Enable depth-only shadow pass execution

This commit is contained in:
2026-04-04 20:35:47 +08:00
parent a548e0d0a9
commit 353d129613
8 changed files with 494 additions and 59 deletions

View File

@@ -6,6 +6,9 @@
#include "Rendering/Pipelines/BuiltinForwardPipeline.h"
#include "Rendering/RenderPipelineAsset.h"
#include "Rendering/RenderSurface.h"
#include "RHI/RHIDevice.h"
#include "RHI/RHIResourceView.h"
#include "RHI/RHITexture.h"
#include "Scene/Scene.h"
namespace XCEngine {
@@ -13,6 +16,36 @@ namespace Rendering {
namespace {
struct OwnedShadowSurfaceResources {
RHI::RHITexture* depthTexture = nullptr;
RHI::RHIResourceView* depthView = nullptr;
RenderSurface surface = {};
OwnedShadowSurfaceResources() = default;
OwnedShadowSurfaceResources(const OwnedShadowSurfaceResources&) = delete;
OwnedShadowSurfaceResources& operator=(const OwnedShadowSurfaceResources&) = delete;
~OwnedShadowSurfaceResources() {
Reset();
}
void Reset() {
if (depthView != nullptr) {
depthView->Shutdown();
delete depthView;
depthView = nullptr;
}
if (depthTexture != nullptr) {
depthTexture->Shutdown();
delete depthTexture;
depthTexture = nullptr;
}
surface = RenderSurface();
}
};
bool InitializePassSequence(
RenderPassSequence* sequence,
const RenderContext& context,
@@ -110,6 +143,52 @@ bool ExecuteScenePassRequest(
return pass->Execute(passContext);
}
bool CreateDirectionalShadowSurface(
const RenderContext& context,
const DirectionalShadowRenderPlan& plan,
OwnedShadowSurfaceResources& outResources) {
if (!context.IsValid() || !plan.IsValid()) {
return false;
}
RHI::TextureDesc depthDesc = {};
depthDesc.width = plan.mapWidth;
depthDesc.height = plan.mapHeight;
depthDesc.depth = 1;
depthDesc.mipLevels = 1;
depthDesc.arraySize = 1;
depthDesc.format = static_cast<uint32_t>(RHI::Format::D24_UNorm_S8_UInt);
depthDesc.textureType = static_cast<uint32_t>(RHI::TextureType::Texture2D);
depthDesc.sampleCount = 1;
depthDesc.sampleQuality = 0;
depthDesc.flags = 0;
RHI::RHITexture* depthTexture = context.device->CreateTexture(depthDesc);
if (depthTexture == nullptr) {
return false;
}
RHI::ResourceViewDesc depthViewDesc = {};
depthViewDesc.format = static_cast<uint32_t>(RHI::Format::D24_UNorm_S8_UInt);
depthViewDesc.dimension = RHI::ResourceViewDimension::Texture2D;
depthViewDesc.mipLevel = 0;
RHI::RHIResourceView* depthView =
context.device->CreateDepthStencilView(depthTexture, depthViewDesc);
if (depthView == nullptr) {
depthTexture->Shutdown();
delete depthTexture;
return false;
}
outResources.Reset();
outResources.depthTexture = depthTexture;
outResources.depthView = depthView;
outResources.surface = RenderSurface(plan.mapWidth, plan.mapHeight);
outResources.surface.SetDepthAttachment(depthView);
return true;
}
} // namespace
CameraRenderer::CameraRenderer()
@@ -237,14 +316,32 @@ bool CameraRenderer::Render(
!request.depthOnly.IsValid()) {
return false;
}
if (request.shadowCaster.IsRequested() &&
!request.shadowCaster.IsValid()) {
return false;
}
if (request.objectId.IsRequested() &&
!request.objectId.IsValid()) {
return false;
}
ShadowCasterRenderRequest resolvedShadowCaster = request.shadowCaster;
OwnedShadowSurfaceResources ownedShadowSurface;
if (resolvedShadowCaster.IsRequested()) {
if (!resolvedShadowCaster.IsValid()) {
return false;
}
} else if (request.directionalShadow.IsValid()) {
if (!CreateDirectionalShadowSurface(
request.context,
request.directionalShadow,
ownedShadowSurface)) {
return false;
}
resolvedShadowCaster.surface = ownedShadowSurface.surface;
if (!resolvedShadowCaster.hasCameraDataOverride) {
resolvedShadowCaster.hasCameraDataOverride = true;
resolvedShadowCaster.cameraDataOverride = request.directionalShadow.cameraData;
}
}
RenderSceneData sceneData = m_sceneExtractor.ExtractForCamera(
*request.scene,
*request.camera,
@@ -279,7 +376,7 @@ bool CameraRenderer::Render(
if (!ExecuteScenePassRequest(
m_shadowCasterPass.get(),
request.shadowCaster,
resolvedShadowCaster,
request.context,
sceneData)) {
ShutdownPassSequence(request.preScenePasses, preScenePassesInitialized);