Wire depth and shadow requests through camera renderer

This commit is contained in:
2026-04-04 14:41:01 +08:00
parent 9e8810e593
commit 1a236b866d
6 changed files with 323 additions and 7 deletions

View File

@@ -13,6 +13,31 @@ class Scene;
namespace Rendering {
struct ScenePassRenderRequest {
RenderSurface surface;
RenderClearFlags clearFlags = RenderClearFlags::Depth;
bool hasClearColorOverride = false;
Math::Color clearColorOverride = Math::Color::Black();
bool hasCameraDataOverride = false;
RenderCameraData cameraDataOverride = {};
bool IsRequested() const {
return !surface.GetColorAttachments().empty();
}
bool IsValid() const {
const std::vector<RHI::RHIResourceView*>& colorAttachments = surface.GetColorAttachments();
return !colorAttachments.empty() &&
colorAttachments[0] != nullptr &&
surface.GetDepthAttachment() != nullptr &&
surface.GetRenderAreaWidth() > 0 &&
surface.GetRenderAreaHeight() > 0;
}
};
using DepthOnlyRenderRequest = ScenePassRenderRequest;
using ShadowCasterRenderRequest = ScenePassRenderRequest;
struct ObjectIdRenderRequest {
RenderSurface surface;
@@ -35,6 +60,8 @@ struct CameraRenderRequest {
Components::CameraComponent* camera = nullptr;
RenderContext context;
RenderSurface surface;
DepthOnlyRenderRequest depthOnly;
ShadowCasterRenderRequest shadowCaster;
ObjectIdRenderRequest objectId;
float cameraDepth = 0.0f;
uint8_t cameraStackOrder = 0;

View File

@@ -24,15 +24,21 @@ public:
explicit CameraRenderer(std::shared_ptr<const RenderPipelineAsset> pipelineAsset);
CameraRenderer(
std::unique_ptr<RenderPipeline> pipeline,
std::unique_ptr<ObjectIdPass> objectIdPass);
std::unique_ptr<ObjectIdPass> objectIdPass,
std::unique_ptr<RenderPass> depthOnlyPass = nullptr,
std::unique_ptr<RenderPass> shadowCasterPass = nullptr);
~CameraRenderer();
void SetPipeline(std::unique_ptr<RenderPipeline> pipeline);
void SetPipelineAsset(std::shared_ptr<const RenderPipelineAsset> pipelineAsset);
void SetObjectIdPass(std::unique_ptr<ObjectIdPass> objectIdPass);
void SetDepthOnlyPass(std::unique_ptr<RenderPass> depthOnlyPass);
void SetShadowCasterPass(std::unique_ptr<RenderPass> shadowCasterPass);
RenderPipeline* GetPipeline() const { return m_pipeline.get(); }
const RenderPipelineAsset* GetPipelineAsset() const { return m_pipelineAsset.get(); }
ObjectIdPass* GetObjectIdPass() const { return m_objectIdPass.get(); }
RenderPass* GetDepthOnlyPass() const { return m_depthOnlyPass.get(); }
RenderPass* GetShadowCasterPass() const { return m_shadowCasterPass.get(); }
bool Render(const CameraRenderRequest& request);
@@ -43,6 +49,8 @@ private:
std::shared_ptr<const RenderPipelineAsset> m_pipelineAsset;
std::unique_ptr<RenderPipeline> m_pipeline;
std::unique_ptr<ObjectIdPass> m_objectIdPass;
std::unique_ptr<RenderPass> m_depthOnlyPass;
std::unique_ptr<RenderPass> m_shadowCasterPass;
};
} // namespace Rendering

View File

@@ -1,6 +1,8 @@
#include "Rendering/CameraRenderer.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"
@@ -40,6 +42,14 @@ std::shared_ptr<const RenderPipelineAsset> CreateDefaultPipelineAsset() {
return s_defaultPipelineAsset;
}
std::unique_ptr<RenderPass> CreateDefaultDepthOnlyPass() {
return std::make_unique<Passes::BuiltinDepthOnlyPass>();
}
std::unique_ptr<RenderPass> CreateDefaultShadowCasterPass() {
return std::make_unique<Passes::BuiltinShadowCasterPass>();
}
std::unique_ptr<RenderPipeline> CreatePipelineFromAsset(
const std::shared_ptr<const RenderPipelineAsset>& pipelineAsset) {
if (pipelineAsset != nullptr) {
@@ -52,6 +62,54 @@ std::unique_ptr<RenderPipeline> CreatePipelineFromAsset(
return std::make_unique<Pipelines::BuiltinForwardPipeline>();
}
bool InitializeStandalonePass(
RenderPass* pass,
const RenderContext& context) {
if (pass == nullptr) {
return false;
}
if (pass->Initialize(context)) {
return true;
}
pass->Shutdown();
return false;
}
bool ExecuteScenePassRequest(
RenderPass* pass,
const ScenePassRenderRequest& request,
const RenderContext& context,
const RenderSceneData& baseSceneData) {
if (!request.IsRequested()) {
return true;
}
if (!InitializeStandalonePass(pass, context)) {
return false;
}
RenderSceneData sceneData = baseSceneData;
if (request.hasCameraDataOverride) {
sceneData.cameraData = request.cameraDataOverride;
}
sceneData.cameraData.viewportWidth = request.surface.GetRenderAreaWidth();
sceneData.cameraData.viewportHeight = request.surface.GetRenderAreaHeight();
sceneData.cameraData.clearFlags = request.clearFlags;
if (request.hasClearColorOverride) {
sceneData.cameraData.clearColor = request.clearColorOverride;
}
const RenderPassContext passContext = {
context,
request.surface,
sceneData
};
return pass->Execute(passContext);
}
} // namespace
CameraRenderer::CameraRenderer()
@@ -59,23 +117,39 @@ CameraRenderer::CameraRenderer()
}
CameraRenderer::CameraRenderer(std::unique_ptr<RenderPipeline> pipeline)
: CameraRenderer(std::move(pipeline), std::make_unique<Passes::BuiltinObjectIdPass>()) {
: CameraRenderer(
std::move(pipeline),
std::make_unique<Passes::BuiltinObjectIdPass>(),
CreateDefaultDepthOnlyPass(),
CreateDefaultShadowCasterPass()) {
}
CameraRenderer::CameraRenderer(
std::unique_ptr<RenderPipeline> pipeline,
std::unique_ptr<ObjectIdPass> objectIdPass)
std::unique_ptr<ObjectIdPass> objectIdPass,
std::unique_ptr<RenderPass> depthOnlyPass,
std::unique_ptr<RenderPass> shadowCasterPass)
: m_pipelineAsset(nullptr)
, m_objectIdPass(std::move(objectIdPass)) {
, m_objectIdPass(std::move(objectIdPass))
, m_depthOnlyPass(std::move(depthOnlyPass))
, m_shadowCasterPass(std::move(shadowCasterPass)) {
if (m_objectIdPass == nullptr) {
m_objectIdPass = std::make_unique<Passes::BuiltinObjectIdPass>();
}
if (m_depthOnlyPass == nullptr) {
m_depthOnlyPass = CreateDefaultDepthOnlyPass();
}
if (m_shadowCasterPass == nullptr) {
m_shadowCasterPass = CreateDefaultShadowCasterPass();
}
ResetPipeline(std::move(pipeline));
}
CameraRenderer::CameraRenderer(std::shared_ptr<const RenderPipelineAsset> pipelineAsset)
: m_pipelineAsset(std::move(pipelineAsset))
, m_objectIdPass(std::make_unique<Passes::BuiltinObjectIdPass>()) {
, m_objectIdPass(std::make_unique<Passes::BuiltinObjectIdPass>())
, m_depthOnlyPass(CreateDefaultDepthOnlyPass())
, m_shadowCasterPass(CreateDefaultShadowCasterPass()) {
SetPipelineAsset(m_pipelineAsset);
}
@@ -86,6 +160,12 @@ CameraRenderer::~CameraRenderer() {
if (m_objectIdPass != nullptr) {
m_objectIdPass->Shutdown();
}
if (m_depthOnlyPass != nullptr) {
m_depthOnlyPass->Shutdown();
}
if (m_shadowCasterPass != nullptr) {
m_shadowCasterPass->Shutdown();
}
}
void CameraRenderer::SetPipeline(std::unique_ptr<RenderPipeline> pipeline) {
@@ -109,6 +189,28 @@ void CameraRenderer::SetObjectIdPass(std::unique_ptr<ObjectIdPass> objectIdPass)
}
}
void CameraRenderer::SetDepthOnlyPass(std::unique_ptr<RenderPass> depthOnlyPass) {
if (m_depthOnlyPass != nullptr) {
m_depthOnlyPass->Shutdown();
}
m_depthOnlyPass = std::move(depthOnlyPass);
if (m_depthOnlyPass == nullptr) {
m_depthOnlyPass = CreateDefaultDepthOnlyPass();
}
}
void CameraRenderer::SetShadowCasterPass(std::unique_ptr<RenderPass> shadowCasterPass) {
if (m_shadowCasterPass != nullptr) {
m_shadowCasterPass->Shutdown();
}
m_shadowCasterPass = std::move(shadowCasterPass);
if (m_shadowCasterPass == nullptr) {
m_shadowCasterPass = CreateDefaultShadowCasterPass();
}
}
void CameraRenderer::ResetPipeline(std::unique_ptr<RenderPipeline> pipeline) {
if (m_pipeline != nullptr) {
m_pipeline->Shutdown();
@@ -131,6 +233,14 @@ bool CameraRenderer::Render(
request.surface.GetRenderAreaHeight() == 0) {
return false;
}
if (request.depthOnly.IsRequested() &&
!request.depthOnly.IsValid()) {
return false;
}
if (request.shadowCaster.IsRequested() &&
!request.shadowCaster.IsValid()) {
return false;
}
if (request.objectId.IsRequested() &&
!request.objectId.IsValid()) {
return false;
@@ -167,6 +277,24 @@ bool CameraRenderer::Render(
return false;
}
if (!ExecuteScenePassRequest(
m_shadowCasterPass.get(),
request.shadowCaster,
request.context,
sceneData)) {
ShutdownPassSequence(request.preScenePasses, preScenePassesInitialized);
return false;
}
if (!ExecuteScenePassRequest(
m_depthOnlyPass.get(),
request.depthOnly,
request.context,
sceneData)) {
ShutdownPassSequence(request.preScenePasses, preScenePassesInitialized);
return false;
}
if (!m_pipeline->Render(request.context, request.surface, sceneData)) {
ShutdownPassSequence(request.preScenePasses, preScenePassesInitialized);
return false;

View File

@@ -179,8 +179,19 @@ bool BuiltinDepthStylePassBase::Execute(const RenderPassContext& context) {
renderArea.x + renderArea.width,
renderArea.y + renderArea.height
};
const RHI::Rect clearRects[] = { scissorRect };
commandList->SetViewport(viewport);
commandList->SetScissorRect(scissorRect);
const Math::Color clearColor = context.sceneData.cameraData.clearColor;
const float clearValues[4] = { clearColor.r, clearColor.g, clearColor.b, clearColor.a };
if (HasRenderClearFlag(context.sceneData.cameraData.clearFlags, RenderClearFlags::Color)) {
commandList->ClearRenderTarget(renderTarget, clearValues, 1, clearRects);
}
if (HasRenderClearFlag(context.sceneData.cameraData.clearFlags, RenderClearFlags::Depth)) {
commandList->ClearDepthStencil(context.surface.GetDepthAttachment(), 1.0f, 0, 1, clearRects);
}
commandList->SetPrimitiveTopology(RHI::PrimitiveTopology::TriangleList);
for (const VisibleRenderItem& visibleItem : context.sceneData.visibleItems) {