Introduce scene viewport overlay providers
This commit is contained in:
@@ -2,392 +2,29 @@
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#include "Core/IEditorContext.h"
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#include "Core/ISceneManager.h"
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#include "SceneViewportOverlayHandleBuilder.h"
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#include "SceneViewportMath.h"
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#include <XCEngine/Components/CameraComponent.h>
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#include <XCEngine/Components/GameObject.h>
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#include <XCEngine/Components/LightComponent.h>
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#include <XCEngine/Components/TransformComponent.h>
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#include <XCEngine/Core/Math/Rect.h>
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#include <XCEngine/Scene/Scene.h>
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#include <algorithm>
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#include <array>
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#include <cmath>
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#include <utility>
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namespace XCEngine {
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namespace Editor {
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namespace {
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bool CanBuildOverlayForGameObject(const Components::GameObject* gameObject) {
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return gameObject != nullptr &&
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gameObject->GetTransform() != nullptr &&
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gameObject->IsActiveInHierarchy();
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SceneViewportOverlayBuilder::SceneViewportOverlayBuilder()
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: m_providerRegistry(BuildDefaultSceneViewportOverlayProviderRegistry()) {
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}
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float ResolveCameraAspect(
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const Components::CameraComponent& camera,
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uint32_t viewportWidth,
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uint32_t viewportHeight) {
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const Math::Rect viewportRect = camera.GetViewportRect();
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const float resolvedWidth = static_cast<float>(viewportWidth) *
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(viewportRect.width > Math::EPSILON ? viewportRect.width : 1.0f);
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const float resolvedHeight = static_cast<float>(viewportHeight) *
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(viewportRect.height > Math::EPSILON ? viewportRect.height : 1.0f);
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return resolvedHeight > Math::EPSILON
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? resolvedWidth / resolvedHeight
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: 1.0f;
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SceneViewportOverlayBuilder::SceneViewportOverlayBuilder(
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SceneViewportOverlayProviderRegistry providerRegistry)
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: m_providerRegistry(std::move(providerRegistry)) {
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}
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float ComputeWorldUnitsPerPixel(
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const SceneViewportOverlayData& overlay,
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const Math::Vector3& worldPoint,
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uint32_t viewportHeight) {
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if (!overlay.valid || viewportHeight <= 1u) {
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return 0.0f;
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}
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const Math::Vector3 cameraForward = overlay.cameraForward.Normalized();
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const float depth = Math::Vector3::Dot(worldPoint - overlay.cameraPosition, cameraForward);
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if (depth <= Math::EPSILON) {
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return 0.0f;
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}
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return 2.0f * depth * std::tan(overlay.verticalFovDegrees * Math::DEG_TO_RAD * 0.5f) /
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static_cast<float>(viewportHeight);
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}
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void AppendWorldLine(
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SceneViewportOverlayFrameData& frameData,
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const Math::Vector3& startWorld,
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const Math::Vector3& endWorld,
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const Math::Color& color,
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float thicknessPixels,
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SceneViewportOverlayDepthMode depthMode) {
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SceneViewportOverlayLinePrimitive& line = frameData.worldLines.emplace_back();
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line.startWorld = startWorld;
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line.endWorld = endWorld;
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line.color = color;
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line.thicknessPixels = thicknessPixels;
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line.depthMode = depthMode;
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}
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void AppendWorldSprite(
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SceneViewportOverlayFrameData& frameData,
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const Math::Vector3& worldPosition,
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const Math::Vector2& sizePixels,
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const Math::Color& tintColor,
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float sortDepth,
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uint64_t entityId,
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SceneViewportOverlaySpriteTextureKind textureKind,
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SceneViewportOverlayDepthMode depthMode) {
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if (entityId == 0 || sizePixels.x <= Math::EPSILON || sizePixels.y <= Math::EPSILON) {
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return;
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}
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SceneViewportOverlaySpritePrimitive& sprite = frameData.worldSprites.emplace_back();
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sprite.worldPosition = worldPosition;
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sprite.sizePixels = sizePixels;
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sprite.tintColor = tintColor;
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sprite.sortDepth = sortDepth;
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sprite.entityId = entityId;
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sprite.textureKind = textureKind;
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sprite.depthMode = depthMode;
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}
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void AppendHandleRecord(
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SceneViewportOverlayFrameData& frameData,
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SceneViewportOverlayHandleKind kind,
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uint64_t handleId,
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uint64_t entityId,
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const Math::Vector3& worldPosition,
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const Math::Vector2& sizePixels,
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float sortDepth) {
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if (kind == SceneViewportOverlayHandleKind::None ||
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handleId == 0 ||
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entityId == 0 ||
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sizePixels.x <= Math::EPSILON ||
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sizePixels.y <= Math::EPSILON) {
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return;
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}
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SceneViewportOverlayHandleRecord& handleRecord = frameData.handleRecords.emplace_back();
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handleRecord.kind = kind;
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handleRecord.handleId = handleId;
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handleRecord.entityId = entityId;
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handleRecord.shape = SceneViewportOverlayHandleShape::WorldRect;
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handleRecord.priority = Detail::kSceneViewportHandlePrioritySceneIcon;
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handleRecord.worldPosition = worldPosition;
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handleRecord.sizePixels = sizePixels;
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handleRecord.sortDepth = sortDepth;
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}
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void AppendSceneIconOverlay(
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SceneViewportOverlayFrameData& frameData,
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const SceneViewportOverlayData& overlay,
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uint32_t viewportWidth,
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uint32_t viewportHeight,
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const Components::GameObject& gameObject,
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const Math::Vector2& sizePixels,
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SceneViewportOverlaySpriteTextureKind textureKind) {
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const Components::TransformComponent* transform = gameObject.GetTransform();
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if (transform == nullptr) {
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return;
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}
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const SceneViewportProjectedPoint projectedPoint = ProjectSceneViewportWorldPoint(
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overlay,
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static_cast<float>(viewportWidth),
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static_cast<float>(viewportHeight),
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transform->GetPosition());
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if (!projectedPoint.visible) {
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return;
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}
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AppendWorldSprite(
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frameData,
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transform->GetPosition(),
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sizePixels,
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Math::Color::White(),
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projectedPoint.ndcDepth,
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gameObject.GetID(),
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textureKind,
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SceneViewportOverlayDepthMode::AlwaysOnTop);
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AppendHandleRecord(
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frameData,
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SceneViewportOverlayHandleKind::SceneIcon,
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gameObject.GetID(),
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gameObject.GetID(),
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transform->GetPosition(),
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sizePixels,
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projectedPoint.ndcDepth);
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}
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void AppendCameraFrustumOverlay(
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SceneViewportOverlayFrameData& frameData,
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const Components::CameraComponent& camera,
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const Components::GameObject& gameObject,
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uint32_t viewportWidth,
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uint32_t viewportHeight) {
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const Components::TransformComponent* transform = gameObject.GetTransform();
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if (transform == nullptr) {
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return;
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}
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const Math::Vector3 position = transform->GetPosition();
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const Math::Vector3 forward = transform->GetForward().Normalized();
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const Math::Vector3 right = transform->GetRight().Normalized();
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const Math::Vector3 up = transform->GetUp().Normalized();
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if (forward.SqrMagnitude() <= Math::EPSILON ||
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right.SqrMagnitude() <= Math::EPSILON ||
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up.SqrMagnitude() <= Math::EPSILON) {
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return;
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}
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const float nearClip = (std::max)(camera.GetNearClipPlane(), 0.01f);
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const float farClip = (std::max)(camera.GetFarClipPlane(), nearClip + 0.01f);
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const float aspect = ResolveCameraAspect(camera, viewportWidth, viewportHeight);
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float nearHalfHeight = 0.0f;
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float nearHalfWidth = 0.0f;
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float farHalfHeight = 0.0f;
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float farHalfWidth = 0.0f;
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if (camera.GetProjectionType() == Components::CameraProjectionType::Perspective) {
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const float halfFovRadians =
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std::clamp(camera.GetFieldOfView(), 1.0f, 179.0f) * Math::DEG_TO_RAD * 0.5f;
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nearHalfHeight = std::tan(halfFovRadians) * nearClip;
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nearHalfWidth = nearHalfHeight * aspect;
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farHalfHeight = std::tan(halfFovRadians) * farClip;
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farHalfWidth = farHalfHeight * aspect;
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} else {
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const float halfHeight = (std::max)(camera.GetOrthographicSize(), 0.01f);
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const float halfWidth = halfHeight * aspect;
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nearHalfHeight = halfHeight;
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nearHalfWidth = halfWidth;
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farHalfHeight = halfHeight;
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farHalfWidth = halfWidth;
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}
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const Math::Vector3 nearCenter = position + forward * nearClip;
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const Math::Vector3 farCenter = position + forward * farClip;
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const std::array<Math::Vector3, 8> corners = {{
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nearCenter + up * nearHalfHeight - right * nearHalfWidth,
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nearCenter + up * nearHalfHeight + right * nearHalfWidth,
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nearCenter - up * nearHalfHeight + right * nearHalfWidth,
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nearCenter - up * nearHalfHeight - right * nearHalfWidth,
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farCenter + up * farHalfHeight - right * farHalfWidth,
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farCenter + up * farHalfHeight + right * farHalfWidth,
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farCenter - up * farHalfHeight + right * farHalfWidth,
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farCenter - up * farHalfHeight - right * farHalfWidth
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}};
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static constexpr std::array<std::pair<size_t, size_t>, 12> kFrustumEdges = {{
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{ 0u, 1u }, { 1u, 2u }, { 2u, 3u }, { 3u, 0u },
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{ 4u, 5u }, { 5u, 6u }, { 6u, 7u }, { 7u, 4u },
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{ 0u, 4u }, { 1u, 5u }, { 2u, 6u }, { 3u, 7u }
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}};
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constexpr Math::Color kFrustumColor(1.0f, 1.0f, 1.0f, 1.0f);
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for (const auto& edge : kFrustumEdges) {
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AppendWorldLine(
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frameData,
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corners[edge.first],
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corners[edge.second],
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kFrustumColor,
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1.6f,
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SceneViewportOverlayDepthMode::AlwaysOnTop);
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}
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}
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void AppendDirectionalLightOverlay(
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SceneViewportOverlayFrameData& frameData,
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const Components::GameObject& gameObject,
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const SceneViewportOverlayData& overlay,
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uint32_t viewportHeight) {
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const Components::TransformComponent* transform = gameObject.GetTransform();
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if (transform == nullptr) {
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return;
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}
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const Math::Vector3 position = transform->GetPosition();
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const Math::Vector3 lightDirection = (transform->GetForward() * -1.0f).Normalized();
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const Math::Vector3 right = transform->GetRight().Normalized();
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const Math::Vector3 up = transform->GetUp().Normalized();
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if (lightDirection.SqrMagnitude() <= Math::EPSILON ||
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right.SqrMagnitude() <= Math::EPSILON ||
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up.SqrMagnitude() <= Math::EPSILON) {
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return;
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}
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const float worldUnitsPerPixel = ComputeWorldUnitsPerPixel(overlay, position, viewportHeight);
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if (worldUnitsPerPixel <= Math::EPSILON) {
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return;
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}
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constexpr Math::Color kDirectionalLightColor(1.0f, 0.92f, 0.24f, 1.0f);
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constexpr float kLineThickness = 1.8f;
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constexpr size_t kRingSegmentCount = 32;
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constexpr std::array<float, 6> kRayAngles = {{
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0.0f,
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Math::PI / 3.0f,
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Math::PI * 2.0f / 3.0f,
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Math::PI,
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Math::PI * 4.0f / 3.0f,
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Math::PI * 5.0f / 3.0f
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}};
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const float ringRadius = worldUnitsPerPixel * 26.0f;
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const float ringOffset = worldUnitsPerPixel * 54.0f;
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const float innerRayRadius = ringRadius * 0.52f;
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const float rayLength = worldUnitsPerPixel * 96.0f;
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const Math::Vector3 ringCenter = position + lightDirection * ringOffset;
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for (size_t segmentIndex = 0; segmentIndex < kRingSegmentCount; ++segmentIndex) {
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const float angle0 =
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static_cast<float>(segmentIndex) / static_cast<float>(kRingSegmentCount) * Math::PI * 2.0f;
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const float angle1 =
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static_cast<float>(segmentIndex + 1u) / static_cast<float>(kRingSegmentCount) * Math::PI * 2.0f;
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const Math::Vector3 p0 =
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ringCenter + right * std::cos(angle0) * ringRadius + up * std::sin(angle0) * ringRadius;
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const Math::Vector3 p1 =
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ringCenter + right * std::cos(angle1) * ringRadius + up * std::sin(angle1) * ringRadius;
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AppendWorldLine(
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frameData,
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p0,
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p1,
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kDirectionalLightColor,
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kLineThickness,
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SceneViewportOverlayDepthMode::AlwaysOnTop);
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}
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AppendWorldLine(
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frameData,
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position,
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ringCenter,
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kDirectionalLightColor,
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kLineThickness,
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SceneViewportOverlayDepthMode::AlwaysOnTop);
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AppendWorldLine(
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frameData,
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ringCenter,
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ringCenter + lightDirection * rayLength,
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kDirectionalLightColor,
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kLineThickness,
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SceneViewportOverlayDepthMode::AlwaysOnTop);
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for (float angle : kRayAngles) {
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const Math::Vector3 rayStart =
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ringCenter + right * std::cos(angle) * innerRayRadius + up * std::sin(angle) * innerRayRadius;
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AppendWorldLine(
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frameData,
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rayStart,
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rayStart + lightDirection * rayLength,
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kDirectionalLightColor,
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kLineThickness,
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SceneViewportOverlayDepthMode::AlwaysOnTop);
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}
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}
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void AppendSceneObjectIconOverlays(
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SceneViewportOverlayFrameData& frameData,
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const Components::Scene& scene,
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const SceneViewportOverlayData& overlay,
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uint32_t viewportWidth,
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uint32_t viewportHeight) {
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constexpr Math::Vector2 kCameraIconSize(90.0f, 90.0f);
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constexpr Math::Vector2 kLightIconSize(100.0f, 100.0f);
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for (Components::CameraComponent* camera : scene.FindObjectsOfType<Components::CameraComponent>()) {
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if (camera == nullptr || !camera->IsEnabled()) {
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continue;
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}
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Components::GameObject* gameObject = camera->GetGameObject();
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if (!CanBuildOverlayForGameObject(gameObject)) {
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continue;
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}
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AppendSceneIconOverlay(
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frameData,
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overlay,
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viewportWidth,
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viewportHeight,
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*gameObject,
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kCameraIconSize,
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SceneViewportOverlaySpriteTextureKind::Camera);
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}
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for (Components::LightComponent* light : scene.FindObjectsOfType<Components::LightComponent>()) {
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if (light == nullptr || !light->IsEnabled()) {
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continue;
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}
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Components::GameObject* gameObject = light->GetGameObject();
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if (!CanBuildOverlayForGameObject(gameObject)) {
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continue;
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}
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AppendSceneIconOverlay(
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frameData,
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overlay,
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viewportWidth,
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viewportHeight,
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*gameObject,
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kLightIconSize,
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SceneViewportOverlaySpriteTextureKind::Light);
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}
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}
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} // namespace
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SceneViewportOverlayFrameData SceneViewportOverlayBuilder::Build(
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IEditorContext& context,
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const SceneViewportOverlayData& overlay,
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uint32_t viewportWidth,
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uint32_t viewportHeight,
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const std::vector<uint64_t>& selectedObjectIds) {
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const std::vector<uint64_t>& selectedObjectIds) const {
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SceneViewportOverlayFrameData frameData = {};
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frameData.overlay = overlay;
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if (!overlay.valid || viewportWidth == 0u || viewportHeight == 0u) {
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@@ -399,31 +36,15 @@ SceneViewportOverlayFrameData SceneViewportOverlayBuilder::Build(
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return frameData;
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}
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AppendSceneObjectIconOverlays(frameData, *scene, overlay, viewportWidth, viewportHeight);
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for (uint64_t entityId : selectedObjectIds) {
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if (entityId == 0) {
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continue;
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}
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Components::GameObject* gameObject = context.GetSceneManager().GetEntity(entityId);
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if (!CanBuildOverlayForGameObject(gameObject)) {
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continue;
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}
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if (Components::CameraComponent* camera = gameObject->GetComponent<Components::CameraComponent>();
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camera != nullptr && camera->IsEnabled()) {
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AppendCameraFrustumOverlay(frameData, *camera, *gameObject, viewportWidth, viewportHeight);
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}
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if (Components::LightComponent* light = gameObject->GetComponent<Components::LightComponent>();
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light != nullptr &&
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light->IsEnabled() &&
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light->GetLightType() == Components::LightType::Directional) {
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AppendDirectionalLightOverlay(frameData, *gameObject, overlay, viewportHeight);
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}
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}
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const SceneViewportOverlayBuildContext buildContext = {
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&context,
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scene,
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&overlay,
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viewportWidth,
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viewportHeight,
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&selectedObjectIds
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};
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m_providerRegistry.AppendOverlay(buildContext, frameData);
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return frameData;
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}
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Reference in New Issue
Block a user