Refactor renderer draw extraction to section-level items
This commit is contained in:
@@ -45,13 +45,12 @@ private:
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bool CreatePipelineResources(const RenderContext& context);
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void DestroyPipelineResources();
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const Resources::Material* ResolveMaterial(const VisibleRenderObject& visibleObject, uint32_t materialIndex) const;
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const Resources::Texture* ResolveTexture(const Resources::Material* material) const;
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RHI::RHIResourceView* ResolveTextureView(const VisibleRenderObject& visibleObject, uint32_t materialIndex);
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bool DrawVisibleObject(
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RHI::RHIResourceView* ResolveTextureView(const VisibleRenderItem& visibleItem);
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bool DrawVisibleItem(
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const RenderContext& context,
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const RenderSceneData& sceneData,
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const VisibleRenderObject& visibleObject);
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const VisibleRenderItem& visibleItem);
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RHI::RHIDevice* m_device = nullptr;
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RHI::RHIType m_backendType = RHI::RHIType::D3D12;
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97
engine/include/XCEngine/Rendering/RenderMaterialUtility.h
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97
engine/include/XCEngine/Rendering/RenderMaterialUtility.h
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@@ -0,0 +1,97 @@
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#pragma once
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#include <XCEngine/Components/MeshRendererComponent.h>
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#include <XCEngine/Core/Types.h>
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#include <XCEngine/Resources/Material/Material.h>
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#include <XCEngine/Resources/Mesh/Mesh.h>
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#include <XCEngine/Rendering/VisibleRenderObject.h>
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namespace XCEngine {
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namespace Rendering {
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enum class BuiltinMaterialPass : Core::uint32 {
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Forward = 0
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};
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inline bool IsForwardPassName(const Containers::String& value) {
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const Containers::String normalized = value.Trim().ToLower();
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return normalized.Empty() ||
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normalized == Containers::String("forward") ||
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normalized == Containers::String("forwardbase") ||
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normalized == Containers::String("forwardlit") ||
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normalized == Containers::String("forwardonly");
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}
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inline const Resources::Material* ResolveMaterial(
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const Components::MeshRendererComponent* meshRenderer,
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const Resources::Mesh* mesh,
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Core::uint32 materialIndex) {
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if (meshRenderer != nullptr && materialIndex < meshRenderer->GetMaterialCount()) {
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if (const Resources::Material* material = meshRenderer->GetMaterial(materialIndex)) {
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return material;
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}
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}
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if (mesh != nullptr && materialIndex < mesh->GetMaterials().Size()) {
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if (const Resources::Material* material = mesh->GetMaterials()[materialIndex]) {
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return material;
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}
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}
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if (meshRenderer != nullptr && meshRenderer->GetMaterialCount() > 0) {
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if (const Resources::Material* material = meshRenderer->GetMaterial(0)) {
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return material;
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}
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}
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if (mesh != nullptr && mesh->GetMaterials().Size() > 0) {
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return mesh->GetMaterials()[0];
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}
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return nullptr;
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}
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inline const Resources::Material* ResolveMaterial(const VisibleRenderItem& visibleItem) {
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if (visibleItem.material != nullptr) {
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return visibleItem.material;
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}
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return ResolveMaterial(visibleItem.meshRenderer, visibleItem.mesh, visibleItem.materialIndex);
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}
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inline Core::int32 ResolveMaterialRenderQueue(const Resources::Material* material) {
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return material != nullptr
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? material->GetRenderQueue()
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: static_cast<Core::int32>(Resources::MaterialRenderQueue::Geometry);
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}
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inline bool IsTransparentRenderQueue(Core::int32 renderQueue) {
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return renderQueue >= static_cast<Core::int32>(Resources::MaterialRenderQueue::Transparent);
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}
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inline bool MatchesBuiltinPass(const Resources::Material* material, BuiltinMaterialPass pass) {
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if (material == nullptr) {
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return true;
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}
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switch (pass) {
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case BuiltinMaterialPass::Forward: {
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const Containers::String shaderPass = material->GetShaderPass();
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if (!shaderPass.Empty() && !IsForwardPassName(shaderPass)) {
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return false;
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}
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const Containers::String lightMode = material->GetTag("LightMode");
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if (!lightMode.Empty() && !IsForwardPassName(lightMode)) {
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return false;
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}
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return true;
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}
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default:
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return true;
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}
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}
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} // namespace Rendering
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} // namespace XCEngine
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@@ -1,5 +1,6 @@
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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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@@ -18,7 +19,7 @@ namespace Rendering {
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struct RenderSceneData {
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Components::CameraComponent* camera = nullptr;
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RenderCameraData cameraData;
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std::vector<VisibleRenderObject> visibleObjects;
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std::vector<VisibleRenderItem> visibleItems;
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bool HasCamera() const { return camera != nullptr; }
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};
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@@ -39,9 +40,10 @@ private:
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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 ExtractVisibleObjects(
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void ExtractVisibleItems(
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Components::GameObject* gameObject,
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std::vector<VisibleRenderObject>& visibleObjects) const;
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const Math::Vector3& cameraPosition,
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std::vector<VisibleRenderItem>& visibleItems) const;
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};
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} // namespace Rendering
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@@ -1,6 +1,7 @@
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#pragma once
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#include <XCEngine/Core/Math/Matrix4.h>
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#include <XCEngine/Core/Types.h>
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#include <XCEngine/Resources/Mesh/Mesh.h>
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namespace XCEngine {
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@@ -12,13 +13,21 @@ class MeshRendererComponent;
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namespace Rendering {
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struct VisibleRenderObject {
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struct VisibleRenderItem {
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Components::GameObject* gameObject = nullptr;
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Components::MeshFilterComponent* meshFilter = nullptr;
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Components::MeshRendererComponent* meshRenderer = nullptr;
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Resources::Mesh* mesh = nullptr;
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const Resources::Material* material = nullptr;
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Core::uint32 materialIndex = 0;
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Core::uint32 sectionIndex = 0;
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bool hasSection = false;
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Core::int32 renderQueue = 0;
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float cameraDistanceSq = 0.0f;
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Math::Matrix4x4 localToWorld = Math::Matrix4x4::Identity();
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};
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using VisibleRenderObject = VisibleRenderItem;
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} // namespace Rendering
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} // namespace XCEngine
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@@ -3,6 +3,7 @@
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#include "Components/MeshFilterComponent.h"
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#include "Components/MeshRendererComponent.h"
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#include "RHI/RHICommandList.h"
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#include "Rendering/RenderMaterialUtility.h"
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#include "Rendering/RenderSurface.h"
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#include "Resources/Material/Material.h"
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#include "Resources/Texture/Texture.h"
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@@ -250,8 +251,12 @@ bool BuiltinForwardPipeline::Render(
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commandList->SetPipelineState(m_pipelineState);
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commandList->SetPrimitiveTopology(RHI::PrimitiveTopology::TriangleList);
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for (const VisibleRenderObject& visibleObject : sceneData.visibleObjects) {
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DrawVisibleObject(context, sceneData, visibleObject);
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for (const VisibleRenderItem& visibleItem : sceneData.visibleItems) {
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if (!MatchesBuiltinPass(ResolveMaterial(visibleItem), BuiltinMaterialPass::Forward)) {
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continue;
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}
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DrawVisibleItem(context, sceneData, visibleItem);
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}
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if (surface.IsAutoTransitionEnabled()) {
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@@ -506,42 +511,13 @@ void BuiltinForwardPipeline::DestroyPipelineResources() {
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m_initialized = false;
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}
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const Resources::Material* BuiltinForwardPipeline::ResolveMaterial(
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const VisibleRenderObject& visibleObject,
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uint32_t materialIndex) const {
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if (visibleObject.meshRenderer != nullptr && materialIndex < visibleObject.meshRenderer->GetMaterialCount()) {
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if (const Resources::Material* material = visibleObject.meshRenderer->GetMaterial(materialIndex)) {
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return material;
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}
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}
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if (visibleObject.mesh != nullptr && materialIndex < visibleObject.mesh->GetMaterials().Size()) {
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if (const Resources::Material* material = visibleObject.mesh->GetMaterials()[materialIndex]) {
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return material;
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}
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}
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if (visibleObject.meshRenderer != nullptr && visibleObject.meshRenderer->GetMaterialCount() > 0) {
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if (const Resources::Material* material = visibleObject.meshRenderer->GetMaterial(0)) {
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return material;
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}
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}
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if (visibleObject.mesh != nullptr && visibleObject.mesh->GetMaterials().Size() > 0) {
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return visibleObject.mesh->GetMaterials()[0];
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}
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return nullptr;
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}
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const Resources::Texture* BuiltinForwardPipeline::ResolveTexture(const Resources::Material* material) const {
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return material != nullptr ? FindMaterialTexture(*material) : nullptr;
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}
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RHI::RHIResourceView* BuiltinForwardPipeline::ResolveTextureView(
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const VisibleRenderObject& visibleObject,
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uint32_t materialIndex) {
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const Resources::Material* material = ResolveMaterial(visibleObject, materialIndex);
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const VisibleRenderItem& visibleItem) {
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const Resources::Material* material = ResolveMaterial(visibleItem);
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const Resources::Texture* texture = ResolveTexture(material);
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if (texture != nullptr) {
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const RenderResourceCache::CachedTexture* cachedTexture = m_resourceCache.GetOrCreateTexture(m_device, texture);
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@@ -553,11 +529,11 @@ RHI::RHIResourceView* BuiltinForwardPipeline::ResolveTextureView(
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return m_fallbackTextureView;
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}
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bool BuiltinForwardPipeline::DrawVisibleObject(
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bool BuiltinForwardPipeline::DrawVisibleItem(
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const RenderContext& context,
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const RenderSceneData& sceneData,
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const VisibleRenderObject& visibleObject) {
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const RenderResourceCache::CachedMesh* cachedMesh = m_resourceCache.GetOrCreateMesh(m_device, visibleObject.mesh);
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const VisibleRenderItem& visibleItem) {
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const RenderResourceCache::CachedMesh* cachedMesh = m_resourceCache.GetOrCreateMesh(m_device, visibleItem.mesh);
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if (cachedMesh == nullptr || cachedMesh->vertexBufferView == nullptr) {
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return false;
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}
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@@ -575,37 +551,10 @@ bool BuiltinForwardPipeline::DrawVisibleObject(
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const PerObjectConstants constants = {
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sceneData.cameraData.projection,
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sceneData.cameraData.view,
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visibleObject.localToWorld.Transpose()
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visibleItem.localToWorld.Transpose()
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};
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const Containers::Array<Resources::MeshSection>& sections = visibleObject.mesh->GetSections();
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const bool hasSections = !sections.Empty();
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if (hasSections) {
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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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RHI::RHIResourceView* textureView = ResolveTextureView(visibleObject, section.materialID);
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if (textureView == nullptr) {
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continue;
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}
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m_constantSet->WriteConstant(0, &constants, sizeof(constants));
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m_textureSet->Update(0, textureView);
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RHI::RHIDescriptorSet* descriptorSets[] = { m_constantSet, m_textureSet, m_samplerSet };
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commandList->SetGraphicsDescriptorSets(kDescriptorFirstSet, 3, descriptorSets, m_pipelineLayout);
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if (cachedMesh->indexBufferView != nullptr && section.indexCount > 0) {
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// MeshLoader flattens section indices into a single global index buffer.
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commandList->DrawIndexed(section.indexCount, 1, section.startIndex, 0, 0);
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} else if (section.vertexCount > 0) {
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commandList->Draw(section.vertexCount, 1, section.baseVertex, 0);
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}
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}
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return true;
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}
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RHI::RHIResourceView* textureView = ResolveTextureView(visibleObject, 0);
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RHI::RHIResourceView* textureView = ResolveTextureView(visibleItem);
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if (textureView == nullptr) {
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return false;
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}
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@@ -615,6 +564,23 @@ bool BuiltinForwardPipeline::DrawVisibleObject(
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RHI::RHIDescriptorSet* descriptorSets[] = { m_constantSet, m_textureSet, m_samplerSet };
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commandList->SetGraphicsDescriptorSets(kDescriptorFirstSet, 3, descriptorSets, m_pipelineLayout);
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if (visibleItem.hasSection) {
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const Containers::Array<Resources::MeshSection>& sections = visibleItem.mesh->GetSections();
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if (visibleItem.sectionIndex >= sections.Size()) {
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return false;
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}
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const Resources::MeshSection& section = sections[visibleItem.sectionIndex];
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if (cachedMesh->indexBufferView != nullptr && section.indexCount > 0) {
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// MeshLoader flattens section indices into a single global index buffer.
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commandList->DrawIndexed(section.indexCount, 1, section.startIndex, 0, 0);
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} else if (section.vertexCount > 0) {
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commandList->Draw(section.vertexCount, 1, section.baseVertex, 0);
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}
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return true;
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}
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if (cachedMesh->indexBufferView != nullptr && cachedMesh->indexCount > 0) {
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commandList->DrawIndexed(cachedMesh->indexCount, 1, 0, 0, 0);
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} else if (cachedMesh->vertexCount > 0) {
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@@ -5,8 +5,11 @@
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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 <algorithm>
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namespace XCEngine {
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namespace Rendering {
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@@ -19,6 +22,25 @@ bool IsUsableCamera(const Components::CameraComponent* camera) {
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camera->GetGameObject()->IsActiveInHierarchy();
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}
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bool CompareVisibleItems(const VisibleRenderItem& lhs, const VisibleRenderItem& rhs) {
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if (lhs.renderQueue != rhs.renderQueue) {
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return lhs.renderQueue < rhs.renderQueue;
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}
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const bool isTransparentQueue = IsTransparentRenderQueue(lhs.renderQueue);
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if (lhs.cameraDistanceSq != rhs.cameraDistanceSq) {
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return isTransparentQueue
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? lhs.cameraDistanceSq > rhs.cameraDistanceSq
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: lhs.cameraDistanceSq < rhs.cameraDistanceSq;
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}
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if (lhs.gameObject != rhs.gameObject) {
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return lhs.gameObject < rhs.gameObject;
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}
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return lhs.sectionIndex < rhs.sectionIndex;
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}
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} // namespace
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RenderSceneData RenderSceneExtractor::Extract(
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@@ -33,12 +55,18 @@ RenderSceneData RenderSceneExtractor::Extract(
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}
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sceneData.cameraData = BuildCameraData(*sceneData.camera, viewportWidth, viewportHeight);
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const Math::Vector3 cameraPosition = sceneData.cameraData.worldPosition;
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const std::vector<Components::GameObject*> rootGameObjects = scene.GetRootGameObjects();
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for (Components::GameObject* rootGameObject : rootGameObjects) {
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ExtractVisibleObjects(rootGameObject, sceneData.visibleObjects);
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ExtractVisibleItems(rootGameObject, cameraPosition, sceneData.visibleItems);
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}
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std::stable_sort(
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sceneData.visibleItems.begin(),
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sceneData.visibleItems.end(),
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CompareVisibleItems);
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return sceneData;
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}
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@@ -116,9 +144,10 @@ RenderCameraData RenderSceneExtractor::BuildCameraData(
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return cameraData;
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}
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void RenderSceneExtractor::ExtractVisibleObjects(
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void RenderSceneExtractor::ExtractVisibleItems(
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Components::GameObject* gameObject,
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std::vector<VisibleRenderObject>& visibleObjects) const {
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const Math::Vector3& cameraPosition,
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std::vector<VisibleRenderItem>& visibleItems) const {
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if (gameObject == nullptr || !gameObject->IsActiveInHierarchy()) {
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return;
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}
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@@ -131,18 +160,49 @@ void RenderSceneExtractor::ExtractVisibleObjects(
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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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VisibleRenderObject visibleObject;
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visibleObject.gameObject = gameObject;
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visibleObject.meshFilter = meshFilter;
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visibleObject.meshRenderer = meshRenderer;
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visibleObject.mesh = mesh;
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visibleObject.localToWorld = gameObject->GetTransform()->GetLocalToWorldMatrix();
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visibleObjects.push_back(visibleObject);
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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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}
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for (Components::GameObject* child : gameObject->GetChildren()) {
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ExtractVisibleObjects(child, visibleObjects);
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ExtractVisibleItems(child, cameraPosition, visibleItems);
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}
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}
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@@ -6,11 +6,14 @@
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#include <XCEngine/Components/MeshRendererComponent.h>
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#include <XCEngine/Core/Asset/IResource.h>
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#include <XCEngine/Core/Math/Vector3.h>
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#include <XCEngine/Rendering/RenderMaterialUtility.h>
|
||||
#include <XCEngine/Rendering/RenderSceneExtractor.h>
|
||||
#include <XCEngine/Scene/Scene.h>
|
||||
#include <XCEngine/Resources/Material/Material.h>
|
||||
#include <XCEngine/Resources/Mesh/Mesh.h>
|
||||
#include <XCEngine/Scene/Scene.h>
|
||||
|
||||
using namespace XCEngine::Components;
|
||||
using namespace XCEngine::Core;
|
||||
using namespace XCEngine::Math;
|
||||
using namespace XCEngine::Rendering;
|
||||
using namespace XCEngine::Resources;
|
||||
@@ -27,6 +30,40 @@ Mesh* CreateTestMesh(const char* path) {
|
||||
return mesh;
|
||||
}
|
||||
|
||||
Mesh* CreateSectionedTestMesh(const char* path, std::initializer_list<uint32_t> materialIds) {
|
||||
Mesh* mesh = CreateTestMesh(path);
|
||||
uint32_t startIndex = 0;
|
||||
for (uint32_t materialId : materialIds) {
|
||||
MeshSection section = {};
|
||||
section.baseVertex = 0;
|
||||
section.vertexCount = 3;
|
||||
section.startIndex = startIndex;
|
||||
section.indexCount = 3;
|
||||
section.materialID = materialId;
|
||||
mesh->AddSection(section);
|
||||
startIndex += 3;
|
||||
}
|
||||
|
||||
return mesh;
|
||||
}
|
||||
|
||||
Material* CreateTestMaterial(const char* path, int32_t renderQueue, const char* shaderPass = nullptr, const char* lightMode = nullptr) {
|
||||
auto* material = new Material();
|
||||
IResource::ConstructParams params = {};
|
||||
params.name = "TestMaterial";
|
||||
params.path = path;
|
||||
params.guid = ResourceGUID::Generate(path);
|
||||
material->Initialize(params);
|
||||
material->SetRenderQueue(renderQueue);
|
||||
if (shaderPass != nullptr) {
|
||||
material->SetShaderPass(shaderPass);
|
||||
}
|
||||
if (lightMode != nullptr) {
|
||||
material->SetTag("LightMode", lightMode);
|
||||
}
|
||||
return material;
|
||||
}
|
||||
|
||||
TEST(RenderSceneExtractor_Test, SelectsHighestDepthPrimaryCameraAndVisibleObjects) {
|
||||
Scene scene("RenderScene");
|
||||
|
||||
@@ -64,10 +101,12 @@ TEST(RenderSceneExtractor_Test, SelectsHighestDepthPrimaryCameraAndVisibleObject
|
||||
EXPECT_EQ(sceneData.cameraData.viewportHeight, 720u);
|
||||
EXPECT_EQ(sceneData.cameraData.worldPosition, Vector3(2.0f, 3.0f, 4.0f));
|
||||
|
||||
ASSERT_EQ(sceneData.visibleObjects.size(), 1u);
|
||||
EXPECT_EQ(sceneData.visibleObjects[0].gameObject, visibleObject);
|
||||
EXPECT_EQ(sceneData.visibleObjects[0].mesh, visibleMesh);
|
||||
EXPECT_EQ(sceneData.visibleObjects[0].localToWorld.GetTranslation(), Vector3(1.0f, 2.0f, 3.0f));
|
||||
ASSERT_EQ(sceneData.visibleItems.size(), 1u);
|
||||
EXPECT_EQ(sceneData.visibleItems[0].gameObject, visibleObject);
|
||||
EXPECT_EQ(sceneData.visibleItems[0].mesh, visibleMesh);
|
||||
EXPECT_EQ(sceneData.visibleItems[0].localToWorld.GetTranslation(), Vector3(1.0f, 2.0f, 3.0f));
|
||||
EXPECT_FALSE(sceneData.visibleItems[0].hasSection);
|
||||
EXPECT_EQ(sceneData.visibleItems[0].renderQueue, static_cast<int32_t>(MaterialRenderQueue::Geometry));
|
||||
|
||||
meshFilter->ClearMesh();
|
||||
hiddenMeshFilter->ClearMesh();
|
||||
@@ -98,4 +137,132 @@ TEST(RenderSceneExtractor_Test, OverrideCameraTakesPriority) {
|
||||
EXPECT_EQ(sceneData.cameraData.viewportHeight, 480u);
|
||||
}
|
||||
|
||||
TEST(RenderSceneExtractor_Test, ExtractsSectionLevelVisibleItemsAndSortsByRenderQueue) {
|
||||
Scene scene("SectionScene");
|
||||
|
||||
GameObject* cameraObject = scene.CreateGameObject("Camera");
|
||||
auto* camera = cameraObject->AddComponent<CameraComponent>();
|
||||
camera->SetPrimary(true);
|
||||
|
||||
GameObject* renderObject = scene.CreateGameObject("MultiSectionMesh");
|
||||
renderObject->GetTransform()->SetLocalPosition(Vector3(0.0f, 0.0f, 5.0f));
|
||||
auto* meshFilter = renderObject->AddComponent<MeshFilterComponent>();
|
||||
auto* meshRenderer = renderObject->AddComponent<MeshRendererComponent>();
|
||||
|
||||
Mesh* mesh = CreateSectionedTestMesh("Meshes/sectioned.mesh", { 1u, 0u });
|
||||
Material* opaqueMaterial = CreateTestMaterial(
|
||||
"Materials/opaque.mat",
|
||||
static_cast<int32_t>(MaterialRenderQueue::Geometry),
|
||||
"ForwardLit",
|
||||
"ForwardBase");
|
||||
Material* transparentMaterial = CreateTestMaterial(
|
||||
"Materials/transparent.mat",
|
||||
static_cast<int32_t>(MaterialRenderQueue::Transparent),
|
||||
"ForwardLit",
|
||||
"ForwardBase");
|
||||
|
||||
meshFilter->SetMesh(mesh);
|
||||
meshRenderer->SetMaterial(0, opaqueMaterial);
|
||||
meshRenderer->SetMaterial(1, transparentMaterial);
|
||||
|
||||
RenderSceneExtractor extractor;
|
||||
const RenderSceneData sceneData = extractor.Extract(scene, nullptr, 800, 600);
|
||||
|
||||
ASSERT_TRUE(sceneData.HasCamera());
|
||||
ASSERT_EQ(sceneData.visibleItems.size(), 2u);
|
||||
|
||||
EXPECT_TRUE(sceneData.visibleItems[0].hasSection);
|
||||
EXPECT_EQ(sceneData.visibleItems[0].sectionIndex, 1u);
|
||||
EXPECT_EQ(sceneData.visibleItems[0].materialIndex, 0u);
|
||||
EXPECT_EQ(sceneData.visibleItems[0].material, opaqueMaterial);
|
||||
EXPECT_EQ(sceneData.visibleItems[0].renderQueue, static_cast<int32_t>(MaterialRenderQueue::Geometry));
|
||||
|
||||
EXPECT_TRUE(sceneData.visibleItems[1].hasSection);
|
||||
EXPECT_EQ(sceneData.visibleItems[1].sectionIndex, 0u);
|
||||
EXPECT_EQ(sceneData.visibleItems[1].materialIndex, 1u);
|
||||
EXPECT_EQ(sceneData.visibleItems[1].material, transparentMaterial);
|
||||
EXPECT_EQ(sceneData.visibleItems[1].renderQueue, static_cast<int32_t>(MaterialRenderQueue::Transparent));
|
||||
|
||||
meshRenderer->ClearMaterials();
|
||||
meshFilter->ClearMesh();
|
||||
delete opaqueMaterial;
|
||||
delete transparentMaterial;
|
||||
delete mesh;
|
||||
}
|
||||
|
||||
TEST(RenderSceneExtractor_Test, SortsOpaqueFrontToBackAndTransparentBackToFront) {
|
||||
Scene scene("QueueSortScene");
|
||||
|
||||
GameObject* cameraObject = scene.CreateGameObject("Camera");
|
||||
auto* camera = cameraObject->AddComponent<CameraComponent>();
|
||||
camera->SetPrimary(true);
|
||||
|
||||
auto createRenderable = [&](const char* name, float z, int32_t renderQueue) -> Mesh* {
|
||||
GameObject* object = scene.CreateGameObject(name);
|
||||
object->GetTransform()->SetLocalPosition(Vector3(0.0f, 0.0f, z));
|
||||
auto* meshFilter = object->AddComponent<MeshFilterComponent>();
|
||||
auto* meshRenderer = object->AddComponent<MeshRendererComponent>();
|
||||
Mesh* mesh = CreateTestMesh(name);
|
||||
Material* material = CreateTestMaterial(name, renderQueue, "ForwardLit", "ForwardBase");
|
||||
meshFilter->SetMesh(mesh);
|
||||
meshRenderer->SetMaterial(0, material);
|
||||
return mesh;
|
||||
};
|
||||
|
||||
Mesh* opaqueFarMesh = createRenderable("OpaqueFar", 10.0f, static_cast<int32_t>(MaterialRenderQueue::Geometry));
|
||||
Mesh* transparentNearMesh = createRenderable("TransparentNear", 2.0f, static_cast<int32_t>(MaterialRenderQueue::Transparent));
|
||||
Mesh* opaqueNearMesh = createRenderable("OpaqueNear", 2.0f, static_cast<int32_t>(MaterialRenderQueue::Geometry));
|
||||
Mesh* transparentFarMesh = createRenderable("TransparentFar", 10.0f, static_cast<int32_t>(MaterialRenderQueue::Transparent));
|
||||
|
||||
RenderSceneExtractor extractor;
|
||||
const RenderSceneData sceneData = extractor.Extract(scene, nullptr, 800, 600);
|
||||
|
||||
ASSERT_EQ(sceneData.visibleItems.size(), 4u);
|
||||
EXPECT_STREQ(sceneData.visibleItems[0].gameObject->GetName().c_str(), "OpaqueNear");
|
||||
EXPECT_STREQ(sceneData.visibleItems[1].gameObject->GetName().c_str(), "OpaqueFar");
|
||||
EXPECT_STREQ(sceneData.visibleItems[2].gameObject->GetName().c_str(), "TransparentFar");
|
||||
EXPECT_STREQ(sceneData.visibleItems[3].gameObject->GetName().c_str(), "TransparentNear");
|
||||
|
||||
auto cleanupObject = [](GameObject* object) {
|
||||
auto* meshFilter = object->GetComponent<MeshFilterComponent>();
|
||||
auto* meshRenderer = object->GetComponent<MeshRendererComponent>();
|
||||
Material* material = meshRenderer != nullptr ? meshRenderer->GetMaterial(0) : nullptr;
|
||||
if (meshRenderer != nullptr) {
|
||||
meshRenderer->ClearMaterials();
|
||||
}
|
||||
if (meshFilter != nullptr) {
|
||||
meshFilter->ClearMesh();
|
||||
}
|
||||
delete material;
|
||||
};
|
||||
|
||||
cleanupObject(scene.Find("OpaqueFar"));
|
||||
cleanupObject(scene.Find("TransparentNear"));
|
||||
cleanupObject(scene.Find("OpaqueNear"));
|
||||
cleanupObject(scene.Find("TransparentFar"));
|
||||
|
||||
delete opaqueFarMesh;
|
||||
delete transparentNearMesh;
|
||||
delete opaqueNearMesh;
|
||||
delete transparentFarMesh;
|
||||
}
|
||||
|
||||
TEST(RenderMaterialUtility_Test, MatchesBuiltinForwardPassMetadata) {
|
||||
Material forwardMaterial;
|
||||
forwardMaterial.SetShaderPass("ForwardLit");
|
||||
forwardMaterial.SetTag("LightMode", "ForwardBase");
|
||||
EXPECT_TRUE(MatchesBuiltinPass(&forwardMaterial, BuiltinMaterialPass::Forward));
|
||||
|
||||
Material noMetadataMaterial;
|
||||
EXPECT_TRUE(MatchesBuiltinPass(&noMetadataMaterial, BuiltinMaterialPass::Forward));
|
||||
|
||||
Material shadowMaterial;
|
||||
shadowMaterial.SetShaderPass("ShadowCaster");
|
||||
EXPECT_FALSE(MatchesBuiltinPass(&shadowMaterial, BuiltinMaterialPass::Forward));
|
||||
|
||||
Material depthOnlyMaterial;
|
||||
depthOnlyMaterial.SetTag("LightMode", "DepthOnly");
|
||||
EXPECT_FALSE(MatchesBuiltinPass(&depthOnlyMaterial, BuiltinMaterialPass::Forward));
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
Reference in New Issue
Block a user