refactor: move object id outline pass into renderer
This commit is contained in:
@@ -345,9 +345,11 @@ add_library(XCEngine STATIC
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/ObjectIdPass.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/SceneRenderer.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinObjectIdPass.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinObjectIdOutlinePass.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Pipelines/BuiltinForwardPipeline.h
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${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/CameraRenderer.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinObjectIdPass.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinObjectIdOutlinePass.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/RenderSurface.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/RenderSceneExtractor.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/RenderResourceCache.cpp
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@@ -0,0 +1,69 @@
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#pragma once
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#include <XCEngine/Core/Math/Color.h>
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#include <XCEngine/Core/Math/Vector3.h>
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#include <XCEngine/Core/Math/Vector4.h>
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#include <XCEngine/Rendering/RenderContext.h>
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#include <XCEngine/Rendering/RenderSurface.h>
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#include <XCEngine/RHI/RHIDescriptorPool.h>
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#include <XCEngine/RHI/RHIDescriptorSet.h>
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#include <XCEngine/RHI/RHIEnums.h>
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#include <XCEngine/RHI/RHIPipelineLayout.h>
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#include <XCEngine/RHI/RHIPipelineState.h>
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#include <XCEngine/RHI/RHIResourceView.h>
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#include <array>
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#include <cstdint>
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#include <vector>
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namespace XCEngine {
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namespace Rendering {
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namespace Passes {
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struct ObjectIdOutlineStyle {
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Math::Color outlineColor = Math::Color(1.0f, 0.4f, 0.0f, 1.0f);
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float outlineWidthPixels = 2.0f;
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bool debugSelectionMask = false;
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};
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class BuiltinObjectIdOutlinePass {
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public:
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~BuiltinObjectIdOutlinePass() = default;
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static constexpr uint32_t kMaxSelectedObjectCount = 256u;
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void Shutdown();
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bool Render(
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const RenderContext& renderContext,
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const RenderSurface& surface,
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RHI::RHIResourceView* objectIdTextureView,
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const std::vector<uint64_t>& selectedObjectIds,
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const ObjectIdOutlineStyle& style = {});
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private:
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struct OutlineConstants {
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Math::Vector4 viewportSizeAndTexelSize = Math::Vector4::Zero();
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Math::Vector4 outlineColor = Math::Vector4::Zero();
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Math::Vector4 selectedInfo = Math::Vector4::Zero();
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std::array<Math::Vector4, kMaxSelectedObjectCount> selectedObjectColors = {};
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};
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bool EnsureInitialized(const RenderContext& renderContext);
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bool CreateResources(const RenderContext& renderContext);
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void DestroyResources();
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RHI::RHIDevice* m_device = nullptr;
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RHI::RHIType m_backendType = RHI::RHIType::D3D12;
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RHI::RHIPipelineLayout* m_pipelineLayout = nullptr;
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RHI::RHIPipelineState* m_pipelineState = nullptr;
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RHI::RHIDescriptorPool* m_constantPool = nullptr;
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RHI::RHIDescriptorSet* m_constantSet = nullptr;
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RHI::RHIDescriptorPool* m_texturePool = nullptr;
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RHI::RHIDescriptorSet* m_textureSet = nullptr;
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};
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} // namespace Passes
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} // namespace Rendering
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} // namespace XCEngine
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382
engine/src/Rendering/Passes/BuiltinObjectIdOutlinePass.cpp
Normal file
382
engine/src/Rendering/Passes/BuiltinObjectIdOutlinePass.cpp
Normal file
@@ -0,0 +1,382 @@
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#include "Rendering/Passes/BuiltinObjectIdOutlinePass.h"
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#include "Rendering/ObjectIdEncoding.h"
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#include "RHI/RHICommandList.h"
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#include "RHI/RHIDevice.h"
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#include <algorithm>
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#include <cstring>
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namespace XCEngine {
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namespace Rendering {
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namespace Passes {
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namespace {
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const char kBuiltinObjectIdOutlineHlsl[] = R"(
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cbuffer OutlineConstants : register(b0) {
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float4 gViewportSizeAndTexelSize;
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float4 gOutlineColor;
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float4 gSelectedInfo;
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float4 gSelectedObjectColors[256];
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};
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Texture2D gObjectIdTexture : register(t0);
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struct VSOutput {
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float4 position : SV_POSITION;
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};
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VSOutput MainVS(uint vertexId : SV_VertexID) {
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static const float2 positions[3] = {
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float2(-1.0, -1.0),
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float2(-1.0, 3.0),
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float2( 3.0, -1.0)
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};
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VSOutput output;
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output.position = float4(positions[vertexId], 0.0, 1.0);
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return output;
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}
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int2 ClampPixelCoord(int2 pixelCoord) {
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const int2 maxCoord = int2(
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max((int)gViewportSizeAndTexelSize.x - 1, 0),
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max((int)gViewportSizeAndTexelSize.y - 1, 0));
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return clamp(pixelCoord, int2(0, 0), maxCoord);
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}
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float4 LoadObjectId(int2 pixelCoord) {
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return gObjectIdTexture.Load(int3(ClampPixelCoord(pixelCoord), 0));
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}
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bool IsSelectedObject(float4 objectIdColor) {
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if (objectIdColor.a <= 0.0) {
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return false;
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}
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const int selectedCount = min((int)gSelectedInfo.x, 256);
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[loop]
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for (int i = 0; i < selectedCount; ++i) {
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const float4 selectedColor = gSelectedObjectColors[i];
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if (all(abs(objectIdColor - selectedColor) <= float4(
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0.0025,
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0.0025,
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0.0025,
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0.0025))) {
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return true;
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}
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}
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return false;
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}
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float4 MainPS(VSOutput input) : SV_TARGET {
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const int2 pixelCoord = int2(input.position.xy);
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const bool debugSelectionMask = gSelectedInfo.y > 0.5;
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const bool centerSelected = IsSelectedObject(LoadObjectId(pixelCoord));
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if (debugSelectionMask) {
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return centerSelected ? float4(1.0, 1.0, 1.0, 1.0) : float4(0.0, 0.0, 0.0, 1.0);
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}
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if (centerSelected) {
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discard;
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}
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const int outlineWidth = max((int)gSelectedInfo.z, 1);
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float outline = 0.0;
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[loop]
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for (int y = -2; y <= 2; ++y) {
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[loop]
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for (int x = -2; x <= 2; ++x) {
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if (x == 0 && y == 0) {
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continue;
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}
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const float distancePixels = length(float2((float)x, (float)y));
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if (distancePixels > outlineWidth) {
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continue;
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}
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if (!IsSelectedObject(LoadObjectId(pixelCoord + int2(x, y)))) {
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continue;
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}
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const float weight = saturate(1.0 - ((distancePixels - 1.0) / max((float)outlineWidth, 1.0)));
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outline = max(outline, weight);
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}
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}
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if (outline <= 0.001) {
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discard;
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}
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return float4(gOutlineColor.rgb, gOutlineColor.a * outline);
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}
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)";
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} // namespace
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void BuiltinObjectIdOutlinePass::Shutdown() {
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DestroyResources();
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}
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bool BuiltinObjectIdOutlinePass::Render(
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const RenderContext& renderContext,
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const RenderSurface& surface,
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RHI::RHIResourceView* objectIdTextureView,
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const std::vector<uint64_t>& selectedObjectIds,
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const ObjectIdOutlineStyle& style) {
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if (!renderContext.IsValid() ||
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renderContext.backendType != RHI::RHIType::D3D12 ||
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objectIdTextureView == nullptr ||
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selectedObjectIds.empty()) {
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return false;
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}
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if (!EnsureInitialized(renderContext)) {
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return false;
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}
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const std::vector<RHI::RHIResourceView*>& colorAttachments = surface.GetColorAttachments();
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if (colorAttachments.empty() || colorAttachments[0] == nullptr) {
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return false;
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}
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OutlineConstants constants = {};
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constants.viewportSizeAndTexelSize = Math::Vector4(
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static_cast<float>(surface.GetWidth()),
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static_cast<float>(surface.GetHeight()),
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surface.GetWidth() > 0 ? 1.0f / static_cast<float>(surface.GetWidth()) : 0.0f,
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surface.GetHeight() > 0 ? 1.0f / static_cast<float>(surface.GetHeight()) : 0.0f);
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constants.outlineColor = Math::Vector4(
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style.outlineColor.r,
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style.outlineColor.g,
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style.outlineColor.b,
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style.outlineColor.a);
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const uint32_t selectedCount = (std::min)(
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static_cast<uint32_t>(selectedObjectIds.size()),
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kMaxSelectedObjectCount);
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constants.selectedInfo = Math::Vector4(
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static_cast<float>(selectedCount),
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style.debugSelectionMask ? 1.0f : 0.0f,
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style.outlineWidthPixels,
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0.0f);
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for (uint32_t index = 0; index < selectedCount; ++index) {
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constants.selectedObjectColors[index] =
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EncodeObjectIdToColor(selectedObjectIds[index]);
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}
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m_constantSet->WriteConstant(0, &constants, sizeof(constants));
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m_textureSet->Update(0, objectIdTextureView);
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RHI::RHICommandList* commandList = renderContext.commandList;
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RHI::RHIResourceView* renderTarget = colorAttachments[0];
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commandList->SetRenderTargets(1, &renderTarget, nullptr);
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const RHI::Viewport viewport = {
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0.0f,
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0.0f,
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static_cast<float>(surface.GetWidth()),
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static_cast<float>(surface.GetHeight()),
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0.0f,
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1.0f
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};
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const RHI::Rect scissorRect = {
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0,
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0,
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static_cast<int32_t>(surface.GetWidth()),
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static_cast<int32_t>(surface.GetHeight())
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};
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commandList->SetViewport(viewport);
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commandList->SetScissorRect(scissorRect);
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commandList->SetPrimitiveTopology(RHI::PrimitiveTopology::TriangleList);
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commandList->SetPipelineState(m_pipelineState);
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RHI::RHIDescriptorSet* descriptorSets[] = { m_constantSet, m_textureSet };
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commandList->SetGraphicsDescriptorSets(0, 2, descriptorSets, m_pipelineLayout);
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commandList->Draw(3, 1, 0, 0);
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return true;
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}
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bool BuiltinObjectIdOutlinePass::EnsureInitialized(const RenderContext& renderContext) {
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if (m_pipelineLayout != nullptr &&
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m_pipelineState != nullptr &&
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m_constantPool != nullptr &&
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m_constantSet != nullptr &&
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m_texturePool != nullptr &&
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m_textureSet != nullptr &&
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m_device == renderContext.device &&
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m_backendType == renderContext.backendType) {
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return true;
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}
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DestroyResources();
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return CreateResources(renderContext);
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}
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bool BuiltinObjectIdOutlinePass::CreateResources(const RenderContext& renderContext) {
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if (!renderContext.IsValid() || renderContext.backendType != RHI::RHIType::D3D12) {
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return false;
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}
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m_device = renderContext.device;
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m_backendType = renderContext.backendType;
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RHI::DescriptorSetLayoutBinding setBindings[2] = {};
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setBindings[0].binding = 0;
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setBindings[0].type = static_cast<uint32_t>(RHI::DescriptorType::CBV);
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setBindings[0].count = 1;
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setBindings[1].binding = 0;
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setBindings[1].type = static_cast<uint32_t>(RHI::DescriptorType::SRV);
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setBindings[1].count = 1;
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RHI::DescriptorSetLayoutDesc constantLayout = {};
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constantLayout.bindings = &setBindings[0];
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constantLayout.bindingCount = 1;
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RHI::DescriptorSetLayoutDesc textureLayout = {};
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textureLayout.bindings = &setBindings[1];
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textureLayout.bindingCount = 1;
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RHI::DescriptorSetLayoutDesc setLayouts[2] = {};
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setLayouts[0] = constantLayout;
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setLayouts[1] = textureLayout;
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RHI::RHIPipelineLayoutDesc pipelineLayoutDesc = {};
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pipelineLayoutDesc.setLayouts = setLayouts;
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pipelineLayoutDesc.setLayoutCount = 2;
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m_pipelineLayout = m_device->CreatePipelineLayout(pipelineLayoutDesc);
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if (m_pipelineLayout == nullptr) {
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DestroyResources();
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return false;
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}
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RHI::DescriptorPoolDesc constantPoolDesc = {};
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constantPoolDesc.type = RHI::DescriptorHeapType::CBV_SRV_UAV;
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constantPoolDesc.descriptorCount = 1;
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constantPoolDesc.shaderVisible = false;
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m_constantPool = m_device->CreateDescriptorPool(constantPoolDesc);
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if (m_constantPool == nullptr) {
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DestroyResources();
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return false;
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}
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m_constantSet = m_constantPool->AllocateSet(constantLayout);
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if (m_constantSet == nullptr) {
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DestroyResources();
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return false;
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}
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RHI::DescriptorPoolDesc texturePoolDesc = {};
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texturePoolDesc.type = RHI::DescriptorHeapType::CBV_SRV_UAV;
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texturePoolDesc.descriptorCount = 1;
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texturePoolDesc.shaderVisible = true;
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m_texturePool = m_device->CreateDescriptorPool(texturePoolDesc);
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if (m_texturePool == nullptr) {
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DestroyResources();
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return false;
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}
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m_textureSet = m_texturePool->AllocateSet(textureLayout);
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if (m_textureSet == nullptr) {
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DestroyResources();
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return false;
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}
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RHI::GraphicsPipelineDesc pipelineDesc = {};
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pipelineDesc.pipelineLayout = m_pipelineLayout;
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pipelineDesc.topologyType = static_cast<uint32_t>(RHI::PrimitiveTopologyType::Triangle);
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pipelineDesc.renderTargetCount = 1;
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pipelineDesc.renderTargetFormats[0] = static_cast<uint32_t>(RHI::Format::R8G8B8A8_UNorm);
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pipelineDesc.depthStencilFormat = static_cast<uint32_t>(RHI::Format::Unknown);
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pipelineDesc.sampleCount = 1;
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pipelineDesc.rasterizerState.fillMode = static_cast<uint32_t>(RHI::FillMode::Solid);
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pipelineDesc.rasterizerState.cullMode = static_cast<uint32_t>(RHI::CullMode::None);
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pipelineDesc.rasterizerState.frontFace = static_cast<uint32_t>(RHI::FrontFace::CounterClockwise);
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pipelineDesc.rasterizerState.depthClipEnable = true;
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pipelineDesc.blendState.blendEnable = true;
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pipelineDesc.blendState.srcBlend = static_cast<uint32_t>(RHI::BlendFactor::SrcAlpha);
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pipelineDesc.blendState.dstBlend = static_cast<uint32_t>(RHI::BlendFactor::InvSrcAlpha);
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pipelineDesc.blendState.srcBlendAlpha = static_cast<uint32_t>(RHI::BlendFactor::One);
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pipelineDesc.blendState.dstBlendAlpha = static_cast<uint32_t>(RHI::BlendFactor::InvSrcAlpha);
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pipelineDesc.blendState.blendOp = static_cast<uint32_t>(RHI::BlendOp::Add);
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pipelineDesc.blendState.blendOpAlpha = static_cast<uint32_t>(RHI::BlendOp::Add);
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pipelineDesc.blendState.colorWriteMask = static_cast<uint8_t>(RHI::ColorWriteMask::All);
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pipelineDesc.depthStencilState.depthTestEnable = false;
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pipelineDesc.depthStencilState.depthWriteEnable = false;
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pipelineDesc.depthStencilState.depthFunc = static_cast<uint32_t>(RHI::ComparisonFunc::Always);
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pipelineDesc.vertexShader.source.assign(
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kBuiltinObjectIdOutlineHlsl,
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kBuiltinObjectIdOutlineHlsl + std::strlen(kBuiltinObjectIdOutlineHlsl));
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pipelineDesc.vertexShader.sourceLanguage = RHI::ShaderLanguage::HLSL;
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pipelineDesc.vertexShader.entryPoint = L"MainVS";
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pipelineDesc.vertexShader.profile = L"vs_5_0";
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pipelineDesc.fragmentShader.source.assign(
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kBuiltinObjectIdOutlineHlsl,
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kBuiltinObjectIdOutlineHlsl + std::strlen(kBuiltinObjectIdOutlineHlsl));
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pipelineDesc.fragmentShader.sourceLanguage = RHI::ShaderLanguage::HLSL;
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pipelineDesc.fragmentShader.entryPoint = L"MainPS";
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pipelineDesc.fragmentShader.profile = L"ps_5_0";
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m_pipelineState = m_device->CreatePipelineState(pipelineDesc);
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if (m_pipelineState == nullptr || !m_pipelineState->IsValid()) {
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DestroyResources();
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return false;
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}
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return true;
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}
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void BuiltinObjectIdOutlinePass::DestroyResources() {
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if (m_pipelineState != nullptr) {
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m_pipelineState->Shutdown();
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delete m_pipelineState;
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m_pipelineState = nullptr;
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}
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if (m_textureSet != nullptr) {
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m_textureSet->Shutdown();
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delete m_textureSet;
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m_textureSet = nullptr;
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}
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if (m_texturePool != nullptr) {
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m_texturePool->Shutdown();
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delete m_texturePool;
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m_texturePool = nullptr;
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}
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if (m_constantSet != nullptr) {
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m_constantSet->Shutdown();
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delete m_constantSet;
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m_constantSet = nullptr;
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}
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if (m_constantPool != nullptr) {
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m_constantPool->Shutdown();
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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 Passes
|
||||
} // namespace Rendering
|
||||
} // namespace XCEngine
|
||||
Reference in New Issue
Block a user