refactor: route builtin outline pass through shader assets
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@@ -1,11 +1,14 @@
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#include "Rendering/Passes/BuiltinObjectIdOutlinePass.h"
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#include "Core/Asset/ResourceManager.h"
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#include "Debug/Logger.h"
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#include "Rendering/ObjectIdEncoding.h"
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#include "Rendering/Detail/ShaderVariantUtils.h"
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#include "RHI/RHICommandList.h"
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#include "RHI/RHIDevice.h"
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#include "Resources/BuiltinResources.h"
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#include <algorithm>
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#include <cstring>
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namespace XCEngine {
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namespace Rendering {
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@@ -13,109 +16,73 @@ namespace Passes {
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namespace {
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const char kBuiltinObjectIdOutlineHlsl[] = R"(
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cbuffer OutlineConstants : register(b0) {
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float4 gViewportSizeAndTexelSize;
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float4 gOutlineColor;
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float4 gSelectedInfo;
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float4 gSelectedObjectColors[256];
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};
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const Resources::ShaderPass* FindObjectIdOutlineCompatiblePass(
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const Resources::Shader& shader,
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Resources::ShaderBackend backend) {
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const Resources::ShaderPass* outlinePass = shader.FindPass("ObjectIdOutline");
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if (outlinePass != nullptr &&
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::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(shader, outlinePass->name, backend)) {
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return outlinePass;
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}
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Texture2D gObjectIdTexture : register(t0);
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const Resources::ShaderPass* editorOutlinePass = shader.FindPass("EditorObjectIdOutline");
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if (editorOutlinePass != nullptr &&
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::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(shader, editorOutlinePass->name, backend)) {
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return editorOutlinePass;
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}
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struct VSOutput {
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float4 position : SV_POSITION;
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};
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if (shader.GetPassCount() > 0 &&
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::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(shader, shader.GetPasses()[0].name, backend)) {
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return &shader.GetPasses()[0];
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}
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VSOutput MainVS(uint vertexId : SV_VertexID) {
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static const float2 positions[3] = {
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float2(-1.0, -1.0),
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float2(-1.0, 3.0),
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float2( 3.0, -1.0)
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};
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VSOutput output;
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output.position = float4(positions[vertexId], 0.0, 1.0);
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return output;
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return nullptr;
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}
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int2 ClampPixelCoord(int2 pixelCoord) {
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const int2 maxCoord = int2(
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max((int)gViewportSizeAndTexelSize.x - 1, 0),
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max((int)gViewportSizeAndTexelSize.y - 1, 0));
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return clamp(pixelCoord, int2(0, 0), maxCoord);
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RHI::GraphicsPipelineDesc CreatePipelineDesc(
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RHI::RHIType backendType,
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RHI::RHIPipelineLayout* pipelineLayout,
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const Resources::Shader& shader,
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const Containers::String& passName) {
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RHI::GraphicsPipelineDesc pipelineDesc = {};
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pipelineDesc.pipelineLayout = pipelineLayout;
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pipelineDesc.topologyType = static_cast<uint32_t>(RHI::PrimitiveTopologyType::Triangle);
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pipelineDesc.renderTargetCount = 1;
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pipelineDesc.renderTargetFormats[0] = static_cast<uint32_t>(RHI::Format::R8G8B8A8_UNorm);
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pipelineDesc.depthStencilFormat = static_cast<uint32_t>(RHI::Format::Unknown);
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pipelineDesc.sampleCount = 1;
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pipelineDesc.rasterizerState.fillMode = static_cast<uint32_t>(RHI::FillMode::Solid);
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pipelineDesc.rasterizerState.cullMode = static_cast<uint32_t>(RHI::CullMode::None);
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pipelineDesc.rasterizerState.frontFace = static_cast<uint32_t>(RHI::FrontFace::CounterClockwise);
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pipelineDesc.rasterizerState.depthClipEnable = true;
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pipelineDesc.blendState.blendEnable = true;
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pipelineDesc.blendState.srcBlend = static_cast<uint32_t>(RHI::BlendFactor::SrcAlpha);
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pipelineDesc.blendState.dstBlend = static_cast<uint32_t>(RHI::BlendFactor::InvSrcAlpha);
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pipelineDesc.blendState.srcBlendAlpha = static_cast<uint32_t>(RHI::BlendFactor::One);
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pipelineDesc.blendState.dstBlendAlpha = static_cast<uint32_t>(RHI::BlendFactor::InvSrcAlpha);
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pipelineDesc.blendState.blendOp = static_cast<uint32_t>(RHI::BlendOp::Add);
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pipelineDesc.blendState.blendOpAlpha = static_cast<uint32_t>(RHI::BlendOp::Add);
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pipelineDesc.blendState.colorWriteMask = static_cast<uint8_t>(RHI::ColorWriteMask::All);
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pipelineDesc.depthStencilState.depthTestEnable = false;
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pipelineDesc.depthStencilState.depthWriteEnable = false;
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pipelineDesc.depthStencilState.depthFunc = static_cast<uint32_t>(RHI::ComparisonFunc::Always);
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const Resources::ShaderBackend backend = ::XCEngine::Rendering::Detail::ToShaderBackend(backendType);
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if (const Resources::ShaderStageVariant* vertexVariant =
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shader.FindVariant(passName, Resources::ShaderType::Vertex, backend)) {
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::XCEngine::Rendering::Detail::ApplyShaderStageVariant(*vertexVariant, pipelineDesc.vertexShader);
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}
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if (const Resources::ShaderStageVariant* fragmentVariant =
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shader.FindVariant(passName, Resources::ShaderType::Fragment, backend)) {
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::XCEngine::Rendering::Detail::ApplyShaderStageVariant(*fragmentVariant, pipelineDesc.fragmentShader);
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}
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return pipelineDesc;
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}
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float4 LoadObjectId(int2 pixelCoord) {
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return gObjectIdTexture.Load(int3(ClampPixelCoord(pixelCoord), 0));
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}
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bool IsSelectedObject(float4 objectIdColor) {
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if (objectIdColor.a <= 0.0) {
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return false;
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}
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const int selectedCount = min((int)gSelectedInfo.x, 256);
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[loop]
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for (int i = 0; i < selectedCount; ++i) {
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const float4 selectedColor = gSelectedObjectColors[i];
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if (all(abs(objectIdColor - selectedColor) <= float4(
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0.0025,
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0.0025,
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0.0025,
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0.0025))) {
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return true;
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}
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}
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return false;
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}
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float4 MainPS(VSOutput input) : SV_TARGET {
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const int2 pixelCoord = int2(input.position.xy);
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const bool debugSelectionMask = gSelectedInfo.y > 0.5;
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const bool centerSelected = IsSelectedObject(LoadObjectId(pixelCoord));
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if (debugSelectionMask) {
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return centerSelected ? float4(1.0, 1.0, 1.0, 1.0) : float4(0.0, 0.0, 0.0, 1.0);
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}
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if (centerSelected) {
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discard;
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}
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const int outlineWidth = max((int)gSelectedInfo.z, 1);
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float outline = 0.0;
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[loop]
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for (int y = -2; y <= 2; ++y) {
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[loop]
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for (int x = -2; x <= 2; ++x) {
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if (x == 0 && y == 0) {
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continue;
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}
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const float distancePixels = length(float2((float)x, (float)y));
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if (distancePixels > outlineWidth) {
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continue;
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}
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if (!IsSelectedObject(LoadObjectId(pixelCoord + int2(x, y)))) {
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continue;
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}
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const float weight = saturate(1.0 - ((distancePixels - 1.0) / max((float)outlineWidth, 1.0)));
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outline = max(outline, weight);
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}
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}
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if (outline <= 0.001) {
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discard;
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}
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return float4(gOutlineColor.rgb, gOutlineColor.a * outline);
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}
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)";
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} // namespace
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void BuiltinObjectIdOutlinePass::Shutdown() {
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@@ -225,6 +192,26 @@ bool BuiltinObjectIdOutlinePass::CreateResources(const RenderContext& renderCont
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m_device = renderContext.device;
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m_backendType = renderContext.backendType;
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m_builtinObjectIdOutlineShader = Resources::ResourceManager::Get().Load<Resources::Shader>(
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Resources::GetBuiltinObjectIdOutlineShaderPath());
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if (!m_builtinObjectIdOutlineShader.IsValid()) {
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Debug::Logger::Get().Error(
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Debug::LogCategory::Rendering,
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"BuiltinObjectIdOutlinePass failed to load builtin object-id-outline shader resource");
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DestroyResources();
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return false;
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}
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const Resources::ShaderBackend backend = ::XCEngine::Rendering::Detail::ToShaderBackend(m_backendType);
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const Resources::ShaderPass* outlinePass =
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FindObjectIdOutlineCompatiblePass(*m_builtinObjectIdOutlineShader.Get(), backend);
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if (outlinePass == nullptr) {
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Debug::Logger::Get().Error(
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Debug::LogCategory::Rendering,
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"BuiltinObjectIdOutlinePass could not resolve a valid ObjectIdOutline shader pass");
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DestroyResources();
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return false;
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}
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RHI::DescriptorSetLayoutBinding setBindings[2] = {};
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setBindings[0].binding = 0;
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@@ -287,47 +274,12 @@ bool BuiltinObjectIdOutlinePass::CreateResources(const RenderContext& renderCont
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return false;
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}
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RHI::GraphicsPipelineDesc pipelineDesc = {};
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pipelineDesc.pipelineLayout = m_pipelineLayout;
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pipelineDesc.topologyType = static_cast<uint32_t>(RHI::PrimitiveTopologyType::Triangle);
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pipelineDesc.renderTargetCount = 1;
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pipelineDesc.renderTargetFormats[0] = static_cast<uint32_t>(RHI::Format::R8G8B8A8_UNorm);
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pipelineDesc.depthStencilFormat = static_cast<uint32_t>(RHI::Format::Unknown);
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pipelineDesc.sampleCount = 1;
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pipelineDesc.rasterizerState.fillMode = static_cast<uint32_t>(RHI::FillMode::Solid);
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pipelineDesc.rasterizerState.cullMode = static_cast<uint32_t>(RHI::CullMode::None);
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pipelineDesc.rasterizerState.frontFace = static_cast<uint32_t>(RHI::FrontFace::CounterClockwise);
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pipelineDesc.rasterizerState.depthClipEnable = true;
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pipelineDesc.blendState.blendEnable = true;
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pipelineDesc.blendState.srcBlend = static_cast<uint32_t>(RHI::BlendFactor::SrcAlpha);
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pipelineDesc.blendState.dstBlend = static_cast<uint32_t>(RHI::BlendFactor::InvSrcAlpha);
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pipelineDesc.blendState.srcBlendAlpha = static_cast<uint32_t>(RHI::BlendFactor::One);
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pipelineDesc.blendState.dstBlendAlpha = static_cast<uint32_t>(RHI::BlendFactor::InvSrcAlpha);
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pipelineDesc.blendState.blendOp = static_cast<uint32_t>(RHI::BlendOp::Add);
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pipelineDesc.blendState.blendOpAlpha = static_cast<uint32_t>(RHI::BlendOp::Add);
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pipelineDesc.blendState.colorWriteMask = static_cast<uint8_t>(RHI::ColorWriteMask::All);
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pipelineDesc.depthStencilState.depthTestEnable = false;
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pipelineDesc.depthStencilState.depthWriteEnable = false;
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pipelineDesc.depthStencilState.depthFunc = static_cast<uint32_t>(RHI::ComparisonFunc::Always);
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pipelineDesc.vertexShader.source.assign(
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kBuiltinObjectIdOutlineHlsl,
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kBuiltinObjectIdOutlineHlsl + std::strlen(kBuiltinObjectIdOutlineHlsl));
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pipelineDesc.vertexShader.sourceLanguage = RHI::ShaderLanguage::HLSL;
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pipelineDesc.vertexShader.entryPoint = L"MainVS";
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pipelineDesc.vertexShader.profile = L"vs_5_0";
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pipelineDesc.fragmentShader.source.assign(
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kBuiltinObjectIdOutlineHlsl,
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kBuiltinObjectIdOutlineHlsl + std::strlen(kBuiltinObjectIdOutlineHlsl));
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pipelineDesc.fragmentShader.sourceLanguage = RHI::ShaderLanguage::HLSL;
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pipelineDesc.fragmentShader.entryPoint = L"MainPS";
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pipelineDesc.fragmentShader.profile = L"ps_5_0";
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m_pipelineState = m_device->CreatePipelineState(pipelineDesc);
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m_pipelineState = m_device->CreatePipelineState(
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CreatePipelineDesc(
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m_backendType,
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m_pipelineLayout,
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*m_builtinObjectIdOutlineShader.Get(),
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outlinePass->name));
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if (m_pipelineState == nullptr || !m_pipelineState->IsValid()) {
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DestroyResources();
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return false;
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@@ -375,6 +327,7 @@ void BuiltinObjectIdOutlinePass::DestroyResources() {
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m_device = nullptr;
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m_backendType = RHI::RHIType::D3D12;
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m_builtinObjectIdOutlineShader.Reset();
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}
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} // namespace Passes
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