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XCEngine/engine/src/Rendering/Execution/CameraRenderer.cpp

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#include "Rendering/Execution/CameraRenderer.h"
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#include "Components/CameraComponent.h"
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#include "Rendering/Caches/DirectionalShadowSurfaceCache.h"
#include "Rendering/Passes/BuiltinDepthOnlyPass.h"
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#include "Rendering/Passes/BuiltinObjectIdPass.h"
#include "Rendering/Passes/BuiltinShadowCasterPass.h"
#include "Rendering/Pipelines/BuiltinForwardPipeline.h"
#include "Rendering/RenderPipelineAsset.h"
#include "Rendering/RenderSurface.h"
#include "RHI/RHIResourceView.h"
#include "Scene/Scene.h"
namespace XCEngine {
namespace Rendering {
namespace {
std::shared_ptr<const RenderPipelineAsset> CreateDefaultPipelineAsset() {
static const std::shared_ptr<const RenderPipelineAsset> s_defaultPipelineAsset =
std::make_shared<Pipelines::BuiltinForwardPipelineAsset>();
return s_defaultPipelineAsset;
}
std::unique_ptr<RenderPass> CreateDefaultDepthOnlyPass() {
return std::make_unique<Passes::BuiltinDepthOnlyPass>();
}
std::unique_ptr<RenderPass> CreateDefaultShadowCasterPass() {
return std::make_unique<Passes::BuiltinShadowCasterPass>();
}
std::unique_ptr<RenderPipeline> CreatePipelineFromAsset(
const std::shared_ptr<const RenderPipelineAsset>& pipelineAsset) {
if (pipelineAsset != nullptr) {
std::unique_ptr<RenderPipeline> pipeline = pipelineAsset->CreatePipeline();
if (pipeline != nullptr) {
return pipeline;
}
}
return std::make_unique<Pipelines::BuiltinForwardPipeline>();
}
bool InitializeStandalonePass(
RenderPass* pass,
const RenderContext& context) {
if (pass == nullptr) {
return false;
}
if (pass->Initialize(context)) {
return true;
}
pass->Shutdown();
return false;
}
bool ExecuteScenePassRequest(
RenderPass* pass,
const ScenePassRenderRequest& request,
const RenderContext& context,
const RenderSceneData& baseSceneData) {
if (!request.IsRequested()) {
return true;
}
if (!InitializeStandalonePass(pass, context)) {
return false;
}
RenderSceneData sceneData = baseSceneData;
if (request.hasCameraDataOverride) {
sceneData.cameraData = request.cameraDataOverride;
}
sceneData.cameraData.viewportWidth = request.surface.GetRenderAreaWidth();
sceneData.cameraData.viewportHeight = request.surface.GetRenderAreaHeight();
sceneData.cameraData.clearFlags = request.clearFlags;
if (request.hasClearColorOverride) {
sceneData.cameraData.clearColor = request.clearColorOverride;
}
const RenderPassContext passContext = {
context,
request.surface,
sceneData
};
return pass->Execute(passContext);
}
bool ExecuteStandalonePass(
RenderPass* pass,
const RenderContext& context,
const RenderSurface& surface,
const RenderSceneData& sceneData) {
if (pass == nullptr) {
return false;
}
if (!InitializeStandalonePass(pass, context)) {
return false;
}
const RenderPassContext passContext = {
context,
surface,
sceneData
};
return pass->Execute(passContext);
}
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class ScopedInitializedPassSequence {
public:
ScopedInitializedPassSequence(
RenderPassSequence* sequence,
const RenderContext& context)
: m_sequence(sequence) {
if (m_sequence == nullptr) {
return;
}
m_initialized = m_sequence->Initialize(context);
if (!m_initialized) {
m_failed = true;
m_sequence->Shutdown();
m_sequence = nullptr;
}
}
ScopedInitializedPassSequence(const ScopedInitializedPassSequence&) = delete;
ScopedInitializedPassSequence& operator=(const ScopedInitializedPassSequence&) = delete;
~ScopedInitializedPassSequence() {
if (m_sequence != nullptr && m_initialized) {
m_sequence->Shutdown();
}
}
bool IsReady() const {
return !m_failed;
}
bool Execute(const RenderPassContext& context) const {
return m_sequence == nullptr || m_sequence->Execute(context);
}
private:
RenderPassSequence* m_sequence = nullptr;
bool m_initialized = false;
bool m_failed = false;
};
struct CameraFrameExecutionState {
RenderPipeline* pipeline = nullptr;
RenderPass* objectIdPass = nullptr;
RenderPass* depthOnlyPass = nullptr;
RenderPass* shadowCasterPass = nullptr;
std::unique_ptr<ScopedInitializedPassSequence> preScenePasses;
std::unique_ptr<ScopedInitializedPassSequence> postScenePasses;
std::unique_ptr<ScopedInitializedPassSequence> overlayPasses;
};
bool ExecutePassSequenceStage(
std::unique_ptr<ScopedInitializedPassSequence>& activeSequence,
RenderPassSequence* sequence,
const RenderContext& context,
const RenderPassContext& passContext) {
activeSequence = std::make_unique<ScopedInitializedPassSequence>(sequence, context);
return activeSequence->IsReady() && activeSequence->Execute(passContext);
}
bool ExecuteFrameStage(
CameraFrameStage stage,
const CameraRenderRequest& request,
const ShadowCasterRenderRequest& resolvedShadowCaster,
const RenderPassContext& passContext,
CameraFrameExecutionState& executionState) {
switch (stage) {
case CameraFrameStage::PreScenePasses:
return ExecutePassSequenceStage(
executionState.preScenePasses,
request.GetPassSequence(stage),
request.context,
passContext);
case CameraFrameStage::ShadowCaster:
return ExecuteScenePassRequest(
executionState.shadowCasterPass,
resolvedShadowCaster,
request.context,
passContext.sceneData);
case CameraFrameStage::DepthOnly:
return ExecuteScenePassRequest(
executionState.depthOnlyPass,
request.depthOnly,
request.context,
passContext.sceneData);
case CameraFrameStage::MainScene:
return executionState.pipeline != nullptr &&
executionState.pipeline->Render(request.context, request.surface, passContext.sceneData);
case CameraFrameStage::ObjectId:
return !request.objectId.IsRequested() ||
ExecuteStandalonePass(
executionState.objectIdPass,
request.context,
request.objectId.surface,
passContext.sceneData);
case CameraFrameStage::PostScenePasses:
return ExecutePassSequenceStage(
executionState.postScenePasses,
request.GetPassSequence(stage),
request.context,
passContext);
case CameraFrameStage::OverlayPasses:
return ExecutePassSequenceStage(
executionState.overlayPasses,
request.GetPassSequence(stage),
request.context,
passContext);
default:
return false;
}
}
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RenderDirectionalShadowData BuildDirectionalShadowData(
const DirectionalShadowRenderPlan& plan,
RHI::RHIResourceView* shadowMapView) {
RenderDirectionalShadowData shadowData = {};
if (!plan.IsValid() || shadowMapView == nullptr) {
return shadowData;
}
shadowData.enabled = true;
shadowData.viewProjection = plan.cameraData.viewProjection;
shadowData.shadowMap = shadowMapView;
shadowData.shadowParams = Math::Vector4(
0.0015f,
1.0f / static_cast<float>(plan.mapWidth),
1.0f / static_cast<float>(plan.mapHeight),
0.85f);
return shadowData;
}
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RenderEnvironmentData BuildEnvironmentData(const CameraRenderRequest& request) {
RenderEnvironmentData environment = {};
if (request.camera == nullptr ||
request.surface.GetDepthAttachment() == nullptr ||
!HasRenderClearFlag(request.clearFlags, RenderClearFlags::Color) ||
!request.camera->IsSkyboxEnabled() ||
request.camera->GetProjectionType() != Components::CameraProjectionType::Perspective) {
return environment;
}
if (const Resources::Material* skyboxMaterial = request.camera->GetSkyboxMaterial()) {
environment.mode = RenderEnvironmentMode::MaterialSkybox;
environment.materialSkybox.material = skyboxMaterial;
return environment;
}
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environment.mode = RenderEnvironmentMode::ProceduralSkybox;
environment.skybox.topColor = request.camera->GetSkyboxTopColor();
environment.skybox.horizonColor = request.camera->GetSkyboxHorizonColor();
environment.skybox.bottomColor = request.camera->GetSkyboxBottomColor();
return environment;
}
} // namespace
CameraRenderer::CameraRenderer()
: CameraRenderer(CreateDefaultPipelineAsset()) {
}
CameraRenderer::CameraRenderer(std::unique_ptr<RenderPipeline> pipeline)
: CameraRenderer(
std::move(pipeline),
std::make_unique<Passes::BuiltinObjectIdPass>(),
CreateDefaultDepthOnlyPass(),
CreateDefaultShadowCasterPass()) {
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}
CameraRenderer::CameraRenderer(
std::unique_ptr<RenderPipeline> pipeline,
std::unique_ptr<RenderPass> objectIdPass,
std::unique_ptr<RenderPass> depthOnlyPass,
std::unique_ptr<RenderPass> shadowCasterPass)
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: m_pipelineAsset(nullptr)
, m_objectIdPass(std::move(objectIdPass))
, m_depthOnlyPass(std::move(depthOnlyPass))
, m_shadowCasterPass(std::move(shadowCasterPass)) {
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if (m_objectIdPass == nullptr) {
m_objectIdPass = std::make_unique<Passes::BuiltinObjectIdPass>();
}
if (m_depthOnlyPass == nullptr) {
m_depthOnlyPass = CreateDefaultDepthOnlyPass();
}
if (m_shadowCasterPass == nullptr) {
m_shadowCasterPass = CreateDefaultShadowCasterPass();
}
ResetPipeline(std::move(pipeline));
}
CameraRenderer::CameraRenderer(std::shared_ptr<const RenderPipelineAsset> pipelineAsset)
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: m_pipelineAsset(std::move(pipelineAsset))
, m_objectIdPass(std::make_unique<Passes::BuiltinObjectIdPass>())
, m_depthOnlyPass(CreateDefaultDepthOnlyPass())
, m_shadowCasterPass(CreateDefaultShadowCasterPass()) {
SetPipelineAsset(m_pipelineAsset);
}
CameraRenderer::~CameraRenderer() {
if (m_pipeline) {
m_pipeline->Shutdown();
}
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if (m_objectIdPass != nullptr) {
m_objectIdPass->Shutdown();
}
if (m_depthOnlyPass != nullptr) {
m_depthOnlyPass->Shutdown();
}
if (m_shadowCasterPass != nullptr) {
m_shadowCasterPass->Shutdown();
}
}
void CameraRenderer::SetPipeline(std::unique_ptr<RenderPipeline> pipeline) {
m_pipelineAsset.reset();
ResetPipeline(std::move(pipeline));
}
void CameraRenderer::SetPipelineAsset(std::shared_ptr<const RenderPipelineAsset> pipelineAsset) {
m_pipelineAsset = pipelineAsset != nullptr ? std::move(pipelineAsset) : CreateDefaultPipelineAsset();
ResetPipeline(CreatePipelineFromAsset(m_pipelineAsset));
}
void CameraRenderer::SetObjectIdPass(std::unique_ptr<RenderPass> objectIdPass) {
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if (m_objectIdPass != nullptr) {
m_objectIdPass->Shutdown();
}
m_objectIdPass = std::move(objectIdPass);
if (m_objectIdPass == nullptr) {
m_objectIdPass = std::make_unique<Passes::BuiltinObjectIdPass>();
}
}
void CameraRenderer::SetDepthOnlyPass(std::unique_ptr<RenderPass> depthOnlyPass) {
if (m_depthOnlyPass != nullptr) {
m_depthOnlyPass->Shutdown();
}
m_depthOnlyPass = std::move(depthOnlyPass);
if (m_depthOnlyPass == nullptr) {
m_depthOnlyPass = CreateDefaultDepthOnlyPass();
}
}
void CameraRenderer::SetShadowCasterPass(std::unique_ptr<RenderPass> shadowCasterPass) {
if (m_shadowCasterPass != nullptr) {
m_shadowCasterPass->Shutdown();
}
m_shadowCasterPass = std::move(shadowCasterPass);
if (m_shadowCasterPass == nullptr) {
m_shadowCasterPass = CreateDefaultShadowCasterPass();
}
}
void CameraRenderer::ResetPipeline(std::unique_ptr<RenderPipeline> pipeline) {
if (m_pipeline != nullptr) {
m_pipeline->Shutdown();
}
m_pipeline = std::move(pipeline);
if (m_pipeline == nullptr) {
m_pipelineAsset = CreateDefaultPipelineAsset();
m_pipeline = CreatePipelineFromAsset(m_pipelineAsset);
}
}
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bool CameraRenderer::ResolveShadowCasterRequest(
const CameraRenderRequest& request,
ShadowCasterRenderRequest& outResolvedShadowCaster,
RHI::RHIResourceView*& outShadowMapView) {
outResolvedShadowCaster = request.shadowCaster;
outShadowMapView = nullptr;
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if (outResolvedShadowCaster.IsRequested()) {
return outResolvedShadowCaster.IsValid();
}
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if (!request.directionalShadow.IsValid()) {
return true;
}
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if (m_directionalShadowSurface == nullptr) {
m_directionalShadowSurface = std::make_unique<DirectionalShadowSurfaceCache>();
}
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if (!m_directionalShadowSurface->EnsureSurface(request.context, request.directionalShadow)) {
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return false;
}
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outResolvedShadowCaster.surface = m_directionalShadowSurface->GetSurface();
outResolvedShadowCaster.clearFlags = RenderClearFlags::Depth;
if (!outResolvedShadowCaster.hasCameraDataOverride) {
outResolvedShadowCaster.hasCameraDataOverride = true;
outResolvedShadowCaster.cameraDataOverride = request.directionalShadow.cameraData;
}
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outShadowMapView = m_directionalShadowSurface->GetDepthShaderView();
return true;
}
bool CameraRenderer::BuildSceneDataForRequest(
const CameraRenderRequest& request,
RHI::RHIResourceView* shadowMapView,
RenderSceneData& outSceneData) {
outSceneData = m_sceneExtractor.ExtractForCamera(
*request.scene,
*request.camera,
request.surface.GetRenderAreaWidth(),
request.surface.GetRenderAreaHeight());
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if (!outSceneData.HasCamera()) {
return false;
}
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if (request.directionalShadow.IsValid()) {
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outSceneData.lighting.mainDirectionalShadow =
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BuildDirectionalShadowData(request.directionalShadow, shadowMapView);
}
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outSceneData.cameraData.clearFlags = request.clearFlags;
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outSceneData.environment = BuildEnvironmentData(request);
if (request.hasClearColorOverride) {
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outSceneData.cameraData.clearColor = request.clearColorOverride;
}
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return true;
}
bool CameraRenderer::ExecuteRenderPlan(
const CameraRenderRequest& request,
const ShadowCasterRenderRequest& resolvedShadowCaster,
const RenderSceneData& sceneData) {
const RenderPassContext passContext = {
request.context,
request.surface,
sceneData
};
CameraFrameExecutionState executionState = {};
executionState.pipeline = m_pipeline.get();
executionState.objectIdPass = m_objectIdPass.get();
executionState.depthOnlyPass = m_depthOnlyPass.get();
executionState.shadowCasterPass = m_shadowCasterPass.get();
for (const CameraFrameStageInfo& stageInfo : kOrderedCameraFrameStages) {
if (!request.HasFrameStage(stageInfo.stage) &&
stageInfo.stage != CameraFrameStage::MainScene) {
continue;
}
if (!ExecuteFrameStage(
stageInfo.stage,
request,
resolvedShadowCaster,
passContext,
executionState)) {
return false;
}
}
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return true;
}
bool CameraRenderer::Render(
const CameraRenderRequest& request) {
if (!request.IsValid() || m_pipeline == nullptr) {
return false;
}
if (request.surface.GetRenderAreaWidth() == 0 ||
request.surface.GetRenderAreaHeight() == 0) {
return false;
}
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if (request.depthOnly.IsRequested() &&
!request.depthOnly.IsValid()) {
return false;
}
if (request.objectId.IsRequested() &&
!request.objectId.IsValid()) {
return false;
}
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ShadowCasterRenderRequest resolvedShadowCaster = {};
RHI::RHIResourceView* shadowMapView = nullptr;
if (!ResolveShadowCasterRequest(request, resolvedShadowCaster, shadowMapView)) {
return false;
}
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RenderSceneData sceneData = {};
if (!BuildSceneDataForRequest(request, shadowMapView, sceneData)) {
return false;
}
return ExecuteRenderPlan(request, resolvedShadowCaster, sceneData);
}
} // namespace Rendering
} // namespace XCEngine