PRs

Suggested labels

Rendering, shader, high priority

Suggested reviewers

🐇 In the realm of code where the shaders play,
The RenderQueue shines in a clearer way.
With states refined and logic tight,
Our rendering path is now more bright!
So hop along, let the pixels gleam,
In this code garden, we build our dream! 🌟


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codecov[bot] commented 1 week ago

Codecov Report

Attention: Patch coverage is 91.66667% with 1 line in your changes missing coverage. Please review.

Project coverage is 70.77%. Comparing base (7da32a5) to head (02b8e40). Report is 3 commits behind head on main.

Files with missing lines Patch % Lines
packages/core/src/RenderPipeline/RenderQueue.ts 85.71% 0 Missing and 1 partial :warning:
Additional details and impacted files ```diff @@ Coverage Diff @@ ## main #2437 +/- ## ========================================== + Coverage 69.44% 70.77% +1.33% ========================================== Files 524 524 Lines 27484 27487 +3 Branches 4112 4111 -1 ========================================== + Hits 19085 19453 +368 + Misses 6894 6479 -415 - Partials 1505 1555 +50 ``` | [Flag](https://app.codecov.io/gh/galacean/engine/pull/2437/flags?src=pr&el=flags&utm_medium=referral&utm_source=github&utm_content=comment&utm_campaign=pr+comments&utm_term=galacean) | Coverage Δ | | |---|---|---| | [unittests](https://app.codecov.io/gh/galacean/engine/pull/2437/flags?src=pr&el=flag&utm_medium=referral&utm_source=github&utm_content=comment&utm_campaign=pr+comments&utm_term=galacean) | `70.77% <91.66%> (+1.33%)` | :arrow_up: | Flags with carried forward coverage won't be shown. [Click here](https://docs.codecov.io/docs/carryforward-flags?utm_medium=referral&utm_source=github&utm_content=comment&utm_campaign=pr+comments&utm_term=galacean#carryforward-flags-in-the-pull-request-comment) to find out more.

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