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XCEngine/editor/app/Rendering/Viewport/Passes/SceneViewportGridPass.cpp

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#include "Rendering/Viewport/Passes/SceneViewportGridPass.h"
#include "Rendering/Viewport/SceneViewportResourcePaths.h"
#include <XCEngine/Rendering/RenderSurfacePipelineUtils.h>
#include <XCEngine/Rendering/ShaderVariantUtils.h>
#include <XCEngine/Rendering/Materials/RenderMaterialStateUtils.h>
#include <XCEngine/Core/Asset/ResourceManager.h>
#include <XCEngine/Core/Math/Matrix4.h>
#include <XCEngine/Core/Math/Vector4.h>
#include <XCEngine/Debug/Logger.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/Shader/Shader.h>
#include <algorithm>
#include <cmath>
#include <utility>
#include <vector>
namespace XCEngine::UI::Editor::App {
namespace {
constexpr float kCameraHeightScaleFactor = 0.50f;
constexpr float kTransitionStart = 0.65f;
constexpr float kTransitionEnd = 0.95f;
constexpr float kMinimumVerticalViewComponent = 0.15f;
struct GridConstants {
::XCEngine::Math::Matrix4x4 viewProjection =
::XCEngine::Math::Matrix4x4::Identity();
::XCEngine::Math::Vector4 cameraPositionAndScale =
::XCEngine::Math::Vector4::Zero();
::XCEngine::Math::Vector4 cameraRightAndFade =
::XCEngine::Math::Vector4::Zero();
::XCEngine::Math::Vector4 cameraUpAndTanHalfFov =
::XCEngine::Math::Vector4::Zero();
::XCEngine::Math::Vector4 cameraForwardAndAspect =
::XCEngine::Math::Vector4::Zero();
::XCEngine::Math::Vector4 viewportNearFar =
::XCEngine::Math::Vector4::Zero();
::XCEngine::Math::Vector4 gridTransition =
::XCEngine::Math::Vector4::Zero();
};
const ::XCEngine::Resources::ShaderPass* FindInfiniteGridCompatiblePass(
const ::XCEngine::Resources::Shader& shader,
::XCEngine::Resources::ShaderBackend backend) {
const ::XCEngine::Resources::ShaderPass* gridPass =
shader.FindPass("InfiniteGrid");
if (gridPass != nullptr &&
::XCEngine::Rendering::ShaderPassHasGraphicsVariants(
shader,
gridPass->name,
backend)) {
return gridPass;
}
if (shader.GetPassCount() > 0 &&
::XCEngine::Rendering::ShaderPassHasGraphicsVariants(
shader,
shader.GetPasses()[0].name,
backend)) {
return &shader.GetPasses()[0];
}
return nullptr;
}
::XCEngine::RHI::GraphicsPipelineDesc CreatePipelineDesc(
::XCEngine::RHI::RHIType backendType,
::XCEngine::RHI::RHIPipelineLayout* pipelineLayout,
const ::XCEngine::Resources::Shader& shader,
const ::XCEngine::Containers::String& passName,
const ::XCEngine::Rendering::RenderSurface& surface) {
::XCEngine::RHI::GraphicsPipelineDesc pipelineDesc = {};
pipelineDesc.pipelineLayout = pipelineLayout;
pipelineDesc.topologyType = static_cast<std::uint32_t>(
::XCEngine::RHI::PrimitiveTopologyType::Triangle);
::XCEngine::Rendering::
ApplySingleColorAttachmentPropertiesToGraphicsPipelineDesc(
surface,
pipelineDesc);
pipelineDesc.depthStencilFormat = static_cast<std::uint32_t>(
::XCEngine::Rendering::ResolveSurfaceDepthFormat(surface));
const ::XCEngine::Resources::ShaderPass* shaderPass =
shader.FindPass(passName);
if (shaderPass != nullptr && shaderPass->hasFixedFunctionState) {
::XCEngine::Rendering::ApplyRenderState(
shaderPass->fixedFunctionState,
pipelineDesc);
} else {
::XCEngine::Resources::MaterialRenderState fallbackState = {};
fallbackState.cullMode =
::XCEngine::Resources::MaterialCullMode::None;
fallbackState.depthWriteEnable = false;
fallbackState.depthTestEnable = true;
fallbackState.depthFunc =
::XCEngine::Resources::MaterialComparisonFunc::LessEqual;
fallbackState.blendEnable = true;
fallbackState.srcBlend =
::XCEngine::Resources::MaterialBlendFactor::SrcAlpha;
fallbackState.dstBlend =
::XCEngine::Resources::MaterialBlendFactor::InvSrcAlpha;
fallbackState.srcBlendAlpha =
::XCEngine::Resources::MaterialBlendFactor::One;
fallbackState.dstBlendAlpha =
::XCEngine::Resources::MaterialBlendFactor::InvSrcAlpha;
fallbackState.blendOp =
::XCEngine::Resources::MaterialBlendOp::Add;
fallbackState.blendOpAlpha =
::XCEngine::Resources::MaterialBlendOp::Add;
fallbackState.colorWriteMask = static_cast<std::uint8_t>(
::XCEngine::RHI::ColorWriteMask::All);
::XCEngine::Rendering::ApplyRenderState(
fallbackState,
pipelineDesc);
}
const ::XCEngine::Resources::ShaderBackend backend =
::XCEngine::Rendering::ToShaderBackend(backendType);
if (const ::XCEngine::Resources::ShaderStageVariant* vertexVariant =
shader.FindVariant(
passName,
::XCEngine::Resources::ShaderType::Vertex,
backend)) {
if (shaderPass != nullptr) {
::XCEngine::Rendering::ApplyShaderStageVariant(
shader.GetPath(),
*shaderPass,
backend,
*vertexVariant,
pipelineDesc.vertexShader);
}
}
if (const ::XCEngine::Resources::ShaderStageVariant* fragmentVariant =
shader.FindVariant(
passName,
::XCEngine::Resources::ShaderType::Fragment,
backend)) {
if (shaderPass != nullptr) {
::XCEngine::Rendering::ApplyShaderStageVariant(
shader.GetPath(),
*shaderPass,
backend,
*fragmentVariant,
pipelineDesc.fragmentShader);
}
}
return pipelineDesc;
}
float SnapGridSpacing(float targetSpacing) {
const float clampedTarget = (std::max)(targetSpacing, 0.02f);
const float exponent = std::floor(std::log10(clampedTarget));
return std::pow(10.0f, exponent);
}
float ComputeTransitionBlend(float targetSpacing, float baseScale) {
const float normalizedSpacing =
(std::max)(targetSpacing / (std::max)(baseScale, 1e-4f), 1.0f);
const float transitionPosition = std::log10(normalizedSpacing);
const float t =
(transitionPosition - kTransitionStart) /
(kTransitionEnd - kTransitionStart);
const float saturated = (std::clamp)(t, 0.0f, 1.0f);
return saturated * saturated * (3.0f - 2.0f * saturated);
}
float ComputeViewDistanceToGridPlane(const SceneViewportGridPassData& data) {
const float cameraHeight = std::abs(data.cameraPosition.y);
const ::XCEngine::Math::Vector3 forward = data.cameraForward.Normalized();
const bool lookingTowardGrid =
(data.cameraPosition.y >= 0.0f && forward.y < 0.0f) ||
(data.cameraPosition.y < 0.0f && forward.y > 0.0f);
if (!lookingTowardGrid) {
return cameraHeight;
}
const float verticalViewComponent =
(std::max)(std::abs(forward.y), kMinimumVerticalViewComponent);
return cameraHeight / verticalViewComponent;
}
::XCEngine::Math::Matrix4x4 BuildInfiniteGridViewMatrix(
const SceneViewportGridPassData& data) {
const ::XCEngine::Math::Vector3 right = data.cameraRight.Normalized();
const ::XCEngine::Math::Vector3 up = data.cameraUp.Normalized();
const ::XCEngine::Math::Vector3 forward = data.cameraForward.Normalized();
::XCEngine::Math::Matrix4x4 view =
::XCEngine::Math::Matrix4x4::Identity();
view.m[0][0] = right.x;
view.m[0][1] = right.y;
view.m[0][2] = right.z;
view.m[0][3] =
-::XCEngine::Math::Vector3::Dot(right, data.cameraPosition);
view.m[1][0] = up.x;
view.m[1][1] = up.y;
view.m[1][2] = up.z;
view.m[1][3] = -::XCEngine::Math::Vector3::Dot(up, data.cameraPosition);
view.m[2][0] = forward.x;
view.m[2][1] = forward.y;
view.m[2][2] = forward.z;
view.m[2][3] =
-::XCEngine::Math::Vector3::Dot(forward, data.cameraPosition);
return view;
}
::XCEngine::Math::Matrix4x4 BuildInfiniteGridProjectionMatrix(
const SceneViewportGridPassData& data,
float viewportWidth,
float viewportHeight) {
const float aspect = viewportHeight > 0.0f
? viewportWidth / viewportHeight
: 1.0f;
return ::XCEngine::Math::Matrix4x4::Perspective(
data.verticalFovDegrees * ::XCEngine::Math::DEG_TO_RAD,
aspect,
data.nearClipPlane,
data.farClipPlane);
}
class SceneViewportGridPass final : public ::XCEngine::Rendering::RenderPass {
public:
SceneViewportGridPass(
SceneViewportGridPassRenderer& renderer,
const SceneViewportGridPassData& data)
: m_renderer(renderer)
, m_data(data) {
}
const char* GetName() const override {
return "SceneViewportGrid";
}
bool Execute(
const ::XCEngine::Rendering::RenderPassContext& context) override {
return m_renderer.Render(
context.renderContext,
context.surface,
m_data);
}
private:
SceneViewportGridPassRenderer& m_renderer;
SceneViewportGridPassData m_data = {};
};
} // namespace
InfiniteGridParameters BuildInfiniteGridParameters(
const SceneViewportGridPassData& data) {
InfiniteGridParameters parameters = {};
if (!data.valid) {
return parameters;
}
const float cameraHeight = std::abs(data.cameraPosition.y);
const float viewDistance = ComputeViewDistanceToGridPlane(data);
const float targetSpacing =
(std::max)(cameraHeight * kCameraHeightScaleFactor, 0.1f);
parameters.valid = true;
parameters.baseScale = SnapGridSpacing(targetSpacing);
parameters.transitionBlend =
ComputeTransitionBlend(targetSpacing, parameters.baseScale);
parameters.fadeDistance =
(std::max)(parameters.baseScale * 320.0f, viewDistance * 80.0f);
return parameters;
}
class SceneViewportGridPassRenderer::Impl {
public:
Impl()
: m_shaderPath(GetSceneViewportInfiniteGridShaderPath()) {
}
void Shutdown() {
DestroyResources();
}
bool Render(
const ::XCEngine::Rendering::RenderContext& renderContext,
const ::XCEngine::Rendering::RenderSurface& surface,
const SceneViewportGridPassData& data) {
if (!data.valid || !renderContext.IsValid()) {
return false;
}
const std::vector<::XCEngine::RHI::RHIResourceView*>& colorAttachments =
surface.GetColorAttachments();
if (!::XCEngine::Rendering::HasSingleColorAttachment(surface) ||
colorAttachments.empty() ||
colorAttachments[0] == nullptr ||
surface.GetDepthAttachment() == nullptr) {
return false;
}
const ::XCEngine::Math::RectInt renderArea = surface.GetRenderArea();
if (renderArea.width <= 0 || renderArea.height <= 0) {
return false;
}
if (!EnsureInitialized(renderContext, surface)) {
return false;
}
const InfiniteGridParameters parameters =
BuildInfiniteGridParameters(data);
if (!parameters.valid) {
return false;
}
const ::XCEngine::Math::Matrix4x4 viewProjection =
BuildInfiniteGridProjectionMatrix(
data,
static_cast<float>(renderArea.width),
static_cast<float>(renderArea.height)) *
BuildInfiniteGridViewMatrix(data);
const float aspect = renderArea.height > 0
? static_cast<float>(renderArea.width) /
static_cast<float>(renderArea.height)
: 1.0f;
GridConstants constants = {};
constants.viewProjection = viewProjection.Transpose();
constants.cameraPositionAndScale =
::XCEngine::Math::Vector4(
data.cameraPosition,
parameters.baseScale);
constants.cameraRightAndFade =
::XCEngine::Math::Vector4(
data.cameraRight,
parameters.fadeDistance);
constants.cameraUpAndTanHalfFov = ::XCEngine::Math::Vector4(
data.cameraUp,
std::tan(
data.verticalFovDegrees *
::XCEngine::Math::DEG_TO_RAD *
0.5f));
constants.cameraForwardAndAspect =
::XCEngine::Math::Vector4(data.cameraForward, aspect);
constants.viewportNearFar = ::XCEngine::Math::Vector4(
static_cast<float>(surface.GetWidth()),
static_cast<float>(surface.GetHeight()),
data.nearClipPlane,
data.farClipPlane);
constants.gridTransition =
::XCEngine::Math::Vector4(
parameters.transitionBlend,
0.0f,
0.0f,
0.0f);
m_constantSet->WriteConstant(0, &constants, sizeof(constants));
::XCEngine::RHI::RHICommandList* commandList =
renderContext.commandList;
::XCEngine::RHI::RHIResourceView* renderTarget = colorAttachments[0];
::XCEngine::RHI::RHIResourceView* depthAttachment =
surface.GetDepthAttachment();
if (surface.IsAutoTransitionEnabled()) {
commandList->TransitionBarrier(
renderTarget,
surface.GetColorStateAfter(),
::XCEngine::RHI::ResourceStates::RenderTarget);
commandList->TransitionBarrier(
depthAttachment,
surface.GetDepthStateAfter(),
::XCEngine::RHI::ResourceStates::DepthWrite);
}
commandList->SetRenderTargets(1, &renderTarget, depthAttachment);
const ::XCEngine::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 ::XCEngine::RHI::Rect scissorRect = {
renderArea.x,
renderArea.y,
renderArea.x + renderArea.width,
renderArea.y + renderArea.height
};
commandList->SetViewport(viewport);
commandList->SetScissorRect(scissorRect);
commandList->SetPrimitiveTopology(
::XCEngine::RHI::PrimitiveTopology::TriangleList);
commandList->SetPipelineState(m_pipelineState);
::XCEngine::RHI::RHIDescriptorSet* descriptorSets[] = {
m_constantSet
};
commandList->SetGraphicsDescriptorSets(
0,
1,
descriptorSets,
m_pipelineLayout);
commandList->Draw(3, 1, 0, 0);
commandList->EndRenderPass();
if (surface.IsAutoTransitionEnabled()) {
commandList->TransitionBarrier(
renderTarget,
::XCEngine::RHI::ResourceStates::RenderTarget,
surface.GetColorStateAfter());
commandList->TransitionBarrier(
depthAttachment,
::XCEngine::RHI::ResourceStates::DepthWrite,
surface.GetDepthStateAfter());
}
return true;
}
private:
bool EnsureInitialized(
const ::XCEngine::Rendering::RenderContext& renderContext,
const ::XCEngine::Rendering::RenderSurface& surface) {
const ::XCEngine::RHI::Format renderTargetFormat =
::XCEngine::Rendering::ResolveSurfaceColorFormat(
surface,
0u);
const ::XCEngine::RHI::Format depthFormat =
::XCEngine::Rendering::ResolveSurfaceDepthFormat(surface);
const std::uint32_t renderTargetSampleCount =
::XCEngine::Rendering::ResolveSurfaceSampleCount(surface);
if (m_pipelineState != nullptr &&
m_pipelineLayout != nullptr &&
m_constantPool != nullptr &&
m_constantSet != nullptr &&
m_device == renderContext.device &&
m_backendType == renderContext.backendType &&
m_renderTargetFormat == renderTargetFormat &&
m_depthStencilFormat == depthFormat &&
m_renderTargetSampleCount == renderTargetSampleCount) {
return true;
}
DestroyResources();
return CreateResources(renderContext, surface);
}
bool CreateResources(
const ::XCEngine::Rendering::RenderContext& renderContext,
const ::XCEngine::Rendering::RenderSurface& surface) {
if (!renderContext.IsValid()) {
return false;
}
if (!::XCEngine::Rendering::HasSingleColorAttachment(surface) ||
::XCEngine::Rendering::ResolveSurfaceColorFormat(
surface,
0u) == ::XCEngine::RHI::Format::Unknown ||
::XCEngine::Rendering::ResolveSurfaceDepthFormat(surface) ==
::XCEngine::RHI::Format::Unknown) {
return false;
}
if (m_shaderPath.Empty()) {
::XCEngine::Debug::Logger::Get().Error(
::XCEngine::Debug::LogCategory::Rendering,
"SceneViewportGridPassRenderer requires a valid shader path");
return false;
}
m_device = renderContext.device;
m_backendType = renderContext.backendType;
m_shader = ::XCEngine::Resources::ResourceManager::Get()
.Load<::XCEngine::Resources::Shader>(m_shaderPath);
if (!m_shader.IsValid()) {
::XCEngine::Debug::Logger::Get().Error(
::XCEngine::Debug::LogCategory::Rendering,
"SceneViewportGridPassRenderer failed to load infinite-grid shader");
DestroyResources();
return false;
}
const ::XCEngine::Resources::ShaderBackend backend =
::XCEngine::Rendering::ToShaderBackend(m_backendType);
const ::XCEngine::Resources::ShaderPass* infiniteGridPass =
FindInfiniteGridCompatiblePass(*m_shader.Get(), backend);
if (infiniteGridPass == nullptr) {
::XCEngine::Debug::Logger::Get().Error(
::XCEngine::Debug::LogCategory::Rendering,
"SceneViewportGridPassRenderer could not resolve InfiniteGrid pass");
DestroyResources();
return false;
}
::XCEngine::RHI::DescriptorSetLayoutBinding constantBinding = {};
constantBinding.binding = 0;
constantBinding.type = static_cast<std::uint32_t>(
::XCEngine::RHI::DescriptorType::CBV);
constantBinding.count = 1;
::XCEngine::RHI::DescriptorSetLayoutDesc constantLayout = {};
constantLayout.bindings = &constantBinding;
constantLayout.bindingCount = 1;
::XCEngine::RHI::RHIPipelineLayoutDesc pipelineLayoutDesc = {};
pipelineLayoutDesc.setLayouts = &constantLayout;
pipelineLayoutDesc.setLayoutCount = 1;
m_pipelineLayout = m_device->CreatePipelineLayout(pipelineLayoutDesc);
if (m_pipelineLayout == nullptr) {
DestroyResources();
return false;
}
::XCEngine::RHI::DescriptorPoolDesc constantPoolDesc = {};
constantPoolDesc.type =
::XCEngine::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;
}
const ::XCEngine::RHI::GraphicsPipelineDesc pipelineDesc =
CreatePipelineDesc(
m_backendType,
m_pipelineLayout,
*m_shader.Get(),
infiniteGridPass->name,
surface);
m_pipelineState = m_device->CreatePipelineState(pipelineDesc);
if (m_pipelineState == nullptr || !m_pipelineState->IsValid()) {
DestroyResources();
return false;
}
m_renderTargetFormat =
::XCEngine::Rendering::ResolveSurfaceColorFormat(
surface,
0u);
m_depthStencilFormat =
::XCEngine::Rendering::ResolveSurfaceDepthFormat(surface);
m_renderTargetSampleCount =
::XCEngine::Rendering::ResolveSurfaceSampleCount(surface);
return true;
}
void DestroyResources() {
if (m_pipelineState != nullptr) {
m_pipelineState->Shutdown();
delete m_pipelineState;
m_pipelineState = 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;
}
m_device = nullptr;
m_backendType = ::XCEngine::RHI::RHIType::D3D12;
m_shader.Reset();
m_renderTargetFormat = ::XCEngine::RHI::Format::Unknown;
m_depthStencilFormat = ::XCEngine::RHI::Format::Unknown;
m_renderTargetSampleCount = 1u;
}
::XCEngine::RHI::RHIDevice* m_device = nullptr;
::XCEngine::RHI::RHIType m_backendType =
::XCEngine::RHI::RHIType::D3D12;
::XCEngine::RHI::RHIPipelineLayout* m_pipelineLayout = nullptr;
::XCEngine::RHI::RHIPipelineState* m_pipelineState = nullptr;
::XCEngine::RHI::RHIDescriptorPool* m_constantPool = nullptr;
::XCEngine::RHI::RHIDescriptorSet* m_constantSet = nullptr;
::XCEngine::Containers::String m_shaderPath = {};
::XCEngine::Resources::ResourceHandle<::XCEngine::Resources::Shader>
m_shader = {};
::XCEngine::RHI::Format m_renderTargetFormat =
::XCEngine::RHI::Format::Unknown;
::XCEngine::RHI::Format m_depthStencilFormat =
::XCEngine::RHI::Format::Unknown;
std::uint32_t m_renderTargetSampleCount = 1u;
};
SceneViewportGridPassRenderer::SceneViewportGridPassRenderer()
: m_impl(std::make_unique<Impl>()) {
}
SceneViewportGridPassRenderer::~SceneViewportGridPassRenderer() = default;
void SceneViewportGridPassRenderer::Shutdown() {
m_impl->Shutdown();
}
bool SceneViewportGridPassRenderer::Render(
const ::XCEngine::Rendering::RenderContext& renderContext,
const ::XCEngine::Rendering::RenderSurface& surface,
const SceneViewportGridPassData& data) {
return m_impl->Render(renderContext, surface, data);
}
std::unique_ptr<::XCEngine::Rendering::RenderPass> CreateSceneViewportGridPass(
SceneViewportGridPassRenderer& renderer,
const SceneViewportGridPassData& data) {
return std::make_unique<SceneViewportGridPass>(renderer, data);
}
} // namespace XCEngine::UI::Editor::App