Fix scene selection outline mask path

This commit is contained in:
2026-04-09 05:16:04 +08:00
parent c48311eaaf
commit 2084412010
29 changed files with 1250 additions and 56 deletions

View File

@@ -226,7 +226,8 @@ inline bool TryBuildBuiltinPassDefaultResourceBindings(
if (ShaderPassMatchesBuiltinPass(shaderPass, BuiltinMaterialPass::Unlit) ||
ShaderPassMatchesBuiltinPass(shaderPass, BuiltinMaterialPass::DepthOnly) ||
ShaderPassMatchesBuiltinPass(shaderPass, BuiltinMaterialPass::ShadowCaster)) {
ShaderPassMatchesBuiltinPass(shaderPass, BuiltinMaterialPass::ShadowCaster) ||
ShaderPassMatchesBuiltinPass(shaderPass, BuiltinMaterialPass::SelectionMask)) {
AppendBuiltinPassResourceBinding(
outBindings,
"PerObjectConstants",
@@ -318,10 +319,17 @@ inline bool TryBuildBuiltinPassDefaultResourceBindings(
"PerObject");
AppendBuiltinPassResourceBinding(
outBindings,
"MaterialConstants",
"LightingConstants",
Resources::ShaderResourceType::ConstantBuffer,
1u,
0u,
"Lighting");
AppendBuiltinPassResourceBinding(
outBindings,
"MaterialConstants",
Resources::ShaderResourceType::ConstantBuffer,
2u,
0u,
"Material");
return true;
}

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@@ -23,6 +23,8 @@ inline const char* GetBuiltinPassCanonicalName(BuiltinMaterialPass pass) {
return "shadowcaster";
case BuiltinMaterialPass::ObjectId:
return "objectid";
case BuiltinMaterialPass::SelectionMask:
return "selectionmask";
case BuiltinMaterialPass::Skybox:
return "skybox";
case BuiltinMaterialPass::Volumetric:

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@@ -18,6 +18,7 @@ enum class BuiltinMaterialPass : Core::uint32 {
DepthOnly,
ShadowCaster,
ObjectId,
SelectionMask,
Skybox,
Volumetric,
PostProcess,

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@@ -0,0 +1,40 @@
#pragma once
#include <XCEngine/Rendering/Passes/BuiltinDepthStylePassBase.h>
#include <cstdint>
#include <vector>
namespace XCEngine {
namespace Rendering {
struct RenderSceneData;
struct VisibleRenderItem;
namespace Passes {
class BuiltinSelectionMaskPass final : public BuiltinDepthStylePassBase {
public:
BuiltinSelectionMaskPass();
~BuiltinSelectionMaskPass() override = default;
static RHI::InputLayoutDesc BuildInputLayout();
const char* GetName() const override;
bool Render(
const RenderContext& context,
const RenderSurface& surface,
const RenderSceneData& sceneData,
const std::vector<uint64_t>& selectedObjectIds);
protected:
bool ShouldRenderVisibleItem(const VisibleRenderItem& visibleItem) const override;
private:
std::vector<uint64_t> m_selectedObjectIds = {};
};
} // namespace Passes
} // namespace Rendering
} // namespace XCEngine

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@@ -0,0 +1,79 @@
#pragma once
#include <XCEngine/Core/Asset/ResourceHandle.h>
#include <XCEngine/Core/Containers/String.h>
#include <XCEngine/Core/Math/Color.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 <XCEngine/Resources/Shader/Shader.h>
#include <optional>
namespace XCEngine {
namespace Rendering {
namespace Passes {
struct SelectionOutlineStyle {
Math::Color outlineColor = Math::Color(1.0f, 0.4f, 0.0f, 1.0f);
float outlineWidthPixels = 2.0f;
bool debugSelectionMask = false;
};
class BuiltinSelectionOutlinePass {
public:
explicit BuiltinSelectionOutlinePass(Containers::String shaderPath = Containers::String());
~BuiltinSelectionOutlinePass() = default;
BuiltinSelectionOutlinePass(const BuiltinSelectionOutlinePass&) = delete;
BuiltinSelectionOutlinePass& operator=(const BuiltinSelectionOutlinePass&) = delete;
BuiltinSelectionOutlinePass(BuiltinSelectionOutlinePass&&) = delete;
BuiltinSelectionOutlinePass& operator=(BuiltinSelectionOutlinePass&&) = delete;
void SetShaderPath(const Containers::String& shaderPath);
const Containers::String& GetShaderPath() const;
void Shutdown();
bool Render(
const RenderContext& renderContext,
const RenderSurface& surface,
RHI::RHIResourceView* selectionMaskTextureView,
RHI::RHIResourceView* depthTextureView,
const SelectionOutlineStyle& style = {});
private:
struct OutlineConstants {
Math::Vector4 viewportSizeAndTexelSize = Math::Vector4::Zero();
Math::Vector4 outlineColor = Math::Vector4::Zero();
Math::Vector4 outlineInfo = Math::Vector4::Zero();
Math::Vector4 depthParams = Math::Vector4::Zero();
};
bool EnsureInitialized(const RenderContext& renderContext);
bool CreateResources(const RenderContext& renderContext);
void DestroyResources();
bool HasCreatedResources() const;
void ResetState();
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;
Containers::String m_shaderPath;
std::optional<Resources::ResourceHandle<Resources::Shader>> m_builtinSelectionOutlineShader;
};
} // namespace Passes
} // namespace Rendering
} // namespace XCEngine

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@@ -35,6 +35,8 @@ Containers::String GetBuiltinDepthOnlyShaderPath();
Containers::String GetBuiltinShadowCasterShaderPath();
Containers::String GetBuiltinObjectIdShaderPath();
Containers::String GetBuiltinObjectIdOutlineShaderPath();
Containers::String GetBuiltinSelectionMaskShaderPath();
Containers::String GetBuiltinSelectionOutlineShaderPath();
Containers::String GetBuiltinSkyboxShaderPath();
Containers::String GetBuiltinVolumetricShaderPath();
Containers::String GetBuiltinColorScalePostProcessShaderPath();