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XCEngine/engine/src/Rendering/RenderSceneExtractor.cpp

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#include "Rendering/RenderSceneExtractor.h"
#include "Components/CameraComponent.h"
#include "Components/GameObject.h"
#include "Components/LightComponent.h"
#include "Rendering/RenderMaterialUtility.h"
#include "Rendering/RenderSceneUtility.h"
#include "Scene/Scene.h"
#include <algorithm>
namespace XCEngine {
namespace Rendering {
namespace {
bool IsUsableCamera(const Components::CameraComponent* camera) {
return camera != nullptr &&
camera->IsEnabled() &&
camera->GetGameObject() != nullptr &&
camera->GetGameObject()->IsActiveInHierarchy();
}
bool IsUsableLight(const Components::LightComponent* light) {
return light != nullptr &&
light->IsEnabled() &&
light->GetGameObject() != nullptr &&
light->GetGameObject()->IsActiveInHierarchy();
}
bool CompareVisibleItems(const VisibleRenderItem& lhs, const VisibleRenderItem& rhs) {
if (lhs.renderQueue != rhs.renderQueue) {
return lhs.renderQueue < rhs.renderQueue;
}
const bool isTransparentQueue = IsTransparentRenderQueue(lhs.renderQueue);
if (lhs.cameraDistanceSq != rhs.cameraDistanceSq) {
return isTransparentQueue
? lhs.cameraDistanceSq > rhs.cameraDistanceSq
: lhs.cameraDistanceSq < rhs.cameraDistanceSq;
}
if (lhs.gameObject != rhs.gameObject) {
return lhs.gameObject < rhs.gameObject;
}
return lhs.sectionIndex < rhs.sectionIndex;
}
} // namespace
RenderSceneData RenderSceneExtractor::Extract(
const Components::Scene& scene,
Components::CameraComponent* overrideCamera,
uint32_t viewportWidth,
uint32_t viewportHeight) const {
RenderSceneData sceneData;
sceneData.camera = SelectCamera(scene, overrideCamera);
if (sceneData.camera == nullptr) {
return sceneData;
}
sceneData.cameraData = BuildRenderCameraData(*sceneData.camera, viewportWidth, viewportHeight);
const Math::Vector3 cameraPosition = sceneData.cameraData.worldPosition;
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const uint32_t cullingMask = sceneData.camera->GetCullingMask();
const std::vector<Components::GameObject*> rootGameObjects = scene.GetRootGameObjects();
for (Components::GameObject* rootGameObject : rootGameObjects) {
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ExtractVisibleItems(rootGameObject, cameraPosition, cullingMask, sceneData.visibleItems);
}
std::stable_sort(
sceneData.visibleItems.begin(),
sceneData.visibleItems.end(),
CompareVisibleItems);
ExtractLighting(scene, sceneData.lighting);
return sceneData;
}
RenderSceneData RenderSceneExtractor::ExtractForCamera(
const Components::Scene& scene,
Components::CameraComponent& camera,
uint32_t viewportWidth,
uint32_t viewportHeight) const {
RenderSceneData sceneData;
if (!IsUsableCamera(&camera)) {
return sceneData;
}
sceneData.camera = &camera;
sceneData.cameraData = BuildRenderCameraData(camera, viewportWidth, viewportHeight);
const Math::Vector3 cameraPosition = sceneData.cameraData.worldPosition;
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const uint32_t cullingMask = camera.GetCullingMask();
const std::vector<Components::GameObject*> rootGameObjects = scene.GetRootGameObjects();
for (Components::GameObject* rootGameObject : rootGameObjects) {
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ExtractVisibleItems(rootGameObject, cameraPosition, cullingMask, sceneData.visibleItems);
}
std::stable_sort(
sceneData.visibleItems.begin(),
sceneData.visibleItems.end(),
CompareVisibleItems);
ExtractLighting(scene, sceneData.lighting);
return sceneData;
}
Components::CameraComponent* RenderSceneExtractor::SelectCamera(
const Components::Scene& scene,
Components::CameraComponent* overrideCamera) const {
if (IsUsableCamera(overrideCamera)) {
return overrideCamera;
}
const std::vector<Components::CameraComponent*> cameras = scene.FindObjectsOfType<Components::CameraComponent>();
Components::CameraComponent* primaryCamera = nullptr;
for (Components::CameraComponent* camera : cameras) {
if (!IsUsableCamera(camera)) {
continue;
}
if (camera->IsPrimary()) {
if (primaryCamera == nullptr || camera->GetDepth() > primaryCamera->GetDepth()) {
primaryCamera = camera;
}
}
}
if (primaryCamera != nullptr) {
return primaryCamera;
}
for (Components::CameraComponent* camera : cameras) {
if (IsUsableCamera(camera)) {
return camera;
}
}
return nullptr;
}
void RenderSceneExtractor::ExtractLighting(
const Components::Scene& scene,
RenderLightingData& lightingData) const {
const std::vector<Components::LightComponent*> lights =
scene.FindObjectsOfType<Components::LightComponent>();
Components::LightComponent* mainDirectionalLight = nullptr;
for (Components::LightComponent* light : lights) {
if (!IsUsableLight(light) ||
light->GetLightType() != Components::LightType::Directional) {
continue;
}
if (mainDirectionalLight == nullptr ||
light->GetIntensity() > mainDirectionalLight->GetIntensity()) {
mainDirectionalLight = light;
}
}
if (mainDirectionalLight == nullptr) {
lightingData = {};
return;
}
RenderDirectionalLightData lightData;
lightData.enabled = true;
lightData.castsShadows = mainDirectionalLight->GetCastsShadows();
lightData.intensity = mainDirectionalLight->GetIntensity();
lightData.color = mainDirectionalLight->GetColor();
Math::Vector3 direction = mainDirectionalLight->transform().GetForward() * -1.0f;
if (direction.SqrMagnitude() <= Math::EPSILON) {
direction = Math::Vector3::Back();
} else {
direction = direction.Normalized();
}
lightData.direction = direction;
lightingData.mainDirectionalLight = lightData;
}
void RenderSceneExtractor::ExtractVisibleItems(
Components::GameObject* gameObject,
const Math::Vector3& cameraPosition,
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uint32_t cullingMask,
std::vector<VisibleRenderItem>& visibleItems) const {
if (gameObject == nullptr || !gameObject->IsActiveInHierarchy()) {
return;
}
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const uint32_t gameObjectLayerMask = 1u << gameObject->GetLayer();
const bool isVisibleInCameraMask = (cullingMask & gameObjectLayerMask) != 0;
if (isVisibleInCameraMask) {
AppendRenderItemsForGameObject(*gameObject, cameraPosition, visibleItems);
}
for (Components::GameObject* child : gameObject->GetChildren()) {
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ExtractVisibleItems(child, cameraPosition, cullingMask, visibleItems);
}
}
} // namespace Rendering
} // namespace XCEngine