Files
XCEngine/engine/src/Rendering/RenderSceneExtractor.cpp

211 lines
7.7 KiB
C++
Raw Normal View History

#include "Rendering/RenderSceneExtractor.h"
#include "Components/CameraComponent.h"
#include "Components/GameObject.h"
#include "Components/MeshFilterComponent.h"
#include "Components/MeshRendererComponent.h"
#include "Components/TransformComponent.h"
#include "Rendering/RenderMaterialUtility.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 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 = BuildCameraData(*sceneData.camera, viewportWidth, viewportHeight);
const Math::Vector3 cameraPosition = sceneData.cameraData.worldPosition;
const std::vector<Components::GameObject*> rootGameObjects = scene.GetRootGameObjects();
for (Components::GameObject* rootGameObject : rootGameObjects) {
ExtractVisibleItems(rootGameObject, cameraPosition, sceneData.visibleItems);
}
std::stable_sort(
sceneData.visibleItems.begin(),
sceneData.visibleItems.end(),
CompareVisibleItems);
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;
}
RenderCameraData RenderSceneExtractor::BuildCameraData(
const Components::CameraComponent& camera,
uint32_t viewportWidth,
uint32_t viewportHeight) const {
RenderCameraData cameraData;
cameraData.viewportWidth = viewportWidth;
cameraData.viewportHeight = viewportHeight;
cameraData.worldPosition = camera.transform().GetPosition();
cameraData.clearColor = camera.GetClearColor();
const Math::Matrix4x4 view = camera.transform().GetWorldToLocalMatrix();
const float aspect = viewportHeight > 0
? static_cast<float>(viewportWidth) / static_cast<float>(viewportHeight)
: 1.0f;
Math::Matrix4x4 projection = Math::Matrix4x4::Identity();
if (camera.GetProjectionType() == Components::CameraProjectionType::Perspective) {
projection = Math::Matrix4x4::Perspective(
camera.GetFieldOfView() * Math::DEG_TO_RAD,
aspect,
camera.GetNearClipPlane(),
camera.GetFarClipPlane());
} else {
const float orthoSize = camera.GetOrthographicSize();
projection = Math::Matrix4x4::Orthographic(
-orthoSize * aspect,
orthoSize * aspect,
-orthoSize,
orthoSize,
camera.GetNearClipPlane(),
camera.GetFarClipPlane());
}
cameraData.view = view.Transpose();
cameraData.projection = projection.Transpose();
cameraData.viewProjection = (projection * view).Transpose();
return cameraData;
}
void RenderSceneExtractor::ExtractVisibleItems(
Components::GameObject* gameObject,
const Math::Vector3& cameraPosition,
std::vector<VisibleRenderItem>& visibleItems) const {
if (gameObject == nullptr || !gameObject->IsActiveInHierarchy()) {
return;
}
auto* meshFilter = gameObject->GetComponent<Components::MeshFilterComponent>();
auto* meshRenderer = gameObject->GetComponent<Components::MeshRendererComponent>();
if (meshFilter != nullptr &&
meshRenderer != nullptr &&
meshFilter->IsEnabled() &&
meshRenderer->IsEnabled()) {
Resources::Mesh* mesh = meshFilter->GetMesh();
if (mesh != nullptr && mesh->IsValid()) {
const Math::Matrix4x4 localToWorld = gameObject->GetTransform()->GetLocalToWorldMatrix();
const Math::Vector3 worldPosition = localToWorld.GetTranslation();
const float cameraDistanceSq = (worldPosition - cameraPosition).SqrMagnitude();
const Containers::Array<Resources::MeshSection>& sections = mesh->GetSections();
if (!sections.Empty()) {
for (size_t sectionIndex = 0; sectionIndex < sections.Size(); ++sectionIndex) {
const Resources::MeshSection& section = sections[sectionIndex];
VisibleRenderItem visibleItem;
visibleItem.gameObject = gameObject;
visibleItem.meshFilter = meshFilter;
visibleItem.meshRenderer = meshRenderer;
visibleItem.mesh = mesh;
visibleItem.materialIndex = section.materialID;
visibleItem.sectionIndex = static_cast<Core::uint32>(sectionIndex);
visibleItem.hasSection = true;
visibleItem.material = ResolveMaterial(meshRenderer, mesh, section.materialID);
visibleItem.renderQueue = ResolveMaterialRenderQueue(visibleItem.material);
visibleItem.cameraDistanceSq = cameraDistanceSq;
visibleItem.localToWorld = localToWorld;
visibleItems.push_back(visibleItem);
}
} else {
VisibleRenderItem visibleItem;
visibleItem.gameObject = gameObject;
visibleItem.meshFilter = meshFilter;
visibleItem.meshRenderer = meshRenderer;
visibleItem.mesh = mesh;
visibleItem.materialIndex = 0;
visibleItem.sectionIndex = 0;
visibleItem.hasSection = false;
visibleItem.material = ResolveMaterial(meshRenderer, mesh, 0);
visibleItem.renderQueue = ResolveMaterialRenderQueue(visibleItem.material);
visibleItem.cameraDistanceSq = cameraDistanceSq;
visibleItem.localToWorld = localToWorld;
visibleItems.push_back(visibleItem);
}
}
}
for (Components::GameObject* child : gameObject->GetChildren()) {
ExtractVisibleItems(child, cameraPosition, visibleItems);
}
}
} // namespace Rendering
} // namespace XCEngine