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

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@@ -45,13 +45,12 @@ private:
bool CreatePipelineResources(const RenderContext& context); bool CreatePipelineResources(const RenderContext& context);
void DestroyPipelineResources(); void DestroyPipelineResources();
const Resources::Material* ResolveMaterial(const VisibleRenderObject& visibleObject, uint32_t materialIndex) const;
const Resources::Texture* ResolveTexture(const Resources::Material* material) const; const Resources::Texture* ResolveTexture(const Resources::Material* material) const;
RHI::RHIResourceView* ResolveTextureView(const VisibleRenderObject& visibleObject, uint32_t materialIndex); RHI::RHIResourceView* ResolveTextureView(const VisibleRenderItem& visibleItem);
bool DrawVisibleObject( bool DrawVisibleItem(
const RenderContext& context, const RenderContext& context,
const RenderSceneData& sceneData, const RenderSceneData& sceneData,
const VisibleRenderObject& visibleObject); const VisibleRenderItem& visibleItem);
RHI::RHIDevice* m_device = nullptr; RHI::RHIDevice* m_device = nullptr;
RHI::RHIType m_backendType = RHI::RHIType::D3D12; RHI::RHIType m_backendType = RHI::RHIType::D3D12;

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@@ -0,0 +1,97 @@
#pragma once
#include <XCEngine/Components/MeshRendererComponent.h>
#include <XCEngine/Core/Types.h>
#include <XCEngine/Resources/Material/Material.h>
#include <XCEngine/Resources/Mesh/Mesh.h>
#include <XCEngine/Rendering/VisibleRenderObject.h>
namespace XCEngine {
namespace Rendering {
enum class BuiltinMaterialPass : Core::uint32 {
Forward = 0
};
inline bool IsForwardPassName(const Containers::String& value) {
const Containers::String normalized = value.Trim().ToLower();
return normalized.Empty() ||
normalized == Containers::String("forward") ||
normalized == Containers::String("forwardbase") ||
normalized == Containers::String("forwardlit") ||
normalized == Containers::String("forwardonly");
}
inline const Resources::Material* ResolveMaterial(
const Components::MeshRendererComponent* meshRenderer,
const Resources::Mesh* mesh,
Core::uint32 materialIndex) {
if (meshRenderer != nullptr && materialIndex < meshRenderer->GetMaterialCount()) {
if (const Resources::Material* material = meshRenderer->GetMaterial(materialIndex)) {
return material;
}
}
if (mesh != nullptr && materialIndex < mesh->GetMaterials().Size()) {
if (const Resources::Material* material = mesh->GetMaterials()[materialIndex]) {
return material;
}
}
if (meshRenderer != nullptr && meshRenderer->GetMaterialCount() > 0) {
if (const Resources::Material* material = meshRenderer->GetMaterial(0)) {
return material;
}
}
if (mesh != nullptr && mesh->GetMaterials().Size() > 0) {
return mesh->GetMaterials()[0];
}
return nullptr;
}
inline const Resources::Material* ResolveMaterial(const VisibleRenderItem& visibleItem) {
if (visibleItem.material != nullptr) {
return visibleItem.material;
}
return ResolveMaterial(visibleItem.meshRenderer, visibleItem.mesh, visibleItem.materialIndex);
}
inline Core::int32 ResolveMaterialRenderQueue(const Resources::Material* material) {
return material != nullptr
? material->GetRenderQueue()
: static_cast<Core::int32>(Resources::MaterialRenderQueue::Geometry);
}
inline bool IsTransparentRenderQueue(Core::int32 renderQueue) {
return renderQueue >= static_cast<Core::int32>(Resources::MaterialRenderQueue::Transparent);
}
inline bool MatchesBuiltinPass(const Resources::Material* material, BuiltinMaterialPass pass) {
if (material == nullptr) {
return true;
}
switch (pass) {
case BuiltinMaterialPass::Forward: {
const Containers::String shaderPass = material->GetShaderPass();
if (!shaderPass.Empty() && !IsForwardPassName(shaderPass)) {
return false;
}
const Containers::String lightMode = material->GetTag("LightMode");
if (!lightMode.Empty() && !IsForwardPassName(lightMode)) {
return false;
}
return true;
}
default:
return true;
}
}
} // namespace Rendering
} // namespace XCEngine

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@@ -1,5 +1,6 @@
#pragma once #pragma once
#include <XCEngine/Core/Math/Vector3.h>
#include <XCEngine/Rendering/RenderCameraData.h> #include <XCEngine/Rendering/RenderCameraData.h>
#include <XCEngine/Rendering/VisibleRenderObject.h> #include <XCEngine/Rendering/VisibleRenderObject.h>
@@ -18,7 +19,7 @@ namespace Rendering {
struct RenderSceneData { struct RenderSceneData {
Components::CameraComponent* camera = nullptr; Components::CameraComponent* camera = nullptr;
RenderCameraData cameraData; RenderCameraData cameraData;
std::vector<VisibleRenderObject> visibleObjects; std::vector<VisibleRenderItem> visibleItems;
bool HasCamera() const { return camera != nullptr; } bool HasCamera() const { return camera != nullptr; }
}; };
@@ -39,9 +40,10 @@ private:
const Components::CameraComponent& camera, const Components::CameraComponent& camera,
uint32_t viewportWidth, uint32_t viewportWidth,
uint32_t viewportHeight) const; uint32_t viewportHeight) const;
void ExtractVisibleObjects( void ExtractVisibleItems(
Components::GameObject* gameObject, Components::GameObject* gameObject,
std::vector<VisibleRenderObject>& visibleObjects) const; const Math::Vector3& cameraPosition,
std::vector<VisibleRenderItem>& visibleItems) const;
}; };
} // namespace Rendering } // namespace Rendering

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@@ -1,6 +1,7 @@
#pragma once #pragma once
#include <XCEngine/Core/Math/Matrix4.h> #include <XCEngine/Core/Math/Matrix4.h>
#include <XCEngine/Core/Types.h>
#include <XCEngine/Resources/Mesh/Mesh.h> #include <XCEngine/Resources/Mesh/Mesh.h>
namespace XCEngine { namespace XCEngine {
@@ -12,13 +13,21 @@ class MeshRendererComponent;
namespace Rendering { namespace Rendering {
struct VisibleRenderObject { struct VisibleRenderItem {
Components::GameObject* gameObject = nullptr; Components::GameObject* gameObject = nullptr;
Components::MeshFilterComponent* meshFilter = nullptr; Components::MeshFilterComponent* meshFilter = nullptr;
Components::MeshRendererComponent* meshRenderer = nullptr; Components::MeshRendererComponent* meshRenderer = nullptr;
Resources::Mesh* mesh = nullptr; Resources::Mesh* mesh = nullptr;
const Resources::Material* material = nullptr;
Core::uint32 materialIndex = 0;
Core::uint32 sectionIndex = 0;
bool hasSection = false;
Core::int32 renderQueue = 0;
float cameraDistanceSq = 0.0f;
Math::Matrix4x4 localToWorld = Math::Matrix4x4::Identity(); Math::Matrix4x4 localToWorld = Math::Matrix4x4::Identity();
}; };
using VisibleRenderObject = VisibleRenderItem;
} // namespace Rendering } // namespace Rendering
} // namespace XCEngine } // namespace XCEngine

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@@ -3,6 +3,7 @@
#include "Components/MeshFilterComponent.h" #include "Components/MeshFilterComponent.h"
#include "Components/MeshRendererComponent.h" #include "Components/MeshRendererComponent.h"
#include "RHI/RHICommandList.h" #include "RHI/RHICommandList.h"
#include "Rendering/RenderMaterialUtility.h"
#include "Rendering/RenderSurface.h" #include "Rendering/RenderSurface.h"
#include "Resources/Material/Material.h" #include "Resources/Material/Material.h"
#include "Resources/Texture/Texture.h" #include "Resources/Texture/Texture.h"
@@ -250,8 +251,12 @@ bool BuiltinForwardPipeline::Render(
commandList->SetPipelineState(m_pipelineState); commandList->SetPipelineState(m_pipelineState);
commandList->SetPrimitiveTopology(RHI::PrimitiveTopology::TriangleList); commandList->SetPrimitiveTopology(RHI::PrimitiveTopology::TriangleList);
for (const VisibleRenderObject& visibleObject : sceneData.visibleObjects) { for (const VisibleRenderItem& visibleItem : sceneData.visibleItems) {
DrawVisibleObject(context, sceneData, visibleObject); if (!MatchesBuiltinPass(ResolveMaterial(visibleItem), BuiltinMaterialPass::Forward)) {
continue;
}
DrawVisibleItem(context, sceneData, visibleItem);
} }
if (surface.IsAutoTransitionEnabled()) { if (surface.IsAutoTransitionEnabled()) {
@@ -506,42 +511,13 @@ void BuiltinForwardPipeline::DestroyPipelineResources() {
m_initialized = false; m_initialized = false;
} }
const Resources::Material* BuiltinForwardPipeline::ResolveMaterial(
const VisibleRenderObject& visibleObject,
uint32_t materialIndex) const {
if (visibleObject.meshRenderer != nullptr && materialIndex < visibleObject.meshRenderer->GetMaterialCount()) {
if (const Resources::Material* material = visibleObject.meshRenderer->GetMaterial(materialIndex)) {
return material;
}
}
if (visibleObject.mesh != nullptr && materialIndex < visibleObject.mesh->GetMaterials().Size()) {
if (const Resources::Material* material = visibleObject.mesh->GetMaterials()[materialIndex]) {
return material;
}
}
if (visibleObject.meshRenderer != nullptr && visibleObject.meshRenderer->GetMaterialCount() > 0) {
if (const Resources::Material* material = visibleObject.meshRenderer->GetMaterial(0)) {
return material;
}
}
if (visibleObject.mesh != nullptr && visibleObject.mesh->GetMaterials().Size() > 0) {
return visibleObject.mesh->GetMaterials()[0];
}
return nullptr;
}
const Resources::Texture* BuiltinForwardPipeline::ResolveTexture(const Resources::Material* material) const { const Resources::Texture* BuiltinForwardPipeline::ResolveTexture(const Resources::Material* material) const {
return material != nullptr ? FindMaterialTexture(*material) : nullptr; return material != nullptr ? FindMaterialTexture(*material) : nullptr;
} }
RHI::RHIResourceView* BuiltinForwardPipeline::ResolveTextureView( RHI::RHIResourceView* BuiltinForwardPipeline::ResolveTextureView(
const VisibleRenderObject& visibleObject, const VisibleRenderItem& visibleItem) {
uint32_t materialIndex) { const Resources::Material* material = ResolveMaterial(visibleItem);
const Resources::Material* material = ResolveMaterial(visibleObject, materialIndex);
const Resources::Texture* texture = ResolveTexture(material); const Resources::Texture* texture = ResolveTexture(material);
if (texture != nullptr) { if (texture != nullptr) {
const RenderResourceCache::CachedTexture* cachedTexture = m_resourceCache.GetOrCreateTexture(m_device, texture); const RenderResourceCache::CachedTexture* cachedTexture = m_resourceCache.GetOrCreateTexture(m_device, texture);
@@ -553,11 +529,11 @@ RHI::RHIResourceView* BuiltinForwardPipeline::ResolveTextureView(
return m_fallbackTextureView; return m_fallbackTextureView;
} }
bool BuiltinForwardPipeline::DrawVisibleObject( bool BuiltinForwardPipeline::DrawVisibleItem(
const RenderContext& context, const RenderContext& context,
const RenderSceneData& sceneData, const RenderSceneData& sceneData,
const VisibleRenderObject& visibleObject) { const VisibleRenderItem& visibleItem) {
const RenderResourceCache::CachedMesh* cachedMesh = m_resourceCache.GetOrCreateMesh(m_device, visibleObject.mesh); const RenderResourceCache::CachedMesh* cachedMesh = m_resourceCache.GetOrCreateMesh(m_device, visibleItem.mesh);
if (cachedMesh == nullptr || cachedMesh->vertexBufferView == nullptr) { if (cachedMesh == nullptr || cachedMesh->vertexBufferView == nullptr) {
return false; return false;
} }
@@ -575,37 +551,10 @@ bool BuiltinForwardPipeline::DrawVisibleObject(
const PerObjectConstants constants = { const PerObjectConstants constants = {
sceneData.cameraData.projection, sceneData.cameraData.projection,
sceneData.cameraData.view, sceneData.cameraData.view,
visibleObject.localToWorld.Transpose() visibleItem.localToWorld.Transpose()
}; };
const Containers::Array<Resources::MeshSection>& sections = visibleObject.mesh->GetSections(); RHI::RHIResourceView* textureView = ResolveTextureView(visibleItem);
const bool hasSections = !sections.Empty();
if (hasSections) {
for (size_t sectionIndex = 0; sectionIndex < sections.Size(); ++sectionIndex) {
const Resources::MeshSection& section = sections[sectionIndex];
RHI::RHIResourceView* textureView = ResolveTextureView(visibleObject, section.materialID);
if (textureView == nullptr) {
continue;
}
m_constantSet->WriteConstant(0, &constants, sizeof(constants));
m_textureSet->Update(0, textureView);
RHI::RHIDescriptorSet* descriptorSets[] = { m_constantSet, m_textureSet, m_samplerSet };
commandList->SetGraphicsDescriptorSets(kDescriptorFirstSet, 3, descriptorSets, m_pipelineLayout);
if (cachedMesh->indexBufferView != nullptr && section.indexCount > 0) {
// MeshLoader flattens section indices into a single global index buffer.
commandList->DrawIndexed(section.indexCount, 1, section.startIndex, 0, 0);
} else if (section.vertexCount > 0) {
commandList->Draw(section.vertexCount, 1, section.baseVertex, 0);
}
}
return true;
}
RHI::RHIResourceView* textureView = ResolveTextureView(visibleObject, 0);
if (textureView == nullptr) { if (textureView == nullptr) {
return false; return false;
} }
@@ -615,6 +564,23 @@ bool BuiltinForwardPipeline::DrawVisibleObject(
RHI::RHIDescriptorSet* descriptorSets[] = { m_constantSet, m_textureSet, m_samplerSet }; RHI::RHIDescriptorSet* descriptorSets[] = { m_constantSet, m_textureSet, m_samplerSet };
commandList->SetGraphicsDescriptorSets(kDescriptorFirstSet, 3, descriptorSets, m_pipelineLayout); commandList->SetGraphicsDescriptorSets(kDescriptorFirstSet, 3, descriptorSets, m_pipelineLayout);
if (visibleItem.hasSection) {
const Containers::Array<Resources::MeshSection>& sections = visibleItem.mesh->GetSections();
if (visibleItem.sectionIndex >= sections.Size()) {
return false;
}
const Resources::MeshSection& section = sections[visibleItem.sectionIndex];
if (cachedMesh->indexBufferView != nullptr && section.indexCount > 0) {
// MeshLoader flattens section indices into a single global index buffer.
commandList->DrawIndexed(section.indexCount, 1, section.startIndex, 0, 0);
} else if (section.vertexCount > 0) {
commandList->Draw(section.vertexCount, 1, section.baseVertex, 0);
}
return true;
}
if (cachedMesh->indexBufferView != nullptr && cachedMesh->indexCount > 0) { if (cachedMesh->indexBufferView != nullptr && cachedMesh->indexCount > 0) {
commandList->DrawIndexed(cachedMesh->indexCount, 1, 0, 0, 0); commandList->DrawIndexed(cachedMesh->indexCount, 1, 0, 0, 0);
} else if (cachedMesh->vertexCount > 0) { } else if (cachedMesh->vertexCount > 0) {

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@@ -5,8 +5,11 @@
#include "Components/MeshFilterComponent.h" #include "Components/MeshFilterComponent.h"
#include "Components/MeshRendererComponent.h" #include "Components/MeshRendererComponent.h"
#include "Components/TransformComponent.h" #include "Components/TransformComponent.h"
#include "Rendering/RenderMaterialUtility.h"
#include "Scene/Scene.h" #include "Scene/Scene.h"
#include <algorithm>
namespace XCEngine { namespace XCEngine {
namespace Rendering { namespace Rendering {
@@ -19,6 +22,25 @@ bool IsUsableCamera(const Components::CameraComponent* camera) {
camera->GetGameObject()->IsActiveInHierarchy(); 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 } // namespace
RenderSceneData RenderSceneExtractor::Extract( RenderSceneData RenderSceneExtractor::Extract(
@@ -33,12 +55,18 @@ RenderSceneData RenderSceneExtractor::Extract(
} }
sceneData.cameraData = BuildCameraData(*sceneData.camera, viewportWidth, viewportHeight); sceneData.cameraData = BuildCameraData(*sceneData.camera, viewportWidth, viewportHeight);
const Math::Vector3 cameraPosition = sceneData.cameraData.worldPosition;
const std::vector<Components::GameObject*> rootGameObjects = scene.GetRootGameObjects(); const std::vector<Components::GameObject*> rootGameObjects = scene.GetRootGameObjects();
for (Components::GameObject* rootGameObject : rootGameObjects) { 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; return sceneData;
} }
@@ -116,9 +144,10 @@ RenderCameraData RenderSceneExtractor::BuildCameraData(
return cameraData; return cameraData;
} }
void RenderSceneExtractor::ExtractVisibleObjects( void RenderSceneExtractor::ExtractVisibleItems(
Components::GameObject* gameObject, Components::GameObject* gameObject,
std::vector<VisibleRenderObject>& visibleObjects) const { const Math::Vector3& cameraPosition,
std::vector<VisibleRenderItem>& visibleItems) const {
if (gameObject == nullptr || !gameObject->IsActiveInHierarchy()) { if (gameObject == nullptr || !gameObject->IsActiveInHierarchy()) {
return; return;
} }
@@ -131,18 +160,49 @@ void RenderSceneExtractor::ExtractVisibleObjects(
meshRenderer->IsEnabled()) { meshRenderer->IsEnabled()) {
Resources::Mesh* mesh = meshFilter->GetMesh(); Resources::Mesh* mesh = meshFilter->GetMesh();
if (mesh != nullptr && mesh->IsValid()) { if (mesh != nullptr && mesh->IsValid()) {
VisibleRenderObject visibleObject; const Math::Matrix4x4 localToWorld = gameObject->GetTransform()->GetLocalToWorldMatrix();
visibleObject.gameObject = gameObject; const Math::Vector3 worldPosition = localToWorld.GetTranslation();
visibleObject.meshFilter = meshFilter; const float cameraDistanceSq = (worldPosition - cameraPosition).SqrMagnitude();
visibleObject.meshRenderer = meshRenderer; const Containers::Array<Resources::MeshSection>& sections = mesh->GetSections();
visibleObject.mesh = mesh;
visibleObject.localToWorld = gameObject->GetTransform()->GetLocalToWorldMatrix(); if (!sections.Empty()) {
visibleObjects.push_back(visibleObject); 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()) { for (Components::GameObject* child : gameObject->GetChildren()) {
ExtractVisibleObjects(child, visibleObjects); ExtractVisibleItems(child, cameraPosition, visibleItems);
} }
} }

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@@ -6,11 +6,14 @@
#include <XCEngine/Components/MeshRendererComponent.h> #include <XCEngine/Components/MeshRendererComponent.h>
#include <XCEngine/Core/Asset/IResource.h> #include <XCEngine/Core/Asset/IResource.h>
#include <XCEngine/Core/Math/Vector3.h> #include <XCEngine/Core/Math/Vector3.h>
#include <XCEngine/Rendering/RenderMaterialUtility.h>
#include <XCEngine/Rendering/RenderSceneExtractor.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/Resources/Mesh/Mesh.h>
#include <XCEngine/Scene/Scene.h>
using namespace XCEngine::Components; using namespace XCEngine::Components;
using namespace XCEngine::Core;
using namespace XCEngine::Math; using namespace XCEngine::Math;
using namespace XCEngine::Rendering; using namespace XCEngine::Rendering;
using namespace XCEngine::Resources; using namespace XCEngine::Resources;
@@ -27,6 +30,40 @@ Mesh* CreateTestMesh(const char* path) {
return mesh; 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) { TEST(RenderSceneExtractor_Test, SelectsHighestDepthPrimaryCameraAndVisibleObjects) {
Scene scene("RenderScene"); Scene scene("RenderScene");
@@ -64,10 +101,12 @@ TEST(RenderSceneExtractor_Test, SelectsHighestDepthPrimaryCameraAndVisibleObject
EXPECT_EQ(sceneData.cameraData.viewportHeight, 720u); EXPECT_EQ(sceneData.cameraData.viewportHeight, 720u);
EXPECT_EQ(sceneData.cameraData.worldPosition, Vector3(2.0f, 3.0f, 4.0f)); EXPECT_EQ(sceneData.cameraData.worldPosition, Vector3(2.0f, 3.0f, 4.0f));
ASSERT_EQ(sceneData.visibleObjects.size(), 1u); ASSERT_EQ(sceneData.visibleItems.size(), 1u);
EXPECT_EQ(sceneData.visibleObjects[0].gameObject, visibleObject); EXPECT_EQ(sceneData.visibleItems[0].gameObject, visibleObject);
EXPECT_EQ(sceneData.visibleObjects[0].mesh, visibleMesh); EXPECT_EQ(sceneData.visibleItems[0].mesh, visibleMesh);
EXPECT_EQ(sceneData.visibleObjects[0].localToWorld.GetTranslation(), Vector3(1.0f, 2.0f, 3.0f)); 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(); meshFilter->ClearMesh();
hiddenMeshFilter->ClearMesh(); hiddenMeshFilter->ClearMesh();
@@ -98,4 +137,132 @@ TEST(RenderSceneExtractor_Test, OverrideCameraTakesPriority) {
EXPECT_EQ(sceneData.cameraData.viewportHeight, 480u); 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 } // namespace