#include "Rendering/SceneRenderer.h" #include "Components/CameraComponent.h" #include "Components/GameObject.h" #include "Scene/Scene.h" #include namespace XCEngine { namespace Rendering { namespace { bool CompareCameraRenderRequest(const CameraRenderRequest& lhs, const CameraRenderRequest& rhs) { if (lhs.cameraDepth != rhs.cameraDepth) { return lhs.cameraDepth < rhs.cameraDepth; } return lhs.camera < rhs.camera; } bool IsUsableCamera(const Components::CameraComponent* camera) { return camera != nullptr && camera->IsEnabled() && camera->GetGameObject() != nullptr && camera->GetGameObject()->IsActiveInHierarchy(); } RenderClearFlags ResolveClearFlags(const Components::CameraComponent& camera, size_t cameraIndex) { switch (camera.GetClearMode()) { case Components::CameraClearMode::ColorAndDepth: return RenderClearFlags::All; case Components::CameraClearMode::DepthOnly: return RenderClearFlags::Depth; case Components::CameraClearMode::None: return RenderClearFlags::None; case Components::CameraClearMode::Auto: default: return cameraIndex == 0 ? RenderClearFlags::All : RenderClearFlags::Depth; } } } // namespace SceneRenderer::SceneRenderer() = default; SceneRenderer::SceneRenderer(std::unique_ptr pipeline) : m_cameraRenderer(std::move(pipeline)) { } SceneRenderer::SceneRenderer(std::shared_ptr pipelineAsset) : m_cameraRenderer(std::move(pipelineAsset)) { } void SceneRenderer::SetPipeline(std::unique_ptr pipeline) { m_cameraRenderer.SetPipeline(std::move(pipeline)); } void SceneRenderer::SetPipelineAsset(std::shared_ptr pipelineAsset) { m_cameraRenderer.SetPipelineAsset(std::move(pipelineAsset)); } std::vector SceneRenderer::BuildRenderRequests( const Components::Scene& scene, Components::CameraComponent* overrideCamera, const RenderContext& context, const RenderSurface& surface) const { std::vector requests; std::vector cameras; if (IsUsableCamera(overrideCamera)) { cameras.push_back(overrideCamera); } else { cameras = scene.FindObjectsOfType(); cameras.erase( std::remove_if( cameras.begin(), cameras.end(), [](const Components::CameraComponent* camera) { return !IsUsableCamera(camera); }), cameras.end()); } std::stable_sort( cameras.begin(), cameras.end(), [](const Components::CameraComponent* lhs, const Components::CameraComponent* rhs) { if (lhs->GetDepth() != rhs->GetDepth()) { return lhs->GetDepth() < rhs->GetDepth(); } return lhs < rhs; }); for (size_t cameraIndex = 0; cameraIndex < cameras.size(); ++cameraIndex) { Components::CameraComponent* camera = cameras[cameraIndex]; CameraRenderRequest request; request.scene = &scene; request.camera = camera; request.context = context; request.surface = surface; request.cameraDepth = camera->GetDepth(); request.clearFlags = ResolveClearFlags(*camera, cameraIndex); requests.push_back(request); } return requests; } bool SceneRenderer::Render(const CameraRenderRequest& request) { return m_cameraRenderer.Render(request); } bool SceneRenderer::Render(const std::vector& requests) { if (requests.empty()) { return false; } for (const CameraRenderRequest& request : requests) { if (!request.IsValid()) { return false; } } std::vector sortedRequests = requests; std::stable_sort( sortedRequests.begin(), sortedRequests.end(), CompareCameraRenderRequest); bool rendered = false; for (const CameraRenderRequest& request : sortedRequests) { if (!m_cameraRenderer.Render(request)) { return false; } rendered = true; } return rendered; } bool SceneRenderer::Render( const Components::Scene& scene, Components::CameraComponent* overrideCamera, const RenderContext& context, const RenderSurface& surface) { return Render(BuildRenderRequests(scene, overrideCamera, context, surface)); } } // namespace Rendering } // namespace XCEngine