#include "Rendering/RenderSceneExtractor.h" #include "Components/CameraComponent.h" #include "Components/GameObject.h" #include "Components/LightComponent.h" #include "Components/MeshFilterComponent.h" #include "Components/MeshRendererComponent.h" #include "Components/TransformComponent.h" #include "Rendering/RenderMaterialUtility.h" #include "Scene/Scene.h" #include namespace XCEngine { namespace Rendering { namespace { bool IsUsableCamera(const Components::CameraComponent* camera) { return camera != nullptr && camera->IsEnabled() && camera->GetGameObject() != nullptr && camera->GetGameObject()->IsActiveInHierarchy(); } bool IsUsableLight(const Components::LightComponent* light) { return light != nullptr && light->IsEnabled() && light->GetGameObject() != nullptr && light->GetGameObject()->IsActiveInHierarchy(); } bool CompareVisibleItems(const VisibleRenderItem& lhs, const VisibleRenderItem& 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; } if (lhs.gameObject != rhs.gameObject) { return lhs.gameObject < rhs.gameObject; } return lhs.sectionIndex < rhs.sectionIndex; } } // namespace RenderSceneData RenderSceneExtractor::Extract( const Components::Scene& scene, Components::CameraComponent* overrideCamera, uint32_t viewportWidth, uint32_t viewportHeight) const { RenderSceneData sceneData; sceneData.camera = SelectCamera(scene, overrideCamera); if (sceneData.camera == nullptr) { return sceneData; } sceneData.cameraData = BuildCameraData(*sceneData.camera, viewportWidth, viewportHeight); const Math::Vector3 cameraPosition = sceneData.cameraData.worldPosition; const std::vector rootGameObjects = scene.GetRootGameObjects(); for (Components::GameObject* rootGameObject : rootGameObjects) { ExtractVisibleItems(rootGameObject, cameraPosition, sceneData.visibleItems); } std::stable_sort( sceneData.visibleItems.begin(), sceneData.visibleItems.end(), CompareVisibleItems); ExtractLighting(scene, sceneData.lighting); return sceneData; } RenderSceneData RenderSceneExtractor::ExtractForCamera( const Components::Scene& scene, Components::CameraComponent& camera, uint32_t viewportWidth, uint32_t viewportHeight) const { RenderSceneData sceneData; if (!IsUsableCamera(&camera)) { return sceneData; } sceneData.camera = &camera; sceneData.cameraData = BuildCameraData(camera, viewportWidth, viewportHeight); const Math::Vector3 cameraPosition = sceneData.cameraData.worldPosition; const std::vector rootGameObjects = scene.GetRootGameObjects(); for (Components::GameObject* rootGameObject : rootGameObjects) { ExtractVisibleItems(rootGameObject, cameraPosition, sceneData.visibleItems); } std::stable_sort( sceneData.visibleItems.begin(), sceneData.visibleItems.end(), CompareVisibleItems); ExtractLighting(scene, sceneData.lighting); return sceneData; } Components::CameraComponent* RenderSceneExtractor::SelectCamera( const Components::Scene& scene, Components::CameraComponent* overrideCamera) const { if (IsUsableCamera(overrideCamera)) { return overrideCamera; } const std::vector cameras = scene.FindObjectsOfType(); Components::CameraComponent* primaryCamera = nullptr; for (Components::CameraComponent* camera : cameras) { if (!IsUsableCamera(camera)) { continue; } if (camera->IsPrimary()) { if (primaryCamera == nullptr || camera->GetDepth() > primaryCamera->GetDepth()) { primaryCamera = camera; } } } if (primaryCamera != nullptr) { return primaryCamera; } for (Components::CameraComponent* camera : cameras) { if (IsUsableCamera(camera)) { return camera; } } return nullptr; } RenderCameraData RenderSceneExtractor::BuildCameraData( const Components::CameraComponent& camera, uint32_t viewportWidth, uint32_t viewportHeight) const { RenderCameraData cameraData; cameraData.viewportWidth = viewportWidth; cameraData.viewportHeight = viewportHeight; cameraData.worldPosition = camera.transform().GetPosition(); cameraData.clearColor = camera.GetClearColor(); const Math::Matrix4x4 view = camera.transform().GetWorldToLocalMatrix(); const float aspect = viewportHeight > 0 ? static_cast(viewportWidth) / static_cast(viewportHeight) : 1.0f; Math::Matrix4x4 projection = Math::Matrix4x4::Identity(); if (camera.GetProjectionType() == Components::CameraProjectionType::Perspective) { projection = Math::Matrix4x4::Perspective( camera.GetFieldOfView() * Math::DEG_TO_RAD, aspect, camera.GetNearClipPlane(), camera.GetFarClipPlane()); } else { const float orthoSize = camera.GetOrthographicSize(); projection = Math::Matrix4x4::Orthographic( -orthoSize * aspect, orthoSize * aspect, -orthoSize, orthoSize, camera.GetNearClipPlane(), camera.GetFarClipPlane()); } cameraData.view = view.Transpose(); cameraData.projection = projection.Transpose(); cameraData.viewProjection = (projection * view).Transpose(); return cameraData; } void RenderSceneExtractor::ExtractLighting( const Components::Scene& scene, RenderLightingData& lightingData) const { const std::vector lights = scene.FindObjectsOfType(); Components::LightComponent* mainDirectionalLight = nullptr; for (Components::LightComponent* light : lights) { if (!IsUsableLight(light) || light->GetLightType() != Components::LightType::Directional) { continue; } if (mainDirectionalLight == nullptr || light->GetIntensity() > mainDirectionalLight->GetIntensity()) { mainDirectionalLight = light; } } if (mainDirectionalLight == nullptr) { lightingData = {}; return; } RenderDirectionalLightData lightData; lightData.enabled = true; lightData.intensity = mainDirectionalLight->GetIntensity(); lightData.color = mainDirectionalLight->GetColor(); Math::Vector3 direction = mainDirectionalLight->transform().GetForward() * -1.0f; if (direction.SqrMagnitude() <= Math::EPSILON) { direction = Math::Vector3::Back(); } else { direction = direction.Normalized(); } lightData.direction = direction; lightingData.mainDirectionalLight = lightData; } void RenderSceneExtractor::ExtractVisibleItems( Components::GameObject* gameObject, const Math::Vector3& cameraPosition, std::vector& visibleItems) const { if (gameObject == nullptr || !gameObject->IsActiveInHierarchy()) { return; } auto* meshFilter = gameObject->GetComponent(); auto* meshRenderer = gameObject->GetComponent(); if (meshFilter != nullptr && meshRenderer != nullptr && meshFilter->IsEnabled() && meshRenderer->IsEnabled()) { Resources::Mesh* mesh = meshFilter->GetMesh(); if (mesh != nullptr && mesh->IsValid()) { const Math::Matrix4x4 localToWorld = gameObject->GetTransform()->GetLocalToWorldMatrix(); const Math::Vector3 worldPosition = localToWorld.GetTranslation(); const float cameraDistanceSq = (worldPosition - cameraPosition).SqrMagnitude(); const Containers::Array& sections = mesh->GetSections(); if (!sections.Empty()) { for (size_t sectionIndex = 0; sectionIndex < sections.Size(); ++sectionIndex) { const Resources::MeshSection& section = sections[sectionIndex]; VisibleRenderItem visibleItem; visibleItem.gameObject = gameObject; visibleItem.meshFilter = meshFilter; visibleItem.meshRenderer = meshRenderer; visibleItem.mesh = mesh; visibleItem.materialIndex = section.materialID; visibleItem.sectionIndex = static_cast(sectionIndex); visibleItem.hasSection = true; visibleItem.material = ResolveMaterial(meshRenderer, mesh, section.materialID); visibleItem.renderQueue = ResolveMaterialRenderQueue(visibleItem.material); visibleItem.cameraDistanceSq = cameraDistanceSq; visibleItem.localToWorld = localToWorld; visibleItems.push_back(visibleItem); } } else { VisibleRenderItem visibleItem; visibleItem.gameObject = gameObject; visibleItem.meshFilter = meshFilter; visibleItem.meshRenderer = meshRenderer; visibleItem.mesh = mesh; visibleItem.materialIndex = 0; visibleItem.sectionIndex = 0; visibleItem.hasSection = false; visibleItem.material = ResolveMaterial(meshRenderer, mesh, 0); visibleItem.renderQueue = ResolveMaterialRenderQueue(visibleItem.material); visibleItem.cameraDistanceSq = cameraDistanceSq; visibleItem.localToWorld = localToWorld; visibleItems.push_back(visibleItem); } } } for (Components::GameObject* child : gameObject->GetChildren()) { ExtractVisibleItems(child, cameraPosition, visibleItems); } } } // namespace Rendering } // namespace XCEngine