Move scene viewport shaders into editor resources

This commit is contained in:
2026-04-03 15:43:21 +08:00
parent f1981dd523
commit 24a200e126
22 changed files with 248 additions and 137 deletions

View File

@@ -86,6 +86,8 @@ add_executable(${PROJECT_NAME} WIN32
src/Viewport/SceneViewportOverlayBuilder.cpp
src/Viewport/SceneViewportOverlayRenderer.cpp
src/Viewport/Passes/SceneViewportEditorOverlayPass.cpp
src/Viewport/Passes/SceneViewportGridPass.cpp
src/Viewport/Passes/SceneViewportSelectionOutlinePass.cpp
src/panels/GameViewPanel.cpp
src/panels/InspectorPanel.cpp
src/panels/ConsolePanel.cpp
@@ -102,7 +104,10 @@ target_include_directories(${PROJECT_NAME} PRIVATE
${imgui_SOURCE_DIR}/backends
)
target_compile_definitions(${PROJECT_NAME} PRIVATE UNICODE _UNICODE)
target_compile_definitions(${PROJECT_NAME} PRIVATE
UNICODE
_UNICODE
XCENGINE_EDITOR_REPO_ROOT="${XCENGINE_ROOT_DIR_CMAKE}")
target_compile_options(${PROJECT_NAME} PRIVATE /utf-8)
if(XCENGINE_ENABLE_MONO_SCRIPTING)

View File

@@ -0,0 +1,132 @@
// XC_EDITOR_SCENE_VIEW_INFINITE_GRID_D3D12_PS
cbuffer GridConstants : register(b0) {
float4x4 gViewProjectionMatrix;
float4 gCameraPositionAndScale;
float4 gCameraRightAndFade;
float4 gCameraUpAndTanHalfFov;
float4 gCameraForwardAndAspect;
float4 gViewportNearFar;
float4 gGridTransition;
};
struct VSOutput {
float4 position : SV_POSITION;
};
float PristineGridLine(float2 uv) {
float2 deriv = max(fwidth(uv), float2(1e-6, 1e-6));
float2 uvMod = frac(uv);
float2 uvDist = min(uvMod, 1.0 - uvMod);
float2 distInPixels = uvDist / deriv;
float2 lineAlpha = 1.0 - smoothstep(0.0, 1.0, distInPixels);
float density = max(deriv.x, deriv.y);
float densityFade = 1.0 - smoothstep(0.5, 1.0, density);
return max(lineAlpha.x, lineAlpha.y) * densityFade;
}
float AxisLineAA(float coord, float deriv) {
float distInPixels = abs(coord) / max(deriv, 1e-6);
return 1.0 - smoothstep(0.0, 1.5, distInPixels);
}
struct GridLayer {
float minor;
float major;
};
GridLayer SampleGridLayer(float2 worldPos2D, float baseScale) {
GridLayer layer;
const float2 gridCoord1 = worldPos2D / baseScale;
const float2 gridCoord10 = worldPos2D / (baseScale * 10.0);
const float grid1 = PristineGridLine(gridCoord1);
const float grid10 = PristineGridLine(gridCoord10);
const float2 deriv1 = fwidth(gridCoord1);
const float lodFactor = smoothstep(0.3, 0.6, max(deriv1.x, deriv1.y));
layer.major = max(grid10, grid1 * 0.35);
layer.minor = grid1 * (1.0 - lodFactor);
return layer;
}
struct PSOutput {
float4 color : SV_TARGET0;
float depth : SV_Depth;
};
PSOutput MainPS(VSOutput input) {
const float2 viewportSize = max(gViewportNearFar.xy, float2(1.0, 1.0));
const float scale = max(gCameraPositionAndScale.w, 1e-4);
const float fadeDistance = max(gCameraRightAndFade.w, scale * 10.0);
const float tanHalfFov = max(gCameraUpAndTanHalfFov.w, 1e-4);
const float aspect = max(gCameraForwardAndAspect.w, 1e-4);
const float transitionBlend = saturate(gGridTransition.x);
const float nearClip = gViewportNearFar.z;
const float sceneFarClip = gViewportNearFar.w;
const float2 ndc = float2(
(input.position.x / viewportSize.x) * 2.0 - 1.0,
1.0 - (input.position.y / viewportSize.y) * 2.0);
const float3 cameraPosition = gCameraPositionAndScale.xyz;
const float3 rayDirection = normalize(
gCameraForwardAndAspect.xyz +
ndc.x * aspect * tanHalfFov * gCameraRightAndFade.xyz +
ndc.y * tanHalfFov * gCameraUpAndTanHalfFov.xyz);
if (abs(rayDirection.y) < 1e-5) {
discard;
}
const float t = -cameraPosition.y / rayDirection.y;
if (t <= nearClip) {
discard;
}
const float3 worldPosition = cameraPosition + rayDirection * t;
float depth = 0.999999;
if (t < sceneFarClip) {
const float4 clipPosition = mul(gViewProjectionMatrix, float4(worldPosition, 1.0));
if (clipPosition.w <= 1e-6) {
discard;
}
depth = clipPosition.z / clipPosition.w;
if (depth <= 0.0 || depth >= 1.0) {
discard;
}
}
const float radialFade =
1.0 - smoothstep(fadeDistance * 0.3, fadeDistance, length(worldPosition - cameraPosition));
const float normalFade = smoothstep(0.0, 0.15, abs(rayDirection.y));
const float fadeFactor = radialFade * normalFade;
if (fadeFactor < 1e-3) {
discard;
}
const float2 worldPos2D = worldPosition.xz;
const GridLayer baseLayer = SampleGridLayer(worldPos2D, scale);
const GridLayer nextLayer = SampleGridLayer(worldPos2D, scale * 10.0);
const float minorGridIntensity = lerp(baseLayer.minor, nextLayer.minor, transitionBlend);
const float majorGridIntensity = lerp(baseLayer.major, nextLayer.major, transitionBlend);
float3 finalColor = float3(0.56, 0.56, 0.56);
float finalAlpha = max(
0.13 * minorGridIntensity * fadeFactor,
0.28 * majorGridIntensity * fadeFactor);
const float2 worldDeriv = max(fwidth(worldPos2D), float2(1e-6, 1e-6));
const float xAxisAlpha = AxisLineAA(worldPos2D.y, worldDeriv.y) * fadeFactor;
const float zAxisAlpha = AxisLineAA(worldPos2D.x, worldDeriv.x) * fadeFactor;
const float axisAlpha = max(xAxisAlpha, zAxisAlpha);
finalAlpha = max(finalAlpha, 0.34 * saturate(axisAlpha));
if (finalAlpha < 1e-3) {
discard;
}
PSOutput output;
output.color = float4(finalColor, finalAlpha);
output.depth = depth;
return output;
}

View File

@@ -0,0 +1,29 @@
{
"name": "Scene View Infinite Grid",
"passes": [
{
"name": "InfiniteGrid",
"tags": {
"LightMode": "InfiniteGrid"
},
"variants": [
{
"stage": "Vertex",
"backend": "D3D12",
"language": "HLSL",
"source": "infinite-grid.vs.hlsl",
"entryPoint": "MainVS",
"profile": "vs_5_0"
},
{
"stage": "Fragment",
"backend": "D3D12",
"language": "HLSL",
"source": "infinite-grid.ps.hlsl",
"entryPoint": "MainPS",
"profile": "ps_5_0"
}
]
}
]
}

View File

@@ -0,0 +1,26 @@
// XC_EDITOR_SCENE_VIEW_INFINITE_GRID_D3D12_VS
cbuffer GridConstants : register(b0) {
float4x4 gViewProjectionMatrix;
float4 gCameraPositionAndScale;
float4 gCameraRightAndFade;
float4 gCameraUpAndTanHalfFov;
float4 gCameraForwardAndAspect;
float4 gViewportNearFar;
float4 gGridTransition;
};
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;
}

View File

@@ -0,0 +1,89 @@
// XC_EDITOR_SCENE_VIEW_OBJECT_ID_OUTLINE_D3D12_PS
cbuffer OutlineConstants : register(b0) {
float4 gViewportSizeAndTexelSize;
float4 gOutlineColor;
float4 gSelectedInfo;
float4 gSelectedObjectColors[256];
};
Texture2D gObjectIdTexture : register(t0);
struct VSOutput {
float4 position : SV_POSITION;
};
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)gSelectedInfo.z, 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(gOutlineColor.rgb, gOutlineColor.a * outline);
}

View File

@@ -0,0 +1,29 @@
{
"name": "Scene View Object Id Outline",
"passes": [
{
"name": "ObjectIdOutline",
"tags": {
"LightMode": "ObjectIdOutline"
},
"variants": [
{
"stage": "Vertex",
"backend": "D3D12",
"language": "HLSL",
"source": "object-id-outline.vs.hlsl",
"entryPoint": "MainVS",
"profile": "vs_5_0"
},
{
"stage": "Fragment",
"backend": "D3D12",
"language": "HLSL",
"source": "object-id-outline.ps.hlsl",
"entryPoint": "MainPS",
"profile": "ps_5_0"
}
]
}
]
}

View File

@@ -0,0 +1,25 @@
// XC_EDITOR_SCENE_VIEW_OBJECT_ID_OUTLINE_D3D12_VS
cbuffer OutlineConstants : register(b0) {
float4 gViewportSizeAndTexelSize;
float4 gOutlineColor;
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;
}

View File

@@ -1,5 +1,7 @@
#include "Passes/SceneViewportGridPass.h"
#include "Viewport/SceneViewportShaderPaths.h"
namespace XCEngine {
namespace Editor {
@@ -32,6 +34,10 @@ private:
} // namespace
SceneViewportGridPassRenderer::SceneViewportGridPassRenderer()
: m_gridPass(GetSceneViewportInfiniteGridShaderPath()) {
}
void SceneViewportGridPassRenderer::Shutdown() {
m_gridPass.Shutdown();
}

View File

@@ -12,6 +12,7 @@ namespace Editor {
class SceneViewportGridPassRenderer {
public:
SceneViewportGridPassRenderer();
~SceneViewportGridPassRenderer() = default;
void Shutdown();

View File

@@ -1,5 +1,7 @@
#include "Passes/SceneViewportSelectionOutlinePass.h"
#include "Viewport/SceneViewportShaderPaths.h"
namespace XCEngine {
namespace Editor {
@@ -40,6 +42,10 @@ private:
} // namespace
SceneViewportSelectionOutlinePassRenderer::SceneViewportSelectionOutlinePassRenderer()
: m_outlinePass(GetSceneViewportObjectIdOutlineShaderPath()) {
}
void SceneViewportSelectionOutlinePassRenderer::Shutdown() {
m_outlinePass.Shutdown();
}

View File

@@ -14,6 +14,7 @@ namespace Editor {
class SceneViewportSelectionOutlinePassRenderer {
public:
SceneViewportSelectionOutlinePassRenderer();
~SceneViewportSelectionOutlinePassRenderer() = default;
void Shutdown();

View File

@@ -0,0 +1,47 @@
#pragma once
#include <XCEngine/Core/Containers/String.h>
#include <filesystem>
namespace XCEngine {
namespace Editor {
namespace Detail {
inline Containers::String NormalizeSceneViewportShaderPath(const std::filesystem::path& path) {
return Containers::String(path.lexically_normal().generic_string().c_str());
}
inline std::filesystem::path GetSceneViewportShaderRepoRootPath() {
#ifdef XCENGINE_EDITOR_REPO_ROOT
return std::filesystem::path(XCENGINE_EDITOR_REPO_ROOT);
#else
return std::filesystem::path(__FILE__).parent_path().parent_path().parent_path();
#endif
}
inline Containers::String BuildSceneViewportShaderPath(const std::filesystem::path& relativePath) {
return NormalizeSceneViewportShaderPath(
GetSceneViewportShaderRepoRootPath() /
"editor" /
"resources" /
"shaders" /
"scene-viewport" /
relativePath);
}
} // namespace Detail
inline Containers::String GetSceneViewportInfiniteGridShaderPath() {
return Detail::BuildSceneViewportShaderPath(
std::filesystem::path("infinite-grid") / "infinite-grid.shader");
}
inline Containers::String GetSceneViewportObjectIdOutlineShaderPath() {
return Detail::BuildSceneViewportShaderPath(
std::filesystem::path("object-id-outline") / "object-id-outline.shader");
}
} // namespace Editor
} // namespace XCEngine