421 lines
13 KiB
C++
421 lines
13 KiB
C++
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#include "Rendering/Passes/BuiltinObjectIdPass.h"
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#include "Components/GameObject.h"
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#include "RHI/RHICommandList.h"
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#include "RHI/RHIPipelineLayout.h"
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#include "RHI/RHIPipelineState.h"
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#include "Resources/Mesh/Mesh.h"
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#include <cstddef>
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#include <cstring>
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namespace XCEngine {
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namespace Rendering {
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namespace Passes {
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namespace {
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const char kBuiltinObjectIdHlsl[] = R"(
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cbuffer PerObjectConstants : register(b0) {
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float4x4 gProjectionMatrix;
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float4x4 gViewMatrix;
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float4x4 gModelMatrix;
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float4 gObjectIdColor;
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};
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struct VSInput {
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float3 position : POSITION;
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};
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struct PSInput {
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float4 position : SV_POSITION;
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};
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PSInput MainVS(VSInput input) {
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PSInput output;
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float4 positionWS = mul(gModelMatrix, float4(input.position, 1.0));
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float4 positionVS = mul(gViewMatrix, positionWS);
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output.position = mul(gProjectionMatrix, positionVS);
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return output;
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}
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float4 MainPS(PSInput input) : SV_TARGET {
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return gObjectIdColor;
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}
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)";
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const char kBuiltinObjectIdVertexShader[] = R"(#version 430
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layout(location = 0) in vec3 aPosition;
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layout(std140, binding = 0) uniform PerObjectConstants {
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mat4 gProjectionMatrix;
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mat4 gViewMatrix;
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mat4 gModelMatrix;
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vec4 gObjectIdColor;
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};
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void main() {
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vec4 positionWS = gModelMatrix * vec4(aPosition, 1.0);
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vec4 positionVS = gViewMatrix * positionWS;
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gl_Position = gProjectionMatrix * positionVS;
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}
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)";
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const char kBuiltinObjectIdFragmentShader[] = R"(#version 430
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layout(std140, binding = 0) uniform PerObjectConstants {
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mat4 gProjectionMatrix;
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mat4 gViewMatrix;
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mat4 gModelMatrix;
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vec4 gObjectIdColor;
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};
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = gObjectIdColor;
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}
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)";
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RHI::InputLayoutDesc BuildInputLayout() {
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RHI::InputLayoutDesc inputLayout = {};
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RHI::InputElementDesc position = {};
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position.semanticName = "POSITION";
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position.semanticIndex = 0;
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position.format = static_cast<uint32_t>(RHI::Format::R32G32B32_Float);
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position.inputSlot = 0;
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position.alignedByteOffset = static_cast<uint32_t>(offsetof(Resources::StaticMeshVertex, position));
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inputLayout.elements.push_back(position);
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return inputLayout;
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}
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RHI::GraphicsPipelineDesc CreatePipelineDesc(
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RHI::RHIType backendType,
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RHI::RHIPipelineLayout* pipelineLayout) {
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RHI::GraphicsPipelineDesc pipelineDesc = {};
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pipelineDesc.pipelineLayout = pipelineLayout;
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pipelineDesc.topologyType = static_cast<uint32_t>(RHI::PrimitiveTopologyType::Triangle);
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pipelineDesc.renderTargetCount = 1;
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pipelineDesc.renderTargetFormats[0] = static_cast<uint32_t>(RHI::Format::R8G8B8A8_UNorm);
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pipelineDesc.depthStencilFormat = static_cast<uint32_t>(RHI::Format::D24_UNorm_S8_UInt);
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pipelineDesc.sampleCount = 1;
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pipelineDesc.inputLayout = BuildInputLayout();
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pipelineDesc.rasterizerState.fillMode = static_cast<uint32_t>(RHI::FillMode::Solid);
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pipelineDesc.rasterizerState.cullMode = static_cast<uint32_t>(RHI::CullMode::None);
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pipelineDesc.rasterizerState.frontFace = static_cast<uint32_t>(RHI::FrontFace::CounterClockwise);
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pipelineDesc.rasterizerState.depthClipEnable = true;
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pipelineDesc.blendState.blendEnable = false;
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pipelineDesc.blendState.colorWriteMask = static_cast<uint8_t>(RHI::ColorWriteMask::All);
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pipelineDesc.depthStencilState.depthTestEnable = true;
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pipelineDesc.depthStencilState.depthWriteEnable = false;
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pipelineDesc.depthStencilState.depthFunc = static_cast<uint32_t>(RHI::ComparisonFunc::LessEqual);
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if (backendType == RHI::RHIType::D3D12) {
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pipelineDesc.vertexShader.source.assign(
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kBuiltinObjectIdHlsl,
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kBuiltinObjectIdHlsl + std::strlen(kBuiltinObjectIdHlsl));
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pipelineDesc.vertexShader.sourceLanguage = RHI::ShaderLanguage::HLSL;
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pipelineDesc.vertexShader.entryPoint = L"MainVS";
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pipelineDesc.vertexShader.profile = L"vs_5_0";
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pipelineDesc.fragmentShader.source.assign(
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kBuiltinObjectIdHlsl,
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kBuiltinObjectIdHlsl + std::strlen(kBuiltinObjectIdHlsl));
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pipelineDesc.fragmentShader.sourceLanguage = RHI::ShaderLanguage::HLSL;
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pipelineDesc.fragmentShader.entryPoint = L"MainPS";
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pipelineDesc.fragmentShader.profile = L"ps_5_0";
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} else {
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pipelineDesc.vertexShader.source.assign(
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kBuiltinObjectIdVertexShader,
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kBuiltinObjectIdVertexShader + std::strlen(kBuiltinObjectIdVertexShader));
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pipelineDesc.vertexShader.sourceLanguage = RHI::ShaderLanguage::GLSL;
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pipelineDesc.vertexShader.profile = L"vs_4_30";
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pipelineDesc.fragmentShader.source.assign(
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kBuiltinObjectIdFragmentShader,
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kBuiltinObjectIdFragmentShader + std::strlen(kBuiltinObjectIdFragmentShader));
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pipelineDesc.fragmentShader.sourceLanguage = RHI::ShaderLanguage::GLSL;
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pipelineDesc.fragmentShader.profile = L"fs_4_30";
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}
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return pipelineDesc;
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}
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} // namespace
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BuiltinObjectIdPass::~BuiltinObjectIdPass() {
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Shutdown();
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}
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bool BuiltinObjectIdPass::Render(
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const RenderContext& context,
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const RenderSurface& surface,
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const RenderSceneData& sceneData) {
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if (!context.IsValid()) {
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return false;
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}
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const std::vector<RHI::RHIResourceView*>& colorAttachments = surface.GetColorAttachments();
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if (colorAttachments.empty() || colorAttachments[0] == nullptr || surface.GetDepthAttachment() == nullptr) {
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return false;
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}
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const Math::RectInt renderArea = surface.GetRenderArea();
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if (renderArea.width <= 0 || renderArea.height <= 0) {
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return false;
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}
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if (!EnsureInitialized(context)) {
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return false;
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}
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RHI::RHICommandList* commandList = context.commandList;
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RHI::RHIResourceView* renderTarget = colorAttachments[0];
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if (surface.IsAutoTransitionEnabled()) {
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commandList->TransitionBarrier(
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renderTarget,
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surface.GetColorStateBefore(),
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RHI::ResourceStates::RenderTarget);
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}
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commandList->SetRenderTargets(1, &renderTarget, surface.GetDepthAttachment());
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const RHI::Viewport viewport = {
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static_cast<float>(renderArea.x),
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static_cast<float>(renderArea.y),
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static_cast<float>(renderArea.width),
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static_cast<float>(renderArea.height),
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0.0f,
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1.0f
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};
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const RHI::Rect scissorRect = {
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renderArea.x,
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renderArea.y,
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renderArea.x + renderArea.width,
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renderArea.y + renderArea.height
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};
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const float clearColor[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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const RHI::Rect clearRects[] = { scissorRect };
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commandList->SetViewport(viewport);
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commandList->SetScissorRect(scissorRect);
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commandList->ClearRenderTarget(renderTarget, clearColor, 1, clearRects);
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commandList->SetPrimitiveTopology(RHI::PrimitiveTopology::TriangleList);
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commandList->SetPipelineState(m_pipelineState);
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for (const VisibleRenderItem& visibleItem : sceneData.visibleItems) {
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DrawVisibleItem(context, sceneData, visibleItem);
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}
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if (surface.IsAutoTransitionEnabled()) {
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commandList->TransitionBarrier(
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renderTarget,
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RHI::ResourceStates::RenderTarget,
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surface.GetColorStateAfter());
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}
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return true;
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}
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void BuiltinObjectIdPass::Shutdown() {
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DestroyResources();
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}
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bool BuiltinObjectIdPass::EnsureInitialized(const RenderContext& context) {
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if (!context.IsValid()) {
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return false;
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}
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if (m_pipelineLayout != nullptr &&
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m_pipelineState != nullptr &&
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m_device == context.device &&
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m_backendType == context.backendType) {
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return true;
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}
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DestroyResources();
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return CreateResources(context);
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}
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bool BuiltinObjectIdPass::CreateResources(const RenderContext& context) {
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m_device = context.device;
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m_backendType = context.backendType;
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RHI::DescriptorSetLayoutBinding constantBinding = {};
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constantBinding.binding = 0;
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constantBinding.type = static_cast<uint32_t>(RHI::DescriptorType::CBV);
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constantBinding.count = 1;
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RHI::DescriptorSetLayoutDesc constantLayout = {};
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constantLayout.bindings = &constantBinding;
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constantLayout.bindingCount = 1;
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RHI::RHIPipelineLayoutDesc pipelineLayoutDesc = {};
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pipelineLayoutDesc.setLayouts = &constantLayout;
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pipelineLayoutDesc.setLayoutCount = 1;
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m_pipelineLayout = m_device->CreatePipelineLayout(pipelineLayoutDesc);
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if (m_pipelineLayout == nullptr) {
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DestroyResources();
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return false;
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}
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m_pipelineState = m_device->CreatePipelineState(CreatePipelineDesc(m_backendType, m_pipelineLayout));
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if (m_pipelineState == nullptr || !m_pipelineState->IsValid()) {
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if (m_pipelineState != nullptr) {
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m_pipelineState->Shutdown();
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delete m_pipelineState;
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m_pipelineState = nullptr;
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}
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DestroyResources();
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return false;
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}
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return true;
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}
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void BuiltinObjectIdPass::DestroyResources() {
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m_resourceCache.Shutdown();
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for (auto& descriptorSetEntry : m_perObjectSets) {
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DestroyOwnedDescriptorSet(descriptorSetEntry.second);
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}
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m_perObjectSets.clear();
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if (m_pipelineState != nullptr) {
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m_pipelineState->Shutdown();
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delete m_pipelineState;
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m_pipelineState = nullptr;
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}
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if (m_pipelineLayout != nullptr) {
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m_pipelineLayout->Shutdown();
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delete m_pipelineLayout;
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m_pipelineLayout = nullptr;
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}
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m_device = nullptr;
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m_backendType = RHI::RHIType::D3D12;
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}
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RHI::RHIDescriptorSet* BuiltinObjectIdPass::GetOrCreatePerObjectSet(uint64_t objectId) {
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const auto existing = m_perObjectSets.find(objectId);
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if (existing != m_perObjectSets.end()) {
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return existing->second.set;
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}
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RHI::DescriptorPoolDesc poolDesc = {};
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poolDesc.type = RHI::DescriptorHeapType::CBV_SRV_UAV;
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poolDesc.descriptorCount = 1;
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poolDesc.shaderVisible = false;
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OwnedDescriptorSet descriptorSet = {};
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descriptorSet.pool = m_device->CreateDescriptorPool(poolDesc);
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if (descriptorSet.pool == nullptr) {
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return nullptr;
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}
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RHI::DescriptorSetLayoutBinding binding = {};
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binding.binding = 0;
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binding.type = static_cast<uint32_t>(RHI::DescriptorType::CBV);
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binding.count = 1;
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RHI::DescriptorSetLayoutDesc layout = {};
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layout.bindings = &binding;
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layout.bindingCount = 1;
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descriptorSet.set = descriptorSet.pool->AllocateSet(layout);
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if (descriptorSet.set == nullptr) {
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DestroyOwnedDescriptorSet(descriptorSet);
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return nullptr;
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}
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const auto result = m_perObjectSets.emplace(objectId, descriptorSet);
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return result.first->second.set;
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}
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void BuiltinObjectIdPass::DestroyOwnedDescriptorSet(OwnedDescriptorSet& descriptorSet) {
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if (descriptorSet.set != nullptr) {
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descriptorSet.set->Shutdown();
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delete descriptorSet.set;
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descriptorSet.set = nullptr;
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}
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if (descriptorSet.pool != nullptr) {
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descriptorSet.pool->Shutdown();
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delete descriptorSet.pool;
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descriptorSet.pool = nullptr;
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}
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}
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bool BuiltinObjectIdPass::DrawVisibleItem(
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const RenderContext& context,
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const RenderSceneData& sceneData,
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const VisibleRenderItem& visibleItem) {
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if (visibleItem.mesh == nullptr || visibleItem.gameObject == nullptr) {
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return false;
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}
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const RenderResourceCache::CachedMesh* cachedMesh =
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m_resourceCache.GetOrCreateMesh(m_device, visibleItem.mesh);
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if (cachedMesh == nullptr || cachedMesh->vertexBufferView == nullptr) {
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return false;
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}
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RHI::RHICommandList* commandList = context.commandList;
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RHI::RHIResourceView* vertexBuffers[] = { cachedMesh->vertexBufferView };
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const uint64_t offsets[] = { 0 };
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const uint32_t strides[] = { cachedMesh->vertexStride };
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commandList->SetVertexBuffers(0, 1, vertexBuffers, offsets, strides);
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if (cachedMesh->indexBufferView != nullptr) {
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commandList->SetIndexBuffer(cachedMesh->indexBufferView, 0);
|
||
|
|
}
|
||
|
|
|
||
|
|
const uint64_t objectId = visibleItem.gameObject->GetID();
|
||
|
|
RHI::RHIDescriptorSet* constantSet = GetOrCreatePerObjectSet(objectId);
|
||
|
|
if (constantSet == nullptr) {
|
||
|
|
return false;
|
||
|
|
}
|
||
|
|
|
||
|
|
const PerObjectConstants constants = {
|
||
|
|
sceneData.cameraData.projection,
|
||
|
|
sceneData.cameraData.view,
|
||
|
|
visibleItem.localToWorld.Transpose(),
|
||
|
|
EncodeObjectIdToColor(objectId)
|
||
|
|
};
|
||
|
|
constantSet->WriteConstant(0, &constants, sizeof(constants));
|
||
|
|
|
||
|
|
RHI::RHIDescriptorSet* descriptorSets[] = { constantSet };
|
||
|
|
commandList->SetGraphicsDescriptorSets(0, 1, descriptorSets, m_pipelineLayout);
|
||
|
|
|
||
|
|
if (visibleItem.hasSection) {
|
||
|
|
const Containers::Array<Resources::MeshSection>& sections = visibleItem.mesh->GetSections();
|
||
|
|
if (visibleItem.sectionIndex >= sections.Size()) {
|
||
|
|
return false;
|
||
|
|
}
|
||
|
|
|
||
|
|
const Resources::MeshSection& section = sections[visibleItem.sectionIndex];
|
||
|
|
if (cachedMesh->indexBufferView != nullptr && section.indexCount > 0) {
|
||
|
|
commandList->DrawIndexed(section.indexCount, 1, section.startIndex, 0, 0);
|
||
|
|
} else if (section.vertexCount > 0) {
|
||
|
|
commandList->Draw(section.vertexCount, 1, section.baseVertex, 0);
|
||
|
|
}
|
||
|
|
return true;
|
||
|
|
}
|
||
|
|
|
||
|
|
if (cachedMesh->indexBufferView != nullptr && cachedMesh->indexCount > 0) {
|
||
|
|
commandList->DrawIndexed(cachedMesh->indexCount, 1, 0, 0, 0);
|
||
|
|
} else if (cachedMesh->vertexCount > 0) {
|
||
|
|
commandList->Draw(cachedMesh->vertexCount, 1, 0, 0);
|
||
|
|
}
|
||
|
|
|
||
|
|
return true;
|
||
|
|
}
|
||
|
|
|
||
|
|
} // namespace Passes
|
||
|
|
} // namespace Rendering
|
||
|
|
} // namespace XCEngine
|