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XCEngine/engine/src/Rendering/Passes/BuiltinObjectIdOutlinePass.cpp

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#include "Rendering/Passes/BuiltinObjectIdOutlinePass.h"
#include "Core/Asset/ResourceManager.h"
#include "Debug/Logger.h"
#include "Rendering/Picking/ObjectIdCodec.h"
#include "Rendering/Detail/ShaderVariantUtils.h"
#include "RHI/RHICommandList.h"
#include "RHI/RHIDevice.h"
#include <algorithm>
#include <utility>
namespace XCEngine {
namespace Rendering {
namespace Passes {
namespace {
const Resources::ShaderPass* FindObjectIdOutlineCompatiblePass(
const Resources::Shader& shader,
Resources::ShaderBackend backend) {
const Resources::ShaderPass* outlinePass = shader.FindPass("ObjectIdOutline");
if (outlinePass != nullptr &&
::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(shader, outlinePass->name, backend)) {
return outlinePass;
}
const Resources::ShaderPass* editorOutlinePass = shader.FindPass("EditorObjectIdOutline");
if (editorOutlinePass != nullptr &&
::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(shader, editorOutlinePass->name, backend)) {
return editorOutlinePass;
}
if (shader.GetPassCount() > 0 &&
::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(shader, shader.GetPasses()[0].name, backend)) {
return &shader.GetPasses()[0];
}
return nullptr;
}
RHI::GraphicsPipelineDesc CreatePipelineDesc(
RHI::RHIType backendType,
RHI::RHIPipelineLayout* pipelineLayout,
const Resources::Shader& shader,
const Containers::String& passName) {
RHI::GraphicsPipelineDesc pipelineDesc = {};
pipelineDesc.pipelineLayout = pipelineLayout;
pipelineDesc.topologyType = static_cast<uint32_t>(RHI::PrimitiveTopologyType::Triangle);
pipelineDesc.renderTargetCount = 1;
pipelineDesc.renderTargetFormats[0] = static_cast<uint32_t>(RHI::Format::R8G8B8A8_UNorm);
pipelineDesc.depthStencilFormat = static_cast<uint32_t>(RHI::Format::Unknown);
pipelineDesc.sampleCount = 1;
pipelineDesc.rasterizerState.fillMode = static_cast<uint32_t>(RHI::FillMode::Solid);
pipelineDesc.rasterizerState.cullMode = static_cast<uint32_t>(RHI::CullMode::None);
pipelineDesc.rasterizerState.frontFace = static_cast<uint32_t>(RHI::FrontFace::CounterClockwise);
pipelineDesc.rasterizerState.depthClipEnable = true;
pipelineDesc.blendState.blendEnable = true;
pipelineDesc.blendState.srcBlend = static_cast<uint32_t>(RHI::BlendFactor::SrcAlpha);
pipelineDesc.blendState.dstBlend = static_cast<uint32_t>(RHI::BlendFactor::InvSrcAlpha);
pipelineDesc.blendState.srcBlendAlpha = static_cast<uint32_t>(RHI::BlendFactor::One);
pipelineDesc.blendState.dstBlendAlpha = static_cast<uint32_t>(RHI::BlendFactor::InvSrcAlpha);
pipelineDesc.blendState.blendOp = static_cast<uint32_t>(RHI::BlendOp::Add);
pipelineDesc.blendState.blendOpAlpha = static_cast<uint32_t>(RHI::BlendOp::Add);
pipelineDesc.blendState.colorWriteMask = static_cast<uint8_t>(RHI::ColorWriteMask::All);
pipelineDesc.depthStencilState.depthTestEnable = false;
pipelineDesc.depthStencilState.depthWriteEnable = false;
pipelineDesc.depthStencilState.depthFunc = static_cast<uint32_t>(RHI::ComparisonFunc::Always);
const Resources::ShaderBackend backend = ::XCEngine::Rendering::Detail::ToShaderBackend(backendType);
if (const Resources::ShaderStageVariant* vertexVariant =
shader.FindVariant(passName, Resources::ShaderType::Vertex, backend)) {
::XCEngine::Rendering::Detail::ApplyShaderStageVariant(*vertexVariant, pipelineDesc.vertexShader);
}
if (const Resources::ShaderStageVariant* fragmentVariant =
shader.FindVariant(passName, Resources::ShaderType::Fragment, backend)) {
::XCEngine::Rendering::Detail::ApplyShaderStageVariant(*fragmentVariant, pipelineDesc.fragmentShader);
}
return pipelineDesc;
}
} // namespace
BuiltinObjectIdOutlinePass::BuiltinObjectIdOutlinePass(Containers::String shaderPath)
: m_shaderPath(std::move(shaderPath)) {
ResetState();
}
void BuiltinObjectIdOutlinePass::SetShaderPath(const Containers::String& shaderPath) {
if (m_shaderPath == shaderPath) {
return;
}
DestroyResources();
m_shaderPath = shaderPath;
}
const Containers::String& BuiltinObjectIdOutlinePass::GetShaderPath() const {
return m_shaderPath;
}
void BuiltinObjectIdOutlinePass::Shutdown() {
DestroyResources();
}
bool BuiltinObjectIdOutlinePass::Render(
const RenderContext& renderContext,
const RenderSurface& surface,
RHI::RHIResourceView* objectIdTextureView,
const std::vector<uint64_t>& selectedObjectIds,
const ObjectIdOutlineStyle& style) {
if (!renderContext.IsValid() ||
renderContext.backendType != RHI::RHIType::D3D12 ||
objectIdTextureView == nullptr ||
selectedObjectIds.empty()) {
return false;
}
if (!EnsureInitialized(renderContext)) {
return false;
}
const std::vector<RHI::RHIResourceView*>& colorAttachments = surface.GetColorAttachments();
if (colorAttachments.empty() || colorAttachments[0] == nullptr) {
return false;
}
OutlineConstants constants = {};
constants.viewportSizeAndTexelSize = Math::Vector4(
static_cast<float>(surface.GetWidth()),
static_cast<float>(surface.GetHeight()),
surface.GetWidth() > 0 ? 1.0f / static_cast<float>(surface.GetWidth()) : 0.0f,
surface.GetHeight() > 0 ? 1.0f / static_cast<float>(surface.GetHeight()) : 0.0f);
constants.outlineColor = Math::Vector4(
style.outlineColor.r,
style.outlineColor.g,
style.outlineColor.b,
style.outlineColor.a);
const uint32_t selectedCount = (std::min)(
static_cast<uint32_t>(selectedObjectIds.size()),
kMaxSelectedObjectCount);
constants.selectedInfo = Math::Vector4(
static_cast<float>(selectedCount),
style.debugSelectionMask ? 1.0f : 0.0f,
style.outlineWidthPixels,
0.0f);
for (uint32_t index = 0; index < selectedCount; ++index) {
constants.selectedObjectColors[index] =
EncodeObjectIdToColor(selectedObjectIds[index]);
}
m_constantSet->WriteConstant(0, &constants, sizeof(constants));
m_textureSet->Update(0, objectIdTextureView);
RHI::RHICommandList* commandList = renderContext.commandList;
RHI::RHIResourceView* renderTarget = colorAttachments[0];
commandList->SetRenderTargets(1, &renderTarget, nullptr);
const RHI::Viewport viewport = {
0.0f,
0.0f,
static_cast<float>(surface.GetWidth()),
static_cast<float>(surface.GetHeight()),
0.0f,
1.0f
};
const RHI::Rect scissorRect = {
0,
0,
static_cast<int32_t>(surface.GetWidth()),
static_cast<int32_t>(surface.GetHeight())
};
commandList->SetViewport(viewport);
commandList->SetScissorRect(scissorRect);
commandList->SetPrimitiveTopology(RHI::PrimitiveTopology::TriangleList);
commandList->SetPipelineState(m_pipelineState);
RHI::RHIDescriptorSet* descriptorSets[] = { m_constantSet, m_textureSet };
commandList->SetGraphicsDescriptorSets(0, 2, descriptorSets, m_pipelineLayout);
commandList->Draw(3, 1, 0, 0);
return true;
}
bool BuiltinObjectIdOutlinePass::EnsureInitialized(const RenderContext& renderContext) {
if (m_pipelineLayout != nullptr &&
m_pipelineState != nullptr &&
m_constantPool != nullptr &&
m_constantSet != nullptr &&
m_texturePool != nullptr &&
m_textureSet != nullptr &&
m_device == renderContext.device &&
m_backendType == renderContext.backendType) {
return true;
}
if (HasCreatedResources()) {
DestroyResources();
}
return CreateResources(renderContext);
}
bool BuiltinObjectIdOutlinePass::CreateResources(const RenderContext& renderContext) {
if (!renderContext.IsValid() || renderContext.backendType != RHI::RHIType::D3D12) {
return false;
}
if (m_shaderPath.Empty()) {
Debug::Logger::Get().Error(
Debug::LogCategory::Rendering,
"BuiltinObjectIdOutlinePass requires an injected shader path before resource creation");
return false;
}
Resources::ResourceHandle<Resources::Shader> shader = Resources::ResourceManager::Get().Load<Resources::Shader>(
m_shaderPath);
if (!shader.IsValid()) {
Debug::Logger::Get().Error(
Debug::LogCategory::Rendering,
"BuiltinObjectIdOutlinePass failed to load configured object-id-outline shader resource");
ResetState();
return false;
}
m_device = renderContext.device;
m_backendType = renderContext.backendType;
m_builtinObjectIdOutlineShader.emplace(std::move(shader));
const Resources::ShaderBackend backend = ::XCEngine::Rendering::Detail::ToShaderBackend(m_backendType);
const Resources::ShaderPass* outlinePass =
FindObjectIdOutlineCompatiblePass(*m_builtinObjectIdOutlineShader->Get(), backend);
if (outlinePass == nullptr) {
Debug::Logger::Get().Error(
Debug::LogCategory::Rendering,
"BuiltinObjectIdOutlinePass could not resolve a valid ObjectIdOutline shader pass");
DestroyResources();
return false;
}
RHI::DescriptorSetLayoutBinding setBindings[2] = {};
setBindings[0].binding = 0;
setBindings[0].type = static_cast<uint32_t>(RHI::DescriptorType::CBV);
setBindings[0].count = 1;
setBindings[1].binding = 0;
setBindings[1].type = static_cast<uint32_t>(RHI::DescriptorType::SRV);
setBindings[1].count = 1;
RHI::DescriptorSetLayoutDesc constantLayout = {};
constantLayout.bindings = &setBindings[0];
constantLayout.bindingCount = 1;
RHI::DescriptorSetLayoutDesc textureLayout = {};
textureLayout.bindings = &setBindings[1];
textureLayout.bindingCount = 1;
RHI::DescriptorSetLayoutDesc setLayouts[2] = {};
setLayouts[0] = constantLayout;
setLayouts[1] = textureLayout;
RHI::RHIPipelineLayoutDesc pipelineLayoutDesc = {};
pipelineLayoutDesc.setLayouts = setLayouts;
pipelineLayoutDesc.setLayoutCount = 2;
m_pipelineLayout = m_device->CreatePipelineLayout(pipelineLayoutDesc);
if (m_pipelineLayout == nullptr) {
DestroyResources();
return false;
}
RHI::DescriptorPoolDesc constantPoolDesc = {};
constantPoolDesc.type = RHI::DescriptorHeapType::CBV_SRV_UAV;
constantPoolDesc.descriptorCount = 1;
constantPoolDesc.shaderVisible = false;
m_constantPool = m_device->CreateDescriptorPool(constantPoolDesc);
if (m_constantPool == nullptr) {
DestroyResources();
return false;
}
m_constantSet = m_constantPool->AllocateSet(constantLayout);
if (m_constantSet == nullptr) {
DestroyResources();
return false;
}
RHI::DescriptorPoolDesc texturePoolDesc = {};
texturePoolDesc.type = RHI::DescriptorHeapType::CBV_SRV_UAV;
texturePoolDesc.descriptorCount = 1;
texturePoolDesc.shaderVisible = true;
m_texturePool = m_device->CreateDescriptorPool(texturePoolDesc);
if (m_texturePool == nullptr) {
DestroyResources();
return false;
}
m_textureSet = m_texturePool->AllocateSet(textureLayout);
if (m_textureSet == nullptr) {
DestroyResources();
return false;
}
m_pipelineState = m_device->CreatePipelineState(
CreatePipelineDesc(
m_backendType,
m_pipelineLayout,
*m_builtinObjectIdOutlineShader->Get(),
outlinePass->name));
if (m_pipelineState == nullptr || !m_pipelineState->IsValid()) {
DestroyResources();
return false;
}
return true;
}
bool BuiltinObjectIdOutlinePass::HasCreatedResources() const {
return m_device != nullptr ||
m_pipelineLayout != nullptr ||
m_pipelineState != nullptr ||
m_constantPool != nullptr ||
m_constantSet != nullptr ||
m_texturePool != nullptr ||
m_textureSet != nullptr ||
m_builtinObjectIdOutlineShader.has_value();
}
void BuiltinObjectIdOutlinePass::DestroyResources() {
if (m_pipelineState != nullptr) {
m_pipelineState->Shutdown();
delete m_pipelineState;
m_pipelineState = nullptr;
}
if (m_textureSet != nullptr) {
m_textureSet->Shutdown();
delete m_textureSet;
m_textureSet = nullptr;
}
if (m_texturePool != nullptr) {
m_texturePool->Shutdown();
delete m_texturePool;
m_texturePool = nullptr;
}
if (m_constantSet != nullptr) {
m_constantSet->Shutdown();
delete m_constantSet;
m_constantSet = nullptr;
}
if (m_constantPool != nullptr) {
m_constantPool->Shutdown();
delete m_constantPool;
m_constantPool = nullptr;
}
if (m_pipelineLayout != nullptr) {
m_pipelineLayout->Shutdown();
delete m_pipelineLayout;
m_pipelineLayout = nullptr;
}
if (m_builtinObjectIdOutlineShader.has_value()) {
m_builtinObjectIdOutlineShader.reset();
}
ResetState();
}
void BuiltinObjectIdOutlinePass::ResetState() {
m_device = nullptr;
m_backendType = RHI::RHIType::D3D12;
m_pipelineLayout = nullptr;
m_pipelineState = nullptr;
m_constantPool = nullptr;
m_constantSet = nullptr;
m_texturePool = nullptr;
m_textureSet = nullptr;
m_builtinObjectIdOutlineShader.reset();
}
} // namespace Passes
} // namespace Rendering
} // namespace XCEngine