Formalize directional shadow runtime contracts

This commit is contained in:
2026-04-13 23:11:28 +08:00
parent 4362008b39
commit 0d6b8bf7d8
15 changed files with 740 additions and 178 deletions

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@@ -0,0 +1,462 @@
# Renderer C++层第一阶段重构计划Render Graph 前)
日期:`2026-04-13`
## 1. 文档定位
这份计划只处理 `Render Graph` 之前的那一步,也就是把当前 `Rendering` 原生主链先整理成一个可长期演进的正式架构。
这一步的目标不是新增大功能,而是先把下面这些边界收口:
1. `SceneRenderer / CameraRenderer / SceneRenderRequestPlanner` 的职责边界
2. `RenderSceneExtractor / RenderSceneData / VisibleRenderItem` 的数据边界
3. `RenderPipeline / RenderPass / BuiltinForwardPipeline` 的执行边界
4. Runtime 主链与 Editor 注入点的边界
这一步做完之后,下一阶段才适合引入真正的 `Render Graph`
---
## 2. 关于 Render Graph 的结论
结论很明确:
1. `Render Graph` 应该先做在 `C++ native`
2. 它不应该直接作为第一阶段的一部分
3. 第一阶段的任务,是先把当前 native renderer 收口到足够清晰,避免后面只是把现有混乱机械搬进 graph
后面的目标结构应该是:
`RHI -> Native Render Kernel -> Render Graph -> SRP-like Contract -> Universal Renderer -> C# Custom Pipeline`
其中:
1. `Render Graph` 属于 `Native Render Kernel`
2. `C#` 层以后可以编排 pass但图资源生命周期、资源状态、barrier、跨 pass 读写依赖仍应先由 native graph 掌控
---
## 3. 当前代码里的真实主链
当前项目并不是没有架构,而是已经形成了一条手工编排的 mini-SRP 主链:
1. `SceneRenderRequestPlanner`
- 收集 camera
- 生成 `CameraRenderRequest`
- 负责方向光阴影规划参数
2. `SceneRenderer`
- 调 planner
- 解析 final color policy
- 为 post-process / final-output 附加 fullscreen stage request
3. `CameraRenderer`
- 做 shadow request resolve
- 提取 `RenderSceneData`
- 按固定 stage 顺序执行
4. `BuiltinForwardPipeline`
- 负责主场景绘制
- 同时背着 shader 绑定、PSO 缓存、材质资源解析、skybox、splat、volumetric 等大量职责
对应的当前入口主要是:
1. `engine/include/XCEngine/Rendering/Execution/SceneRenderer.h`
2. `engine/include/XCEngine/Rendering/Execution/CameraRenderer.h`
3. `engine/include/XCEngine/Rendering/Planning/SceneRenderRequestPlanner.h`
4. `engine/include/XCEngine/Rendering/Planning/CameraRenderRequest.h`
5. `engine/include/XCEngine/Rendering/FrameData/RenderSceneData.h`
6. `engine/include/XCEngine/Rendering/FrameData/VisibleRenderItem.h`
7. `engine/include/XCEngine/Rendering/RenderPipeline.h`
8. `engine/include/XCEngine/Rendering/RenderPipelineAsset.h`
9. `engine/include/XCEngine/Rendering/Pipelines/BuiltinForwardPipeline.h`
10. `engine/src/Rendering/Execution/SceneRenderer.cpp`
11. `engine/src/Rendering/Execution/CameraRenderer.cpp`
12. `engine/src/Rendering/Extraction/RenderSceneExtractor.cpp`
13. `engine/src/Rendering/Pipelines/BuiltinForwardPipeline.cpp`
14. `engine/src/Rendering/Pipelines/Internal/BuiltinForwardPipelineResources.cpp`
---
## 4. 当前真正的问题
当前主要不是“功能太少”,而是“职责层次还不够正式”。
### 4.1 request、plan、execution 混在一起
`CameraRenderRequest` 现在既像外部请求,又像内部执行计划,还夹带了一部分 runtime surface / fullscreen chain 组织信息。
`SceneRenderer` 也同时承担了 request build、final color resolve、fullscreen intermediate surface ownership 这几类事情。
这样的问题是:
1. 后面很难区分“用户想渲染什么”和“引擎决定怎么执行”
2. Editor 也会继续直接依赖底层 stage 细节
3. Render Graph 以后很难接到一个稳定的 frame plan 输入
### 4.2 extraction 数据还偏早期
`RenderSceneExtractor` 现在能工作,但产物仍然偏“把可见对象收集成数组”。
它还没有正式长成后续 SRP / Render Graph 真正需要的那种中间层:
1. `CullingResults`
2. `RendererList`
3. `FilteringSettings`
4. `SortingSettings`
5. `DrawSettings`
如果这层不先正式化,后面 forward、deferred、shadow、object-id、editor overlay 都会继续各自拿 `visibleItems` 做自己的隐式解释。
### 4.3 BuiltinForwardPipeline 过重
当前 `BuiltinForwardPipeline` 不只是一个 renderer它已经同时包含
1. 主场景 pass 编排
2. 材质资源布局解析
3. descriptor set 组织
4. pipeline state cache
5. lighting / shadow 绑定
6. skybox 逻辑
7. gaussian splat 特殊路径
8. volumetric 特殊路径
这会带来两个后果:
1. 后面任何主场景新能力都会继续往这个类里堆
2. 未来要抽 `Universal Renderer` 或切出 `Deferred` 时,拆分成本会很高
### 4.4 runtime 主线和 editor 扩展点还没正式隔离
现在 Editor 已经深度依赖 request stage 注入点,这个方向本身没错,但 contract 还不够正式。
如果不先收口,后面 graph 化时 editor 特殊路径会变成额外复杂度来源。
### 4.5 pipeline contract 还不够像未来的 SRP 底座
当前 `RenderPipeline` 还是:
`Render(context, surface, sceneData)`
这个接口对当前 builtin forward 足够,但对未来这些东西不够:
1. renderer list
2. graph resource declaration
3. per-frame context
4. pass feature 注入
5. 多渲染路径共存
第一阶段不要求一步到位,但至少要把它朝这个方向整理。
---
## 5. 本阶段明确不做的事
为了保证收口不失控,这一阶段明确不做下面这些:
1. 不引入真正运行时 `Render Graph`
2. 不做完整 `Deferred Renderer`
3. 不做 `C# SRP` 暴露
4. 不重写 RHI
5. 不新增大型渲染特性来打断架构收口
本阶段只做一件事:
`把当前 native rendering layer 整理成 Render Graph 之前的正式形态`
---
## 6. 第一阶段完成后应该达到什么状态
本阶段完成后native renderer 至少应满足下面这些条件:
1. 外部 request、内部 frame plan、实际 execution 三层语义分开
2. extraction / culling / draw organization 有正式中间层,不再只靠裸 `visibleItems`
3. `BuiltinForwardPipeline` 明显瘦身,不再继续当总垃圾桶
4. runtime pass 与 editor pass 有明确注入 contract
5. 后续 `Render Graph` 能接一个稳定的 `Frame Plan + Renderer Lists + Resource Needs` 输入
---
## 7. 第一阶段的重构原则
### 7.1 先 formalize再 graphize
先把 contract 和边界做清楚,再做 graph。
不要反过来。
### 7.2 不破坏现有主链闭环
当前 `Scene / Game / Editor Viewport` 已经能跑通,第一阶段不能为了“好看”把现有可运行链条打散。
### 7.3 新中间层优先 native internal
这一阶段新补的 `Frame Plan``CullingResults``RendererList``DrawSettings` 都先是 C++ 内部契约,不急着暴露给 C#。
### 7.4 先解耦职责,再决定目录长相
不要先做大范围目录搬家。
先把职责拆开,目录只是最后的外显结果。
### 7.5 editor contract 正式化,但不去特殊化主链
Editor 的 object-id、outline、grid、overlay 依然要保留,但它们应该依附在正式 contract 上,而不是继续共享 runtime 的隐式细节。
---
## 8. 工作包拆分
## 工作包 Arequest / frame plan 分层
目标:
把“用户想渲染什么”和“引擎这帧怎么执行”拆开。
建议结果:
1. 保留 `CameraRenderRequest` 作为外部请求描述
2. 新增内部 `CameraFramePlan` 或等价类型,承载:
- 实际启用的 stage
- fullscreen chain
- resolved target/surface
- 阴影计划结果
- editor 注入点
3. `SceneRenderer` 只负责:
- 请求收集
- 请求排序
- request -> frame plan 转换
4. `CameraRenderer` 只负责:
- frame plan 执行
- 调 scene extraction
- 调 pipeline / standalone pass
优先涉及文件:
1. `engine/include/XCEngine/Rendering/Planning/CameraRenderRequest.h`
2. `engine/include/XCEngine/Rendering/Execution/SceneRenderer.h`
3. `engine/src/Rendering/Execution/SceneRenderer.cpp`
4. `engine/include/XCEngine/Rendering/Execution/CameraRenderer.h`
5. `engine/src/Rendering/Execution/CameraRenderer.cpp`
完成标准:
1. request 不再混入过多 runtime-owned intermediate state
2. frame plan 成为 camera 执行的正式输入
3. SceneRenderer 和 CameraRenderer 的边界可以一句话说清
## 工作包 Bscene extraction -> culling results / renderer list
目标:
把当前 `RenderSceneExtractor` 的数组式输出,推进为后续 SRP/RenderGraph 可用的原生中间层。
建议结果:
1. 在 native 层引入等价于以下概念的类型:
- `CullingResults`
- `RendererListDesc`
- `RendererList`
- `FilteringSettings`
- `SortingSettings`
- `DrawSettings`
2. `RenderSceneData` 不再承担过多“什么都往里塞”的职责
3. `VisibleRenderItem` 继续保留为底层记录,但不再直接成为所有 pass 的唯一公共输入
4. shadow、main scene、object-id 等路径逐步改为消费 `RendererList`
优先涉及文件:
1. `engine/include/XCEngine/Rendering/FrameData/RenderSceneData.h`
2. `engine/include/XCEngine/Rendering/FrameData/VisibleRenderItem.h`
3. `engine/src/Rendering/Extraction/RenderSceneExtractor.cpp`
4. `engine/include/XCEngine/Rendering/Extraction/`
5. `engine/include/XCEngine/Rendering/Builtin/`
完成标准:
1. opaque、transparent、shadow、object-id 至少能共用同一套 draw organization contract
2. 后面新增 deferred 时,不需要再发明第二套“可见对象数组解释逻辑”
## 工作包 Cpipeline contract 收口
目标:
把当前 `RenderPipeline / RenderPass / RenderPipelineAsset` 收口到更像未来 SRP native kernel 的形态。
建议结果:
1. 继续保留 `RenderPipelineAsset -> RenderPipeline` 这条总方向
2. 明确区分:
- pipeline asset配置与默认策略
- pipeline runtime本帧执行
- standalone pass独立功能 pass
3. 给主场景 pipeline 引入更正式的执行输入,而不是继续只吃 `surface + sceneData`
4. 为下一阶段 graph 化预留清晰输入面:
- frame context
- renderer lists
- per-frame resources
优先涉及文件:
1. `engine/include/XCEngine/Rendering/RenderPipeline.h`
2. `engine/include/XCEngine/Rendering/RenderPipelineAsset.h`
3. `engine/include/XCEngine/Rendering/RenderPass.h`
4. `engine/include/XCEngine/Rendering/Pipelines/BuiltinForwardPipeline.h`
完成标准:
1. 主 pipeline 输入面能明显映射到未来 `Universal Renderer`
2. standalone pass 与 main scene pipeline 的边界清楚
## 工作包 DBuiltinForwardPipeline 瘦身
目标:
`BuiltinForwardPipeline` 从“大一统实现类”拆成可长期维护的 renderer 内部模块。
建议结果:
1. 按职责切成内部模块或 helper
- main scene draw
- skybox draw
- lighting binding
- shadow binding
- material binding
- pipeline state cache
- per-frame resource cache
2. `GaussianSplat``Volumetric` 继续保留,但从“主 pipeline 杂糅逻辑”变成清晰的 feature-style 子模块
3. `BuiltinForwardPipelineResources.cpp` 里和运行时编排无关的资源/绑定组织进一步下沉
优先涉及文件:
1. `engine/include/XCEngine/Rendering/Pipelines/BuiltinForwardPipeline.h`
2. `engine/src/Rendering/Pipelines/BuiltinForwardPipeline.cpp`
3. `engine/src/Rendering/Pipelines/Internal/BuiltinForwardPipelineResources.cpp`
4. `engine/include/XCEngine/Rendering/Materials/RenderMaterialResolve.h`
完成标准:
1. `BuiltinForwardPipeline` 主类显著变薄
2. 新增一种主场景能力时,不需要继续把所有逻辑堆回同一个 cpp
## 工作包 Eeditor 注入点正式化
目标:
保留当前 editor 渲染能力,但把它从“依赖阶段细节”变成“依赖正式 extension contract”。
建议结果:
1. 继续保留:
- object-id
- outline
- grid
- overlay
2. 把这些能力明确分成:
- runtime stage
- editor-only extension stage
3. 收口 `RenderPassSequence` 在 request 上的使用边界,避免后续 graph 化时出现“谁都能往 request 里塞东西”的状态
优先涉及文件:
1. `engine/include/XCEngine/Rendering/Planning/CameraRenderRequest.h`
2. `editor/src/Viewport/SceneViewportRenderPlan.h`
3. `editor/src/Viewport/`
4. `engine/src/Rendering/Execution/CameraRenderer.cpp`
完成标准:
1. Editor 仍能完整接入当前主链
2. 但 editor 不再直接绑死 runtime 内部实现细节
## 工作包 F测试与文档同步
目标:
把第一阶段重构做成可回归、可交接的正式收口,而不是一次只靠手工验证的大重排。
建议结果:
1.`tests/Rendering/unit`
2. 保底回归现有 `tests/Rendering/integration`
3. 必要时补 editor viewport 级验证
4. 更新 API 文档与后续计划入口
完成标准:
1. request / extractor / pipeline 边界都有对应测试覆盖
2. 当前 forward、shadow、object-id、editor scene view 不回退
---
## 9. 执行顺序
必须按下面的顺序推进:
1. 先做工作包 A
2. 再做工作包 B
3. 再做工作包 C
4. 然后做工作包 D
5. 接着做工作包 E
6. 最后统一做工作包 F
原因:
1. 不先分清 request 和 frame plan后面所有 contract 都会悬空
2. 不先把 extraction 推进到 `renderer list`pipeline 收口只是表面整理
3. 不先把 pipeline contract 稳住,`BuiltinForwardPipeline` 的瘦身会缺少稳定目标
4. 不先把 native 主线收紧editor contract 很容易继续沿着旧细节扩张
---
## 10. 建议新增或调整的 native 类型
第一阶段不要求名字完全按这个来,但建议至少出现这些等价层:
1. `CameraFramePlan`
2. `FrameExecutionContext`
3. `CullingResults`
4. `RendererListDesc`
5. `RendererList`
6. `DrawSettings`
7. `FilteringSettings`
8. `SortingSettings`
9. `EditorRenderExtensions` 或等价 editor 注入描述
注意:
1. 这些类型先是 `C++ internal contract`
2. 这一阶段不急着桥接到 `managed`
3. 下一阶段 `Render Graph` 会直接消费其中一部分
---
## 11. 这一阶段完成的验收标准
当以下条件同时成立时,这一阶段才算完成:
1. `SceneRenderer / CameraRenderer / Planner` 三者职责边界稳定
2. native 渲染主链内部已经形成 request、frame plan、execution 三层
3. `RenderSceneExtractor` 不再只是输出裸数组,而是能支持正式的 draw organization
4. `BuiltinForwardPipeline` 不再承担明显超载职责
5. editor 的注入点已经正规化,且没有破坏当前 Scene View / Game View 能力
6. 现有 forward、shadow、post-process、final-output、object-id、overlay 主路径回归通过
---
## 12. 下一阶段如何接 Render Graph
等本阶段完成后,下一阶段才进入真正的 `Render Graph`
那时的接法应该是:
1. `CameraFramePlan` 提供本帧逻辑阶段与 feature 需求
2. `CullingResults / RendererList` 提供 draw 输入
3. `FrameExecutionContext` 提供本帧统一资源上下文
4. `Render Graph` 负责:
- pass declaration
- resource creation/import
- read/write dependency
- barrier / lifetime
- transient resource reuse
也就是说,`Render Graph` 不是来替代第一阶段,而是建立在第一阶段之上。
---
## 13. 一句话结论
当前最佳路线不是立刻补 `Deferred`,也不是立刻补 `Render Graph`,而是先把你现有这条 native rendering 主链整理成真正的 `Render Kernel v1`;这一步做实了,后面的 `Render Graph``Universal Renderer``C# SRP` 才会接得稳。

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@@ -478,11 +478,17 @@ add_library(XCEngine STATIC
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Builtin/BuiltinPassTypes.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Builtin/BuiltinPassMetadataUtils.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Builtin/BuiltinPassLayoutUtils.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Builtin/BuiltinPassContract.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Execution/CameraFramePlan.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Execution/CameraRenderer.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Execution/DirectionalShadowExecutionState.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Execution/DrawSettings.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Execution/FrameExecutionContext.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Execution/ScenePhase.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Execution/SceneRenderer.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/FrameData/CullingResults.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/FrameData/RenderCameraData.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/FrameData/RenderSceneData.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/FrameData/RendererListUtils.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/FrameData/VisibleGaussianSplatItem.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/FrameData/VisibleRenderItem.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/FrameData/VisibleVolumeItem.h
@@ -500,8 +506,11 @@ add_library(XCEngine STATIC
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/RenderPipeline.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/RenderPipelineAsset.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/RenderSurface.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/SceneRenderFeaturePass.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Caches/RenderResourceCache.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Caches/DirectionalShadowSurfaceCache.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Shadow/DirectionalShadowData.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Shadow/DirectionalShadowRuntime.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinDepthStylePassBase.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinDepthOnlyPass.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinShadowCasterPass.h
@@ -540,6 +549,8 @@ add_library(XCEngine STATIC
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Planning/SceneRenderRequestPlanner.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Planning/Internal/DirectionalShadowPlanning.h
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Planning/Internal/DirectionalShadowPlanning.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Shadow/DirectionalShadowData.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Shadow/DirectionalShadowRuntime.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Execution/SceneRenderer.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Pipelines/BuiltinForwardPipeline.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Pipelines/Internal/BuiltinForwardPipelineSkybox.cpp

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@@ -1,3 +0,0 @@
#pragma once
#include <XCEngine/Rendering/Builtin/BuiltinPassLayoutUtils.h>

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@@ -14,6 +14,16 @@ namespace Rendering {
struct DirectionalShadowRenderPlan;
struct RenderContext;
struct DirectionalShadowSurfaceAllocation {
RenderSurface surface = {};
RHI::RHIResourceView* depthShaderView = nullptr;
bool IsValid() const {
return surface.GetDepthAttachment() != nullptr &&
depthShaderView != nullptr;
}
};
class DirectionalShadowSurfaceCache {
public:
DirectionalShadowSurfaceCache() = default;
@@ -21,10 +31,9 @@ public:
DirectionalShadowSurfaceCache& operator=(const DirectionalShadowSurfaceCache&) = delete;
~DirectionalShadowSurfaceCache();
bool EnsureSurface(const RenderContext& context, const DirectionalShadowRenderPlan& plan);
const RenderSurface& GetSurface() const { return m_surface; }
RHI::RHIResourceView* GetDepthShaderView() const { return m_depthShaderView; }
const DirectionalShadowSurfaceAllocation* Resolve(
const RenderContext& context,
const DirectionalShadowRenderPlan& plan);
private:
bool Matches(const RenderContext& context, const DirectionalShadowRenderPlan& plan) const;
@@ -35,8 +44,7 @@ private:
uint32_t m_height = 0;
RHI::RHITexture* m_depthTexture = nullptr;
RHI::RHIResourceView* m_depthView = nullptr;
RHI::RHIResourceView* m_depthShaderView = nullptr;
RenderSurface m_surface = {};
DirectionalShadowSurfaceAllocation m_allocation = {};
};
} // namespace Rendering

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@@ -20,7 +20,8 @@ class RHIResourceView;
namespace Rendering {
class DirectionalShadowSurfaceCache;
struct DirectionalShadowExecutionState;
class DirectionalShadowRuntime;
class FullscreenPassSurfaceCache;
class RenderSurface;
class RenderPipelineAsset;
@@ -54,17 +55,13 @@ public:
private:
void ResetPipeline(std::unique_ptr<RenderPipeline> pipeline);
bool ResolveShadowCasterRequest(
const CameraFramePlan& plan,
ShadowCasterRenderRequest& outResolvedShadowCaster,
RHI::RHIResourceView*& outShadowMapView);
bool BuildSceneDataForPlan(
const CameraFramePlan& plan,
RHI::RHIResourceView* shadowMapView,
const DirectionalShadowExecutionState& shadowState,
RenderSceneData& outSceneData);
bool ExecuteRenderPlan(
const CameraFramePlan& plan,
const ShadowCasterRenderRequest& resolvedShadowCaster,
const DirectionalShadowExecutionState& shadowState,
const RenderSceneData& sceneData);
RenderSceneExtractor m_sceneExtractor;
@@ -73,7 +70,7 @@ private:
std::unique_ptr<RenderPass> m_objectIdPass;
std::unique_ptr<RenderPass> m_depthOnlyPass;
std::unique_ptr<RenderPass> m_shadowCasterPass;
std::unique_ptr<DirectionalShadowSurfaceCache> m_directionalShadowSurface;
std::unique_ptr<DirectionalShadowRuntime> m_directionalShadowRuntime;
std::unique_ptr<FullscreenPassSurfaceCache> m_postProcessSurfaceCache;
std::unique_ptr<FullscreenPassSurfaceCache> m_finalOutputSurfaceCache;
};

View File

@@ -0,0 +1,23 @@
#pragma once
#include <XCEngine/Rendering/Planning/CameraRenderRequest.h>
#include <XCEngine/Rendering/Shadow/DirectionalShadowData.h>
namespace XCEngine {
namespace Rendering {
struct DirectionalShadowExecutionState {
ShadowCasterRenderRequest shadowCasterRequest = {};
RenderDirectionalShadowData shadowData = {};
bool HasShadowPass() const {
return shadowCasterRequest.IsRequested();
}
bool HasShadowSampling() const {
return shadowData.IsValid();
}
};
} // namespace Rendering
} // namespace XCEngine

View File

@@ -6,7 +6,7 @@
#include <XCEngine/Rendering/FrameData/CullingResults.h>
#include <XCEngine/Rendering/FrameData/RenderCameraData.h>
#include <XCEngine/Rendering/FrameData/RenderEnvironmentData.h>
#include <XCEngine/Rendering/Shadow/DirectionalShadowSettings.h>
#include <XCEngine/Rendering/Shadow/DirectionalShadowData.h>
#include <XCEngine/Rendering/FrameData/VisibleGaussianSplatItem.h>
#include <XCEngine/Rendering/FrameData/VisibleRenderItem.h>
#include <XCEngine/Rendering/FrameData/VisibleVolumeItem.h>
@@ -21,10 +21,6 @@ namespace Components {
class CameraComponent;
} // namespace Components
namespace RHI {
class RHIResourceView;
} // namespace RHI
namespace Rendering {
struct RenderDirectionalLightData {
@@ -53,42 +49,6 @@ struct RenderAdditionalLightData {
float spotAngle = 0.0f;
};
struct RenderDirectionalShadowMapMetrics {
Math::Vector2 inverseMapSize = Math::Vector2::Zero();
float worldTexelSize = 0.0f;
float padding = 0.0f;
};
static_assert(
sizeof(RenderDirectionalShadowMapMetrics) == sizeof(float) * 4u,
"RenderDirectionalShadowMapMetrics must stay float4-sized for GPU constant layout");
struct RenderDirectionalShadowSamplingData {
float enabled = 0.0f;
DirectionalShadowSamplingSettings settings = {};
};
static_assert(
sizeof(RenderDirectionalShadowSamplingData) == sizeof(float) * 4u,
"RenderDirectionalShadowSamplingData must stay float4-sized for GPU constant layout");
struct RenderDirectionalShadowCasterBiasData {
DirectionalShadowCasterBiasSettings settings = {};
};
struct RenderDirectionalShadowData {
bool enabled = false;
Math::Matrix4x4 viewProjection = Math::Matrix4x4::Identity();
RenderDirectionalShadowMapMetrics mapMetrics = {};
RenderDirectionalShadowSamplingData sampling = {};
RenderDirectionalShadowCasterBiasData casterBias = {};
RHI::RHIResourceView* shadowMap = nullptr;
bool IsValid() const {
return enabled && shadowMap != nullptr;
}
};
struct RenderLightingData {
static constexpr uint32_t kMaxAdditionalLightCount = 8u;

View File

@@ -5,7 +5,7 @@
#include <XCEngine/Rendering/RenderContext.h>
#include <XCEngine/Rendering/RenderPass.h>
#include <XCEngine/Rendering/RenderSurface.h>
#include <XCEngine/Rendering/Shadow/DirectionalShadowSettings.h>
#include <XCEngine/Rendering/Shadow/DirectionalShadowData.h>
#include <array>
#include <cstdint>
@@ -124,29 +124,6 @@ inline bool HasValidSingleSampleColorSource(const RenderSurface& surface) {
surface.GetSampleQuality() == 0u;
}
struct DirectionalShadowRenderPlan {
bool enabled = false;
Math::Vector3 lightDirection = Math::Vector3::Back();
Math::Vector3 focusPoint = Math::Vector3::Zero();
float orthographicHalfExtent = 0.0f;
float texelWorldSize = 0.0f;
float nearClipPlane = 0.1f;
float farClipPlane = 0.0f;
DirectionalShadowSamplingSettings sampling = {};
DirectionalShadowCasterBiasSettings casterBias = {};
uint32_t mapWidth = 0;
uint32_t mapHeight = 0;
RenderCameraData cameraData = {};
bool IsValid() const {
return enabled &&
mapWidth > 0 &&
mapHeight > 0 &&
cameraData.viewportWidth == mapWidth &&
cameraData.viewportHeight == mapHeight;
}
};
struct ObjectIdRenderRequest {
RenderSurface surface;

View File

@@ -0,0 +1,82 @@
#pragma once
#include <XCEngine/Core/Math/Matrix4.h>
#include <XCEngine/Core/Math/Vector2.h>
#include <XCEngine/Core/Math/Vector3.h>
#include <XCEngine/Rendering/FrameData/RenderCameraData.h>
#include <XCEngine/Rendering/Shadow/DirectionalShadowSettings.h>
#include <cstdint>
namespace XCEngine {
namespace RHI {
class RHIResourceView;
} // namespace RHI
namespace Rendering {
struct DirectionalShadowRenderPlan {
bool enabled = false;
Math::Vector3 lightDirection = Math::Vector3::Back();
Math::Vector3 focusPoint = Math::Vector3::Zero();
float orthographicHalfExtent = 0.0f;
float texelWorldSize = 0.0f;
float nearClipPlane = 0.1f;
float farClipPlane = 0.0f;
DirectionalShadowSamplingSettings sampling = {};
DirectionalShadowCasterBiasSettings casterBias = {};
uint32_t mapWidth = 0;
uint32_t mapHeight = 0;
RenderCameraData cameraData = {};
bool IsValid() const {
return enabled &&
mapWidth > 0 &&
mapHeight > 0 &&
cameraData.viewportWidth == mapWidth &&
cameraData.viewportHeight == mapHeight;
}
};
struct RenderDirectionalShadowMapMetrics {
Math::Vector2 inverseMapSize = Math::Vector2::Zero();
float worldTexelSize = 0.0f;
float padding = 0.0f;
};
static_assert(
sizeof(RenderDirectionalShadowMapMetrics) == sizeof(float) * 4u,
"RenderDirectionalShadowMapMetrics must stay float4-sized for GPU constant layout");
struct RenderDirectionalShadowSamplingData {
float enabled = 0.0f;
DirectionalShadowSamplingSettings settings = {};
};
static_assert(
sizeof(RenderDirectionalShadowSamplingData) == sizeof(float) * 4u,
"RenderDirectionalShadowSamplingData must stay float4-sized for GPU constant layout");
struct RenderDirectionalShadowCasterBiasData {
DirectionalShadowCasterBiasSettings settings = {};
};
struct RenderDirectionalShadowData {
bool enabled = false;
Math::Matrix4x4 viewProjection = Math::Matrix4x4::Identity();
RenderDirectionalShadowMapMetrics mapMetrics = {};
RenderDirectionalShadowSamplingData sampling = {};
RenderDirectionalShadowCasterBiasData casterBias = {};
RHI::RHIResourceView* shadowMap = nullptr;
bool IsValid() const {
return enabled && shadowMap != nullptr;
}
};
RenderDirectionalShadowData BuildRenderDirectionalShadowData(
const DirectionalShadowRenderPlan& plan,
RHI::RHIResourceView* shadowMapView);
} // namespace Rendering
} // namespace XCEngine

View File

@@ -0,0 +1,27 @@
#pragma once
#include <XCEngine/Rendering/Caches/DirectionalShadowSurfaceCache.h>
#include <XCEngine/Rendering/Execution/DirectionalShadowExecutionState.h>
namespace XCEngine {
namespace Rendering {
struct CameraFramePlan;
class DirectionalShadowRuntime {
public:
DirectionalShadowRuntime() = default;
DirectionalShadowRuntime(const DirectionalShadowRuntime&) = delete;
DirectionalShadowRuntime& operator=(const DirectionalShadowRuntime&) = delete;
~DirectionalShadowRuntime() = default;
bool ResolveExecutionState(
const CameraFramePlan& plan,
DirectionalShadowExecutionState& outShadowState);
private:
DirectionalShadowSurfaceCache m_surfaceCache;
};
} // namespace Rendering
} // namespace XCEngine

View File

@@ -1,6 +1,7 @@
#include "Rendering/Caches/DirectionalShadowSurfaceCache.h"
#include "Rendering/Planning/CameraRenderRequest.h"
#include "Rendering/RenderContext.h"
#include "Rendering/Shadow/DirectionalShadowData.h"
#include "RHI/RHIDevice.h"
#include "RHI/RHIResourceView.h"
#include "RHI/RHITexture.h"
@@ -18,15 +19,15 @@ DirectionalShadowSurfaceCache::~DirectionalShadowSurfaceCache() {
Reset();
}
bool DirectionalShadowSurfaceCache::EnsureSurface(
const DirectionalShadowSurfaceAllocation* DirectionalShadowSurfaceCache::Resolve(
const RenderContext& context,
const DirectionalShadowRenderPlan& plan) {
if (!context.IsValid() || !plan.IsValid()) {
return false;
return nullptr;
}
if (Matches(context, plan)) {
return true;
return &m_allocation;
}
RHI::TextureDesc depthDesc = {};
@@ -43,7 +44,7 @@ bool DirectionalShadowSurfaceCache::EnsureSurface(
RHI::RHITexture* depthTexture = context.device->CreateTexture(depthDesc);
if (depthTexture == nullptr) {
return false;
return nullptr;
}
RHI::ResourceViewDesc depthViewDesc = {};
@@ -55,7 +56,7 @@ bool DirectionalShadowSurfaceCache::EnsureSurface(
if (depthView == nullptr) {
depthTexture->Shutdown();
delete depthTexture;
return false;
return nullptr;
}
RHI::ResourceViewDesc depthShaderViewDesc = {};
@@ -68,7 +69,7 @@ bool DirectionalShadowSurfaceCache::EnsureSurface(
delete depthView;
depthTexture->Shutdown();
delete depthTexture;
return false;
return nullptr;
}
Reset();
@@ -77,11 +78,11 @@ bool DirectionalShadowSurfaceCache::EnsureSurface(
m_height = plan.mapHeight;
m_depthTexture = depthTexture;
m_depthView = depthView;
m_depthShaderView = depthShaderView;
m_surface = RenderSurface(plan.mapWidth, plan.mapHeight);
m_surface.SetDepthAttachment(depthView);
m_surface.SetSampleDesc(1u, 0u);
return true;
m_allocation.depthShaderView = depthShaderView;
m_allocation.surface = RenderSurface(plan.mapWidth, plan.mapHeight);
m_allocation.surface.SetDepthAttachment(depthView);
m_allocation.surface.SetSampleDesc(1u, 0u);
return &m_allocation;
}
bool DirectionalShadowSurfaceCache::Matches(
@@ -92,7 +93,7 @@ bool DirectionalShadowSurfaceCache::Matches(
m_height == plan.mapHeight &&
m_depthTexture != nullptr &&
m_depthView != nullptr &&
m_depthShaderView != nullptr;
m_allocation.IsValid();
}
void DirectionalShadowSurfaceCache::Reset() {
@@ -102,10 +103,10 @@ void DirectionalShadowSurfaceCache::Reset() {
m_depthView = nullptr;
}
if (m_depthShaderView != nullptr) {
m_depthShaderView->Shutdown();
delete m_depthShaderView;
m_depthShaderView = nullptr;
if (m_allocation.depthShaderView != nullptr) {
m_allocation.depthShaderView->Shutdown();
delete m_allocation.depthShaderView;
m_allocation.depthShaderView = nullptr;
}
if (m_depthTexture != nullptr) {
@@ -117,7 +118,7 @@ void DirectionalShadowSurfaceCache::Reset() {
m_device = nullptr;
m_width = 0;
m_height = 0;
m_surface = RenderSurface();
m_allocation = {};
}
} // namespace Rendering

View File

@@ -1,14 +1,15 @@
#include "Rendering/Execution/CameraRenderer.h"
#include "Components/CameraComponent.h"
#include "Rendering/Caches/DirectionalShadowSurfaceCache.h"
#include "Rendering/Caches/FullscreenPassSurfaceCache.h"
#include "Rendering/Execution/DirectionalShadowExecutionState.h"
#include "Rendering/Passes/BuiltinDepthOnlyPass.h"
#include "Rendering/Passes/BuiltinObjectIdPass.h"
#include "Rendering/Passes/BuiltinShadowCasterPass.h"
#include "Rendering/Pipelines/BuiltinForwardPipeline.h"
#include "Rendering/RenderPipelineAsset.h"
#include "Rendering/RenderSurface.h"
#include "Rendering/Shadow/DirectionalShadowRuntime.h"
#include "RHI/RHIResourceView.h"
#include "Scene/Scene.h"
@@ -305,7 +306,7 @@ RenderPassContext BuildFrameStagePassContext(
bool ExecuteFrameStage(
CameraFrameStage stage,
const CameraFramePlan& plan,
const ShadowCasterRenderRequest& resolvedShadowCaster,
const DirectionalShadowExecutionState& shadowState,
const RenderSceneData& sceneData,
CameraFrameExecutionState& executionState) {
const RenderPassContext passContext = BuildFrameStagePassContext(stage, plan, sceneData);
@@ -320,7 +321,7 @@ bool ExecuteFrameStage(
case CameraFrameStage::ShadowCaster:
return ExecuteScenePassRequest(
executionState.shadowCasterPass,
resolvedShadowCaster,
shadowState.shadowCasterRequest,
plan.request.context,
sceneData);
case CameraFrameStage::DepthOnly:
@@ -377,32 +378,6 @@ bool ExecuteFrameStage(
}
}
RenderDirectionalShadowData BuildDirectionalShadowData(
const DirectionalShadowRenderPlan& plan,
RHI::RHIResourceView* shadowMapView) {
RenderDirectionalShadowData shadowData = {};
if (!plan.IsValid() || shadowMapView == nullptr) {
return shadowData;
}
shadowData.enabled = true;
shadowData.viewProjection = plan.cameraData.viewProjection;
shadowData.shadowMap = shadowMapView;
const float texelWorldSize = plan.texelWorldSize > Math::EPSILON
? plan.texelWorldSize
: (plan.orthographicHalfExtent > Math::EPSILON && plan.mapWidth > 0u
? (plan.orthographicHalfExtent * 2.0f) / static_cast<float>(plan.mapWidth)
: 0.0f);
shadowData.mapMetrics.inverseMapSize = Math::Vector2(
1.0f / static_cast<float>(plan.mapWidth),
1.0f / static_cast<float>(plan.mapHeight));
shadowData.mapMetrics.worldTexelSize = texelWorldSize;
shadowData.sampling.enabled = 1.0f;
shadowData.sampling.settings = plan.sampling;
shadowData.casterBias.settings = plan.casterBias;
return shadowData;
}
RenderEnvironmentData BuildEnvironmentData(const CameraFramePlan& plan) {
RenderEnvironmentData environment = {};
const RenderSurface& mainSceneSurface = plan.GetMainSceneSurface();
@@ -450,6 +425,7 @@ CameraRenderer::CameraRenderer(
, m_objectIdPass(std::move(objectIdPass))
, m_depthOnlyPass(std::move(depthOnlyPass))
, m_shadowCasterPass(std::move(shadowCasterPass))
, m_directionalShadowRuntime(std::make_unique<DirectionalShadowRuntime>())
, m_postProcessSurfaceCache(std::make_unique<FullscreenPassSurfaceCache>())
, m_finalOutputSurfaceCache(std::make_unique<FullscreenPassSurfaceCache>()) {
if (m_objectIdPass == nullptr) {
@@ -469,6 +445,7 @@ CameraRenderer::CameraRenderer(std::shared_ptr<const RenderPipelineAsset> pipeli
, m_objectIdPass(std::make_unique<Passes::BuiltinObjectIdPass>())
, m_depthOnlyPass(CreateDefaultDepthOnlyPass())
, m_shadowCasterPass(CreateDefaultShadowCasterPass())
, m_directionalShadowRuntime(std::make_unique<DirectionalShadowRuntime>())
, m_postProcessSurfaceCache(std::make_unique<FullscreenPassSurfaceCache>())
, m_finalOutputSurfaceCache(std::make_unique<FullscreenPassSurfaceCache>()) {
SetPipelineAsset(m_pipelineAsset);
@@ -544,43 +521,9 @@ void CameraRenderer::ResetPipeline(std::unique_ptr<RenderPipeline> pipeline) {
}
}
bool CameraRenderer::ResolveShadowCasterRequest(
const CameraFramePlan& plan,
ShadowCasterRenderRequest& outResolvedShadowCaster,
RHI::RHIResourceView*& outShadowMapView) {
outResolvedShadowCaster = plan.shadowCaster;
outShadowMapView = nullptr;
if (outResolvedShadowCaster.IsRequested()) {
return outResolvedShadowCaster.IsValid();
}
if (!plan.directionalShadow.IsValid()) {
return true;
}
if (m_directionalShadowSurface == nullptr) {
m_directionalShadowSurface = std::make_unique<DirectionalShadowSurfaceCache>();
}
if (!m_directionalShadowSurface->EnsureSurface(plan.request.context, plan.directionalShadow)) {
return false;
}
outResolvedShadowCaster.surface = m_directionalShadowSurface->GetSurface();
outResolvedShadowCaster.clearFlags = RenderClearFlags::Depth;
if (!outResolvedShadowCaster.hasCameraDataOverride) {
outResolvedShadowCaster.hasCameraDataOverride = true;
outResolvedShadowCaster.cameraDataOverride = plan.directionalShadow.cameraData;
}
outShadowMapView = m_directionalShadowSurface->GetDepthShaderView();
return true;
}
bool CameraRenderer::BuildSceneDataForPlan(
const CameraFramePlan& plan,
RHI::RHIResourceView* shadowMapView,
const DirectionalShadowExecutionState& shadowState,
RenderSceneData& outSceneData) {
const RenderSurface& mainSceneSurface = plan.GetMainSceneSurface();
outSceneData = m_sceneExtractor.ExtractForCamera(
@@ -592,10 +535,7 @@ bool CameraRenderer::BuildSceneDataForPlan(
return false;
}
if (plan.directionalShadow.IsValid()) {
outSceneData.lighting.mainDirectionalShadow =
BuildDirectionalShadowData(plan.directionalShadow, shadowMapView);
}
outSceneData.lighting.mainDirectionalShadow = shadowState.shadowData;
outSceneData.globalShaderKeywords = BuildSceneGlobalShaderKeywords(outSceneData);
outSceneData.cameraData.clearFlags = plan.request.clearFlags;
@@ -609,7 +549,7 @@ bool CameraRenderer::BuildSceneDataForPlan(
bool CameraRenderer::ExecuteRenderPlan(
const CameraFramePlan& plan,
const ShadowCasterRenderRequest& resolvedShadowCaster,
const DirectionalShadowExecutionState& shadowState,
const RenderSceneData& sceneData) {
CameraFrameExecutionState executionState = {};
executionState.pipeline = m_pipeline.get();
@@ -628,7 +568,7 @@ bool CameraRenderer::ExecuteRenderPlan(
if (!ExecuteFrameStage(
stageInfo.stage,
plan,
resolvedShadowCaster,
shadowState,
sceneData,
executionState)) {
return false;
@@ -689,24 +629,24 @@ bool CameraRenderer::Render(
return false;
}
ShadowCasterRenderRequest resolvedShadowCaster = {};
RHI::RHIResourceView* shadowMapView = nullptr;
if (!ResolveShadowCasterRequest(plan, resolvedShadowCaster, shadowMapView)) {
DirectionalShadowExecutionState shadowState = {};
if (m_directionalShadowRuntime == nullptr ||
!m_directionalShadowRuntime->ResolveExecutionState(plan, shadowState)) {
Debug::Logger::Get().Error(
Debug::LogCategory::Rendering,
"CameraRenderer::Render failed: ResolveShadowCasterRequest returned false");
"CameraRenderer::Render failed: DirectionalShadowRuntime::ResolveExecutionState returned false");
return false;
}
RenderSceneData sceneData = {};
if (!BuildSceneDataForPlan(plan, shadowMapView, sceneData)) {
if (!BuildSceneDataForPlan(plan, shadowState, sceneData)) {
Debug::Logger::Get().Error(
Debug::LogCategory::Rendering,
"CameraRenderer::Render failed: BuildSceneDataForPlan returned false");
return false;
}
if (!ExecuteRenderPlan(plan, resolvedShadowCaster, sceneData)) {
if (!ExecuteRenderPlan(plan, shadowState, sceneData)) {
Debug::Logger::Get().Error(
Debug::LogCategory::Rendering,
"CameraRenderer::Render failed: ExecuteRenderPlan returned false");

View File

@@ -0,0 +1,33 @@
#include "Rendering/Shadow/DirectionalShadowData.h"
namespace XCEngine {
namespace Rendering {
RenderDirectionalShadowData BuildRenderDirectionalShadowData(
const DirectionalShadowRenderPlan& plan,
RHI::RHIResourceView* shadowMapView) {
RenderDirectionalShadowData shadowData = {};
if (!plan.IsValid() || shadowMapView == nullptr) {
return shadowData;
}
shadowData.enabled = true;
shadowData.viewProjection = plan.cameraData.viewProjection;
shadowData.shadowMap = shadowMapView;
const float texelWorldSize = plan.texelWorldSize > Math::EPSILON
? plan.texelWorldSize
: (plan.orthographicHalfExtent > Math::EPSILON && plan.mapWidth > 0u
? (plan.orthographicHalfExtent * 2.0f) / static_cast<float>(plan.mapWidth)
: 0.0f);
shadowData.mapMetrics.inverseMapSize = Math::Vector2(
1.0f / static_cast<float>(plan.mapWidth),
1.0f / static_cast<float>(plan.mapHeight));
shadowData.mapMetrics.worldTexelSize = texelWorldSize;
shadowData.sampling.enabled = 1.0f;
shadowData.sampling.settings = plan.sampling;
shadowData.casterBias.settings = plan.casterBias;
return shadowData;
}
} // namespace Rendering
} // namespace XCEngine

View File

@@ -0,0 +1,44 @@
#include "Rendering/Shadow/DirectionalShadowRuntime.h"
#include "Rendering/Execution/CameraFramePlan.h"
#include "Rendering/Shadow/DirectionalShadowData.h"
namespace XCEngine {
namespace Rendering {
bool DirectionalShadowRuntime::ResolveExecutionState(
const CameraFramePlan& plan,
DirectionalShadowExecutionState& outShadowState) {
outShadowState = {};
outShadowState.shadowCasterRequest = plan.shadowCaster;
if (outShadowState.shadowCasterRequest.IsRequested()) {
return outShadowState.shadowCasterRequest.IsValid();
}
if (!plan.directionalShadow.IsValid()) {
return true;
}
const DirectionalShadowSurfaceAllocation* shadowAllocation =
m_surfaceCache.Resolve(plan.request.context, plan.directionalShadow);
if (shadowAllocation == nullptr || !shadowAllocation->IsValid()) {
return false;
}
outShadowState.shadowCasterRequest.surface = shadowAllocation->surface;
outShadowState.shadowCasterRequest.clearFlags = RenderClearFlags::Depth;
if (!outShadowState.shadowCasterRequest.hasCameraDataOverride) {
outShadowState.shadowCasterRequest.hasCameraDataOverride = true;
outShadowState.shadowCasterRequest.cameraDataOverride = plan.directionalShadow.cameraData;
}
outShadowState.shadowData =
BuildRenderDirectionalShadowData(
plan.directionalShadow,
shadowAllocation->depthShaderView);
return true;
}
} // namespace Rendering
} // namespace XCEngine

View File

@@ -12,7 +12,7 @@
#include <XCEngine/Core/Math/Bounds.h>
#include <XCEngine/Core/Math/Quaternion.h>
#include <XCEngine/Core/Math/Vector3.h>
#include <XCEngine/Rendering/Builtin/BuiltinPassContract.h>
#include <XCEngine/Rendering/Builtin/BuiltinPassLayoutUtils.h>
#include <XCEngine/Rendering/Materials/RenderMaterialResolve.h>
#include <XCEngine/Rendering/Materials/RenderMaterialStateUtils.h>
#include <XCEngine/Rendering/Extraction/RenderSceneExtractor.h>