Add depth-only and shadow-caster pass skeletons
This commit is contained in:
@@ -350,11 +350,16 @@ Unity-like Shader Authoring (.shader)
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- `RenderMaterialUtility` 现在统一提供 `BuiltinPassSetLayoutMetadata` 与 `TryBuildBuiltinPassSetLayouts(...)`
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- `BuiltinForwardPipeline` 与 `BuiltinObjectIdPass` 现在都复用同一套 `binding plan -> set layout -> pipeline layout` 组装路径
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- forward 侧只保留 set0 compatibility fallback 与 draw/update 逻辑;object-id 侧只保留自身约束校验与 per-object 常量写入
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- 已验证:`rendering_unit_tests` 65/65
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- 已完成:builtin `DepthOnly / ShadowCaster` shader 与独立 pass skeleton 落地
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- 新增 builtin `depth-only` 与 `shadow-caster` shader 资产,以及 `BuiltinResources` 对应入口
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- 新增 `BuiltinDepthOnlyPass / BuiltinShadowCasterPass`,作为独立 `RenderPass` 复用同一套 shared pass-layout skeleton
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- 两个 pass 当前先收敛到 `PerObject` 常量路径;opaque 物体走 builtin fallback,`ShadowCaster` 额外尊重 `MeshRenderer.castShadows`
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- 这一步解决的是“pass contract 与执行骨架缺失”,还没有把 shadow map / light-space request flow 一次性做完
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- 已验证:`rendering_unit_tests` 71/71
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- 已验证:`rendering_integration_textured_quad_scene` 3/3(D3D12 / OpenGL / Vulkan)
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- 已验证:`rendering_integration_unlit_scene` 3/3(D3D12 / OpenGL / Vulkan)
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- 已验证:`rendering_integration_object_id_scene` 3/3(D3D12 / OpenGL / Vulkan)
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- 下一步:如果继续沿 renderer 主线收口,优先把 `DepthOnly / ShadowCaster` 接到同一套 shared pass-layout skeleton;如果先控制范围,当前 `ForwardLit / Unlit / ObjectId` 已可以视为这一小阶段完成
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- 下一步:如果继续沿 renderer 主线收口,优先把 `DepthOnly / ShadowCaster` 真正接到 request / light-space 渲染流程,并补对应 integration coverage;如果先控制范围,当前 shader/material/pass contract 这一小阶段已经接近收口
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### 阶段 D:扩展 AssetDatabase / Library Artifact 能力
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@@ -359,11 +359,15 @@ add_library(XCEngine STATIC
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/SceneRenderRequestPlanner.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/SceneRenderRequestUtils.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/SceneRenderer.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinDepthStylePassBase.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinDepthOnlyPass.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinShadowCasterPass.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinObjectIdPass.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinInfiniteGridPass.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinObjectIdOutlinePass.h
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Pipelines/BuiltinForwardPipeline.h
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${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/CameraRenderer.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinDepthStylePassBase.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinObjectIdPass.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinInfiniteGridPass.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinObjectIdOutlinePass.cpp
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@@ -0,0 +1,7 @@
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// XC_BUILTIN_DEPTH_ONLY_OPENGL_PS
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#version 430
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = vec4(0.0);
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}
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@@ -0,0 +1,7 @@
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// XC_BUILTIN_DEPTH_ONLY_VULKAN_PS
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#version 450
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = vec4(0.0);
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}
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@@ -0,0 +1,8 @@
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// XC_BUILTIN_DEPTH_ONLY_D3D12_PS
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struct PSInput {
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float4 position : SV_POSITION;
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};
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float4 MainPS(PSInput input) : SV_TARGET {
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return float4(0.0, 0.0, 0.0, 0.0);
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}
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62
engine/assets/builtin/shaders/depth-only/depth-only.shader
Normal file
62
engine/assets/builtin/shaders/depth-only/depth-only.shader
Normal file
@@ -0,0 +1,62 @@
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{
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"name": "Builtin Depth Only",
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"passes": [
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{
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"name": "DepthOnly",
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"tags": {
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"LightMode": "DepthOnly"
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},
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"resources": [
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{
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"name": "PerObjectConstants",
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"type": "ConstantBuffer",
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"set": 0,
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"binding": 0,
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"semantic": "PerObject"
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}
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],
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"variants": [
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{
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"stage": "Vertex",
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"backend": "D3D12",
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"language": "HLSL",
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"source": "depth-only.vs.hlsl",
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"entryPoint": "MainVS",
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"profile": "vs_5_0"
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},
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{
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"stage": "Fragment",
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"backend": "D3D12",
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"language": "HLSL",
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"source": "depth-only.ps.hlsl",
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"entryPoint": "MainPS",
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"profile": "ps_5_0"
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},
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{
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"stage": "Vertex",
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"backend": "OpenGL",
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"language": "GLSL",
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"source": "depth-only.vert.glsl"
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},
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{
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"stage": "Fragment",
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"backend": "OpenGL",
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"language": "GLSL",
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"source": "depth-only.frag.glsl"
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},
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{
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"stage": "Vertex",
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"backend": "Vulkan",
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"language": "GLSL",
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"source": "depth-only.vert.vk.glsl"
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},
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{
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"stage": "Fragment",
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"backend": "Vulkan",
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"language": "GLSL",
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"source": "depth-only.frag.vk.glsl"
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}
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]
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}
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]
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}
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@@ -0,0 +1,15 @@
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// XC_BUILTIN_DEPTH_ONLY_OPENGL_VS
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#version 430
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layout(location = 0) in vec3 aPosition;
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layout(std140, binding = 0) uniform PerObjectConstants {
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mat4 gProjectionMatrix;
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mat4 gViewMatrix;
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mat4 gModelMatrix;
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};
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void main() {
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vec4 positionWS = gModelMatrix * vec4(aPosition, 1.0);
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vec4 positionVS = gViewMatrix * positionWS;
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gl_Position = gProjectionMatrix * positionVS;
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}
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@@ -0,0 +1,15 @@
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// XC_BUILTIN_DEPTH_ONLY_VULKAN_VS
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#version 450
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layout(location = 0) in vec3 aPosition;
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layout(set = 0, binding = 0, std140) uniform PerObjectConstants {
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mat4 gProjectionMatrix;
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mat4 gViewMatrix;
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mat4 gModelMatrix;
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};
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void main() {
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vec4 positionWS = gModelMatrix * vec4(aPosition, 1.0);
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vec4 positionVS = gViewMatrix * positionWS;
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gl_Position = gProjectionMatrix * positionVS;
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}
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22
engine/assets/builtin/shaders/depth-only/depth-only.vs.hlsl
Normal file
22
engine/assets/builtin/shaders/depth-only/depth-only.vs.hlsl
Normal file
@@ -0,0 +1,22 @@
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// XC_BUILTIN_DEPTH_ONLY_D3D12_VS
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cbuffer PerObjectConstants : register(b0) {
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float4x4 gProjectionMatrix;
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float4x4 gViewMatrix;
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float4x4 gModelMatrix;
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};
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struct VSInput {
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float3 position : POSITION;
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};
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struct PSInput {
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float4 position : SV_POSITION;
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};
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PSInput MainVS(VSInput input) {
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PSInput output;
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float4 positionWS = mul(gModelMatrix, float4(input.position, 1.0));
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float4 positionVS = mul(gViewMatrix, positionWS);
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output.position = mul(gProjectionMatrix, positionVS);
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return output;
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}
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@@ -0,0 +1,7 @@
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// XC_BUILTIN_SHADOW_CASTER_OPENGL_PS
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#version 430
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = vec4(0.0);
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}
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@@ -0,0 +1,7 @@
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// XC_BUILTIN_SHADOW_CASTER_VULKAN_PS
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#version 450
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layout(location = 0) out vec4 fragColor;
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void main() {
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fragColor = vec4(0.0);
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}
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@@ -0,0 +1,8 @@
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// XC_BUILTIN_SHADOW_CASTER_D3D12_PS
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struct PSInput {
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float4 position : SV_POSITION;
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};
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float4 MainPS(PSInput input) : SV_TARGET {
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return float4(0.0, 0.0, 0.0, 0.0);
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}
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@@ -0,0 +1,62 @@
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{
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"name": "Builtin Shadow Caster",
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"passes": [
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{
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"name": "ShadowCaster",
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"tags": {
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"LightMode": "ShadowCaster"
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},
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"resources": [
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{
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"name": "PerObjectConstants",
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"type": "ConstantBuffer",
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"set": 0,
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"binding": 0,
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"semantic": "PerObject"
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}
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],
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"variants": [
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{
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"stage": "Vertex",
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"backend": "D3D12",
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"language": "HLSL",
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"source": "shadow-caster.vs.hlsl",
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"entryPoint": "MainVS",
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"profile": "vs_5_0"
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},
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{
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"stage": "Fragment",
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"backend": "D3D12",
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"language": "HLSL",
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"source": "shadow-caster.ps.hlsl",
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"entryPoint": "MainPS",
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"profile": "ps_5_0"
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},
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{
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"stage": "Vertex",
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"backend": "OpenGL",
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"language": "GLSL",
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"source": "shadow-caster.vert.glsl"
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},
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{
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"stage": "Fragment",
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"backend": "OpenGL",
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"language": "GLSL",
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"source": "shadow-caster.frag.glsl"
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},
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{
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"stage": "Vertex",
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"backend": "Vulkan",
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"language": "GLSL",
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"source": "shadow-caster.vert.vk.glsl"
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},
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{
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"stage": "Fragment",
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"backend": "Vulkan",
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"language": "GLSL",
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"source": "shadow-caster.frag.vk.glsl"
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}
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]
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}
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]
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}
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@@ -0,0 +1,15 @@
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// XC_BUILTIN_SHADOW_CASTER_OPENGL_VS
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#version 430
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layout(location = 0) in vec3 aPosition;
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layout(std140, binding = 0) uniform PerObjectConstants {
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mat4 gProjectionMatrix;
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mat4 gViewMatrix;
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mat4 gModelMatrix;
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};
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void main() {
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vec4 positionWS = gModelMatrix * vec4(aPosition, 1.0);
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vec4 positionVS = gViewMatrix * positionWS;
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gl_Position = gProjectionMatrix * positionVS;
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}
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@@ -0,0 +1,15 @@
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// XC_BUILTIN_SHADOW_CASTER_VULKAN_VS
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#version 450
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layout(location = 0) in vec3 aPosition;
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layout(set = 0, binding = 0, std140) uniform PerObjectConstants {
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mat4 gProjectionMatrix;
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mat4 gViewMatrix;
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mat4 gModelMatrix;
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};
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void main() {
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vec4 positionWS = gModelMatrix * vec4(aPosition, 1.0);
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vec4 positionVS = gViewMatrix * positionWS;
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gl_Position = gProjectionMatrix * positionVS;
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}
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@@ -0,0 +1,22 @@
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// XC_BUILTIN_SHADOW_CASTER_D3D12_VS
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cbuffer PerObjectConstants : register(b0) {
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float4x4 gProjectionMatrix;
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float4x4 gViewMatrix;
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float4x4 gModelMatrix;
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};
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struct VSInput {
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float3 position : POSITION;
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};
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struct PSInput {
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float4 position : SV_POSITION;
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};
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PSInput MainVS(VSInput input) {
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PSInput output;
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float4 positionWS = mul(gModelMatrix, float4(input.position, 1.0));
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float4 positionVS = mul(gViewMatrix, positionWS);
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output.position = mul(gProjectionMatrix, positionVS);
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return output;
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}
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@@ -0,0 +1,21 @@
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#pragma once
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#include <XCEngine/Rendering/Passes/BuiltinDepthStylePassBase.h>
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namespace XCEngine {
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namespace Rendering {
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namespace Passes {
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class BuiltinDepthOnlyPass final : public BuiltinDepthStylePassBase {
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public:
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BuiltinDepthOnlyPass();
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~BuiltinDepthOnlyPass() override = default;
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static RHI::InputLayoutDesc BuildInputLayout();
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const char* GetName() const override;
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};
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} // namespace Passes
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} // namespace Rendering
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} // namespace XCEngine
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@@ -0,0 +1,165 @@
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#pragma once
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#include <XCEngine/Core/Asset/ResourceHandle.h>
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#include <XCEngine/Rendering/RenderMaterialUtility.h>
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#include <XCEngine/Rendering/RenderPass.h>
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#include <XCEngine/Rendering/RenderResourceCache.h>
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#include <XCEngine/RHI/RHIDescriptorPool.h>
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#include <XCEngine/RHI/RHIDescriptorSet.h>
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#include <XCEngine/RHI/RHIPipelineLayout.h>
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#include <XCEngine/RHI/RHIPipelineState.h>
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#include <XCEngine/Resources/Shader/Shader.h>
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#include <unordered_map>
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namespace XCEngine {
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namespace Resources {
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class Material;
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class Shader;
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} // namespace Resources
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namespace Rendering {
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namespace Passes {
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class BuiltinDepthStylePassBase : public RenderPass {
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public:
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~BuiltinDepthStylePassBase() override;
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static RHI::InputLayoutDesc BuildCommonInputLayout();
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bool Initialize(const RenderContext& context) override;
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void Shutdown() override;
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bool Execute(const RenderPassContext& context) override;
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protected:
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BuiltinDepthStylePassBase(
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BuiltinMaterialPass passType,
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Containers::String builtinShaderPath);
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virtual bool ShouldRenderVisibleItem(const VisibleRenderItem& visibleItem) const;
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private:
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struct PerObjectConstants {
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Math::Matrix4x4 projection = Math::Matrix4x4::Identity();
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Math::Matrix4x4 view = Math::Matrix4x4::Identity();
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Math::Matrix4x4 model = Math::Matrix4x4::Identity();
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};
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struct OwnedDescriptorSet {
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RHI::RHIDescriptorPool* pool = nullptr;
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RHI::RHIDescriptorSet* set = nullptr;
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};
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struct PassLayoutKey {
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const Resources::Shader* shader = nullptr;
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Containers::String passName;
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bool operator==(const PassLayoutKey& other) const {
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return shader == other.shader && passName == other.passName;
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}
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};
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struct PassLayoutKeyHash {
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size_t operator()(const PassLayoutKey& key) const noexcept {
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size_t hash = reinterpret_cast<size_t>(key.shader);
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hash ^= std::hash<Containers::String>{}(key.passName) + 0x9e3779b9u + (hash << 6) + (hash >> 2);
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return hash;
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}
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};
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struct PassResourceLayout {
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RHI::RHIPipelineLayout* pipelineLayout = nullptr;
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PassResourceBindingLocation perObject = {};
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BuiltinPassSetLayoutMetadata perObjectSetLayout = {};
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Core::uint32 firstDescriptorSet = 0;
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};
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struct PerObjectSetKey {
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PassLayoutKey passLayout = {};
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Core::uint64 objectId = 0;
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bool operator==(const PerObjectSetKey& other) const {
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return passLayout == other.passLayout &&
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objectId == other.objectId;
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}
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};
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struct PerObjectSetKeyHash {
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size_t operator()(const PerObjectSetKey& key) const noexcept {
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size_t hash = PassLayoutKeyHash()(key.passLayout);
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hash ^= std::hash<Core::uint64>{}(key.objectId) + 0x9e3779b9u + (hash << 6) + (hash >> 2);
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return hash;
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}
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};
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struct ResolvedShaderPass {
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const Resources::Shader* shader = nullptr;
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const Resources::ShaderPass* pass = nullptr;
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Containers::String passName;
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};
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struct PipelineStateKey {
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Resources::MaterialRenderState renderState;
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const Resources::Shader* shader = nullptr;
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Containers::String passName;
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bool operator==(const PipelineStateKey& other) const {
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return renderState == other.renderState &&
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shader == other.shader &&
|
||||
passName == other.passName;
|
||||
}
|
||||
};
|
||||
|
||||
struct PipelineStateKeyHash {
|
||||
size_t operator()(const PipelineStateKey& key) const noexcept {
|
||||
size_t hash = MaterialRenderStateHash()(key.renderState);
|
||||
hash ^= reinterpret_cast<size_t>(key.shader) + 0x9e3779b9u + (hash << 6) + (hash >> 2);
|
||||
hash ^= std::hash<Containers::String>{}(key.passName) + 0x9e3779b9u + (hash << 6) + (hash >> 2);
|
||||
return hash;
|
||||
}
|
||||
};
|
||||
|
||||
bool EnsureInitialized(const RenderContext& context);
|
||||
bool CreateResources(const RenderContext& context);
|
||||
void DestroyResources();
|
||||
|
||||
ResolvedShaderPass ResolveSurfaceShaderPass(const Resources::Material* material) const;
|
||||
bool TryBuildSupportedBindingPlan(
|
||||
const Resources::ShaderPass& shaderPass,
|
||||
BuiltinPassResourceBindingPlan& outPlan,
|
||||
Containers::String* outError = nullptr) const;
|
||||
PassResourceLayout* GetOrCreatePassResourceLayout(
|
||||
const RenderContext& context,
|
||||
const ResolvedShaderPass& resolvedShaderPass);
|
||||
RHI::RHIPipelineState* GetOrCreatePipelineState(
|
||||
const RenderContext& context,
|
||||
const Resources::Material* material);
|
||||
bool CreateOwnedDescriptorSet(
|
||||
const BuiltinPassSetLayoutMetadata& setLayout,
|
||||
OwnedDescriptorSet& descriptorSet);
|
||||
RHI::RHIDescriptorSet* GetOrCreatePerObjectSet(
|
||||
const PassLayoutKey& passLayoutKey,
|
||||
const PassResourceLayout& passLayout,
|
||||
Core::uint64 objectId);
|
||||
void DestroyOwnedDescriptorSet(OwnedDescriptorSet& descriptorSet);
|
||||
void DestroyPassResourceLayout(PassResourceLayout& passLayout);
|
||||
bool DrawVisibleItem(
|
||||
const RenderContext& context,
|
||||
const RenderSceneData& sceneData,
|
||||
const VisibleRenderItem& visibleItem);
|
||||
|
||||
RHI::RHIDevice* m_device = nullptr;
|
||||
RHI::RHIType m_backendType = RHI::RHIType::D3D12;
|
||||
BuiltinMaterialPass m_passType = BuiltinMaterialPass::DepthOnly;
|
||||
Containers::String m_builtinShaderPath;
|
||||
Resources::ResourceHandle<Resources::Shader> m_builtinShader;
|
||||
RenderResourceCache m_resourceCache;
|
||||
|
||||
std::unordered_map<PassLayoutKey, PassResourceLayout, PassLayoutKeyHash> m_passResourceLayouts;
|
||||
std::unordered_map<PipelineStateKey, RHI::RHIPipelineState*, PipelineStateKeyHash> m_pipelineStates;
|
||||
std::unordered_map<PerObjectSetKey, OwnedDescriptorSet, PerObjectSetKeyHash> m_perObjectSets;
|
||||
};
|
||||
|
||||
} // namespace Passes
|
||||
} // namespace Rendering
|
||||
} // namespace XCEngine
|
||||
@@ -0,0 +1,24 @@
|
||||
#pragma once
|
||||
|
||||
#include <XCEngine/Rendering/Passes/BuiltinDepthStylePassBase.h>
|
||||
|
||||
namespace XCEngine {
|
||||
namespace Rendering {
|
||||
namespace Passes {
|
||||
|
||||
class BuiltinShadowCasterPass final : public BuiltinDepthStylePassBase {
|
||||
public:
|
||||
BuiltinShadowCasterPass();
|
||||
~BuiltinShadowCasterPass() override = default;
|
||||
|
||||
static RHI::InputLayoutDesc BuildInputLayout();
|
||||
|
||||
const char* GetName() const override;
|
||||
|
||||
protected:
|
||||
bool ShouldRenderVisibleItem(const VisibleRenderItem& visibleItem) const override;
|
||||
};
|
||||
|
||||
} // namespace Passes
|
||||
} // namespace Rendering
|
||||
} // namespace XCEngine
|
||||
@@ -254,6 +254,32 @@ inline Containers::Array<Resources::ShaderResourceBindingDesc> BuildLegacyBuilti
|
||||
return bindings;
|
||||
}
|
||||
|
||||
inline Containers::Array<Resources::ShaderResourceBindingDesc> BuildLegacyBuiltinDepthOnlyPassResourceBindings() {
|
||||
Containers::Array<Resources::ShaderResourceBindingDesc> bindings;
|
||||
bindings.Resize(1);
|
||||
|
||||
bindings[0].name = "PerObjectConstants";
|
||||
bindings[0].type = Resources::ShaderResourceType::ConstantBuffer;
|
||||
bindings[0].set = 0;
|
||||
bindings[0].binding = 0;
|
||||
bindings[0].semantic = "PerObject";
|
||||
|
||||
return bindings;
|
||||
}
|
||||
|
||||
inline Containers::Array<Resources::ShaderResourceBindingDesc> BuildLegacyBuiltinShadowCasterPassResourceBindings() {
|
||||
Containers::Array<Resources::ShaderResourceBindingDesc> bindings;
|
||||
bindings.Resize(1);
|
||||
|
||||
bindings[0].name = "PerObjectConstants";
|
||||
bindings[0].type = Resources::ShaderResourceType::ConstantBuffer;
|
||||
bindings[0].set = 0;
|
||||
bindings[0].binding = 0;
|
||||
bindings[0].semantic = "PerObject";
|
||||
|
||||
return bindings;
|
||||
}
|
||||
|
||||
inline bool IsBuiltinPassResourceTypeCompatible(
|
||||
BuiltinPassResourceSemantic semantic,
|
||||
Resources::ShaderResourceType type) {
|
||||
|
||||
@@ -25,6 +25,8 @@ Containers::String GetBuiltinPrimitiveMeshPath(BuiltinPrimitiveType primitiveTyp
|
||||
Containers::String GetBuiltinDefaultPrimitiveMaterialPath();
|
||||
Containers::String GetBuiltinForwardLitShaderPath();
|
||||
Containers::String GetBuiltinUnlitShaderPath();
|
||||
Containers::String GetBuiltinDepthOnlyShaderPath();
|
||||
Containers::String GetBuiltinShadowCasterShaderPath();
|
||||
Containers::String GetBuiltinObjectIdShaderPath();
|
||||
Containers::String GetBuiltinDefaultPrimitiveTexturePath();
|
||||
|
||||
|
||||
667
engine/src/Rendering/Passes/BuiltinDepthStylePassBase.cpp
Normal file
667
engine/src/Rendering/Passes/BuiltinDepthStylePassBase.cpp
Normal file
@@ -0,0 +1,667 @@
|
||||
#include "Rendering/Passes/BuiltinDepthStylePassBase.h"
|
||||
#include "Rendering/Passes/BuiltinDepthOnlyPass.h"
|
||||
#include "Rendering/Passes/BuiltinShadowCasterPass.h"
|
||||
|
||||
#include "Components/GameObject.h"
|
||||
#include "Components/MeshRendererComponent.h"
|
||||
#include "Core/Asset/ResourceManager.h"
|
||||
#include "Debug/Logger.h"
|
||||
#include "RHI/RHICommandList.h"
|
||||
#include "Rendering/Detail/ShaderVariantUtils.h"
|
||||
#include "Rendering/RenderSceneExtractor.h"
|
||||
#include "Rendering/RenderSurface.h"
|
||||
#include "Resources/BuiltinResources.h"
|
||||
#include "Resources/Material/Material.h"
|
||||
#include "Resources/Mesh/Mesh.h"
|
||||
|
||||
#include <cstddef>
|
||||
#include <utility>
|
||||
#include <vector>
|
||||
|
||||
namespace XCEngine {
|
||||
namespace Rendering {
|
||||
namespace Passes {
|
||||
|
||||
namespace {
|
||||
|
||||
Containers::Array<Resources::ShaderResourceBindingDesc> BuildLegacyBuiltinDepthStylePassResourceBindings(
|
||||
BuiltinMaterialPass passType) {
|
||||
switch (passType) {
|
||||
case BuiltinMaterialPass::DepthOnly:
|
||||
return BuildLegacyBuiltinDepthOnlyPassResourceBindings();
|
||||
case BuiltinMaterialPass::ShadowCaster:
|
||||
return BuildLegacyBuiltinShadowCasterPassResourceBindings();
|
||||
default:
|
||||
return {};
|
||||
}
|
||||
}
|
||||
|
||||
bool IsSupportedPerObjectOnlyBindingPlan(const BuiltinPassResourceBindingPlan& bindingPlan) {
|
||||
return bindingPlan.perObject.IsValid() &&
|
||||
bindingPlan.bindings.Size() == 1u &&
|
||||
bindingPlan.descriptorSetCount == 1u &&
|
||||
bindingPlan.usesConstantBuffers &&
|
||||
!bindingPlan.usesTextures &&
|
||||
!bindingPlan.usesSamplers;
|
||||
}
|
||||
|
||||
RHI::GraphicsPipelineDesc CreatePipelineDesc(
|
||||
RHI::RHIType backendType,
|
||||
RHI::RHIPipelineLayout* pipelineLayout,
|
||||
const Resources::Shader& shader,
|
||||
const Containers::String& passName,
|
||||
const Resources::Material* material,
|
||||
const RHI::InputLayoutDesc& inputLayout) {
|
||||
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 = inputLayout;
|
||||
ApplyMaterialRenderState(material, pipelineDesc);
|
||||
|
||||
pipelineDesc.blendState.blendEnable = false;
|
||||
pipelineDesc.blendState.colorWriteMask = 0;
|
||||
pipelineDesc.depthStencilState.depthTestEnable = true;
|
||||
pipelineDesc.depthStencilState.depthWriteEnable = true;
|
||||
pipelineDesc.depthStencilState.depthFunc = static_cast<uint32_t>(RHI::ComparisonFunc::LessEqual);
|
||||
|
||||
const Resources::ShaderBackend backend = ::XCEngine::Rendering::Detail::ToShaderBackend(backendType);
|
||||
if (const Resources::ShaderStageVariant* vertexVariant =
|
||||
shader.FindVariant(passName, Resources::ShaderType::Vertex, backend)) {
|
||||
::XCEngine::Rendering::Detail::ApplyShaderStageVariant(*vertexVariant, pipelineDesc.vertexShader);
|
||||
}
|
||||
if (const Resources::ShaderStageVariant* fragmentVariant =
|
||||
shader.FindVariant(passName, Resources::ShaderType::Fragment, backend)) {
|
||||
::XCEngine::Rendering::Detail::ApplyShaderStageVariant(*fragmentVariant, pipelineDesc.fragmentShader);
|
||||
}
|
||||
|
||||
return pipelineDesc;
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
BuiltinDepthStylePassBase::BuiltinDepthStylePassBase(
|
||||
BuiltinMaterialPass passType,
|
||||
Containers::String builtinShaderPath)
|
||||
: m_passType(passType)
|
||||
, m_builtinShaderPath(std::move(builtinShaderPath)) {
|
||||
}
|
||||
|
||||
BuiltinDepthStylePassBase::~BuiltinDepthStylePassBase() {
|
||||
Shutdown();
|
||||
}
|
||||
|
||||
RHI::InputLayoutDesc BuiltinDepthStylePassBase::BuildCommonInputLayout() {
|
||||
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);
|
||||
|
||||
RHI::InputElementDesc normal = {};
|
||||
normal.semanticName = "NORMAL";
|
||||
normal.semanticIndex = 0;
|
||||
normal.format = static_cast<uint32_t>(RHI::Format::R32G32B32_Float);
|
||||
normal.inputSlot = 0;
|
||||
normal.alignedByteOffset = static_cast<uint32_t>(offsetof(Resources::StaticMeshVertex, normal));
|
||||
inputLayout.elements.push_back(normal);
|
||||
|
||||
RHI::InputElementDesc texcoord = {};
|
||||
texcoord.semanticName = "TEXCOORD";
|
||||
texcoord.semanticIndex = 0;
|
||||
texcoord.format = static_cast<uint32_t>(RHI::Format::R32G32_Float);
|
||||
texcoord.inputSlot = 0;
|
||||
texcoord.alignedByteOffset = static_cast<uint32_t>(offsetof(Resources::StaticMeshVertex, uv0));
|
||||
inputLayout.elements.push_back(texcoord);
|
||||
|
||||
return inputLayout;
|
||||
}
|
||||
|
||||
bool BuiltinDepthStylePassBase::Initialize(const RenderContext& context) {
|
||||
return EnsureInitialized(context);
|
||||
}
|
||||
|
||||
void BuiltinDepthStylePassBase::Shutdown() {
|
||||
DestroyResources();
|
||||
}
|
||||
|
||||
bool BuiltinDepthStylePassBase::Execute(const RenderPassContext& context) {
|
||||
if (!context.renderContext.IsValid()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const std::vector<RHI::RHIResourceView*>& colorAttachments = context.surface.GetColorAttachments();
|
||||
if (colorAttachments.empty() ||
|
||||
colorAttachments[0] == nullptr ||
|
||||
context.surface.GetDepthAttachment() == nullptr) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const Math::RectInt renderArea = context.surface.GetRenderArea();
|
||||
if (renderArea.width <= 0 || renderArea.height <= 0) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!EnsureInitialized(context.renderContext)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
RHI::RHICommandList* commandList = context.renderContext.commandList;
|
||||
RHI::RHIResourceView* renderTarget = colorAttachments[0];
|
||||
|
||||
if (context.surface.IsAutoTransitionEnabled()) {
|
||||
commandList->TransitionBarrier(
|
||||
renderTarget,
|
||||
context.surface.GetColorStateBefore(),
|
||||
RHI::ResourceStates::RenderTarget);
|
||||
}
|
||||
|
||||
commandList->SetRenderTargets(1, &renderTarget, context.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
|
||||
};
|
||||
commandList->SetViewport(viewport);
|
||||
commandList->SetScissorRect(scissorRect);
|
||||
commandList->SetPrimitiveTopology(RHI::PrimitiveTopology::TriangleList);
|
||||
|
||||
for (const VisibleRenderItem& visibleItem : context.sceneData.visibleItems) {
|
||||
if (!ShouldRenderVisibleItem(visibleItem)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
DrawVisibleItem(context.renderContext, context.sceneData, visibleItem);
|
||||
}
|
||||
|
||||
commandList->EndRenderPass();
|
||||
|
||||
if (context.surface.IsAutoTransitionEnabled()) {
|
||||
commandList->TransitionBarrier(
|
||||
renderTarget,
|
||||
RHI::ResourceStates::RenderTarget,
|
||||
context.surface.GetColorStateAfter());
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool BuiltinDepthStylePassBase::ShouldRenderVisibleItem(const VisibleRenderItem& visibleItem) const {
|
||||
(void)visibleItem;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool BuiltinDepthStylePassBase::EnsureInitialized(const RenderContext& context) {
|
||||
if (!context.IsValid()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (m_device == context.device &&
|
||||
m_backendType == context.backendType &&
|
||||
m_builtinShader.IsValid()) {
|
||||
return true;
|
||||
}
|
||||
|
||||
DestroyResources();
|
||||
return CreateResources(context);
|
||||
}
|
||||
|
||||
bool BuiltinDepthStylePassBase::CreateResources(const RenderContext& context) {
|
||||
m_device = context.device;
|
||||
m_backendType = context.backendType;
|
||||
m_builtinShader = Resources::ResourceManager::Get().Load<Resources::Shader>(m_builtinShaderPath);
|
||||
if (!m_builtinShader.IsValid()) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
(Containers::String("BuiltinDepthStylePassBase failed to load builtin shader resource: ") + m_builtinShaderPath).CStr());
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void BuiltinDepthStylePassBase::DestroyResources() {
|
||||
m_resourceCache.Shutdown();
|
||||
|
||||
for (auto& descriptorSetEntry : m_perObjectSets) {
|
||||
DestroyOwnedDescriptorSet(descriptorSetEntry.second);
|
||||
}
|
||||
m_perObjectSets.clear();
|
||||
|
||||
for (auto& pipelineEntry : m_pipelineStates) {
|
||||
if (pipelineEntry.second != nullptr) {
|
||||
pipelineEntry.second->Shutdown();
|
||||
delete pipelineEntry.second;
|
||||
}
|
||||
}
|
||||
m_pipelineStates.clear();
|
||||
|
||||
for (auto& layoutEntry : m_passResourceLayouts) {
|
||||
DestroyPassResourceLayout(layoutEntry.second);
|
||||
}
|
||||
m_passResourceLayouts.clear();
|
||||
|
||||
m_device = nullptr;
|
||||
m_backendType = RHI::RHIType::D3D12;
|
||||
m_builtinShader.Reset();
|
||||
}
|
||||
|
||||
BuiltinDepthStylePassBase::ResolvedShaderPass BuiltinDepthStylePassBase::ResolveSurfaceShaderPass(
|
||||
const Resources::Material* material) const {
|
||||
ResolvedShaderPass resolved = {};
|
||||
const Resources::ShaderBackend backend = ::XCEngine::Rendering::Detail::ToShaderBackend(m_backendType);
|
||||
|
||||
auto tryResolveFromShader =
|
||||
[this, backend, &resolved](
|
||||
const Resources::Shader* shader,
|
||||
const Resources::Material* ownerMaterial) -> bool {
|
||||
if (shader == nullptr) {
|
||||
return false;
|
||||
}
|
||||
|
||||
auto tryAcceptPass =
|
||||
[this, shader, &resolved](const Resources::ShaderPass& shaderPass) -> bool {
|
||||
BuiltinPassResourceBindingPlan bindingPlan = {};
|
||||
Containers::String error;
|
||||
if (!TryBuildSupportedBindingPlan(shaderPass, bindingPlan, &error)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
resolved.shader = shader;
|
||||
resolved.pass = &shaderPass;
|
||||
resolved.passName = shaderPass.name;
|
||||
return true;
|
||||
};
|
||||
|
||||
if (ownerMaterial != nullptr && !ownerMaterial->GetShaderPass().Empty()) {
|
||||
const Resources::ShaderPass* explicitPass = shader->FindPass(ownerMaterial->GetShaderPass());
|
||||
if (explicitPass != nullptr &&
|
||||
ShaderPassMatchesBuiltinPass(*explicitPass, m_passType) &&
|
||||
::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(
|
||||
*shader,
|
||||
explicitPass->name,
|
||||
backend) &&
|
||||
tryAcceptPass(*explicitPass)) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
for (const Resources::ShaderPass& shaderPass : shader->GetPasses()) {
|
||||
if (!ShaderPassMatchesBuiltinPass(shaderPass, m_passType) ||
|
||||
!::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(*shader, shaderPass.name, backend)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (tryAcceptPass(shaderPass)) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
};
|
||||
|
||||
if (material != nullptr &&
|
||||
material->GetShader() != nullptr &&
|
||||
tryResolveFromShader(material->GetShader(), material)) {
|
||||
return resolved;
|
||||
}
|
||||
|
||||
if (material != nullptr && IsTransparentRenderQueue(ResolveMaterialRenderQueue(material))) {
|
||||
return {};
|
||||
}
|
||||
|
||||
if (m_builtinShader.IsValid() &&
|
||||
tryResolveFromShader(m_builtinShader.Get(), nullptr)) {
|
||||
return resolved;
|
||||
}
|
||||
|
||||
return {};
|
||||
}
|
||||
|
||||
bool BuiltinDepthStylePassBase::TryBuildSupportedBindingPlan(
|
||||
const Resources::ShaderPass& shaderPass,
|
||||
BuiltinPassResourceBindingPlan& outPlan,
|
||||
Containers::String* outError) const {
|
||||
Containers::Array<Resources::ShaderResourceBindingDesc> resourceBindings = shaderPass.resources;
|
||||
if (resourceBindings.Empty()) {
|
||||
resourceBindings = BuildLegacyBuiltinDepthStylePassResourceBindings(m_passType);
|
||||
}
|
||||
|
||||
if (!TryBuildBuiltinPassResourceBindingPlan(resourceBindings, outPlan, outError)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!IsSupportedPerObjectOnlyBindingPlan(outPlan)) {
|
||||
if (outError != nullptr) {
|
||||
*outError = "Builtin depth-style pass currently requires exactly one PerObject constant-buffer binding";
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
BuiltinDepthStylePassBase::PassResourceLayout* BuiltinDepthStylePassBase::GetOrCreatePassResourceLayout(
|
||||
const RenderContext& context,
|
||||
const ResolvedShaderPass& resolvedShaderPass) {
|
||||
if (resolvedShaderPass.shader == nullptr || resolvedShaderPass.pass == nullptr) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
PassLayoutKey passLayoutKey = {};
|
||||
passLayoutKey.shader = resolvedShaderPass.shader;
|
||||
passLayoutKey.passName = resolvedShaderPass.passName;
|
||||
|
||||
const auto existing = m_passResourceLayouts.find(passLayoutKey);
|
||||
if (existing != m_passResourceLayouts.end()) {
|
||||
return &existing->second;
|
||||
}
|
||||
|
||||
PassResourceLayout passLayout = {};
|
||||
auto failLayout = [this, &passLayout](const char* message) -> PassResourceLayout* {
|
||||
Debug::Logger::Get().Error(Debug::LogCategory::Rendering, message);
|
||||
DestroyPassResourceLayout(passLayout);
|
||||
return nullptr;
|
||||
};
|
||||
|
||||
BuiltinPassResourceBindingPlan bindingPlan = {};
|
||||
Containers::String bindingPlanError;
|
||||
if (!TryBuildSupportedBindingPlan(*resolvedShaderPass.pass, bindingPlan, &bindingPlanError)) {
|
||||
return failLayout(bindingPlanError.CStr());
|
||||
}
|
||||
|
||||
std::vector<BuiltinPassSetLayoutMetadata> setLayouts;
|
||||
Containers::String setLayoutError;
|
||||
if (!TryBuildBuiltinPassSetLayouts(bindingPlan, setLayouts, &setLayoutError)) {
|
||||
return failLayout(setLayoutError.CStr());
|
||||
}
|
||||
|
||||
if (bindingPlan.perObject.set >= setLayouts.size()) {
|
||||
return failLayout("Builtin depth-style pass produced an invalid PerObject descriptor set index");
|
||||
}
|
||||
|
||||
passLayout.perObject = bindingPlan.perObject;
|
||||
passLayout.firstDescriptorSet = bindingPlan.firstDescriptorSet;
|
||||
passLayout.perObjectSetLayout = setLayouts[bindingPlan.perObject.set];
|
||||
RefreshBuiltinPassSetLayoutMetadata(passLayout.perObjectSetLayout);
|
||||
|
||||
std::vector<RHI::DescriptorSetLayoutDesc> nativeSetLayouts(setLayouts.size());
|
||||
for (size_t setIndex = 0; setIndex < setLayouts.size(); ++setIndex) {
|
||||
nativeSetLayouts[setIndex] = setLayouts[setIndex].layout;
|
||||
}
|
||||
|
||||
RHI::RHIPipelineLayoutDesc pipelineLayoutDesc = {};
|
||||
pipelineLayoutDesc.setLayouts = nativeSetLayouts.empty() ? nullptr : nativeSetLayouts.data();
|
||||
pipelineLayoutDesc.setLayoutCount = static_cast<uint32_t>(nativeSetLayouts.size());
|
||||
passLayout.pipelineLayout = context.device->CreatePipelineLayout(pipelineLayoutDesc);
|
||||
if (passLayout.pipelineLayout == nullptr) {
|
||||
return failLayout("Builtin depth-style pass failed to create pipeline layout");
|
||||
}
|
||||
|
||||
const auto result = m_passResourceLayouts.emplace(passLayoutKey, passLayout);
|
||||
return &result.first->second;
|
||||
}
|
||||
|
||||
RHI::RHIPipelineState* BuiltinDepthStylePassBase::GetOrCreatePipelineState(
|
||||
const RenderContext& context,
|
||||
const Resources::Material* material) {
|
||||
const ResolvedShaderPass resolvedShaderPass = ResolveSurfaceShaderPass(material);
|
||||
if (resolvedShaderPass.shader == nullptr || resolvedShaderPass.pass == nullptr) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
PassResourceLayout* passLayout = GetOrCreatePassResourceLayout(context, resolvedShaderPass);
|
||||
if (passLayout == nullptr || passLayout->pipelineLayout == nullptr) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
PipelineStateKey pipelineKey = {};
|
||||
pipelineKey.renderState =
|
||||
material != nullptr ? material->GetRenderState() : Resources::MaterialRenderState();
|
||||
pipelineKey.shader = resolvedShaderPass.shader;
|
||||
pipelineKey.passName = resolvedShaderPass.passName;
|
||||
|
||||
const auto existing = m_pipelineStates.find(pipelineKey);
|
||||
if (existing != m_pipelineStates.end()) {
|
||||
return existing->second;
|
||||
}
|
||||
|
||||
const RHI::GraphicsPipelineDesc pipelineDesc = CreatePipelineDesc(
|
||||
context.backendType,
|
||||
passLayout->pipelineLayout,
|
||||
*resolvedShaderPass.shader,
|
||||
resolvedShaderPass.passName,
|
||||
material,
|
||||
BuildCommonInputLayout());
|
||||
RHI::RHIPipelineState* pipelineState = context.device->CreatePipelineState(pipelineDesc);
|
||||
if (pipelineState == nullptr || !pipelineState->IsValid()) {
|
||||
if (pipelineState != nullptr) {
|
||||
pipelineState->Shutdown();
|
||||
delete pipelineState;
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
m_pipelineStates.emplace(pipelineKey, pipelineState);
|
||||
return pipelineState;
|
||||
}
|
||||
|
||||
bool BuiltinDepthStylePassBase::CreateOwnedDescriptorSet(
|
||||
const BuiltinPassSetLayoutMetadata& setLayout,
|
||||
OwnedDescriptorSet& descriptorSet) {
|
||||
RHI::DescriptorPoolDesc poolDesc = {};
|
||||
poolDesc.type = setLayout.heapType;
|
||||
poolDesc.descriptorCount = CountBuiltinPassHeapDescriptors(setLayout.heapType, setLayout.bindings);
|
||||
poolDesc.shaderVisible = setLayout.shaderVisible;
|
||||
|
||||
descriptorSet.pool = m_device->CreateDescriptorPool(poolDesc);
|
||||
if (descriptorSet.pool == nullptr) {
|
||||
return false;
|
||||
}
|
||||
|
||||
descriptorSet.set = descriptorSet.pool->AllocateSet(setLayout.layout);
|
||||
if (descriptorSet.set == nullptr) {
|
||||
DestroyOwnedDescriptorSet(descriptorSet);
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
RHI::RHIDescriptorSet* BuiltinDepthStylePassBase::GetOrCreatePerObjectSet(
|
||||
const PassLayoutKey& passLayoutKey,
|
||||
const PassResourceLayout& passLayout,
|
||||
Core::uint64 objectId) {
|
||||
if (!passLayout.perObject.IsValid() ||
|
||||
passLayout.perObjectSetLayout.layout.bindingCount == 0) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
PerObjectSetKey key = {};
|
||||
key.passLayout = passLayoutKey;
|
||||
key.objectId = objectId;
|
||||
|
||||
const auto existing = m_perObjectSets.find(key);
|
||||
if (existing != m_perObjectSets.end()) {
|
||||
return existing->second.set;
|
||||
}
|
||||
|
||||
OwnedDescriptorSet descriptorSet = {};
|
||||
if (!CreateOwnedDescriptorSet(passLayout.perObjectSetLayout, descriptorSet)) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
const auto result = m_perObjectSets.emplace(key, descriptorSet);
|
||||
return result.first->second.set;
|
||||
}
|
||||
|
||||
void BuiltinDepthStylePassBase::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;
|
||||
}
|
||||
}
|
||||
|
||||
void BuiltinDepthStylePassBase::DestroyPassResourceLayout(PassResourceLayout& passLayout) {
|
||||
if (passLayout.pipelineLayout != nullptr) {
|
||||
passLayout.pipelineLayout->Shutdown();
|
||||
delete passLayout.pipelineLayout;
|
||||
passLayout.pipelineLayout = nullptr;
|
||||
}
|
||||
|
||||
passLayout.perObject = {};
|
||||
passLayout.perObjectSetLayout = {};
|
||||
passLayout.firstDescriptorSet = 0;
|
||||
}
|
||||
|
||||
bool BuiltinDepthStylePassBase::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;
|
||||
}
|
||||
|
||||
const Resources::Material* material = ResolveMaterial(visibleItem);
|
||||
const ResolvedShaderPass resolvedShaderPass = ResolveSurfaceShaderPass(material);
|
||||
if (resolvedShaderPass.shader == nullptr || resolvedShaderPass.pass == nullptr) {
|
||||
return false;
|
||||
}
|
||||
|
||||
PassLayoutKey passLayoutKey = {};
|
||||
passLayoutKey.shader = resolvedShaderPass.shader;
|
||||
passLayoutKey.passName = resolvedShaderPass.passName;
|
||||
|
||||
PassResourceLayout* passLayout = GetOrCreatePassResourceLayout(context, resolvedShaderPass);
|
||||
if (passLayout == nullptr || passLayout->pipelineLayout == nullptr) {
|
||||
return false;
|
||||
}
|
||||
|
||||
RHI::RHIPipelineState* pipelineState = GetOrCreatePipelineState(context, material);
|
||||
if (pipelineState == nullptr) {
|
||||
return false;
|
||||
}
|
||||
|
||||
RHI::RHICommandList* commandList = context.commandList;
|
||||
commandList->SetPipelineState(pipelineState);
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
RHI::RHIDescriptorSet* constantSet = GetOrCreatePerObjectSet(
|
||||
passLayoutKey,
|
||||
*passLayout,
|
||||
visibleItem.gameObject->GetID());
|
||||
if (constantSet == nullptr) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const PerObjectConstants constants = {
|
||||
sceneData.cameraData.projection,
|
||||
sceneData.cameraData.view,
|
||||
visibleItem.localToWorld.Transpose()
|
||||
};
|
||||
constantSet->WriteConstant(passLayout->perObject.binding, &constants, sizeof(constants));
|
||||
|
||||
RHI::RHIDescriptorSet* descriptorSets[] = { constantSet };
|
||||
commandList->SetGraphicsDescriptorSets(
|
||||
passLayout->firstDescriptorSet,
|
||||
1,
|
||||
descriptorSets,
|
||||
passLayout->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;
|
||||
}
|
||||
|
||||
BuiltinDepthOnlyPass::BuiltinDepthOnlyPass()
|
||||
: BuiltinDepthStylePassBase(
|
||||
BuiltinMaterialPass::DepthOnly,
|
||||
Resources::GetBuiltinDepthOnlyShaderPath()) {
|
||||
}
|
||||
|
||||
RHI::InputLayoutDesc BuiltinDepthOnlyPass::BuildInputLayout() {
|
||||
return BuildCommonInputLayout();
|
||||
}
|
||||
|
||||
const char* BuiltinDepthOnlyPass::GetName() const {
|
||||
return "BuiltinDepthOnlyPass";
|
||||
}
|
||||
|
||||
BuiltinShadowCasterPass::BuiltinShadowCasterPass()
|
||||
: BuiltinDepthStylePassBase(
|
||||
BuiltinMaterialPass::ShadowCaster,
|
||||
Resources::GetBuiltinShadowCasterShaderPath()) {
|
||||
}
|
||||
|
||||
RHI::InputLayoutDesc BuiltinShadowCasterPass::BuildInputLayout() {
|
||||
return BuildCommonInputLayout();
|
||||
}
|
||||
|
||||
const char* BuiltinShadowCasterPass::GetName() const {
|
||||
return "BuiltinShadowCasterPass";
|
||||
}
|
||||
|
||||
bool BuiltinShadowCasterPass::ShouldRenderVisibleItem(const VisibleRenderItem& visibleItem) const {
|
||||
return visibleItem.meshRenderer == nullptr || visibleItem.meshRenderer->GetCastShadows();
|
||||
}
|
||||
|
||||
} // namespace Passes
|
||||
} // namespace Rendering
|
||||
} // namespace XCEngine
|
||||
@@ -29,6 +29,8 @@ constexpr const char* kBuiltinTexturePrefix = "builtin://textures/";
|
||||
constexpr const char* kBuiltinDefaultPrimitiveMaterialPath = "builtin://materials/default-primitive";
|
||||
constexpr const char* kBuiltinForwardLitShaderPath = "builtin://shaders/forward-lit";
|
||||
constexpr const char* kBuiltinUnlitShaderPath = "builtin://shaders/unlit";
|
||||
constexpr const char* kBuiltinDepthOnlyShaderPath = "builtin://shaders/depth-only";
|
||||
constexpr const char* kBuiltinShadowCasterShaderPath = "builtin://shaders/shadow-caster";
|
||||
constexpr const char* kBuiltinObjectIdShaderPath = "builtin://shaders/object-id";
|
||||
constexpr const char* kBuiltinDefaultPrimitiveTexturePath = "builtin://textures/default-primitive-albedo";
|
||||
constexpr float kPi = 3.14159265358979323846f;
|
||||
@@ -44,6 +46,10 @@ constexpr const char* kBuiltinForwardLitShaderManifestRelativePath =
|
||||
"engine/assets/builtin/shaders/forward-lit/forward-lit.shader";
|
||||
constexpr const char* kBuiltinUnlitShaderManifestRelativePath =
|
||||
"engine/assets/builtin/shaders/unlit/unlit.shader";
|
||||
constexpr const char* kBuiltinDepthOnlyShaderManifestRelativePath =
|
||||
"engine/assets/builtin/shaders/depth-only/depth-only.shader";
|
||||
constexpr const char* kBuiltinShadowCasterShaderManifestRelativePath =
|
||||
"engine/assets/builtin/shaders/shadow-caster/shadow-caster.shader";
|
||||
constexpr const char* kBuiltinObjectIdShaderManifestRelativePath =
|
||||
"engine/assets/builtin/shaders/object-id/object-id.shader";
|
||||
|
||||
@@ -115,6 +121,12 @@ const char* GetBuiltinShaderManifestRelativePath(const Containers::String& built
|
||||
if (builtinShaderPath == Containers::String(kBuiltinUnlitShaderPath)) {
|
||||
return kBuiltinUnlitShaderManifestRelativePath;
|
||||
}
|
||||
if (builtinShaderPath == Containers::String(kBuiltinDepthOnlyShaderPath)) {
|
||||
return kBuiltinDepthOnlyShaderManifestRelativePath;
|
||||
}
|
||||
if (builtinShaderPath == Containers::String(kBuiltinShadowCasterShaderPath)) {
|
||||
return kBuiltinShadowCasterShaderManifestRelativePath;
|
||||
}
|
||||
if (builtinShaderPath == Containers::String(kBuiltinObjectIdShaderPath)) {
|
||||
return kBuiltinObjectIdShaderManifestRelativePath;
|
||||
}
|
||||
@@ -646,6 +658,14 @@ Shader* BuildBuiltinUnlitShader(const Containers::String& path) {
|
||||
return TryLoadBuiltinShaderFromManifest(path);
|
||||
}
|
||||
|
||||
Shader* BuildBuiltinDepthOnlyShader(const Containers::String& path) {
|
||||
return TryLoadBuiltinShaderFromManifest(path);
|
||||
}
|
||||
|
||||
Shader* BuildBuiltinShadowCasterShader(const Containers::String& path) {
|
||||
return TryLoadBuiltinShaderFromManifest(path);
|
||||
}
|
||||
|
||||
Shader* BuildBuiltinObjectIdShader(const Containers::String& path) {
|
||||
return TryLoadBuiltinShaderFromManifest(path);
|
||||
}
|
||||
@@ -756,6 +776,14 @@ Containers::String GetBuiltinUnlitShaderPath() {
|
||||
return Containers::String(kBuiltinUnlitShaderPath);
|
||||
}
|
||||
|
||||
Containers::String GetBuiltinDepthOnlyShaderPath() {
|
||||
return Containers::String(kBuiltinDepthOnlyShaderPath);
|
||||
}
|
||||
|
||||
Containers::String GetBuiltinShadowCasterShaderPath() {
|
||||
return Containers::String(kBuiltinShadowCasterShaderPath);
|
||||
}
|
||||
|
||||
Containers::String GetBuiltinObjectIdShaderPath() {
|
||||
return Containers::String(kBuiltinObjectIdShaderPath);
|
||||
}
|
||||
@@ -852,6 +880,10 @@ LoadResult CreateBuiltinShaderResource(const Containers::String& path) {
|
||||
shader = BuildBuiltinForwardLitShader(path);
|
||||
} else if (path == GetBuiltinUnlitShaderPath()) {
|
||||
shader = BuildBuiltinUnlitShader(path);
|
||||
} else if (path == GetBuiltinDepthOnlyShaderPath()) {
|
||||
shader = BuildBuiltinDepthOnlyShader(path);
|
||||
} else if (path == GetBuiltinShadowCasterShaderPath()) {
|
||||
shader = BuildBuiltinShadowCasterShader(path);
|
||||
} else if (path == GetBuiltinObjectIdShaderPath()) {
|
||||
shader = BuildBuiltinObjectIdShader(path);
|
||||
} else {
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
#include <gtest/gtest.h>
|
||||
|
||||
#include <XCEngine/Rendering/Passes/BuiltinDepthOnlyPass.h>
|
||||
#include <XCEngine/Rendering/Passes/BuiltinObjectIdPass.h>
|
||||
#include <XCEngine/Rendering/Passes/BuiltinShadowCasterPass.h>
|
||||
#include <XCEngine/Rendering/Pipelines/BuiltinForwardPipeline.h>
|
||||
#include <XCEngine/Resources/BuiltinResources.h>
|
||||
#include <XCEngine/Resources/Mesh/Mesh.h>
|
||||
@@ -217,6 +219,48 @@ TEST(BuiltinPassLayout_Test, BuildsSharedSetLayoutsFromLegacyForwardResources) {
|
||||
EXPECT_EQ(setLayouts[4].heapType, DescriptorHeapType::Sampler);
|
||||
}
|
||||
|
||||
TEST(BuiltinDepthStylePass_Test, BuiltinDepthOnlyShaderDeclaresExplicitPerObjectResourceContract) {
|
||||
ShaderLoader loader;
|
||||
LoadResult result = loader.Load(GetBuiltinDepthOnlyShaderPath());
|
||||
ASSERT_TRUE(result);
|
||||
ASSERT_NE(result.resource, nullptr);
|
||||
|
||||
Shader* shader = static_cast<Shader*>(result.resource);
|
||||
ASSERT_NE(shader, nullptr);
|
||||
|
||||
const ShaderPass* pass = shader->FindPass("DepthOnly");
|
||||
ASSERT_NE(pass, nullptr);
|
||||
ASSERT_EQ(pass->resources.Size(), 1u);
|
||||
|
||||
EXPECT_EQ(pass->resources[0].semantic, "PerObject");
|
||||
EXPECT_EQ(pass->resources[0].type, ShaderResourceType::ConstantBuffer);
|
||||
EXPECT_EQ(pass->resources[0].set, 0u);
|
||||
EXPECT_EQ(pass->resources[0].binding, 0u);
|
||||
|
||||
delete shader;
|
||||
}
|
||||
|
||||
TEST(BuiltinDepthStylePass_Test, BuiltinShadowCasterShaderDeclaresExplicitPerObjectResourceContract) {
|
||||
ShaderLoader loader;
|
||||
LoadResult result = loader.Load(GetBuiltinShadowCasterShaderPath());
|
||||
ASSERT_TRUE(result);
|
||||
ASSERT_NE(result.resource, nullptr);
|
||||
|
||||
Shader* shader = static_cast<Shader*>(result.resource);
|
||||
ASSERT_NE(shader, nullptr);
|
||||
|
||||
const ShaderPass* pass = shader->FindPass("ShadowCaster");
|
||||
ASSERT_NE(pass, nullptr);
|
||||
ASSERT_EQ(pass->resources.Size(), 1u);
|
||||
|
||||
EXPECT_EQ(pass->resources[0].semantic, "PerObject");
|
||||
EXPECT_EQ(pass->resources[0].type, ShaderResourceType::ConstantBuffer);
|
||||
EXPECT_EQ(pass->resources[0].set, 0u);
|
||||
EXPECT_EQ(pass->resources[0].binding, 0u);
|
||||
|
||||
delete shader;
|
||||
}
|
||||
|
||||
TEST(BuiltinObjectIdPass_Test, BuiltinObjectIdShaderDeclaresExplicitPerObjectResourceContract) {
|
||||
ShaderLoader loader;
|
||||
LoadResult result = loader.Load(GetBuiltinObjectIdShaderPath());
|
||||
@@ -303,6 +347,40 @@ TEST(BuiltinPassLayout_Test, BuildsSharedSetLayoutsFromLegacyObjectIdResources)
|
||||
EXPECT_EQ(setLayouts[0].heapType, DescriptorHeapType::CBV_SRV_UAV);
|
||||
}
|
||||
|
||||
TEST(BuiltinPassLayout_Test, BuildsSharedSetLayoutsFromLegacyDepthOnlyResources) {
|
||||
const Array<ShaderResourceBindingDesc> bindings = BuildLegacyBuiltinDepthOnlyPassResourceBindings();
|
||||
|
||||
BuiltinPassResourceBindingPlan plan = {};
|
||||
String error;
|
||||
ASSERT_TRUE(TryBuildBuiltinPassResourceBindingPlan(bindings, plan, &error)) << error.CStr();
|
||||
|
||||
std::vector<BuiltinPassSetLayoutMetadata> setLayouts;
|
||||
ASSERT_TRUE(TryBuildBuiltinPassSetLayouts(plan, setLayouts, &error)) << error.CStr();
|
||||
ASSERT_EQ(setLayouts.size(), 1u);
|
||||
EXPECT_EQ(setLayouts[0].layout.bindingCount, 1u);
|
||||
EXPECT_TRUE(setLayouts[0].usesPerObject);
|
||||
EXPECT_FALSE(setLayouts[0].usesMaterial);
|
||||
EXPECT_FALSE(setLayouts[0].usesTexture);
|
||||
EXPECT_FALSE(setLayouts[0].usesSampler);
|
||||
}
|
||||
|
||||
TEST(BuiltinPassLayout_Test, BuildsSharedSetLayoutsFromLegacyShadowCasterResources) {
|
||||
const Array<ShaderResourceBindingDesc> bindings = BuildLegacyBuiltinShadowCasterPassResourceBindings();
|
||||
|
||||
BuiltinPassResourceBindingPlan plan = {};
|
||||
String error;
|
||||
ASSERT_TRUE(TryBuildBuiltinPassResourceBindingPlan(bindings, plan, &error)) << error.CStr();
|
||||
|
||||
std::vector<BuiltinPassSetLayoutMetadata> setLayouts;
|
||||
ASSERT_TRUE(TryBuildBuiltinPassSetLayouts(plan, setLayouts, &error)) << error.CStr();
|
||||
ASSERT_EQ(setLayouts.size(), 1u);
|
||||
EXPECT_EQ(setLayouts[0].layout.bindingCount, 1u);
|
||||
EXPECT_TRUE(setLayouts[0].usesPerObject);
|
||||
EXPECT_FALSE(setLayouts[0].usesMaterial);
|
||||
EXPECT_FALSE(setLayouts[0].usesTexture);
|
||||
EXPECT_FALSE(setLayouts[0].usesSampler);
|
||||
}
|
||||
|
||||
TEST(BuiltinPassLayout_Test, RejectsMixedSamplerAndNonSamplerBindingsInOneSet) {
|
||||
Array<ShaderResourceBindingDesc> bindings;
|
||||
bindings.Resize(2);
|
||||
@@ -353,3 +431,27 @@ TEST(BuiltinPassLayout_Test, RejectsDuplicateBindingsInOneSet) {
|
||||
EXPECT_FALSE(TryBuildBuiltinPassSetLayouts(plan, setLayouts, &error));
|
||||
EXPECT_EQ(error, "Builtin pass encountered duplicate bindings inside one descriptor set");
|
||||
}
|
||||
|
||||
TEST(BuiltinDepthOnlyPass_Test, UsesFloat3PositionInputLayoutForStaticMeshVertices) {
|
||||
const InputLayoutDesc inputLayout = BuiltinDepthOnlyPass::BuildInputLayout();
|
||||
|
||||
ASSERT_EQ(inputLayout.elements.size(), 3u);
|
||||
EXPECT_EQ(inputLayout.elements[0].semanticName, "POSITION");
|
||||
EXPECT_EQ(inputLayout.elements[1].semanticName, "NORMAL");
|
||||
EXPECT_EQ(inputLayout.elements[2].semanticName, "TEXCOORD");
|
||||
EXPECT_EQ(inputLayout.elements[0].alignedByteOffset, static_cast<uint32_t>(offsetof(StaticMeshVertex, position)));
|
||||
EXPECT_EQ(inputLayout.elements[1].alignedByteOffset, static_cast<uint32_t>(offsetof(StaticMeshVertex, normal)));
|
||||
EXPECT_EQ(inputLayout.elements[2].alignedByteOffset, static_cast<uint32_t>(offsetof(StaticMeshVertex, uv0)));
|
||||
}
|
||||
|
||||
TEST(BuiltinShadowCasterPass_Test, UsesFloat3PositionInputLayoutForStaticMeshVertices) {
|
||||
const InputLayoutDesc inputLayout = BuiltinShadowCasterPass::BuildInputLayout();
|
||||
|
||||
ASSERT_EQ(inputLayout.elements.size(), 3u);
|
||||
EXPECT_EQ(inputLayout.elements[0].semanticName, "POSITION");
|
||||
EXPECT_EQ(inputLayout.elements[1].semanticName, "NORMAL");
|
||||
EXPECT_EQ(inputLayout.elements[2].semanticName, "TEXCOORD");
|
||||
EXPECT_EQ(inputLayout.elements[0].alignedByteOffset, static_cast<uint32_t>(offsetof(StaticMeshVertex, position)));
|
||||
EXPECT_EQ(inputLayout.elements[1].alignedByteOffset, static_cast<uint32_t>(offsetof(StaticMeshVertex, normal)));
|
||||
EXPECT_EQ(inputLayout.elements[2].alignedByteOffset, static_cast<uint32_t>(offsetof(StaticMeshVertex, uv0)));
|
||||
}
|
||||
|
||||
@@ -373,6 +373,7 @@ TEST(RenderMaterialUtility_Test, MatchesBuiltinForwardLitPassMetadata) {
|
||||
Material shadowMaterial;
|
||||
shadowMaterial.SetShaderPass("ShadowCaster");
|
||||
EXPECT_FALSE(MatchesBuiltinPass(&shadowMaterial, BuiltinMaterialPass::ForwardLit));
|
||||
EXPECT_TRUE(MatchesBuiltinPass(&shadowMaterial, BuiltinMaterialPass::ShadowCaster));
|
||||
|
||||
Material depthOnlyMaterial;
|
||||
depthOnlyMaterial.SetTag("LightMode", "DepthOnly");
|
||||
|
||||
Reference in New Issue
Block a user