refactor(srp): move rendering data ownership into universal package

This commit is contained in:
2026-04-19 14:19:57 +08:00
parent a7cda9375a
commit f4d4112e2f
14 changed files with 325 additions and 298 deletions

View File

@@ -29,12 +29,6 @@ namespace XCEngine.Rendering
}
private readonly ulong m_nativeHandle;
private CameraData m_cameraData;
private LightingData m_lightingData;
private ShadowData m_shadowData;
private EnvironmentData m_environmentData;
private FinalColorData m_finalColorData;
private StageColorData m_stageColorData;
internal ScriptableRenderContext(ulong nativeHandle)
{
@@ -45,26 +39,8 @@ namespace XCEngine.Rendering
(CameraFrameStage)InternalCalls.Rendering_ScriptableRenderContext_GetStage(
m_nativeHandle);
internal CameraData cameraData =>
m_cameraData ?? (m_cameraData = ResolveCameraData());
internal LightingData lightingData =>
m_lightingData ?? (m_lightingData = ResolveLightingData());
internal ShadowData shadowData =>
m_shadowData ?? (m_shadowData = ResolveShadowData());
internal EnvironmentData environmentData =>
m_environmentData ??
(m_environmentData = ResolveEnvironmentData());
internal FinalColorData finalColorData =>
m_finalColorData ??
(m_finalColorData = ResolveFinalColorData());
internal StageColorData stageColorData =>
m_stageColorData ??
(m_stageColorData = ResolveStageColorData());
internal ulong nativeHandle =>
m_nativeHandle;
public bool RecordScene()
{
@@ -189,251 +165,6 @@ namespace XCEngine.Rendering
ref vectorPayload);
}
private CameraData ResolveCameraData()
{
Matrix4x4 view;
Matrix4x4 projection;
Matrix4x4 viewProjection;
Vector3 worldPosition;
Vector3 worldRight;
Vector3 worldUp;
Vector3 worldForward;
Color clearColor;
InternalCalls
.Rendering_ScriptableRenderContext_GetCameraView(
m_nativeHandle,
out view);
InternalCalls
.Rendering_ScriptableRenderContext_GetCameraProjection(
m_nativeHandle,
out projection);
InternalCalls
.Rendering_ScriptableRenderContext_GetCameraViewProjection(
m_nativeHandle,
out viewProjection);
InternalCalls
.Rendering_ScriptableRenderContext_GetCameraWorldPosition(
m_nativeHandle,
out worldPosition);
InternalCalls
.Rendering_ScriptableRenderContext_GetCameraWorldRight(
m_nativeHandle,
out worldRight);
InternalCalls
.Rendering_ScriptableRenderContext_GetCameraWorldUp(
m_nativeHandle,
out worldUp);
InternalCalls
.Rendering_ScriptableRenderContext_GetCameraWorldForward(
m_nativeHandle,
out worldForward);
InternalCalls
.Rendering_ScriptableRenderContext_GetCameraClearColor(
m_nativeHandle,
out clearColor);
return new CameraData(
view,
projection,
viewProjection,
worldPosition,
worldRight,
worldUp,
worldForward,
clearColor,
(RenderClearFlags)InternalCalls
.Rendering_ScriptableRenderContext_GetCameraClearFlags(
m_nativeHandle),
InternalCalls
.Rendering_ScriptableRenderContext_GetCameraPerspectiveProjection(
m_nativeHandle),
InternalCalls
.Rendering_ScriptableRenderContext_GetCameraVerticalFovRadians(
m_nativeHandle),
InternalCalls
.Rendering_ScriptableRenderContext_GetCameraOrthographicSize(
m_nativeHandle),
InternalCalls
.Rendering_ScriptableRenderContext_GetCameraAspectRatio(
m_nativeHandle),
InternalCalls
.Rendering_ScriptableRenderContext_GetCameraNearClipPlane(
m_nativeHandle),
InternalCalls
.Rendering_ScriptableRenderContext_GetCameraFarClipPlane(
m_nativeHandle),
InternalCalls
.Rendering_ScriptableRenderContext_GetCameraViewportWidth(
m_nativeHandle),
InternalCalls
.Rendering_ScriptableRenderContext_GetCameraViewportHeight(
m_nativeHandle));
}
private LightingData ResolveLightingData()
{
Vector3 mainDirectionalLightDirection;
Color mainDirectionalLightColor;
InternalCalls
.Rendering_ScriptableRenderContext_GetMainDirectionalLightDirection(
m_nativeHandle,
out mainDirectionalLightDirection);
InternalCalls
.Rendering_ScriptableRenderContext_GetMainDirectionalLightColor(
m_nativeHandle,
out mainDirectionalLightColor);
return new LightingData(
new DirectionalLightData(
InternalCalls
.Rendering_ScriptableRenderContext_GetMainDirectionalLightEnabled(
m_nativeHandle),
InternalCalls
.Rendering_ScriptableRenderContext_GetMainDirectionalLightCastsShadows(
m_nativeHandle),
mainDirectionalLightDirection,
mainDirectionalLightColor,
InternalCalls
.Rendering_ScriptableRenderContext_GetMainDirectionalLightIntensity(
m_nativeHandle)),
InternalCalls
.Rendering_ScriptableRenderContext_GetHasMainDirectionalShadow(
m_nativeHandle),
InternalCalls
.Rendering_ScriptableRenderContext_GetAdditionalLightCount(
m_nativeHandle));
}
private EnvironmentData ResolveEnvironmentData()
{
Color skyboxTopColor;
Color skyboxHorizonColor;
Color skyboxBottomColor;
InternalCalls
.Rendering_ScriptableRenderContext_GetEnvironmentSkyboxTopColor(
m_nativeHandle,
out skyboxTopColor);
InternalCalls
.Rendering_ScriptableRenderContext_GetEnvironmentSkyboxHorizonColor(
m_nativeHandle,
out skyboxHorizonColor);
InternalCalls
.Rendering_ScriptableRenderContext_GetEnvironmentSkyboxBottomColor(
m_nativeHandle,
out skyboxBottomColor);
return new EnvironmentData(
(RenderEnvironmentMode)InternalCalls
.Rendering_ScriptableRenderContext_GetEnvironmentMode(
m_nativeHandle),
skyboxTopColor,
skyboxHorizonColor,
skyboxBottomColor);
}
private ShadowData ResolveShadowData()
{
Matrix4x4 viewProjection;
InternalCalls
.Rendering_ScriptableRenderContext_GetMainDirectionalShadowViewProjection(
m_nativeHandle,
out viewProjection);
return new ShadowData(
new DirectionalShadowData(
InternalCalls
.Rendering_ScriptableRenderContext_GetMainDirectionalShadowEnabled(
m_nativeHandle),
viewProjection,
InternalCalls
.Rendering_ScriptableRenderContext_GetMainDirectionalShadowOrthographicHalfExtent(
m_nativeHandle),
InternalCalls
.Rendering_ScriptableRenderContext_GetMainDirectionalShadowNearClipPlane(
m_nativeHandle),
InternalCalls
.Rendering_ScriptableRenderContext_GetMainDirectionalShadowFarClipPlane(
m_nativeHandle),
InternalCalls
.Rendering_ScriptableRenderContext_GetMainDirectionalShadowMapWidth(
m_nativeHandle),
InternalCalls
.Rendering_ScriptableRenderContext_GetMainDirectionalShadowMapHeight(
m_nativeHandle),
InternalCalls
.Rendering_ScriptableRenderContext_GetMainDirectionalShadowWorldTexelSize(
m_nativeHandle),
InternalCalls
.Rendering_ScriptableRenderContext_GetMainDirectionalShadowReceiverDepthBias(
m_nativeHandle),
InternalCalls
.Rendering_ScriptableRenderContext_GetMainDirectionalShadowNormalBiasScale(
m_nativeHandle),
InternalCalls
.Rendering_ScriptableRenderContext_GetMainDirectionalShadowStrength(
m_nativeHandle),
InternalCalls
.Rendering_ScriptableRenderContext_GetMainDirectionalShadowDepthBiasFactor(
m_nativeHandle),
InternalCalls
.Rendering_ScriptableRenderContext_GetMainDirectionalShadowDepthBiasUnits(
m_nativeHandle)));
}
private FinalColorData ResolveFinalColorData()
{
Vector4 finalColorScale;
InternalCalls
.Rendering_ScriptableRenderContext_GetFinalColorScale(
m_nativeHandle,
out finalColorScale);
FinalColorSettings settings =
FinalColorSettings.CreateDefault();
settings.outputTransferMode =
(FinalColorOutputTransferMode)InternalCalls
.Rendering_ScriptableRenderContext_GetFinalColorOutputTransferMode(
m_nativeHandle);
settings.exposureMode =
(FinalColorExposureMode)InternalCalls
.Rendering_ScriptableRenderContext_GetFinalColorExposureMode(
m_nativeHandle);
settings.exposureValue =
InternalCalls
.Rendering_ScriptableRenderContext_GetFinalColorExposureValue(
m_nativeHandle);
settings.toneMappingMode =
(FinalColorToneMappingMode)InternalCalls
.Rendering_ScriptableRenderContext_GetFinalColorToneMappingMode(
m_nativeHandle);
settings.finalColorScale =
finalColorScale;
return new FinalColorData(
settings,
InternalCalls
.Rendering_ScriptableRenderContext_GetFinalColorHasPipelineDefaults(
m_nativeHandle),
InternalCalls
.Rendering_ScriptableRenderContext_GetFinalColorHasCameraOverrides(
m_nativeHandle));
}
private StageColorData ResolveStageColorData()
{
return new StageColorData(
(CameraFrameColorSource)InternalCalls
.Rendering_ScriptableRenderContext_GetStageColorSource(
m_nativeHandle),
InternalCalls
.Rendering_ScriptableRenderContext_GetStageUsesGraphManagedOutputColor(
m_nativeHandle));
}
}
}