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XCEngine/engine/src/Rendering/RenderPipeline.cpp

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#include <XCEngine/Rendering/RenderPipeline.h>
#include <XCEngine/Rendering/Caches/DirectionalShadowSurfaceCache.h>
#include <XCEngine/Rendering/Execution/DirectionalShadowExecutionState.h>
#include "Components/CameraComponent.h"
#include "Rendering/Execution/CameraFramePlan.h"
#include "Rendering/Shadow/DirectionalShadowData.h"
namespace XCEngine {
namespace Rendering {
namespace {
Resources::ShaderKeywordSet BuildDefaultSceneGlobalShaderKeywords(
const RenderSceneData& sceneData) {
Resources::ShaderKeywordSet keywords = {};
if (sceneData.lighting.HasMainDirectionalShadow()) {
keywords.enabledKeywords.PushBack("XC_MAIN_LIGHT_SHADOWS");
}
Resources::NormalizeShaderKeywordSetInPlace(keywords);
return keywords;
}
RenderEnvironmentData BuildDefaultEnvironmentData(const CameraFramePlan& plan) {
RenderEnvironmentData environment = {};
const RenderSurface& mainSceneSurface = plan.GetMainSceneSurface();
if (plan.request.camera == nullptr ||
mainSceneSurface.GetDepthAttachment() == nullptr ||
!HasRenderClearFlag(plan.request.clearFlags, RenderClearFlags::Color) ||
!plan.request.camera->IsSkyboxEnabled() ||
plan.request.camera->GetProjectionType() != Components::CameraProjectionType::Perspective) {
return environment;
}
if (const Resources::Material* skyboxMaterial = plan.request.camera->GetSkyboxMaterial()) {
environment.mode = RenderEnvironmentMode::MaterialSkybox;
environment.materialSkybox.material = skyboxMaterial;
return environment;
}
environment.mode = RenderEnvironmentMode::ProceduralSkybox;
environment.skybox.topColor = plan.request.camera->GetSkyboxTopColor();
environment.skybox.horizonColor = plan.request.camera->GetSkyboxHorizonColor();
environment.skybox.bottomColor = plan.request.camera->GetSkyboxBottomColor();
return environment;
}
} // namespace
void RenderPipeline::ConfigureRenderSceneData(
const CameraFramePlan& plan,
RenderSceneData& sceneData) const {
sceneData.globalShaderKeywords =
BuildDefaultSceneGlobalShaderKeywords(sceneData);
sceneData.environment =
BuildDefaultEnvironmentData(plan);
}
void ApplyDefaultRenderPipelineDirectionalShadowExecutionPolicy(
const CameraFramePlan& plan,
const DirectionalShadowSurfaceAllocation& shadowAllocation,
DirectionalShadowExecutionState& shadowState) {
shadowState.shadowCasterRequest.surface = shadowAllocation.surface;
shadowState.shadowCasterRequest.clearFlags = RenderClearFlags::Depth;
if (!shadowState.shadowCasterRequest.hasCameraDataOverride) {
shadowState.shadowCasterRequest.hasCameraDataOverride = true;
shadowState.shadowCasterRequest.cameraDataOverride =
plan.directionalShadow.cameraData;
}
shadowState.shadowData =
BuildRenderDirectionalShadowData(
plan.directionalShadow,
shadowAllocation.depthShaderView);
}
bool RenderPipeline::ConfigureDirectionalShadowExecutionState(
const CameraFramePlan& plan,
const DirectionalShadowSurfaceAllocation& shadowAllocation,
DirectionalShadowExecutionState& shadowState) const {
ApplyDefaultRenderPipelineDirectionalShadowExecutionPolicy(
plan,
shadowAllocation,
shadowState);
return shadowState.shadowCasterRequest.IsValid() &&
shadowState.shadowData.IsValid();
}
} // namespace Rendering
} // namespace XCEngine