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XCEngine/editor/src/Viewport/ViewportHostService.h

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#pragma once
#include "Core/IEditorContext.h"
#include "Core/ISceneManager.h"
#include "Core/ISelectionManager.h"
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#include "IViewportHostService.h"
#include "SceneViewportCameraController.h"
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#include "UI/ImGuiBackendBridge.h"
#include <XCEngine/Components/CameraComponent.h>
#include <XCEngine/Components/GameObject.h>
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#include <XCEngine/RHI/D3D12/D3D12Device.h>
#include <XCEngine/RHI/D3D12/D3D12Texture.h>
#include <XCEngine/RHI/RHIEnums.h>
#include <XCEngine/RHI/RHIResourceView.h>
#include <XCEngine/RHI/RHITexture.h>
#include <XCEngine/Rendering/RenderContext.h>
#include <XCEngine/Rendering/RenderSurface.h>
#include <XCEngine/Rendering/SceneRenderer.h>
#include <XCEngine/Scene/Scene.h>
#include <array>
#include <cstdint>
#include <memory>
#include <string>
namespace XCEngine {
namespace Editor {
class ViewportHostService : public IViewportHostService {
public:
void Initialize(UI::ImGuiBackendBridge& backend, RHI::RHIDevice* device) {
Shutdown();
m_backend = &backend;
m_device = device ? static_cast<RHI::D3D12Device*>(device) : nullptr;
}
void Shutdown() {
for (ViewportEntry& entry : m_entries) {
DestroyViewportResources(entry);
entry = {};
}
m_sceneViewCamera = {};
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m_device = nullptr;
m_backend = nullptr;
m_sceneRenderer.reset();
}
void BeginFrame() override {
for (ViewportEntry& entry : m_entries) {
entry.requestedThisFrame = false;
entry.requestedWidth = 0;
entry.requestedHeight = 0;
}
}
EditorViewportFrame RequestViewport(EditorViewportKind kind, const ImVec2& requestedSize) override {
ViewportEntry& entry = GetEntry(kind);
entry.requestedThisFrame = requestedSize.x > 1.0f && requestedSize.y > 1.0f;
entry.requestedWidth = entry.requestedThisFrame
? static_cast<uint32_t>(requestedSize.x)
: 0u;
entry.requestedHeight = entry.requestedThisFrame
? static_cast<uint32_t>(requestedSize.y)
: 0u;
if (entry.requestedThisFrame && m_backend != nullptr && m_device != nullptr) {
EnsureViewportResources(entry);
}
EditorViewportFrame frame = {};
frame.textureId = entry.textureId;
frame.requestedSize = requestedSize;
frame.renderSize = ImVec2(static_cast<float>(entry.width), static_cast<float>(entry.height));
frame.hasTexture = entry.textureId != ImTextureID{};
frame.wasRequested = entry.requestedThisFrame;
frame.statusText = entry.statusText;
return frame;
}
void UpdateSceneViewInput(IEditorContext& context, const SceneViewportInput& input) override {
if (!EnsureSceneViewCamera()) {
return;
}
if (input.focusSelectionRequested) {
FocusSceneView(context);
}
SceneViewportCameraInputState controllerInput = {};
controllerInput.viewportHeight = input.viewportSize.y;
controllerInput.zoomDelta = input.hovered ? input.mouseWheel : 0.0f;
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controllerInput.deltaTime = input.deltaTime;
controllerInput.moveForward = input.moveForward;
controllerInput.moveRight = input.moveRight;
controllerInput.moveUp = input.moveUp;
controllerInput.fastMove = input.fastMove;
if (input.looking) {
controllerInput.lookDeltaX = input.mouseDelta.x;
controllerInput.lookDeltaY = input.mouseDelta.y;
}
if (input.orbiting) {
controllerInput.orbitDeltaX = input.mouseDelta.x;
controllerInput.orbitDeltaY = input.mouseDelta.y;
}
if (input.panning) {
controllerInput.panDeltaX = input.mouseDelta.x;
controllerInput.panDeltaY = input.mouseDelta.y;
}
m_sceneViewCamera.controller.ApplyInput(controllerInput);
ApplySceneViewCameraController();
}
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SceneViewportOverlayData GetSceneViewOverlayData() const override {
SceneViewportOverlayData data = {};
if (m_sceneViewCamera.gameObject == nullptr || m_sceneViewCamera.camera == nullptr) {
return data;
}
const Components::TransformComponent* transform = m_sceneViewCamera.gameObject->GetTransform();
if (transform == nullptr) {
return data;
}
data.valid = true;
data.cameraPosition = transform->GetPosition();
data.cameraForward = transform->GetForward();
data.cameraRight = transform->GetRight();
data.cameraUp = transform->GetUp();
data.verticalFovDegrees = m_sceneViewCamera.camera->GetFieldOfView();
data.nearClipPlane = m_sceneViewCamera.camera->GetNearClipPlane();
data.farClipPlane = m_sceneViewCamera.camera->GetFarClipPlane();
data.orbitDistance = m_sceneViewCamera.controller.GetDistance();
return data;
}
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void RenderRequestedViewports(
IEditorContext& context,
const Rendering::RenderContext& renderContext) override {
if (m_backend == nullptr || m_device == nullptr || !renderContext.IsValid()) {
return;
}
EnsureSceneRenderer();
const auto* scene = context.GetSceneManager().GetScene();
for (ViewportEntry& entry : m_entries) {
if (!entry.requestedThisFrame) {
continue;
}
if (!EnsureViewportResources(entry)) {
entry.statusText = "Failed to create viewport render targets";
continue;
}
RenderViewportEntry(entry, scene, renderContext);
}
}
private:
struct ViewportEntry {
EditorViewportKind kind = EditorViewportKind::Scene;
uint32_t width = 0;
uint32_t height = 0;
uint32_t requestedWidth = 0;
uint32_t requestedHeight = 0;
bool requestedThisFrame = false;
RHI::RHITexture* colorTexture = nullptr;
RHI::RHIResourceView* colorView = nullptr;
RHI::RHITexture* depthTexture = nullptr;
RHI::RHIResourceView* depthView = nullptr;
D3D12_CPU_DESCRIPTOR_HANDLE imguiCpuHandle = {};
D3D12_GPU_DESCRIPTOR_HANDLE imguiGpuHandle = {};
ImTextureID textureId = {};
RHI::ResourceStates colorState = RHI::ResourceStates::Common;
std::string statusText;
};
struct SceneViewCameraState {
std::unique_ptr<Components::GameObject> gameObject;
Components::CameraComponent* camera = nullptr;
SceneViewportCameraController controller;
};
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ViewportEntry& GetEntry(EditorViewportKind kind) {
const size_t index = kind == EditorViewportKind::Scene ? 0u : 1u;
m_entries[index].kind = kind;
return m_entries[index];
}
void EnsureSceneRenderer() {
if (!m_sceneRenderer) {
m_sceneRenderer = std::make_unique<Rendering::SceneRenderer>();
}
}
bool EnsureSceneViewCamera() {
if (m_sceneViewCamera.gameObject != nullptr && m_sceneViewCamera.camera != nullptr) {
return true;
}
m_sceneViewCamera.gameObject = std::make_unique<Components::GameObject>("EditorSceneCamera");
m_sceneViewCamera.camera = m_sceneViewCamera.gameObject->AddComponent<Components::CameraComponent>();
if (m_sceneViewCamera.camera == nullptr) {
m_sceneViewCamera.gameObject.reset();
return false;
}
m_sceneViewCamera.camera->SetPrimary(false);
m_sceneViewCamera.camera->SetProjectionType(Components::CameraProjectionType::Perspective);
m_sceneViewCamera.camera->SetFieldOfView(60.0f);
m_sceneViewCamera.camera->SetNearClipPlane(0.03f);
m_sceneViewCamera.camera->SetFarClipPlane(2000.0f);
m_sceneViewCamera.controller.Reset();
ApplySceneViewCameraController();
return true;
}
void ApplySceneViewCameraController() {
if (m_sceneViewCamera.gameObject == nullptr) {
return;
}
m_sceneViewCamera.controller.ApplyTo(*m_sceneViewCamera.gameObject->GetTransform());
}
void FocusSceneView(IEditorContext& context) {
Components::GameObject* target = nullptr;
const uint64_t selectedEntity = context.GetSelectionManager().GetSelectedEntity();
if (selectedEntity != 0) {
target = context.GetSceneManager().GetEntity(selectedEntity);
}
if (target != nullptr) {
m_sceneViewCamera.controller.Focus(target->GetTransform()->GetPosition());
return;
}
const auto& roots = context.GetSceneManager().GetRootEntities();
if (roots.empty()) {
m_sceneViewCamera.controller.Focus(Math::Vector3::Zero());
return;
}
Math::Vector3 center = Math::Vector3::Zero();
uint32_t count = 0;
for (const Components::GameObject* root : roots) {
if (root == nullptr) {
continue;
}
center += root->GetTransform()->GetPosition();
++count;
}
if (count > 0) {
center /= static_cast<float>(count);
}
m_sceneViewCamera.controller.Focus(center);
}
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bool EnsureViewportResources(ViewportEntry& entry) {
if (entry.requestedWidth == 0 || entry.requestedHeight == 0) {
return false;
}
if (entry.width == entry.requestedWidth &&
entry.height == entry.requestedHeight &&
entry.colorTexture != nullptr &&
entry.colorView != nullptr &&
entry.depthTexture != nullptr &&
entry.depthView != nullptr &&
entry.textureId != ImTextureID{}) {
return true;
}
DestroyViewportResources(entry);
entry.width = entry.requestedWidth;
entry.height = entry.requestedHeight;
RHI::TextureDesc colorDesc = {};
colorDesc.width = entry.width;
colorDesc.height = entry.height;
colorDesc.depth = 1;
colorDesc.mipLevels = 1;
colorDesc.arraySize = 1;
colorDesc.format = static_cast<uint32_t>(RHI::Format::R8G8B8A8_UNorm);
colorDesc.textureType = static_cast<uint32_t>(RHI::TextureType::Texture2D);
colorDesc.sampleCount = 1;
colorDesc.sampleQuality = 0;
colorDesc.flags = 0;
entry.colorTexture = m_device->CreateTexture(colorDesc);
if (entry.colorTexture == nullptr) {
DestroyViewportResources(entry);
return false;
}
RHI::ResourceViewDesc colorViewDesc = {};
colorViewDesc.format = static_cast<uint32_t>(RHI::Format::R8G8B8A8_UNorm);
colorViewDesc.dimension = RHI::ResourceViewDimension::Texture2D;
entry.colorView = m_device->CreateRenderTargetView(entry.colorTexture, colorViewDesc);
if (entry.colorView == nullptr) {
DestroyViewportResources(entry);
return false;
}
RHI::TextureDesc depthDesc = {};
depthDesc.width = entry.width;
depthDesc.height = entry.height;
depthDesc.depth = 1;
depthDesc.mipLevels = 1;
depthDesc.arraySize = 1;
depthDesc.format = static_cast<uint32_t>(RHI::Format::D24_UNorm_S8_UInt);
depthDesc.textureType = static_cast<uint32_t>(RHI::TextureType::Texture2D);
depthDesc.sampleCount = 1;
depthDesc.sampleQuality = 0;
depthDesc.flags = 0;
entry.depthTexture = m_device->CreateTexture(depthDesc);
if (entry.depthTexture == nullptr) {
DestroyViewportResources(entry);
return false;
}
RHI::ResourceViewDesc depthViewDesc = {};
depthViewDesc.format = static_cast<uint32_t>(RHI::Format::D24_UNorm_S8_UInt);
depthViewDesc.dimension = RHI::ResourceViewDimension::Texture2D;
entry.depthView = m_device->CreateDepthStencilView(entry.depthTexture, depthViewDesc);
if (entry.depthView == nullptr) {
DestroyViewportResources(entry);
return false;
}
m_backend->AllocateTextureDescriptor(&entry.imguiCpuHandle, &entry.imguiGpuHandle);
if (entry.imguiCpuHandle.ptr == 0 || entry.imguiGpuHandle.ptr == 0) {
DestroyViewportResources(entry);
return false;
}
auto* nativeTexture = static_cast<RHI::D3D12Texture*>(entry.colorTexture);
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = 1;
m_device->GetDevice()->CreateShaderResourceView(
nativeTexture->GetResource(),
&srvDesc,
entry.imguiCpuHandle);
entry.textureId = static_cast<ImTextureID>(entry.imguiGpuHandle.ptr);
entry.colorState = RHI::ResourceStates::Common;
return true;
}
Rendering::RenderSurface BuildSurface(const ViewportEntry& entry) const {
Rendering::RenderSurface surface(entry.width, entry.height);
surface.SetColorAttachment(entry.colorView);
surface.SetDepthAttachment(entry.depthView);
surface.SetColorStateBefore(entry.colorState);
surface.SetColorStateAfter(RHI::ResourceStates::PixelShaderResource);
return surface;
}
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void RenderViewportEntry(
ViewportEntry& entry,
const Components::Scene* scene,
const Rendering::RenderContext& renderContext) {
if (entry.colorView == nullptr || entry.depthView == nullptr) {
entry.statusText = "Viewport render target is unavailable";
return;
}
if (scene == nullptr) {
entry.statusText = "No active scene";
ClearViewport(entry, renderContext, 0.07f, 0.08f, 0.10f, 1.0f);
return;
}
Rendering::RenderSurface surface = BuildSurface(entry);
if (entry.kind == EditorViewportKind::Scene) {
if (!EnsureSceneViewCamera()) {
entry.statusText = "Scene view camera is unavailable";
ClearViewport(entry, renderContext, 0.18f, 0.07f, 0.07f, 1.0f);
return;
}
ApplySceneViewCameraController();
if (!m_sceneRenderer->Render(*scene, m_sceneViewCamera.camera, renderContext, surface)) {
entry.statusText = "Scene renderer failed";
ClearViewport(entry, renderContext, 0.18f, 0.07f, 0.07f, 1.0f);
return;
}
entry.colorState = RHI::ResourceStates::PixelShaderResource;
entry.statusText.clear();
return;
}
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const auto cameras = scene->FindObjectsOfType<Components::CameraComponent>();
if (cameras.empty()) {
entry.statusText = "No camera in scene";
ClearViewport(entry, renderContext, 0.10f, 0.09f, 0.08f, 1.0f);
return;
}
if (!m_sceneRenderer->Render(*scene, nullptr, renderContext, surface)) {
entry.statusText = "Scene renderer failed";
ClearViewport(entry, renderContext, 0.18f, 0.07f, 0.07f, 1.0f);
return;
}
entry.colorState = RHI::ResourceStates::PixelShaderResource;
entry.statusText.clear();
}
void ClearViewport(
ViewportEntry& entry,
const Rendering::RenderContext& renderContext,
float r,
float g,
float b,
float a) {
RHI::RHICommandList* commandList = renderContext.commandList;
if (commandList == nullptr) {
entry.statusText = "Viewport command list is unavailable";
return;
}
const float clearColor[4] = { r, g, b, a };
RHI::RHIResourceView* colorView = entry.colorView;
commandList->TransitionBarrier(
colorView,
entry.colorState,
RHI::ResourceStates::RenderTarget);
commandList->SetRenderTargets(1, &colorView, entry.depthView);
commandList->ClearRenderTarget(colorView, clearColor);
commandList->ClearDepthStencil(entry.depthView, 1.0f, 0);
commandList->TransitionBarrier(
colorView,
RHI::ResourceStates::RenderTarget,
RHI::ResourceStates::PixelShaderResource);
entry.colorState = RHI::ResourceStates::PixelShaderResource;
}
void DestroyViewportResources(ViewportEntry& entry) {
if (m_backend != nullptr && entry.imguiCpuHandle.ptr != 0) {
m_backend->FreeTextureDescriptor(entry.imguiCpuHandle, entry.imguiGpuHandle);
}
if (entry.depthView != nullptr) {
entry.depthView->Shutdown();
delete entry.depthView;
entry.depthView = nullptr;
}
if (entry.depthTexture != nullptr) {
entry.depthTexture->Shutdown();
delete entry.depthTexture;
entry.depthTexture = nullptr;
}
if (entry.colorView != nullptr) {
entry.colorView->Shutdown();
delete entry.colorView;
entry.colorView = nullptr;
}
if (entry.colorTexture != nullptr) {
entry.colorTexture->Shutdown();
delete entry.colorTexture;
entry.colorTexture = nullptr;
}
entry.width = 0;
entry.height = 0;
entry.imguiCpuHandle = {};
entry.imguiGpuHandle = {};
entry.textureId = {};
entry.colorState = RHI::ResourceStates::Common;
}
UI::ImGuiBackendBridge* m_backend = nullptr;
RHI::D3D12Device* m_device = nullptr;
std::unique_ptr<Rendering::SceneRenderer> m_sceneRenderer;
std::array<ViewportEntry, 2> m_entries = {};
SceneViewCameraState m_sceneViewCamera;
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};
} // namespace Editor
} // namespace XCEngine