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

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@@ -1,132 +0,0 @@
// XC_BUILTIN_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;
}

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@@ -1,29 +0,0 @@
{
"name": "Builtin 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"
}
]
}
]
}

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@@ -1,26 +0,0 @@
// XC_BUILTIN_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

@@ -1,89 +0,0 @@
// XC_BUILTIN_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);
}

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@@ -1,29 +0,0 @@
{
"name": "Builtin 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"
}
]
}
]
}

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@@ -1,25 +0,0 @@
// XC_BUILTIN_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;
}

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@@ -1,5 +1,6 @@
#pragma once
#include <XCEngine/Core/Containers/String.h>
#include <XCEngine/Core/Math/Vector3.h>
#include <XCEngine/Core/Asset/ResourceHandle.h>
#include <XCEngine/Core/Asset/ResourceManager.h>
@@ -40,8 +41,12 @@ InfiniteGridParameters BuildInfiniteGridParameters(const InfiniteGridPassData& d
class BuiltinInfiniteGridPass {
public:
explicit BuiltinInfiniteGridPass(Containers::String shaderPath = Containers::String());
~BuiltinInfiniteGridPass() = default;
void SetShaderPath(const Containers::String& shaderPath);
const Containers::String& GetShaderPath() const;
void Shutdown();
bool Render(
@@ -60,6 +65,7 @@ private:
RHI::RHIPipelineState* m_pipelineState = nullptr;
RHI::RHIDescriptorPool* m_constantPool = nullptr;
RHI::RHIDescriptorSet* m_constantSet = nullptr;
Containers::String m_shaderPath;
Resources::ResourceHandle<Resources::Shader> m_builtinInfiniteGridShader;
};

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@@ -1,5 +1,6 @@
#pragma once
#include <XCEngine/Core/Containers/String.h>
#include <XCEngine/Core/Math/Color.h>
#include <XCEngine/Core/Math/Vector3.h>
#include <XCEngine/Core/Math/Vector4.h>
@@ -32,7 +33,7 @@ struct ObjectIdOutlineStyle {
class BuiltinObjectIdOutlinePass {
public:
BuiltinObjectIdOutlinePass();
explicit BuiltinObjectIdOutlinePass(Containers::String shaderPath = Containers::String());
~BuiltinObjectIdOutlinePass() = default;
BuiltinObjectIdOutlinePass(const BuiltinObjectIdOutlinePass&) = delete;
BuiltinObjectIdOutlinePass& operator=(const BuiltinObjectIdOutlinePass&) = delete;
@@ -41,6 +42,9 @@ public:
static constexpr uint32_t kMaxSelectedObjectCount = 256u;
void SetShaderPath(const Containers::String& shaderPath);
const Containers::String& GetShaderPath() const;
void Shutdown();
bool Render(
@@ -72,6 +76,7 @@ private:
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_builtinObjectIdOutlineShader;
};

View File

@@ -25,8 +25,6 @@ Containers::String GetBuiltinPrimitiveMeshPath(BuiltinPrimitiveType primitiveTyp
Containers::String GetBuiltinDefaultPrimitiveMaterialPath();
Containers::String GetBuiltinForwardLitShaderPath();
Containers::String GetBuiltinObjectIdShaderPath();
Containers::String GetBuiltinObjectIdOutlineShaderPath();
Containers::String GetBuiltinInfiniteGridShaderPath();
Containers::String GetBuiltinDefaultPrimitiveTexturePath();
bool TryParseBuiltinPrimitiveType(const Containers::String& path, BuiltinPrimitiveType& outPrimitiveType);

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@@ -6,12 +6,12 @@
#include <XCEngine/Debug/Logger.h>
#include <XCEngine/RHI/RHICommandList.h>
#include <XCEngine/RHI/RHIDevice.h>
#include <XCEngine/Resources/BuiltinResources.h>
#include "Rendering/Detail/ShaderVariantUtils.h"
#include <algorithm>
#include <cmath>
#include <utility>
namespace XCEngine {
namespace Rendering {
@@ -140,6 +140,23 @@ InfiniteGridParameters BuildInfiniteGridParameters(const InfiniteGridPassData& d
return parameters;
}
BuiltinInfiniteGridPass::BuiltinInfiniteGridPass(Containers::String shaderPath)
: m_shaderPath(std::move(shaderPath)) {
}
void BuiltinInfiniteGridPass::SetShaderPath(const Containers::String& shaderPath) {
if (m_shaderPath == shaderPath) {
return;
}
DestroyResources();
m_shaderPath = shaderPath;
}
const Containers::String& BuiltinInfiniteGridPass::GetShaderPath() const {
return m_shaderPath;
}
void BuiltinInfiniteGridPass::Shutdown() {
DestroyResources();
}
@@ -243,14 +260,21 @@ bool BuiltinInfiniteGridPass::CreateResources(const RenderContext& renderContext
return false;
}
if (m_shaderPath.Empty()) {
Debug::Logger::Get().Error(
Debug::LogCategory::Rendering,
"BuiltinInfiniteGridPass requires an injected shader path before resource creation");
return false;
}
m_device = renderContext.device;
m_backendType = renderContext.backendType;
m_builtinInfiniteGridShader = Resources::ResourceManager::Get().Load<Resources::Shader>(
Resources::GetBuiltinInfiniteGridShaderPath());
m_shaderPath);
if (!m_builtinInfiniteGridShader.IsValid()) {
Debug::Logger::Get().Error(
Debug::LogCategory::Rendering,
"BuiltinInfiniteGridPass failed to load builtin infinite-grid shader resource");
"BuiltinInfiniteGridPass failed to load configured infinite-grid shader resource");
DestroyResources();
return false;
}

View File

@@ -6,7 +6,6 @@
#include "Rendering/Detail/ShaderVariantUtils.h"
#include "RHI/RHICommandList.h"
#include "RHI/RHIDevice.h"
#include "Resources/BuiltinResources.h"
#include <algorithm>
#include <utility>
@@ -86,10 +85,24 @@ RHI::GraphicsPipelineDesc CreatePipelineDesc(
} // namespace
BuiltinObjectIdOutlinePass::BuiltinObjectIdOutlinePass() {
BuiltinObjectIdOutlinePass::BuiltinObjectIdOutlinePass(Containers::String shaderPath)
: m_shaderPath(std::move(shaderPath)) {
ResetState();
}
void BuiltinObjectIdOutlinePass::SetShaderPath(const Containers::String& shaderPath) {
if (m_shaderPath == shaderPath) {
return;
}
DestroyResources();
m_shaderPath = shaderPath;
}
const Containers::String& BuiltinObjectIdOutlinePass::GetShaderPath() const {
return m_shaderPath;
}
void BuiltinObjectIdOutlinePass::Shutdown() {
DestroyResources();
}
@@ -197,12 +210,19 @@ bool BuiltinObjectIdOutlinePass::CreateResources(const RenderContext& renderCont
return false;
}
if (m_shaderPath.Empty()) {
Debug::Logger::Get().Error(
Debug::LogCategory::Rendering,
"BuiltinObjectIdOutlinePass requires an injected shader path before resource creation");
return false;
}
Resources::ResourceHandle<Resources::Shader> shader = Resources::ResourceManager::Get().Load<Resources::Shader>(
Resources::GetBuiltinObjectIdOutlineShaderPath());
m_shaderPath);
if (!shader.IsValid()) {
Debug::Logger::Get().Error(
Debug::LogCategory::Rendering,
"BuiltinObjectIdOutlinePass failed to load builtin object-id-outline shader resource");
"BuiltinObjectIdOutlinePass failed to load configured object-id-outline shader resource");
ResetState();
return false;
}

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@@ -29,8 +29,6 @@ constexpr const char* kBuiltinTexturePrefix = "builtin://textures/";
constexpr const char* kBuiltinDefaultPrimitiveMaterialPath = "builtin://materials/default-primitive";
constexpr const char* kBuiltinForwardLitShaderPath = "builtin://shaders/forward-lit";
constexpr const char* kBuiltinObjectIdShaderPath = "builtin://shaders/object-id";
constexpr const char* kBuiltinObjectIdOutlineShaderPath = "builtin://shaders/object-id-outline";
constexpr const char* kBuiltinInfiniteGridShaderPath = "builtin://shaders/infinite-grid";
constexpr const char* kBuiltinDefaultPrimitiveTexturePath = "builtin://textures/default-primitive-albedo";
constexpr float kPi = 3.14159265358979323846f;
@@ -45,10 +43,6 @@ constexpr const char* kBuiltinForwardLitShaderManifestRelativePath =
"engine/assets/builtin/shaders/forward-lit/forward-lit.shader";
constexpr const char* kBuiltinObjectIdShaderManifestRelativePath =
"engine/assets/builtin/shaders/object-id/object-id.shader";
constexpr const char* kBuiltinObjectIdOutlineShaderManifestRelativePath =
"engine/assets/builtin/shaders/object-id-outline/object-id-outline.shader";
constexpr const char* kBuiltinInfiniteGridShaderManifestRelativePath =
"engine/assets/builtin/shaders/infinite-grid/infinite-grid.shader";
Containers::String NormalizeBuiltinAssetPath(const std::filesystem::path& path) {
return Containers::String(path.lexically_normal().generic_string().c_str());
@@ -118,12 +112,6 @@ const char* GetBuiltinShaderManifestRelativePath(const Containers::String& built
if (builtinShaderPath == Containers::String(kBuiltinObjectIdShaderPath)) {
return kBuiltinObjectIdShaderManifestRelativePath;
}
if (builtinShaderPath == Containers::String(kBuiltinObjectIdOutlineShaderPath)) {
return kBuiltinObjectIdOutlineShaderManifestRelativePath;
}
if (builtinShaderPath == Containers::String(kBuiltinInfiniteGridShaderPath)) {
return kBuiltinInfiniteGridShaderManifestRelativePath;
}
return nullptr;
}
@@ -652,14 +640,6 @@ Shader* BuildBuiltinObjectIdShader(const Containers::String& path) {
return TryLoadBuiltinShaderFromManifest(path);
}
Shader* BuildBuiltinInfiniteGridShader(const Containers::String& path) {
return TryLoadBuiltinShaderFromManifest(path);
}
Shader* BuildBuiltinObjectIdOutlineShader(const Containers::String& path) {
return TryLoadBuiltinShaderFromManifest(path);
}
Material* BuildDefaultPrimitiveMaterial(const Containers::String& path) {
auto* material = new Material();
IResource::ConstructParams params;
@@ -766,14 +746,6 @@ Containers::String GetBuiltinObjectIdShaderPath() {
return Containers::String(kBuiltinObjectIdShaderPath);
}
Containers::String GetBuiltinObjectIdOutlineShaderPath() {
return Containers::String(kBuiltinObjectIdOutlineShaderPath);
}
Containers::String GetBuiltinInfiniteGridShaderPath() {
return Containers::String(kBuiltinInfiniteGridShaderPath);
}
Containers::String GetBuiltinDefaultPrimitiveTexturePath() {
return Containers::String(kBuiltinDefaultPrimitiveTexturePath);
}
@@ -866,10 +838,6 @@ LoadResult CreateBuiltinShaderResource(const Containers::String& path) {
shader = BuildBuiltinForwardLitShader(path);
} else if (path == GetBuiltinObjectIdShaderPath()) {
shader = BuildBuiltinObjectIdShader(path);
} else if (path == GetBuiltinObjectIdOutlineShaderPath()) {
shader = BuildBuiltinObjectIdOutlineShader(path);
} else if (path == GetBuiltinInfiniteGridShaderPath()) {
shader = BuildBuiltinInfiniteGridShader(path);
} else {
return LoadResult(Containers::String("Unknown builtin shader: ") + path);
}