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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/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();
}
RenderLightType ToRenderLightType(Components::LightType lightType) {
switch (lightType) {
case Components::LightType::Directional:
return RenderLightType::Directional;
case Components::LightType::Point:
return RenderLightType::Point;
case Components::LightType::Spot:
return RenderLightType::Spot;
}
return RenderLightType::Point;
}
RenderDirectionalLightData BuildDirectionalLightData(
const Components::LightComponent& light) {
RenderDirectionalLightData lightData;
lightData.enabled = true;
lightData.castsShadows = light.GetCastsShadows();
lightData.intensity = light.GetIntensity();
lightData.color = light.GetColor();
lightData.direction = BuildRenderLightDirection(light);
return lightData;
}
RenderAdditionalLightData BuildAdditionalLightData(
const Components::LightComponent& light) {
RenderAdditionalLightData lightData;
lightData.type = ToRenderLightType(light.GetLightType());
lightData.enabled = true;
lightData.castsShadows = light.GetCastsShadows();
lightData.color = light.GetColor();
lightData.intensity = light.GetIntensity();
switch (light.GetLightType()) {
case Components::LightType::Directional:
lightData.direction = BuildRenderLightDirection(light);
break;
case Components::LightType::Point:
lightData.position = light.transform().GetPosition();
lightData.range = light.GetRange();
break;
case Components::LightType::Spot:
lightData.position = light.transform().GetPosition();
lightData.direction = BuildRenderLightDirection(light);
lightData.range = light.GetRange();
lightData.spotAngle = light.GetSpotAngle();
break;
}
return lightData;
}
float ComputeAdditionalLightInfluence(
const Components::LightComponent& light,
const Math::Vector3& cameraPosition) {
if (light.GetIntensity() <= Math::EPSILON) {
return 0.0f;
}
if (light.GetLightType() == Components::LightType::Directional) {
return light.GetIntensity();
}
const float range = std::max(light.GetRange(), 0.001f);
const float rangeSq = range * range;
const Math::Vector3 lightPosition = light.transform().GetPosition();
const float distanceSq = (lightPosition - cameraPosition).SqrMagnitude();
if (distanceSq >= rangeSq) {
return 0.0f;
}
return light.GetIntensity() / std::max(distanceSq, Math::EPSILON);
}
uint32_t GetAdditionalLightGroupRank(const Components::LightComponent& light) {
return light.GetLightType() == Components::LightType::Directional ? 0u : 1u;
}
uint32_t GetAdditionalLightTypeRank(const Components::LightComponent& light) {
switch (light.GetLightType()) {
case Components::LightType::Directional:
return 0u;
case Components::LightType::Point:
return 1u;
case Components::LightType::Spot:
return 2u;
}
return 3u;
}
bool CompareVisibleItems(const VisibleRenderItem& lhs, const VisibleRenderItem& rhs) {
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return CompareVisibleRenderItemsStable(lhs, rhs);
}
} // 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, cameraPosition, cullingMask, 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, cameraPosition, cullingMask, 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,
const Math::Vector3& cameraPosition,
uint32_t cullingMask,
RenderLightingData& lightingData) const {
lightingData = {};
const std::vector<Components::LightComponent*> lights =
scene.FindObjectsOfType<Components::LightComponent>();
Components::LightComponent* mainDirectionalLight =
FindMainDirectionalLight(scene, cullingMask);
if (mainDirectionalLight != nullptr) {
lightingData.mainDirectionalLight = BuildDirectionalLightData(*mainDirectionalLight);
}
struct AdditionalLightCandidate {
RenderAdditionalLightData data = {};
float influence = 0.0f;
uint32_t groupRank = 0u;
uint32_t typeRank = 0u;
Components::GameObject::ID gameObjectId = Components::GameObject::INVALID_ID;
};
std::vector<AdditionalLightCandidate> candidates;
candidates.reserve(lights.size());
for (Components::LightComponent* light : lights) {
if (light == nullptr ||
!IsLightVisibleForCullingMask(*light, cullingMask) ||
light == mainDirectionalLight) {
continue;
}
AdditionalLightCandidate candidate;
candidate.data = BuildAdditionalLightData(*light);
candidate.influence = ComputeAdditionalLightInfluence(*light, cameraPosition);
candidate.groupRank = GetAdditionalLightGroupRank(*light);
candidate.typeRank = GetAdditionalLightTypeRank(*light);
candidate.gameObjectId = light->GetGameObject() != nullptr
? light->GetGameObject()->GetID()
: Components::GameObject::INVALID_ID;
candidates.push_back(candidate);
}
std::sort(
candidates.begin(),
candidates.end(),
[](const AdditionalLightCandidate& lhs, const AdditionalLightCandidate& rhs) {
if (lhs.groupRank != rhs.groupRank) {
return lhs.groupRank < rhs.groupRank;
}
if (lhs.influence != rhs.influence) {
return lhs.influence > rhs.influence;
}
if (lhs.typeRank != rhs.typeRank) {
return lhs.typeRank < rhs.typeRank;
}
return lhs.gameObjectId < rhs.gameObjectId;
});
const uint32_t additionalLightCount = static_cast<uint32_t>(
std::min(candidates.size(), static_cast<size_t>(RenderLightingData::kMaxAdditionalLightCount)));
lightingData.additionalLightCount = additionalLightCount;
for (uint32_t index = 0; index < additionalLightCount; ++index) {
lightingData.additionalLights[index] = candidates[index].data;
}
}
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