Refactor renderer draw extraction to section-level items

This commit is contained in:
2026-03-27 11:56:23 +08:00
parent f68da2e3f9
commit 90961f01aa
7 changed files with 389 additions and 89 deletions

View File

@@ -5,8 +5,11 @@
#include "Components/MeshFilterComponent.h"
#include "Components/MeshRendererComponent.h"
#include "Components/TransformComponent.h"
#include "Rendering/RenderMaterialUtility.h"
#include "Scene/Scene.h"
#include <algorithm>
namespace XCEngine {
namespace Rendering {
@@ -19,6 +22,25 @@ bool IsUsableCamera(const Components::CameraComponent* camera) {
camera->GetGameObject()->IsActiveInHierarchy();
}
bool CompareVisibleItems(const VisibleRenderItem& lhs, const VisibleRenderItem& rhs) {
if (lhs.renderQueue != rhs.renderQueue) {
return lhs.renderQueue < rhs.renderQueue;
}
const bool isTransparentQueue = IsTransparentRenderQueue(lhs.renderQueue);
if (lhs.cameraDistanceSq != rhs.cameraDistanceSq) {
return isTransparentQueue
? lhs.cameraDistanceSq > rhs.cameraDistanceSq
: lhs.cameraDistanceSq < rhs.cameraDistanceSq;
}
if (lhs.gameObject != rhs.gameObject) {
return lhs.gameObject < rhs.gameObject;
}
return lhs.sectionIndex < rhs.sectionIndex;
}
} // namespace
RenderSceneData RenderSceneExtractor::Extract(
@@ -33,12 +55,18 @@ RenderSceneData RenderSceneExtractor::Extract(
}
sceneData.cameraData = BuildCameraData(*sceneData.camera, viewportWidth, viewportHeight);
const Math::Vector3 cameraPosition = sceneData.cameraData.worldPosition;
const std::vector<Components::GameObject*> rootGameObjects = scene.GetRootGameObjects();
for (Components::GameObject* rootGameObject : rootGameObjects) {
ExtractVisibleObjects(rootGameObject, sceneData.visibleObjects);
ExtractVisibleItems(rootGameObject, cameraPosition, sceneData.visibleItems);
}
std::stable_sort(
sceneData.visibleItems.begin(),
sceneData.visibleItems.end(),
CompareVisibleItems);
return sceneData;
}
@@ -116,9 +144,10 @@ RenderCameraData RenderSceneExtractor::BuildCameraData(
return cameraData;
}
void RenderSceneExtractor::ExtractVisibleObjects(
void RenderSceneExtractor::ExtractVisibleItems(
Components::GameObject* gameObject,
std::vector<VisibleRenderObject>& visibleObjects) const {
const Math::Vector3& cameraPosition,
std::vector<VisibleRenderItem>& visibleItems) const {
if (gameObject == nullptr || !gameObject->IsActiveInHierarchy()) {
return;
}
@@ -131,18 +160,49 @@ void RenderSceneExtractor::ExtractVisibleObjects(
meshRenderer->IsEnabled()) {
Resources::Mesh* mesh = meshFilter->GetMesh();
if (mesh != nullptr && mesh->IsValid()) {
VisibleRenderObject visibleObject;
visibleObject.gameObject = gameObject;
visibleObject.meshFilter = meshFilter;
visibleObject.meshRenderer = meshRenderer;
visibleObject.mesh = mesh;
visibleObject.localToWorld = gameObject->GetTransform()->GetLocalToWorldMatrix();
visibleObjects.push_back(visibleObject);
const Math::Matrix4x4 localToWorld = gameObject->GetTransform()->GetLocalToWorldMatrix();
const Math::Vector3 worldPosition = localToWorld.GetTranslation();
const float cameraDistanceSq = (worldPosition - cameraPosition).SqrMagnitude();
const Containers::Array<Resources::MeshSection>& sections = mesh->GetSections();
if (!sections.Empty()) {
for (size_t sectionIndex = 0; sectionIndex < sections.Size(); ++sectionIndex) {
const Resources::MeshSection& section = sections[sectionIndex];
VisibleRenderItem visibleItem;
visibleItem.gameObject = gameObject;
visibleItem.meshFilter = meshFilter;
visibleItem.meshRenderer = meshRenderer;
visibleItem.mesh = mesh;
visibleItem.materialIndex = section.materialID;
visibleItem.sectionIndex = static_cast<Core::uint32>(sectionIndex);
visibleItem.hasSection = true;
visibleItem.material = ResolveMaterial(meshRenderer, mesh, section.materialID);
visibleItem.renderQueue = ResolveMaterialRenderQueue(visibleItem.material);
visibleItem.cameraDistanceSq = cameraDistanceSq;
visibleItem.localToWorld = localToWorld;
visibleItems.push_back(visibleItem);
}
} else {
VisibleRenderItem visibleItem;
visibleItem.gameObject = gameObject;
visibleItem.meshFilter = meshFilter;
visibleItem.meshRenderer = meshRenderer;
visibleItem.mesh = mesh;
visibleItem.materialIndex = 0;
visibleItem.sectionIndex = 0;
visibleItem.hasSection = false;
visibleItem.material = ResolveMaterial(meshRenderer, mesh, 0);
visibleItem.renderQueue = ResolveMaterialRenderQueue(visibleItem.material);
visibleItem.cameraDistanceSq = cameraDistanceSq;
visibleItem.localToWorld = localToWorld;
visibleItems.push_back(visibleItem);
}
}
}
for (Components::GameObject* child : gameObject->GetChildren()) {
ExtractVisibleObjects(child, visibleObjects);
ExtractVisibleItems(child, cameraPosition, visibleItems);
}
}