refactor: build sorted camera render requests
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@@ -1,6 +1,8 @@
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#include "Rendering/SceneRenderer.h"
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#include "Components/CameraComponent.h"
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#include "Components/GameObject.h"
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#include "Scene/Scene.h"
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#include <algorithm>
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@@ -17,6 +19,13 @@ bool CompareCameraRenderRequest(const CameraRenderRequest& lhs, const CameraRend
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return lhs.camera < rhs.camera;
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}
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bool IsUsableCamera(const Components::CameraComponent* camera) {
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return camera != nullptr &&
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camera->IsEnabled() &&
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camera->GetGameObject() != nullptr &&
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camera->GetGameObject()->IsActiveInHierarchy();
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}
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} // namespace
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SceneRenderer::SceneRenderer() = default;
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@@ -44,19 +53,45 @@ std::vector<CameraRenderRequest> SceneRenderer::BuildRenderRequests(
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const RenderSurface& surface) const {
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std::vector<CameraRenderRequest> requests;
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Components::CameraComponent* camera = m_sceneExtractor.SelectCamera(scene, overrideCamera);
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if (camera == nullptr) {
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return requests;
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std::vector<Components::CameraComponent*> cameras;
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if (IsUsableCamera(overrideCamera)) {
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cameras.push_back(overrideCamera);
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} else {
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cameras = scene.FindObjectsOfType<Components::CameraComponent>();
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cameras.erase(
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std::remove_if(
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cameras.begin(),
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cameras.end(),
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[](const Components::CameraComponent* camera) {
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return !IsUsableCamera(camera);
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}),
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cameras.end());
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}
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std::stable_sort(
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cameras.begin(),
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cameras.end(),
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[](const Components::CameraComponent* lhs, const Components::CameraComponent* rhs) {
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if (lhs->GetDepth() != rhs->GetDepth()) {
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return lhs->GetDepth() < rhs->GetDepth();
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}
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return lhs < rhs;
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});
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for (size_t cameraIndex = 0; cameraIndex < cameras.size(); ++cameraIndex) {
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Components::CameraComponent* camera = cameras[cameraIndex];
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CameraRenderRequest request;
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request.scene = &scene;
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request.camera = camera;
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request.context = context;
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request.surface = surface;
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request.cameraDepth = camera->GetDepth();
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request.clearFlags = cameraIndex == 0 ? RenderClearFlags::All : RenderClearFlags::Depth;
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requests.push_back(request);
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}
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CameraRenderRequest request;
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request.scene = &scene;
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request.camera = camera;
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request.context = context;
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request.surface = surface;
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request.cameraDepth = camera->GetDepth();
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request.clearFlags = RenderClearFlags::All;
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requests.push_back(request);
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return requests;
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}
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