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

View File

@@ -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) {