refactor: move scene view selection utilities into renderer
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@@ -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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