Add volume renderer extraction stage 5

This commit is contained in:
2026-04-08 20:12:14 +08:00
parent c6815fa809
commit b839fd98af
14 changed files with 906 additions and 7 deletions

View File

@@ -6,6 +6,7 @@
#include "Components/MeshFilterComponent.h"
#include "Components/MeshRendererComponent.h"
#include "Components/TransformComponent.h"
#include "Components/VolumeRendererComponent.h"
#include "Rendering/Materials/RenderMaterialResolve.h"
#include "Scene/Scene.h"
@@ -126,6 +127,41 @@ void AppendRenderItemsForGameObject(
outVisibleItems.push_back(visibleItem);
}
void AppendVisibleVolumesForGameObject(
Components::GameObject& gameObject,
const Math::Vector3& cameraPosition,
std::vector<VisibleVolumeItem>& outVisibleVolumes) {
if (!gameObject.IsActiveInHierarchy()) {
return;
}
auto* volumeRenderer = gameObject.GetComponent<Components::VolumeRendererComponent>();
if (volumeRenderer == nullptr || !volumeRenderer->IsEnabled()) {
return;
}
Resources::VolumeField* volumeField = volumeRenderer->GetVolumeField();
Resources::Material* material = volumeRenderer->GetMaterial();
if (volumeField == nullptr ||
!volumeField->IsValid() ||
material == nullptr) {
return;
}
const Math::Matrix4x4 localToWorld = gameObject.GetTransform()->GetLocalToWorldMatrix();
const Math::Vector3 worldPosition = localToWorld.GetTranslation();
VisibleVolumeItem visibleVolume = {};
visibleVolume.gameObject = &gameObject;
visibleVolume.volumeRenderer = volumeRenderer;
visibleVolume.volumeField = volumeField;
visibleVolume.material = material;
visibleVolume.renderQueue = ResolveMaterialRenderQueue(material);
visibleVolume.cameraDistanceSq = (worldPosition - cameraPosition).SqrMagnitude();
visibleVolume.localToWorld = localToWorld;
outVisibleVolumes.push_back(visibleVolume);
}
bool CompareVisibleRenderItemsStable(
const VisibleRenderItem& lhs,
const VisibleRenderItem& rhs) {
@@ -161,6 +197,29 @@ bool CompareVisibleRenderItemsStable(
return false;
}
bool CompareVisibleVolumesStable(
const VisibleVolumeItem& lhs,
const VisibleVolumeItem& 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;
}
std::vector<VisibleRenderItem> CollectRenderItemsForEntityIds(
const Components::Scene& scene,
const std::vector<uint64_t>& entityIds,