refactor: extract scene render request policy utils

This commit is contained in:
2026-04-02 00:31:35 +08:00
parent fd39808c91
commit 410b1e59c3
4 changed files with 360 additions and 96 deletions

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@@ -0,0 +1,133 @@
#pragma once
#include <XCEngine/Components/CameraComponent.h>
#include <XCEngine/Components/GameObject.h>
#include <XCEngine/Rendering/CameraRenderRequest.h>
#include <algorithm>
#include <cmath>
#include <cstddef>
#include <vector>
namespace XCEngine {
namespace Components {
class Scene;
} // namespace Components
namespace Rendering {
namespace SceneRenderRequestUtils {
inline bool CompareCameraRenderRequests(
const CameraRenderRequest& lhs,
const CameraRenderRequest& rhs) {
if (lhs.cameraStackOrder != rhs.cameraStackOrder) {
return lhs.cameraStackOrder < rhs.cameraStackOrder;
}
if (lhs.cameraDepth != rhs.cameraDepth) {
return lhs.cameraDepth < rhs.cameraDepth;
}
return false;
}
inline bool IsUsableCamera(const Components::CameraComponent* camera) {
return camera != nullptr &&
camera->IsEnabled() &&
camera->GetGameObject() != nullptr &&
camera->GetGameObject()->IsActiveInHierarchy();
}
inline bool CompareSceneCamerasForRendering(
const Components::CameraComponent* lhs,
const Components::CameraComponent* rhs) {
if (lhs->GetStackType() != rhs->GetStackType()) {
return static_cast<int>(lhs->GetStackType()) < static_cast<int>(rhs->GetStackType());
}
if (lhs->GetDepth() != rhs->GetDepth()) {
return lhs->GetDepth() < rhs->GetDepth();
}
return false;
}
inline void SortSceneCamerasForRendering(std::vector<Components::CameraComponent*>& cameras) {
std::stable_sort(
cameras.begin(),
cameras.end(),
CompareSceneCamerasForRendering);
}
inline void SortCameraRenderRequests(std::vector<CameraRenderRequest>& requests) {
std::stable_sort(
requests.begin(),
requests.end(),
CompareCameraRenderRequests);
}
inline RenderClearFlags ResolveClearFlags(
const Components::CameraComponent& camera,
size_t renderedBaseCameraCount,
size_t renderedRequestCount) {
switch (camera.GetClearMode()) {
case Components::CameraClearMode::ColorAndDepth:
return RenderClearFlags::All;
case Components::CameraClearMode::DepthOnly:
return RenderClearFlags::Depth;
case Components::CameraClearMode::None:
return RenderClearFlags::None;
case Components::CameraClearMode::Auto:
default:
if (camera.GetStackType() == Components::CameraStackType::Overlay) {
return renderedRequestCount == 0 ? RenderClearFlags::All : RenderClearFlags::Depth;
}
return renderedBaseCameraCount == 0 ? RenderClearFlags::All : RenderClearFlags::Depth;
}
}
inline Math::RectInt ResolveCameraRenderArea(
const Components::CameraComponent& camera,
const RenderSurface& surface) {
const Math::Rect viewportRect = camera.GetViewportRect();
const Math::RectInt parentRenderArea = surface.GetRenderArea();
const float parentWidth = static_cast<float>(std::max(parentRenderArea.width, 0));
const float parentHeight = static_cast<float>(std::max(parentRenderArea.height, 0));
const int32_t left = parentRenderArea.x +
static_cast<int32_t>(std::floor(viewportRect.x * parentWidth));
const int32_t top = parentRenderArea.y +
static_cast<int32_t>(std::floor(viewportRect.y * parentHeight));
const int32_t right = parentRenderArea.x +
static_cast<int32_t>(std::ceil((viewportRect.x + viewportRect.width) * parentWidth));
const int32_t bottom = parentRenderArea.y +
static_cast<int32_t>(std::ceil((viewportRect.y + viewportRect.height) * parentHeight));
return Math::RectInt(left, top, right - left, bottom - top);
}
inline bool BuildCameraRenderRequest(
const Components::Scene& scene,
Components::CameraComponent& camera,
const RenderContext& context,
const RenderSurface& surface,
size_t renderedBaseCameraCount,
size_t renderedRequestCount,
CameraRenderRequest& request) {
request = {};
request.scene = &scene;
request.camera = &camera;
request.context = context;
request.surface = surface;
request.surface.SetRenderArea(ResolveCameraRenderArea(camera, surface));
request.cameraDepth = camera.GetDepth();
request.cameraStackOrder = static_cast<uint8_t>(camera.GetStackType());
request.clearFlags = ResolveClearFlags(camera, renderedBaseCameraCount, renderedRequestCount);
return request.surface.GetRenderAreaWidth() > 0 &&
request.surface.GetRenderAreaHeight() > 0;
}
} // namespace SceneRenderRequestUtils
} // namespace Rendering
} // namespace XCEngine

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@@ -1,78 +1,14 @@
#include "Rendering/SceneRenderer.h"
#include "Rendering/SceneRenderRequestUtils.h"
#include "Components/CameraComponent.h"
#include "Components/GameObject.h"
#include "Scene/Scene.h"
#include <algorithm>
#include <cmath>
namespace XCEngine {
namespace Rendering {
namespace {
bool CompareCameraRenderRequest(const CameraRenderRequest& lhs, const CameraRenderRequest& rhs) {
if (lhs.cameraStackOrder != rhs.cameraStackOrder) {
return lhs.cameraStackOrder < rhs.cameraStackOrder;
}
if (lhs.cameraDepth != rhs.cameraDepth) {
return lhs.cameraDepth < rhs.cameraDepth;
}
return false;
}
bool IsUsableCamera(const Components::CameraComponent* camera) {
return camera != nullptr &&
camera->IsEnabled() &&
camera->GetGameObject() != nullptr &&
camera->GetGameObject()->IsActiveInHierarchy();
}
RenderClearFlags ResolveClearFlags(
const Components::CameraComponent& camera,
size_t renderedBaseCameraCount,
size_t renderedRequestCount) {
switch (camera.GetClearMode()) {
case Components::CameraClearMode::ColorAndDepth:
return RenderClearFlags::All;
case Components::CameraClearMode::DepthOnly:
return RenderClearFlags::Depth;
case Components::CameraClearMode::None:
return RenderClearFlags::None;
case Components::CameraClearMode::Auto:
default:
if (camera.GetStackType() == Components::CameraStackType::Overlay) {
return renderedRequestCount == 0 ? RenderClearFlags::All : RenderClearFlags::Depth;
}
return renderedBaseCameraCount == 0 ? RenderClearFlags::All : RenderClearFlags::Depth;
}
}
Math::RectInt ResolveCameraRenderArea(
const Components::CameraComponent& camera,
const RenderSurface& surface) {
const Math::Rect viewportRect = camera.GetViewportRect();
const Math::RectInt parentRenderArea = surface.GetRenderArea();
const float parentWidth = static_cast<float>(std::max(parentRenderArea.width, 0));
const float parentHeight = static_cast<float>(std::max(parentRenderArea.height, 0));
const int32_t left = parentRenderArea.x +
static_cast<int32_t>(std::floor(viewportRect.x * parentWidth));
const int32_t top = parentRenderArea.y +
static_cast<int32_t>(std::floor(viewportRect.y * parentHeight));
const int32_t right = parentRenderArea.x +
static_cast<int32_t>(std::ceil((viewportRect.x + viewportRect.width) * parentWidth));
const int32_t bottom = parentRenderArea.y +
static_cast<int32_t>(std::ceil((viewportRect.y + viewportRect.height) * parentHeight));
return Math::RectInt(left, top, right - left, bottom - top);
}
} // namespace
SceneRenderer::SceneRenderer() = default;
SceneRenderer::SceneRenderer(std::unique_ptr<RenderPipeline> pipeline)
@@ -99,7 +35,7 @@ std::vector<CameraRenderRequest> SceneRenderer::BuildRenderRequests(
std::vector<CameraRenderRequest> requests;
std::vector<Components::CameraComponent*> cameras;
if (IsUsableCamera(overrideCamera)) {
if (SceneRenderRequestUtils::IsUsableCamera(overrideCamera)) {
cameras.push_back(overrideCamera);
} else {
cameras = scene.FindObjectsOfType<Components::CameraComponent>();
@@ -108,40 +44,24 @@ std::vector<CameraRenderRequest> SceneRenderer::BuildRenderRequests(
cameras.begin(),
cameras.end(),
[](const Components::CameraComponent* camera) {
return !IsUsableCamera(camera);
return !SceneRenderRequestUtils::IsUsableCamera(camera);
}),
cameras.end());
}
std::stable_sort(
cameras.begin(),
cameras.end(),
[](const Components::CameraComponent* lhs, const Components::CameraComponent* rhs) {
if (lhs->GetStackType() != rhs->GetStackType()) {
return static_cast<int>(lhs->GetStackType()) < static_cast<int>(rhs->GetStackType());
}
if (lhs->GetDepth() != rhs->GetDepth()) {
return lhs->GetDepth() < rhs->GetDepth();
}
return false;
});
SceneRenderRequestUtils::SortSceneCamerasForRendering(cameras);
size_t renderedBaseCameraCount = 0;
for (Components::CameraComponent* camera : cameras) {
CameraRenderRequest request;
request.scene = &scene;
request.camera = camera;
request.context = context;
request.surface = surface;
request.surface.SetRenderArea(ResolveCameraRenderArea(*camera, surface));
request.cameraDepth = camera->GetDepth();
request.cameraStackOrder = static_cast<uint8_t>(camera->GetStackType());
request.clearFlags = ResolveClearFlags(*camera, renderedBaseCameraCount, requests.size());
if (request.surface.GetRenderAreaWidth() > 0 &&
request.surface.GetRenderAreaHeight() > 0) {
if (SceneRenderRequestUtils::BuildCameraRenderRequest(
scene,
*camera,
context,
surface,
renderedBaseCameraCount,
requests.size(),
request)) {
requests.push_back(request);
if (camera->GetStackType() == Components::CameraStackType::Base) {
++renderedBaseCameraCount;
@@ -168,10 +88,7 @@ bool SceneRenderer::Render(const std::vector<CameraRenderRequest>& requests) {
}
std::vector<CameraRenderRequest> sortedRequests = requests;
std::stable_sort(
sortedRequests.begin(),
sortedRequests.end(),
CompareCameraRenderRequest);
SceneRenderRequestUtils::SortCameraRenderRequests(sortedRequests);
bool rendered = false;
for (const CameraRenderRequest& request : sortedRequests) {

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@@ -7,6 +7,7 @@ set(RENDERING_UNIT_TEST_SOURCES
test_builtin_forward_pipeline.cpp
test_builtin_scene_view_post_pass_plan.cpp
test_camera_scene_renderer.cpp
test_scene_render_request_utils.cpp
test_render_scene_utility.cpp
test_render_scene_extractor.cpp
)

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@@ -0,0 +1,213 @@
#include <gtest/gtest.h>
#include <XCEngine/Components/CameraComponent.h>
#include <XCEngine/Rendering/SceneRenderRequestUtils.h>
#include <XCEngine/Scene/Scene.h>
#include <vector>
using namespace XCEngine::Components;
using namespace XCEngine::Rendering;
namespace {
RenderContext CreateValidContext() {
RenderContext context;
context.device = reinterpret_cast<XCEngine::RHI::RHIDevice*>(1);
context.commandList = reinterpret_cast<XCEngine::RHI::RHICommandList*>(1);
context.commandQueue = reinterpret_cast<XCEngine::RHI::RHICommandQueue*>(1);
return context;
}
} // namespace
TEST(SceneRenderRequestUtils_Test, RejectsNullDisabledAndInactiveCameras) {
Scene scene("SceneRenderRequestUtilsUsableCameraScene");
GameObject* activeObject = scene.CreateGameObject("ActiveCamera");
auto* activeCamera = activeObject->AddComponent<CameraComponent>();
GameObject* disabledObject = scene.CreateGameObject("DisabledCamera");
auto* disabledCamera = disabledObject->AddComponent<CameraComponent>();
disabledCamera->SetEnabled(false);
GameObject* inactiveObject = scene.CreateGameObject("InactiveCamera");
auto* inactiveCamera = inactiveObject->AddComponent<CameraComponent>();
inactiveObject->SetActive(false);
EXPECT_FALSE(SceneRenderRequestUtils::IsUsableCamera(nullptr));
EXPECT_TRUE(SceneRenderRequestUtils::IsUsableCamera(activeCamera));
EXPECT_FALSE(SceneRenderRequestUtils::IsUsableCamera(disabledCamera));
EXPECT_FALSE(SceneRenderRequestUtils::IsUsableCamera(inactiveCamera));
}
TEST(SceneRenderRequestUtils_Test, SortsSceneCamerasByStackDepthAndKeepsStableTieOrder) {
Scene scene("SceneRenderRequestUtilsSortSceneCameras");
GameObject* lateBaseObject = scene.CreateGameObject("LateBase");
auto* lateBase = lateBaseObject->AddComponent<CameraComponent>();
lateBase->SetDepth(10.0f);
lateBase->SetStackType(CameraStackType::Base);
GameObject* firstTieObject = scene.CreateGameObject("FirstTie");
auto* firstTie = firstTieObject->AddComponent<CameraComponent>();
firstTie->SetDepth(2.0f);
firstTie->SetStackType(CameraStackType::Base);
GameObject* secondTieObject = scene.CreateGameObject("SecondTie");
auto* secondTie = secondTieObject->AddComponent<CameraComponent>();
secondTie->SetDepth(2.0f);
secondTie->SetStackType(CameraStackType::Base);
GameObject* overlayObject = scene.CreateGameObject("Overlay");
auto* overlay = overlayObject->AddComponent<CameraComponent>();
overlay->SetDepth(-50.0f);
overlay->SetStackType(CameraStackType::Overlay);
std::vector<CameraComponent*> cameras = { overlay, lateBase, secondTie, firstTie };
SceneRenderRequestUtils::SortSceneCamerasForRendering(cameras);
ASSERT_EQ(cameras.size(), 4u);
EXPECT_EQ(cameras[0], secondTie);
EXPECT_EQ(cameras[1], firstTie);
EXPECT_EQ(cameras[2], lateBase);
EXPECT_EQ(cameras[3], overlay);
}
TEST(SceneRenderRequestUtils_Test, SortsRequestsByPriorityAndKeepsStableTieOrder) {
Scene scene("SceneRenderRequestUtilsSortRequests");
GameObject* firstObject = scene.CreateGameObject("First");
auto* firstCamera = firstObject->AddComponent<CameraComponent>();
GameObject* secondObject = scene.CreateGameObject("Second");
auto* secondCamera = secondObject->AddComponent<CameraComponent>();
CameraRenderRequest overlayRequest;
overlayRequest.scene = &scene;
overlayRequest.camera = secondCamera;
overlayRequest.context = CreateValidContext();
overlayRequest.surface = RenderSurface(320, 180);
overlayRequest.cameraDepth = 100.0f;
overlayRequest.cameraStackOrder = 1;
CameraRenderRequest secondTieRequest = overlayRequest;
secondTieRequest.camera = secondCamera;
secondTieRequest.cameraDepth = 5.0f;
secondTieRequest.cameraStackOrder = 0;
CameraRenderRequest firstTieRequest = overlayRequest;
firstTieRequest.camera = firstCamera;
firstTieRequest.cameraDepth = 5.0f;
firstTieRequest.cameraStackOrder = 0;
std::vector<CameraRenderRequest> requests = { overlayRequest, secondTieRequest, firstTieRequest };
SceneRenderRequestUtils::SortCameraRenderRequests(requests);
ASSERT_EQ(requests.size(), 3u);
EXPECT_EQ(requests[0].camera, secondCamera);
EXPECT_EQ(requests[1].camera, firstCamera);
EXPECT_EQ(requests[2].camera, secondCamera);
EXPECT_EQ(requests[2].cameraStackOrder, 1u);
}
TEST(SceneRenderRequestUtils_Test, ResolvesClearFlagsForExplicitAndAutoModes) {
Scene scene("SceneRenderRequestUtilsClearFlags");
GameObject* baseObject = scene.CreateGameObject("Base");
auto* baseCamera = baseObject->AddComponent<CameraComponent>();
baseCamera->SetStackType(CameraStackType::Base);
GameObject* overlayObject = scene.CreateGameObject("Overlay");
auto* overlayCamera = overlayObject->AddComponent<CameraComponent>();
overlayCamera->SetStackType(CameraStackType::Overlay);
baseCamera->SetClearMode(CameraClearMode::ColorAndDepth);
EXPECT_EQ(
SceneRenderRequestUtils::ResolveClearFlags(*baseCamera, 0u, 0u),
RenderClearFlags::All);
baseCamera->SetClearMode(CameraClearMode::DepthOnly);
EXPECT_EQ(
SceneRenderRequestUtils::ResolveClearFlags(*baseCamera, 0u, 0u),
RenderClearFlags::Depth);
baseCamera->SetClearMode(CameraClearMode::None);
EXPECT_EQ(
SceneRenderRequestUtils::ResolveClearFlags(*baseCamera, 0u, 0u),
RenderClearFlags::None);
baseCamera->SetClearMode(CameraClearMode::Auto);
EXPECT_EQ(
SceneRenderRequestUtils::ResolveClearFlags(*baseCamera, 0u, 0u),
RenderClearFlags::All);
EXPECT_EQ(
SceneRenderRequestUtils::ResolveClearFlags(*baseCamera, 1u, 1u),
RenderClearFlags::Depth);
overlayCamera->SetClearMode(CameraClearMode::Auto);
EXPECT_EQ(
SceneRenderRequestUtils::ResolveClearFlags(*overlayCamera, 0u, 0u),
RenderClearFlags::All);
EXPECT_EQ(
SceneRenderRequestUtils::ResolveClearFlags(*overlayCamera, 0u, 1u),
RenderClearFlags::Depth);
}
TEST(SceneRenderRequestUtils_Test, ComposesCameraViewportWithinNestedSurfaceRenderArea) {
Scene scene("SceneRenderRequestUtilsViewport");
GameObject* cameraObject = scene.CreateGameObject("Camera");
auto* camera = cameraObject->AddComponent<CameraComponent>();
camera->SetViewportRect(XCEngine::Math::Rect(0.25f, 0.1f, 0.5f, 0.4f));
RenderSurface surface(800, 600);
surface.SetRenderArea(XCEngine::Math::RectInt(100, 50, 400, 300));
const XCEngine::Math::RectInt renderArea =
SceneRenderRequestUtils::ResolveCameraRenderArea(*camera, surface);
EXPECT_EQ(renderArea.x, 200);
EXPECT_EQ(renderArea.y, 80);
EXPECT_EQ(renderArea.width, 200);
EXPECT_EQ(renderArea.height, 120);
}
TEST(SceneRenderRequestUtils_Test, BuildsRequestMetadataAndRejectsZeroSizedRenderAreas) {
Scene scene("SceneRenderRequestUtilsBuildRequest");
GameObject* cameraObject = scene.CreateGameObject("Camera");
auto* camera = cameraObject->AddComponent<CameraComponent>();
camera->SetDepth(3.0f);
camera->SetStackType(CameraStackType::Overlay);
camera->SetClearMode(CameraClearMode::Auto);
camera->SetViewportRect(XCEngine::Math::Rect(0.25f, 0.5f, 0.5f, 0.25f));
CameraRenderRequest request;
ASSERT_TRUE(SceneRenderRequestUtils::BuildCameraRenderRequest(
scene,
*camera,
CreateValidContext(),
RenderSurface(800, 600),
1u,
1u,
request));
EXPECT_EQ(request.scene, &scene);
EXPECT_EQ(request.camera, camera);
EXPECT_FLOAT_EQ(request.cameraDepth, 3.0f);
EXPECT_EQ(request.cameraStackOrder, 1u);
EXPECT_EQ(request.clearFlags, RenderClearFlags::Depth);
EXPECT_EQ(request.surface.GetRenderArea().x, 200);
EXPECT_EQ(request.surface.GetRenderArea().y, 300);
EXPECT_EQ(request.surface.GetRenderArea().width, 400);
EXPECT_EQ(request.surface.GetRenderArea().height, 150);
camera->SetViewportRect(XCEngine::Math::Rect(0.5f, 0.5f, 0.0f, 1.0f));
EXPECT_FALSE(SceneRenderRequestUtils::BuildCameraRenderRequest(
scene,
*camera,
CreateValidContext(),
RenderSurface(800, 600),
0u,
0u,
request));
}