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

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#include "Rendering/Passes/BuiltinVolumetricPass.h"
#include "Components/GameObject.h"
#include "Core/Asset/ResourceManager.h"
#include "Debug/Logger.h"
#include "RHI/RHICommandList.h"
#include "RHI/RHIDevice.h"
#include "Rendering/Builtin/BuiltinPassLayoutUtils.h"
#include "Rendering/Internal/RenderSurfacePipelineUtils.h"
#include "Rendering/Internal/ShaderVariantUtils.h"
#include "Rendering/FrameData/RenderSceneData.h"
#include "Rendering/FrameData/VisibleVolumeItem.h"
#include "Rendering/RenderSurface.h"
#include "Resources/BuiltinResources.h"
#include "Resources/Material/Material.h"
#include "Resources/Shader/Shader.h"
#include "Resources/Volume/VolumeField.h"
#include <algorithm>
#include <chrono>
#include <cstddef>
#include <string>
namespace XCEngine {
namespace Rendering {
namespace Passes {
namespace {
uint64_t GetVolumeTraceSteadyMs() {
using Clock = std::chrono::steady_clock;
static const Clock::time_point s_start = Clock::now();
return static_cast<uint64_t>(std::chrono::duration_cast<std::chrono::milliseconds>(
Clock::now() - s_start).count());
}
void LogVolumeTraceRendering(const std::string& message) {
Containers::String entry("[VolumeTrace] ");
entry += message.c_str();
Debug::Logger::Get().Info(Debug::LogCategory::Rendering, entry);
}
bool IsDepthFormat(RHI::Format format) {
return format == RHI::Format::D24_UNorm_S8_UInt ||
format == RHI::Format::D32_Float;
}
Resources::ShaderKeywordSet ResolvePassKeywordSet(
const RenderSceneData& sceneData,
const Resources::Material* material) {
return Resources::CombineShaderKeywordSets(
sceneData.globalShaderKeywords,
material != nullptr ? material->GetKeywordSet() : Resources::ShaderKeywordSet());
}
const Resources::ShaderPass* FindCompatibleVolumePass(
const Resources::Shader& shader,
const RenderSceneData& sceneData,
const Resources::Material* material,
Resources::ShaderBackend backend) {
const Resources::ShaderKeywordSet keywordSet = ResolvePassKeywordSet(sceneData, material);
for (const Resources::ShaderPass& shaderPass : shader.GetPasses()) {
if (ShaderPassMatchesBuiltinPass(shaderPass, BuiltinMaterialPass::Volumetric) &&
::XCEngine::Rendering::Internal::ShaderPassHasGraphicsVariants(
shader,
shaderPass.name,
backend,
keywordSet)) {
return &shaderPass;
}
}
return nullptr;
}
RHI::GraphicsPipelineDesc CreatePipelineDesc(
RHI::RHIType backendType,
RHI::RHIPipelineLayout* pipelineLayout,
const Resources::Shader& shader,
const Resources::ShaderPass& shaderPass,
const Containers::String& passName,
const Resources::ShaderKeywordSet& keywordSet,
const Resources::Material* material,
const RenderSurface& surface) {
RHI::GraphicsPipelineDesc pipelineDesc = {};
pipelineDesc.pipelineLayout = pipelineLayout;
pipelineDesc.topologyType = static_cast<uint32_t>(RHI::PrimitiveTopologyType::Triangle);
::XCEngine::Rendering::Internal::ApplySingleColorAttachmentPropertiesToGraphicsPipelineDesc(
surface,
pipelineDesc);
pipelineDesc.depthStencilFormat =
static_cast<uint32_t>(::XCEngine::Rendering::Internal::ResolveSurfaceDepthFormat(surface));
pipelineDesc.inputLayout = BuiltinVolumetricPass::BuildInputLayout();
ApplyResolvedRenderState(&shaderPass, material, pipelineDesc);
const Resources::ShaderBackend backend = ::XCEngine::Rendering::Internal::ToShaderBackend(backendType);
if (const Resources::ShaderStageVariant* vertexVariant =
shader.FindVariant(passName, Resources::ShaderType::Vertex, backend, keywordSet)) {
::XCEngine::Rendering::Internal::ApplyShaderStageVariant(
shader.GetPath(),
shaderPass,
backend,
*vertexVariant,
pipelineDesc.vertexShader);
}
if (const Resources::ShaderStageVariant* fragmentVariant =
shader.FindVariant(passName, Resources::ShaderType::Fragment, backend, keywordSet)) {
::XCEngine::Rendering::Internal::ApplyShaderStageVariant(
shader.GetPath(),
shaderPass,
backend,
*fragmentVariant,
pipelineDesc.fragmentShader);
}
return pipelineDesc;
}
Math::Bounds ResolveVolumeBounds(const Resources::VolumeField* volumeField) {
if (volumeField == nullptr) {
return Math::Bounds(Math::Vector3::Zero(), Math::Vector3::One());
}
const Resources::VolumeIndexBounds& indexBounds = volumeField->GetIndexBounds();
const Math::Vector3 indexMin(
static_cast<float>(indexBounds.minX),
static_cast<float>(indexBounds.minY),
static_cast<float>(indexBounds.minZ));
const Math::Vector3 indexMax(
static_cast<float>(indexBounds.maxX),
static_cast<float>(indexBounds.maxY),
static_cast<float>(indexBounds.maxZ));
const Math::Vector3 indexSize = indexMax - indexMin;
if (indexSize.SqrMagnitude() > Math::EPSILON) {
Math::Bounds bounds;
bounds.SetMinMax(indexMin, indexMax);
return bounds;
}
const Math::Bounds bounds = volumeField->GetBounds();
const Math::Vector3 size = bounds.extents * 2.0f;
if (size.SqrMagnitude() <= Math::EPSILON) {
return Math::Bounds(Math::Vector3::Zero(), Math::Vector3::One());
}
return bounds;
}
} // namespace
BuiltinVolumetricPass::~BuiltinVolumetricPass() {
Shutdown();
}
const char* BuiltinVolumetricPass::GetName() const {
return "BuiltinVolumetricPass";
}
BuiltinVolumetricPass::LightingConstants BuiltinVolumetricPass::BuildLightingConstants(
const RenderLightingData& lightingData) {
LightingConstants lightingConstants = {};
if (!lightingData.HasMainDirectionalLight()) {
return lightingConstants;
}
lightingConstants.mainLightDirectionAndIntensity = Math::Vector4(
lightingData.mainDirectionalLight.direction.x,
lightingData.mainDirectionalLight.direction.y,
lightingData.mainDirectionalLight.direction.z,
lightingData.mainDirectionalLight.intensity);
lightingConstants.mainLightColorAndFlags = Math::Vector4(
lightingData.mainDirectionalLight.color.r,
lightingData.mainDirectionalLight.color.g,
lightingData.mainDirectionalLight.color.b,
1.0f);
return lightingConstants;
}
RHI::InputLayoutDesc BuiltinVolumetricPass::BuildInputLayout() {
RHI::InputLayoutDesc inputLayout = {};
RHI::InputElementDesc position = {};
position.semanticName = "POSITION";
position.semanticIndex = 0;
position.format = static_cast<uint32_t>(RHI::Format::R32G32B32_Float);
position.inputSlot = 0;
position.alignedByteOffset = static_cast<uint32_t>(offsetof(Resources::StaticMeshVertex, position));
inputLayout.elements.push_back(position);
RHI::InputElementDesc normal = {};
normal.semanticName = "NORMAL";
normal.semanticIndex = 0;
normal.format = static_cast<uint32_t>(RHI::Format::R32G32B32_Float);
normal.inputSlot = 0;
normal.alignedByteOffset = static_cast<uint32_t>(offsetof(Resources::StaticMeshVertex, normal));
inputLayout.elements.push_back(normal);
RHI::InputElementDesc texcoord = {};
texcoord.semanticName = "TEXCOORD";
texcoord.semanticIndex = 0;
texcoord.format = static_cast<uint32_t>(RHI::Format::R32G32_Float);
texcoord.inputSlot = 0;
texcoord.alignedByteOffset = static_cast<uint32_t>(offsetof(Resources::StaticMeshVertex, uv0));
inputLayout.elements.push_back(texcoord);
return inputLayout;
}
bool BuiltinVolumetricPass::Initialize(const RenderContext& context) {
return EnsureInitialized(context);
}
bool BuiltinVolumetricPass::PrepareVolumeResources(
const RenderContext& context,
const RenderSceneData& sceneData) {
if (!EnsureInitialized(context)) {
return false;
}
if (!sceneData.visibleVolumes.empty()) {
const RenderResourceCache::CachedMesh* cachedMesh =
m_resourceCache.GetOrCreateMesh(m_device, m_builtinCubeMesh.Get());
if (cachedMesh == nullptr || cachedMesh->vertexBufferView == nullptr) {
return false;
}
}
for (const VisibleVolumeItem& visibleVolume : sceneData.visibleVolumes) {
if (visibleVolume.volumeField == nullptr ||
visibleVolume.material == nullptr ||
visibleVolume.volumeField->GetStorageKind() != Resources::VolumeStorageKind::NanoVDB) {
continue;
}
const RenderResourceCache::CachedVolumeField* cachedVolume =
m_resourceCache.GetOrCreateVolumeField(m_device, visibleVolume.volumeField);
if (cachedVolume == nullptr || cachedVolume->shaderResourceView == nullptr) {
return false;
}
}
return true;
}
bool BuiltinVolumetricPass::Execute(const RenderPassContext& context) {
if (!context.renderContext.IsValid()) {
return false;
}
if (context.sceneData.visibleVolumes.empty()) {
return true;
}
const std::vector<RHI::RHIResourceView*>& colorAttachments = context.surface.GetColorAttachments();
if (!::XCEngine::Rendering::Internal::HasSingleColorAttachment(context.surface) ||
colorAttachments.empty() ||
colorAttachments[0] == nullptr ||
context.surface.GetDepthAttachment() == nullptr) {
return false;
}
const Math::RectInt renderArea = context.surface.GetRenderArea();
if (renderArea.width <= 0 || renderArea.height <= 0) {
return false;
}
if (!PrepareVolumeResources(context.renderContext, context.sceneData)) {
return false;
}
RHI::RHICommandList* commandList = context.renderContext.commandList;
RHI::RHIResourceView* renderTarget = colorAttachments[0];
commandList->SetRenderTargets(1, &renderTarget, context.surface.GetDepthAttachment());
const RHI::Viewport viewport = {
static_cast<float>(renderArea.x),
static_cast<float>(renderArea.y),
static_cast<float>(renderArea.width),
static_cast<float>(renderArea.height),
0.0f,
1.0f
};
const RHI::Rect scissorRect = {
renderArea.x,
renderArea.y,
renderArea.x + renderArea.width,
renderArea.y + renderArea.height
};
commandList->SetViewport(viewport);
commandList->SetScissorRect(scissorRect);
commandList->SetPrimitiveTopology(RHI::PrimitiveTopology::TriangleList);
for (const VisibleVolumeItem& visibleVolume : context.sceneData.visibleVolumes) {
DrawVisibleVolume(context.renderContext, context.surface, context.sceneData, visibleVolume);
}
return true;
}
void BuiltinVolumetricPass::Shutdown() {
DestroyResources();
}
bool BuiltinVolumetricPass::EnsureInitialized(const RenderContext& context) {
if (!context.IsValid()) {
return false;
}
if (m_device == context.device &&
m_backendType == context.backendType &&
m_builtinCubeMesh.IsValid()) {
return true;
}
DestroyResources();
return CreateResources(context);
}
bool BuiltinVolumetricPass::CreateResources(const RenderContext& context) {
m_device = context.device;
m_backendType = context.backendType;
m_builtinCubeMesh = Resources::ResourceManager::Get().Load<Resources::Mesh>(
Resources::GetBuiltinPrimitiveMeshPath(Resources::BuiltinPrimitiveType::Cube));
if (!m_builtinCubeMesh.IsValid()) {
Debug::Logger::Get().Error(
Debug::LogCategory::Rendering,
"BuiltinVolumetricPass failed to load builtin cube mesh resource");
DestroyResources();
return false;
}
return true;
}
void BuiltinVolumetricPass::DestroyResources() {
m_resourceCache.Shutdown();
for (auto& pipelinePair : m_pipelineStates) {
if (pipelinePair.second != nullptr) {
pipelinePair.second->Shutdown();
delete pipelinePair.second;
}
}
m_pipelineStates.clear();
for (auto& descriptorSetPair : m_dynamicDescriptorSets) {
DestroyOwnedDescriptorSet(descriptorSetPair.second.descriptorSet);
}
m_dynamicDescriptorSets.clear();
for (auto& passLayoutPair : m_passResourceLayouts) {
DestroyPassResourceLayout(passLayoutPair.second);
}
m_passResourceLayouts.clear();
m_builtinCubeMesh.Reset();
m_device = nullptr;
m_backendType = RHI::RHIType::D3D12;
}
BuiltinVolumetricPass::ResolvedShaderPass BuiltinVolumetricPass::ResolveVolumeShaderPass(
const RenderSceneData& sceneData,
const Resources::Material* material) const {
ResolvedShaderPass resolved = {};
if (material == nullptr || material->GetShader() == nullptr) {
return resolved;
}
const Resources::Shader* shader = material->GetShader();
const Resources::ShaderBackend backend = ::XCEngine::Rendering::Internal::ToShaderBackend(m_backendType);
if (const Resources::ShaderPass* shaderPass =
FindCompatibleVolumePass(*shader, sceneData, material, backend)) {
resolved.shader = shader;
resolved.pass = shaderPass;
resolved.passName = shaderPass->name;
}
return resolved;
}
BuiltinVolumetricPass::PassResourceLayout* BuiltinVolumetricPass::GetOrCreatePassResourceLayout(
const RenderContext& context,
const ResolvedShaderPass& resolvedShaderPass) {
if (resolvedShaderPass.shader == nullptr || resolvedShaderPass.pass == nullptr) {
return nullptr;
}
PassLayoutKey passLayoutKey = {};
passLayoutKey.shader = resolvedShaderPass.shader;
passLayoutKey.passName = resolvedShaderPass.passName;
const auto existing = m_passResourceLayouts.find(passLayoutKey);
if (existing != m_passResourceLayouts.end()) {
return &existing->second;
}
const uint64_t layoutStartMs = GetVolumeTraceSteadyMs();
LogVolumeTraceRendering(
"VolumetricPass layout create begin steady_ms=" + std::to_string(layoutStartMs) +
" shader=" + std::string(resolvedShaderPass.shader->GetPath().CStr()) +
" pass=" + std::string(resolvedShaderPass.passName.CStr()));
PassResourceLayout passLayout = {};
auto failLayout = [this, &passLayout](const char* message) -> PassResourceLayout* {
Debug::Logger::Get().Error(Debug::LogCategory::Rendering, message);
DestroyPassResourceLayout(passLayout);
return nullptr;
};
BuiltinPassResourceBindingPlan bindingPlan = {};
Containers::String bindingPlanError;
if (!TryBuildBuiltinPassResourceBindingPlan(*resolvedShaderPass.pass, bindingPlan, &bindingPlanError)) {
const Containers::String contextualError =
Containers::String("BuiltinVolumetricPass failed to resolve pass resource bindings for shader='") +
resolvedShaderPass.shader->GetPath() +
"', pass='" + resolvedShaderPass.passName +
"': " + bindingPlanError +
". Bindings: " + DescribeShaderResourceBindings(resolvedShaderPass.pass->resources);
return failLayout(contextualError.CStr());
}
if (!bindingPlan.perObject.IsValid()) {
return failLayout("BuiltinVolumetricPass requires a PerObject resource binding");
}
if (!bindingPlan.volumeField.IsValid()) {
return failLayout("BuiltinVolumetricPass requires a VolumeField structured-buffer binding");
}
Containers::String setLayoutError;
if (!TryBuildBuiltinPassSetLayouts(bindingPlan, passLayout.setLayouts, &setLayoutError)) {
return failLayout(setLayoutError.CStr());
}
passLayout.firstDescriptorSet = bindingPlan.firstDescriptorSet;
passLayout.descriptorSetCount = bindingPlan.descriptorSetCount;
passLayout.perObject = bindingPlan.perObject;
passLayout.lighting = bindingPlan.lighting;
passLayout.material = bindingPlan.material;
passLayout.volumeField = bindingPlan.volumeField;
std::vector<RHI::DescriptorSetLayoutDesc> nativeSetLayouts(passLayout.setLayouts.size());
for (size_t setIndex = 0; setIndex < passLayout.setLayouts.size(); ++setIndex) {
nativeSetLayouts[setIndex] = passLayout.setLayouts[setIndex].layout;
}
RHI::RHIPipelineLayoutDesc pipelineLayoutDesc = {};
pipelineLayoutDesc.setLayouts = nativeSetLayouts.empty() ? nullptr : nativeSetLayouts.data();
pipelineLayoutDesc.setLayoutCount = static_cast<uint32_t>(nativeSetLayouts.size());
passLayout.pipelineLayout = context.device->CreatePipelineLayout(pipelineLayoutDesc);
if (passLayout.pipelineLayout == nullptr) {
return failLayout("BuiltinVolumetricPass failed to create pipeline layout from shader pass resources");
}
const auto result = m_passResourceLayouts.emplace(passLayoutKey, passLayout);
PassResourceLayout& storedPassLayout = result.first->second;
RefreshBuiltinPassSetLayouts(storedPassLayout.setLayouts);
const uint64_t layoutEndMs = GetVolumeTraceSteadyMs();
LogVolumeTraceRendering(
"VolumetricPass layout create end steady_ms=" + std::to_string(layoutEndMs) +
" total_ms=" + std::to_string(layoutEndMs - layoutStartMs) +
" shader=" + std::string(resolvedShaderPass.shader->GetPath().CStr()) +
" pass=" + std::string(resolvedShaderPass.passName.CStr()));
return &storedPassLayout;
}
RHI::RHIPipelineState* BuiltinVolumetricPass::GetOrCreatePipelineState(
const RenderContext& context,
const RenderSurface& surface,
const RenderSceneData& sceneData,
const Resources::Material* material) {
const ResolvedShaderPass resolvedShaderPass = ResolveVolumeShaderPass(sceneData, material);
if (resolvedShaderPass.shader == nullptr || resolvedShaderPass.pass == nullptr) {
return nullptr;
}
PassResourceLayout* passLayout = GetOrCreatePassResourceLayout(context, resolvedShaderPass);
if (passLayout == nullptr || passLayout->pipelineLayout == nullptr) {
return nullptr;
}
const Resources::ShaderKeywordSet keywordSet = ResolvePassKeywordSet(sceneData, material);
const RHI::Format renderTargetFormat =
::XCEngine::Rendering::Internal::ResolveSurfaceColorFormat(surface, 0u);
const RHI::Format depthStencilFormat =
::XCEngine::Rendering::Internal::ResolveSurfaceDepthFormat(surface);
PipelineStateKey pipelineKey = {};
pipelineKey.renderState =
BuildStaticPipelineRenderStateKey(ResolveEffectiveRenderState(resolvedShaderPass.pass, material));
pipelineKey.shader = resolvedShaderPass.shader;
pipelineKey.passName = resolvedShaderPass.passName;
pipelineKey.keywordSignature = ::XCEngine::Rendering::Internal::BuildShaderKeywordSignature(keywordSet);
pipelineKey.renderTargetCount =
::XCEngine::Rendering::Internal::HasSingleColorAttachment(surface) ? 1u : 0u;
pipelineKey.renderTargetFormat = static_cast<uint32_t>(renderTargetFormat);
pipelineKey.depthStencilFormat = static_cast<uint32_t>(depthStencilFormat);
pipelineKey.sampleCount = ::XCEngine::Rendering::Internal::ResolveSurfaceSampleCount(surface);
pipelineKey.sampleQuality = ::XCEngine::Rendering::Internal::ResolveSurfaceSampleQuality(surface);
const auto existing = m_pipelineStates.find(pipelineKey);
if (existing != m_pipelineStates.end()) {
return existing->second;
}
const uint64_t pipelineStartMs = GetVolumeTraceSteadyMs();
LogVolumeTraceRendering(
"VolumetricPass pipeline create begin steady_ms=" + std::to_string(pipelineStartMs) +
" shader=" + std::string(resolvedShaderPass.shader->GetPath().CStr()) +
" pass=" + std::string(resolvedShaderPass.passName.CStr()));
const RHI::GraphicsPipelineDesc pipelineDesc =
CreatePipelineDesc(
context.backendType,
passLayout->pipelineLayout,
*resolvedShaderPass.shader,
*resolvedShaderPass.pass,
resolvedShaderPass.passName,
keywordSet,
material,
surface);
RHI::RHIPipelineState* pipelineState = context.device->CreatePipelineState(pipelineDesc);
if (pipelineState == nullptr || !pipelineState->IsValid()) {
if (pipelineState != nullptr) {
pipelineState->Shutdown();
delete pipelineState;
}
LogVolumeTraceRendering(
"VolumetricPass pipeline create failed steady_ms=" + std::to_string(GetVolumeTraceSteadyMs()) +
" shader=" + std::string(resolvedShaderPass.shader->GetPath().CStr()) +
" pass=" + std::string(resolvedShaderPass.passName.CStr()));
return nullptr;
}
m_pipelineStates.emplace(pipelineKey, pipelineState);
const uint64_t pipelineEndMs = GetVolumeTraceSteadyMs();
LogVolumeTraceRendering(
"VolumetricPass pipeline create end steady_ms=" + std::to_string(pipelineEndMs) +
" total_ms=" + std::to_string(pipelineEndMs - pipelineStartMs) +
" shader=" + std::string(resolvedShaderPass.shader->GetPath().CStr()) +
" pass=" + std::string(resolvedShaderPass.passName.CStr()));
return pipelineState;
}
bool BuiltinVolumetricPass::CreateOwnedDescriptorSet(
const BuiltinPassSetLayoutMetadata& setLayout,
OwnedDescriptorSet& descriptorSet) {
RHI::DescriptorPoolDesc poolDesc = {};
poolDesc.type = setLayout.heapType;
poolDesc.descriptorCount = CountBuiltinPassHeapDescriptors(setLayout.heapType, setLayout.bindings);
poolDesc.shaderVisible = setLayout.shaderVisible;
descriptorSet.pool = m_device->CreateDescriptorPool(poolDesc);
if (descriptorSet.pool == nullptr) {
return false;
}
descriptorSet.set = descriptorSet.pool->AllocateSet(setLayout.layout);
if (descriptorSet.set == nullptr) {
DestroyOwnedDescriptorSet(descriptorSet);
return false;
}
return true;
}
BuiltinVolumetricPass::CachedDescriptorSet* BuiltinVolumetricPass::GetOrCreateDynamicDescriptorSet(
const PassLayoutKey& passLayoutKey,
const PassResourceLayout& passLayout,
const BuiltinPassSetLayoutMetadata& setLayout,
Core::uint32 setIndex,
Core::uint64 objectId,
const Resources::Material* material,
const Resources::VolumeField* volumeField,
const MaterialConstantPayloadView& materialConstants,
const LightingConstants& lightingConstants,
RHI::RHIResourceView* volumeFieldView) {
DynamicDescriptorSetKey key = {};
key.passLayout = passLayoutKey;
key.setIndex = setIndex;
key.objectId = objectId;
key.material = material;
key.volumeField = volumeField;
CachedDescriptorSet& cachedDescriptorSet = m_dynamicDescriptorSets[key];
if (cachedDescriptorSet.descriptorSet.set == nullptr) {
if (!CreateOwnedDescriptorSet(setLayout, cachedDescriptorSet.descriptorSet)) {
return nullptr;
}
}
const Core::uint64 materialVersion = material != nullptr ? material->GetChangeVersion() : 0u;
if (setLayout.usesMaterial) {
if (!passLayout.material.IsValid() || passLayout.material.set != setIndex || !materialConstants.IsValid()) {
return nullptr;
}
if (cachedDescriptorSet.materialVersion != materialVersion) {
cachedDescriptorSet.descriptorSet.set->WriteConstant(
passLayout.material.binding,
materialConstants.data,
materialConstants.size);
}
}
if (setLayout.usesLighting) {
if (!passLayout.lighting.IsValid() || passLayout.lighting.set != setIndex) {
return nullptr;
}
cachedDescriptorSet.descriptorSet.set->WriteConstant(
passLayout.lighting.binding,
&lightingConstants,
sizeof(lightingConstants));
}
if (setLayout.usesVolumeField) {
if (volumeFieldView == nullptr ||
!passLayout.volumeField.IsValid() ||
passLayout.volumeField.set != setIndex) {
return nullptr;
}
if (cachedDescriptorSet.volumeFieldView != volumeFieldView) {
cachedDescriptorSet.descriptorSet.set->Update(
passLayout.volumeField.binding,
volumeFieldView);
}
}
cachedDescriptorSet.materialVersion = materialVersion;
cachedDescriptorSet.volumeFieldView = volumeFieldView;
return &cachedDescriptorSet;
}
void BuiltinVolumetricPass::DestroyOwnedDescriptorSet(OwnedDescriptorSet& descriptorSet) {
if (descriptorSet.set != nullptr) {
descriptorSet.set->Shutdown();
delete descriptorSet.set;
descriptorSet.set = nullptr;
}
if (descriptorSet.pool != nullptr) {
descriptorSet.pool->Shutdown();
delete descriptorSet.pool;
descriptorSet.pool = nullptr;
}
}
void BuiltinVolumetricPass::DestroyPassResourceLayout(PassResourceLayout& passLayout) {
if (passLayout.pipelineLayout != nullptr) {
passLayout.pipelineLayout->Shutdown();
delete passLayout.pipelineLayout;
passLayout.pipelineLayout = nullptr;
}
passLayout.setLayouts.clear();
passLayout.firstDescriptorSet = 0;
passLayout.descriptorSetCount = 0;
passLayout.perObject = {};
passLayout.lighting = {};
passLayout.material = {};
passLayout.volumeField = {};
}
bool BuiltinVolumetricPass::DrawVisibleVolume(
const RenderContext& context,
const RenderSurface& surface,
const RenderSceneData& sceneData,
const VisibleVolumeItem& visibleVolume) {
if (m_builtinCubeMesh.Get() == nullptr ||
visibleVolume.gameObject == nullptr ||
visibleVolume.volumeField == nullptr ||
visibleVolume.material == nullptr ||
visibleVolume.volumeField->GetStorageKind() != Resources::VolumeStorageKind::NanoVDB) {
return false;
}
const RenderResourceCache::CachedMesh* cachedMesh =
m_resourceCache.GetOrCreateMesh(m_device, m_builtinCubeMesh.Get());
const RenderResourceCache::CachedVolumeField* cachedVolume =
m_resourceCache.GetOrCreateVolumeField(m_device, visibleVolume.volumeField);
if (cachedMesh == nullptr ||
cachedMesh->vertexBufferView == nullptr ||
cachedVolume == nullptr ||
cachedVolume->shaderResourceView == nullptr) {
return false;
}
const Resources::Material* material = visibleVolume.material;
const ResolvedShaderPass resolvedShaderPass = ResolveVolumeShaderPass(sceneData, material);
if (resolvedShaderPass.shader == nullptr || resolvedShaderPass.pass == nullptr) {
return false;
}
PassLayoutKey passLayoutKey = {};
passLayoutKey.shader = resolvedShaderPass.shader;
passLayoutKey.passName = resolvedShaderPass.passName;
PassResourceLayout* passLayout = GetOrCreatePassResourceLayout(context, resolvedShaderPass);
RHI::RHIPipelineState* pipelineState = GetOrCreatePipelineState(context, surface, sceneData, material);
if (passLayout == nullptr || pipelineState == nullptr) {
return false;
}
const Resources::MaterialRenderState effectiveRenderState =
ResolveEffectiveRenderState(resolvedShaderPass.pass, material);
const MaterialConstantPayloadView materialConstants = ResolveSchemaMaterialConstantPayload(material);
const LightingConstants lightingConstants = BuildLightingConstants(sceneData.lighting);
if (passLayout->material.IsValid() && !materialConstants.IsValid()) {
return false;
}
RHI::RHICommandList* commandList = context.commandList;
commandList->SetPipelineState(pipelineState);
RHI::RHIResourceView* vertexBuffers[] = { cachedMesh->vertexBufferView };
const uint64_t offsets[] = { 0u };
const uint32_t strides[] = { cachedMesh->vertexStride };
commandList->SetVertexBuffers(0, 1, vertexBuffers, offsets, strides);
if (cachedMesh->indexBufferView != nullptr) {
commandList->SetIndexBuffer(cachedMesh->indexBufferView, 0u);
}
const Math::Bounds volumeBounds = ResolveVolumeBounds(visibleVolume.volumeField);
const PerObjectConstants perObjectConstants = {
sceneData.cameraData.projection,
sceneData.cameraData.view,
visibleVolume.localToWorld.Transpose(),
visibleVolume.localToWorld.Inverse().Transpose(),
Math::Vector4(sceneData.cameraData.worldPosition, 1.0f),
Math::Vector4(volumeBounds.GetMin(), 0.0f),
Math::Vector4(volumeBounds.GetMax(), 0.0f)
};
if (passLayout->descriptorSetCount > 0u) {
std::vector<RHI::RHIDescriptorSet*> descriptorSets(passLayout->descriptorSetCount, nullptr);
for (Core::uint32 descriptorOffset = 0u; descriptorOffset < passLayout->descriptorSetCount; ++descriptorOffset) {
const Core::uint32 setIndex = passLayout->firstDescriptorSet + descriptorOffset;
if (setIndex >= passLayout->setLayouts.size()) {
return false;
}
const BuiltinPassSetLayoutMetadata& setLayout = passLayout->setLayouts[setIndex];
if (!(setLayout.usesPerObject || setLayout.usesLighting || setLayout.usesMaterial || setLayout.usesVolumeField)) {
return false;
}
const Core::uint64 objectId =
(setLayout.usesPerObject && visibleVolume.gameObject != nullptr)
? visibleVolume.gameObject->GetID()
: 0u;
const Resources::Material* materialKey = setLayout.usesMaterial ? material : nullptr;
const Resources::VolumeField* volumeFieldKey =
setLayout.usesVolumeField ? visibleVolume.volumeField : nullptr;
CachedDescriptorSet* cachedDescriptorSet = GetOrCreateDynamicDescriptorSet(
passLayoutKey,
*passLayout,
setLayout,
setIndex,
objectId,
materialKey,
volumeFieldKey,
materialConstants,
lightingConstants,
cachedVolume->shaderResourceView);
if (cachedDescriptorSet == nullptr || cachedDescriptorSet->descriptorSet.set == nullptr) {
return false;
}
RHI::RHIDescriptorSet* descriptorSet = cachedDescriptorSet->descriptorSet.set;
if (setLayout.usesPerObject) {
if (!passLayout->perObject.IsValid() || passLayout->perObject.set != setIndex) {
return false;
}
descriptorSet->WriteConstant(
passLayout->perObject.binding,
&perObjectConstants,
sizeof(perObjectConstants));
}
descriptorSets[descriptorOffset] = descriptorSet;
}
commandList->SetGraphicsDescriptorSets(
passLayout->firstDescriptorSet,
passLayout->descriptorSetCount,
descriptorSets.data(),
passLayout->pipelineLayout);
}
ApplyDynamicRenderState(effectiveRenderState, *commandList);
if (cachedMesh->indexBufferView != nullptr && cachedMesh->indexCount > 0u) {
commandList->DrawIndexed(cachedMesh->indexCount, 1u, 0u, 0u, 0u);
} else if (cachedMesh->vertexCount > 0u) {
commandList->Draw(cachedMesh->vertexCount, 1u, 0u, 0u);
}
return true;
}
} // namespace Passes
} // namespace Rendering
} // namespace XCEngine