refactor: route scene view passes through camera renderer
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@@ -19,7 +19,6 @@
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#include <XCEngine/RHI/RHIResourceView.h>
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#include <XCEngine/RHI/RHITexture.h>
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#include <XCEngine/Rendering/Passes/BuiltinInfiniteGridPass.h>
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#include <XCEngine/Rendering/Passes/BuiltinSceneViewPostPassSequenceBuilder.h>
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#include <XCEngine/Rendering/RenderContext.h>
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#include <XCEngine/Rendering/RenderSurface.h>
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#include <XCEngine/Rendering/SceneRenderer.h>
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@@ -92,7 +91,6 @@ public:
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m_sceneViewLastRenderContext = {};
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m_device = nullptr;
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m_backend = nullptr;
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m_sceneViewPostPassBuilder.Shutdown();
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m_sceneRenderer.reset();
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}
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@@ -280,7 +278,7 @@ private:
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struct SceneViewportRenderState {
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SceneViewportOverlayData overlay = {};
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Rendering::RenderPassSequence postPasses;
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Rendering::BuiltinSceneViewPostProcessRequest builtinSceneViewPostProcess = {};
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std::vector<uint64_t> selectedObjectIds;
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};
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@@ -412,32 +410,28 @@ private:
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policy.clearColor.a);
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}
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bool BuildSceneViewPostPassSequence(
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void BuildSceneViewBuiltinPostProcessRequest(
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ViewportEntry& entry,
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const SceneViewportOverlayData& overlay,
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const std::vector<uint64_t>& selectedObjectIds,
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Rendering::RenderPassSequence& outPostPasses) {
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Rendering::Passes::ObjectIdOutlineStyle outlineStyle = {};
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outlineStyle.outlineColor = Math::Color(1.0f, 0.4f, 0.0f, 1.0f);
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outlineStyle.outlineWidthPixels = 2.0f;
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outlineStyle.debugSelectionMask = kDebugSceneSelectionMask;
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const Rendering::Passes::BuiltinSceneViewPostPassSequenceBuildResult result =
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m_sceneViewPostPassBuilder.Build(
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{
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BuildInfiniteGridPassData(overlay),
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entry.renderTargets.objectIdShaderView,
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selectedObjectIds,
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outlineStyle
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},
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outPostPasses);
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if (result.missingObjectIdTextureViewForSelection &&
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!kDebugSceneSelectionMask) {
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SetViewportStatusIfEmpty(entry.statusText, "Scene object id shader view is unavailable");
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Rendering::BuiltinSceneViewPostProcessRequest& outRequest) {
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if (!overlay.valid) {
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outRequest = {};
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return;
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}
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return result.valid;
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outRequest.gridPassData = BuildInfiniteGridPassData(overlay);
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outRequest.selectedObjectIds = selectedObjectIds;
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outRequest.outlineStyle = {};
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outRequest.outlineStyle.outlineColor = Math::Color(1.0f, 0.4f, 0.0f, 1.0f);
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outRequest.outlineStyle.outlineWidthPixels = 2.0f;
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outRequest.outlineStyle.debugSelectionMask = kDebugSceneSelectionMask;
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if (!selectedObjectIds.empty() &&
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!kDebugSceneSelectionMask &&
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entry.renderTargets.objectIdShaderView == nullptr) {
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SetViewportStatusIfEmpty(entry.statusText, "Scene object id shader view is unavailable");
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}
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}
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void BuildSceneViewportRenderState(
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@@ -452,12 +446,11 @@ private:
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}
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outState.selectedObjectIds = context.GetSelectionManager().GetSelectedEntities();
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BuildSceneViewPostPassSequence(
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BuildSceneViewBuiltinPostProcessRequest(
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entry,
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outState.overlay,
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outState.selectedObjectIds,
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outState.postPasses);
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outState.builtinSceneViewPostProcess);
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}
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bool RenderSceneViewportEntry(
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@@ -502,7 +495,8 @@ private:
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ApplySceneViewportRenderRequestSetup(
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entry.renderTargets,
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&sceneState.postPasses,
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&sceneState.builtinSceneViewPostProcess,
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nullptr,
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requests[0]);
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requests[0].hasClearColorOverride = true;
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requests[0].clearColorOverride = Math::Color(0.27f, 0.27f, 0.27f, 1.0f);
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@@ -657,7 +651,6 @@ private:
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Rendering::RenderContext m_sceneViewLastRenderContext = {};
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std::array<ViewportEntry, 2> m_entries = {};
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SceneViewCameraState m_sceneViewCamera;
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Rendering::Passes::BuiltinSceneViewPostPassSequenceBuilder m_sceneViewPostPassBuilder;
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};
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} // namespace Editor
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