refactor: move object id outline pass into renderer

This commit is contained in:
2026-04-01 17:47:49 +08:00
parent b85571d9d4
commit 12b1081dd0
5 changed files with 65 additions and 43 deletions

View File

@@ -1,378 +0,0 @@
#include "SceneViewportSelectionOutlinePass.h"
#include <XCEngine/Rendering/ObjectIdEncoding.h>
#include <XCEngine/RHI/RHICommandList.h>
#include <XCEngine/RHI/RHIDevice.h>
#include <algorithm>
#include <cstring>
namespace XCEngine {
namespace Editor {
namespace {
constexpr float kOutlineWidthPixels = 2.0f;
const char kSelectionOutlineCompositeHlsl[] = R"(
cbuffer OutlineConstants : register(b0) {
float4 gViewportSizeAndTexelSize;
float4 gOutlineColorAndWidth;
float4 gSelectedInfo;
float4 gSelectedObjectColors[256];
};
Texture2D gObjectIdTexture : register(t0);
struct VSOutput {
float4 position : SV_POSITION;
};
VSOutput MainVS(uint vertexId : SV_VertexID) {
static const float2 positions[3] = {
float2(-1.0, -1.0),
float2(-1.0, 3.0),
float2( 3.0, -1.0)
};
VSOutput output;
output.position = float4(positions[vertexId], 0.0, 1.0);
return output;
}
int2 ClampPixelCoord(int2 pixelCoord) {
const int2 maxCoord = int2(
max((int)gViewportSizeAndTexelSize.x - 1, 0),
max((int)gViewportSizeAndTexelSize.y - 1, 0));
return clamp(pixelCoord, int2(0, 0), maxCoord);
}
float4 LoadObjectId(int2 pixelCoord) {
return gObjectIdTexture.Load(int3(ClampPixelCoord(pixelCoord), 0));
}
bool IsSelectedObject(float4 objectIdColor) {
if (objectIdColor.a <= 0.0) {
return false;
}
const int selectedCount = min((int)gSelectedInfo.x, 256);
[loop]
for (int i = 0; i < selectedCount; ++i) {
const float4 selectedColor = gSelectedObjectColors[i];
if (all(abs(objectIdColor - selectedColor) <= float4(
0.0025,
0.0025,
0.0025,
0.0025))) {
return true;
}
}
return false;
}
float4 MainPS(VSOutput input) : SV_TARGET {
const int2 pixelCoord = int2(input.position.xy);
const bool debugSelectionMask = gSelectedInfo.y > 0.5;
const bool centerSelected = IsSelectedObject(LoadObjectId(pixelCoord));
if (debugSelectionMask) {
return centerSelected ? float4(1.0, 1.0, 1.0, 1.0) : float4(0.0, 0.0, 0.0, 1.0);
}
if (centerSelected) {
discard;
}
const int outlineWidth = max((int)gOutlineColorAndWidth.w, 1);
float outline = 0.0;
[loop]
for (int y = -2; y <= 2; ++y) {
[loop]
for (int x = -2; x <= 2; ++x) {
if (x == 0 && y == 0) {
continue;
}
const float distancePixels = length(float2((float)x, (float)y));
if (distancePixels > outlineWidth) {
continue;
}
if (!IsSelectedObject(LoadObjectId(pixelCoord + int2(x, y)))) {
continue;
}
const float weight = saturate(1.0 - ((distancePixels - 1.0) / max((float)outlineWidth, 1.0)));
outline = max(outline, weight);
}
}
if (outline <= 0.001) {
discard;
}
return float4(gOutlineColorAndWidth.rgb, outline);
}
)";
} // namespace
void SceneViewportSelectionOutlinePass::Shutdown() {
DestroyResources();
}
bool SceneViewportSelectionOutlinePass::Render(
const Rendering::RenderContext& renderContext,
const Rendering::RenderSurface& surface,
RHI::RHIResourceView* objectIdTextureView,
const std::vector<uint64_t>& selectedObjectIds,
bool debugSelectionMask) {
if (!renderContext.IsValid() ||
renderContext.backendType != RHI::RHIType::D3D12 ||
objectIdTextureView == nullptr ||
selectedObjectIds.empty()) {
return false;
}
if (!EnsureInitialized(renderContext)) {
return false;
}
const std::vector<RHI::RHIResourceView*>& colorAttachments = surface.GetColorAttachments();
if (colorAttachments.empty() || colorAttachments[0] == nullptr) {
return false;
}
OutlineConstants constants = {};
constants.viewportSizeAndTexelSize = Math::Vector4(
static_cast<float>(surface.GetWidth()),
static_cast<float>(surface.GetHeight()),
surface.GetWidth() > 0 ? 1.0f / static_cast<float>(surface.GetWidth()) : 0.0f,
surface.GetHeight() > 0 ? 1.0f / static_cast<float>(surface.GetHeight()) : 0.0f);
constants.outlineColorAndWidth = Math::Vector4(1.0f, 0.4f, 0.0f, kOutlineWidthPixels);
const uint32_t selectedCount = (std::min)(
static_cast<uint32_t>(selectedObjectIds.size()),
kMaxSelectedObjectCount);
constants.selectedInfo = Math::Vector4(
static_cast<float>(selectedCount),
debugSelectionMask ? 1.0f : 0.0f,
0.0f,
0.0f);
for (uint32_t index = 0; index < selectedCount; ++index) {
constants.selectedObjectColors[index] =
Rendering::EncodeObjectIdToColor(selectedObjectIds[index]);
}
m_constantSet->WriteConstant(0, &constants, sizeof(constants));
m_textureSet->Update(0, objectIdTextureView);
RHI::RHICommandList* commandList = renderContext.commandList;
RHI::RHIResourceView* renderTarget = colorAttachments[0];
commandList->SetRenderTargets(1, &renderTarget, nullptr);
const RHI::Viewport viewport = {
0.0f,
0.0f,
static_cast<float>(surface.GetWidth()),
static_cast<float>(surface.GetHeight()),
0.0f,
1.0f
};
const RHI::Rect scissorRect = {
0,
0,
static_cast<int32_t>(surface.GetWidth()),
static_cast<int32_t>(surface.GetHeight())
};
commandList->SetViewport(viewport);
commandList->SetScissorRect(scissorRect);
commandList->SetPrimitiveTopology(RHI::PrimitiveTopology::TriangleList);
commandList->SetPipelineState(m_pipelineState);
RHI::RHIDescriptorSet* descriptorSets[] = { m_constantSet, m_textureSet };
commandList->SetGraphicsDescriptorSets(0, 2, descriptorSets, m_pipelineLayout);
commandList->Draw(3, 1, 0, 0);
return true;
}
bool SceneViewportSelectionOutlinePass::EnsureInitialized(const Rendering::RenderContext& renderContext) {
if (m_pipelineLayout != nullptr &&
m_pipelineState != nullptr &&
m_constantPool != nullptr &&
m_constantSet != nullptr &&
m_texturePool != nullptr &&
m_textureSet != nullptr &&
m_device == renderContext.device &&
m_backendType == renderContext.backendType) {
return true;
}
DestroyResources();
return CreateResources(renderContext);
}
bool SceneViewportSelectionOutlinePass::CreateResources(const Rendering::RenderContext& renderContext) {
if (!renderContext.IsValid() || renderContext.backendType != RHI::RHIType::D3D12) {
return false;
}
m_device = renderContext.device;
m_backendType = renderContext.backendType;
RHI::DescriptorSetLayoutBinding setBindings[2] = {};
setBindings[0].binding = 0;
setBindings[0].type = static_cast<uint32_t>(RHI::DescriptorType::CBV);
setBindings[0].count = 1;
setBindings[1].binding = 0;
setBindings[1].type = static_cast<uint32_t>(RHI::DescriptorType::SRV);
setBindings[1].count = 1;
RHI::DescriptorSetLayoutDesc constantLayout = {};
constantLayout.bindings = &setBindings[0];
constantLayout.bindingCount = 1;
RHI::DescriptorSetLayoutDesc textureLayout = {};
textureLayout.bindings = &setBindings[1];
textureLayout.bindingCount = 1;
RHI::DescriptorSetLayoutDesc setLayouts[2] = {};
setLayouts[0] = constantLayout;
setLayouts[1] = textureLayout;
RHI::RHIPipelineLayoutDesc pipelineLayoutDesc = {};
pipelineLayoutDesc.setLayouts = setLayouts;
pipelineLayoutDesc.setLayoutCount = 2;
m_pipelineLayout = m_device->CreatePipelineLayout(pipelineLayoutDesc);
if (m_pipelineLayout == nullptr) {
DestroyResources();
return false;
}
RHI::DescriptorPoolDesc constantPoolDesc = {};
constantPoolDesc.type = RHI::DescriptorHeapType::CBV_SRV_UAV;
constantPoolDesc.descriptorCount = 1;
constantPoolDesc.shaderVisible = false;
m_constantPool = m_device->CreateDescriptorPool(constantPoolDesc);
if (m_constantPool == nullptr) {
DestroyResources();
return false;
}
m_constantSet = m_constantPool->AllocateSet(constantLayout);
if (m_constantSet == nullptr) {
DestroyResources();
return false;
}
RHI::DescriptorPoolDesc texturePoolDesc = {};
texturePoolDesc.type = RHI::DescriptorHeapType::CBV_SRV_UAV;
texturePoolDesc.descriptorCount = 1;
texturePoolDesc.shaderVisible = true;
m_texturePool = m_device->CreateDescriptorPool(texturePoolDesc);
if (m_texturePool == nullptr) {
DestroyResources();
return false;
}
m_textureSet = m_texturePool->AllocateSet(textureLayout);
if (m_textureSet == nullptr) {
DestroyResources();
return false;
}
RHI::GraphicsPipelineDesc pipelineDesc = {};
pipelineDesc.pipelineLayout = m_pipelineLayout;
pipelineDesc.topologyType = static_cast<uint32_t>(RHI::PrimitiveTopologyType::Triangle);
pipelineDesc.renderTargetCount = 1;
pipelineDesc.renderTargetFormats[0] = static_cast<uint32_t>(RHI::Format::R8G8B8A8_UNorm);
pipelineDesc.depthStencilFormat = static_cast<uint32_t>(RHI::Format::Unknown);
pipelineDesc.sampleCount = 1;
pipelineDesc.rasterizerState.fillMode = static_cast<uint32_t>(RHI::FillMode::Solid);
pipelineDesc.rasterizerState.cullMode = static_cast<uint32_t>(RHI::CullMode::None);
pipelineDesc.rasterizerState.frontFace = static_cast<uint32_t>(RHI::FrontFace::CounterClockwise);
pipelineDesc.rasterizerState.depthClipEnable = true;
pipelineDesc.blendState.blendEnable = true;
pipelineDesc.blendState.srcBlend = static_cast<uint32_t>(RHI::BlendFactor::SrcAlpha);
pipelineDesc.blendState.dstBlend = static_cast<uint32_t>(RHI::BlendFactor::InvSrcAlpha);
pipelineDesc.blendState.srcBlendAlpha = static_cast<uint32_t>(RHI::BlendFactor::One);
pipelineDesc.blendState.dstBlendAlpha = static_cast<uint32_t>(RHI::BlendFactor::InvSrcAlpha);
pipelineDesc.blendState.blendOp = static_cast<uint32_t>(RHI::BlendOp::Add);
pipelineDesc.blendState.blendOpAlpha = static_cast<uint32_t>(RHI::BlendOp::Add);
pipelineDesc.blendState.colorWriteMask = static_cast<uint8_t>(RHI::ColorWriteMask::All);
pipelineDesc.depthStencilState.depthTestEnable = false;
pipelineDesc.depthStencilState.depthWriteEnable = false;
pipelineDesc.depthStencilState.depthFunc = static_cast<uint32_t>(RHI::ComparisonFunc::Always);
pipelineDesc.vertexShader.source.assign(
kSelectionOutlineCompositeHlsl,
kSelectionOutlineCompositeHlsl + std::strlen(kSelectionOutlineCompositeHlsl));
pipelineDesc.vertexShader.sourceLanguage = RHI::ShaderLanguage::HLSL;
pipelineDesc.vertexShader.entryPoint = L"MainVS";
pipelineDesc.vertexShader.profile = L"vs_5_0";
pipelineDesc.fragmentShader.source.assign(
kSelectionOutlineCompositeHlsl,
kSelectionOutlineCompositeHlsl + std::strlen(kSelectionOutlineCompositeHlsl));
pipelineDesc.fragmentShader.sourceLanguage = RHI::ShaderLanguage::HLSL;
pipelineDesc.fragmentShader.entryPoint = L"MainPS";
pipelineDesc.fragmentShader.profile = L"ps_5_0";
m_pipelineState = m_device->CreatePipelineState(pipelineDesc);
if (m_pipelineState == nullptr || !m_pipelineState->IsValid()) {
DestroyResources();
return false;
}
return true;
}
void SceneViewportSelectionOutlinePass::DestroyResources() {
if (m_pipelineState != nullptr) {
m_pipelineState->Shutdown();
delete m_pipelineState;
m_pipelineState = nullptr;
}
if (m_textureSet != nullptr) {
m_textureSet->Shutdown();
delete m_textureSet;
m_textureSet = nullptr;
}
if (m_texturePool != nullptr) {
m_texturePool->Shutdown();
delete m_texturePool;
m_texturePool = nullptr;
}
if (m_constantSet != nullptr) {
m_constantSet->Shutdown();
delete m_constantSet;
m_constantSet = nullptr;
}
if (m_constantPool != nullptr) {
m_constantPool->Shutdown();
delete m_constantPool;
m_constantPool = nullptr;
}
if (m_pipelineLayout != nullptr) {
m_pipelineLayout->Shutdown();
delete m_pipelineLayout;
m_pipelineLayout = nullptr;
}
m_device = nullptr;
m_backendType = RHI::RHIType::D3D12;
}
} // namespace Editor
} // namespace XCEngine

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@@ -1,60 +0,0 @@
#pragma once
#include <XCEngine/Core/Math/Vector3.h>
#include <XCEngine/Core/Math/Vector4.h>
#include <XCEngine/Rendering/RenderContext.h>
#include <XCEngine/Rendering/RenderSurface.h>
#include <XCEngine/RHI/RHIDescriptorPool.h>
#include <XCEngine/RHI/RHIDescriptorSet.h>
#include <XCEngine/RHI/RHIEnums.h>
#include <XCEngine/RHI/RHIPipelineLayout.h>
#include <XCEngine/RHI/RHIPipelineState.h>
#include <XCEngine/RHI/RHIResourceView.h>
#include <array>
#include <cstdint>
#include <vector>
namespace XCEngine {
namespace Editor {
class SceneViewportSelectionOutlinePass {
public:
~SceneViewportSelectionOutlinePass() = default;
static constexpr uint32_t kMaxSelectedObjectCount = 256u;
void Shutdown();
bool Render(
const Rendering::RenderContext& renderContext,
const Rendering::RenderSurface& surface,
RHI::RHIResourceView* objectIdTextureView,
const std::vector<uint64_t>& selectedObjectIds,
bool debugSelectionMask = false);
private:
struct OutlineConstants {
Math::Vector4 viewportSizeAndTexelSize = Math::Vector4::Zero();
Math::Vector4 outlineColorAndWidth = Math::Vector4::Zero();
Math::Vector4 selectedInfo = Math::Vector4::Zero();
std::array<Math::Vector4, kMaxSelectedObjectCount> selectedObjectColors = {};
};
bool EnsureInitialized(const Rendering::RenderContext& renderContext);
bool CreateResources(const Rendering::RenderContext& renderContext);
void DestroyResources();
RHI::RHIDevice* m_device = nullptr;
RHI::RHIType m_backendType = RHI::RHIType::D3D12;
RHI::RHIPipelineLayout* m_pipelineLayout = nullptr;
RHI::RHIPipelineState* m_pipelineState = nullptr;
RHI::RHIDescriptorPool* m_constantPool = nullptr;
RHI::RHIDescriptorSet* m_constantSet = nullptr;
RHI::RHIDescriptorPool* m_texturePool = nullptr;
RHI::RHIDescriptorSet* m_textureSet = nullptr;
};
} // namespace Editor
} // namespace XCEngine

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@@ -8,7 +8,6 @@
#include "SceneViewportCameraController.h"
#include "SceneViewportInfiniteGridPass.h"
#include "SceneViewportPostPassPlan.h"
#include "SceneViewportSelectionOutlinePass.h"
#include "UI/ImGuiBackendBridge.h"
#include <XCEngine/Components/CameraComponent.h>
@@ -19,6 +18,7 @@
#include <XCEngine/RHI/RHIResourceView.h>
#include <XCEngine/RHI/RHITexture.h>
#include <XCEngine/Rendering/ObjectIdEncoding.h>
#include <XCEngine/Rendering/Passes/BuiltinObjectIdOutlinePass.h>
#include <XCEngine/Rendering/RenderContext.h>
#include <XCEngine/Rendering/RenderSurface.h>
#include <XCEngine/Rendering/SceneRenderer.h>
@@ -615,7 +615,11 @@ private:
context.surface,
entry.objectIdShaderView,
selectedObjectIds,
false);
Rendering::Passes::ObjectIdOutlineStyle{
Math::Color(1.0f, 0.4f, 0.0f, 1.0f),
2.0f,
false
});
if (!rendered) {
SetViewportStatusIfEmpty(entry.statusText, "Scene selection outline pass failed");
}
@@ -656,7 +660,11 @@ private:
context.surface,
entry.objectIdShaderView,
selectedObjectIds,
true);
Rendering::Passes::ObjectIdOutlineStyle{
Math::Color(1.0f, 0.4f, 0.0f, 1.0f),
2.0f,
true
});
if (!rendered) {
SetViewportStatusIfEmpty(entry.statusText, "Scene selection mask debug pass failed");
}
@@ -998,7 +1006,7 @@ private:
std::array<ViewportEntry, 2> m_entries = {};
SceneViewCameraState m_sceneViewCamera;
SceneViewportInfiniteGridPass m_sceneGridPass;
SceneViewportSelectionOutlinePass m_sceneSelectionOutlinePass;
Rendering::Passes::BuiltinObjectIdOutlinePass m_sceneSelectionOutlinePass;
};
} // namespace Editor