refactor: build sorted camera render requests

This commit is contained in:
2026-04-01 01:26:11 +08:00
parent 1af3cf87c4
commit 96a66d6f6d
2 changed files with 54 additions and 15 deletions

View File

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