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/GameObject.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Components/CameraComponent.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/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/MeshFilterComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Components/MeshRendererComponent.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Components/MeshRendererComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Components/VolumeRendererComponent.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/GameObject.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Components/CameraComponent.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/Components/CameraComponent.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Components/LightComponent.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/MeshFilterComponent.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Components/MeshRendererComponent.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/Components/MeshRendererComponent.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Components/VolumeRendererComponent.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/Execution/SceneRenderer.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/FrameData/RenderCameraData.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/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/VisibleRenderItem.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/FrameData/VisibleVolumeItem.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/FrameData/VisibleVolumeItem.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Planning/CameraRenderRequest.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, const Math::Vector3& cameraPosition,
uint32_t cullingMask, uint32_t cullingMask,
std::vector<VisibleRenderItem>& outVisibleItems, std::vector<VisibleRenderItem>& outVisibleItems,
std::vector<VisibleGaussianSplatItem>& outVisibleGaussianSplats,
std::vector<VisibleVolumeItem>& outVisibleVolumes) const; std::vector<VisibleVolumeItem>& outVisibleVolumes) const;
}; };

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

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@@ -4,6 +4,7 @@
#include <XCEngine/Core/Math/Vector4.h> #include <XCEngine/Core/Math/Vector4.h>
#include <XCEngine/Rendering/FrameData/RenderCameraData.h> #include <XCEngine/Rendering/FrameData/RenderCameraData.h>
#include <XCEngine/Rendering/FrameData/RenderEnvironmentData.h> #include <XCEngine/Rendering/FrameData/RenderEnvironmentData.h>
#include <XCEngine/Rendering/FrameData/VisibleGaussianSplatItem.h>
#include <XCEngine/Rendering/FrameData/VisibleRenderItem.h> #include <XCEngine/Rendering/FrameData/VisibleRenderItem.h>
#include <XCEngine/Rendering/FrameData/VisibleVolumeItem.h> #include <XCEngine/Rendering/FrameData/VisibleVolumeItem.h>
#include <XCEngine/Resources/Shader/ShaderKeywordTypes.h> #include <XCEngine/Resources/Shader/ShaderKeywordTypes.h>
@@ -88,6 +89,7 @@ struct RenderSceneData {
RenderLightingData lighting; RenderLightingData lighting;
Resources::ShaderKeywordSet globalShaderKeywords; Resources::ShaderKeywordSet globalShaderKeywords;
std::vector<VisibleRenderItem> visibleItems; std::vector<VisibleRenderItem> visibleItems;
std::vector<VisibleGaussianSplatItem> visibleGaussianSplats;
std::vector<VisibleVolumeItem> visibleVolumes; std::vector<VisibleVolumeItem> visibleVolumes;
bool HasCamera() const { 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/AudioListenerComponent.h"
#include "Components/AudioSourceComponent.h" #include "Components/AudioSourceComponent.h"
#include "Components/CameraComponent.h" #include "Components/CameraComponent.h"
#include "Components/GaussianSplatRendererComponent.h"
#include "Components/GameObject.h" #include "Components/GameObject.h"
#include "Components/LightComponent.h" #include "Components/LightComponent.h"
#include "Components/MeshFilterComponent.h" #include "Components/MeshFilterComponent.h"
@@ -34,6 +35,7 @@ ComponentFactoryRegistry::ComponentFactoryRegistry() {
RegisterFactory("AudioListener", &CreateBuiltInComponent<AudioListenerComponent>); RegisterFactory("AudioListener", &CreateBuiltInComponent<AudioListenerComponent>);
RegisterFactory("MeshFilter", &CreateBuiltInComponent<MeshFilterComponent>); RegisterFactory("MeshFilter", &CreateBuiltInComponent<MeshFilterComponent>);
RegisterFactory("MeshRenderer", &CreateBuiltInComponent<MeshRendererComponent>); RegisterFactory("MeshRenderer", &CreateBuiltInComponent<MeshRendererComponent>);
RegisterFactory("GaussianSplatRenderer", &CreateBuiltInComponent<GaussianSplatRendererComponent>);
RegisterFactory("VolumeRenderer", &CreateBuiltInComponent<VolumeRendererComponent>); RegisterFactory("VolumeRenderer", &CreateBuiltInComponent<VolumeRendererComponent>);
RegisterFactory("ScriptComponent", &CreateBuiltInComponent<XCEngine::Scripting::ScriptComponent>); 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); return CompareVisibleVolumesStable(lhs, rhs);
} }
bool CompareVisibleGaussianSplats(
const VisibleGaussianSplatItem& lhs,
const VisibleGaussianSplatItem& rhs) {
return CompareVisibleGaussianSplatsStable(lhs, rhs);
}
} // namespace } // namespace
RenderSceneData RenderSceneExtractor::Extract( RenderSceneData RenderSceneExtractor::Extract(
@@ -143,6 +149,7 @@ RenderSceneData RenderSceneExtractor::Extract(
cameraPosition, cameraPosition,
cullingMask, cullingMask,
sceneData.visibleItems, sceneData.visibleItems,
sceneData.visibleGaussianSplats,
sceneData.visibleVolumes); sceneData.visibleVolumes);
} }
@@ -150,6 +157,10 @@ RenderSceneData RenderSceneExtractor::Extract(
sceneData.visibleItems.begin(), sceneData.visibleItems.begin(),
sceneData.visibleItems.end(), sceneData.visibleItems.end(),
CompareVisibleItems); CompareVisibleItems);
std::stable_sort(
sceneData.visibleGaussianSplats.begin(),
sceneData.visibleGaussianSplats.end(),
CompareVisibleGaussianSplats);
std::stable_sort( std::stable_sort(
sceneData.visibleVolumes.begin(), sceneData.visibleVolumes.begin(),
sceneData.visibleVolumes.end(), sceneData.visibleVolumes.end(),
@@ -181,6 +192,7 @@ RenderSceneData RenderSceneExtractor::ExtractForCamera(
cameraPosition, cameraPosition,
cullingMask, cullingMask,
sceneData.visibleItems, sceneData.visibleItems,
sceneData.visibleGaussianSplats,
sceneData.visibleVolumes); sceneData.visibleVolumes);
} }
@@ -188,6 +200,10 @@ RenderSceneData RenderSceneExtractor::ExtractForCamera(
sceneData.visibleItems.begin(), sceneData.visibleItems.begin(),
sceneData.visibleItems.end(), sceneData.visibleItems.end(),
CompareVisibleItems); CompareVisibleItems);
std::stable_sort(
sceneData.visibleGaussianSplats.begin(),
sceneData.visibleGaussianSplats.end(),
CompareVisibleGaussianSplats);
std::stable_sort( std::stable_sort(
sceneData.visibleVolumes.begin(), sceneData.visibleVolumes.begin(),
sceneData.visibleVolumes.end(), sceneData.visibleVolumes.end(),
@@ -308,6 +324,7 @@ void RenderSceneExtractor::ExtractVisibleContent(
const Math::Vector3& cameraPosition, const Math::Vector3& cameraPosition,
uint32_t cullingMask, uint32_t cullingMask,
std::vector<VisibleRenderItem>& visibleItems, std::vector<VisibleRenderItem>& visibleItems,
std::vector<VisibleGaussianSplatItem>& visibleGaussianSplats,
std::vector<VisibleVolumeItem>& visibleVolumes) const { std::vector<VisibleVolumeItem>& visibleVolumes) const {
if (gameObject == nullptr || !gameObject->IsActiveInHierarchy()) { if (gameObject == nullptr || !gameObject->IsActiveInHierarchy()) {
return; return;
@@ -318,11 +335,12 @@ void RenderSceneExtractor::ExtractVisibleContent(
if (isVisibleInCameraMask) { if (isVisibleInCameraMask) {
AppendRenderItemsForGameObject(*gameObject, cameraPosition, visibleItems); AppendRenderItemsForGameObject(*gameObject, cameraPosition, visibleItems);
AppendVisibleGaussianSplatsForGameObject(*gameObject, cameraPosition, visibleGaussianSplats);
AppendVisibleVolumesForGameObject(*gameObject, cameraPosition, visibleVolumes); AppendVisibleVolumesForGameObject(*gameObject, cameraPosition, visibleVolumes);
} }
for (Components::GameObject* child : gameObject->GetChildren()) { for (Components::GameObject* child : gameObject->GetChildren()) {
ExtractVisibleContent(child, cameraPosition, cullingMask, visibleItems, visibleVolumes); ExtractVisibleContent(child, cameraPosition, cullingMask, visibleItems, visibleGaussianSplats, visibleVolumes);
} }
} }

View File

@@ -1,6 +1,7 @@
#include "Rendering/Extraction/RenderSceneUtility.h" #include "Rendering/Extraction/RenderSceneUtility.h"
#include "Components/CameraComponent.h" #include "Components/CameraComponent.h"
#include "Components/GaussianSplatRendererComponent.h"
#include "Components/GameObject.h" #include "Components/GameObject.h"
#include "Components/LightComponent.h" #include "Components/LightComponent.h"
#include "Components/MeshFilterComponent.h" #include "Components/MeshFilterComponent.h"
@@ -175,6 +176,41 @@ void AppendVisibleVolumesForGameObject(
outVisibleVolumes.push_back(visibleVolume); 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( bool CompareVisibleRenderItemsStable(
const VisibleRenderItem& lhs, const VisibleRenderItem& lhs,
const VisibleRenderItem& rhs) { const VisibleRenderItem& rhs) {
@@ -210,6 +246,29 @@ bool CompareVisibleRenderItemsStable(
return false; 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( bool CompareVisibleVolumesStable(
const VisibleVolumeItem& lhs, const VisibleVolumeItem& lhs,
const VisibleVolumeItem& rhs) { const VisibleVolumeItem& rhs) {

View File

@@ -8,6 +8,7 @@ set(COMPONENTS_TEST_SOURCES
test_transform_component.cpp test_transform_component.cpp
test_game_object.cpp test_game_object.cpp
test_camera_light_component.cpp test_camera_light_component.cpp
test_gaussian_splat_renderer_component.cpp
test_mesh_render_components.cpp test_mesh_render_components.cpp
test_volume_renderer_component.cpp test_volume_renderer_component.cpp
) )

View File

@@ -4,6 +4,7 @@
#include <XCEngine/Components/AudioSourceComponent.h> #include <XCEngine/Components/AudioSourceComponent.h>
#include <XCEngine/Components/CameraComponent.h> #include <XCEngine/Components/CameraComponent.h>
#include <XCEngine/Components/ComponentFactoryRegistry.h> #include <XCEngine/Components/ComponentFactoryRegistry.h>
#include <XCEngine/Components/GaussianSplatRendererComponent.h>
#include <XCEngine/Components/GameObject.h> #include <XCEngine/Components/GameObject.h>
#include <XCEngine/Components/LightComponent.h> #include <XCEngine/Components/LightComponent.h>
#include <XCEngine/Components/MeshFilterComponent.h> #include <XCEngine/Components/MeshFilterComponent.h>
@@ -23,6 +24,7 @@ TEST(ComponentFactoryRegistry_Test, BuiltInTypesAreRegistered) {
EXPECT_TRUE(registry.IsRegistered("AudioListener")); EXPECT_TRUE(registry.IsRegistered("AudioListener"));
EXPECT_TRUE(registry.IsRegistered("MeshFilter")); EXPECT_TRUE(registry.IsRegistered("MeshFilter"));
EXPECT_TRUE(registry.IsRegistered("MeshRenderer")); EXPECT_TRUE(registry.IsRegistered("MeshRenderer"));
EXPECT_TRUE(registry.IsRegistered("GaussianSplatRenderer"));
EXPECT_TRUE(registry.IsRegistered("VolumeRenderer")); EXPECT_TRUE(registry.IsRegistered("VolumeRenderer"));
EXPECT_FALSE(registry.IsRegistered("Transform")); EXPECT_FALSE(registry.IsRegistered("Transform"));
EXPECT_FALSE(registry.IsRegistered("MissingComponent")); EXPECT_FALSE(registry.IsRegistered("MissingComponent"));
@@ -38,6 +40,7 @@ TEST(ComponentFactoryRegistry_Test, CreateBuiltInComponentsByTypeName) {
EXPECT_NE(dynamic_cast<AudioListenerComponent*>(registry.CreateComponent(&gameObject, "AudioListener")), nullptr); EXPECT_NE(dynamic_cast<AudioListenerComponent*>(registry.CreateComponent(&gameObject, "AudioListener")), nullptr);
EXPECT_NE(dynamic_cast<MeshFilterComponent*>(registry.CreateComponent(&gameObject, "MeshFilter")), nullptr); EXPECT_NE(dynamic_cast<MeshFilterComponent*>(registry.CreateComponent(&gameObject, "MeshFilter")), nullptr);
EXPECT_NE(dynamic_cast<MeshRendererComponent*>(registry.CreateComponent(&gameObject, "MeshRenderer")), nullptr); EXPECT_NE(dynamic_cast<MeshRendererComponent*>(registry.CreateComponent(&gameObject, "MeshRenderer")), nullptr);
EXPECT_NE(dynamic_cast<GaussianSplatRendererComponent*>(registry.CreateComponent(&gameObject, "GaussianSplatRenderer")), nullptr);
EXPECT_NE(dynamic_cast<VolumeRendererComponent*>(registry.CreateComponent(&gameObject, "VolumeRenderer")), nullptr); EXPECT_NE(dynamic_cast<VolumeRendererComponent*>(registry.CreateComponent(&gameObject, "VolumeRenderer")), nullptr);
EXPECT_EQ(registry.CreateComponent(&gameObject, "MissingComponent"), nullptr); EXPECT_EQ(registry.CreateComponent(&gameObject, "MissingComponent"), nullptr);
} }

View File

@@ -0,0 +1,182 @@
#include <gtest/gtest.h>
#include <XCEngine/Components/GaussianSplatRendererComponent.h>
#include <XCEngine/Components/GameObject.h>
#include <XCEngine/Core/Asset/IResource.h>
#include <XCEngine/Core/Asset/ResourceManager.h>
#include <XCEngine/Core/IO/IResourceLoader.h>
#include <XCEngine/Resources/GaussianSplat/GaussianSplat.h>
#include <XCEngine/Resources/Material/Material.h>
#include <chrono>
#include <cstring>
#include <sstream>
#include <thread>
using namespace XCEngine::Components;
using namespace XCEngine::Resources;
namespace {
GaussianSplat* CreateTestGaussianSplat(const char* name, const char* path) {
auto* gaussianSplat = new GaussianSplat();
IResource::ConstructParams params = {};
params.name = name;
params.path = path;
params.guid = ResourceGUID::Generate(path);
gaussianSplat->Initialize(params);
GaussianSplatMetadata metadata = {};
metadata.splatCount = 1u;
XCEngine::Containers::Array<GaussianSplatSection> sections;
sections.Resize(1);
sections[0].type = GaussianSplatSectionType::Positions;
sections[0].format = GaussianSplatSectionFormat::VectorFloat32;
sections[0].dataOffset = 0u;
sections[0].dataSize = sizeof(GaussianSplatPositionRecord);
sections[0].elementCount = 1u;
sections[0].elementStride = sizeof(GaussianSplatPositionRecord);
XCEngine::Containers::Array<XCEngine::Core::uint8> payload;
payload.Resize(sizeof(GaussianSplatPositionRecord));
const GaussianSplatPositionRecord positionRecord = { XCEngine::Math::Vector3(1.0f, 2.0f, 3.0f) };
std::memcpy(payload.Data(), &positionRecord, sizeof(positionRecord));
EXPECT_TRUE(gaussianSplat->CreateOwned(metadata, std::move(sections), std::move(payload)));
return gaussianSplat;
}
Material* CreateTestMaterial(const char* name, const char* path) {
auto* material = new Material();
IResource::ConstructParams params = {};
params.name = name;
params.path = path;
params.guid = ResourceGUID::Generate(path);
material->Initialize(params);
return material;
}
class FakeAsyncGaussianSplatLoader final : public IResourceLoader {
public:
ResourceType GetResourceType() const override { return ResourceType::GaussianSplat; }
XCEngine::Containers::Array<XCEngine::Containers::String> GetSupportedExtensions() const override {
XCEngine::Containers::Array<XCEngine::Containers::String> extensions;
extensions.PushBack("ply");
extensions.PushBack("xcgsplat");
return extensions;
}
bool CanLoad(const XCEngine::Containers::String& path) const override {
(void)path;
return true;
}
LoadResult Load(
const XCEngine::Containers::String& path,
const ImportSettings* settings = nullptr) override {
(void)settings;
return LoadResult(CreateTestGaussianSplat("AsyncGaussianSplat", path.CStr()));
}
ImportSettings* GetDefaultSettings() const override {
return nullptr;
}
};
bool PumpAsyncLoadsUntilIdle(
ResourceManager& manager,
std::chrono::milliseconds timeout = std::chrono::milliseconds(2000)) {
const auto deadline = std::chrono::steady_clock::now() + timeout;
while (manager.IsAsyncLoading() && std::chrono::steady_clock::now() < deadline) {
manager.UpdateAsyncLoads();
std::this_thread::sleep_for(std::chrono::milliseconds(5));
}
manager.UpdateAsyncLoads();
return !manager.IsAsyncLoading();
}
TEST(GaussianSplatRendererComponent_Test, SetResourcesCachesHandlesPathsAndFlags) {
GameObject gameObject("GaussianSplatHolder");
auto* component = gameObject.AddComponent<GaussianSplatRendererComponent>();
GaussianSplat* gaussianSplat = CreateTestGaussianSplat("Room", "GaussianSplats/room.xcgsplat");
Material* material = CreateTestMaterial("GaussianSplatMaterial", "Materials/gaussian_splat.mat");
component->SetGaussianSplat(gaussianSplat);
component->SetMaterial(material);
component->SetCastShadows(false);
component->SetReceiveShadows(false);
EXPECT_EQ(component->GetGaussianSplat(), gaussianSplat);
EXPECT_EQ(component->GetGaussianSplatPath(), "GaussianSplats/room.xcgsplat");
EXPECT_EQ(component->GetMaterial(), material);
EXPECT_EQ(component->GetMaterialPath(), "Materials/gaussian_splat.mat");
EXPECT_FALSE(component->GetCastShadows());
EXPECT_FALSE(component->GetReceiveShadows());
component->ClearGaussianSplat();
component->ClearMaterial();
delete gaussianSplat;
delete material;
}
TEST(GaussianSplatRendererComponent_Test, SerializeAndDeserializePreservesVirtualPathsAndFlags) {
GaussianSplatRendererComponent source;
source.SetGaussianSplatPath("test://gaussian_splats/room.ply");
source.SetMaterialPath("test://materials/gaussian_splat.mat");
source.SetCastShadows(false);
source.SetReceiveShadows(true);
std::stringstream stream;
source.Serialize(stream);
const std::string serialized = stream.str();
EXPECT_NE(serialized.find("gaussianSplatPath=test://gaussian_splats/room.ply;"), std::string::npos);
EXPECT_NE(serialized.find("materialPath=test://materials/gaussian_splat.mat;"), std::string::npos);
EXPECT_NE(serialized.find("castShadows=0;"), std::string::npos);
EXPECT_NE(serialized.find("receiveShadows=1;"), std::string::npos);
GaussianSplatRendererComponent target;
std::stringstream deserializeStream(serialized);
target.Deserialize(deserializeStream);
EXPECT_EQ(target.GetGaussianSplatPath(), "test://gaussian_splats/room.ply");
EXPECT_EQ(target.GetMaterialPath(), "test://materials/gaussian_splat.mat");
EXPECT_FALSE(target.GetCastShadows());
EXPECT_TRUE(target.GetReceiveShadows());
EXPECT_FALSE(target.GetGaussianSplatAssetRef().IsValid());
EXPECT_FALSE(target.GetMaterialAssetRef().IsValid());
}
TEST(GaussianSplatRendererComponent_Test, DeferredSceneDeserializeLoadsGaussianSplatAsyncByPath) {
ResourceManager& manager = ResourceManager::Get();
manager.Initialize();
IResourceLoader* originalLoader = manager.GetLoader(ResourceType::GaussianSplat);
FakeAsyncGaussianSplatLoader fakeLoader;
manager.RegisterLoader(&fakeLoader);
GaussianSplatRendererComponent target;
const auto pendingBeforeDeserialize = manager.GetAsyncPendingCount();
{
ResourceManager::ScopedDeferredSceneLoad deferredLoadScope;
EXPECT_TRUE(manager.IsDeferredSceneLoadEnabled());
std::stringstream stream(
"gaussianSplatPath=test://gaussian_splats/async_room.ply;gaussianSplatRef=;materialRef=;castShadows=1;receiveShadows=1;");
target.Deserialize(stream);
}
EXPECT_EQ(target.GetGaussianSplatPath(), "test://gaussian_splats/async_room.ply");
EXPECT_EQ(target.GetGaussianSplat(), nullptr);
EXPECT_GT(manager.GetAsyncPendingCount(), pendingBeforeDeserialize);
ASSERT_TRUE(PumpAsyncLoadsUntilIdle(manager));
ASSERT_NE(target.GetGaussianSplat(), nullptr);
EXPECT_EQ(target.GetGaussianSplatPath(), "test://gaussian_splats/async_room.ply");
EXPECT_EQ(target.GetGaussianSplat()->GetSplatCount(), 1u);
manager.RegisterLoader(originalLoader);
manager.Shutdown();
}
} // namespace

View File

@@ -1,6 +1,7 @@
#include <gtest/gtest.h> #include <gtest/gtest.h>
#include <XCEngine/Components/CameraComponent.h> #include <XCEngine/Components/CameraComponent.h>
#include <XCEngine/Components/GaussianSplatRendererComponent.h>
#include <XCEngine/Components/GameObject.h> #include <XCEngine/Components/GameObject.h>
#include <XCEngine/Components/LightComponent.h> #include <XCEngine/Components/LightComponent.h>
#include <XCEngine/Components/MeshFilterComponent.h> #include <XCEngine/Components/MeshFilterComponent.h>
@@ -16,6 +17,7 @@
#include <XCEngine/Rendering/Materials/RenderMaterialStateUtils.h> #include <XCEngine/Rendering/Materials/RenderMaterialStateUtils.h>
#include <XCEngine/Rendering/Extraction/RenderSceneExtractor.h> #include <XCEngine/Rendering/Extraction/RenderSceneExtractor.h>
#include <XCEngine/RHI/RHIBuffer.h> #include <XCEngine/RHI/RHIBuffer.h>
#include <XCEngine/Resources/GaussianSplat/GaussianSplat.h>
#include <XCEngine/Resources/Material/Material.h> #include <XCEngine/Resources/Material/Material.h>
#include <XCEngine/Resources/Mesh/Mesh.h> #include <XCEngine/Resources/Mesh/Mesh.h>
#include <XCEngine/Resources/Shader/Shader.h> #include <XCEngine/Resources/Shader/Shader.h>
@@ -23,6 +25,7 @@
#include <XCEngine/Resources/Volume/VolumeField.h> #include <XCEngine/Resources/Volume/VolumeField.h>
#include <XCEngine/Scene/Scene.h> #include <XCEngine/Scene/Scene.h>
#include <cstring>
#include <string> #include <string>
using namespace XCEngine::Components; using namespace XCEngine::Components;
@@ -117,6 +120,35 @@ VolumeField* CreateTestVolumeField(const char* path) {
return volumeField; return volumeField;
} }
GaussianSplat* CreateTestGaussianSplat(const char* path) {
auto* gaussianSplat = new GaussianSplat();
IResource::ConstructParams params = {};
params.name = "TestGaussianSplat";
params.path = path;
params.guid = ResourceGUID::Generate(path);
gaussianSplat->Initialize(params);
GaussianSplatMetadata metadata = {};
metadata.splatCount = 1u;
XCEngine::Containers::Array<GaussianSplatSection> sections;
sections.Resize(1);
sections[0].type = GaussianSplatSectionType::Positions;
sections[0].format = GaussianSplatSectionFormat::VectorFloat32;
sections[0].dataOffset = 0u;
sections[0].dataSize = sizeof(GaussianSplatPositionRecord);
sections[0].elementCount = 1u;
sections[0].elementStride = sizeof(GaussianSplatPositionRecord);
XCEngine::Containers::Array<XCEngine::Core::uint8> payload;
payload.Resize(sizeof(GaussianSplatPositionRecord));
const GaussianSplatPositionRecord positionRecord = { Vector3(0.0f, 0.0f, 0.0f) };
std::memcpy(payload.Data(), &positionRecord, sizeof(positionRecord));
EXPECT_TRUE(gaussianSplat->CreateOwned(metadata, std::move(sections), std::move(payload)));
return gaussianSplat;
}
Texture* CreateTestTexture(const char* path, TextureType type) { Texture* CreateTestTexture(const char* path, TextureType type) {
auto* texture = new Texture(); auto* texture = new Texture();
IResource::ConstructParams params = {}; IResource::ConstructParams params = {};
@@ -468,6 +500,101 @@ TEST(RenderSceneExtractor_Test, ExtractsVisibleVolumesAndSortsByRenderQueue) {
delete hiddenMaterial; delete hiddenMaterial;
} }
TEST(RenderSceneExtractor_Test, ExtractsVisibleGaussianSplatsAndSortsByRenderQueueAndDistance) {
Scene scene("GaussianSplatScene");
GameObject* cameraObject = scene.CreateGameObject("Camera");
auto* camera = cameraObject->AddComponent<CameraComponent>();
camera->SetPrimary(true);
camera->SetCullingMask(1u << 0);
GameObject* opaqueSplatObject = scene.CreateGameObject("OpaqueGaussianSplat");
opaqueSplatObject->SetLayer(0);
opaqueSplatObject->GetTransform()->SetLocalPosition(Vector3(0.0f, 0.0f, 2.0f));
auto* opaqueSplatRenderer = opaqueSplatObject->AddComponent<GaussianSplatRendererComponent>();
GaussianSplat* opaqueGaussianSplat = CreateTestGaussianSplat("GaussianSplats/opaque_room.xcgsplat");
Material* opaqueMaterial = CreateTestMaterial(
"Materials/opaque_gaussian_splat.mat",
static_cast<int32_t>(MaterialRenderQueue::Geometry));
opaqueSplatRenderer->SetGaussianSplat(opaqueGaussianSplat);
opaqueSplatRenderer->SetMaterial(opaqueMaterial);
GameObject* farTransparentObject = scene.CreateGameObject("FarTransparentGaussianSplat");
farTransparentObject->SetLayer(0);
farTransparentObject->GetTransform()->SetLocalPosition(Vector3(0.0f, 0.0f, 8.0f));
auto* farTransparentRenderer = farTransparentObject->AddComponent<GaussianSplatRendererComponent>();
GaussianSplat* farTransparentGaussianSplat = CreateTestGaussianSplat("GaussianSplats/far_transparent_room.xcgsplat");
Material* transparentMaterial = CreateTestMaterial(
"Materials/transparent_gaussian_splat.mat",
static_cast<int32_t>(MaterialRenderQueue::Transparent));
farTransparentRenderer->SetGaussianSplat(farTransparentGaussianSplat);
farTransparentRenderer->SetMaterial(transparentMaterial);
GameObject* nearTransparentObject = scene.CreateGameObject("NearTransparentGaussianSplat");
nearTransparentObject->SetLayer(0);
nearTransparentObject->GetTransform()->SetLocalPosition(Vector3(0.0f, 0.0f, 4.0f));
auto* nearTransparentRenderer = nearTransparentObject->AddComponent<GaussianSplatRendererComponent>();
GaussianSplat* nearTransparentGaussianSplat = CreateTestGaussianSplat("GaussianSplats/near_transparent_room.xcgsplat");
nearTransparentRenderer->SetGaussianSplat(nearTransparentGaussianSplat);
nearTransparentRenderer->SetMaterial(transparentMaterial);
GameObject* hiddenSplatObject = scene.CreateGameObject("HiddenGaussianSplat");
hiddenSplatObject->SetLayer(2);
auto* hiddenSplatRenderer = hiddenSplatObject->AddComponent<GaussianSplatRendererComponent>();
GaussianSplat* hiddenGaussianSplat = CreateTestGaussianSplat("GaussianSplats/hidden_room.xcgsplat");
Material* hiddenMaterial = CreateTestMaterial(
"Materials/hidden_gaussian_splat.mat",
static_cast<int32_t>(MaterialRenderQueue::Geometry));
hiddenSplatRenderer->SetGaussianSplat(hiddenGaussianSplat);
hiddenSplatRenderer->SetMaterial(hiddenMaterial);
RenderSceneExtractor extractor;
const RenderSceneData sceneData = extractor.Extract(scene, nullptr, 800, 600);
ASSERT_TRUE(sceneData.HasCamera());
EXPECT_TRUE(sceneData.visibleItems.empty());
EXPECT_TRUE(sceneData.visibleVolumes.empty());
ASSERT_EQ(sceneData.visibleGaussianSplats.size(), 3u);
EXPECT_EQ(sceneData.visibleGaussianSplats[0].gameObject, opaqueSplatObject);
EXPECT_EQ(sceneData.visibleGaussianSplats[0].gaussianSplatRenderer, opaqueSplatRenderer);
EXPECT_EQ(sceneData.visibleGaussianSplats[0].gaussianSplat, opaqueGaussianSplat);
EXPECT_EQ(sceneData.visibleGaussianSplats[0].material, opaqueMaterial);
EXPECT_EQ(sceneData.visibleGaussianSplats[0].renderQueue, static_cast<int32_t>(MaterialRenderQueue::Geometry));
EXPECT_EQ(sceneData.visibleGaussianSplats[0].localToWorld.GetTranslation(), Vector3(0.0f, 0.0f, 2.0f));
EXPECT_EQ(sceneData.visibleGaussianSplats[1].gameObject, farTransparentObject);
EXPECT_EQ(sceneData.visibleGaussianSplats[1].gaussianSplatRenderer, farTransparentRenderer);
EXPECT_EQ(sceneData.visibleGaussianSplats[1].gaussianSplat, farTransparentGaussianSplat);
EXPECT_EQ(sceneData.visibleGaussianSplats[1].material, transparentMaterial);
EXPECT_EQ(sceneData.visibleGaussianSplats[1].renderQueue, static_cast<int32_t>(MaterialRenderQueue::Transparent));
EXPECT_EQ(sceneData.visibleGaussianSplats[1].localToWorld.GetTranslation(), Vector3(0.0f, 0.0f, 8.0f));
EXPECT_EQ(sceneData.visibleGaussianSplats[2].gameObject, nearTransparentObject);
EXPECT_EQ(sceneData.visibleGaussianSplats[2].gaussianSplatRenderer, nearTransparentRenderer);
EXPECT_EQ(sceneData.visibleGaussianSplats[2].gaussianSplat, nearTransparentGaussianSplat);
EXPECT_EQ(sceneData.visibleGaussianSplats[2].material, transparentMaterial);
EXPECT_EQ(sceneData.visibleGaussianSplats[2].renderQueue, static_cast<int32_t>(MaterialRenderQueue::Transparent));
EXPECT_EQ(sceneData.visibleGaussianSplats[2].localToWorld.GetTranslation(), Vector3(0.0f, 0.0f, 4.0f));
opaqueSplatRenderer->ClearGaussianSplat();
opaqueSplatRenderer->ClearMaterial();
farTransparentRenderer->ClearGaussianSplat();
farTransparentRenderer->ClearMaterial();
nearTransparentRenderer->ClearGaussianSplat();
nearTransparentRenderer->ClearMaterial();
hiddenSplatRenderer->ClearGaussianSplat();
hiddenSplatRenderer->ClearMaterial();
delete opaqueGaussianSplat;
delete farTransparentGaussianSplat;
delete nearTransparentGaussianSplat;
delete hiddenGaussianSplat;
delete opaqueMaterial;
delete transparentMaterial;
delete hiddenMaterial;
}
TEST(RenderSceneExtractor_Test, ExtractsSectionLevelVisibleItemsAndSortsByRenderQueue) { TEST(RenderSceneExtractor_Test, ExtractsSectionLevelVisibleItemsAndSortsByRenderQueue) {
Scene scene("SectionScene"); Scene scene("SectionScene");
@@ -971,6 +1098,61 @@ TEST(RenderMaterialUtility_Test, ExposesSchemaDrivenMaterialConstantPayload) {
EXPECT_FLOAT_EQ(cutoffValues[0], 0.6f); EXPECT_FLOAT_EQ(cutoffValues[0], 0.6f);
} }
TEST(RenderMaterialUtility_Test, BuildsBuiltinDepthStylePayloadFromMaterialSemantics) {
auto* shader = new Shader();
ShaderPropertyDesc colorProperty = {};
colorProperty.name = "_BaseColor";
colorProperty.type = ShaderPropertyType::Color;
colorProperty.defaultValue = "(1,1,1,1)";
colorProperty.semantic = "BaseColor";
shader->AddProperty(colorProperty);
ShaderPropertyDesc cutoffProperty = {};
cutoffProperty.name = "_Cutoff";
cutoffProperty.type = ShaderPropertyType::Range;
cutoffProperty.defaultValue = "0.5";
cutoffProperty.semantic = "AlphaCutoff";
shader->AddProperty(cutoffProperty);
Material material;
material.SetShader(ResourceHandle<Shader>(shader));
material.SetFloat4("_BaseColor", Vector4(0.2f, 0.4f, 0.6f, 0.8f));
material.SetFloat("_Cutoff", 0.35f);
BuiltinDepthStyleMaterialConstants constants = {};
MaterialConstantFieldDesc layout[2] = {};
const MaterialConstantPayloadView payload =
ResolveBuiltinDepthStyleMaterialConstantPayload(&material, constants, layout);
ASSERT_TRUE(payload.IsValid());
EXPECT_EQ(payload.size, sizeof(BuiltinDepthStyleMaterialConstants));
ASSERT_TRUE(payload.layout.IsValid());
EXPECT_EQ(payload.layout.count, 2u);
EXPECT_EQ(payload.layout.fields[0].name, "gBaseColorFactor");
EXPECT_EQ(payload.layout.fields[1].name, "gAlphaCutoffParams");
const auto* typedConstants = static_cast<const BuiltinDepthStyleMaterialConstants*>(payload.data);
ASSERT_NE(typedConstants, nullptr);
EXPECT_EQ(typedConstants->baseColorFactor, Vector4(0.2f, 0.4f, 0.6f, 0.8f));
EXPECT_EQ(typedConstants->alphaCutoffParams, Vector4(0.35f, 0.0f, 0.0f, 0.0f));
}
TEST(RenderMaterialUtility_Test, BuildsBuiltinDepthStylePayloadDefaultsWithoutMaterial) {
BuiltinDepthStyleMaterialConstants constants = {};
MaterialConstantFieldDesc layout[2] = {};
const MaterialConstantPayloadView payload =
ResolveBuiltinDepthStyleMaterialConstantPayload(nullptr, constants, layout);
ASSERT_TRUE(payload.IsValid());
EXPECT_EQ(payload.size, sizeof(BuiltinDepthStyleMaterialConstants));
const auto* typedConstants = static_cast<const BuiltinDepthStyleMaterialConstants*>(payload.data);
ASSERT_NE(typedConstants, nullptr);
EXPECT_EQ(typedConstants->baseColorFactor, Vector4::One());
EXPECT_EQ(typedConstants->alphaCutoffParams, Vector4(0.5f, 0.0f, 0.0f, 0.0f));
}
TEST(RenderMaterialUtility_Test, DoesNotUseOpacityFallbackWithoutFormalShaderSemanticMetadata) { TEST(RenderMaterialUtility_Test, DoesNotUseOpacityFallbackWithoutFormalShaderSemanticMetadata) {
Material material; Material material;
material.SetFloat("opacity", 0.35f); material.SetFloat("opacity", 0.35f);