Files
GhostEngine/src/Runtime/Ghost.Engine/Systems/RenderExtractionSystem.cs
Misaki d8a7b07624 feat(graphics): improve rendering pipeline and docs
- Refactor D3D12 backend and RenderGraph module
- Update graphics RHI and core rendering components
- Add Random.hlsl shader include
- Regenerate API documentation and update user guides
2026-03-27 22:23:44 +09:00

146 lines
5.6 KiB
C#

using Ghost.Core;
using Ghost.Engine.Components;
using Ghost.Entities;
using Ghost.Graphics;
using Ghost.Graphics.Core;
using Ghost.Graphics.RHI;
using Misaki.HighPerformance.LowLevel.Buffer;
using Misaki.HighPerformance.Mathematics;
using Misaki.HighPerformance.Mathematics.Geometry;
namespace Ghost.Engine.Systems;
public class RenderExtractionSystem : ISystem
{
private RenderSystem _renderSystem = null!;
private Identifier<EntityQuery> _cameraQueryID;
private Identifier<EntityQuery> _meshQueryID;
public void Initialize(ref readonly SystemAPI systemAPI)
{
_renderSystem = systemAPI.World.GetService<RenderSystem>();
var builder = new QueryBuilder();
_cameraQueryID = builder
.WithAll<Camera, LocalToWorld>()
.Build(systemAPI.World, false);
_meshQueryID = builder
.WithAll<MeshInstance, LocalToWorld>()
.Build(systemAPI.World, true);
}
public unsafe void Update(ref readonly SystemAPI systemAPI)
{
if (_meshQueryID.IsInvalid)
{
return;
}
ref var cameraQuery = ref systemAPI.World.ComponentManager.GetEntityQueryReference(_cameraQueryID);
ref var meshQuery = ref systemAPI.World.ComponentManager.GetEntityQueryReference(_meshQueryID);
foreach (var (cam, camLtw) in cameraQuery.GetComponentIterator<Camera, LocalToWorld>())
{
ref readonly var camRef = ref cam.Get();
ref readonly var camLtwRef = ref camLtw.Get();
// TODO: Classify transparent objects into a separate render list and render via oit.
var renderList = new RenderList(1, 64, Allocator.FreeList);
var transparentRenderList = new RenderList(1, 64, Allocator.FreeList);
var shadowCasterRenderList = new RenderList(1, 64, Allocator.FreeList);
// TODO: This chould be done in parallel jobs.
foreach (var chunk in meshQuery.GetChunkIterator())
{
var meshInstances = chunk.GetComponentData<MeshInstance>();
var localToWorlds = chunk.GetComponentData<LocalToWorld>();
for (var i = 0; i < chunk.EntityCount; i++)
{
ref readonly var meshInstance = ref meshInstances[i];
if ((meshInstance.renderingLayerMask & camRef.renderingLayerMask) == 0u)
{
// Not in the same rendering layer, skip.
continue;
}
ref readonly var meshLtw = ref localToWorlds[i];
var meshPosition = meshLtw.matrix.c3.xyz;
var camPosition = camLtwRef.matrix.c3.xyz;
var distance = math.distance(meshPosition, camPosition);
// TODO: Use bounding sphere or AABB for better culling. Currently it just uses the pivot point which can cause popping when the pivot is far from the actual geometry.
if (distance < camRef.nearClipPlane || distance > camRef.farClipPlane)
{
continue;
}
if (meshInstance.shadowCastingMode != ShadowCastingMode.ShadowsOnly)
{
renderList.Add(new RenderRecord
{
localToWorld = meshLtw.matrix,
mesh = meshInstance.mesh,
materialPalette = meshInstance.materialPalette,
renderingLayerMask = meshInstance.renderingLayerMask,
}, 0);
}
if (meshInstance.shadowCastingMode != ShadowCastingMode.Off)
{
shadowCasterRenderList.Add(new RenderRecord
{
localToWorld = meshLtw.matrix,
mesh = meshInstance.mesh,
materialPalette = meshInstance.materialPalette,
renderingLayerMask = meshInstance.renderingLayerMask,
}, 0);
}
}
}
var request = new RenderRequest
{
swapChainIndex = camRef.swapChainIndex,
colorTarget = camRef.colorTarget,
depthTarget = camRef.depthTarget,
opaqueRenderList = renderList,
shadowCasterRenderList = shadowCasterRenderList,
transparentRenderList = transparentRenderList,
renderFunc = camRef.renderFunc,
view = new RenderView
{
localToWorld = camLtwRef.matrix,
//viewMatrix = viewMatrix,
//projectionMatrix = projectionMatrix,
//position = camLtwRef.matrix.c3.xyz,
//frustum = frustum,
nearClipPlane = camRef.nearClipPlane,
farClipPlane = camRef.farClipPlane,
sensorSize = camRef.sensorSize,
gateFit = camRef.gateFit,
iso = camRef.iso,
shutterSpeed = camRef.shutterSpeed,
aperture = camRef.aperture,
focalLength = camRef.focalLength,
focusDistance = camRef.focusDistance,
renderingLayerMask = camRef.renderingLayerMask,
},
};
_renderSystem.AddRenderRequest(request);
}
}
public void Cleanup(ref readonly SystemAPI systemAPI)
{
}
}