Formalize GaussianSplat scene extraction
This commit is contained in:
@@ -449,6 +449,7 @@ add_library(XCEngine STATIC
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Components/GameObject.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Components/CameraComponent.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Components/LightComponent.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Components/GaussianSplatRendererComponent.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Components/MeshFilterComponent.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Components/MeshRendererComponent.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Components/VolumeRendererComponent.h
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@@ -460,6 +461,7 @@ add_library(XCEngine STATIC
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${CMAKE_CURRENT_SOURCE_DIR}/src/Components/GameObject.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Components/CameraComponent.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Components/LightComponent.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Components/GaussianSplatRendererComponent.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Components/MeshFilterComponent.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Components/MeshRendererComponent.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Components/VolumeRendererComponent.cpp
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@@ -477,6 +479,7 @@ add_library(XCEngine STATIC
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Execution/SceneRenderer.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/FrameData/RenderCameraData.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/FrameData/RenderSceneData.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/FrameData/VisibleGaussianSplatItem.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/FrameData/VisibleRenderItem.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/FrameData/VisibleVolumeItem.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Planning/CameraRenderRequest.h
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@@ -0,0 +1,77 @@
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#pragma once
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#include <XCEngine/Components/Component.h>
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#include <XCEngine/Core/Asset/AssetRef.h>
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#include <XCEngine/Core/Asset/ResourceHandle.h>
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#include <XCEngine/Resources/GaussianSplat/GaussianSplat.h>
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#include <XCEngine/Resources/Material/Material.h>
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#include <memory>
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#include <string>
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namespace XCEngine {
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namespace Components {
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class GaussianSplatRendererComponent : public Component {
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public:
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std::string GetName() const override { return "GaussianSplatRenderer"; }
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Resources::GaussianSplat* GetGaussianSplat() const;
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const Resources::ResourceHandle<Resources::GaussianSplat>& GetGaussianSplatHandle() const;
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const std::string& GetGaussianSplatPath() const { return m_gaussianSplatPath; }
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const Resources::AssetRef& GetGaussianSplatAssetRef() const { return m_gaussianSplatRef; }
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void SetGaussianSplatPath(const std::string& gaussianSplatPath);
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void SetGaussianSplat(const Resources::ResourceHandle<Resources::GaussianSplat>& gaussianSplat);
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void SetGaussianSplat(Resources::GaussianSplat* gaussianSplat);
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void ClearGaussianSplat();
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Resources::Material* GetMaterial() const;
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const Resources::ResourceHandle<Resources::Material>& GetMaterialHandle() const;
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const std::string& GetMaterialPath() const { return m_materialPath; }
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const Resources::AssetRef& GetMaterialAssetRef() const { return m_materialRef; }
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void SetMaterialPath(const std::string& materialPath);
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void SetMaterial(const Resources::ResourceHandle<Resources::Material>& material);
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void SetMaterial(Resources::Material* material);
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void ClearMaterial();
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bool GetCastShadows() const { return m_castShadows; }
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void SetCastShadows(bool value) { m_castShadows = value; }
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bool GetReceiveShadows() const { return m_receiveShadows; }
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void SetReceiveShadows(bool value) { m_receiveShadows = value; }
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void Serialize(std::ostream& os) const override;
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void Deserialize(std::istream& is) override;
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private:
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struct PendingGaussianSplatLoadState;
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struct PendingMaterialLoadState;
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void BeginAsyncGaussianSplatLoad(const std::string& gaussianSplatPath);
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void EnsureDeferredAsyncGaussianSplatLoadStarted();
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void ResolvePendingGaussianSplat();
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void BeginAsyncMaterialLoad(const std::string& materialPath);
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void EnsureDeferredAsyncMaterialLoadStarted();
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void ResolvePendingMaterial();
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Resources::ResourceHandle<Resources::GaussianSplat> m_gaussianSplat;
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std::string m_gaussianSplatPath;
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Resources::AssetRef m_gaussianSplatRef;
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std::shared_ptr<PendingGaussianSplatLoadState> m_pendingGaussianSplatLoad;
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bool m_asyncGaussianSplatLoadRequested = false;
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Resources::ResourceHandle<Resources::Material> m_material;
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std::string m_materialPath;
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Resources::AssetRef m_materialRef;
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std::shared_ptr<PendingMaterialLoadState> m_pendingMaterialLoad;
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bool m_asyncMaterialLoadRequested = false;
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bool m_castShadows = true;
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bool m_receiveShadows = true;
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};
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} // namespace Components
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} // namespace XCEngine
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@@ -42,6 +42,7 @@ private:
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const Math::Vector3& cameraPosition,
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uint32_t cullingMask,
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std::vector<VisibleRenderItem>& outVisibleItems,
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std::vector<VisibleGaussianSplatItem>& outVisibleGaussianSplats,
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std::vector<VisibleVolumeItem>& outVisibleVolumes) const;
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};
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@@ -2,6 +2,7 @@
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#include <XCEngine/Core/Math/Vector3.h>
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#include <XCEngine/Rendering/FrameData/RenderCameraData.h>
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#include <XCEngine/Rendering/FrameData/VisibleGaussianSplatItem.h>
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#include <XCEngine/Rendering/FrameData/VisibleRenderItem.h>
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#include <XCEngine/Rendering/FrameData/VisibleVolumeItem.h>
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@@ -33,10 +34,19 @@ void AppendVisibleVolumesForGameObject(
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const Math::Vector3& cameraPosition,
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std::vector<VisibleVolumeItem>& outVisibleVolumes);
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void AppendVisibleGaussianSplatsForGameObject(
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Components::GameObject& gameObject,
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const Math::Vector3& cameraPosition,
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std::vector<VisibleGaussianSplatItem>& outVisibleGaussianSplats);
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bool CompareVisibleRenderItemsStable(
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const VisibleRenderItem& lhs,
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const VisibleRenderItem& rhs);
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bool CompareVisibleGaussianSplatsStable(
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const VisibleGaussianSplatItem& lhs,
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const VisibleGaussianSplatItem& rhs);
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bool CompareVisibleVolumesStable(
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const VisibleVolumeItem& lhs,
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const VisibleVolumeItem& rhs);
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@@ -4,6 +4,7 @@
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#include <XCEngine/Core/Math/Vector4.h>
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#include <XCEngine/Rendering/FrameData/RenderCameraData.h>
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#include <XCEngine/Rendering/FrameData/RenderEnvironmentData.h>
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#include <XCEngine/Rendering/FrameData/VisibleGaussianSplatItem.h>
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#include <XCEngine/Rendering/FrameData/VisibleRenderItem.h>
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#include <XCEngine/Rendering/FrameData/VisibleVolumeItem.h>
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#include <XCEngine/Resources/Shader/ShaderKeywordTypes.h>
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@@ -88,6 +89,7 @@ struct RenderSceneData {
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RenderLightingData lighting;
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Resources::ShaderKeywordSet globalShaderKeywords;
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std::vector<VisibleRenderItem> visibleItems;
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std::vector<VisibleGaussianSplatItem> visibleGaussianSplats;
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std::vector<VisibleVolumeItem> visibleVolumes;
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bool HasCamera() const {
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@@ -0,0 +1,30 @@
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#pragma once
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#include <XCEngine/Core/Math/Matrix4.h>
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#include <XCEngine/Core/Types.h>
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namespace XCEngine {
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namespace Components {
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class GameObject;
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class GaussianSplatRendererComponent;
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} // namespace Components
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namespace Resources {
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class GaussianSplat;
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class Material;
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} // namespace Resources
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namespace Rendering {
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struct VisibleGaussianSplatItem {
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Components::GameObject* gameObject = nullptr;
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Components::GaussianSplatRendererComponent* gaussianSplatRenderer = nullptr;
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Resources::GaussianSplat* gaussianSplat = nullptr;
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const Resources::Material* material = nullptr;
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Core::int32 renderQueue = 0;
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float cameraDistanceSq = 0.0f;
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Math::Matrix4x4 localToWorld = Math::Matrix4x4::Identity();
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};
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} // namespace Rendering
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} // namespace XCEngine
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@@ -3,6 +3,7 @@
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#include "Components/AudioListenerComponent.h"
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#include "Components/AudioSourceComponent.h"
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#include "Components/CameraComponent.h"
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#include "Components/GaussianSplatRendererComponent.h"
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#include "Components/GameObject.h"
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#include "Components/LightComponent.h"
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#include "Components/MeshFilterComponent.h"
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@@ -34,6 +35,7 @@ ComponentFactoryRegistry::ComponentFactoryRegistry() {
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RegisterFactory("AudioListener", &CreateBuiltInComponent<AudioListenerComponent>);
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RegisterFactory("MeshFilter", &CreateBuiltInComponent<MeshFilterComponent>);
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RegisterFactory("MeshRenderer", &CreateBuiltInComponent<MeshRendererComponent>);
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RegisterFactory("GaussianSplatRenderer", &CreateBuiltInComponent<GaussianSplatRendererComponent>);
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RegisterFactory("VolumeRenderer", &CreateBuiltInComponent<VolumeRendererComponent>);
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RegisterFactory("ScriptComponent", &CreateBuiltInComponent<XCEngine::Scripting::ScriptComponent>);
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}
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420
engine/src/Components/GaussianSplatRendererComponent.cpp
Normal file
420
engine/src/Components/GaussianSplatRendererComponent.cpp
Normal file
@@ -0,0 +1,420 @@
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#include "Components/GaussianSplatRendererComponent.h"
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#include "Core/Asset/ResourceManager.h"
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namespace XCEngine {
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namespace Components {
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namespace {
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std::string ToStdString(const Containers::String& value) {
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return std::string(value.CStr());
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}
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bool HasVirtualPathScheme(const std::string& path) {
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return path.find("://") != std::string::npos;
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}
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std::string EncodeAssetRef(const Resources::AssetRef& assetRef) {
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if (!assetRef.IsValid()) {
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return std::string();
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}
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return ToStdString(assetRef.assetGuid.ToString()) + "," +
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std::to_string(assetRef.localID) + "," +
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std::to_string(static_cast<int>(assetRef.resourceType));
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}
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bool TryDecodeAssetRef(const std::string& value, Resources::AssetRef& outRef) {
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const size_t firstComma = value.find(',');
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const size_t secondComma = firstComma == std::string::npos ? std::string::npos : value.find(',', firstComma + 1);
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if (firstComma == std::string::npos || secondComma == std::string::npos) {
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return false;
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}
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const Containers::String guidText(value.substr(0, firstComma).c_str());
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outRef.assetGuid = Resources::AssetGUID::ParseOrDefault(guidText);
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outRef.localID = static_cast<Resources::LocalID>(std::stoull(value.substr(firstComma + 1, secondComma - firstComma - 1)));
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outRef.resourceType = static_cast<Resources::ResourceType>(std::stoi(value.substr(secondComma + 1)));
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return outRef.IsValid();
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}
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std::string GaussianSplatPathFromHandle(const Resources::ResourceHandle<Resources::GaussianSplat>& gaussianSplat) {
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return gaussianSplat.Get() != nullptr ? ToStdString(gaussianSplat->GetPath()) : std::string();
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}
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std::string MaterialPathFromHandle(const Resources::ResourceHandle<Resources::Material>& material) {
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return material.Get() != nullptr ? ToStdString(material->GetPath()) : std::string();
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}
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} // namespace
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struct GaussianSplatRendererComponent::PendingGaussianSplatLoadState {
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Resources::LoadResult result;
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bool completed = false;
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};
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struct GaussianSplatRendererComponent::PendingMaterialLoadState {
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Resources::LoadResult result;
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bool completed = false;
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};
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Resources::GaussianSplat* GaussianSplatRendererComponent::GetGaussianSplat() const {
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const_cast<GaussianSplatRendererComponent*>(this)->EnsureDeferredAsyncGaussianSplatLoadStarted();
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const_cast<GaussianSplatRendererComponent*>(this)->ResolvePendingGaussianSplat();
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return m_gaussianSplat.Get();
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}
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const Resources::ResourceHandle<Resources::GaussianSplat>& GaussianSplatRendererComponent::GetGaussianSplatHandle() const {
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const_cast<GaussianSplatRendererComponent*>(this)->EnsureDeferredAsyncGaussianSplatLoadStarted();
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const_cast<GaussianSplatRendererComponent*>(this)->ResolvePendingGaussianSplat();
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return m_gaussianSplat;
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}
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void GaussianSplatRendererComponent::SetGaussianSplatPath(const std::string& gaussianSplatPath) {
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m_pendingGaussianSplatLoad.reset();
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m_asyncGaussianSplatLoadRequested = false;
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m_gaussianSplatPath = gaussianSplatPath;
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if (m_gaussianSplatPath.empty()) {
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m_gaussianSplat.Reset();
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m_gaussianSplatRef.Reset();
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return;
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}
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m_gaussianSplat = Resources::ResourceManager::Get().Load<Resources::GaussianSplat>(m_gaussianSplatPath.c_str());
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if (!Resources::ResourceManager::Get().TryGetAssetRef(
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m_gaussianSplatPath.c_str(),
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Resources::ResourceType::GaussianSplat,
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m_gaussianSplatRef)) {
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m_gaussianSplatRef.Reset();
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}
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}
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void GaussianSplatRendererComponent::SetGaussianSplat(
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const Resources::ResourceHandle<Resources::GaussianSplat>& gaussianSplat) {
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m_pendingGaussianSplatLoad.reset();
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m_asyncGaussianSplatLoadRequested = false;
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m_gaussianSplat = gaussianSplat;
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m_gaussianSplatPath = GaussianSplatPathFromHandle(gaussianSplat);
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if (m_gaussianSplatPath.empty() ||
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!Resources::ResourceManager::Get().TryGetAssetRef(
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m_gaussianSplatPath.c_str(),
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Resources::ResourceType::GaussianSplat,
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m_gaussianSplatRef)) {
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m_gaussianSplatRef.Reset();
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}
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}
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void GaussianSplatRendererComponent::SetGaussianSplat(Resources::GaussianSplat* gaussianSplat) {
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SetGaussianSplat(Resources::ResourceHandle<Resources::GaussianSplat>(gaussianSplat));
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}
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void GaussianSplatRendererComponent::ClearGaussianSplat() {
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m_pendingGaussianSplatLoad.reset();
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m_asyncGaussianSplatLoadRequested = false;
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m_gaussianSplat.Reset();
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m_gaussianSplatPath.clear();
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m_gaussianSplatRef.Reset();
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}
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Resources::Material* GaussianSplatRendererComponent::GetMaterial() const {
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const_cast<GaussianSplatRendererComponent*>(this)->EnsureDeferredAsyncMaterialLoadStarted();
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const_cast<GaussianSplatRendererComponent*>(this)->ResolvePendingMaterial();
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return m_material.Get();
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}
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const Resources::ResourceHandle<Resources::Material>& GaussianSplatRendererComponent::GetMaterialHandle() const {
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const_cast<GaussianSplatRendererComponent*>(this)->EnsureDeferredAsyncMaterialLoadStarted();
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const_cast<GaussianSplatRendererComponent*>(this)->ResolvePendingMaterial();
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return m_material;
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}
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void GaussianSplatRendererComponent::SetMaterialPath(const std::string& materialPath) {
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m_pendingMaterialLoad.reset();
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m_asyncMaterialLoadRequested = false;
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m_materialPath = materialPath;
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if (m_materialPath.empty()) {
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m_material.Reset();
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m_materialRef.Reset();
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return;
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}
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m_material = Resources::ResourceManager::Get().Load<Resources::Material>(m_materialPath.c_str());
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if (!Resources::ResourceManager::Get().TryGetAssetRef(
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m_materialPath.c_str(),
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Resources::ResourceType::Material,
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m_materialRef)) {
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m_materialRef.Reset();
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}
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}
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void GaussianSplatRendererComponent::SetMaterial(
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const Resources::ResourceHandle<Resources::Material>& material) {
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m_pendingMaterialLoad.reset();
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m_asyncMaterialLoadRequested = false;
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m_material = material;
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m_materialPath = MaterialPathFromHandle(material);
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if (m_materialPath.empty() ||
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!Resources::ResourceManager::Get().TryGetAssetRef(
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m_materialPath.c_str(),
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Resources::ResourceType::Material,
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m_materialRef)) {
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m_materialRef.Reset();
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}
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}
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void GaussianSplatRendererComponent::SetMaterial(Resources::Material* material) {
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SetMaterial(Resources::ResourceHandle<Resources::Material>(material));
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}
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void GaussianSplatRendererComponent::ClearMaterial() {
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m_pendingMaterialLoad.reset();
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m_asyncMaterialLoadRequested = false;
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m_material.Reset();
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m_materialPath.clear();
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m_materialRef.Reset();
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}
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void GaussianSplatRendererComponent::Serialize(std::ostream& os) const {
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Resources::AssetRef gaussianSplatRef = m_gaussianSplatRef;
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if (!gaussianSplatRef.IsValid() &&
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!m_gaussianSplatPath.empty() &&
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!HasVirtualPathScheme(m_gaussianSplatPath) &&
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Resources::ResourceManager::Get().TryGetAssetRef(
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m_gaussianSplatPath.c_str(),
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Resources::ResourceType::GaussianSplat,
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gaussianSplatRef)) {
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}
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Resources::AssetRef materialRef = m_materialRef;
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if (!materialRef.IsValid() &&
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!m_materialPath.empty() &&
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!HasVirtualPathScheme(m_materialPath) &&
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Resources::ResourceManager::Get().TryGetAssetRef(
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m_materialPath.c_str(),
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Resources::ResourceType::Material,
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materialRef)) {
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}
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os << "gaussianSplatRef=" << EncodeAssetRef(gaussianSplatRef) << ";";
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if (!gaussianSplatRef.IsValid() && !m_gaussianSplatPath.empty() && HasVirtualPathScheme(m_gaussianSplatPath)) {
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os << "gaussianSplatPath=" << m_gaussianSplatPath << ";";
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}
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os << "materialRef=" << EncodeAssetRef(materialRef) << ";";
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if (!materialRef.IsValid() && !m_materialPath.empty() && HasVirtualPathScheme(m_materialPath)) {
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os << "materialPath=" << m_materialPath << ";";
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}
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os << "castShadows=" << (m_castShadows ? 1 : 0) << ";";
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os << "receiveShadows=" << (m_receiveShadows ? 1 : 0) << ";";
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}
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void GaussianSplatRendererComponent::Deserialize(std::istream& is) {
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ClearGaussianSplat();
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ClearMaterial();
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m_castShadows = true;
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m_receiveShadows = true;
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std::string token;
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std::string pendingGaussianSplatPath;
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Resources::AssetRef pendingGaussianSplatRef;
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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
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -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) {
|
||||
|
||||
Reference in New Issue
Block a user