refactor: move scene view selection utilities into renderer
This commit is contained in:
@@ -1,161 +0,0 @@
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#pragma once
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#include "IViewportHostService.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/MeshFilterComponent.h>
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#include <XCEngine/Components/MeshRendererComponent.h>
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#include <XCEngine/Rendering/RenderCameraData.h>
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#include <XCEngine/Rendering/RenderMaterialUtility.h>
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#include <XCEngine/Rendering/VisibleRenderObject.h>
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#include <XCEngine/Scene/Scene.h>
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#include <cstdint>
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#include <unordered_set>
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#include <vector>
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namespace XCEngine {
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namespace Editor {
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inline Rendering::RenderCameraData BuildSceneViewportCameraData(
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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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Rendering::RenderCameraData cameraData = {};
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cameraData.viewportWidth = viewportWidth;
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cameraData.viewportHeight = viewportHeight;
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cameraData.worldPosition = overlay.cameraPosition;
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cameraData.clearFlags = Rendering::RenderClearFlags::None;
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const Math::Matrix4x4 view = BuildSceneViewportViewMatrix(overlay);
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const Math::Matrix4x4 projection = BuildSceneViewportProjectionMatrix(
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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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cameraData.view = view.Transpose();
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cameraData.projection = projection.Transpose();
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cameraData.viewProjection = (projection * view).Transpose();
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return cameraData;
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}
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inline Rendering::RenderCameraData BuildSceneViewportCameraData(
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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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Rendering::RenderCameraData cameraData = {};
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cameraData.viewportWidth = viewportWidth;
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cameraData.viewportHeight = viewportHeight;
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cameraData.worldPosition = camera.transform().GetPosition();
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cameraData.clearFlags = Rendering::RenderClearFlags::None;
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const Math::Matrix4x4 view = camera.transform().GetWorldToLocalMatrix();
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const float aspect = viewportHeight > 0
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? static_cast<float>(viewportWidth) / static_cast<float>(viewportHeight)
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: 1.0f;
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Math::Matrix4x4 projection = Math::Matrix4x4::Identity();
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if (camera.GetProjectionType() == Components::CameraProjectionType::Perspective) {
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projection = Math::Matrix4x4::Perspective(
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camera.GetFieldOfView() * Math::DEG_TO_RAD,
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aspect,
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camera.GetNearClipPlane(),
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camera.GetFarClipPlane());
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} else {
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const float orthoSize = camera.GetOrthographicSize();
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projection = Math::Matrix4x4::Orthographic(
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-orthoSize * aspect,
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orthoSize * aspect,
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-orthoSize,
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orthoSize,
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camera.GetNearClipPlane(),
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camera.GetFarClipPlane());
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}
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cameraData.view = view.Transpose();
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cameraData.projection = projection.Transpose();
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cameraData.viewProjection = (projection * view).Transpose();
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return cameraData;
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}
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inline std::vector<Rendering::VisibleRenderItem> CollectSceneViewportSelectionRenderables(
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const Components::Scene& scene,
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const std::vector<uint64_t>& selectedEntityIds,
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const Math::Vector3& cameraPosition) {
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std::vector<Rendering::VisibleRenderItem> renderables;
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std::unordered_set<uint64_t> visitedEntityIds;
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visitedEntityIds.reserve(selectedEntityIds.size());
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for (uint64_t entityId : selectedEntityIds) {
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if (entityId == 0 || !visitedEntityIds.insert(entityId).second) {
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continue;
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}
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Components::GameObject* gameObject = scene.FindByID(entityId);
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if (gameObject == nullptr || !gameObject->IsActiveInHierarchy()) {
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continue;
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}
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auto* meshFilter = gameObject->GetComponent<Components::MeshFilterComponent>();
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auto* meshRenderer = gameObject->GetComponent<Components::MeshRendererComponent>();
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if (meshFilter == nullptr ||
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meshRenderer == nullptr ||
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!meshFilter->IsEnabled() ||
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!meshRenderer->IsEnabled()) {
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continue;
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}
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Resources::Mesh* mesh = meshFilter->GetMesh();
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if (mesh == nullptr || !mesh->IsValid()) {
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continue;
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}
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const Math::Matrix4x4 localToWorld = gameObject->GetTransform()->GetLocalToWorldMatrix();
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const Math::Vector3 worldPosition = localToWorld.GetTranslation();
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const float cameraDistanceSq = (worldPosition - cameraPosition).SqrMagnitude();
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const auto& sections = mesh->GetSections();
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if (!sections.Empty()) {
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for (size_t sectionIndex = 0; sectionIndex < sections.Size(); ++sectionIndex) {
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const Resources::MeshSection& section = sections[sectionIndex];
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Rendering::VisibleRenderItem renderable = {};
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renderable.gameObject = gameObject;
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renderable.meshFilter = meshFilter;
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renderable.meshRenderer = meshRenderer;
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renderable.mesh = mesh;
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renderable.materialIndex = section.materialID;
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renderable.sectionIndex = static_cast<Core::uint32>(sectionIndex);
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renderable.hasSection = true;
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renderable.material = Rendering::ResolveMaterial(meshRenderer, mesh, section.materialID);
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renderable.renderQueue = Rendering::ResolveMaterialRenderQueue(renderable.material);
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renderable.cameraDistanceSq = cameraDistanceSq;
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renderable.localToWorld = localToWorld;
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renderables.push_back(renderable);
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}
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continue;
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}
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Rendering::VisibleRenderItem renderable = {};
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renderable.gameObject = gameObject;
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renderable.meshFilter = meshFilter;
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renderable.meshRenderer = meshRenderer;
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renderable.mesh = mesh;
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renderable.materialIndex = 0;
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renderable.sectionIndex = 0;
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renderable.hasSection = false;
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renderable.material = Rendering::ResolveMaterial(meshRenderer, mesh, 0);
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renderable.renderQueue = Rendering::ResolveMaterialRenderQueue(renderable.material);
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renderable.cameraDistanceSq = cameraDistanceSq;
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renderable.localToWorld = localToWorld;
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renderables.push_back(renderable);
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}
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return renderables;
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}
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} // namespace Editor
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} // namespace XCEngine
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@@ -334,6 +334,7 @@ add_library(XCEngine STATIC
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/RenderCameraData.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/CameraRenderRequest.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/VisibleRenderObject.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/RenderSceneUtility.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/RenderPass.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/RenderSceneExtractor.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/RenderPipeline.h
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@@ -355,6 +356,7 @@ add_library(XCEngine STATIC
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${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinObjectIdOutlinePass.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/RenderSurface.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/RenderSceneExtractor.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/RenderSceneUtility.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/RenderResourceCache.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/SceneRenderer.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Pipelines/BuiltinForwardPipeline.cpp
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@@ -57,10 +57,6 @@ public:
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Components::CameraComponent* overrideCamera) const;
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private:
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RenderCameraData BuildCameraData(
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const Components::CameraComponent& camera,
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uint32_t viewportWidth,
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uint32_t viewportHeight) const;
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void ExtractLighting(
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const Components::Scene& scene,
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RenderLightingData& lightingData) const;
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35
engine/include/XCEngine/Rendering/RenderSceneUtility.h
Normal file
35
engine/include/XCEngine/Rendering/RenderSceneUtility.h
Normal file
@@ -0,0 +1,35 @@
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#pragma once
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#include <XCEngine/Core/Math/Vector3.h>
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#include <XCEngine/Rendering/RenderCameraData.h>
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#include <XCEngine/Rendering/VisibleRenderObject.h>
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#include <cstdint>
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#include <vector>
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namespace XCEngine {
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namespace Components {
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class CameraComponent;
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class GameObject;
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class Scene;
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} // namespace Components
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namespace Rendering {
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RenderCameraData BuildRenderCameraData(
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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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void AppendRenderItemsForGameObject(
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Components::GameObject& gameObject,
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const Math::Vector3& cameraPosition,
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std::vector<VisibleRenderItem>& outVisibleItems);
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std::vector<VisibleRenderItem> CollectRenderItemsForEntityIds(
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const Components::Scene& scene,
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const std::vector<uint64_t>& entityIds,
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const Math::Vector3& cameraPosition);
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} // namespace Rendering
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} // namespace XCEngine
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@@ -3,10 +3,8 @@
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#include "Components/CameraComponent.h"
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#include "Components/GameObject.h"
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#include "Components/LightComponent.h"
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#include "Components/MeshFilterComponent.h"
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#include "Components/MeshRendererComponent.h"
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#include "Components/TransformComponent.h"
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#include "Rendering/RenderMaterialUtility.h"
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#include "Rendering/RenderSceneUtility.h"
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#include "Scene/Scene.h"
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#include <algorithm>
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@@ -62,7 +60,7 @@ RenderSceneData RenderSceneExtractor::Extract(
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return sceneData;
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}
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sceneData.cameraData = BuildCameraData(*sceneData.camera, viewportWidth, viewportHeight);
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sceneData.cameraData = BuildRenderCameraData(*sceneData.camera, viewportWidth, viewportHeight);
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const Math::Vector3 cameraPosition = sceneData.cameraData.worldPosition;
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const uint32_t cullingMask = sceneData.camera->GetCullingMask();
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@@ -91,7 +89,7 @@ RenderSceneData RenderSceneExtractor::ExtractForCamera(
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}
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sceneData.camera = &camera;
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sceneData.cameraData = BuildCameraData(camera, viewportWidth, viewportHeight);
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sceneData.cameraData = BuildRenderCameraData(camera, viewportWidth, viewportHeight);
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const Math::Vector3 cameraPosition = sceneData.cameraData.worldPosition;
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const uint32_t cullingMask = camera.GetCullingMask();
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@@ -144,45 +142,6 @@ Components::CameraComponent* RenderSceneExtractor::SelectCamera(
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return nullptr;
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}
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RenderCameraData RenderSceneExtractor::BuildCameraData(
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const Components::CameraComponent& camera,
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uint32_t viewportWidth,
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uint32_t viewportHeight) const {
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RenderCameraData cameraData;
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cameraData.viewportWidth = viewportWidth;
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cameraData.viewportHeight = viewportHeight;
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cameraData.worldPosition = camera.transform().GetPosition();
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cameraData.clearColor = camera.GetClearColor();
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const Math::Matrix4x4 view = camera.transform().GetWorldToLocalMatrix();
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const float aspect = viewportHeight > 0
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? static_cast<float>(viewportWidth) / static_cast<float>(viewportHeight)
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: 1.0f;
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Math::Matrix4x4 projection = Math::Matrix4x4::Identity();
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if (camera.GetProjectionType() == Components::CameraProjectionType::Perspective) {
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projection = Math::Matrix4x4::Perspective(
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camera.GetFieldOfView() * Math::DEG_TO_RAD,
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aspect,
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camera.GetNearClipPlane(),
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camera.GetFarClipPlane());
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} else {
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const float orthoSize = camera.GetOrthographicSize();
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projection = Math::Matrix4x4::Orthographic(
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-orthoSize * aspect,
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orthoSize * aspect,
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-orthoSize,
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orthoSize,
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camera.GetNearClipPlane(),
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camera.GetFarClipPlane());
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}
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cameraData.view = view.Transpose();
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cameraData.projection = projection.Transpose();
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cameraData.viewProjection = (projection * view).Transpose();
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return cameraData;
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}
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void RenderSceneExtractor::ExtractLighting(
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const Components::Scene& scene,
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RenderLightingData& lightingData) const {
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@@ -235,54 +194,8 @@ void RenderSceneExtractor::ExtractVisibleItems(
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const uint32_t gameObjectLayerMask = 1u << gameObject->GetLayer();
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const bool isVisibleInCameraMask = (cullingMask & gameObjectLayerMask) != 0;
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auto* meshFilter = gameObject->GetComponent<Components::MeshFilterComponent>();
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auto* meshRenderer = gameObject->GetComponent<Components::MeshRendererComponent>();
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if (meshFilter != nullptr &&
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meshRenderer != nullptr &&
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isVisibleInCameraMask &&
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meshFilter->IsEnabled() &&
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meshRenderer->IsEnabled()) {
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Resources::Mesh* mesh = meshFilter->GetMesh();
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if (mesh != nullptr && mesh->IsValid()) {
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const Math::Matrix4x4 localToWorld = gameObject->GetTransform()->GetLocalToWorldMatrix();
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const Math::Vector3 worldPosition = localToWorld.GetTranslation();
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const float cameraDistanceSq = (worldPosition - cameraPosition).SqrMagnitude();
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const Containers::Array<Resources::MeshSection>& sections = mesh->GetSections();
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if (!sections.Empty()) {
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for (size_t sectionIndex = 0; sectionIndex < sections.Size(); ++sectionIndex) {
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const Resources::MeshSection& section = sections[sectionIndex];
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VisibleRenderItem visibleItem;
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visibleItem.gameObject = gameObject;
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visibleItem.meshFilter = meshFilter;
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visibleItem.meshRenderer = meshRenderer;
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visibleItem.mesh = mesh;
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visibleItem.materialIndex = section.materialID;
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visibleItem.sectionIndex = static_cast<Core::uint32>(sectionIndex);
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visibleItem.hasSection = true;
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visibleItem.material = ResolveMaterial(meshRenderer, mesh, section.materialID);
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visibleItem.renderQueue = ResolveMaterialRenderQueue(visibleItem.material);
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visibleItem.cameraDistanceSq = cameraDistanceSq;
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visibleItem.localToWorld = localToWorld;
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visibleItems.push_back(visibleItem);
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}
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} else {
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VisibleRenderItem visibleItem;
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visibleItem.gameObject = gameObject;
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visibleItem.meshFilter = meshFilter;
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visibleItem.meshRenderer = meshRenderer;
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visibleItem.mesh = mesh;
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visibleItem.materialIndex = 0;
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visibleItem.sectionIndex = 0;
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visibleItem.hasSection = false;
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visibleItem.material = ResolveMaterial(meshRenderer, mesh, 0);
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visibleItem.renderQueue = ResolveMaterialRenderQueue(visibleItem.material);
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visibleItem.cameraDistanceSq = cameraDistanceSq;
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visibleItem.localToWorld = localToWorld;
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visibleItems.push_back(visibleItem);
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}
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}
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if (isVisibleInCameraMask) {
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AppendRenderItemsForGameObject(*gameObject, cameraPosition, visibleItems);
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}
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for (Components::GameObject* child : gameObject->GetChildren()) {
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143
engine/src/Rendering/RenderSceneUtility.cpp
Normal file
143
engine/src/Rendering/RenderSceneUtility.cpp
Normal file
@@ -0,0 +1,143 @@
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#include "Rendering/RenderSceneUtility.h"
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#include "Components/CameraComponent.h"
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#include "Components/GameObject.h"
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#include "Components/MeshFilterComponent.h"
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#include "Components/MeshRendererComponent.h"
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#include "Components/TransformComponent.h"
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#include "Rendering/RenderMaterialUtility.h"
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#include "Scene/Scene.h"
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#include <unordered_set>
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namespace XCEngine {
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namespace Rendering {
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RenderCameraData BuildRenderCameraData(
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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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RenderCameraData cameraData = {};
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cameraData.viewportWidth = viewportWidth;
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cameraData.viewportHeight = viewportHeight;
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cameraData.worldPosition = camera.transform().GetPosition();
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cameraData.clearColor = camera.GetClearColor();
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const Math::Matrix4x4 view = camera.transform().GetWorldToLocalMatrix();
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const float aspect = viewportHeight > 0
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? static_cast<float>(viewportWidth) / static_cast<float>(viewportHeight)
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: 1.0f;
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Math::Matrix4x4 projection = Math::Matrix4x4::Identity();
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if (camera.GetProjectionType() == Components::CameraProjectionType::Perspective) {
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projection = Math::Matrix4x4::Perspective(
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camera.GetFieldOfView() * Math::DEG_TO_RAD,
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aspect,
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camera.GetNearClipPlane(),
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camera.GetFarClipPlane());
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} else {
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const float orthoSize = camera.GetOrthographicSize();
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projection = Math::Matrix4x4::Orthographic(
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-orthoSize * aspect,
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orthoSize * aspect,
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-orthoSize,
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orthoSize,
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camera.GetNearClipPlane(),
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camera.GetFarClipPlane());
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}
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cameraData.view = view.Transpose();
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cameraData.projection = projection.Transpose();
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cameraData.viewProjection = (projection * view).Transpose();
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return cameraData;
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}
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void AppendRenderItemsForGameObject(
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Components::GameObject& gameObject,
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const Math::Vector3& cameraPosition,
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std::vector<VisibleRenderItem>& outVisibleItems) {
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if (!gameObject.IsActiveInHierarchy()) {
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return;
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}
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auto* meshFilter = gameObject.GetComponent<Components::MeshFilterComponent>();
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auto* meshRenderer = gameObject.GetComponent<Components::MeshRendererComponent>();
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if (meshFilter == nullptr ||
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meshRenderer == nullptr ||
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!meshFilter->IsEnabled() ||
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!meshRenderer->IsEnabled()) {
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return;
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}
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Resources::Mesh* mesh = meshFilter->GetMesh();
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if (mesh == nullptr || !mesh->IsValid()) {
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return;
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}
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const Math::Matrix4x4 localToWorld = gameObject.GetTransform()->GetLocalToWorldMatrix();
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const Math::Vector3 worldPosition = localToWorld.GetTranslation();
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const float cameraDistanceSq = (worldPosition - cameraPosition).SqrMagnitude();
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const Containers::Array<Resources::MeshSection>& sections = mesh->GetSections();
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if (!sections.Empty()) {
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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;
|
||||
outVisibleItems.push_back(visibleItem);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
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;
|
||||
outVisibleItems.push_back(visibleItem);
|
||||
}
|
||||
|
||||
std::vector<VisibleRenderItem> CollectRenderItemsForEntityIds(
|
||||
const Components::Scene& scene,
|
||||
const std::vector<uint64_t>& entityIds,
|
||||
const Math::Vector3& cameraPosition) {
|
||||
std::vector<VisibleRenderItem> visibleItems;
|
||||
std::unordered_set<uint64_t> visitedEntityIds;
|
||||
visitedEntityIds.reserve(entityIds.size());
|
||||
|
||||
for (uint64_t entityId : entityIds) {
|
||||
if (entityId == 0 || !visitedEntityIds.insert(entityId).second) {
|
||||
continue;
|
||||
}
|
||||
|
||||
Components::GameObject* gameObject = scene.FindByID(entityId);
|
||||
if (gameObject == nullptr) {
|
||||
continue;
|
||||
}
|
||||
|
||||
AppendRenderItemsForGameObject(*gameObject, cameraPosition, visibleItems);
|
||||
}
|
||||
|
||||
return visibleItems;
|
||||
}
|
||||
|
||||
} // namespace Rendering
|
||||
} // namespace XCEngine
|
||||
@@ -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_render_scene_utility.cpp
|
||||
test_render_scene_extractor.cpp
|
||||
)
|
||||
|
||||
|
||||
@@ -1,13 +1,11 @@
|
||||
#include <gtest/gtest.h>
|
||||
|
||||
#include "Viewport/SceneViewportMath.h"
|
||||
#include "Viewport/SceneViewportSelectionUtils.h"
|
||||
|
||||
#include <XCEngine/Components/CameraComponent.h>
|
||||
#include <XCEngine/Components/MeshFilterComponent.h>
|
||||
#include <XCEngine/Components/MeshRendererComponent.h>
|
||||
#include <XCEngine/Core/Asset/IResource.h>
|
||||
#include <XCEngine/Core/Math/Quaternion.h>
|
||||
#include <XCEngine/Rendering/RenderSceneUtility.h>
|
||||
#include <XCEngine/Resources/Mesh/Mesh.h>
|
||||
#include <XCEngine/Scene/Scene.h>
|
||||
|
||||
@@ -17,19 +15,16 @@
|
||||
|
||||
namespace {
|
||||
|
||||
using XCEngine::Components::GameObject;
|
||||
using XCEngine::Components::CameraComponent;
|
||||
using XCEngine::Components::CameraProjectionType;
|
||||
using XCEngine::Components::GameObject;
|
||||
using XCEngine::Components::MeshFilterComponent;
|
||||
using XCEngine::Components::MeshRendererComponent;
|
||||
using XCEngine::Components::Scene;
|
||||
using XCEngine::Editor::BuildSceneViewportCameraData;
|
||||
using XCEngine::Editor::BuildSceneViewportProjectionMatrix;
|
||||
using XCEngine::Editor::BuildSceneViewportViewMatrix;
|
||||
using XCEngine::Editor::CollectSceneViewportSelectionRenderables;
|
||||
using XCEngine::Editor::SceneViewportOverlayData;
|
||||
using XCEngine::Math::Matrix4x4;
|
||||
using XCEngine::Math::Vector3;
|
||||
using XCEngine::Rendering::BuildRenderCameraData;
|
||||
using XCEngine::Rendering::CollectRenderItemsForEntityIds;
|
||||
using XCEngine::Resources::Mesh;
|
||||
using XCEngine::Resources::MeshSection;
|
||||
using XCEngine::Resources::StaticMeshVertex;
|
||||
@@ -101,21 +96,8 @@ std::unique_ptr<Mesh> CreateSelectionMesh(uint64_t guid, bool splitIntoTwoSectio
|
||||
return mesh;
|
||||
}
|
||||
|
||||
class SceneViewportSelectionUtilsTest : public ::testing::Test {
|
||||
class RenderSceneUtilityTest : public ::testing::Test {
|
||||
protected:
|
||||
SceneViewportOverlayData CreateOverlay() const {
|
||||
SceneViewportOverlayData overlay = {};
|
||||
overlay.valid = true;
|
||||
overlay.cameraPosition = Vector3(2.0f, 3.0f, -8.0f);
|
||||
overlay.cameraForward = Vector3::Forward();
|
||||
overlay.cameraRight = Vector3::Right();
|
||||
overlay.cameraUp = Vector3::Up();
|
||||
overlay.verticalFovDegrees = 60.0f;
|
||||
overlay.nearClipPlane = 0.03f;
|
||||
overlay.farClipPlane = 2000.0f;
|
||||
return overlay;
|
||||
}
|
||||
|
||||
GameObject* CreateMeshObject(
|
||||
Scene& scene,
|
||||
const std::string& name,
|
||||
@@ -142,23 +124,8 @@ private:
|
||||
std::vector<std::unique_ptr<Mesh>> m_meshes;
|
||||
};
|
||||
|
||||
TEST_F(SceneViewportSelectionUtilsTest, BuildSceneViewportCameraDataMatchesViewportMathConvention) {
|
||||
const SceneViewportOverlayData overlay = CreateOverlay();
|
||||
const auto cameraData = BuildSceneViewportCameraData(overlay, 1280, 720);
|
||||
|
||||
EXPECT_TRUE(NearlyEqual(
|
||||
cameraData.view.Transpose(),
|
||||
BuildSceneViewportViewMatrix(overlay)));
|
||||
EXPECT_TRUE(NearlyEqual(
|
||||
cameraData.projection.Transpose(),
|
||||
BuildSceneViewportProjectionMatrix(overlay, 1280.0f, 720.0f)));
|
||||
EXPECT_EQ(cameraData.viewportWidth, 1280u);
|
||||
EXPECT_EQ(cameraData.viewportHeight, 720u);
|
||||
EXPECT_EQ(cameraData.worldPosition, overlay.cameraPosition);
|
||||
}
|
||||
|
||||
TEST_F(SceneViewportSelectionUtilsTest, BuildSceneViewportCameraDataFromCameraMatchesRendererConvention) {
|
||||
Scene scene("SelectionUtilsScene");
|
||||
TEST_F(RenderSceneUtilityTest, BuildRenderCameraDataMatchesCameraTransformConvention) {
|
||||
Scene scene("RenderSceneUtilityScene");
|
||||
GameObject* cameraObject = scene.CreateGameObject("Camera");
|
||||
auto* camera = cameraObject->AddComponent<CameraComponent>();
|
||||
ASSERT_NE(camera, nullptr);
|
||||
@@ -173,7 +140,7 @@ TEST_F(SceneViewportSelectionUtilsTest, BuildSceneViewportCameraDataFromCameraMa
|
||||
camera->SetNearClipPlane(0.03f);
|
||||
camera->SetFarClipPlane(1500.0f);
|
||||
|
||||
const auto cameraData = BuildSceneViewportCameraData(*camera, 1280, 720);
|
||||
const auto cameraData = BuildRenderCameraData(*camera, 1280, 720);
|
||||
|
||||
EXPECT_TRUE(NearlyEqual(
|
||||
cameraData.view.Transpose(),
|
||||
@@ -185,18 +152,24 @@ TEST_F(SceneViewportSelectionUtilsTest, BuildSceneViewportCameraDataFromCameraMa
|
||||
1280.0f / 720.0f,
|
||||
0.03f,
|
||||
1500.0f)));
|
||||
EXPECT_EQ(cameraData.viewportWidth, 1280u);
|
||||
EXPECT_EQ(cameraData.viewportHeight, 720u);
|
||||
EXPECT_EQ(cameraData.worldPosition, cameraObject->GetTransform()->GetPosition());
|
||||
EXPECT_FLOAT_EQ(cameraData.clearColor.r, camera->GetClearColor().r);
|
||||
EXPECT_FLOAT_EQ(cameraData.clearColor.g, camera->GetClearColor().g);
|
||||
EXPECT_FLOAT_EQ(cameraData.clearColor.b, camera->GetClearColor().b);
|
||||
EXPECT_FLOAT_EQ(cameraData.clearColor.a, camera->GetClearColor().a);
|
||||
}
|
||||
|
||||
TEST_F(SceneViewportSelectionUtilsTest, CollectSceneViewportSelectionRenderablesFiltersInvalidSelectionTargets) {
|
||||
Scene scene("SelectionUtilsScene");
|
||||
TEST_F(RenderSceneUtilityTest, CollectRenderItemsForEntityIdsFiltersInvalidTargets) {
|
||||
Scene scene("RenderSceneUtilityScene");
|
||||
|
||||
GameObject* validObject = CreateMeshObject(scene, "Valid", Vector3(0.0f, 0.0f, 4.0f));
|
||||
GameObject* disabledObject = CreateMeshObject(scene, "Disabled", Vector3(2.0f, 0.0f, 4.0f), false);
|
||||
GameObject* inactiveObject = CreateMeshObject(scene, "Inactive", Vector3(-2.0f, 0.0f, 4.0f));
|
||||
inactiveObject->SetActive(false);
|
||||
|
||||
const std::vector<uint64_t> selection = {
|
||||
const std::vector<uint64_t> entityIds = {
|
||||
0u,
|
||||
validObject->GetID(),
|
||||
disabledObject->GetID(),
|
||||
@@ -205,10 +178,10 @@ TEST_F(SceneViewportSelectionUtilsTest, CollectSceneViewportSelectionRenderables
|
||||
987654321u
|
||||
};
|
||||
|
||||
const auto renderables = CollectSceneViewportSelectionRenderables(
|
||||
const auto renderables = CollectRenderItemsForEntityIds(
|
||||
scene,
|
||||
selection,
|
||||
CreateOverlay().cameraPosition);
|
||||
entityIds,
|
||||
Vector3(2.0f, 3.0f, -8.0f));
|
||||
|
||||
ASSERT_EQ(renderables.size(), 1u);
|
||||
EXPECT_EQ(renderables[0].gameObject, validObject);
|
||||
@@ -216,8 +189,8 @@ TEST_F(SceneViewportSelectionUtilsTest, CollectSceneViewportSelectionRenderables
|
||||
EXPECT_TRUE(renderables[0].hasSection);
|
||||
}
|
||||
|
||||
TEST_F(SceneViewportSelectionUtilsTest, CollectSceneViewportSelectionRenderablesExpandsMeshSections) {
|
||||
Scene scene("SelectionUtilsScene");
|
||||
TEST_F(RenderSceneUtilityTest, CollectRenderItemsForEntityIdsExpandsMeshSections) {
|
||||
Scene scene("RenderSceneUtilityScene");
|
||||
GameObject* object = CreateMeshObject(
|
||||
scene,
|
||||
"Sectioned",
|
||||
@@ -225,10 +198,10 @@ TEST_F(SceneViewportSelectionUtilsTest, CollectSceneViewportSelectionRenderables
|
||||
true,
|
||||
true);
|
||||
|
||||
const auto renderables = CollectSceneViewportSelectionRenderables(
|
||||
const auto renderables = CollectRenderItemsForEntityIds(
|
||||
scene,
|
||||
{ object->GetID() },
|
||||
CreateOverlay().cameraPosition);
|
||||
Vector3(2.0f, 3.0f, -8.0f));
|
||||
|
||||
ASSERT_EQ(renderables.size(), 2u);
|
||||
EXPECT_EQ(renderables[0].gameObject, object);
|
||||
@@ -10,7 +10,6 @@ set(EDITOR_TEST_SOURCES
|
||||
test_scene_viewport_scale_gizmo.cpp
|
||||
test_scene_viewport_picker.cpp
|
||||
test_scene_viewport_overlay_renderer.cpp
|
||||
test_scene_viewport_selection_utils.cpp
|
||||
${CMAKE_SOURCE_DIR}/editor/src/Core/UndoManager.cpp
|
||||
${CMAKE_SOURCE_DIR}/editor/src/Managers/SceneManager.cpp
|
||||
${CMAKE_SOURCE_DIR}/editor/src/Managers/ProjectManager.cpp
|
||||
|
||||
Reference in New Issue
Block a user