Refactor renderer draw extraction to section-level items
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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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