engine: sync editor rendering and ui changes
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@@ -4,8 +4,10 @@
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#include "Debug/Logger.h"
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#include "Rendering/Picking/ObjectIdCodec.h"
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#include "Rendering/Detail/ShaderVariantUtils.h"
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#include "Rendering/Materials/RenderMaterialStateUtils.h"
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#include "RHI/RHICommandList.h"
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#include "RHI/RHIDevice.h"
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#include <XCEngine/Resources/BuiltinResources.h>
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#include <algorithm>
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#include <utility>
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@@ -52,32 +54,46 @@ RHI::GraphicsPipelineDesc CreatePipelineDesc(
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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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const Resources::ShaderPass* shaderPass = shader.FindPass(passName);
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if (shaderPass != nullptr && shaderPass->hasFixedFunctionState) {
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::XCEngine::Rendering::ApplyRenderState(shaderPass->fixedFunctionState, pipelineDesc);
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} else {
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Resources::MaterialRenderState fallbackState = {};
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fallbackState.cullMode = Resources::MaterialCullMode::None;
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fallbackState.depthWriteEnable = false;
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fallbackState.depthTestEnable = false;
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fallbackState.depthFunc = Resources::MaterialComparisonFunc::Always;
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fallbackState.blendEnable = true;
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fallbackState.srcBlend = Resources::MaterialBlendFactor::SrcAlpha;
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fallbackState.dstBlend = Resources::MaterialBlendFactor::InvSrcAlpha;
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fallbackState.srcBlendAlpha = Resources::MaterialBlendFactor::One;
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fallbackState.dstBlendAlpha = Resources::MaterialBlendFactor::InvSrcAlpha;
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fallbackState.blendOp = Resources::MaterialBlendOp::Add;
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fallbackState.blendOpAlpha = Resources::MaterialBlendOp::Add;
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fallbackState.colorWriteMask = static_cast<uint8_t>(RHI::ColorWriteMask::All);
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::XCEngine::Rendering::ApplyRenderState(fallbackState, pipelineDesc);
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}
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const Resources::ShaderBackend backend = ::XCEngine::Rendering::Detail::ToShaderBackend(backendType);
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if (const Resources::ShaderStageVariant* vertexVariant =
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shader.FindVariant(passName, Resources::ShaderType::Vertex, backend)) {
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::XCEngine::Rendering::Detail::ApplyShaderStageVariant(*vertexVariant, pipelineDesc.vertexShader);
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if (shaderPass != nullptr) {
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::XCEngine::Rendering::Detail::ApplyShaderStageVariant(
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*shaderPass,
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backend,
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*vertexVariant,
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pipelineDesc.vertexShader);
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}
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}
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if (const Resources::ShaderStageVariant* fragmentVariant =
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shader.FindVariant(passName, Resources::ShaderType::Fragment, backend)) {
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::XCEngine::Rendering::Detail::ApplyShaderStageVariant(*fragmentVariant, pipelineDesc.fragmentShader);
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if (shaderPass != nullptr) {
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::XCEngine::Rendering::Detail::ApplyShaderStageVariant(
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*shaderPass,
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backend,
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*fragmentVariant,
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pipelineDesc.fragmentShader);
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}
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}
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return pipelineDesc;
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@@ -86,7 +102,7 @@ RHI::GraphicsPipelineDesc CreatePipelineDesc(
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} // namespace
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BuiltinObjectIdOutlinePass::BuiltinObjectIdOutlinePass(Containers::String shaderPath)
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: m_shaderPath(std::move(shaderPath)) {
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: m_shaderPath(shaderPath.Empty() ? Resources::GetBuiltinObjectIdOutlineShaderPath() : std::move(shaderPath)) {
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ResetState();
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}
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