refactor: route builtin object-id pass through shader assets
This commit is contained in:
@@ -1,13 +1,17 @@
|
||||
#include "Rendering/Passes/BuiltinObjectIdPass.h"
|
||||
|
||||
#include "Components/GameObject.h"
|
||||
#include "Core/Asset/ResourceManager.h"
|
||||
#include "Debug/Logger.h"
|
||||
#include "RHI/RHICommandList.h"
|
||||
#include "RHI/RHIPipelineLayout.h"
|
||||
#include "RHI/RHIPipelineState.h"
|
||||
#include "Rendering/Detail/ShaderVariantUtils.h"
|
||||
#include "Rendering/RenderMaterialUtility.h"
|
||||
#include "Resources/BuiltinResources.h"
|
||||
#include "Resources/Mesh/Mesh.h"
|
||||
|
||||
#include <cstddef>
|
||||
#include <cstring>
|
||||
|
||||
namespace XCEngine {
|
||||
namespace Rendering {
|
||||
@@ -15,83 +19,41 @@ namespace Passes {
|
||||
|
||||
namespace {
|
||||
|
||||
const char kBuiltinObjectIdHlsl[] = R"(
|
||||
cbuffer PerObjectConstants : register(b0) {
|
||||
float4x4 gProjectionMatrix;
|
||||
float4x4 gViewMatrix;
|
||||
float4x4 gModelMatrix;
|
||||
float4 gObjectIdColor;
|
||||
};
|
||||
const Resources::ShaderPass* FindObjectIdCompatiblePass(
|
||||
const Resources::Shader& shader,
|
||||
Resources::ShaderBackend backend) {
|
||||
for (const Resources::ShaderPass& shaderPass : shader.GetPasses()) {
|
||||
if (ShaderPassMatchesBuiltinPass(shaderPass, BuiltinMaterialPass::ObjectId) &&
|
||||
::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(shader, shaderPass.name, backend)) {
|
||||
return &shaderPass;
|
||||
}
|
||||
}
|
||||
|
||||
struct VSInput {
|
||||
float3 position : POSITION;
|
||||
};
|
||||
const Resources::ShaderPass* objectIdPass = shader.FindPass("ObjectId");
|
||||
if (objectIdPass != nullptr &&
|
||||
::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(shader, objectIdPass->name, backend)) {
|
||||
return objectIdPass;
|
||||
}
|
||||
|
||||
struct PSInput {
|
||||
float4 position : SV_POSITION;
|
||||
};
|
||||
const Resources::ShaderPass* editorObjectIdPass = shader.FindPass("EditorObjectId");
|
||||
if (editorObjectIdPass != nullptr &&
|
||||
::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(shader, editorObjectIdPass->name, backend)) {
|
||||
return editorObjectIdPass;
|
||||
}
|
||||
|
||||
PSInput MainVS(VSInput input) {
|
||||
PSInput output;
|
||||
float4 positionWS = mul(gModelMatrix, float4(input.position, 1.0));
|
||||
float4 positionVS = mul(gViewMatrix, positionWS);
|
||||
output.position = mul(gProjectionMatrix, positionVS);
|
||||
return output;
|
||||
}
|
||||
if (shader.GetPassCount() > 0 &&
|
||||
::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(shader, shader.GetPasses()[0].name, backend)) {
|
||||
return &shader.GetPasses()[0];
|
||||
}
|
||||
|
||||
float4 MainPS(PSInput input) : SV_TARGET {
|
||||
return gObjectIdColor;
|
||||
}
|
||||
)";
|
||||
|
||||
const char kBuiltinObjectIdVertexShader[] = R"(#version 430
|
||||
layout(location = 0) in vec3 aPosition;
|
||||
|
||||
layout(std140, binding = 0) uniform PerObjectConstants {
|
||||
mat4 gProjectionMatrix;
|
||||
mat4 gViewMatrix;
|
||||
mat4 gModelMatrix;
|
||||
vec4 gObjectIdColor;
|
||||
};
|
||||
|
||||
void main() {
|
||||
vec4 positionWS = gModelMatrix * vec4(aPosition, 1.0);
|
||||
vec4 positionVS = gViewMatrix * positionWS;
|
||||
gl_Position = gProjectionMatrix * positionVS;
|
||||
}
|
||||
)";
|
||||
|
||||
const char kBuiltinObjectIdFragmentShader[] = R"(#version 430
|
||||
layout(std140, binding = 0) uniform PerObjectConstants {
|
||||
mat4 gProjectionMatrix;
|
||||
mat4 gViewMatrix;
|
||||
mat4 gModelMatrix;
|
||||
vec4 gObjectIdColor;
|
||||
};
|
||||
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
|
||||
void main() {
|
||||
fragColor = gObjectIdColor;
|
||||
}
|
||||
)";
|
||||
|
||||
RHI::InputLayoutDesc BuildInputLayout() {
|
||||
RHI::InputLayoutDesc inputLayout = {};
|
||||
|
||||
RHI::InputElementDesc position = {};
|
||||
position.semanticName = "POSITION";
|
||||
position.semanticIndex = 0;
|
||||
position.format = static_cast<uint32_t>(RHI::Format::R32G32B32_Float);
|
||||
position.inputSlot = 0;
|
||||
position.alignedByteOffset = static_cast<uint32_t>(offsetof(Resources::StaticMeshVertex, position));
|
||||
inputLayout.elements.push_back(position);
|
||||
return inputLayout;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
RHI::GraphicsPipelineDesc CreatePipelineDesc(
|
||||
RHI::RHIType backendType,
|
||||
RHI::RHIPipelineLayout* pipelineLayout) {
|
||||
RHI::RHIPipelineLayout* pipelineLayout,
|
||||
const Resources::Shader& shader,
|
||||
const Containers::String& passName) {
|
||||
RHI::GraphicsPipelineDesc pipelineDesc = {};
|
||||
pipelineDesc.pipelineLayout = pipelineLayout;
|
||||
pipelineDesc.topologyType = static_cast<uint32_t>(RHI::PrimitiveTopologyType::Triangle);
|
||||
@@ -99,7 +61,7 @@ RHI::GraphicsPipelineDesc CreatePipelineDesc(
|
||||
pipelineDesc.renderTargetFormats[0] = static_cast<uint32_t>(RHI::Format::R8G8B8A8_UNorm);
|
||||
pipelineDesc.depthStencilFormat = static_cast<uint32_t>(RHI::Format::D24_UNorm_S8_UInt);
|
||||
pipelineDesc.sampleCount = 1;
|
||||
pipelineDesc.inputLayout = BuildInputLayout();
|
||||
pipelineDesc.inputLayout = BuiltinObjectIdPass::BuildInputLayout();
|
||||
|
||||
pipelineDesc.rasterizerState.fillMode = static_cast<uint32_t>(RHI::FillMode::Solid);
|
||||
pipelineDesc.rasterizerState.cullMode = static_cast<uint32_t>(RHI::CullMode::None);
|
||||
@@ -113,32 +75,14 @@ RHI::GraphicsPipelineDesc CreatePipelineDesc(
|
||||
pipelineDesc.depthStencilState.depthWriteEnable = false;
|
||||
pipelineDesc.depthStencilState.depthFunc = static_cast<uint32_t>(RHI::ComparisonFunc::LessEqual);
|
||||
|
||||
if (backendType == RHI::RHIType::D3D12) {
|
||||
pipelineDesc.vertexShader.source.assign(
|
||||
kBuiltinObjectIdHlsl,
|
||||
kBuiltinObjectIdHlsl + std::strlen(kBuiltinObjectIdHlsl));
|
||||
pipelineDesc.vertexShader.sourceLanguage = RHI::ShaderLanguage::HLSL;
|
||||
pipelineDesc.vertexShader.entryPoint = L"MainVS";
|
||||
pipelineDesc.vertexShader.profile = L"vs_5_0";
|
||||
|
||||
pipelineDesc.fragmentShader.source.assign(
|
||||
kBuiltinObjectIdHlsl,
|
||||
kBuiltinObjectIdHlsl + std::strlen(kBuiltinObjectIdHlsl));
|
||||
pipelineDesc.fragmentShader.sourceLanguage = RHI::ShaderLanguage::HLSL;
|
||||
pipelineDesc.fragmentShader.entryPoint = L"MainPS";
|
||||
pipelineDesc.fragmentShader.profile = L"ps_5_0";
|
||||
} else {
|
||||
pipelineDesc.vertexShader.source.assign(
|
||||
kBuiltinObjectIdVertexShader,
|
||||
kBuiltinObjectIdVertexShader + std::strlen(kBuiltinObjectIdVertexShader));
|
||||
pipelineDesc.vertexShader.sourceLanguage = RHI::ShaderLanguage::GLSL;
|
||||
pipelineDesc.vertexShader.profile = L"vs_4_30";
|
||||
|
||||
pipelineDesc.fragmentShader.source.assign(
|
||||
kBuiltinObjectIdFragmentShader,
|
||||
kBuiltinObjectIdFragmentShader + std::strlen(kBuiltinObjectIdFragmentShader));
|
||||
pipelineDesc.fragmentShader.sourceLanguage = RHI::ShaderLanguage::GLSL;
|
||||
pipelineDesc.fragmentShader.profile = L"fs_4_30";
|
||||
const Resources::ShaderBackend backend = ::XCEngine::Rendering::Detail::ToShaderBackend(backendType);
|
||||
if (const Resources::ShaderStageVariant* vertexVariant =
|
||||
shader.FindVariant(passName, Resources::ShaderType::Vertex, backend)) {
|
||||
::XCEngine::Rendering::Detail::ApplyShaderStageVariant(*vertexVariant, pipelineDesc.vertexShader);
|
||||
}
|
||||
if (const Resources::ShaderStageVariant* fragmentVariant =
|
||||
shader.FindVariant(passName, Resources::ShaderType::Fragment, backend)) {
|
||||
::XCEngine::Rendering::Detail::ApplyShaderStageVariant(*fragmentVariant, pipelineDesc.fragmentShader);
|
||||
}
|
||||
|
||||
return pipelineDesc;
|
||||
@@ -150,6 +94,19 @@ BuiltinObjectIdPass::~BuiltinObjectIdPass() {
|
||||
Shutdown();
|
||||
}
|
||||
|
||||
RHI::InputLayoutDesc BuiltinObjectIdPass::BuildInputLayout() {
|
||||
RHI::InputLayoutDesc inputLayout = {};
|
||||
|
||||
RHI::InputElementDesc position = {};
|
||||
position.semanticName = "POSITION";
|
||||
position.semanticIndex = 0;
|
||||
position.format = static_cast<uint32_t>(RHI::Format::R32G32B32_Float);
|
||||
position.inputSlot = 0;
|
||||
position.alignedByteOffset = static_cast<uint32_t>(offsetof(Resources::StaticMeshVertex, position));
|
||||
inputLayout.elements.push_back(position);
|
||||
return inputLayout;
|
||||
}
|
||||
|
||||
bool BuiltinObjectIdPass::Render(
|
||||
const RenderContext& context,
|
||||
const RenderSurface& surface,
|
||||
@@ -244,6 +201,26 @@ bool BuiltinObjectIdPass::EnsureInitialized(const RenderContext& context) {
|
||||
bool BuiltinObjectIdPass::CreateResources(const RenderContext& context) {
|
||||
m_device = context.device;
|
||||
m_backendType = context.backendType;
|
||||
m_builtinObjectIdShader = Resources::ResourceManager::Get().Load<Resources::Shader>(
|
||||
Resources::GetBuiltinObjectIdShaderPath());
|
||||
if (!m_builtinObjectIdShader.IsValid()) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
"BuiltinObjectIdPass failed to load builtin object-id shader resource");
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
const Resources::ShaderBackend backend = ::XCEngine::Rendering::Detail::ToShaderBackend(m_backendType);
|
||||
const Resources::ShaderPass* objectIdPass =
|
||||
FindObjectIdCompatiblePass(*m_builtinObjectIdShader.Get(), backend);
|
||||
if (objectIdPass == nullptr) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
"BuiltinObjectIdPass could not resolve a valid ObjectId shader pass");
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
RHI::DescriptorSetLayoutBinding constantBinding = {};
|
||||
constantBinding.binding = 0;
|
||||
@@ -263,7 +240,12 @@ bool BuiltinObjectIdPass::CreateResources(const RenderContext& context) {
|
||||
return false;
|
||||
}
|
||||
|
||||
m_pipelineState = m_device->CreatePipelineState(CreatePipelineDesc(m_backendType, m_pipelineLayout));
|
||||
m_pipelineState = m_device->CreatePipelineState(
|
||||
CreatePipelineDesc(
|
||||
m_backendType,
|
||||
m_pipelineLayout,
|
||||
*m_builtinObjectIdShader.Get(),
|
||||
objectIdPass->name));
|
||||
if (m_pipelineState == nullptr || !m_pipelineState->IsValid()) {
|
||||
if (m_pipelineState != nullptr) {
|
||||
m_pipelineState->Shutdown();
|
||||
@@ -299,6 +281,7 @@ void BuiltinObjectIdPass::DestroyResources() {
|
||||
|
||||
m_device = nullptr;
|
||||
m_backendType = RHI::RHIType::D3D12;
|
||||
m_builtinObjectIdShader.Reset();
|
||||
}
|
||||
|
||||
RHI::RHIDescriptorSet* BuiltinObjectIdPass::GetOrCreatePerObjectSet(uint64_t objectId) {
|
||||
|
||||
Reference in New Issue
Block a user