Introduce CameraRenderRequest scheduling and fix Vulkan build
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@@ -1,8 +1,24 @@
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#include "Rendering/SceneRenderer.h"
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#include "Components/CameraComponent.h"
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#include <algorithm>
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namespace XCEngine {
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namespace Rendering {
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namespace {
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bool CompareCameraRenderRequest(const CameraRenderRequest& lhs, const CameraRenderRequest& rhs) {
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if (lhs.cameraDepth != rhs.cameraDepth) {
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return lhs.cameraDepth < rhs.cameraDepth;
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}
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return lhs.camera < rhs.camera;
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}
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} // namespace
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SceneRenderer::SceneRenderer() = default;
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SceneRenderer::SceneRenderer(std::unique_ptr<RenderPipeline> pipeline)
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@@ -13,12 +29,66 @@ void SceneRenderer::SetPipeline(std::unique_ptr<RenderPipeline> pipeline) {
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m_cameraRenderer.SetPipeline(std::move(pipeline));
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}
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std::vector<CameraRenderRequest> SceneRenderer::BuildRenderRequests(
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const Components::Scene& scene,
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Components::CameraComponent* overrideCamera,
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const RenderContext& context,
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const RenderSurface& surface) const {
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std::vector<CameraRenderRequest> requests;
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Components::CameraComponent* camera = m_sceneExtractor.SelectCamera(scene, overrideCamera);
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if (camera == nullptr) {
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return requests;
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}
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CameraRenderRequest request;
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request.scene = &scene;
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request.camera = camera;
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request.context = context;
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request.surface = surface;
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request.cameraDepth = camera->GetDepth();
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requests.push_back(request);
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return requests;
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}
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bool SceneRenderer::Render(const CameraRenderRequest& request) {
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return m_cameraRenderer.Render(request);
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}
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bool SceneRenderer::Render(const std::vector<CameraRenderRequest>& requests) {
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if (requests.empty()) {
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return false;
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}
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for (const CameraRenderRequest& request : requests) {
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if (!request.IsValid()) {
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return false;
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}
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}
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std::vector<CameraRenderRequest> sortedRequests = requests;
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std::stable_sort(
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sortedRequests.begin(),
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sortedRequests.end(),
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CompareCameraRenderRequest);
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bool rendered = false;
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for (const CameraRenderRequest& request : sortedRequests) {
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if (!m_cameraRenderer.Render(request)) {
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return false;
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}
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rendered = true;
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}
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return rendered;
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}
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bool SceneRenderer::Render(
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const Components::Scene& scene,
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Components::CameraComponent* overrideCamera,
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const RenderContext& context,
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const RenderSurface& surface) {
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return m_cameraRenderer.Render(scene, overrideCamera, context, surface);
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return Render(BuildRenderRequests(scene, overrideCamera, context, surface));
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}
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} // namespace Rendering
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