Formalize GaussianSplat scene extraction

This commit is contained in:
2026-04-10 21:49:53 +08:00
parent 1119af2e38
commit b187c8970b
14 changed files with 991 additions and 1 deletions

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@@ -449,6 +449,7 @@ add_library(XCEngine STATIC
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Components/GameObject.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Components/CameraComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Components/LightComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Components/GaussianSplatRendererComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Components/MeshFilterComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Components/MeshRendererComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Components/VolumeRendererComponent.h
@@ -460,6 +461,7 @@ add_library(XCEngine STATIC
${CMAKE_CURRENT_SOURCE_DIR}/src/Components/GameObject.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Components/CameraComponent.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Components/LightComponent.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Components/GaussianSplatRendererComponent.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Components/MeshFilterComponent.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Components/MeshRendererComponent.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Components/VolumeRendererComponent.cpp
@@ -477,6 +479,7 @@ add_library(XCEngine STATIC
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Execution/SceneRenderer.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/FrameData/RenderCameraData.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/FrameData/RenderSceneData.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/FrameData/VisibleGaussianSplatItem.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/FrameData/VisibleRenderItem.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/FrameData/VisibleVolumeItem.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Planning/CameraRenderRequest.h

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@@ -0,0 +1,77 @@
#pragma once
#include <XCEngine/Components/Component.h>
#include <XCEngine/Core/Asset/AssetRef.h>
#include <XCEngine/Core/Asset/ResourceHandle.h>
#include <XCEngine/Resources/GaussianSplat/GaussianSplat.h>
#include <XCEngine/Resources/Material/Material.h>
#include <memory>
#include <string>
namespace XCEngine {
namespace Components {
class GaussianSplatRendererComponent : public Component {
public:
std::string GetName() const override { return "GaussianSplatRenderer"; }
Resources::GaussianSplat* GetGaussianSplat() const;
const Resources::ResourceHandle<Resources::GaussianSplat>& GetGaussianSplatHandle() const;
const std::string& GetGaussianSplatPath() const { return m_gaussianSplatPath; }
const Resources::AssetRef& GetGaussianSplatAssetRef() const { return m_gaussianSplatRef; }
void SetGaussianSplatPath(const std::string& gaussianSplatPath);
void SetGaussianSplat(const Resources::ResourceHandle<Resources::GaussianSplat>& gaussianSplat);
void SetGaussianSplat(Resources::GaussianSplat* gaussianSplat);
void ClearGaussianSplat();
Resources::Material* GetMaterial() const;
const Resources::ResourceHandle<Resources::Material>& GetMaterialHandle() const;
const std::string& GetMaterialPath() const { return m_materialPath; }
const Resources::AssetRef& GetMaterialAssetRef() const { return m_materialRef; }
void SetMaterialPath(const std::string& materialPath);
void SetMaterial(const Resources::ResourceHandle<Resources::Material>& material);
void SetMaterial(Resources::Material* material);
void ClearMaterial();
bool GetCastShadows() const { return m_castShadows; }
void SetCastShadows(bool value) { m_castShadows = value; }
bool GetReceiveShadows() const { return m_receiveShadows; }
void SetReceiveShadows(bool value) { m_receiveShadows = value; }
void Serialize(std::ostream& os) const override;
void Deserialize(std::istream& is) override;
private:
struct PendingGaussianSplatLoadState;
struct PendingMaterialLoadState;
void BeginAsyncGaussianSplatLoad(const std::string& gaussianSplatPath);
void EnsureDeferredAsyncGaussianSplatLoadStarted();
void ResolvePendingGaussianSplat();
void BeginAsyncMaterialLoad(const std::string& materialPath);
void EnsureDeferredAsyncMaterialLoadStarted();
void ResolvePendingMaterial();
Resources::ResourceHandle<Resources::GaussianSplat> m_gaussianSplat;
std::string m_gaussianSplatPath;
Resources::AssetRef m_gaussianSplatRef;
std::shared_ptr<PendingGaussianSplatLoadState> m_pendingGaussianSplatLoad;
bool m_asyncGaussianSplatLoadRequested = false;
Resources::ResourceHandle<Resources::Material> m_material;
std::string m_materialPath;
Resources::AssetRef m_materialRef;
std::shared_ptr<PendingMaterialLoadState> m_pendingMaterialLoad;
bool m_asyncMaterialLoadRequested = false;
bool m_castShadows = true;
bool m_receiveShadows = true;
};
} // namespace Components
} // namespace XCEngine

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@@ -42,6 +42,7 @@ private:
const Math::Vector3& cameraPosition,
uint32_t cullingMask,
std::vector<VisibleRenderItem>& outVisibleItems,
std::vector<VisibleGaussianSplatItem>& outVisibleGaussianSplats,
std::vector<VisibleVolumeItem>& outVisibleVolumes) const;
};

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@@ -2,6 +2,7 @@
#include <XCEngine/Core/Math/Vector3.h>
#include <XCEngine/Rendering/FrameData/RenderCameraData.h>
#include <XCEngine/Rendering/FrameData/VisibleGaussianSplatItem.h>
#include <XCEngine/Rendering/FrameData/VisibleRenderItem.h>
#include <XCEngine/Rendering/FrameData/VisibleVolumeItem.h>
@@ -33,10 +34,19 @@ void AppendVisibleVolumesForGameObject(
const Math::Vector3& cameraPosition,
std::vector<VisibleVolumeItem>& outVisibleVolumes);
void AppendVisibleGaussianSplatsForGameObject(
Components::GameObject& gameObject,
const Math::Vector3& cameraPosition,
std::vector<VisibleGaussianSplatItem>& outVisibleGaussianSplats);
bool CompareVisibleRenderItemsStable(
const VisibleRenderItem& lhs,
const VisibleRenderItem& rhs);
bool CompareVisibleGaussianSplatsStable(
const VisibleGaussianSplatItem& lhs,
const VisibleGaussianSplatItem& rhs);
bool CompareVisibleVolumesStable(
const VisibleVolumeItem& lhs,
const VisibleVolumeItem& rhs);

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@@ -4,6 +4,7 @@
#include <XCEngine/Core/Math/Vector4.h>
#include <XCEngine/Rendering/FrameData/RenderCameraData.h>
#include <XCEngine/Rendering/FrameData/RenderEnvironmentData.h>
#include <XCEngine/Rendering/FrameData/VisibleGaussianSplatItem.h>
#include <XCEngine/Rendering/FrameData/VisibleRenderItem.h>
#include <XCEngine/Rendering/FrameData/VisibleVolumeItem.h>
#include <XCEngine/Resources/Shader/ShaderKeywordTypes.h>
@@ -88,6 +89,7 @@ struct RenderSceneData {
RenderLightingData lighting;
Resources::ShaderKeywordSet globalShaderKeywords;
std::vector<VisibleRenderItem> visibleItems;
std::vector<VisibleGaussianSplatItem> visibleGaussianSplats;
std::vector<VisibleVolumeItem> visibleVolumes;
bool HasCamera() const {

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@@ -0,0 +1,30 @@
#pragma once
#include <XCEngine/Core/Math/Matrix4.h>
#include <XCEngine/Core/Types.h>
namespace XCEngine {
namespace Components {
class GameObject;
class GaussianSplatRendererComponent;
} // namespace Components
namespace Resources {
class GaussianSplat;
class Material;
} // namespace Resources
namespace Rendering {
struct VisibleGaussianSplatItem {
Components::GameObject* gameObject = nullptr;
Components::GaussianSplatRendererComponent* gaussianSplatRenderer = nullptr;
Resources::GaussianSplat* gaussianSplat = nullptr;
const Resources::Material* material = nullptr;
Core::int32 renderQueue = 0;
float cameraDistanceSq = 0.0f;
Math::Matrix4x4 localToWorld = Math::Matrix4x4::Identity();
};
} // namespace Rendering
} // namespace XCEngine

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@@ -3,6 +3,7 @@
#include "Components/AudioListenerComponent.h"
#include "Components/AudioSourceComponent.h"
#include "Components/CameraComponent.h"
#include "Components/GaussianSplatRendererComponent.h"
#include "Components/GameObject.h"
#include "Components/LightComponent.h"
#include "Components/MeshFilterComponent.h"
@@ -34,6 +35,7 @@ ComponentFactoryRegistry::ComponentFactoryRegistry() {
RegisterFactory("AudioListener", &CreateBuiltInComponent<AudioListenerComponent>);
RegisterFactory("MeshFilter", &CreateBuiltInComponent<MeshFilterComponent>);
RegisterFactory("MeshRenderer", &CreateBuiltInComponent<MeshRendererComponent>);
RegisterFactory("GaussianSplatRenderer", &CreateBuiltInComponent<GaussianSplatRendererComponent>);
RegisterFactory("VolumeRenderer", &CreateBuiltInComponent<VolumeRendererComponent>);
RegisterFactory("ScriptComponent", &CreateBuiltInComponent<XCEngine::Scripting::ScriptComponent>);
}

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@@ -0,0 +1,420 @@
#include "Components/GaussianSplatRendererComponent.h"
#include "Core/Asset/ResourceManager.h"
namespace XCEngine {
namespace Components {
namespace {
std::string ToStdString(const Containers::String& value) {
return std::string(value.CStr());
}
bool HasVirtualPathScheme(const std::string& path) {
return path.find("://") != std::string::npos;
}
std::string EncodeAssetRef(const Resources::AssetRef& assetRef) {
if (!assetRef.IsValid()) {
return std::string();
}
return ToStdString(assetRef.assetGuid.ToString()) + "," +
std::to_string(assetRef.localID) + "," +
std::to_string(static_cast<int>(assetRef.resourceType));
}
bool TryDecodeAssetRef(const std::string& value, Resources::AssetRef& outRef) {
const size_t firstComma = value.find(',');
const size_t secondComma = firstComma == std::string::npos ? std::string::npos : value.find(',', firstComma + 1);
if (firstComma == std::string::npos || secondComma == std::string::npos) {
return false;
}
const Containers::String guidText(value.substr(0, firstComma).c_str());
outRef.assetGuid = Resources::AssetGUID::ParseOrDefault(guidText);
outRef.localID = static_cast<Resources::LocalID>(std::stoull(value.substr(firstComma + 1, secondComma - firstComma - 1)));
outRef.resourceType = static_cast<Resources::ResourceType>(std::stoi(value.substr(secondComma + 1)));
return outRef.IsValid();
}
std::string GaussianSplatPathFromHandle(const Resources::ResourceHandle<Resources::GaussianSplat>& gaussianSplat) {
return gaussianSplat.Get() != nullptr ? ToStdString(gaussianSplat->GetPath()) : std::string();
}
std::string MaterialPathFromHandle(const Resources::ResourceHandle<Resources::Material>& material) {
return material.Get() != nullptr ? ToStdString(material->GetPath()) : std::string();
}
} // namespace
struct GaussianSplatRendererComponent::PendingGaussianSplatLoadState {
Resources::LoadResult result;
bool completed = false;
};
struct GaussianSplatRendererComponent::PendingMaterialLoadState {
Resources::LoadResult result;
bool completed = false;
};
Resources::GaussianSplat* GaussianSplatRendererComponent::GetGaussianSplat() const {
const_cast<GaussianSplatRendererComponent*>(this)->EnsureDeferredAsyncGaussianSplatLoadStarted();
const_cast<GaussianSplatRendererComponent*>(this)->ResolvePendingGaussianSplat();
return m_gaussianSplat.Get();
}
const Resources::ResourceHandle<Resources::GaussianSplat>& GaussianSplatRendererComponent::GetGaussianSplatHandle() const {
const_cast<GaussianSplatRendererComponent*>(this)->EnsureDeferredAsyncGaussianSplatLoadStarted();
const_cast<GaussianSplatRendererComponent*>(this)->ResolvePendingGaussianSplat();
return m_gaussianSplat;
}
void GaussianSplatRendererComponent::SetGaussianSplatPath(const std::string& gaussianSplatPath) {
m_pendingGaussianSplatLoad.reset();
m_asyncGaussianSplatLoadRequested = false;
m_gaussianSplatPath = gaussianSplatPath;
if (m_gaussianSplatPath.empty()) {
m_gaussianSplat.Reset();
m_gaussianSplatRef.Reset();
return;
}
m_gaussianSplat = Resources::ResourceManager::Get().Load<Resources::GaussianSplat>(m_gaussianSplatPath.c_str());
if (!Resources::ResourceManager::Get().TryGetAssetRef(
m_gaussianSplatPath.c_str(),
Resources::ResourceType::GaussianSplat,
m_gaussianSplatRef)) {
m_gaussianSplatRef.Reset();
}
}
void GaussianSplatRendererComponent::SetGaussianSplat(
const Resources::ResourceHandle<Resources::GaussianSplat>& gaussianSplat) {
m_pendingGaussianSplatLoad.reset();
m_asyncGaussianSplatLoadRequested = false;
m_gaussianSplat = gaussianSplat;
m_gaussianSplatPath = GaussianSplatPathFromHandle(gaussianSplat);
if (m_gaussianSplatPath.empty() ||
!Resources::ResourceManager::Get().TryGetAssetRef(
m_gaussianSplatPath.c_str(),
Resources::ResourceType::GaussianSplat,
m_gaussianSplatRef)) {
m_gaussianSplatRef.Reset();
}
}
void GaussianSplatRendererComponent::SetGaussianSplat(Resources::GaussianSplat* gaussianSplat) {
SetGaussianSplat(Resources::ResourceHandle<Resources::GaussianSplat>(gaussianSplat));
}
void GaussianSplatRendererComponent::ClearGaussianSplat() {
m_pendingGaussianSplatLoad.reset();
m_asyncGaussianSplatLoadRequested = false;
m_gaussianSplat.Reset();
m_gaussianSplatPath.clear();
m_gaussianSplatRef.Reset();
}
Resources::Material* GaussianSplatRendererComponent::GetMaterial() const {
const_cast<GaussianSplatRendererComponent*>(this)->EnsureDeferredAsyncMaterialLoadStarted();
const_cast<GaussianSplatRendererComponent*>(this)->ResolvePendingMaterial();
return m_material.Get();
}
const Resources::ResourceHandle<Resources::Material>& GaussianSplatRendererComponent::GetMaterialHandle() const {
const_cast<GaussianSplatRendererComponent*>(this)->EnsureDeferredAsyncMaterialLoadStarted();
const_cast<GaussianSplatRendererComponent*>(this)->ResolvePendingMaterial();
return m_material;
}
void GaussianSplatRendererComponent::SetMaterialPath(const std::string& materialPath) {
m_pendingMaterialLoad.reset();
m_asyncMaterialLoadRequested = false;
m_materialPath = materialPath;
if (m_materialPath.empty()) {
m_material.Reset();
m_materialRef.Reset();
return;
}
m_material = Resources::ResourceManager::Get().Load<Resources::Material>(m_materialPath.c_str());
if (!Resources::ResourceManager::Get().TryGetAssetRef(
m_materialPath.c_str(),
Resources::ResourceType::Material,
m_materialRef)) {
m_materialRef.Reset();
}
}
void GaussianSplatRendererComponent::SetMaterial(
const Resources::ResourceHandle<Resources::Material>& material) {
m_pendingMaterialLoad.reset();
m_asyncMaterialLoadRequested = false;
m_material = material;
m_materialPath = MaterialPathFromHandle(material);
if (m_materialPath.empty() ||
!Resources::ResourceManager::Get().TryGetAssetRef(
m_materialPath.c_str(),
Resources::ResourceType::Material,
m_materialRef)) {
m_materialRef.Reset();
}
}
void GaussianSplatRendererComponent::SetMaterial(Resources::Material* material) {
SetMaterial(Resources::ResourceHandle<Resources::Material>(material));
}
void GaussianSplatRendererComponent::ClearMaterial() {
m_pendingMaterialLoad.reset();
m_asyncMaterialLoadRequested = false;
m_material.Reset();
m_materialPath.clear();
m_materialRef.Reset();
}
void GaussianSplatRendererComponent::Serialize(std::ostream& os) const {
Resources::AssetRef gaussianSplatRef = m_gaussianSplatRef;
if (!gaussianSplatRef.IsValid() &&
!m_gaussianSplatPath.empty() &&
!HasVirtualPathScheme(m_gaussianSplatPath) &&
Resources::ResourceManager::Get().TryGetAssetRef(
m_gaussianSplatPath.c_str(),
Resources::ResourceType::GaussianSplat,
gaussianSplatRef)) {
}
Resources::AssetRef materialRef = m_materialRef;
if (!materialRef.IsValid() &&
!m_materialPath.empty() &&
!HasVirtualPathScheme(m_materialPath) &&
Resources::ResourceManager::Get().TryGetAssetRef(
m_materialPath.c_str(),
Resources::ResourceType::Material,
materialRef)) {
}
os << "gaussianSplatRef=" << EncodeAssetRef(gaussianSplatRef) << ";";
if (!gaussianSplatRef.IsValid() && !m_gaussianSplatPath.empty() && HasVirtualPathScheme(m_gaussianSplatPath)) {
os << "gaussianSplatPath=" << m_gaussianSplatPath << ";";
}
os << "materialRef=" << EncodeAssetRef(materialRef) << ";";
if (!materialRef.IsValid() && !m_materialPath.empty() && HasVirtualPathScheme(m_materialPath)) {
os << "materialPath=" << m_materialPath << ";";
}
os << "castShadows=" << (m_castShadows ? 1 : 0) << ";";
os << "receiveShadows=" << (m_receiveShadows ? 1 : 0) << ";";
}
void GaussianSplatRendererComponent::Deserialize(std::istream& is) {
ClearGaussianSplat();
ClearMaterial();
m_castShadows = true;
m_receiveShadows = true;
std::string token;
std::string pendingGaussianSplatPath;
Resources::AssetRef pendingGaussianSplatRef;
std::string pendingMaterialPath;
Resources::AssetRef pendingMaterialRef;
while (std::getline(is, token, ';')) {
if (token.empty()) {
continue;
}
const size_t eqPos = token.find('=');
if (eqPos == std::string::npos) {
continue;
}
const std::string key = token.substr(0, eqPos);
const std::string value = token.substr(eqPos + 1);
if (key == "gaussianSplatPath") {
pendingGaussianSplatPath = value;
} else if (key == "gaussianSplatRef") {
TryDecodeAssetRef(value, pendingGaussianSplatRef);
} else if (key == "materialPath") {
pendingMaterialPath = value;
} else if (key == "materialRef") {
TryDecodeAssetRef(value, pendingMaterialRef);
} else if (key == "castShadows") {
m_castShadows = (std::stoi(value) != 0);
} else if (key == "receiveShadows") {
m_receiveShadows = (std::stoi(value) != 0);
}
}
if (pendingGaussianSplatRef.IsValid()) {
bool restoredOrQueued = false;
m_gaussianSplatRef = pendingGaussianSplatRef;
if (Resources::ResourceManager::Get().IsDeferredSceneLoadEnabled()) {
Containers::String resolvedPath;
if (Resources::ResourceManager::Get().TryResolveAssetPath(pendingGaussianSplatRef, resolvedPath)) {
m_gaussianSplatPath = ToStdString(resolvedPath);
restoredOrQueued = true;
}
}
if (!restoredOrQueued) {
m_gaussianSplat = Resources::ResourceManager::Get().Load<Resources::GaussianSplat>(pendingGaussianSplatRef);
m_gaussianSplatPath = m_gaussianSplat.Get() != nullptr
? GaussianSplatPathFromHandle(m_gaussianSplat)
: pendingGaussianSplatPath;
}
} else if (!pendingGaussianSplatPath.empty() && HasVirtualPathScheme(pendingGaussianSplatPath)) {
if (Resources::ResourceManager::Get().IsDeferredSceneLoadEnabled()) {
m_gaussianSplatPath = pendingGaussianSplatPath;
} else {
SetGaussianSplatPath(pendingGaussianSplatPath);
}
}
if (pendingMaterialRef.IsValid()) {
bool restoredOrQueued = false;
m_materialRef = pendingMaterialRef;
if (Resources::ResourceManager::Get().IsDeferredSceneLoadEnabled()) {
Containers::String resolvedPath;
if (Resources::ResourceManager::Get().TryResolveAssetPath(pendingMaterialRef, resolvedPath)) {
m_materialPath = ToStdString(resolvedPath);
restoredOrQueued = true;
}
}
if (!restoredOrQueued) {
m_material = Resources::ResourceManager::Get().Load<Resources::Material>(pendingMaterialRef);
m_materialPath = m_material.Get() != nullptr
? MaterialPathFromHandle(m_material)
: pendingMaterialPath;
}
} else if (!pendingMaterialPath.empty() && HasVirtualPathScheme(pendingMaterialPath)) {
if (Resources::ResourceManager::Get().IsDeferredSceneLoadEnabled()) {
m_materialPath = pendingMaterialPath;
} else {
SetMaterialPath(pendingMaterialPath);
}
}
}
void GaussianSplatRendererComponent::BeginAsyncGaussianSplatLoad(const std::string& gaussianSplatPath) {
if (gaussianSplatPath.empty()) {
m_pendingGaussianSplatLoad.reset();
m_asyncGaussianSplatLoadRequested = false;
m_gaussianSplat.Reset();
return;
}
m_asyncGaussianSplatLoadRequested = true;
m_gaussianSplat.Reset();
m_pendingGaussianSplatLoad = std::make_shared<PendingGaussianSplatLoadState>();
std::weak_ptr<PendingGaussianSplatLoadState> weakState = m_pendingGaussianSplatLoad;
Resources::ResourceManager::Get().LoadAsync(
gaussianSplatPath.c_str(),
Resources::ResourceType::GaussianSplat,
[weakState](Resources::LoadResult result) {
if (std::shared_ptr<PendingGaussianSplatLoadState> state = weakState.lock()) {
state->result = std::move(result);
state->completed = true;
}
});
}
void GaussianSplatRendererComponent::EnsureDeferredAsyncGaussianSplatLoadStarted() {
if (m_asyncGaussianSplatLoadRequested || m_gaussianSplat.Get() != nullptr || m_gaussianSplatPath.empty()) {
return;
}
BeginAsyncGaussianSplatLoad(m_gaussianSplatPath);
}
void GaussianSplatRendererComponent::ResolvePendingGaussianSplat() {
if (!m_pendingGaussianSplatLoad || !m_pendingGaussianSplatLoad->completed) {
return;
}
std::shared_ptr<PendingGaussianSplatLoadState> completedLoad = std::move(m_pendingGaussianSplatLoad);
m_pendingGaussianSplatLoad.reset();
if (!completedLoad->result || completedLoad->result.resource == nullptr) {
return;
}
m_gaussianSplat = Resources::ResourceHandle<Resources::GaussianSplat>(
static_cast<Resources::GaussianSplat*>(completedLoad->result.resource));
if (m_gaussianSplat.Get() == nullptr) {
return;
}
m_gaussianSplatPath = GaussianSplatPathFromHandle(m_gaussianSplat);
if (!Resources::ResourceManager::Get().TryGetAssetRef(
m_gaussianSplatPath.c_str(),
Resources::ResourceType::GaussianSplat,
m_gaussianSplatRef)) {
m_gaussianSplatRef.Reset();
}
}
void GaussianSplatRendererComponent::BeginAsyncMaterialLoad(const std::string& materialPath) {
if (materialPath.empty()) {
m_pendingMaterialLoad.reset();
m_asyncMaterialLoadRequested = false;
m_material.Reset();
return;
}
m_asyncMaterialLoadRequested = true;
m_material.Reset();
m_pendingMaterialLoad = std::make_shared<PendingMaterialLoadState>();
std::weak_ptr<PendingMaterialLoadState> weakState = m_pendingMaterialLoad;
Resources::ResourceManager::Get().LoadAsync(
materialPath.c_str(),
Resources::ResourceType::Material,
[weakState](Resources::LoadResult result) {
if (std::shared_ptr<PendingMaterialLoadState> state = weakState.lock()) {
state->result = std::move(result);
state->completed = true;
}
});
}
void GaussianSplatRendererComponent::EnsureDeferredAsyncMaterialLoadStarted() {
if (m_asyncMaterialLoadRequested || m_material.Get() != nullptr || m_materialPath.empty()) {
return;
}
BeginAsyncMaterialLoad(m_materialPath);
}
void GaussianSplatRendererComponent::ResolvePendingMaterial() {
if (!m_pendingMaterialLoad || !m_pendingMaterialLoad->completed) {
return;
}
std::shared_ptr<PendingMaterialLoadState> completedLoad = std::move(m_pendingMaterialLoad);
m_pendingMaterialLoad.reset();
if (!completedLoad->result || completedLoad->result.resource == nullptr) {
return;
}
m_material = Resources::ResourceHandle<Resources::Material>(
static_cast<Resources::Material*>(completedLoad->result.resource));
if (m_material.Get() == nullptr) {
return;
}
m_materialPath = MaterialPathFromHandle(m_material);
if (!Resources::ResourceManager::Get().TryGetAssetRef(
m_materialPath.c_str(),
Resources::ResourceType::Material,
m_materialRef)) {
m_materialRef.Reset();
}
}
} // namespace Components
} // namespace XCEngine

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@@ -119,6 +119,12 @@ bool CompareVisibleVolumes(const VisibleVolumeItem& lhs, const VisibleVolumeItem
return CompareVisibleVolumesStable(lhs, rhs);
}
bool CompareVisibleGaussianSplats(
const VisibleGaussianSplatItem& lhs,
const VisibleGaussianSplatItem& rhs) {
return CompareVisibleGaussianSplatsStable(lhs, rhs);
}
} // namespace
RenderSceneData RenderSceneExtractor::Extract(
@@ -143,6 +149,7 @@ RenderSceneData RenderSceneExtractor::Extract(
cameraPosition,
cullingMask,
sceneData.visibleItems,
sceneData.visibleGaussianSplats,
sceneData.visibleVolumes);
}
@@ -150,6 +157,10 @@ RenderSceneData RenderSceneExtractor::Extract(
sceneData.visibleItems.begin(),
sceneData.visibleItems.end(),
CompareVisibleItems);
std::stable_sort(
sceneData.visibleGaussianSplats.begin(),
sceneData.visibleGaussianSplats.end(),
CompareVisibleGaussianSplats);
std::stable_sort(
sceneData.visibleVolumes.begin(),
sceneData.visibleVolumes.end(),
@@ -181,6 +192,7 @@ RenderSceneData RenderSceneExtractor::ExtractForCamera(
cameraPosition,
cullingMask,
sceneData.visibleItems,
sceneData.visibleGaussianSplats,
sceneData.visibleVolumes);
}
@@ -188,6 +200,10 @@ RenderSceneData RenderSceneExtractor::ExtractForCamera(
sceneData.visibleItems.begin(),
sceneData.visibleItems.end(),
CompareVisibleItems);
std::stable_sort(
sceneData.visibleGaussianSplats.begin(),
sceneData.visibleGaussianSplats.end(),
CompareVisibleGaussianSplats);
std::stable_sort(
sceneData.visibleVolumes.begin(),
sceneData.visibleVolumes.end(),
@@ -308,6 +324,7 @@ void RenderSceneExtractor::ExtractVisibleContent(
const Math::Vector3& cameraPosition,
uint32_t cullingMask,
std::vector<VisibleRenderItem>& visibleItems,
std::vector<VisibleGaussianSplatItem>& visibleGaussianSplats,
std::vector<VisibleVolumeItem>& visibleVolumes) const {
if (gameObject == nullptr || !gameObject->IsActiveInHierarchy()) {
return;
@@ -318,11 +335,12 @@ void RenderSceneExtractor::ExtractVisibleContent(
if (isVisibleInCameraMask) {
AppendRenderItemsForGameObject(*gameObject, cameraPosition, visibleItems);
AppendVisibleGaussianSplatsForGameObject(*gameObject, cameraPosition, visibleGaussianSplats);
AppendVisibleVolumesForGameObject(*gameObject, cameraPosition, visibleVolumes);
}
for (Components::GameObject* child : gameObject->GetChildren()) {
ExtractVisibleContent(child, cameraPosition, cullingMask, visibleItems, visibleVolumes);
ExtractVisibleContent(child, cameraPosition, cullingMask, visibleItems, visibleGaussianSplats, visibleVolumes);
}
}

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@@ -1,6 +1,7 @@
#include "Rendering/Extraction/RenderSceneUtility.h"
#include "Components/CameraComponent.h"
#include "Components/GaussianSplatRendererComponent.h"
#include "Components/GameObject.h"
#include "Components/LightComponent.h"
#include "Components/MeshFilterComponent.h"
@@ -175,6 +176,41 @@ void AppendVisibleVolumesForGameObject(
outVisibleVolumes.push_back(visibleVolume);
}
void AppendVisibleGaussianSplatsForGameObject(
Components::GameObject& gameObject,
const Math::Vector3& cameraPosition,
std::vector<VisibleGaussianSplatItem>& outVisibleGaussianSplats) {
if (!gameObject.IsActiveInHierarchy()) {
return;
}
auto* gaussianSplatRenderer = gameObject.GetComponent<Components::GaussianSplatRendererComponent>();
if (gaussianSplatRenderer == nullptr || !gaussianSplatRenderer->IsEnabled()) {
return;
}
Resources::GaussianSplat* gaussianSplat = gaussianSplatRenderer->GetGaussianSplat();
Resources::Material* material = gaussianSplatRenderer->GetMaterial();
if (gaussianSplat == nullptr ||
!gaussianSplat->IsValid() ||
material == nullptr) {
return;
}
const Math::Matrix4x4 localToWorld = gameObject.GetTransform()->GetLocalToWorldMatrix();
const Math::Vector3 worldPosition = localToWorld.GetTranslation();
VisibleGaussianSplatItem visibleGaussianSplat = {};
visibleGaussianSplat.gameObject = &gameObject;
visibleGaussianSplat.gaussianSplatRenderer = gaussianSplatRenderer;
visibleGaussianSplat.gaussianSplat = gaussianSplat;
visibleGaussianSplat.material = material;
visibleGaussianSplat.renderQueue = ResolveMaterialRenderQueue(material);
visibleGaussianSplat.cameraDistanceSq = (worldPosition - cameraPosition).SqrMagnitude();
visibleGaussianSplat.localToWorld = localToWorld;
outVisibleGaussianSplats.push_back(visibleGaussianSplat);
}
bool CompareVisibleRenderItemsStable(
const VisibleRenderItem& lhs,
const VisibleRenderItem& rhs) {
@@ -210,6 +246,29 @@ bool CompareVisibleRenderItemsStable(
return false;
}
bool CompareVisibleGaussianSplatsStable(
const VisibleGaussianSplatItem& lhs,
const VisibleGaussianSplatItem& 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;
}
const Core::uint64 lhsObjectId = lhs.gameObject != nullptr ? lhs.gameObject->GetID() : 0u;
const Core::uint64 rhsObjectId = rhs.gameObject != nullptr ? rhs.gameObject->GetID() : 0u;
if (lhsObjectId != rhsObjectId) {
return lhsObjectId < rhsObjectId;
}
return false;
}
bool CompareVisibleVolumesStable(
const VisibleVolumeItem& lhs,
const VisibleVolumeItem& rhs) {