refactor: route builtin forward pipeline through shader assets

This commit is contained in:
2026-04-02 19:00:48 +08:00
parent 86144416af
commit 9f7d8fd68d
8 changed files with 585 additions and 220 deletions

View File

@@ -148,7 +148,8 @@ private:
ResourceManager() = default;
~ResourceManager() = default;
void EnsureInitialized();
IResource* FindInCache(ResourceGUID guid);
void AddToCache(ResourceGUID guid, IResource* resource);
IResourceLoader* FindLoader(ResourceType type);
@@ -168,6 +169,7 @@ private:
ResourceCache m_cache;
Core::UniqueRef<AsyncLoader> m_asyncLoader;
Threading::Mutex m_mutex;
std::mutex m_initializeMutex;
mutable std::recursive_mutex m_ioMutex;
std::mutex m_inFlightLoadsMutex;
std::unordered_map<InFlightLoadKey, std::shared_ptr<InFlightLoadState>, InFlightLoadKeyHasher> m_inFlightLoads;

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@@ -14,6 +14,7 @@
#include <XCEngine/RHI/RHISampler.h>
#include <XCEngine/RHI/RHITexture.h>
#include <functional>
#include <unordered_map>
namespace XCEngine {
@@ -23,6 +24,7 @@ class GameObject;
namespace Resources {
class Material;
class Shader;
class Texture;
} // namespace Resources
@@ -76,9 +78,41 @@ private:
RHI::RHIResourceView* textureView = nullptr;
};
struct ResolvedShaderPass {
const Resources::Shader* shader = nullptr;
const Resources::ShaderPass* pass = nullptr;
Containers::String passName;
};
struct PipelineStateKey {
Resources::MaterialRenderState renderState;
const Resources::Shader* shader = nullptr;
Containers::String passName;
bool operator==(const PipelineStateKey& other) const {
return renderState == other.renderState &&
shader == other.shader &&
passName == other.passName;
}
};
struct PipelineStateKeyHash {
size_t operator()(const PipelineStateKey& key) const noexcept {
size_t hash = MaterialRenderStateHash()(key.renderState);
auto combine = [&hash](size_t value) {
hash ^= value + 0x9e3779b9u + (hash << 6) + (hash >> 2);
};
combine(reinterpret_cast<size_t>(key.shader));
combine(std::hash<Containers::String>{}(key.passName));
return hash;
}
};
bool EnsureInitialized(const RenderContext& context);
bool CreatePipelineResources(const RenderContext& context);
void DestroyPipelineResources();
ResolvedShaderPass ResolveForwardShaderPass(const Resources::Material* material) const;
RHI::RHIPipelineState* GetOrCreatePipelineState(
const RenderContext& context,
const Resources::Material* material);
@@ -99,13 +133,14 @@ private:
RHI::RHIDevice* m_device = nullptr;
RHI::RHIType m_backendType = RHI::RHIType::D3D12;
bool m_initialized = false;
Resources::ResourceHandle<Resources::Shader> m_builtinForwardShader;
RenderResourceCache m_resourceCache;
RHI::RHIDescriptorPool* m_samplerPool = nullptr;
RHI::RHIDescriptorSet* m_samplerSet = nullptr;
RHI::RHIPipelineLayout* m_pipelineLayout = nullptr;
std::unordered_map<Resources::MaterialRenderState, RHI::RHIPipelineState*, MaterialRenderStateHash> m_pipelineStates;
std::unordered_map<PipelineStateKey, RHI::RHIPipelineState*, PipelineStateKeyHash> m_pipelineStates;
std::unordered_map<Core::uint64, OwnedDescriptorSet> m_perObjectSets;
std::unordered_map<const Resources::Material*, CachedMaterialBindings> m_materialBindings;
RHI::RHISampler* m_sampler = nullptr;

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@@ -17,17 +17,20 @@ enum class BuiltinPrimitiveType {
bool IsBuiltinResourcePath(const Containers::String& path);
bool IsBuiltinMeshPath(const Containers::String& path);
bool IsBuiltinMaterialPath(const Containers::String& path);
bool IsBuiltinShaderPath(const Containers::String& path);
bool IsBuiltinTexturePath(const Containers::String& path);
const char* GetBuiltinPrimitiveDisplayName(BuiltinPrimitiveType primitiveType);
Containers::String GetBuiltinPrimitiveMeshPath(BuiltinPrimitiveType primitiveType);
Containers::String GetBuiltinDefaultPrimitiveMaterialPath();
Containers::String GetBuiltinForwardLitShaderPath();
Containers::String GetBuiltinDefaultPrimitiveTexturePath();
bool TryParseBuiltinPrimitiveType(const Containers::String& path, BuiltinPrimitiveType& outPrimitiveType);
LoadResult CreateBuiltinMeshResource(const Containers::String& path);
LoadResult CreateBuiltinMaterialResource(const Containers::String& path);
LoadResult CreateBuiltinShaderResource(const Containers::String& path);
LoadResult CreateBuiltinTextureResource(const Containers::String& path);
} // namespace Resources

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@@ -65,17 +65,28 @@ ResourceManager::ScopedDeferredSceneLoad::~ScopedDeferredSceneLoad() {
}
void ResourceManager::Initialize() {
EnsureInitialized();
}
void ResourceManager::EnsureInitialized() {
if (m_asyncLoader) {
return;
}
m_asyncLoader = Core::MakeUnique<AsyncLoader>();
m_asyncLoader->Initialize(2);
std::lock_guard<std::mutex> initLock(m_initializeMutex);
if (m_asyncLoader) {
return;
}
Core::UniqueRef<AsyncLoader> asyncLoader = Core::MakeUnique<AsyncLoader>();
asyncLoader->Initialize(2);
RegisterBuiltinLoader(*this, g_materialLoader);
RegisterBuiltinLoader(*this, g_meshLoader);
RegisterBuiltinLoader(*this, g_shaderLoader);
RegisterBuiltinLoader(*this, g_textureLoader);
m_asyncLoader = std::move(asyncLoader);
}
void ResourceManager::Shutdown() {
@@ -266,6 +277,8 @@ void ResourceManager::LoadAsync(const Containers::String& path, ResourceType typ
void ResourceManager::LoadAsync(const Containers::String& path, ResourceType type,
ImportSettings* settings,
std::function<void(LoadResult)> callback) {
EnsureInitialized();
if (!m_asyncLoader) {
if (callback) {
callback(LoadResult("Async loader is not initialized"));
@@ -408,6 +421,8 @@ bool ResourceManager::IsDeferredSceneLoadEnabled() const {
LoadResult ResourceManager::LoadResource(const Containers::String& path,
ResourceType type,
ImportSettings* settings) {
EnsureInitialized();
const ResourceGUID guid = ResourceGUID::Generate(path);
if (ShouldTraceResourcePath(path)) {

View File

@@ -3,15 +3,17 @@
#include "Components/GameObject.h"
#include "Components/MeshFilterComponent.h"
#include "Components/MeshRendererComponent.h"
#include "RHI/RHICommandList.h"
#include "Debug/Logger.h"
#include "Core/Asset/ResourceManager.h"
#include "RHI/RHICommandList.h"
#include "Rendering/RenderMaterialUtility.h"
#include "Rendering/RenderSurface.h"
#include "Resources/BuiltinResources.h"
#include "Resources/Material/Material.h"
#include "Resources/Shader/Shader.h"
#include "Resources/Texture/Texture.h"
#include <cstddef>
#include <cstring>
namespace XCEngine {
namespace Rendering {
@@ -51,189 +53,102 @@ namespace {
constexpr uint32_t kDescriptorFirstSet = 1;
constexpr uint32_t kDescriptorSetCount = 5;
const char kBuiltinForwardHlsl[] = R"(
Texture2D gBaseColorTexture : register(t1);
SamplerState gLinearSampler : register(s1);
cbuffer PerObjectConstants : register(b1) {
float4x4 gProjectionMatrix;
float4x4 gViewMatrix;
float4x4 gModelMatrix;
float4x4 gNormalMatrix;
float4 gMainLightDirectionAndIntensity;
float4 gMainLightColorAndFlags;
};
cbuffer MaterialConstants : register(b2) {
float4 gBaseColorFactor;
};
struct VSInput {
float3 position : POSITION;
float3 normal : NORMAL;
float2 texcoord : TEXCOORD0;
};
struct PSInput {
float4 position : SV_POSITION;
float3 normalWS : TEXCOORD0;
float2 texcoord : TEXCOORD1;
};
PSInput MainVS(VSInput input) {
PSInput output;
float4 positionWS = mul(gModelMatrix, float4(input.position, 1.0f));
float4 positionVS = mul(gViewMatrix, positionWS);
output.position = mul(gProjectionMatrix, positionVS);
output.normalWS = mul((float3x3)gNormalMatrix, input.normal);
output.texcoord = input.texcoord;
return output;
Resources::ShaderBackend ToShaderBackend(RHI::RHIType backendType) {
switch (backendType) {
case RHI::RHIType::D3D12:
return Resources::ShaderBackend::D3D12;
case RHI::RHIType::Vulkan:
return Resources::ShaderBackend::Vulkan;
case RHI::RHIType::OpenGL:
default:
return Resources::ShaderBackend::OpenGL;
}
}
float4 MainPS(PSInput input) : SV_TARGET {
float4 baseColor = gBaseColorTexture.Sample(gLinearSampler, input.texcoord) * gBaseColorFactor;
if (gMainLightColorAndFlags.a < 0.5f) {
return baseColor;
RHI::ShaderLanguage ToRHIShaderLanguage(Resources::ShaderLanguage language) {
switch (language) {
case Resources::ShaderLanguage::HLSL:
return RHI::ShaderLanguage::HLSL;
case Resources::ShaderLanguage::SPIRV:
return RHI::ShaderLanguage::SPIRV;
case Resources::ShaderLanguage::GLSL:
default:
return RHI::ShaderLanguage::GLSL;
}
}
std::wstring ToWideAscii(const Containers::String& value) {
std::wstring wide;
wide.reserve(value.Length());
for (size_t index = 0; index < value.Length(); ++index) {
wide.push_back(static_cast<wchar_t>(value[index]));
}
return wide;
}
bool ShaderPassHasGraphicsVariants(
const Resources::Shader& shader,
const Containers::String& passName,
Resources::ShaderBackend backend) {
return shader.FindVariant(passName, Resources::ShaderType::Vertex, backend) != nullptr &&
shader.FindVariant(passName, Resources::ShaderType::Fragment, backend) != nullptr;
}
const Resources::ShaderPass* FindForwardCompatiblePass(
const Resources::Shader& shader,
const Resources::Material* material,
Resources::ShaderBackend backend) {
if (material != nullptr && !material->GetShaderPass().Empty()) {
const Resources::ShaderPass* explicitPass = shader.FindPass(material->GetShaderPass());
if (explicitPass != nullptr &&
ShaderPassHasGraphicsVariants(shader, explicitPass->name, backend)) {
return explicitPass;
}
}
float3 normalWS = normalize(input.normalWS);
float3 directionToLightWS = normalize(gMainLightDirectionAndIntensity.xyz);
float diffuse = saturate(dot(normalWS, directionToLightWS));
float3 lighting = float3(0.28f, 0.28f, 0.28f) +
gMainLightColorAndFlags.rgb * (diffuse * gMainLightDirectionAndIntensity.w);
return float4(baseColor.rgb * lighting, baseColor.a);
}
)";
const char kBuiltinForwardVertexShader[] = R"(#version 430
layout(location = 0) in vec3 aPosition;
layout(location = 1) in vec3 aNormal;
layout(location = 2) in vec2 aTexCoord;
layout(std140, binding = 1) uniform PerObjectConstants {
mat4 gProjectionMatrix;
mat4 gViewMatrix;
mat4 gModelMatrix;
mat4 gNormalMatrix;
vec4 gMainLightDirectionAndIntensity;
vec4 gMainLightColorAndFlags;
};
out vec3 vNormalWS;
out vec2 vTexCoord;
void main() {
vec4 positionWS = gModelMatrix * vec4(aPosition, 1.0);
vec4 positionVS = gViewMatrix * positionWS;
gl_Position = gProjectionMatrix * positionVS;
vNormalWS = mat3(gNormalMatrix) * aNormal;
vTexCoord = aTexCoord;
}
)";
const char kBuiltinForwardFragmentShader[] = R"(#version 430
layout(binding = 1) uniform sampler2D uBaseColorTexture;
layout(std140, binding = 1) uniform PerObjectConstants {
mat4 gProjectionMatrix;
mat4 gViewMatrix;
mat4 gModelMatrix;
mat4 gNormalMatrix;
vec4 gMainLightDirectionAndIntensity;
vec4 gMainLightColorAndFlags;
};
layout(std140, binding = 2) uniform MaterialConstants {
vec4 gBaseColorFactor;
};
in vec3 vNormalWS;
in vec2 vTexCoord;
layout(location = 0) out vec4 fragColor;
void main() {
vec4 baseColor = texture(uBaseColorTexture, vTexCoord) * gBaseColorFactor;
if (gMainLightColorAndFlags.w < 0.5) {
fragColor = baseColor;
return;
for (const Resources::ShaderPass& shaderPass : shader.GetPasses()) {
if (ShaderPassMatchesBuiltinPass(shaderPass, BuiltinMaterialPass::ForwardLit) &&
ShaderPassHasGraphicsVariants(shader, shaderPass.name, backend)) {
return &shaderPass;
}
}
vec3 normalWS = normalize(vNormalWS);
vec3 directionToLightWS = normalize(gMainLightDirectionAndIntensity.xyz);
float diffuse = max(dot(normalWS, directionToLightWS), 0.0);
vec3 lighting = vec3(0.28) +
gMainLightColorAndFlags.rgb * (diffuse * gMainLightDirectionAndIntensity.w);
fragColor = vec4(baseColor.rgb * lighting, baseColor.a);
}
)";
const char kBuiltinForwardVulkanVertexShader[] = R"(#version 450
layout(location = 0) in vec3 aPosition;
layout(location = 1) in vec3 aNormal;
layout(location = 2) in vec2 aTexCoord;
layout(set = 1, binding = 0, std140) uniform PerObjectConstants {
mat4 gProjectionMatrix;
mat4 gViewMatrix;
mat4 gModelMatrix;
mat4 gNormalMatrix;
vec4 gMainLightDirectionAndIntensity;
vec4 gMainLightColorAndFlags;
};
layout(location = 0) out vec3 vNormalWS;
layout(location = 1) out vec2 vTexCoord;
void main() {
vec4 positionWS = gModelMatrix * vec4(aPosition, 1.0);
vec4 positionVS = gViewMatrix * positionWS;
gl_Position = gProjectionMatrix * positionVS;
vNormalWS = mat3(gNormalMatrix) * aNormal;
vTexCoord = aTexCoord;
}
)";
const char kBuiltinForwardVulkanFragmentShader[] = R"(#version 450
layout(set = 3, binding = 0) uniform texture2D uBaseColorTexture;
layout(set = 4, binding = 0) uniform sampler uLinearSampler;
layout(set = 1, binding = 0, std140) uniform PerObjectConstants {
mat4 gProjectionMatrix;
mat4 gViewMatrix;
mat4 gModelMatrix;
mat4 gNormalMatrix;
vec4 gMainLightDirectionAndIntensity;
vec4 gMainLightColorAndFlags;
};
layout(set = 2, binding = 0, std140) uniform MaterialConstants {
vec4 gBaseColorFactor;
};
layout(location = 0) in vec3 vNormalWS;
layout(location = 1) in vec2 vTexCoord;
layout(location = 0) out vec4 fragColor;
void main() {
vec4 baseColor = texture(sampler2D(uBaseColorTexture, uLinearSampler), vTexCoord) * gBaseColorFactor;
if (gMainLightColorAndFlags.w < 0.5) {
fragColor = baseColor;
return;
const Resources::ShaderPass* defaultPass = shader.FindPass("ForwardLit");
if (defaultPass != nullptr &&
ShaderPassHasGraphicsVariants(shader, defaultPass->name, backend)) {
return defaultPass;
}
vec3 normalWS = normalize(vNormalWS);
vec3 directionToLightWS = normalize(gMainLightDirectionAndIntensity.xyz);
float diffuse = max(dot(normalWS, directionToLightWS), 0.0);
vec3 lighting = vec3(0.28) +
gMainLightColorAndFlags.rgb * (diffuse * gMainLightDirectionAndIntensity.w);
fragColor = vec4(baseColor.rgb * lighting, baseColor.a);
defaultPass = shader.FindPass("Default");
if (defaultPass != nullptr &&
ShaderPassHasGraphicsVariants(shader, defaultPass->name, backend)) {
return defaultPass;
}
if (shader.GetPassCount() > 0 &&
ShaderPassHasGraphicsVariants(shader, shader.GetPasses()[0].name, backend)) {
return &shader.GetPasses()[0];
}
return nullptr;
}
)";
void ApplyShaderStageVariant(
const Resources::ShaderStageVariant& variant,
RHI::ShaderCompileDesc& compileDesc) {
compileDesc.source.assign(
variant.sourceCode.CStr(),
variant.sourceCode.CStr() + variant.sourceCode.Length());
compileDesc.sourceLanguage = ToRHIShaderLanguage(variant.language);
compileDesc.entryPoint = ToWideAscii(variant.entryPoint);
compileDesc.profile = ToWideAscii(variant.profile);
}
RHI::GraphicsPipelineDesc CreatePipelineDesc(
RHI::RHIType backendType,
RHI::RHIPipelineLayout* pipelineLayout,
const Resources::Shader& shader,
const Containers::String& passName,
const Resources::Material* material) {
RHI::GraphicsPipelineDesc pipelineDesc = {};
pipelineDesc.pipelineLayout = pipelineLayout;
@@ -246,44 +161,16 @@ RHI::GraphicsPipelineDesc CreatePipelineDesc(
pipelineDesc.inputLayout = BuiltinForwardPipeline::BuildInputLayout();
if (backendType == RHI::RHIType::D3D12) {
pipelineDesc.vertexShader.source.assign(
kBuiltinForwardHlsl,
kBuiltinForwardHlsl + std::strlen(kBuiltinForwardHlsl));
pipelineDesc.vertexShader.sourceLanguage = RHI::ShaderLanguage::HLSL;
pipelineDesc.vertexShader.entryPoint = L"MainVS";
pipelineDesc.vertexShader.profile = L"vs_5_0";
pipelineDesc.fragmentShader.source.assign(
kBuiltinForwardHlsl,
kBuiltinForwardHlsl + std::strlen(kBuiltinForwardHlsl));
pipelineDesc.fragmentShader.sourceLanguage = RHI::ShaderLanguage::HLSL;
pipelineDesc.fragmentShader.entryPoint = L"MainPS";
pipelineDesc.fragmentShader.profile = L"ps_5_0";
} else if (backendType == RHI::RHIType::Vulkan) {
pipelineDesc.vertexShader.source.assign(
kBuiltinForwardVulkanVertexShader,
kBuiltinForwardVulkanVertexShader + std::strlen(kBuiltinForwardVulkanVertexShader));
pipelineDesc.vertexShader.sourceLanguage = RHI::ShaderLanguage::GLSL;
pipelineDesc.vertexShader.profile = L"vs_4_50";
pipelineDesc.fragmentShader.source.assign(
kBuiltinForwardVulkanFragmentShader,
kBuiltinForwardVulkanFragmentShader + std::strlen(kBuiltinForwardVulkanFragmentShader));
pipelineDesc.fragmentShader.sourceLanguage = RHI::ShaderLanguage::GLSL;
pipelineDesc.fragmentShader.profile = L"fs_4_50";
} else {
pipelineDesc.vertexShader.source.assign(
kBuiltinForwardVertexShader,
kBuiltinForwardVertexShader + std::strlen(kBuiltinForwardVertexShader));
pipelineDesc.vertexShader.sourceLanguage = RHI::ShaderLanguage::GLSL;
pipelineDesc.vertexShader.profile = L"vs_4_30";
pipelineDesc.fragmentShader.source.assign(
kBuiltinForwardFragmentShader,
kBuiltinForwardFragmentShader + std::strlen(kBuiltinForwardFragmentShader));
pipelineDesc.fragmentShader.sourceLanguage = RHI::ShaderLanguage::GLSL;
pipelineDesc.fragmentShader.profile = L"fs_4_30";
const Resources::ShaderBackend backend = ToShaderBackend(backendType);
const Resources::ShaderStageVariant* vertexVariant =
shader.FindVariant(passName, Resources::ShaderType::Vertex, backend);
const Resources::ShaderStageVariant* fragmentVariant =
shader.FindVariant(passName, Resources::ShaderType::Fragment, backend);
if (vertexVariant != nullptr) {
ApplyShaderStageVariant(*vertexVariant, pipelineDesc.vertexShader);
}
if (fragmentVariant != nullptr) {
ApplyShaderStageVariant(*fragmentVariant, pipelineDesc.fragmentShader);
}
return pipelineDesc;
@@ -480,6 +367,15 @@ bool BuiltinForwardPipeline::EnsureInitialized(const RenderContext& context) {
}
bool BuiltinForwardPipeline::CreatePipelineResources(const RenderContext& context) {
m_builtinForwardShader = Resources::ResourceManager::Get().Load<Resources::Shader>(
Resources::GetBuiltinForwardLitShaderPath());
if (!m_builtinForwardShader.IsValid()) {
Debug::Logger::Get().Error(
Debug::LogCategory::Rendering,
"BuiltinForwardPipeline failed to load builtin forward shader resource");
return false;
}
RHI::DescriptorSetLayoutBinding constantBinding = {};
constantBinding.binding = 0;
constantBinding.type = static_cast<uint32_t>(RHI::DescriptorType::CBV);
@@ -659,21 +555,67 @@ void BuiltinForwardPipeline::DestroyPipelineResources() {
m_device = nullptr;
m_initialized = false;
m_builtinForwardShader.Reset();
}
BuiltinForwardPipeline::ResolvedShaderPass BuiltinForwardPipeline::ResolveForwardShaderPass(
const Resources::Material* material) const {
ResolvedShaderPass resolved = {};
const Resources::ShaderBackend backend = ToShaderBackend(m_backendType);
if (material != nullptr && material->GetShader() != nullptr) {
const Resources::Shader* materialShader = material->GetShader();
if (const Resources::ShaderPass* shaderPass =
FindForwardCompatiblePass(*materialShader, material, backend)) {
resolved.shader = materialShader;
resolved.pass = shaderPass;
resolved.passName = shaderPass->name;
return resolved;
}
}
if (m_builtinForwardShader.IsValid()) {
const Resources::Shader* builtinShader = m_builtinForwardShader.Get();
if (const Resources::ShaderPass* shaderPass =
FindForwardCompatiblePass(*builtinShader, nullptr, backend)) {
resolved.shader = builtinShader;
resolved.pass = shaderPass;
resolved.passName = shaderPass->name;
}
}
return resolved;
}
RHI::RHIPipelineState* BuiltinForwardPipeline::GetOrCreatePipelineState(
const RenderContext& context,
const Resources::Material* material) {
const Resources::MaterialRenderState renderState =
material != nullptr ? material->GetRenderState() : Resources::MaterialRenderState();
const ResolvedShaderPass resolvedShaderPass = ResolveForwardShaderPass(material);
if (resolvedShaderPass.shader == nullptr || resolvedShaderPass.pass == nullptr) {
Debug::Logger::Get().Error(
Debug::LogCategory::Rendering,
"BuiltinForwardPipeline could not resolve a valid ForwardLit shader pass");
return nullptr;
}
const auto existing = m_pipelineStates.find(renderState);
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, m_pipelineLayout, material);
CreatePipelineDesc(
context.backendType,
m_pipelineLayout,
*resolvedShaderPass.shader,
resolvedShaderPass.passName,
material);
RHI::RHIPipelineState* pipelineState = context.device->CreatePipelineState(pipelineDesc);
if (pipelineState == nullptr || !pipelineState->IsValid()) {
Debug::Logger::Get().Error(
@@ -686,7 +628,7 @@ RHI::RHIPipelineState* BuiltinForwardPipeline::GetOrCreatePipelineState(
return nullptr;
}
m_pipelineStates.emplace(renderState, pipelineState);
m_pipelineStates.emplace(pipelineKey, pipelineState);
return pipelineState;
}

View File

@@ -6,6 +6,7 @@
#include <XCEngine/Core/Asset/ResourceManager.h>
#include <XCEngine/Resources/Material/Material.h>
#include <XCEngine/Resources/Mesh/Mesh.h>
#include <XCEngine/Resources/Shader/Shader.h>
#include <XCEngine/Resources/Texture/Texture.h>
#include <algorithm>
@@ -20,8 +21,10 @@ namespace {
constexpr const char* kBuiltinPrefix = "builtin://";
constexpr const char* kBuiltinMeshPrefix = "builtin://meshes/";
constexpr const char* kBuiltinMaterialPrefix = "builtin://materials/";
constexpr const char* kBuiltinShaderPrefix = "builtin://shaders/";
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* kBuiltinDefaultPrimitiveTexturePath = "builtin://textures/default-primitive-albedo";
constexpr float kPi = 3.14159265358979323846f;
@@ -30,6 +33,187 @@ struct MeshBuffers {
std::vector<Core::uint32> indices;
};
const char kBuiltinForwardHlsl[] = R"(
Texture2D gBaseColorTexture : register(t1);
SamplerState gLinearSampler : register(s1);
cbuffer PerObjectConstants : register(b1) {
float4x4 gProjectionMatrix;
float4x4 gViewMatrix;
float4x4 gModelMatrix;
float4x4 gNormalMatrix;
float4 gMainLightDirectionAndIntensity;
float4 gMainLightColorAndFlags;
};
cbuffer MaterialConstants : register(b2) {
float4 gBaseColorFactor;
};
struct VSInput {
float3 position : POSITION;
float3 normal : NORMAL;
float2 texcoord : TEXCOORD0;
};
struct PSInput {
float4 position : SV_POSITION;
float3 normalWS : TEXCOORD0;
float2 texcoord : TEXCOORD1;
};
PSInput MainVS(VSInput input) {
PSInput output;
float4 positionWS = mul(gModelMatrix, float4(input.position, 1.0f));
float4 positionVS = mul(gViewMatrix, positionWS);
output.position = mul(gProjectionMatrix, positionVS);
output.normalWS = mul((float3x3)gNormalMatrix, input.normal);
output.texcoord = input.texcoord;
return output;
}
float4 MainPS(PSInput input) : SV_TARGET {
float4 baseColor = gBaseColorTexture.Sample(gLinearSampler, input.texcoord) * gBaseColorFactor;
if (gMainLightColorAndFlags.a < 0.5f) {
return baseColor;
}
float3 normalWS = normalize(input.normalWS);
float3 directionToLightWS = normalize(gMainLightDirectionAndIntensity.xyz);
float diffuse = saturate(dot(normalWS, directionToLightWS));
float3 lighting = float3(0.28f, 0.28f, 0.28f) +
gMainLightColorAndFlags.rgb * (diffuse * gMainLightDirectionAndIntensity.w);
return float4(baseColor.rgb * lighting, baseColor.a);
}
)";
const char kBuiltinForwardVertexShader[] = R"(#version 430
layout(location = 0) in vec3 aPosition;
layout(location = 1) in vec3 aNormal;
layout(location = 2) in vec2 aTexCoord;
layout(std140, binding = 1) uniform PerObjectConstants {
mat4 gProjectionMatrix;
mat4 gViewMatrix;
mat4 gModelMatrix;
mat4 gNormalMatrix;
vec4 gMainLightDirectionAndIntensity;
vec4 gMainLightColorAndFlags;
};
out vec3 vNormalWS;
out vec2 vTexCoord;
void main() {
vec4 positionWS = gModelMatrix * vec4(aPosition, 1.0);
vec4 positionVS = gViewMatrix * positionWS;
gl_Position = gProjectionMatrix * positionVS;
vNormalWS = mat3(gNormalMatrix) * aNormal;
vTexCoord = aTexCoord;
}
)";
const char kBuiltinForwardFragmentShader[] = R"(#version 430
layout(binding = 1) uniform sampler2D uBaseColorTexture;
layout(std140, binding = 1) uniform PerObjectConstants {
mat4 gProjectionMatrix;
mat4 gViewMatrix;
mat4 gModelMatrix;
mat4 gNormalMatrix;
vec4 gMainLightDirectionAndIntensity;
vec4 gMainLightColorAndFlags;
};
layout(std140, binding = 2) uniform MaterialConstants {
vec4 gBaseColorFactor;
};
in vec3 vNormalWS;
in vec2 vTexCoord;
layout(location = 0) out vec4 fragColor;
void main() {
vec4 baseColor = texture(uBaseColorTexture, vTexCoord) * gBaseColorFactor;
if (gMainLightColorAndFlags.w < 0.5) {
fragColor = baseColor;
return;
}
vec3 normalWS = normalize(vNormalWS);
vec3 directionToLightWS = normalize(gMainLightDirectionAndIntensity.xyz);
float diffuse = max(dot(normalWS, directionToLightWS), 0.0);
vec3 lighting = vec3(0.28) +
gMainLightColorAndFlags.rgb * (diffuse * gMainLightDirectionAndIntensity.w);
fragColor = vec4(baseColor.rgb * lighting, baseColor.a);
}
)";
const char kBuiltinForwardVulkanVertexShader[] = R"(#version 450
layout(location = 0) in vec3 aPosition;
layout(location = 1) in vec3 aNormal;
layout(location = 2) in vec2 aTexCoord;
layout(set = 1, binding = 0, std140) uniform PerObjectConstants {
mat4 gProjectionMatrix;
mat4 gViewMatrix;
mat4 gModelMatrix;
mat4 gNormalMatrix;
vec4 gMainLightDirectionAndIntensity;
vec4 gMainLightColorAndFlags;
};
layout(location = 0) out vec3 vNormalWS;
layout(location = 1) out vec2 vTexCoord;
void main() {
vec4 positionWS = gModelMatrix * vec4(aPosition, 1.0);
vec4 positionVS = gViewMatrix * positionWS;
gl_Position = gProjectionMatrix * positionVS;
vNormalWS = mat3(gNormalMatrix) * aNormal;
vTexCoord = aTexCoord;
}
)";
const char kBuiltinForwardVulkanFragmentShader[] = R"(#version 450
layout(set = 3, binding = 0) uniform texture2D uBaseColorTexture;
layout(set = 4, binding = 0) uniform sampler uLinearSampler;
layout(set = 1, binding = 0, std140) uniform PerObjectConstants {
mat4 gProjectionMatrix;
mat4 gViewMatrix;
mat4 gModelMatrix;
mat4 gNormalMatrix;
vec4 gMainLightDirectionAndIntensity;
vec4 gMainLightColorAndFlags;
};
layout(set = 2, binding = 0, std140) uniform MaterialConstants {
vec4 gBaseColorFactor;
};
layout(location = 0) in vec3 vNormalWS;
layout(location = 1) in vec2 vTexCoord;
layout(location = 0) out vec4 fragColor;
void main() {
vec4 baseColor = texture(sampler2D(uBaseColorTexture, uLinearSampler), vTexCoord) * gBaseColorFactor;
if (gMainLightColorAndFlags.w < 0.5) {
fragColor = baseColor;
return;
}
vec3 normalWS = normalize(vNormalWS);
vec3 directionToLightWS = normalize(gMainLightDirectionAndIntensity.xyz);
float diffuse = max(dot(normalWS, directionToLightWS), 0.0);
vec3 lighting = vec3(0.28) +
gMainLightColorAndFlags.rgb * (diffuse * gMainLightDirectionAndIntensity.w);
fragColor = vec4(baseColor.rgb * lighting, baseColor.a);
}
)";
Math::Bounds ComputeBounds(const std::vector<StaticMeshVertex>& vertices) {
if (vertices.empty()) {
return Math::Bounds();
@@ -481,6 +665,117 @@ Mesh* BuildMeshResource(
return mesh;
}
void AddBuiltinShaderStageVariant(
Shader& shader,
const Containers::String& passName,
ShaderType stage,
ShaderLanguage language,
ShaderBackend backend,
const char* sourceCode,
const char* entryPoint,
const char* profile) {
ShaderStageVariant variant = {};
variant.stage = stage;
variant.language = language;
variant.backend = backend;
variant.sourceCode = Containers::String(sourceCode);
variant.entryPoint = Containers::String(entryPoint);
variant.profile = Containers::String(profile);
shader.AddPassVariant(passName, variant);
}
size_t CalculateBuiltinShaderMemorySize(const Shader& shader) {
size_t memorySize = sizeof(Shader) + shader.GetName().Length() + shader.GetPath().Length();
for (const ShaderPass& pass : shader.GetPasses()) {
memorySize += pass.name.Length();
for (const ShaderPassTagEntry& tag : pass.tags) {
memorySize += tag.name.Length();
memorySize += tag.value.Length();
}
for (const ShaderStageVariant& variant : pass.variants) {
memorySize += variant.entryPoint.Length();
memorySize += variant.profile.Length();
memorySize += variant.sourceCode.Length();
memorySize += variant.compiledBinary.Size();
}
}
return memorySize;
}
Shader* BuildBuiltinForwardLitShader(const Containers::String& path) {
auto* shader = new Shader();
IResource::ConstructParams params;
params.name = Containers::String("Builtin Forward Lit");
params.path = path;
params.guid = ResourceGUID::Generate(path);
params.memorySize = 0;
shader->Initialize(params);
const Containers::String passName("ForwardLit");
shader->SetPassTag(passName, "LightMode", "ForwardBase");
AddBuiltinShaderStageVariant(
*shader,
passName,
ShaderType::Vertex,
ShaderLanguage::HLSL,
ShaderBackend::D3D12,
kBuiltinForwardHlsl,
"MainVS",
"vs_5_0");
AddBuiltinShaderStageVariant(
*shader,
passName,
ShaderType::Fragment,
ShaderLanguage::HLSL,
ShaderBackend::D3D12,
kBuiltinForwardHlsl,
"MainPS",
"ps_5_0");
AddBuiltinShaderStageVariant(
*shader,
passName,
ShaderType::Vertex,
ShaderLanguage::GLSL,
ShaderBackend::OpenGL,
kBuiltinForwardVertexShader,
"main",
"vs_4_30");
AddBuiltinShaderStageVariant(
*shader,
passName,
ShaderType::Fragment,
ShaderLanguage::GLSL,
ShaderBackend::OpenGL,
kBuiltinForwardFragmentShader,
"main",
"fs_4_30");
AddBuiltinShaderStageVariant(
*shader,
passName,
ShaderType::Vertex,
ShaderLanguage::GLSL,
ShaderBackend::Vulkan,
kBuiltinForwardVulkanVertexShader,
"main",
"vs_4_50");
AddBuiltinShaderStageVariant(
*shader,
passName,
ShaderType::Fragment,
ShaderLanguage::GLSL,
ShaderBackend::Vulkan,
kBuiltinForwardVulkanFragmentShader,
"main",
"fs_4_50");
shader->m_memorySize = CalculateBuiltinShaderMemorySize(*shader);
return shader;
}
Material* BuildDefaultPrimitiveMaterial(const Containers::String& path) {
auto* material = new Material();
IResource::ConstructParams params;
@@ -494,6 +789,7 @@ Material* BuildDefaultPrimitiveMaterial(const Containers::String& path) {
renderState.cullMode = MaterialCullMode::Back;
material->SetRenderState(renderState);
material->SetRenderQueue(MaterialRenderQueue::Geometry);
material->SetShader(ResourceManager::Get().Load<Shader>(GetBuiltinForwardLitShaderPath()));
material->SetTexture(
Containers::String("baseColorTexture"),
ResourceManager::Get().Load<Texture>(GetBuiltinDefaultPrimitiveTexturePath()));
@@ -542,6 +838,10 @@ bool IsBuiltinMaterialPath(const Containers::String& path) {
return path.StartsWith(kBuiltinMaterialPrefix);
}
bool IsBuiltinShaderPath(const Containers::String& path) {
return path.StartsWith(kBuiltinShaderPrefix);
}
bool IsBuiltinTexturePath(const Containers::String& path) {
return path.StartsWith(kBuiltinTexturePrefix);
}
@@ -574,6 +874,10 @@ Containers::String GetBuiltinDefaultPrimitiveMaterialPath() {
return Containers::String(kBuiltinDefaultPrimitiveMaterialPath);
}
Containers::String GetBuiltinForwardLitShaderPath() {
return Containers::String(kBuiltinForwardLitShaderPath);
}
Containers::String GetBuiltinDefaultPrimitiveTexturePath() {
return Containers::String(kBuiltinDefaultPrimitiveTexturePath);
}
@@ -660,6 +964,19 @@ LoadResult CreateBuiltinMaterialResource(const Containers::String& path) {
return LoadResult(material);
}
LoadResult CreateBuiltinShaderResource(const Containers::String& path) {
if (path != GetBuiltinForwardLitShaderPath()) {
return LoadResult(Containers::String("Unknown builtin shader: ") + path);
}
Shader* shader = BuildBuiltinForwardLitShader(path);
if (shader == nullptr) {
return LoadResult(Containers::String("Failed to create builtin shader: ") + path);
}
return LoadResult(shader);
}
LoadResult CreateBuiltinTextureResource(const Containers::String& path) {
if (path != GetBuiltinDefaultPrimitiveTexturePath()) {
return LoadResult(Containers::String("Unknown builtin texture: ") + path);

View File

@@ -1,4 +1,5 @@
#include <XCEngine/Resources/Shader/ShaderLoader.h>
#include <XCEngine/Resources/BuiltinResources.h>
#include <XCEngine/Core/Asset/ResourceManager.h>
#include <XCEngine/Core/Asset/ResourceTypes.h>
@@ -22,12 +23,20 @@ Containers::Array<Containers::String> ShaderLoader::GetSupportedExtensions() con
}
bool ShaderLoader::CanLoad(const Containers::String& path) const {
if (IsBuiltinShaderPath(path)) {
return true;
}
Containers::String ext = GetExtension(path);
return ext == "vert" || ext == "frag" || ext == "geom" ||
ext == "comp" || ext == "glsl" || ext == "hlsl" || ext == "shader";
}
LoadResult ShaderLoader::Load(const Containers::String& path, const ImportSettings* settings) {
if (IsBuiltinShaderPath(path)) {
return CreateBuiltinShaderResource(path);
}
Containers::Array<Core::uint8> data = ReadFileData(path);
if (data.Empty()) {
return LoadResult("Failed to read shader file: " + path);

View File

@@ -1,4 +1,6 @@
#include <gtest/gtest.h>
#include <XCEngine/Resources/BuiltinResources.h>
#include <XCEngine/Core/Asset/ResourceManager.h>
#include <XCEngine/Resources/Shader/ShaderLoader.h>
#include <XCEngine/Core/Asset/ResourceTypes.h>
#include <XCEngine/Core/Containers/Array.h>
@@ -29,6 +31,7 @@ TEST(ShaderLoader, CanLoad) {
EXPECT_TRUE(loader.CanLoad("test.frag"));
EXPECT_TRUE(loader.CanLoad("test.glsl"));
EXPECT_TRUE(loader.CanLoad("test.hlsl"));
EXPECT_TRUE(loader.CanLoad(GetBuiltinForwardLitShaderPath()));
EXPECT_FALSE(loader.CanLoad("test.txt"));
EXPECT_FALSE(loader.CanLoad("test.png"));
}
@@ -70,4 +73,43 @@ TEST(ShaderLoader, LoadLegacySingleStageShaderBuildsDefaultPassVariant) {
std::remove(shaderPath.string().c_str());
}
TEST(ShaderLoader, LoadBuiltinForwardLitShaderBuildsBackendVariants) {
ShaderLoader loader;
LoadResult result = loader.Load(GetBuiltinForwardLitShaderPath());
ASSERT_TRUE(result);
ASSERT_NE(result.resource, nullptr);
Shader* shader = static_cast<Shader*>(result.resource);
ASSERT_NE(shader, nullptr);
ASSERT_TRUE(shader->IsValid());
const ShaderPass* pass = shader->FindPass("ForwardLit");
ASSERT_NE(pass, nullptr);
ASSERT_EQ(pass->variants.Size(), 6u);
ASSERT_EQ(pass->tags.Size(), 1u);
EXPECT_EQ(pass->tags[0].name, "LightMode");
EXPECT_EQ(pass->tags[0].value, "ForwardBase");
EXPECT_NE(shader->FindVariant("ForwardLit", ShaderType::Vertex, ShaderBackend::D3D12), nullptr);
EXPECT_NE(shader->FindVariant("ForwardLit", ShaderType::Fragment, ShaderBackend::D3D12), nullptr);
EXPECT_NE(shader->FindVariant("ForwardLit", ShaderType::Vertex, ShaderBackend::OpenGL), nullptr);
EXPECT_NE(shader->FindVariant("ForwardLit", ShaderType::Fragment, ShaderBackend::OpenGL), nullptr);
EXPECT_NE(shader->FindVariant("ForwardLit", ShaderType::Vertex, ShaderBackend::Vulkan), nullptr);
EXPECT_NE(shader->FindVariant("ForwardLit", ShaderType::Fragment, ShaderBackend::Vulkan), nullptr);
delete shader;
}
TEST(ShaderLoader, ResourceManagerLazilyLoadsBuiltinForwardLitShader) {
ResourceManager& manager = ResourceManager::Get();
manager.Shutdown();
manager.UnregisterLoader(ResourceType::Shader);
ResourceHandle<Shader> shaderHandle = manager.Load<Shader>(GetBuiltinForwardLitShaderPath());
ASSERT_TRUE(shaderHandle.IsValid());
ASSERT_NE(shaderHandle->FindPass("ForwardLit"), nullptr);
manager.Shutdown();
}
} // namespace