Add renderer phase A textured scene path
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150
engine/src/Rendering/RenderSceneExtractor.cpp
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150
engine/src/Rendering/RenderSceneExtractor.cpp
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#include "Rendering/RenderSceneExtractor.h"
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#include "Components/CameraComponent.h"
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#include "Components/GameObject.h"
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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 "Scene/Scene.h"
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namespace XCEngine {
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namespace Rendering {
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namespace {
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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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RenderSceneData RenderSceneExtractor::Extract(
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const Components::Scene& scene,
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Components::CameraComponent* overrideCamera,
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uint32_t viewportWidth,
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uint32_t viewportHeight) const {
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RenderSceneData sceneData;
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sceneData.camera = SelectCamera(scene, overrideCamera);
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if (sceneData.camera == nullptr) {
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return sceneData;
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}
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sceneData.cameraData = BuildCameraData(*sceneData.camera, viewportWidth, viewportHeight);
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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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}
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return sceneData;
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}
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Components::CameraComponent* RenderSceneExtractor::SelectCamera(
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const Components::Scene& scene,
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Components::CameraComponent* overrideCamera) const {
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if (IsUsableCamera(overrideCamera)) {
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return overrideCamera;
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}
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const std::vector<Components::CameraComponent*> cameras = scene.FindObjectsOfType<Components::CameraComponent>();
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Components::CameraComponent* primaryCamera = nullptr;
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for (Components::CameraComponent* camera : cameras) {
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if (!IsUsableCamera(camera)) {
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continue;
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}
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if (camera->IsPrimary()) {
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if (primaryCamera == nullptr || camera->GetDepth() > primaryCamera->GetDepth()) {
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primaryCamera = camera;
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}
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}
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}
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if (primaryCamera != nullptr) {
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return primaryCamera;
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}
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for (Components::CameraComponent* camera : cameras) {
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if (IsUsableCamera(camera)) {
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return camera;
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}
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}
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return nullptr;
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}
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RenderCameraData RenderSceneExtractor::BuildCameraData(
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const Components::CameraComponent& camera,
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uint32_t viewportWidth,
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uint32_t viewportHeight) const {
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RenderCameraData cameraData;
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cameraData.viewportWidth = viewportWidth;
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cameraData.viewportHeight = viewportHeight;
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cameraData.worldPosition = camera.transform().GetPosition();
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cameraData.clearColor = camera.GetClearColor();
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const Math::Matrix4x4 view = camera.transform().GetWorldToLocalMatrix();
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const float aspect = viewportHeight > 0
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? static_cast<float>(viewportWidth) / static_cast<float>(viewportHeight)
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: 1.0f;
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Math::Matrix4x4 projection = Math::Matrix4x4::Identity();
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if (camera.GetProjectionType() == Components::CameraProjectionType::Perspective) {
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projection = Math::Matrix4x4::Perspective(
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camera.GetFieldOfView() * Math::DEG_TO_RAD,
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aspect,
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camera.GetNearClipPlane(),
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camera.GetFarClipPlane());
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} else {
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const float orthoSize = camera.GetOrthographicSize();
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projection = Math::Matrix4x4::Orthographic(
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-orthoSize * aspect,
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orthoSize * aspect,
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-orthoSize,
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orthoSize,
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camera.GetNearClipPlane(),
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camera.GetFarClipPlane());
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}
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cameraData.view = view.Transpose();
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cameraData.projection = projection.Transpose();
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cameraData.viewProjection = (projection * view).Transpose();
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return cameraData;
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}
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void RenderSceneExtractor::ExtractVisibleObjects(
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Components::GameObject* gameObject,
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std::vector<VisibleRenderObject>& visibleObjects) const {
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if (gameObject == nullptr || !gameObject->IsActiveInHierarchy()) {
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return;
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}
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auto* meshFilter = gameObject->GetComponent<Components::MeshFilterComponent>();
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auto* meshRenderer = gameObject->GetComponent<Components::MeshRendererComponent>();
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if (meshFilter != nullptr &&
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meshRenderer != nullptr &&
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meshFilter->IsEnabled() &&
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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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}
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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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}
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}
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} // namespace Rendering
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} // namespace XCEngine
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