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XCEngine/editor/src/Viewport/Passes/SceneViewportSelectionOutlinePass.cpp

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#include "Passes/SceneViewportSelectionOutlinePass.h"
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#include "Viewport/ViewportHostRenderTargets.h"
#include "Rendering/Internal/RenderSurfacePipelineUtils.h"
#include "Rendering/Internal/ShaderVariantUtils.h"
#include "Rendering/Materials/RenderMaterialStateUtils.h"
#include <XCEngine/Core/Asset/ResourceManager.h>
#include <XCEngine/Core/Math/Vector4.h>
#include <XCEngine/Debug/Logger.h>
#include <XCEngine/Rendering/FrameData/RenderSceneData.h>
#include <XCEngine/Rendering/FrameData/VisibleRenderItem.h>
#include <XCEngine/Rendering/Passes/BuiltinDepthStylePassBase.h>
#include <XCEngine/Rendering/Picking/ObjectIdCodec.h>
#include <XCEngine/RHI/RHICommandList.h>
#include <XCEngine/RHI/RHIDescriptorPool.h>
#include <XCEngine/RHI/RHIDescriptorSet.h>
#include <XCEngine/RHI/RHIDevice.h>
#include <XCEngine/RHI/RHIPipelineLayout.h>
#include <XCEngine/RHI/RHIPipelineState.h>
#include <XCEngine/Resources/BuiltinResources.h>
#include <XCEngine/Resources/Shader/Shader.h>
#include <algorithm>
#include <optional>
#include <utility>
namespace XCEngine {
namespace Editor {
namespace {
class SceneViewportSelectionMaskPass final
: public Rendering::Passes::BuiltinDepthStylePassBase {
public:
SceneViewportSelectionMaskPass()
: BuiltinDepthStylePassBase(
Rendering::BuiltinMaterialPass::SelectionMask,
Resources::GetBuiltinSelectionMaskShaderPath()) {
}
const char* GetName() const override {
return "SceneViewportSelectionMaskPass";
}
bool Render(
const Rendering::RenderContext& context,
const Rendering::RenderSurface& surface,
const Rendering::RenderSceneData& sceneData,
const std::vector<uint64_t>& selectedObjectIds) {
m_selectedObjectIds.clear();
m_selectedObjectIds.reserve(selectedObjectIds.size());
for (uint64_t selectedObjectId : selectedObjectIds) {
Rendering::RenderObjectId renderObjectId =
Rendering::kInvalidRenderObjectId;
if (Rendering::TryConvertRuntimeObjectIdToRenderObjectId(
selectedObjectId,
renderObjectId)) {
m_selectedObjectIds.push_back(renderObjectId);
}
}
if (m_selectedObjectIds.empty()) {
return false;
}
Rendering::RenderSceneData selectionMaskSceneData = sceneData;
selectionMaskSceneData.cameraData.clearFlags =
Rendering::RenderClearFlags::Color;
selectionMaskSceneData.cameraData.clearColor = Math::Color::Black();
const Rendering::RenderPassContext passContext = {
context,
surface,
selectionMaskSceneData,
nullptr,
nullptr,
RHI::ResourceStates::Common
};
return Execute(passContext);
}
protected:
bool ShouldRenderVisibleItem(
const Rendering::VisibleRenderItem& visibleItem) const override {
if (!Rendering::IsValidRenderObjectId(visibleItem.renderObjectId)) {
return false;
}
return std::find(
m_selectedObjectIds.begin(),
m_selectedObjectIds.end(),
visibleItem.renderObjectId) != m_selectedObjectIds.end();
}
private:
std::vector<Rendering::RenderObjectId> m_selectedObjectIds = {};
};
const Resources::ShaderPass* FindSelectionOutlineCompatiblePass(
const Resources::Shader& shader,
Resources::ShaderBackend backend) {
const Resources::ShaderPass* outlinePass =
shader.FindPass("SelectionOutline");
if (outlinePass != nullptr &&
Rendering::Internal::ShaderPassHasGraphicsVariants(
shader,
outlinePass->name,
backend)) {
return outlinePass;
}
const Resources::ShaderPass* editorOutlinePass =
shader.FindPass("EditorSelectionOutline");
if (editorOutlinePass != nullptr &&
Rendering::Internal::ShaderPassHasGraphicsVariants(
shader,
editorOutlinePass->name,
backend)) {
return editorOutlinePass;
}
if (shader.GetPassCount() > 0 &&
Rendering::Internal::ShaderPassHasGraphicsVariants(
shader,
shader.GetPasses()[0].name,
backend)) {
return &shader.GetPasses()[0];
}
return nullptr;
}
RHI::GraphicsPipelineDesc CreatePipelineDesc(
RHI::RHIType backendType,
RHI::RHIPipelineLayout* pipelineLayout,
const Resources::Shader& shader,
const Containers::String& passName,
const Rendering::RenderSurface& surface) {
RHI::GraphicsPipelineDesc pipelineDesc = {};
pipelineDesc.pipelineLayout = pipelineLayout;
pipelineDesc.topologyType =
static_cast<uint32_t>(RHI::PrimitiveTopologyType::Triangle);
Rendering::Internal::ApplySingleColorAttachmentPropertiesToGraphicsPipelineDesc(
surface,
pipelineDesc);
pipelineDesc.depthStencilFormat =
static_cast<uint32_t>(RHI::Format::Unknown);
const Resources::ShaderPass* shaderPass = shader.FindPass(passName);
if (shaderPass != nullptr && shaderPass->hasFixedFunctionState) {
Rendering::ApplyRenderState(
shaderPass->fixedFunctionState,
pipelineDesc);
} else {
Resources::MaterialRenderState fallbackState = {};
fallbackState.cullMode = Resources::MaterialCullMode::None;
fallbackState.depthWriteEnable = false;
fallbackState.depthTestEnable = false;
fallbackState.depthFunc = Resources::MaterialComparisonFunc::Always;
fallbackState.blendEnable = true;
fallbackState.srcBlend = Resources::MaterialBlendFactor::SrcAlpha;
fallbackState.dstBlend = Resources::MaterialBlendFactor::InvSrcAlpha;
fallbackState.srcBlendAlpha = Resources::MaterialBlendFactor::One;
fallbackState.dstBlendAlpha =
Resources::MaterialBlendFactor::InvSrcAlpha;
fallbackState.blendOp = Resources::MaterialBlendOp::Add;
fallbackState.blendOpAlpha = Resources::MaterialBlendOp::Add;
fallbackState.colorWriteMask =
static_cast<uint8_t>(RHI::ColorWriteMask::All);
Rendering::ApplyRenderState(fallbackState, pipelineDesc);
}
const Resources::ShaderBackend backend =
Rendering::Internal::ToShaderBackend(backendType);
if (const Resources::ShaderStageVariant* vertexVariant =
shader.FindVariant(
passName,
Resources::ShaderType::Vertex,
backend)) {
if (shaderPass != nullptr) {
Rendering::Internal::ApplyShaderStageVariant(
shader.GetPath(),
*shaderPass,
backend,
*vertexVariant,
pipelineDesc.vertexShader);
}
}
if (const Resources::ShaderStageVariant* fragmentVariant =
shader.FindVariant(
passName,
Resources::ShaderType::Fragment,
backend)) {
if (shaderPass != nullptr) {
Rendering::Internal::ApplyShaderStageVariant(
shader.GetPath(),
*shaderPass,
backend,
*fragmentVariant,
pipelineDesc.fragmentShader);
}
}
return pipelineDesc;
}
class SceneViewportSelectionOutlinePass final : public Rendering::RenderPass {
public:
SceneViewportSelectionOutlinePass(
SceneViewportSelectionOutlinePassRenderer& renderer,
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ViewportRenderTargets* targets,
std::vector<uint64_t> selectedObjectIds,
const SceneViewportSelectionOutlineStyle& style)
: m_renderer(renderer)
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, m_targets(targets)
, m_selectedObjectIds(std::move(selectedObjectIds))
, m_style(style) {
}
const char* GetName() const override {
return "SceneViewportSelectionOutline";
}
bool Execute(const Rendering::RenderPassContext& context) override {
return m_renderer.Render(
context.renderContext,
context.surface,
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context.sceneData,
*m_targets,
m_selectedObjectIds,
m_style);
}
private:
SceneViewportSelectionOutlinePassRenderer& m_renderer;
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ViewportRenderTargets* m_targets = nullptr;
std::vector<uint64_t> m_selectedObjectIds = {};
SceneViewportSelectionOutlineStyle m_style = {};
};
} // namespace
class SceneViewportSelectionOutlinePassRenderer::Impl {
public:
struct OutlineConstants {
Math::Vector4 viewportSizeAndTexelSize = Math::Vector4::Zero();
Math::Vector4 outlineColor = Math::Vector4::Zero();
Math::Vector4 outlineInfo = Math::Vector4::Zero();
Math::Vector4 depthParams = Math::Vector4::Zero();
};
Impl()
: m_selectionMaskPass(std::make_unique<SceneViewportSelectionMaskPass>())
, m_shaderPath(Resources::GetBuiltinSelectionOutlineShaderPath()) {
}
void Shutdown() {
if (m_selectionMaskPass != nullptr) {
m_selectionMaskPass->Shutdown();
}
DestroyResources();
}
bool Render(
const Rendering::RenderContext& renderContext,
const Rendering::RenderSurface& surface,
const Rendering::RenderSceneData& sceneData,
ViewportRenderTargets& targets,
const std::vector<uint64_t>& selectedObjectIds,
const SceneViewportSelectionOutlineStyle& style) {
Rendering::RenderSurface selectionMaskSurface =
BuildViewportSelectionMaskSurface(targets);
selectionMaskSurface.SetRenderArea(surface.GetRenderArea());
if (!m_selectionMaskPass->Render(
renderContext,
selectionMaskSurface,
sceneData,
selectedObjectIds)) {
return false;
}
targets.selectionMaskState = RHI::ResourceStates::PixelShaderResource;
return RenderOutline(
renderContext,
surface,
targets.selectionMaskShaderView,
targets.selectionMaskState,
targets.depthShaderView,
surface.GetDepthStateAfter(),
style);
}
private:
bool RenderOutline(
const Rendering::RenderContext& renderContext,
const Rendering::RenderSurface& surface,
RHI::RHIResourceView* selectionMaskTextureView,
RHI::ResourceStates selectionMaskState,
RHI::RHIResourceView* depthTextureView,
RHI::ResourceStates depthTextureState,
const SceneViewportSelectionOutlineStyle& style) {
if (!renderContext.IsValid() ||
selectionMaskTextureView == nullptr ||
depthTextureView == nullptr) {
return false;
}
const std::vector<RHI::RHIResourceView*>& colorAttachments =
surface.GetColorAttachments();
if (!Rendering::Internal::HasSingleColorAttachment(surface) ||
colorAttachments.empty() ||
colorAttachments[0] == nullptr) {
return false;
}
const Math::RectInt renderArea = surface.GetRenderArea();
if (renderArea.width <= 0 || renderArea.height <= 0) {
return false;
}
if (!EnsureInitialized(renderContext, surface)) {
return false;
}
OutlineConstants constants = {};
constants.viewportSizeAndTexelSize = Math::Vector4(
static_cast<float>(surface.GetWidth()),
static_cast<float>(surface.GetHeight()),
surface.GetWidth() > 0
? 1.0f / static_cast<float>(surface.GetWidth())
: 0.0f,
surface.GetHeight() > 0
? 1.0f / static_cast<float>(surface.GetHeight())
: 0.0f);
constants.outlineColor = Math::Vector4(
style.outlineColor.r,
style.outlineColor.g,
style.outlineColor.b,
style.outlineColor.a);
constants.outlineInfo = Math::Vector4(
style.debugSelectionMask ? 1.0f : 0.0f,
style.outlineWidthPixels,
0.0f,
0.0f);
constants.depthParams = Math::Vector4(1.0e-5f, 0.0f, 0.0f, 0.0f);
m_constantSet->WriteConstant(0, &constants, sizeof(constants));
m_textureSet->Update(0, selectionMaskTextureView);
m_textureSet->Update(1, depthTextureView);
RHI::RHICommandList* commandList = renderContext.commandList;
RHI::RHIResourceView* renderTarget = colorAttachments[0];
if (surface.IsAutoTransitionEnabled()) {
commandList->TransitionBarrier(
renderTarget,
surface.GetColorStateAfter(),
RHI::ResourceStates::RenderTarget);
commandList->TransitionBarrier(
selectionMaskTextureView,
selectionMaskState,
RHI::ResourceStates::PixelShaderResource);
commandList->TransitionBarrier(
depthTextureView,
depthTextureState,
RHI::ResourceStates::PixelShaderResource);
}
commandList->SetRenderTargets(1, &renderTarget, nullptr);
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);
commandList->SetPipelineState(m_pipelineState);
RHI::RHIDescriptorSet* descriptorSets[] = {
m_constantSet,
m_textureSet
};
commandList->SetGraphicsDescriptorSets(
0,
2,
descriptorSets,
m_pipelineLayout);
commandList->Draw(3, 1, 0, 0);
commandList->EndRenderPass();
if (surface.IsAutoTransitionEnabled()) {
commandList->TransitionBarrier(
renderTarget,
RHI::ResourceStates::RenderTarget,
surface.GetColorStateAfter());
commandList->TransitionBarrier(
selectionMaskTextureView,
RHI::ResourceStates::PixelShaderResource,
selectionMaskState);
commandList->TransitionBarrier(
depthTextureView,
RHI::ResourceStates::PixelShaderResource,
depthTextureState);
}
return true;
}
bool EnsureInitialized(
const Rendering::RenderContext& renderContext,
const Rendering::RenderSurface& surface) {
const RHI::Format renderTargetFormat =
Rendering::Internal::ResolveSurfaceColorFormat(surface, 0u);
const uint32_t renderTargetSampleCount =
Rendering::Internal::ResolveSurfaceSampleCount(surface);
if (m_pipelineLayout != nullptr &&
m_pipelineState != nullptr &&
m_constantPool != nullptr &&
m_constantSet != nullptr &&
m_texturePool != nullptr &&
m_textureSet != nullptr &&
m_device == renderContext.device &&
m_backendType == renderContext.backendType &&
m_renderTargetFormat == renderTargetFormat &&
m_renderTargetSampleCount == renderTargetSampleCount) {
return true;
}
if (HasCreatedResources()) {
DestroyResources();
}
return CreateResources(renderContext, surface);
}
bool CreateResources(
const Rendering::RenderContext& renderContext,
const Rendering::RenderSurface& surface) {
if (!renderContext.IsValid()) {
return false;
}
if (!Rendering::Internal::HasSingleColorAttachment(surface) ||
Rendering::Internal::ResolveSurfaceColorFormat(surface, 0u) ==
RHI::Format::Unknown) {
return false;
}
if (m_shaderPath.Empty()) {
Debug::Logger::Get().Error(
Debug::LogCategory::Rendering,
"SceneViewportSelectionOutlinePassRenderer requires a valid shader path");
return false;
}
Resources::ResourceHandle<Resources::Shader> shader =
Resources::ResourceManager::Get().Load<Resources::Shader>(
m_shaderPath);
if (!shader.IsValid()) {
Debug::Logger::Get().Error(
Debug::LogCategory::Rendering,
"SceneViewportSelectionOutlinePassRenderer failed to load selection-outline shader");
ResetState();
return false;
}
m_device = renderContext.device;
m_backendType = renderContext.backendType;
m_shader.emplace(std::move(shader));
const Resources::ShaderBackend backend =
Rendering::Internal::ToShaderBackend(m_backendType);
const Resources::ShaderPass* outlinePass =
FindSelectionOutlineCompatiblePass(*m_shader->Get(), backend);
if (outlinePass == nullptr) {
Debug::Logger::Get().Error(
Debug::LogCategory::Rendering,
"SceneViewportSelectionOutlinePassRenderer could not resolve SelectionOutline pass");
DestroyResources();
return false;
}
RHI::DescriptorSetLayoutBinding constantBinding = {};
constantBinding.binding = 0;
constantBinding.type =
static_cast<uint32_t>(RHI::DescriptorType::CBV);
constantBinding.count = 1;
RHI::DescriptorSetLayoutBinding textureBindings[2] = {};
textureBindings[0].binding = 0;
textureBindings[0].type =
static_cast<uint32_t>(RHI::DescriptorType::SRV);
textureBindings[0].count = 1;
textureBindings[1].binding = 1;
textureBindings[1].type =
static_cast<uint32_t>(RHI::DescriptorType::SRV);
textureBindings[1].count = 1;
RHI::DescriptorSetLayoutDesc constantLayout = {};
constantLayout.bindings = &constantBinding;
constantLayout.bindingCount = 1;
RHI::DescriptorSetLayoutDesc textureLayout = {};
textureLayout.bindings = textureBindings;
textureLayout.bindingCount = 2;
RHI::DescriptorSetLayoutDesc setLayouts[2] = {};
setLayouts[0] = constantLayout;
setLayouts[1] = textureLayout;
RHI::RHIPipelineLayoutDesc pipelineLayoutDesc = {};
pipelineLayoutDesc.setLayouts = setLayouts;
pipelineLayoutDesc.setLayoutCount = 2;
m_pipelineLayout = m_device->CreatePipelineLayout(pipelineLayoutDesc);
if (m_pipelineLayout == nullptr) {
DestroyResources();
return false;
}
RHI::DescriptorPoolDesc constantPoolDesc = {};
constantPoolDesc.type = RHI::DescriptorHeapType::CBV_SRV_UAV;
constantPoolDesc.descriptorCount = 1;
constantPoolDesc.shaderVisible = false;
m_constantPool = m_device->CreateDescriptorPool(constantPoolDesc);
if (m_constantPool == nullptr) {
DestroyResources();
return false;
}
m_constantSet = m_constantPool->AllocateSet(constantLayout);
if (m_constantSet == nullptr) {
DestroyResources();
return false;
}
RHI::DescriptorPoolDesc texturePoolDesc = {};
texturePoolDesc.type = RHI::DescriptorHeapType::CBV_SRV_UAV;
texturePoolDesc.descriptorCount = 2;
texturePoolDesc.shaderVisible = true;
m_texturePool = m_device->CreateDescriptorPool(texturePoolDesc);
if (m_texturePool == nullptr) {
DestroyResources();
return false;
}
m_textureSet = m_texturePool->AllocateSet(textureLayout);
if (m_textureSet == nullptr) {
DestroyResources();
return false;
}
m_pipelineState = m_device->CreatePipelineState(
CreatePipelineDesc(
m_backendType,
m_pipelineLayout,
*m_shader->Get(),
outlinePass->name,
surface));
if (m_pipelineState == nullptr || !m_pipelineState->IsValid()) {
DestroyResources();
return false;
}
m_renderTargetFormat =
Rendering::Internal::ResolveSurfaceColorFormat(surface, 0u);
m_renderTargetSampleCount =
Rendering::Internal::ResolveSurfaceSampleCount(surface);
return true;
}
bool HasCreatedResources() const {
return m_device != nullptr ||
m_pipelineLayout != nullptr ||
m_pipelineState != nullptr ||
m_constantPool != nullptr ||
m_constantSet != nullptr ||
m_texturePool != nullptr ||
m_textureSet != nullptr ||
m_shader.has_value();
}
void DestroyResources() {
if (m_pipelineState != nullptr) {
m_pipelineState->Shutdown();
delete m_pipelineState;
m_pipelineState = nullptr;
}
if (m_textureSet != nullptr) {
m_textureSet->Shutdown();
delete m_textureSet;
m_textureSet = nullptr;
}
if (m_texturePool != nullptr) {
m_texturePool->Shutdown();
delete m_texturePool;
m_texturePool = nullptr;
}
if (m_constantSet != nullptr) {
m_constantSet->Shutdown();
delete m_constantSet;
m_constantSet = nullptr;
}
if (m_constantPool != nullptr) {
m_constantPool->Shutdown();
delete m_constantPool;
m_constantPool = nullptr;
}
if (m_pipelineLayout != nullptr) {
m_pipelineLayout->Shutdown();
delete m_pipelineLayout;
m_pipelineLayout = nullptr;
}
if (m_shader.has_value()) {
m_shader.reset();
}
ResetState();
}
void ResetState() {
m_device = nullptr;
m_backendType = RHI::RHIType::D3D12;
m_pipelineLayout = nullptr;
m_pipelineState = nullptr;
m_constantPool = nullptr;
m_constantSet = nullptr;
m_texturePool = nullptr;
m_textureSet = nullptr;
m_shader.reset();
m_renderTargetFormat = RHI::Format::Unknown;
m_renderTargetSampleCount = 1u;
}
std::unique_ptr<SceneViewportSelectionMaskPass> m_selectionMaskPass;
RHI::RHIDevice* m_device = nullptr;
RHI::RHIType m_backendType = RHI::RHIType::D3D12;
RHI::RHIPipelineLayout* m_pipelineLayout = nullptr;
RHI::RHIPipelineState* m_pipelineState = nullptr;
RHI::RHIDescriptorPool* m_constantPool = nullptr;
RHI::RHIDescriptorSet* m_constantSet = nullptr;
RHI::RHIDescriptorPool* m_texturePool = nullptr;
RHI::RHIDescriptorSet* m_textureSet = nullptr;
Containers::String m_shaderPath = {};
std::optional<Resources::ResourceHandle<Resources::Shader>> m_shader = {};
RHI::Format m_renderTargetFormat = RHI::Format::Unknown;
uint32_t m_renderTargetSampleCount = 1u;
};
SceneViewportSelectionOutlinePassRenderer::SceneViewportSelectionOutlinePassRenderer()
: m_impl(std::make_unique<Impl>()) {
}
SceneViewportSelectionOutlinePassRenderer::~SceneViewportSelectionOutlinePassRenderer() = default;
void SceneViewportSelectionOutlinePassRenderer::Shutdown() {
m_impl->Shutdown();
}
bool SceneViewportSelectionOutlinePassRenderer::Render(
const Rendering::RenderContext& renderContext,
const Rendering::RenderSurface& surface,
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const Rendering::RenderSceneData& sceneData,
ViewportRenderTargets& targets,
const std::vector<uint64_t>& selectedObjectIds,
const SceneViewportSelectionOutlineStyle& style) {
return m_impl->Render(
renderContext,
surface,
sceneData,
targets,
selectedObjectIds,
style);
}
std::unique_ptr<Rendering::RenderPass> CreateSceneViewportSelectionOutlinePass(
SceneViewportSelectionOutlinePassRenderer& renderer,
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ViewportRenderTargets* targets,
const std::vector<uint64_t>& selectedObjectIds,
const SceneViewportSelectionOutlineStyle& style) {
return std::make_unique<SceneViewportSelectionOutlinePass>(
renderer,
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targets,
selectedObjectIds,
style);
}
} // namespace Editor
} // namespace XCEngine