refactor: move scene view post-pass planning into renderer

This commit is contained in:
2026-04-01 18:42:51 +08:00
parent 1ff2800b29
commit 44771d3cc1
8 changed files with 187 additions and 183 deletions

View File

@@ -6,7 +6,6 @@
#include "IViewportHostService.h"
#include "SceneViewportPicker.h"
#include "SceneViewportCameraController.h"
#include "SceneViewportPostPassPlan.h"
#include "UI/ImGuiBackendBridge.h"
#include <XCEngine/Components/CameraComponent.h>
@@ -18,6 +17,7 @@
#include <XCEngine/RHI/RHITexture.h>
#include <XCEngine/Rendering/ObjectIdEncoding.h>
#include <XCEngine/Rendering/Passes/BuiltinInfiniteGridPass.h>
#include <XCEngine/Rendering/Passes/BuiltinSceneViewPostPassPlan.h>
#include <XCEngine/Rendering/Passes/BuiltinObjectIdOutlinePass.h>
#include <XCEngine/Rendering/RenderContext.h>
#include <XCEngine/Rendering/RenderSurface.h>
@@ -688,25 +688,25 @@ private:
}
void AddSceneViewPostPassStep(
SceneViewportPostPassStep step,
Rendering::Passes::BuiltinSceneViewPostPassStep step,
ViewportEntry& entry,
const SceneViewportOverlayData& overlay,
const std::vector<uint64_t>& selectedObjectIds,
Rendering::RenderPassSequence& outPostPasses) {
switch (step) {
case SceneViewportPostPassStep::ColorToRenderTarget:
case Rendering::Passes::BuiltinSceneViewPostPassStep::ColorToRenderTarget:
AddSceneColorToRenderTargetPass(entry, outPostPasses);
break;
case SceneViewportPostPassStep::InfiniteGrid:
case Rendering::Passes::BuiltinSceneViewPostPassStep::InfiniteGrid:
AddSceneInfiniteGridPass(entry, overlay, outPostPasses);
break;
case SceneViewportPostPassStep::SelectionOutline:
case Rendering::Passes::BuiltinSceneViewPostPassStep::SelectionOutline:
AddSceneSelectionOutlinePass(entry, selectedObjectIds, outPostPasses);
break;
case SceneViewportPostPassStep::ColorToShaderResource:
case Rendering::Passes::BuiltinSceneViewPostPassStep::ColorToShaderResource:
AddSceneColorToShaderResourcePass(entry, outPostPasses);
break;
case SceneViewportPostPassStep::SelectionMaskDebug:
case Rendering::Passes::BuiltinSceneViewPostPassStep::SelectionMaskDebug:
AddSceneSelectionMaskDebugPass(
entry,
selectedObjectIds,
@@ -731,7 +731,8 @@ private:
SetViewportStatusIfEmpty(entry.statusText, "Scene object id shader view is unavailable");
}
const SceneViewportPostPassPlan plan = BuildSceneViewportPostPassPlan({
const Rendering::Passes::BuiltinSceneViewPostPassPlan plan =
Rendering::Passes::BuildBuiltinSceneViewPostPassPlan({
overlay.valid,
hasSelection,
kDebugSceneSelectionMask,
@@ -741,7 +742,7 @@ private:
return false;
}
for (const SceneViewportPostPassStep step : plan.steps) {
for (const Rendering::Passes::BuiltinSceneViewPostPassStep step : plan.steps) {
AddSceneViewPostPassStep(
step,
entry,