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