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

@@ -1,65 +0,0 @@
#pragma once
#include <cstdint>
#include <vector>
namespace XCEngine {
namespace Editor {
enum class SceneViewportPostPassStep : uint8_t {
ColorToRenderTarget,
InfiniteGrid,
SelectionOutline,
ColorToShaderResource,
SelectionMaskDebug
};
struct SceneViewportPostPassPlanInput {
bool overlayValid = false;
bool hasSelection = false;
bool debugSelectionMask = false;
bool hasObjectIdShaderView = false;
};
struct SceneViewportPostPassPlan {
bool valid = false;
std::vector<SceneViewportPostPassStep> steps;
};
inline SceneViewportPostPassPlan BuildSceneViewportPostPassPlan(
const SceneViewportPostPassPlanInput& input) {
SceneViewportPostPassPlan plan = {};
if (!input.overlayValid) {
return plan;
}
plan.valid = true;
if (input.debugSelectionMask) {
plan.steps.push_back(SceneViewportPostPassStep::ColorToRenderTarget);
if (input.hasSelection && input.hasObjectIdShaderView) {
plan.steps.push_back(SceneViewportPostPassStep::SelectionMaskDebug);
}
plan.steps.push_back(SceneViewportPostPassStep::ColorToShaderResource);
return plan;
}
plan.steps.push_back(SceneViewportPostPassStep::ColorToRenderTarget);
plan.steps.push_back(SceneViewportPostPassStep::InfiniteGrid);
if (input.hasSelection && input.hasObjectIdShaderView) {
plan.steps = {
SceneViewportPostPassStep::ColorToRenderTarget,
SceneViewportPostPassStep::InfiniteGrid,
SceneViewportPostPassStep::SelectionOutline,
SceneViewportPostPassStep::ColorToShaderResource
};
return plan;
}
plan.steps.push_back(SceneViewportPostPassStep::ColorToShaderResource);
return plan;
}
} // namespace Editor
} // namespace XCEngine

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,

View File

@@ -346,6 +346,7 @@ add_library(XCEngine STATIC
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/SceneRenderer.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinObjectIdPass.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinInfiniteGridPass.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinSceneViewPostPassPlan.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinObjectIdOutlinePass.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Pipelines/BuiltinForwardPipeline.h
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/CameraRenderer.cpp

View File

@@ -0,0 +1,67 @@
#pragma once
#include <cstdint>
#include <vector>
namespace XCEngine {
namespace Rendering {
namespace Passes {
enum class BuiltinSceneViewPostPassStep : uint8_t {
ColorToRenderTarget,
InfiniteGrid,
SelectionOutline,
ColorToShaderResource,
SelectionMaskDebug
};
struct BuiltinSceneViewPostPassPlanInput {
bool overlayValid = false;
bool hasSelection = false;
bool debugSelectionMask = false;
bool hasObjectIdShaderView = false;
};
struct BuiltinSceneViewPostPassPlan {
bool valid = false;
std::vector<BuiltinSceneViewPostPassStep> steps;
};
inline BuiltinSceneViewPostPassPlan BuildBuiltinSceneViewPostPassPlan(
const BuiltinSceneViewPostPassPlanInput& input) {
BuiltinSceneViewPostPassPlan plan = {};
if (!input.overlayValid) {
return plan;
}
plan.valid = true;
if (input.debugSelectionMask) {
plan.steps.push_back(BuiltinSceneViewPostPassStep::ColorToRenderTarget);
if (input.hasSelection && input.hasObjectIdShaderView) {
plan.steps.push_back(BuiltinSceneViewPostPassStep::SelectionMaskDebug);
}
plan.steps.push_back(BuiltinSceneViewPostPassStep::ColorToShaderResource);
return plan;
}
plan.steps.push_back(BuiltinSceneViewPostPassStep::ColorToRenderTarget);
plan.steps.push_back(BuiltinSceneViewPostPassStep::InfiniteGrid);
if (input.hasSelection && input.hasObjectIdShaderView) {
plan.steps = {
BuiltinSceneViewPostPassStep::ColorToRenderTarget,
BuiltinSceneViewPostPassStep::InfiniteGrid,
BuiltinSceneViewPostPassStep::SelectionOutline,
BuiltinSceneViewPostPassStep::ColorToShaderResource
};
return plan;
}
plan.steps.push_back(BuiltinSceneViewPostPassStep::ColorToShaderResource);
return plan;
}
} // namespace Passes
} // namespace Rendering
} // namespace XCEngine

View File

@@ -5,6 +5,7 @@ project(XCEngine_RenderingUnitTests)
set(RENDERING_UNIT_TEST_SOURCES
test_render_pass.cpp
test_builtin_forward_pipeline.cpp
test_builtin_scene_view_post_pass_plan.cpp
test_camera_scene_renderer.cpp
test_render_scene_extractor.cpp
)

View File

@@ -0,0 +1,108 @@
#include <gtest/gtest.h>
#include <XCEngine/Rendering/Passes/BuiltinSceneViewPostPassPlan.h>
#include <vector>
namespace {
using XCEngine::Rendering::Passes::BuildBuiltinSceneViewPostPassPlan;
using XCEngine::Rendering::Passes::BuiltinSceneViewPostPassPlanInput;
using XCEngine::Rendering::Passes::BuiltinSceneViewPostPassStep;
TEST(BuiltinSceneViewPostPassPlan_Test, ReturnsInvalidPlanWhenOverlayIsUnavailable) {
const auto plan = BuildBuiltinSceneViewPostPassPlan({});
EXPECT_FALSE(plan.valid);
EXPECT_TRUE(plan.steps.empty());
}
TEST(BuiltinSceneViewPostPassPlan_Test, BuildsGridOnlyPlanWhenNothingIsSelected) {
BuiltinSceneViewPostPassPlanInput input = {};
input.overlayValid = true;
const auto plan = BuildBuiltinSceneViewPostPassPlan(input);
ASSERT_TRUE(plan.valid);
EXPECT_EQ(
plan.steps,
(std::vector<BuiltinSceneViewPostPassStep>{
BuiltinSceneViewPostPassStep::ColorToRenderTarget,
BuiltinSceneViewPostPassStep::InfiniteGrid,
BuiltinSceneViewPostPassStep::ColorToShaderResource
}));
}
TEST(BuiltinSceneViewPostPassPlan_Test, BuildsSelectionOutlinePlanWhenObjectIdShaderViewExists) {
BuiltinSceneViewPostPassPlanInput input = {};
input.overlayValid = true;
input.hasSelection = true;
input.hasObjectIdShaderView = true;
const auto plan = BuildBuiltinSceneViewPostPassPlan(input);
ASSERT_TRUE(plan.valid);
EXPECT_EQ(
plan.steps,
(std::vector<BuiltinSceneViewPostPassStep>{
BuiltinSceneViewPostPassStep::ColorToRenderTarget,
BuiltinSceneViewPostPassStep::InfiniteGrid,
BuiltinSceneViewPostPassStep::SelectionOutline,
BuiltinSceneViewPostPassStep::ColorToShaderResource
}));
}
TEST(BuiltinSceneViewPostPassPlan_Test, SkipsSelectionOutlineWhenObjectIdShaderViewIsMissing) {
BuiltinSceneViewPostPassPlanInput input = {};
input.overlayValid = true;
input.hasSelection = true;
const auto plan = BuildBuiltinSceneViewPostPassPlan(input);
ASSERT_TRUE(plan.valid);
EXPECT_EQ(
plan.steps,
(std::vector<BuiltinSceneViewPostPassStep>{
BuiltinSceneViewPostPassStep::ColorToRenderTarget,
BuiltinSceneViewPostPassStep::InfiniteGrid,
BuiltinSceneViewPostPassStep::ColorToShaderResource
}));
}
TEST(BuiltinSceneViewPostPassPlan_Test, BuildsDebugMaskPlanFromObjectIdShaderView) {
BuiltinSceneViewPostPassPlanInput input = {};
input.overlayValid = true;
input.hasSelection = true;
input.debugSelectionMask = true;
input.hasObjectIdShaderView = true;
const auto plan = BuildBuiltinSceneViewPostPassPlan(input);
ASSERT_TRUE(plan.valid);
EXPECT_EQ(
plan.steps,
(std::vector<BuiltinSceneViewPostPassStep>{
BuiltinSceneViewPostPassStep::ColorToRenderTarget,
BuiltinSceneViewPostPassStep::SelectionMaskDebug,
BuiltinSceneViewPostPassStep::ColorToShaderResource
}));
}
TEST(BuiltinSceneViewPostPassPlan_Test, DebugMaskPlanFallsBackWhenObjectIdShaderViewIsMissing) {
BuiltinSceneViewPostPassPlanInput input = {};
input.overlayValid = true;
input.hasSelection = true;
input.debugSelectionMask = true;
const auto plan = BuildBuiltinSceneViewPostPassPlan(input);
ASSERT_TRUE(plan.valid);
EXPECT_EQ(
plan.steps,
(std::vector<BuiltinSceneViewPostPassStep>{
BuiltinSceneViewPostPassStep::ColorToRenderTarget,
BuiltinSceneViewPostPassStep::ColorToShaderResource
}));
}
} // namespace

View File

@@ -8,7 +8,6 @@ set(EDITOR_TEST_SOURCES
test_scene_viewport_move_gizmo.cpp
test_scene_viewport_rotate_gizmo.cpp
test_scene_viewport_scale_gizmo.cpp
test_scene_viewport_post_pass_plan.cpp
test_scene_viewport_picker.cpp
test_scene_viewport_overlay_renderer.cpp
test_scene_viewport_selection_utils.cpp

View File

@@ -1,108 +0,0 @@
#include <gtest/gtest.h>
#include "Viewport/SceneViewportPostPassPlan.h"
#include <vector>
namespace {
using XCEngine::Editor::BuildSceneViewportPostPassPlan;
using XCEngine::Editor::SceneViewportPostPassPlanInput;
using XCEngine::Editor::SceneViewportPostPassStep;
TEST(SceneViewportPostPassPlan_Test, ReturnsInvalidPlanWhenOverlayIsUnavailable) {
const auto plan = BuildSceneViewportPostPassPlan({});
EXPECT_FALSE(plan.valid);
EXPECT_TRUE(plan.steps.empty());
}
TEST(SceneViewportPostPassPlan_Test, BuildsGridOnlyPlanWhenNothingIsSelected) {
SceneViewportPostPassPlanInput input = {};
input.overlayValid = true;
const auto plan = BuildSceneViewportPostPassPlan(input);
ASSERT_TRUE(plan.valid);
EXPECT_EQ(
plan.steps,
(std::vector<SceneViewportPostPassStep>{
SceneViewportPostPassStep::ColorToRenderTarget,
SceneViewportPostPassStep::InfiniteGrid,
SceneViewportPostPassStep::ColorToShaderResource
}));
}
TEST(SceneViewportPostPassPlan_Test, BuildsSelectionOutlinePlanWhenObjectIdShaderViewExists) {
SceneViewportPostPassPlanInput input = {};
input.overlayValid = true;
input.hasSelection = true;
input.hasObjectIdShaderView = true;
const auto plan = BuildSceneViewportPostPassPlan(input);
ASSERT_TRUE(plan.valid);
EXPECT_EQ(
plan.steps,
(std::vector<SceneViewportPostPassStep>{
SceneViewportPostPassStep::ColorToRenderTarget,
SceneViewportPostPassStep::InfiniteGrid,
SceneViewportPostPassStep::SelectionOutline,
SceneViewportPostPassStep::ColorToShaderResource
}));
}
TEST(SceneViewportPostPassPlan_Test, SkipsSelectionOutlineWhenObjectIdShaderViewIsMissing) {
SceneViewportPostPassPlanInput input = {};
input.overlayValid = true;
input.hasSelection = true;
const auto plan = BuildSceneViewportPostPassPlan(input);
ASSERT_TRUE(plan.valid);
EXPECT_EQ(
plan.steps,
(std::vector<SceneViewportPostPassStep>{
SceneViewportPostPassStep::ColorToRenderTarget,
SceneViewportPostPassStep::InfiniteGrid,
SceneViewportPostPassStep::ColorToShaderResource
}));
}
TEST(SceneViewportPostPassPlan_Test, BuildsDebugMaskPlanFromObjectIdShaderView) {
SceneViewportPostPassPlanInput input = {};
input.overlayValid = true;
input.hasSelection = true;
input.debugSelectionMask = true;
input.hasObjectIdShaderView = true;
const auto plan = BuildSceneViewportPostPassPlan(input);
ASSERT_TRUE(plan.valid);
EXPECT_EQ(
plan.steps,
(std::vector<SceneViewportPostPassStep>{
SceneViewportPostPassStep::ColorToRenderTarget,
SceneViewportPostPassStep::SelectionMaskDebug,
SceneViewportPostPassStep::ColorToShaderResource
}));
}
TEST(SceneViewportPostPassPlan_Test, DebugMaskPlanFallsBackWhenObjectIdShaderViewIsMissing) {
SceneViewportPostPassPlanInput input = {};
input.overlayValid = true;
input.hasSelection = true;
input.debugSelectionMask = true;
const auto plan = BuildSceneViewportPostPassPlan(input);
ASSERT_TRUE(plan.valid);
EXPECT_EQ(
plan.steps,
(std::vector<SceneViewportPostPassStep>{
SceneViewportPostPassStep::ColorToRenderTarget,
SceneViewportPostPassStep::ColorToShaderResource
}));
}
} // namespace