feat: add gpu object id scene picking

This commit is contained in:
2026-04-01 16:44:11 +08:00
parent 6e2711f9e8
commit 6927b4b380
10 changed files with 1030 additions and 3 deletions

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@@ -341,9 +341,13 @@ add_library(XCEngine STATIC
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/RenderSurface.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/RenderResourceCache.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/CameraRenderer.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/ObjectIdEncoding.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/ObjectIdPass.h
${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/Pipelines/BuiltinForwardPipeline.h
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/CameraRenderer.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinObjectIdPass.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/RenderSurface.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/RenderSceneExtractor.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/RenderResourceCache.cpp

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@@ -13,11 +13,29 @@ class Scene;
namespace Rendering {
struct ObjectIdRenderRequest {
RenderSurface surface;
bool IsRequested() const {
return !surface.GetColorAttachments().empty();
}
bool IsValid() const {
const std::vector<RHI::RHIResourceView*>& colorAttachments = surface.GetColorAttachments();
return !colorAttachments.empty() &&
colorAttachments[0] != nullptr &&
surface.GetDepthAttachment() != nullptr &&
surface.GetRenderAreaWidth() > 0 &&
surface.GetRenderAreaHeight() > 0;
}
};
struct CameraRenderRequest {
const Components::Scene* scene = nullptr;
Components::CameraComponent* camera = nullptr;
RenderContext context;
RenderSurface surface;
ObjectIdRenderRequest objectId;
float cameraDepth = 0.0f;
uint8_t cameraStackOrder = 0;
RenderClearFlags clearFlags = RenderClearFlags::All;

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@@ -1,6 +1,7 @@
#pragma once
#include <XCEngine/Rendering/CameraRenderRequest.h>
#include <XCEngine/Rendering/ObjectIdPass.h>
#include <XCEngine/Rendering/RenderPipeline.h>
#include <memory>
@@ -21,12 +22,17 @@ public:
CameraRenderer();
explicit CameraRenderer(std::unique_ptr<RenderPipeline> pipeline);
explicit CameraRenderer(std::shared_ptr<const RenderPipelineAsset> pipelineAsset);
CameraRenderer(
std::unique_ptr<RenderPipeline> pipeline,
std::unique_ptr<ObjectIdPass> objectIdPass);
~CameraRenderer();
void SetPipeline(std::unique_ptr<RenderPipeline> pipeline);
void SetPipelineAsset(std::shared_ptr<const RenderPipelineAsset> pipelineAsset);
void SetObjectIdPass(std::unique_ptr<ObjectIdPass> objectIdPass);
RenderPipeline* GetPipeline() const { return m_pipeline.get(); }
const RenderPipelineAsset* GetPipelineAsset() const { return m_pipelineAsset.get(); }
ObjectIdPass* GetObjectIdPass() const { return m_objectIdPass.get(); }
bool Render(const CameraRenderRequest& request);
@@ -36,6 +42,7 @@ private:
RenderSceneExtractor m_sceneExtractor;
std::shared_ptr<const RenderPipelineAsset> m_pipelineAsset;
std::unique_ptr<RenderPipeline> m_pipeline;
std::unique_ptr<ObjectIdPass> m_objectIdPass;
};
} // namespace Rendering

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@@ -0,0 +1,32 @@
#pragma once
#include <XCEngine/Core/Math/Vector4.h>
#include <cstdint>
namespace XCEngine {
namespace Rendering {
inline uint32_t EncodeObjectIdToUInt32(uint64_t objectId) {
return static_cast<uint32_t>(objectId & 0xFFFFFFFFull);
}
inline Math::Vector4 EncodeObjectIdToColor(uint64_t objectId) {
const uint32_t encodedId = EncodeObjectIdToUInt32(objectId);
constexpr float kInv255 = 1.0f / 255.0f;
return Math::Vector4(
static_cast<float>((encodedId >> 0) & 0xFFu) * kInv255,
static_cast<float>((encodedId >> 8) & 0xFFu) * kInv255,
static_cast<float>((encodedId >> 16) & 0xFFu) * kInv255,
static_cast<float>((encodedId >> 24) & 0xFFu) * kInv255);
}
inline uint32_t DecodeObjectIdFromColor(uint8_t r, uint8_t g, uint8_t b, uint8_t a) {
return static_cast<uint32_t>(r) |
(static_cast<uint32_t>(g) << 8u) |
(static_cast<uint32_t>(b) << 16u) |
(static_cast<uint32_t>(a) << 24u);
}
} // namespace Rendering
} // namespace XCEngine

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@@ -0,0 +1,24 @@
#pragma once
#include <XCEngine/Rendering/RenderContext.h>
#include <XCEngine/Rendering/RenderSceneExtractor.h>
#include <XCEngine/Rendering/RenderSurface.h>
namespace XCEngine {
namespace Rendering {
class ObjectIdPass {
public:
virtual ~ObjectIdPass() = default;
virtual bool Render(
const RenderContext& context,
const RenderSurface& surface,
const RenderSceneData& sceneData) = 0;
virtual void Shutdown() {
}
};
} // namespace Rendering
} // namespace XCEngine

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@@ -0,0 +1,58 @@
#pragma once
#include <XCEngine/Rendering/ObjectIdPass.h>
#include <XCEngine/Rendering/ObjectIdEncoding.h>
#include <XCEngine/Rendering/RenderResourceCache.h>
#include <unordered_map>
namespace XCEngine {
namespace Rendering {
namespace Passes {
class BuiltinObjectIdPass final : public ObjectIdPass {
public:
~BuiltinObjectIdPass() override;
bool Render(
const RenderContext& context,
const RenderSurface& surface,
const RenderSceneData& sceneData) override;
void Shutdown() override;
private:
struct PerObjectConstants {
Math::Matrix4x4 projection = Math::Matrix4x4::Identity();
Math::Matrix4x4 view = Math::Matrix4x4::Identity();
Math::Matrix4x4 model = Math::Matrix4x4::Identity();
Math::Vector4 objectIdColor = Math::Vector4::Zero();
};
struct OwnedDescriptorSet {
RHI::RHIDescriptorPool* pool = nullptr;
RHI::RHIDescriptorSet* set = nullptr;
};
bool EnsureInitialized(const RenderContext& context);
bool CreateResources(const RenderContext& context);
void DestroyResources();
RHI::RHIDescriptorSet* GetOrCreatePerObjectSet(uint64_t objectId);
void DestroyOwnedDescriptorSet(OwnedDescriptorSet& descriptorSet);
bool DrawVisibleItem(
const RenderContext& context,
const RenderSceneData& sceneData,
const VisibleRenderItem& visibleItem);
RHI::RHIDevice* m_device = nullptr;
RHI::RHIType m_backendType = RHI::RHIType::D3D12;
RHI::RHIPipelineLayout* m_pipelineLayout = nullptr;
RHI::RHIPipelineState* m_pipelineState = nullptr;
RenderResourceCache m_resourceCache;
std::unordered_map<uint64_t, OwnedDescriptorSet> m_perObjectSets;
};
} // namespace Passes
} // namespace Rendering
} // namespace XCEngine

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@@ -1,5 +1,6 @@
#include "Rendering/CameraRenderer.h"
#include "Rendering/Passes/BuiltinObjectIdPass.h"
#include "Rendering/Pipelines/BuiltinForwardPipeline.h"
#include "Rendering/RenderPipelineAsset.h"
#include "Rendering/RenderSurface.h"
@@ -58,12 +59,23 @@ CameraRenderer::CameraRenderer()
}
CameraRenderer::CameraRenderer(std::unique_ptr<RenderPipeline> pipeline)
: m_pipelineAsset(nullptr) {
: CameraRenderer(std::move(pipeline), std::make_unique<Passes::BuiltinObjectIdPass>()) {
}
CameraRenderer::CameraRenderer(
std::unique_ptr<RenderPipeline> pipeline,
std::unique_ptr<ObjectIdPass> objectIdPass)
: m_pipelineAsset(nullptr)
, m_objectIdPass(std::move(objectIdPass)) {
if (m_objectIdPass == nullptr) {
m_objectIdPass = std::make_unique<Passes::BuiltinObjectIdPass>();
}
ResetPipeline(std::move(pipeline));
}
CameraRenderer::CameraRenderer(std::shared_ptr<const RenderPipelineAsset> pipelineAsset)
: m_pipelineAsset(std::move(pipelineAsset)) {
: m_pipelineAsset(std::move(pipelineAsset))
, m_objectIdPass(std::make_unique<Passes::BuiltinObjectIdPass>()) {
SetPipelineAsset(m_pipelineAsset);
}
@@ -71,6 +83,9 @@ CameraRenderer::~CameraRenderer() {
if (m_pipeline) {
m_pipeline->Shutdown();
}
if (m_objectIdPass != nullptr) {
m_objectIdPass->Shutdown();
}
}
void CameraRenderer::SetPipeline(std::unique_ptr<RenderPipeline> pipeline) {
@@ -83,6 +98,17 @@ void CameraRenderer::SetPipelineAsset(std::shared_ptr<const RenderPipelineAsset>
ResetPipeline(CreatePipelineFromAsset(m_pipelineAsset));
}
void CameraRenderer::SetObjectIdPass(std::unique_ptr<ObjectIdPass> objectIdPass) {
if (m_objectIdPass != nullptr) {
m_objectIdPass->Shutdown();
}
m_objectIdPass = std::move(objectIdPass);
if (m_objectIdPass == nullptr) {
m_objectIdPass = std::make_unique<Passes::BuiltinObjectIdPass>();
}
}
void CameraRenderer::ResetPipeline(std::unique_ptr<RenderPipeline> pipeline) {
if (m_pipeline != nullptr) {
m_pipeline->Shutdown();
@@ -105,6 +131,10 @@ bool CameraRenderer::Render(
request.surface.GetRenderAreaHeight() == 0) {
return false;
}
if (request.objectId.IsRequested() &&
!request.objectId.IsValid()) {
return false;
}
RenderSceneData sceneData = m_sceneExtractor.ExtractForCamera(
*request.scene,
@@ -140,6 +170,13 @@ bool CameraRenderer::Render(
return false;
}
if (request.objectId.IsRequested() &&
(m_objectIdPass == nullptr ||
!m_objectIdPass->Render(request.context, request.objectId.surface, sceneData))) {
ShutdownPassSequence(request.preScenePasses, preScenePassesInitialized);
return false;
}
bool postScenePassesInitialized = false;
if (!InitializePassSequence(
request.postScenePasses,

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@@ -0,0 +1,420 @@
#include "Rendering/Passes/BuiltinObjectIdPass.h"
#include "Components/GameObject.h"
#include "RHI/RHICommandList.h"
#include "RHI/RHIPipelineLayout.h"
#include "RHI/RHIPipelineState.h"
#include "Resources/Mesh/Mesh.h"
#include <cstddef>
#include <cstring>
namespace XCEngine {
namespace Rendering {
namespace Passes {
namespace {
const char kBuiltinObjectIdHlsl[] = R"(
cbuffer PerObjectConstants : register(b0) {
float4x4 gProjectionMatrix;
float4x4 gViewMatrix;
float4x4 gModelMatrix;
float4 gObjectIdColor;
};
struct VSInput {
float3 position : POSITION;
};
struct PSInput {
float4 position : SV_POSITION;
};
PSInput MainVS(VSInput input) {
PSInput output;
float4 positionWS = mul(gModelMatrix, float4(input.position, 1.0));
float4 positionVS = mul(gViewMatrix, positionWS);
output.position = mul(gProjectionMatrix, positionVS);
return output;
}
float4 MainPS(PSInput input) : SV_TARGET {
return gObjectIdColor;
}
)";
const char kBuiltinObjectIdVertexShader[] = R"(#version 430
layout(location = 0) in vec3 aPosition;
layout(std140, binding = 0) uniform PerObjectConstants {
mat4 gProjectionMatrix;
mat4 gViewMatrix;
mat4 gModelMatrix;
vec4 gObjectIdColor;
};
void main() {
vec4 positionWS = gModelMatrix * vec4(aPosition, 1.0);
vec4 positionVS = gViewMatrix * positionWS;
gl_Position = gProjectionMatrix * positionVS;
}
)";
const char kBuiltinObjectIdFragmentShader[] = R"(#version 430
layout(std140, binding = 0) uniform PerObjectConstants {
mat4 gProjectionMatrix;
mat4 gViewMatrix;
mat4 gModelMatrix;
vec4 gObjectIdColor;
};
layout(location = 0) out vec4 fragColor;
void main() {
fragColor = gObjectIdColor;
}
)";
RHI::InputLayoutDesc BuildInputLayout() {
RHI::InputLayoutDesc inputLayout = {};
RHI::InputElementDesc position = {};
position.semanticName = "POSITION";
position.semanticIndex = 0;
position.format = static_cast<uint32_t>(RHI::Format::R32G32B32_Float);
position.inputSlot = 0;
position.alignedByteOffset = static_cast<uint32_t>(offsetof(Resources::StaticMeshVertex, position));
inputLayout.elements.push_back(position);
return inputLayout;
}
RHI::GraphicsPipelineDesc CreatePipelineDesc(
RHI::RHIType backendType,
RHI::RHIPipelineLayout* pipelineLayout) {
RHI::GraphicsPipelineDesc pipelineDesc = {};
pipelineDesc.pipelineLayout = pipelineLayout;
pipelineDesc.topologyType = static_cast<uint32_t>(RHI::PrimitiveTopologyType::Triangle);
pipelineDesc.renderTargetCount = 1;
pipelineDesc.renderTargetFormats[0] = static_cast<uint32_t>(RHI::Format::R8G8B8A8_UNorm);
pipelineDesc.depthStencilFormat = static_cast<uint32_t>(RHI::Format::D24_UNorm_S8_UInt);
pipelineDesc.sampleCount = 1;
pipelineDesc.inputLayout = BuildInputLayout();
pipelineDesc.rasterizerState.fillMode = static_cast<uint32_t>(RHI::FillMode::Solid);
pipelineDesc.rasterizerState.cullMode = static_cast<uint32_t>(RHI::CullMode::None);
pipelineDesc.rasterizerState.frontFace = static_cast<uint32_t>(RHI::FrontFace::CounterClockwise);
pipelineDesc.rasterizerState.depthClipEnable = true;
pipelineDesc.blendState.blendEnable = false;
pipelineDesc.blendState.colorWriteMask = static_cast<uint8_t>(RHI::ColorWriteMask::All);
pipelineDesc.depthStencilState.depthTestEnable = true;
pipelineDesc.depthStencilState.depthWriteEnable = false;
pipelineDesc.depthStencilState.depthFunc = static_cast<uint32_t>(RHI::ComparisonFunc::LessEqual);
if (backendType == RHI::RHIType::D3D12) {
pipelineDesc.vertexShader.source.assign(
kBuiltinObjectIdHlsl,
kBuiltinObjectIdHlsl + std::strlen(kBuiltinObjectIdHlsl));
pipelineDesc.vertexShader.sourceLanguage = RHI::ShaderLanguage::HLSL;
pipelineDesc.vertexShader.entryPoint = L"MainVS";
pipelineDesc.vertexShader.profile = L"vs_5_0";
pipelineDesc.fragmentShader.source.assign(
kBuiltinObjectIdHlsl,
kBuiltinObjectIdHlsl + std::strlen(kBuiltinObjectIdHlsl));
pipelineDesc.fragmentShader.sourceLanguage = RHI::ShaderLanguage::HLSL;
pipelineDesc.fragmentShader.entryPoint = L"MainPS";
pipelineDesc.fragmentShader.profile = L"ps_5_0";
} else {
pipelineDesc.vertexShader.source.assign(
kBuiltinObjectIdVertexShader,
kBuiltinObjectIdVertexShader + std::strlen(kBuiltinObjectIdVertexShader));
pipelineDesc.vertexShader.sourceLanguage = RHI::ShaderLanguage::GLSL;
pipelineDesc.vertexShader.profile = L"vs_4_30";
pipelineDesc.fragmentShader.source.assign(
kBuiltinObjectIdFragmentShader,
kBuiltinObjectIdFragmentShader + std::strlen(kBuiltinObjectIdFragmentShader));
pipelineDesc.fragmentShader.sourceLanguage = RHI::ShaderLanguage::GLSL;
pipelineDesc.fragmentShader.profile = L"fs_4_30";
}
return pipelineDesc;
}
} // namespace
BuiltinObjectIdPass::~BuiltinObjectIdPass() {
Shutdown();
}
bool BuiltinObjectIdPass::Render(
const RenderContext& context,
const RenderSurface& surface,
const RenderSceneData& sceneData) {
if (!context.IsValid()) {
return false;
}
const std::vector<RHI::RHIResourceView*>& colorAttachments = surface.GetColorAttachments();
if (colorAttachments.empty() || colorAttachments[0] == nullptr || surface.GetDepthAttachment() == nullptr) {
return false;
}
const Math::RectInt renderArea = surface.GetRenderArea();
if (renderArea.width <= 0 || renderArea.height <= 0) {
return false;
}
if (!EnsureInitialized(context)) {
return false;
}
RHI::RHICommandList* commandList = context.commandList;
RHI::RHIResourceView* renderTarget = colorAttachments[0];
if (surface.IsAutoTransitionEnabled()) {
commandList->TransitionBarrier(
renderTarget,
surface.GetColorStateBefore(),
RHI::ResourceStates::RenderTarget);
}
commandList->SetRenderTargets(1, &renderTarget, surface.GetDepthAttachment());
const RHI::Viewport viewport = {
static_cast<float>(renderArea.x),
static_cast<float>(renderArea.y),
static_cast<float>(renderArea.width),
static_cast<float>(renderArea.height),
0.0f,
1.0f
};
const RHI::Rect scissorRect = {
renderArea.x,
renderArea.y,
renderArea.x + renderArea.width,
renderArea.y + renderArea.height
};
const float clearColor[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
const RHI::Rect clearRects[] = { scissorRect };
commandList->SetViewport(viewport);
commandList->SetScissorRect(scissorRect);
commandList->ClearRenderTarget(renderTarget, clearColor, 1, clearRects);
commandList->SetPrimitiveTopology(RHI::PrimitiveTopology::TriangleList);
commandList->SetPipelineState(m_pipelineState);
for (const VisibleRenderItem& visibleItem : sceneData.visibleItems) {
DrawVisibleItem(context, sceneData, visibleItem);
}
if (surface.IsAutoTransitionEnabled()) {
commandList->TransitionBarrier(
renderTarget,
RHI::ResourceStates::RenderTarget,
surface.GetColorStateAfter());
}
return true;
}
void BuiltinObjectIdPass::Shutdown() {
DestroyResources();
}
bool BuiltinObjectIdPass::EnsureInitialized(const RenderContext& context) {
if (!context.IsValid()) {
return false;
}
if (m_pipelineLayout != nullptr &&
m_pipelineState != nullptr &&
m_device == context.device &&
m_backendType == context.backendType) {
return true;
}
DestroyResources();
return CreateResources(context);
}
bool BuiltinObjectIdPass::CreateResources(const RenderContext& context) {
m_device = context.device;
m_backendType = context.backendType;
RHI::DescriptorSetLayoutBinding constantBinding = {};
constantBinding.binding = 0;
constantBinding.type = static_cast<uint32_t>(RHI::DescriptorType::CBV);
constantBinding.count = 1;
RHI::DescriptorSetLayoutDesc constantLayout = {};
constantLayout.bindings = &constantBinding;
constantLayout.bindingCount = 1;
RHI::RHIPipelineLayoutDesc pipelineLayoutDesc = {};
pipelineLayoutDesc.setLayouts = &constantLayout;
pipelineLayoutDesc.setLayoutCount = 1;
m_pipelineLayout = m_device->CreatePipelineLayout(pipelineLayoutDesc);
if (m_pipelineLayout == nullptr) {
DestroyResources();
return false;
}
m_pipelineState = m_device->CreatePipelineState(CreatePipelineDesc(m_backendType, m_pipelineLayout));
if (m_pipelineState == nullptr || !m_pipelineState->IsValid()) {
if (m_pipelineState != nullptr) {
m_pipelineState->Shutdown();
delete m_pipelineState;
m_pipelineState = nullptr;
}
DestroyResources();
return false;
}
return true;
}
void BuiltinObjectIdPass::DestroyResources() {
m_resourceCache.Shutdown();
for (auto& descriptorSetEntry : m_perObjectSets) {
DestroyOwnedDescriptorSet(descriptorSetEntry.second);
}
m_perObjectSets.clear();
if (m_pipelineState != nullptr) {
m_pipelineState->Shutdown();
delete m_pipelineState;
m_pipelineState = nullptr;
}
if (m_pipelineLayout != nullptr) {
m_pipelineLayout->Shutdown();
delete m_pipelineLayout;
m_pipelineLayout = nullptr;
}
m_device = nullptr;
m_backendType = RHI::RHIType::D3D12;
}
RHI::RHIDescriptorSet* BuiltinObjectIdPass::GetOrCreatePerObjectSet(uint64_t objectId) {
const auto existing = m_perObjectSets.find(objectId);
if (existing != m_perObjectSets.end()) {
return existing->second.set;
}
RHI::DescriptorPoolDesc poolDesc = {};
poolDesc.type = RHI::DescriptorHeapType::CBV_SRV_UAV;
poolDesc.descriptorCount = 1;
poolDesc.shaderVisible = false;
OwnedDescriptorSet descriptorSet = {};
descriptorSet.pool = m_device->CreateDescriptorPool(poolDesc);
if (descriptorSet.pool == nullptr) {
return nullptr;
}
RHI::DescriptorSetLayoutBinding binding = {};
binding.binding = 0;
binding.type = static_cast<uint32_t>(RHI::DescriptorType::CBV);
binding.count = 1;
RHI::DescriptorSetLayoutDesc layout = {};
layout.bindings = &binding;
layout.bindingCount = 1;
descriptorSet.set = descriptorSet.pool->AllocateSet(layout);
if (descriptorSet.set == nullptr) {
DestroyOwnedDescriptorSet(descriptorSet);
return nullptr;
}
const auto result = m_perObjectSets.emplace(objectId, descriptorSet);
return result.first->second.set;
}
void BuiltinObjectIdPass::DestroyOwnedDescriptorSet(OwnedDescriptorSet& descriptorSet) {
if (descriptorSet.set != nullptr) {
descriptorSet.set->Shutdown();
delete descriptorSet.set;
descriptorSet.set = nullptr;
}
if (descriptorSet.pool != nullptr) {
descriptorSet.pool->Shutdown();
delete descriptorSet.pool;
descriptorSet.pool = nullptr;
}
}
bool BuiltinObjectIdPass::DrawVisibleItem(
const RenderContext& context,
const RenderSceneData& sceneData,
const VisibleRenderItem& visibleItem) {
if (visibleItem.mesh == nullptr || visibleItem.gameObject == nullptr) {
return false;
}
const RenderResourceCache::CachedMesh* cachedMesh =
m_resourceCache.GetOrCreateMesh(m_device, visibleItem.mesh);
if (cachedMesh == nullptr || cachedMesh->vertexBufferView == nullptr) {
return false;
}
RHI::RHICommandList* commandList = context.commandList;
RHI::RHIResourceView* vertexBuffers[] = { cachedMesh->vertexBufferView };
const uint64_t offsets[] = { 0 };
const uint32_t strides[] = { cachedMesh->vertexStride };
commandList->SetVertexBuffers(0, 1, vertexBuffers, offsets, strides);
if (cachedMesh->indexBufferView != nullptr) {
commandList->SetIndexBuffer(cachedMesh->indexBufferView, 0);
}
const uint64_t objectId = visibleItem.gameObject->GetID();
RHI::RHIDescriptorSet* constantSet = GetOrCreatePerObjectSet(objectId);
if (constantSet == nullptr) {
return false;
}
const PerObjectConstants constants = {
sceneData.cameraData.projection,
sceneData.cameraData.view,
visibleItem.localToWorld.Transpose(),
EncodeObjectIdToColor(objectId)
};
constantSet->WriteConstant(0, &constants, sizeof(constants));
RHI::RHIDescriptorSet* descriptorSets[] = { constantSet };
commandList->SetGraphicsDescriptorSets(0, 1, descriptorSets, m_pipelineLayout);
if (visibleItem.hasSection) {
const Containers::Array<Resources::MeshSection>& sections = visibleItem.mesh->GetSections();
if (visibleItem.sectionIndex >= sections.Size()) {
return false;
}
const Resources::MeshSection& section = sections[visibleItem.sectionIndex];
if (cachedMesh->indexBufferView != nullptr && section.indexCount > 0) {
commandList->DrawIndexed(section.indexCount, 1, section.startIndex, 0, 0);
} else if (section.vertexCount > 0) {
commandList->Draw(section.vertexCount, 1, section.baseVertex, 0);
}
return true;
}
if (cachedMesh->indexBufferView != nullptr && cachedMesh->indexCount > 0) {
commandList->DrawIndexed(cachedMesh->indexCount, 1, 0, 0, 0);
} else if (cachedMesh->vertexCount > 0) {
commandList->Draw(cachedMesh->vertexCount, 1, 0, 0);
}
return true;
}
} // namespace Passes
} // namespace Rendering
} // namespace XCEngine