refactor: split scene render request planning
This commit is contained in:
@@ -272,6 +272,7 @@ add_library(XCEngine STATIC
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Resources/Texture/Texture.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Resources/Texture/TextureLoader.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Resources/Texture/TextureImportSettings.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Resources/BuiltinResources.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Resources/Mesh/Mesh.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Resources/Mesh/MeshLoader.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Resources/Mesh/MeshImportSettings.h
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@@ -284,6 +285,7 @@ add_library(XCEngine STATIC
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${CMAKE_CURRENT_SOURCE_DIR}/src/Resources/Texture/Texture.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Resources/Texture/TextureLoader.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Resources/Texture/TextureImportSettings.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Resources/BuiltinResources.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Resources/Mesh/Mesh.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Resources/Mesh/MeshLoader.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Resources/Mesh/MeshImportSettings.cpp
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@@ -344,6 +346,8 @@ add_library(XCEngine STATIC
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/CameraRenderer.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/ObjectIdEncoding.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/ObjectIdPass.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/SceneRenderRequestPlanner.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/SceneRenderRequestUtils.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/SceneRenderer.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinObjectIdPass.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinInfiniteGridPass.h
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@@ -358,6 +362,7 @@ add_library(XCEngine STATIC
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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/SceneRenderRequestPlanner.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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@@ -0,0 +1,29 @@
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#pragma once
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#include <XCEngine/Rendering/CameraRenderRequest.h>
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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 Scene;
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} // namespace Components
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namespace Rendering {
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class SceneRenderRequestPlanner {
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public:
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std::vector<Components::CameraComponent*> CollectCameras(
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const Components::Scene& scene,
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Components::CameraComponent* overrideCamera) const;
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std::vector<CameraRenderRequest> BuildRequests(
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const Components::Scene& scene,
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Components::CameraComponent* overrideCamera,
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const RenderContext& context,
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const RenderSurface& surface) const;
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};
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} // namespace Rendering
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} // namespace XCEngine
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@@ -2,6 +2,7 @@
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#include <XCEngine/Rendering/CameraRenderRequest.h>
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#include <XCEngine/Rendering/CameraRenderer.h>
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#include <XCEngine/Rendering/SceneRenderRequestPlanner.h>
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#include <vector>
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@@ -42,7 +43,7 @@ public:
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const RenderSurface& surface);
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private:
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RenderSceneExtractor m_sceneExtractor;
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SceneRenderRequestPlanner m_requestPlanner;
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CameraRenderer m_cameraRenderer;
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};
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69
engine/src/Rendering/SceneRenderRequestPlanner.cpp
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69
engine/src/Rendering/SceneRenderRequestPlanner.cpp
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@@ -0,0 +1,69 @@
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#include "Rendering/SceneRenderRequestPlanner.h"
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#include "Rendering/SceneRenderRequestUtils.h"
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#include "Scene/Scene.h"
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#include <algorithm>
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namespace XCEngine {
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namespace Rendering {
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std::vector<Components::CameraComponent*> SceneRenderRequestPlanner::CollectCameras(
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const Components::Scene& scene,
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Components::CameraComponent* overrideCamera) const {
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std::vector<Components::CameraComponent*> cameras;
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if (SceneRenderRequestUtils::IsUsableCamera(overrideCamera)) {
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cameras.push_back(overrideCamera);
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return cameras;
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}
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cameras = scene.FindObjectsOfType<Components::CameraComponent>();
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cameras.erase(
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std::remove_if(
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cameras.begin(),
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cameras.end(),
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[](const Components::CameraComponent* camera) {
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return !SceneRenderRequestUtils::IsUsableCamera(camera);
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}),
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cameras.end());
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SceneRenderRequestUtils::SortSceneCamerasForRendering(cameras);
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return cameras;
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}
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std::vector<CameraRenderRequest> SceneRenderRequestPlanner::BuildRequests(
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const Components::Scene& scene,
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Components::CameraComponent* overrideCamera,
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const RenderContext& context,
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const RenderSurface& surface) const {
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std::vector<CameraRenderRequest> requests;
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const std::vector<Components::CameraComponent*> cameras =
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CollectCameras(scene, overrideCamera);
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size_t renderedBaseCameraCount = 0;
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for (Components::CameraComponent* camera : cameras) {
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CameraRenderRequest request;
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if (!SceneRenderRequestUtils::BuildCameraRenderRequest(
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scene,
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*camera,
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context,
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surface,
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renderedBaseCameraCount,
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requests.size(),
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request)) {
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continue;
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}
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requests.push_back(request);
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if (camera->GetStackType() == Components::CameraStackType::Base) {
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++renderedBaseCameraCount;
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}
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}
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return requests;
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}
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} // namespace Rendering
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} // namespace XCEngine
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@@ -1,11 +1,6 @@
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#include "Rendering/SceneRenderer.h"
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#include "Rendering/SceneRenderRequestUtils.h"
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#include "Components/GameObject.h"
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#include "Scene/Scene.h"
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#include <algorithm>
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namespace XCEngine {
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namespace Rendering {
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@@ -32,44 +27,7 @@ std::vector<CameraRenderRequest> SceneRenderer::BuildRenderRequests(
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Components::CameraComponent* overrideCamera,
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const RenderContext& context,
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const RenderSurface& surface) const {
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std::vector<CameraRenderRequest> requests;
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std::vector<Components::CameraComponent*> cameras;
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if (SceneRenderRequestUtils::IsUsableCamera(overrideCamera)) {
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cameras.push_back(overrideCamera);
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} else {
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cameras = scene.FindObjectsOfType<Components::CameraComponent>();
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cameras.erase(
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std::remove_if(
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cameras.begin(),
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cameras.end(),
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[](const Components::CameraComponent* camera) {
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return !SceneRenderRequestUtils::IsUsableCamera(camera);
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}),
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cameras.end());
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}
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SceneRenderRequestUtils::SortSceneCamerasForRendering(cameras);
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size_t renderedBaseCameraCount = 0;
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for (Components::CameraComponent* camera : cameras) {
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CameraRenderRequest request;
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if (SceneRenderRequestUtils::BuildCameraRenderRequest(
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scene,
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*camera,
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context,
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surface,
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renderedBaseCameraCount,
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requests.size(),
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request)) {
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requests.push_back(request);
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if (camera->GetStackType() == Components::CameraStackType::Base) {
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++renderedBaseCameraCount;
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}
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}
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}
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return requests;
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return m_requestPlanner.BuildRequests(scene, overrideCamera, context, surface);
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}
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bool SceneRenderer::Render(const CameraRenderRequest& request) {
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@@ -7,6 +7,7 @@ set(RENDERING_UNIT_TEST_SOURCES
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test_builtin_forward_pipeline.cpp
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test_builtin_scene_view_post_pass_plan.cpp
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test_camera_scene_renderer.cpp
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test_scene_render_request_planner.cpp
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test_scene_render_request_utils.cpp
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test_render_scene_utility.cpp
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test_render_scene_extractor.cpp
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128
tests/Rendering/unit/test_scene_render_request_planner.cpp
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128
tests/Rendering/unit/test_scene_render_request_planner.cpp
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@@ -0,0 +1,128 @@
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#include <gtest/gtest.h>
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#include <XCEngine/Components/CameraComponent.h>
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#include <XCEngine/Rendering/SceneRenderRequestPlanner.h>
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#include <XCEngine/Scene/Scene.h>
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using namespace XCEngine::Components;
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using namespace XCEngine::Rendering;
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namespace {
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RenderContext CreateValidContext() {
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RenderContext context;
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context.device = reinterpret_cast<XCEngine::RHI::RHIDevice*>(1);
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context.commandList = reinterpret_cast<XCEngine::RHI::RHICommandList*>(1);
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context.commandQueue = reinterpret_cast<XCEngine::RHI::RHICommandQueue*>(1);
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return context;
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}
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} // namespace
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TEST(SceneRenderRequestPlanner_Test, FallsBackToSceneCamerasWhenOverrideCameraIsNotUsable) {
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Scene scene("SceneRenderRequestPlannerOverrideFallback");
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GameObject* overrideObject = scene.CreateGameObject("Override");
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auto* overrideCamera = overrideObject->AddComponent<CameraComponent>();
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overrideCamera->SetDepth(-10.0f);
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overrideCamera->SetEnabled(false);
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GameObject* sceneCameraObject = scene.CreateGameObject("SceneCamera");
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auto* sceneCamera = sceneCameraObject->AddComponent<CameraComponent>();
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sceneCamera->SetDepth(3.0f);
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SceneRenderRequestPlanner planner;
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const std::vector<CameraComponent*> cameras = planner.CollectCameras(scene, overrideCamera);
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ASSERT_EQ(cameras.size(), 1u);
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EXPECT_EQ(cameras[0], sceneCamera);
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}
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TEST(SceneRenderRequestPlanner_Test, UsesOverrideCameraExclusivelyWhenItIsUsable) {
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Scene scene("SceneRenderRequestPlannerOverrideOnly");
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GameObject* overrideObject = scene.CreateGameObject("Override");
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auto* overrideCamera = overrideObject->AddComponent<CameraComponent>();
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overrideCamera->SetDepth(9.0f);
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GameObject* sceneCameraObject = scene.CreateGameObject("SceneCamera");
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auto* sceneCamera = sceneCameraObject->AddComponent<CameraComponent>();
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sceneCamera->SetDepth(-5.0f);
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SceneRenderRequestPlanner planner;
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const std::vector<CameraComponent*> cameras = planner.CollectCameras(scene, overrideCamera);
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ASSERT_EQ(cameras.size(), 1u);
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EXPECT_EQ(cameras[0], overrideCamera);
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}
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TEST(SceneRenderRequestPlanner_Test, CollectsOnlyUsableSceneCamerasInStableRenderOrder) {
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Scene scene("SceneRenderRequestPlannerCollectScene");
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GameObject* inactiveObject = scene.CreateGameObject("Inactive");
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auto* inactiveCamera = inactiveObject->AddComponent<CameraComponent>();
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inactiveObject->SetActive(false);
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GameObject* highBaseObject = scene.CreateGameObject("HighBase");
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auto* highBase = highBaseObject->AddComponent<CameraComponent>();
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highBase->SetDepth(10.0f);
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highBase->SetStackType(CameraStackType::Base);
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GameObject* firstTieObject = scene.CreateGameObject("FirstTie");
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auto* firstTie = firstTieObject->AddComponent<CameraComponent>();
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firstTie->SetDepth(2.0f);
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firstTie->SetStackType(CameraStackType::Base);
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GameObject* secondTieObject = scene.CreateGameObject("SecondTie");
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auto* secondTie = secondTieObject->AddComponent<CameraComponent>();
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secondTie->SetDepth(2.0f);
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secondTie->SetStackType(CameraStackType::Base);
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GameObject* overlayObject = scene.CreateGameObject("Overlay");
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auto* overlay = overlayObject->AddComponent<CameraComponent>();
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overlay->SetDepth(-10.0f);
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overlay->SetStackType(CameraStackType::Overlay);
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SceneRenderRequestPlanner planner;
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const std::vector<CameraComponent*> cameras = planner.CollectCameras(scene, nullptr);
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(void)inactiveCamera;
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ASSERT_EQ(cameras.size(), 4u);
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EXPECT_EQ(cameras[0], firstTie);
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EXPECT_EQ(cameras[1], secondTie);
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EXPECT_EQ(cameras[2], highBase);
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EXPECT_EQ(cameras[3], overlay);
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}
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TEST(SceneRenderRequestPlanner_Test, BuildsRequestsAndDropsZeroSizedViewportsWithoutBreakingClearFlow) {
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Scene scene("SceneRenderRequestPlannerBuildRequests");
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GameObject* firstBaseObject = scene.CreateGameObject("FirstBase");
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auto* firstBase = firstBaseObject->AddComponent<CameraComponent>();
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firstBase->SetStackType(CameraStackType::Base);
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firstBase->SetDepth(1.0f);
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GameObject* skippedBaseObject = scene.CreateGameObject("SkippedBase");
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auto* skippedBase = skippedBaseObject->AddComponent<CameraComponent>();
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skippedBase->SetStackType(CameraStackType::Base);
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skippedBase->SetDepth(2.0f);
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skippedBase->SetViewportRect(XCEngine::Math::Rect(0.5f, 0.5f, 0.0f, 1.0f));
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GameObject* overlayObject = scene.CreateGameObject("Overlay");
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auto* overlay = overlayObject->AddComponent<CameraComponent>();
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overlay->SetStackType(CameraStackType::Overlay);
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overlay->SetDepth(3.0f);
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SceneRenderRequestPlanner planner;
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const std::vector<CameraRenderRequest> requests = planner.BuildRequests(
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scene,
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nullptr,
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CreateValidContext(),
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RenderSurface(640, 360));
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ASSERT_EQ(requests.size(), 2u);
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EXPECT_EQ(requests[0].camera, firstBase);
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EXPECT_EQ(requests[0].clearFlags, RenderClearFlags::All);
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EXPECT_EQ(requests[1].camera, overlay);
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EXPECT_EQ(requests[1].clearFlags, RenderClearFlags::Depth);
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}
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