refactor: move scene view selection utilities into renderer

This commit is contained in:
2026-04-01 19:03:58 +08:00
parent 44771d3cc1
commit 55b3021159
9 changed files with 210 additions and 309 deletions

View File

@@ -3,10 +3,8 @@
#include "Components/CameraComponent.h"
#include "Components/GameObject.h"
#include "Components/LightComponent.h"
#include "Components/MeshFilterComponent.h"
#include "Components/MeshRendererComponent.h"
#include "Components/TransformComponent.h"
#include "Rendering/RenderMaterialUtility.h"
#include "Rendering/RenderSceneUtility.h"
#include "Scene/Scene.h"
#include <algorithm>
@@ -62,7 +60,7 @@ RenderSceneData RenderSceneExtractor::Extract(
return sceneData;
}
sceneData.cameraData = BuildCameraData(*sceneData.camera, viewportWidth, viewportHeight);
sceneData.cameraData = BuildRenderCameraData(*sceneData.camera, viewportWidth, viewportHeight);
const Math::Vector3 cameraPosition = sceneData.cameraData.worldPosition;
const uint32_t cullingMask = sceneData.camera->GetCullingMask();
@@ -91,7 +89,7 @@ RenderSceneData RenderSceneExtractor::ExtractForCamera(
}
sceneData.camera = &camera;
sceneData.cameraData = BuildCameraData(camera, viewportWidth, viewportHeight);
sceneData.cameraData = BuildRenderCameraData(camera, viewportWidth, viewportHeight);
const Math::Vector3 cameraPosition = sceneData.cameraData.worldPosition;
const uint32_t cullingMask = camera.GetCullingMask();
@@ -144,45 +142,6 @@ Components::CameraComponent* RenderSceneExtractor::SelectCamera(
return nullptr;
}
RenderCameraData RenderSceneExtractor::BuildCameraData(
const Components::CameraComponent& camera,
uint32_t viewportWidth,
uint32_t viewportHeight) const {
RenderCameraData cameraData;
cameraData.viewportWidth = viewportWidth;
cameraData.viewportHeight = viewportHeight;
cameraData.worldPosition = camera.transform().GetPosition();
cameraData.clearColor = camera.GetClearColor();
const Math::Matrix4x4 view = camera.transform().GetWorldToLocalMatrix();
const float aspect = viewportHeight > 0
? static_cast<float>(viewportWidth) / static_cast<float>(viewportHeight)
: 1.0f;
Math::Matrix4x4 projection = Math::Matrix4x4::Identity();
if (camera.GetProjectionType() == Components::CameraProjectionType::Perspective) {
projection = Math::Matrix4x4::Perspective(
camera.GetFieldOfView() * Math::DEG_TO_RAD,
aspect,
camera.GetNearClipPlane(),
camera.GetFarClipPlane());
} else {
const float orthoSize = camera.GetOrthographicSize();
projection = Math::Matrix4x4::Orthographic(
-orthoSize * aspect,
orthoSize * aspect,
-orthoSize,
orthoSize,
camera.GetNearClipPlane(),
camera.GetFarClipPlane());
}
cameraData.view = view.Transpose();
cameraData.projection = projection.Transpose();
cameraData.viewProjection = (projection * view).Transpose();
return cameraData;
}
void RenderSceneExtractor::ExtractLighting(
const Components::Scene& scene,
RenderLightingData& lightingData) const {
@@ -235,54 +194,8 @@ void RenderSceneExtractor::ExtractVisibleItems(
const uint32_t gameObjectLayerMask = 1u << gameObject->GetLayer();
const bool isVisibleInCameraMask = (cullingMask & gameObjectLayerMask) != 0;
auto* meshFilter = gameObject->GetComponent<Components::MeshFilterComponent>();
auto* meshRenderer = gameObject->GetComponent<Components::MeshRendererComponent>();
if (meshFilter != nullptr &&
meshRenderer != nullptr &&
isVisibleInCameraMask &&
meshFilter->IsEnabled() &&
meshRenderer->IsEnabled()) {
Resources::Mesh* mesh = meshFilter->GetMesh();
if (mesh != nullptr && mesh->IsValid()) {
const Math::Matrix4x4 localToWorld = gameObject->GetTransform()->GetLocalToWorldMatrix();
const Math::Vector3 worldPosition = localToWorld.GetTranslation();
const float cameraDistanceSq = (worldPosition - cameraPosition).SqrMagnitude();
const Containers::Array<Resources::MeshSection>& sections = mesh->GetSections();
if (!sections.Empty()) {
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;
visibleItems.push_back(visibleItem);
}
} else {
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;
visibleItems.push_back(visibleItem);
}
}
if (isVisibleInCameraMask) {
AppendRenderItemsForGameObject(*gameObject, cameraPosition, visibleItems);
}
for (Components::GameObject* child : gameObject->GetChildren()) {

View File

@@ -0,0 +1,143 @@
#include "Rendering/RenderSceneUtility.h"
#include "Components/CameraComponent.h"
#include "Components/GameObject.h"
#include "Components/MeshFilterComponent.h"
#include "Components/MeshRendererComponent.h"
#include "Components/TransformComponent.h"
#include "Rendering/RenderMaterialUtility.h"
#include "Scene/Scene.h"
#include <unordered_set>
namespace XCEngine {
namespace Rendering {
RenderCameraData BuildRenderCameraData(
const Components::CameraComponent& camera,
uint32_t viewportWidth,
uint32_t viewportHeight) {
RenderCameraData cameraData = {};
cameraData.viewportWidth = viewportWidth;
cameraData.viewportHeight = viewportHeight;
cameraData.worldPosition = camera.transform().GetPosition();
cameraData.clearColor = camera.GetClearColor();
const Math::Matrix4x4 view = camera.transform().GetWorldToLocalMatrix();
const float aspect = viewportHeight > 0
? static_cast<float>(viewportWidth) / static_cast<float>(viewportHeight)
: 1.0f;
Math::Matrix4x4 projection = Math::Matrix4x4::Identity();
if (camera.GetProjectionType() == Components::CameraProjectionType::Perspective) {
projection = Math::Matrix4x4::Perspective(
camera.GetFieldOfView() * Math::DEG_TO_RAD,
aspect,
camera.GetNearClipPlane(),
camera.GetFarClipPlane());
} else {
const float orthoSize = camera.GetOrthographicSize();
projection = Math::Matrix4x4::Orthographic(
-orthoSize * aspect,
orthoSize * aspect,
-orthoSize,
orthoSize,
camera.GetNearClipPlane(),
camera.GetFarClipPlane());
}
cameraData.view = view.Transpose();
cameraData.projection = projection.Transpose();
cameraData.viewProjection = (projection * view).Transpose();
return cameraData;
}
void AppendRenderItemsForGameObject(
Components::GameObject& gameObject,
const Math::Vector3& cameraPosition,
std::vector<VisibleRenderItem>& outVisibleItems) {
if (!gameObject.IsActiveInHierarchy()) {
return;
}
auto* meshFilter = gameObject.GetComponent<Components::MeshFilterComponent>();
auto* meshRenderer = gameObject.GetComponent<Components::MeshRendererComponent>();
if (meshFilter == nullptr ||
meshRenderer == nullptr ||
!meshFilter->IsEnabled() ||
!meshRenderer->IsEnabled()) {
return;
}
Resources::Mesh* mesh = meshFilter->GetMesh();
if (mesh == nullptr || !mesh->IsValid()) {
return;
}
const Math::Matrix4x4 localToWorld = gameObject.GetTransform()->GetLocalToWorldMatrix();
const Math::Vector3 worldPosition = localToWorld.GetTranslation();
const float cameraDistanceSq = (worldPosition - cameraPosition).SqrMagnitude();
const Containers::Array<Resources::MeshSection>& sections = mesh->GetSections();
if (!sections.Empty()) {
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