refactor: move scene view selection utilities into renderer
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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
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35
engine/include/XCEngine/Rendering/RenderSceneUtility.h
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@@ -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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