refactor: move scene view post passes into rendering
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@@ -13,13 +13,13 @@
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#include <XCEngine/Components/CameraComponent.h>
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#include <XCEngine/Components/GameObject.h>
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#include <XCEngine/Core/Asset/ResourceManager.h>
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#include <XCEngine/RHI/RHIDevice.h>
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#include <XCEngine/RHI/RHIEnums.h>
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#include <XCEngine/RHI/RHIResourceView.h>
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#include <XCEngine/RHI/RHITexture.h>
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#include <XCEngine/Rendering/Passes/BuiltinInfiniteGridPass.h>
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#include <XCEngine/Rendering/Passes/BuiltinSceneViewPostPassPlan.h>
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#include <XCEngine/Rendering/Passes/BuiltinObjectIdOutlinePass.h>
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#include <XCEngine/Rendering/Passes/BuiltinSceneViewPostPassSequenceBuilder.h>
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#include <XCEngine/Rendering/RenderContext.h>
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#include <XCEngine/Rendering/RenderSurface.h>
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#include <XCEngine/Rendering/SceneRenderer.h>
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@@ -27,10 +27,8 @@
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#include <array>
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#include <cstdint>
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#include <functional>
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#include <memory>
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#include <string>
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#include <utility>
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#include <vector>
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namespace XCEngine {
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@@ -40,35 +38,6 @@ namespace {
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constexpr bool kDebugSceneSelectionMask = false;
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class LambdaRenderPass final : public Rendering::RenderPass {
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public:
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using ExecuteCallback = std::function<bool(const Rendering::RenderPassContext&)>;
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LambdaRenderPass(std::string name, ExecuteCallback executeCallback)
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: m_name(std::move(name))
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, m_executeCallback(std::move(executeCallback)) {
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}
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const char* GetName() const override {
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return m_name.c_str();
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}
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bool Execute(const Rendering::RenderPassContext& context) override {
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return m_executeCallback != nullptr && m_executeCallback(context);
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}
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private:
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std::string m_name;
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ExecuteCallback m_executeCallback;
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};
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template <typename Callback>
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std::unique_ptr<Rendering::RenderPass> MakeLambdaRenderPass(const char* name, Callback&& callback) {
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return std::make_unique<LambdaRenderPass>(
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name,
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LambdaRenderPass::ExecuteCallback(std::forward<Callback>(callback)));
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}
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Rendering::Passes::InfiniteGridPassData BuildInfiniteGridPassData(
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const SceneViewportOverlayData& overlay) {
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Rendering::Passes::InfiniteGridPassData data = {};
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@@ -123,8 +92,7 @@ public:
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m_sceneViewLastRenderContext = {};
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m_device = nullptr;
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m_backend = nullptr;
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m_sceneGridPass.Shutdown();
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m_sceneSelectionOutlinePass.Shutdown();
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m_sceneViewPostPassBuilder.Shutdown();
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m_sceneRenderer.reset();
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}
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@@ -444,176 +412,32 @@ private:
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policy.clearColor.a);
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}
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void AddSceneColorToRenderTargetPass(
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ViewportEntry& entry,
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Rendering::RenderPassSequence& outPostPasses) {
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outPostPasses.AddPass(MakeLambdaRenderPass(
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"SceneColorToRenderTarget",
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[&entry](const Rendering::RenderPassContext& context) {
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context.renderContext.commandList->TransitionBarrier(
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entry.renderTargets.colorView,
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context.surface.GetColorStateAfter(),
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RHI::ResourceStates::RenderTarget);
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entry.renderTargets.colorState = RHI::ResourceStates::RenderTarget;
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return true;
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}));
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}
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void AddSceneInfiniteGridPass(
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ViewportEntry& entry,
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const SceneViewportOverlayData& overlay,
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Rendering::RenderPassSequence& outPostPasses) {
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outPostPasses.AddPass(MakeLambdaRenderPass(
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"SceneInfiniteGrid",
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[this, overlay, &entry](const Rendering::RenderPassContext& context) {
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const bool rendered = m_sceneGridPass.Render(
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context.renderContext,
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context.surface,
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BuildInfiniteGridPassData(overlay));
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if (!rendered) {
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SetViewportStatusIfEmpty(entry.statusText, "Scene grid pass failed");
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}
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return rendered;
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}));
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}
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void AddSceneSelectionOutlinePass(
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ViewportEntry& entry,
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const std::vector<uint64_t>& selectedObjectIds,
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Rendering::RenderPassSequence& outPostPasses) {
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outPostPasses.AddPass(MakeLambdaRenderPass(
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"SceneSelectionOutline",
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[this, &entry, selectedObjectIds](const Rendering::RenderPassContext& context) {
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const bool rendered = m_sceneSelectionOutlinePass.Render(
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context.renderContext,
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context.surface,
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entry.renderTargets.objectIdShaderView,
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selectedObjectIds,
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Rendering::Passes::ObjectIdOutlineStyle{
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Math::Color(1.0f, 0.4f, 0.0f, 1.0f),
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2.0f,
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false
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});
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if (!rendered) {
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SetViewportStatusIfEmpty(entry.statusText, "Scene selection outline pass failed");
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}
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return rendered;
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}));
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}
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void AddSceneColorToShaderResourcePass(
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ViewportEntry& entry,
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Rendering::RenderPassSequence& outPostPasses) {
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outPostPasses.AddPass(MakeLambdaRenderPass(
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"SceneColorToShaderResource",
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[&entry](const Rendering::RenderPassContext& context) {
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context.renderContext.commandList->TransitionBarrier(
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entry.renderTargets.colorView,
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RHI::ResourceStates::RenderTarget,
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context.surface.GetColorStateAfter());
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entry.renderTargets.colorState = context.surface.GetColorStateAfter();
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return true;
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}));
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}
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void AddSceneSelectionMaskDebugPass(
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ViewportEntry& entry,
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const std::vector<uint64_t>& selectedObjectIds,
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Rendering::RenderPassSequence& outPostPasses) {
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outPostPasses.AddPass(MakeLambdaRenderPass(
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"SceneSelectionMaskDebug",
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[this, &entry, selectedObjectIds](
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const Rendering::RenderPassContext& context) {
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const float debugClearColor[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
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RHI::RHIResourceView* colorView = entry.renderTargets.colorView;
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context.renderContext.commandList->SetRenderTargets(
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1,
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&colorView,
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entry.renderTargets.depthView);
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context.renderContext.commandList->ClearRenderTarget(colorView, debugClearColor);
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const bool rendered = m_sceneSelectionOutlinePass.Render(
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context.renderContext,
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context.surface,
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entry.renderTargets.objectIdShaderView,
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selectedObjectIds,
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Rendering::Passes::ObjectIdOutlineStyle{
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Math::Color(1.0f, 0.4f, 0.0f, 1.0f),
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2.0f,
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true
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});
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if (!rendered) {
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SetViewportStatusIfEmpty(entry.statusText, "Scene selection mask debug pass failed");
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}
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return rendered;
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}));
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}
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void AddSceneViewPostPassStep(
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Rendering::Passes::BuiltinSceneViewPostPassStep step,
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ViewportEntry& entry,
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const SceneViewportOverlayData& overlay,
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const std::vector<uint64_t>& selectedObjectIds,
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Rendering::RenderPassSequence& outPostPasses) {
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switch (step) {
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case Rendering::Passes::BuiltinSceneViewPostPassStep::ColorToRenderTarget:
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AddSceneColorToRenderTargetPass(entry, outPostPasses);
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break;
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case Rendering::Passes::BuiltinSceneViewPostPassStep::InfiniteGrid:
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AddSceneInfiniteGridPass(entry, overlay, outPostPasses);
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break;
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case Rendering::Passes::BuiltinSceneViewPostPassStep::SelectionOutline:
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AddSceneSelectionOutlinePass(entry, selectedObjectIds, outPostPasses);
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break;
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case Rendering::Passes::BuiltinSceneViewPostPassStep::ColorToShaderResource:
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AddSceneColorToShaderResourcePass(entry, outPostPasses);
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break;
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case Rendering::Passes::BuiltinSceneViewPostPassStep::SelectionMaskDebug:
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AddSceneSelectionMaskDebugPass(
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entry,
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selectedObjectIds,
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outPostPasses);
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break;
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default:
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break;
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}
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}
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bool BuildSceneViewPostPassSequence(
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ViewportEntry& entry,
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const SceneViewportOverlayData& overlay,
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const std::vector<uint64_t>& selectedObjectIds,
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Rendering::RenderPassSequence& outPostPasses) {
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const bool hasSelection = !selectedObjectIds.empty();
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const bool hasObjectIdShaderView = entry.renderTargets.objectIdShaderView != nullptr;
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Rendering::Passes::ObjectIdOutlineStyle outlineStyle = {};
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outlineStyle.outlineColor = Math::Color(1.0f, 0.4f, 0.0f, 1.0f);
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outlineStyle.outlineWidthPixels = 2.0f;
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outlineStyle.debugSelectionMask = kDebugSceneSelectionMask;
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if (hasSelection &&
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!kDebugSceneSelectionMask &&
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!hasObjectIdShaderView) {
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const Rendering::Passes::BuiltinSceneViewPostPassSequenceBuildResult result =
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m_sceneViewPostPassBuilder.Build(
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{
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BuildInfiniteGridPassData(overlay),
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entry.renderTargets.objectIdShaderView,
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selectedObjectIds,
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outlineStyle
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},
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outPostPasses);
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if (result.missingObjectIdTextureViewForSelection &&
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!kDebugSceneSelectionMask) {
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SetViewportStatusIfEmpty(entry.statusText, "Scene object id shader view is unavailable");
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}
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const Rendering::Passes::BuiltinSceneViewPostPassPlan plan =
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Rendering::Passes::BuildBuiltinSceneViewPostPassPlan({
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overlay.valid,
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hasSelection,
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kDebugSceneSelectionMask,
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hasObjectIdShaderView
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});
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if (!plan.valid) {
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return false;
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}
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for (const Rendering::Passes::BuiltinSceneViewPostPassStep step : plan.steps) {
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AddSceneViewPostPassStep(
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step,
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entry,
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overlay,
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selectedObjectIds,
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outPostPasses);
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}
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return true;
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return result.valid;
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}
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void BuildSceneViewportRenderState(
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@@ -693,6 +517,10 @@ private:
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}
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MarkSceneViewportRenderSuccess(entry.renderTargets, requests[0]);
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const Core::uint32 pendingAsyncLoads = Resources::ResourceManager::Get().GetAsyncPendingCount();
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if (pendingAsyncLoads > 0) {
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entry.statusText = "Loading scene assets... (" + std::to_string(pendingAsyncLoads) + ")";
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}
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return true;
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}
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@@ -829,8 +657,7 @@ private:
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Rendering::RenderContext m_sceneViewLastRenderContext = {};
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std::array<ViewportEntry, 2> m_entries = {};
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SceneViewCameraState m_sceneViewCamera;
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Rendering::Passes::BuiltinInfiniteGridPass m_sceneGridPass;
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Rendering::Passes::BuiltinObjectIdOutlinePass m_sceneSelectionOutlinePass;
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Rendering::Passes::BuiltinSceneViewPostPassSequenceBuilder m_sceneViewPostPassBuilder;
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};
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} // namespace Editor
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