Formalize directional shadow runtime contracts
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docs/plan/Renderer_C++层第一阶段重构计划_RenderGraph前_2026-04-13.md
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docs/plan/Renderer_C++层第一阶段重构计划_RenderGraph前_2026-04-13.md
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# Renderer C++层第一阶段重构计划(Render Graph 前)
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日期:`2026-04-13`
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## 1. 文档定位
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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。
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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:
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1. `SceneRenderer / CameraRenderer / SceneRenderRequestPlanner` 的职责边界
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2. `RenderSceneExtractor / RenderSceneData / VisibleRenderItem` 的数据边界
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3. `RenderPipeline / RenderPass / BuiltinForwardPipeline` 的执行边界
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4. Runtime 主链与 Editor 注入点的边界
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这一步做完之后,下一阶段才适合引入真正的 `Render Graph`。
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---
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## 2. 关于 Render Graph 的结论
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结论很明确:
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1. `Render Graph` 应该先做在 `C++ native` 层
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2. 它不应该直接作为第一阶段的一部分
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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
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后面的目标结构应该是:
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`RHI -> Native Render Kernel -> Render Graph -> SRP-like Contract -> Universal Renderer -> C# Custom Pipeline`
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其中:
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1. `Render Graph` 属于 `Native Render Kernel`
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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
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---
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## 3. 当前代码里的真实主链
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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:
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1. `SceneRenderRequestPlanner`
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- 收集 camera
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- 生成 `CameraRenderRequest`
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- 负责方向光阴影规划参数
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2. `SceneRenderer`
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- 调 planner
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- 解析 final color policy
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- 为 post-process / final-output 附加 fullscreen stage request
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3. `CameraRenderer`
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- 做 shadow request resolve
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- 提取 `RenderSceneData`
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- 按固定 stage 顺序执行
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4. `BuiltinForwardPipeline`
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- 负责主场景绘制
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- 同时背着 shader 绑定、PSO 缓存、材质资源解析、skybox、splat、volumetric 等大量职责
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对应的当前入口主要是:
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1. `engine/include/XCEngine/Rendering/Execution/SceneRenderer.h`
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2. `engine/include/XCEngine/Rendering/Execution/CameraRenderer.h`
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3. `engine/include/XCEngine/Rendering/Planning/SceneRenderRequestPlanner.h`
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4. `engine/include/XCEngine/Rendering/Planning/CameraRenderRequest.h`
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5. `engine/include/XCEngine/Rendering/FrameData/RenderSceneData.h`
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6. `engine/include/XCEngine/Rendering/FrameData/VisibleRenderItem.h`
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7. `engine/include/XCEngine/Rendering/RenderPipeline.h`
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8. `engine/include/XCEngine/Rendering/RenderPipelineAsset.h`
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9. `engine/include/XCEngine/Rendering/Pipelines/BuiltinForwardPipeline.h`
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10. `engine/src/Rendering/Execution/SceneRenderer.cpp`
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11. `engine/src/Rendering/Execution/CameraRenderer.cpp`
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12. `engine/src/Rendering/Extraction/RenderSceneExtractor.cpp`
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13. `engine/src/Rendering/Pipelines/BuiltinForwardPipeline.cpp`
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14. `engine/src/Rendering/Pipelines/Internal/BuiltinForwardPipelineResources.cpp`
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---
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## 4. 当前真正的问题
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当前主要不是“功能太少”,而是“职责层次还不够正式”。
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### 4.1 request、plan、execution 混在一起
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`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。
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`SceneRenderer` 也同时承担了 request build、final color resolve、fullscreen intermediate surface ownership 这几类事情。
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这样的问题是:
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1. 后面很难区分“用户想渲染什么”和“引擎决定怎么执行”
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2. Editor 也会继续直接依赖底层 stage 细节
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3. Render Graph 以后很难接到一个稳定的 frame plan 输入
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### 4.2 extraction 数据还偏早期
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`RenderSceneExtractor` 现在能工作,但产物仍然偏“把可见对象收集成数组”。
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它还没有正式长成后续 SRP / Render Graph 真正需要的那种中间层:
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1. `CullingResults`
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2. `RendererList`
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3. `FilteringSettings`
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4. `SortingSettings`
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5. `DrawSettings`
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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。
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### 4.3 BuiltinForwardPipeline 过重
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当前 `BuiltinForwardPipeline` 不只是一个 renderer,它已经同时包含:
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1. 主场景 pass 编排
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2. 材质资源布局解析
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3. descriptor set 组织
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4. pipeline state cache
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5. lighting / shadow 绑定
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6. skybox 逻辑
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7. gaussian splat 特殊路径
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8. volumetric 特殊路径
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这会带来两个后果:
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1. 后面任何主场景新能力都会继续往这个类里堆
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2. 未来要抽 `Universal Renderer` 或切出 `Deferred` 时,拆分成本会很高
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### 4.4 runtime 主线和 editor 扩展点还没正式隔离
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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。
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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。
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### 4.5 pipeline contract 还不够像未来的 SRP 底座
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当前 `RenderPipeline` 还是:
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`Render(context, surface, sceneData)`
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这个接口对当前 builtin forward 足够,但对未来这些东西不够:
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1. renderer list
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2. graph resource declaration
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3. per-frame context
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4. pass feature 注入
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5. 多渲染路径共存
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第一阶段不要求一步到位,但至少要把它朝这个方向整理。
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---
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## 5. 本阶段明确不做的事
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为了保证收口不失控,这一阶段明确不做下面这些:
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1. 不引入真正运行时 `Render Graph`
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2. 不做完整 `Deferred Renderer`
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3. 不做 `C# SRP` 暴露
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4. 不重写 RHI
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5. 不新增大型渲染特性来打断架构收口
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本阶段只做一件事:
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`把当前 native rendering layer 整理成 Render Graph 之前的正式形态`
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---
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## 6. 第一阶段完成后应该达到什么状态
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本阶段完成后,native renderer 至少应满足下面这些条件:
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1. 外部 request、内部 frame plan、实际 execution 三层语义分开
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2. extraction / culling / draw organization 有正式中间层,不再只靠裸 `visibleItems`
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3. `BuiltinForwardPipeline` 明显瘦身,不再继续当总垃圾桶
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4. runtime pass 与 editor pass 有明确注入 contract
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5. 后续 `Render Graph` 能接一个稳定的 `Frame Plan + Renderer Lists + Resource Needs` 输入
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---
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## 7. 第一阶段的重构原则
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### 7.1 先 formalize,再 graphize
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先把 contract 和边界做清楚,再做 graph。
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不要反过来。
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### 7.2 不破坏现有主链闭环
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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。
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### 7.3 新中间层优先 native internal
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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#。
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### 7.4 先解耦职责,再决定目录长相
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不要先做大范围目录搬家。
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先把职责拆开,目录只是最后的外显结果。
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### 7.5 editor contract 正式化,但不去特殊化主链
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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。
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---
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## 8. 工作包拆分
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## 工作包 A:request / frame plan 分层
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目标:
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把“用户想渲染什么”和“引擎这帧怎么执行”拆开。
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建议结果:
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1. 保留 `CameraRenderRequest` 作为外部请求描述
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2. 新增内部 `CameraFramePlan` 或等价类型,承载:
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- 实际启用的 stage
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- fullscreen chain
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- resolved target/surface
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- 阴影计划结果
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- editor 注入点
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3. `SceneRenderer` 只负责:
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- 请求收集
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- 请求排序
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- request -> frame plan 转换
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4. `CameraRenderer` 只负责:
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- frame plan 执行
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- 调 scene extraction
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- 调 pipeline / standalone pass
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优先涉及文件:
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1. `engine/include/XCEngine/Rendering/Planning/CameraRenderRequest.h`
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2. `engine/include/XCEngine/Rendering/Execution/SceneRenderer.h`
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3. `engine/src/Rendering/Execution/SceneRenderer.cpp`
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4. `engine/include/XCEngine/Rendering/Execution/CameraRenderer.h`
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5. `engine/src/Rendering/Execution/CameraRenderer.cpp`
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完成标准:
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1. request 不再混入过多 runtime-owned intermediate state
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2. frame plan 成为 camera 执行的正式输入
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3. SceneRenderer 和 CameraRenderer 的边界可以一句话说清
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## 工作包 B:scene extraction -> culling results / renderer list
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目标:
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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。
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建议结果:
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1. 在 native 层引入等价于以下概念的类型:
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- `CullingResults`
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- `RendererListDesc`
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- `RendererList`
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- `FilteringSettings`
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- `SortingSettings`
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- `DrawSettings`
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2. `RenderSceneData` 不再承担过多“什么都往里塞”的职责
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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
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4. shadow、main scene、object-id 等路径逐步改为消费 `RendererList`
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优先涉及文件:
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1. `engine/include/XCEngine/Rendering/FrameData/RenderSceneData.h`
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2. `engine/include/XCEngine/Rendering/FrameData/VisibleRenderItem.h`
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3. `engine/src/Rendering/Extraction/RenderSceneExtractor.cpp`
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4. `engine/include/XCEngine/Rendering/Extraction/`
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5. `engine/include/XCEngine/Rendering/Builtin/`
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完成标准:
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1. opaque、transparent、shadow、object-id 至少能共用同一套 draw organization contract
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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”
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## 工作包 C:pipeline contract 收口
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目标:
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把当前 `RenderPipeline / RenderPass / RenderPipelineAsset` 收口到更像未来 SRP native kernel 的形态。
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建议结果:
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1. 继续保留 `RenderPipelineAsset -> RenderPipeline` 这条总方向
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2. 明确区分:
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- pipeline asset:配置与默认策略
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- pipeline runtime:本帧执行
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- standalone pass:独立功能 pass
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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`
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4. 为下一阶段 graph 化预留清晰输入面:
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- frame context
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- renderer lists
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- per-frame resources
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优先涉及文件:
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1. `engine/include/XCEngine/Rendering/RenderPipeline.h`
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2. `engine/include/XCEngine/Rendering/RenderPipelineAsset.h`
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3. `engine/include/XCEngine/Rendering/RenderPass.h`
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4. `engine/include/XCEngine/Rendering/Pipelines/BuiltinForwardPipeline.h`
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完成标准:
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1. 主 pipeline 输入面能明显映射到未来 `Universal Renderer`
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2. standalone pass 与 main scene pipeline 的边界清楚
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## 工作包 D:BuiltinForwardPipeline 瘦身
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目标:
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把 `BuiltinForwardPipeline` 从“大一统实现类”拆成可长期维护的 renderer 内部模块。
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建议结果:
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1. 按职责切成内部模块或 helper:
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- main scene draw
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- skybox draw
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- lighting binding
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- shadow binding
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- material binding
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- pipeline state cache
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- per-frame resource cache
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2. `GaussianSplat` 和 `Volumetric` 继续保留,但从“主 pipeline 杂糅逻辑”变成清晰的 feature-style 子模块
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3. `BuiltinForwardPipelineResources.cpp` 里和运行时编排无关的资源/绑定组织进一步下沉
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优先涉及文件:
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1. `engine/include/XCEngine/Rendering/Pipelines/BuiltinForwardPipeline.h`
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2. `engine/src/Rendering/Pipelines/BuiltinForwardPipeline.cpp`
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3. `engine/src/Rendering/Pipelines/Internal/BuiltinForwardPipelineResources.cpp`
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4. `engine/include/XCEngine/Rendering/Materials/RenderMaterialResolve.h`
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完成标准:
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1. `BuiltinForwardPipeline` 主类显著变薄
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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
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## 工作包 E:editor 注入点正式化
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目标:
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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”。
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建议结果:
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1. 继续保留:
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- object-id
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- outline
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- grid
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- overlay
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2. 把这些能力明确分成:
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- runtime stage
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- editor-only extension stage
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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
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优先涉及文件:
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1. `engine/include/XCEngine/Rendering/Planning/CameraRenderRequest.h`
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2. `editor/src/Viewport/SceneViewportRenderPlan.h`
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3. `editor/src/Viewport/`
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4. `engine/src/Rendering/Execution/CameraRenderer.cpp`
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完成标准:
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1. Editor 仍能完整接入当前主链
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2. 但 editor 不再直接绑死 runtime 内部实现细节
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## 工作包 F:测试与文档同步
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目标:
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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。
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建议结果:
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1. 补 `tests/Rendering/unit`
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2. 保底回归现有 `tests/Rendering/integration`
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3. 必要时补 editor viewport 级验证
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4. 更新 API 文档与后续计划入口
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完成标准:
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1. request / extractor / pipeline 边界都有对应测试覆盖
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2. 当前 forward、shadow、object-id、editor scene view 不回退
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---
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## 9. 执行顺序
|
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||||
必须按下面的顺序推进:
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||||
1. 先做工作包 A
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2. 再做工作包 B
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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` 层,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。
|
||||
@@ -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
|
||||
|
||||
@@ -1,3 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <XCEngine/Rendering/Builtin/BuiltinPassLayoutUtils.h>
|
||||
@@ -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
|
||||
|
||||
@@ -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;
|
||||
};
|
||||
|
||||
@@ -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
|
||||
@@ -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;
|
||||
|
||||
|
||||
@@ -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;
|
||||
|
||||
|
||||
@@ -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
|
||||
@@ -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
|
||||
@@ -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
|
||||
|
||||
@@ -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");
|
||||
|
||||
33
engine/src/Rendering/Shadow/DirectionalShadowData.cpp
Normal file
33
engine/src/Rendering/Shadow/DirectionalShadowData.cpp
Normal 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
|
||||
44
engine/src/Rendering/Shadow/DirectionalShadowRuntime.cpp
Normal file
44
engine/src/Rendering/Shadow/DirectionalShadowRuntime.cpp
Normal 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
|
||||
@@ -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>
|
||||
|
||||
Reference in New Issue
Block a user