Refactor renderer draw extraction to section-level items
This commit is contained in:
@@ -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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