refactor: drive scene view outline from object id
This commit is contained in:
@@ -79,7 +79,6 @@ add_executable(${PROJECT_NAME} WIN32
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src/Viewport/SceneViewportScaleGizmo.cpp
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src/Viewport/SceneViewportGrid.cpp
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src/Viewport/SceneViewportInfiniteGridPass.cpp
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src/Viewport/SceneViewportSelectionMaskPass.cpp
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src/Viewport/SceneViewportSelectionOutlinePass.cpp
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src/Viewport/SceneViewportOrientationGizmo.cpp
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src/Viewport/SceneViewportOverlayRenderer.cpp
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@@ -7,7 +7,6 @@ namespace XCEngine {
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namespace Editor {
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enum class SceneViewportPostPassStep : uint8_t {
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SelectionMask,
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ColorToRenderTarget,
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InfiniteGrid,
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SelectionOutline,
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@@ -19,14 +18,11 @@ struct SceneViewportPostPassPlanInput {
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bool overlayValid = false;
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bool hasSelection = false;
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bool debugSelectionMask = false;
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bool hasSelectionMaskRenderTarget = false;
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bool hasSelectionMaskShaderView = false;
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bool hasObjectIdShaderView = false;
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};
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struct SceneViewportPostPassPlan {
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bool valid = false;
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bool usesSelectionMaskSurface = false;
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bool usesSelectionMaskShaderView = false;
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std::vector<SceneViewportPostPassStep> steps;
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};
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@@ -39,34 +35,26 @@ inline SceneViewportPostPassPlan BuildSceneViewportPostPassPlan(
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plan.valid = true;
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if (input.hasSelection && input.debugSelectionMask) {
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plan.steps = {
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SceneViewportPostPassStep::ColorToRenderTarget,
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SceneViewportPostPassStep::SelectionMaskDebug,
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SceneViewportPostPassStep::ColorToShaderResource
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};
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if (input.debugSelectionMask) {
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plan.steps.push_back(SceneViewportPostPassStep::ColorToRenderTarget);
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if (input.hasSelection && input.hasObjectIdShaderView) {
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plan.steps.push_back(SceneViewportPostPassStep::SelectionMaskDebug);
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}
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plan.steps.push_back(SceneViewportPostPassStep::ColorToShaderResource);
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return plan;
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}
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const bool canRenderSelectionMask =
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input.hasSelection &&
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input.hasSelectionMaskRenderTarget &&
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input.hasSelectionMaskShaderView;
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const bool canRenderSelectionOutline =
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canRenderSelectionMask &&
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input.hasSelectionMaskShaderView;
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if (canRenderSelectionMask) {
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plan.usesSelectionMaskSurface = true;
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plan.usesSelectionMaskShaderView = true;
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plan.steps.push_back(SceneViewportPostPassStep::SelectionMask);
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}
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plan.steps.push_back(SceneViewportPostPassStep::ColorToRenderTarget);
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plan.steps.push_back(SceneViewportPostPassStep::InfiniteGrid);
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if (canRenderSelectionOutline) {
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plan.steps.push_back(SceneViewportPostPassStep::SelectionOutline);
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if (input.hasSelection && input.hasObjectIdShaderView) {
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plan.steps = {
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SceneViewportPostPassStep::ColorToRenderTarget,
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SceneViewportPostPassStep::InfiniteGrid,
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SceneViewportPostPassStep::SelectionOutline,
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SceneViewportPostPassStep::ColorToShaderResource
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};
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return plan;
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}
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plan.steps.push_back(SceneViewportPostPassStep::ColorToShaderResource);
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@@ -1,341 +0,0 @@
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#include "SceneViewportSelectionMaskPass.h"
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#include <XCEngine/Components/GameObject.h>
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#include <XCEngine/RHI/RHICommandList.h>
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#include <XCEngine/RHI/RHIDevice.h>
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#include <XCEngine/Resources/Mesh/Mesh.h>
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#include <cstddef>
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#include <cstring>
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namespace XCEngine {
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namespace Editor {
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namespace {
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const char kSelectionMaskHlsl[] = R"(
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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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float4 MainPS(PSInput input) : SV_TARGET {
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return float4(1.0, 1.0, 1.0, 1.0);
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}
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)";
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RHI::InputLayoutDesc BuildInputLayout() {
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RHI::InputLayoutDesc inputLayout = {};
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RHI::InputElementDesc position = {};
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position.semanticName = "POSITION";
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position.semanticIndex = 0;
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position.format = static_cast<uint32_t>(RHI::Format::R32G32B32_Float);
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position.inputSlot = 0;
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position.alignedByteOffset = static_cast<uint32_t>(offsetof(Resources::StaticMeshVertex, position));
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inputLayout.elements.push_back(position);
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return inputLayout;
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}
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RHI::GraphicsPipelineDesc CreatePipelineDesc(RHI::RHIPipelineLayout* pipelineLayout) {
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RHI::GraphicsPipelineDesc pipelineDesc = {};
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pipelineDesc.pipelineLayout = pipelineLayout;
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pipelineDesc.topologyType = static_cast<uint32_t>(RHI::PrimitiveTopologyType::Triangle);
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pipelineDesc.renderTargetCount = 1;
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pipelineDesc.renderTargetFormats[0] = static_cast<uint32_t>(RHI::Format::R8G8B8A8_UNorm);
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pipelineDesc.depthStencilFormat = static_cast<uint32_t>(RHI::Format::D24_UNorm_S8_UInt);
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pipelineDesc.sampleCount = 1;
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pipelineDesc.inputLayout = BuildInputLayout();
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pipelineDesc.rasterizerState.fillMode = static_cast<uint32_t>(RHI::FillMode::Solid);
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pipelineDesc.rasterizerState.cullMode = static_cast<uint32_t>(RHI::CullMode::None);
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pipelineDesc.rasterizerState.frontFace = static_cast<uint32_t>(RHI::FrontFace::CounterClockwise);
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pipelineDesc.rasterizerState.depthClipEnable = true;
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pipelineDesc.blendState.blendEnable = false;
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pipelineDesc.blendState.colorWriteMask = static_cast<uint8_t>(RHI::ColorWriteMask::All);
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pipelineDesc.depthStencilState.depthTestEnable = true;
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pipelineDesc.depthStencilState.depthWriteEnable = false;
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pipelineDesc.depthStencilState.depthFunc = static_cast<uint32_t>(RHI::ComparisonFunc::LessEqual);
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pipelineDesc.vertexShader.source.assign(
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kSelectionMaskHlsl,
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kSelectionMaskHlsl + std::strlen(kSelectionMaskHlsl));
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pipelineDesc.vertexShader.sourceLanguage = RHI::ShaderLanguage::HLSL;
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pipelineDesc.vertexShader.entryPoint = L"MainVS";
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pipelineDesc.vertexShader.profile = L"vs_5_0";
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pipelineDesc.fragmentShader.source.assign(
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kSelectionMaskHlsl,
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kSelectionMaskHlsl + std::strlen(kSelectionMaskHlsl));
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pipelineDesc.fragmentShader.sourceLanguage = RHI::ShaderLanguage::HLSL;
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pipelineDesc.fragmentShader.entryPoint = L"MainPS";
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pipelineDesc.fragmentShader.profile = L"ps_5_0";
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return pipelineDesc;
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}
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} // namespace
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void SceneViewportSelectionMaskPass::Shutdown() {
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DestroyResources();
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}
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bool SceneViewportSelectionMaskPass::Render(
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const Rendering::RenderContext& renderContext,
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const Rendering::RenderSurface& surface,
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const Rendering::RenderCameraData& cameraData,
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const std::vector<Rendering::VisibleRenderItem>& renderables,
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bool debugColor) {
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(void)debugColor;
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if (!renderContext.IsValid() ||
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renderContext.backendType != RHI::RHIType::D3D12 ||
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renderables.empty()) {
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return false;
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}
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if (!EnsureInitialized(renderContext)) {
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return false;
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}
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const std::vector<RHI::RHIResourceView*>& colorAttachments = surface.GetColorAttachments();
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if (colorAttachments.empty() || colorAttachments[0] == nullptr || surface.GetDepthAttachment() == nullptr) {
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return false;
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}
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RHI::RHICommandList* commandList = renderContext.commandList;
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RHI::RHIResourceView* renderTarget = colorAttachments[0];
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commandList->SetRenderTargets(1, &renderTarget, surface.GetDepthAttachment());
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const RHI::Viewport viewport = {
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0.0f,
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0.0f,
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static_cast<float>(surface.GetWidth()),
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static_cast<float>(surface.GetHeight()),
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0.0f,
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1.0f
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};
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const RHI::Rect scissorRect = {
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0,
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0,
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static_cast<int32_t>(surface.GetWidth()),
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static_cast<int32_t>(surface.GetHeight())
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};
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commandList->SetViewport(viewport);
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commandList->SetScissorRect(scissorRect);
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commandList->SetPrimitiveTopology(RHI::PrimitiveTopology::TriangleList);
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commandList->SetPipelineState(m_pipelineState);
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bool drewAnything = false;
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for (const Rendering::VisibleRenderItem& renderable : renderables) {
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drewAnything = DrawRenderable(renderContext, cameraData, renderable) || drewAnything;
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}
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return drewAnything;
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}
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bool SceneViewportSelectionMaskPass::EnsureInitialized(const Rendering::RenderContext& renderContext) {
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if (m_pipelineLayout != nullptr &&
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m_pipelineState != nullptr &&
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m_device == renderContext.device &&
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m_backendType == renderContext.backendType) {
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return true;
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}
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DestroyResources();
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return CreateResources(renderContext);
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}
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bool SceneViewportSelectionMaskPass::CreateResources(const Rendering::RenderContext& renderContext) {
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if (!renderContext.IsValid() || renderContext.backendType != RHI::RHIType::D3D12) {
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return false;
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}
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m_device = renderContext.device;
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m_backendType = renderContext.backendType;
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RHI::DescriptorSetLayoutBinding constantBinding = {};
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constantBinding.binding = 0;
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constantBinding.type = static_cast<uint32_t>(RHI::DescriptorType::CBV);
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constantBinding.count = 1;
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RHI::DescriptorSetLayoutDesc constantLayout = {};
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constantLayout.bindings = &constantBinding;
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constantLayout.bindingCount = 1;
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RHI::RHIPipelineLayoutDesc pipelineLayoutDesc = {};
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pipelineLayoutDesc.setLayouts = &constantLayout;
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pipelineLayoutDesc.setLayoutCount = 1;
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m_pipelineLayout = m_device->CreatePipelineLayout(pipelineLayoutDesc);
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if (m_pipelineLayout == nullptr) {
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DestroyResources();
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return false;
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}
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m_pipelineState = m_device->CreatePipelineState(CreatePipelineDesc(m_pipelineLayout));
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if (m_pipelineState == nullptr || !m_pipelineState->IsValid()) {
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if (m_pipelineState != nullptr) {
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m_pipelineState->Shutdown();
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delete m_pipelineState;
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m_pipelineState = nullptr;
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}
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DestroyResources();
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return false;
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}
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return true;
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}
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void SceneViewportSelectionMaskPass::DestroyResources() {
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m_resourceCache.Shutdown();
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for (auto& descriptorSetEntry : m_perObjectSets) {
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DestroyOwnedDescriptorSet(descriptorSetEntry.second);
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}
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m_perObjectSets.clear();
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if (m_pipelineState != nullptr) {
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m_pipelineState->Shutdown();
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delete m_pipelineState;
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m_pipelineState = nullptr;
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}
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if (m_pipelineLayout != nullptr) {
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m_pipelineLayout->Shutdown();
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delete m_pipelineLayout;
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m_pipelineLayout = nullptr;
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}
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m_device = nullptr;
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m_backendType = RHI::RHIType::D3D12;
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}
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RHI::RHIDescriptorSet* SceneViewportSelectionMaskPass::GetOrCreatePerObjectSet(uint64_t objectId) {
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const auto existing = m_perObjectSets.find(objectId);
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if (existing != m_perObjectSets.end()) {
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return existing->second.set;
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}
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RHI::DescriptorPoolDesc poolDesc = {};
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poolDesc.type = RHI::DescriptorHeapType::CBV_SRV_UAV;
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poolDesc.descriptorCount = 1;
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poolDesc.shaderVisible = false;
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OwnedDescriptorSet descriptorSet = {};
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descriptorSet.pool = m_device->CreateDescriptorPool(poolDesc);
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if (descriptorSet.pool == nullptr) {
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return nullptr;
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}
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RHI::DescriptorSetLayoutBinding binding = {};
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binding.binding = 0;
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binding.type = static_cast<uint32_t>(RHI::DescriptorType::CBV);
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binding.count = 1;
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RHI::DescriptorSetLayoutDesc layout = {};
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layout.bindings = &binding;
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layout.bindingCount = 1;
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descriptorSet.set = descriptorSet.pool->AllocateSet(layout);
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if (descriptorSet.set == nullptr) {
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DestroyOwnedDescriptorSet(descriptorSet);
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return nullptr;
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}
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const auto result = m_perObjectSets.emplace(objectId, descriptorSet);
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return result.first->second.set;
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}
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void SceneViewportSelectionMaskPass::DestroyOwnedDescriptorSet(OwnedDescriptorSet& descriptorSet) {
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if (descriptorSet.set != nullptr) {
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descriptorSet.set->Shutdown();
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delete descriptorSet.set;
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descriptorSet.set = nullptr;
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}
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if (descriptorSet.pool != nullptr) {
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descriptorSet.pool->Shutdown();
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delete descriptorSet.pool;
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descriptorSet.pool = nullptr;
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}
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}
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bool SceneViewportSelectionMaskPass::DrawRenderable(
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const Rendering::RenderContext& renderContext,
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const Rendering::RenderCameraData& cameraData,
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const Rendering::VisibleRenderItem& renderable) {
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const Rendering::RenderResourceCache::CachedMesh* cachedMesh =
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m_resourceCache.GetOrCreateMesh(m_device, renderable.mesh);
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if (cachedMesh == nullptr || cachedMesh->vertexBufferView == nullptr) {
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return false;
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}
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RHI::RHICommandList* commandList = renderContext.commandList;
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RHI::RHIResourceView* vertexBuffers[] = { cachedMesh->vertexBufferView };
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const uint64_t offsets[] = { 0 };
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const uint32_t strides[] = { cachedMesh->vertexStride };
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commandList->SetVertexBuffers(0, 1, vertexBuffers, offsets, strides);
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if (cachedMesh->indexBufferView != nullptr) {
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commandList->SetIndexBuffer(cachedMesh->indexBufferView, 0);
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}
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const PerObjectConstants constants = {
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cameraData.projection,
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cameraData.view,
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renderable.localToWorld.Transpose()
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};
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const uint64_t objectId = renderable.gameObject != nullptr ? renderable.gameObject->GetID() : 0u;
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RHI::RHIDescriptorSet* constantSet = GetOrCreatePerObjectSet(objectId);
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if (constantSet == nullptr) {
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return false;
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}
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constantSet->WriteConstant(0, &constants, sizeof(constants));
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RHI::RHIDescriptorSet* descriptorSets[] = { constantSet };
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commandList->SetGraphicsDescriptorSets(0, 1, descriptorSets, m_pipelineLayout);
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if (renderable.hasSection) {
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const auto& sections = renderable.mesh->GetSections();
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if (renderable.sectionIndex >= sections.Size()) {
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return false;
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}
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const Resources::MeshSection& section = sections[renderable.sectionIndex];
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if (cachedMesh->indexBufferView != nullptr && section.indexCount > 0) {
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commandList->DrawIndexed(section.indexCount, 1, section.startIndex, 0, 0);
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} else if (section.vertexCount > 0) {
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commandList->Draw(section.vertexCount, 1, section.baseVertex, 0);
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}
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return true;
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}
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if (cachedMesh->indexBufferView != nullptr && cachedMesh->indexCount > 0) {
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commandList->DrawIndexed(cachedMesh->indexCount, 1, 0, 0, 0);
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} else if (cachedMesh->vertexCount > 0) {
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commandList->Draw(cachedMesh->vertexCount, 1, 0, 0);
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}
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return true;
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}
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} // namespace Editor
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} // namespace XCEngine
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@@ -1,66 +0,0 @@
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#pragma once
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#include <XCEngine/Rendering/RenderCameraData.h>
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#include <XCEngine/Rendering/RenderContext.h>
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#include <XCEngine/Rendering/RenderResourceCache.h>
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#include <XCEngine/Rendering/RenderSurface.h>
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#include <XCEngine/Rendering/VisibleRenderObject.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/RHIEnums.h>
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#include <XCEngine/RHI/RHIPipelineLayout.h>
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#include <XCEngine/RHI/RHIPipelineState.h>
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#include <cstdint>
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#include <unordered_map>
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#include <vector>
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namespace XCEngine {
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namespace Editor {
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class SceneViewportSelectionMaskPass {
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public:
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~SceneViewportSelectionMaskPass() = default;
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void Shutdown();
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bool Render(
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const Rendering::RenderContext& renderContext,
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const Rendering::RenderSurface& surface,
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const Rendering::RenderCameraData& cameraData,
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const std::vector<Rendering::VisibleRenderItem>& renderables,
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bool debugColor = false);
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private:
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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 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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bool EnsureInitialized(const Rendering::RenderContext& renderContext);
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||||
bool CreateResources(const Rendering::RenderContext& renderContext);
|
||||
void DestroyResources();
|
||||
RHI::RHIDescriptorSet* GetOrCreatePerObjectSet(uint64_t objectId);
|
||||
void DestroyOwnedDescriptorSet(OwnedDescriptorSet& descriptorSet);
|
||||
bool DrawRenderable(
|
||||
const Rendering::RenderContext& renderContext,
|
||||
const Rendering::RenderCameraData& cameraData,
|
||||
const Rendering::VisibleRenderItem& renderable);
|
||||
|
||||
RHI::RHIDevice* m_device = nullptr;
|
||||
RHI::RHIType m_backendType = RHI::RHIType::D3D12;
|
||||
RHI::RHIPipelineLayout* m_pipelineLayout = nullptr;
|
||||
RHI::RHIPipelineState* m_pipelineState = nullptr;
|
||||
std::unordered_map<uint64_t, OwnedDescriptorSet> m_perObjectSets;
|
||||
Rendering::RenderResourceCache m_resourceCache;
|
||||
};
|
||||
|
||||
} // namespace Editor
|
||||
} // namespace XCEngine
|
||||
@@ -1,8 +1,10 @@
|
||||
#include "SceneViewportSelectionOutlinePass.h"
|
||||
|
||||
#include <XCEngine/Rendering/ObjectIdEncoding.h>
|
||||
#include <XCEngine/RHI/RHICommandList.h>
|
||||
#include <XCEngine/RHI/RHIDevice.h>
|
||||
|
||||
#include <algorithm>
|
||||
#include <cstring>
|
||||
|
||||
namespace XCEngine {
|
||||
@@ -16,10 +18,11 @@ const char kSelectionOutlineCompositeHlsl[] = R"(
|
||||
cbuffer OutlineConstants : register(b0) {
|
||||
float4 gViewportSizeAndTexelSize;
|
||||
float4 gOutlineColorAndWidth;
|
||||
float4 gSelectedInfo;
|
||||
float4 gSelectedObjectColors[256];
|
||||
};
|
||||
|
||||
Texture2D gSelectionMask : register(t0);
|
||||
SamplerState gMaskSampler : register(s0);
|
||||
Texture2D gObjectIdTexture : register(t0);
|
||||
|
||||
struct VSOutput {
|
||||
float4 position : SV_POSITION;
|
||||
@@ -37,25 +40,56 @@ VSOutput MainVS(uint vertexId : SV_VertexID) {
|
||||
return output;
|
||||
}
|
||||
|
||||
float SampleMask(float2 uv) {
|
||||
return gSelectionMask.SampleLevel(gMaskSampler, uv, 0).r;
|
||||
int2 ClampPixelCoord(int2 pixelCoord) {
|
||||
const int2 maxCoord = int2(
|
||||
max((int)gViewportSizeAndTexelSize.x - 1, 0),
|
||||
max((int)gViewportSizeAndTexelSize.y - 1, 0));
|
||||
return clamp(pixelCoord, int2(0, 0), maxCoord);
|
||||
}
|
||||
|
||||
float4 LoadObjectId(int2 pixelCoord) {
|
||||
return gObjectIdTexture.Load(int3(ClampPixelCoord(pixelCoord), 0));
|
||||
}
|
||||
|
||||
bool IsSelectedObject(float4 objectIdColor) {
|
||||
if (objectIdColor.a <= 0.0) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const int selectedCount = min((int)gSelectedInfo.x, 256);
|
||||
[loop]
|
||||
for (int i = 0; i < selectedCount; ++i) {
|
||||
const float4 selectedColor = gSelectedObjectColors[i];
|
||||
if (all(abs(objectIdColor - selectedColor) <= float4(
|
||||
0.0025,
|
||||
0.0025,
|
||||
0.0025,
|
||||
0.0025))) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
float4 MainPS(VSOutput input) : SV_TARGET {
|
||||
const float2 viewportSize = max(gViewportSizeAndTexelSize.xy, float2(1.0, 1.0));
|
||||
const float2 texelSize = max(gViewportSizeAndTexelSize.zw, float2(1e-6, 1e-6));
|
||||
const float outlineWidth = max(gOutlineColorAndWidth.w, 1.0);
|
||||
const int2 pixelCoord = int2(input.position.xy);
|
||||
const bool debugSelectionMask = gSelectedInfo.y > 0.5;
|
||||
const bool centerSelected = IsSelectedObject(LoadObjectId(pixelCoord));
|
||||
|
||||
const float2 uv = input.position.xy / viewportSize;
|
||||
const float centerMask = SampleMask(uv);
|
||||
if (centerMask > 0.001) {
|
||||
if (debugSelectionMask) {
|
||||
return centerSelected ? float4(1.0, 1.0, 1.0, 1.0) : float4(0.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
|
||||
if (centerSelected) {
|
||||
discard;
|
||||
}
|
||||
|
||||
const int outlineWidth = max((int)gOutlineColorAndWidth.w, 1);
|
||||
float outline = 0.0;
|
||||
[unroll]
|
||||
[loop]
|
||||
for (int y = -2; y <= 2; ++y) {
|
||||
[unroll]
|
||||
[loop]
|
||||
for (int x = -2; x <= 2; ++x) {
|
||||
if (x == 0 && y == 0) {
|
||||
continue;
|
||||
@@ -66,9 +100,12 @@ float4 MainPS(VSOutput input) : SV_TARGET {
|
||||
continue;
|
||||
}
|
||||
|
||||
const float sampleMask = SampleMask(uv + float2((float)x, (float)y) * texelSize);
|
||||
const float weight = saturate(1.0 - ((distancePixels - 1.0) / max(outlineWidth, 1.0)));
|
||||
outline = max(outline, sampleMask * weight);
|
||||
if (!IsSelectedObject(LoadObjectId(pixelCoord + int2(x, y)))) {
|
||||
continue;
|
||||
}
|
||||
|
||||
const float weight = saturate(1.0 - ((distancePixels - 1.0) / max((float)outlineWidth, 1.0)));
|
||||
outline = max(outline, weight);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -76,7 +113,7 @@ float4 MainPS(VSOutput input) : SV_TARGET {
|
||||
discard;
|
||||
}
|
||||
|
||||
return float4(gOutlineColorAndWidth.rgb, gOutlineColorAndWidth.a * outline);
|
||||
return float4(gOutlineColorAndWidth.rgb, outline);
|
||||
}
|
||||
)";
|
||||
|
||||
@@ -89,10 +126,13 @@ void SceneViewportSelectionOutlinePass::Shutdown() {
|
||||
bool SceneViewportSelectionOutlinePass::Render(
|
||||
const Rendering::RenderContext& renderContext,
|
||||
const Rendering::RenderSurface& surface,
|
||||
RHI::RHIResourceView* maskTextureView) {
|
||||
RHI::RHIResourceView* objectIdTextureView,
|
||||
const std::vector<uint64_t>& selectedObjectIds,
|
||||
bool debugSelectionMask) {
|
||||
if (!renderContext.IsValid() ||
|
||||
renderContext.backendType != RHI::RHIType::D3D12 ||
|
||||
maskTextureView == nullptr) {
|
||||
objectIdTextureView == nullptr ||
|
||||
selectedObjectIds.empty()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -112,8 +152,22 @@ bool SceneViewportSelectionOutlinePass::Render(
|
||||
surface.GetWidth() > 0 ? 1.0f / static_cast<float>(surface.GetWidth()) : 0.0f,
|
||||
surface.GetHeight() > 0 ? 1.0f / static_cast<float>(surface.GetHeight()) : 0.0f);
|
||||
constants.outlineColorAndWidth = Math::Vector4(1.0f, 0.4f, 0.0f, kOutlineWidthPixels);
|
||||
|
||||
const uint32_t selectedCount = (std::min)(
|
||||
static_cast<uint32_t>(selectedObjectIds.size()),
|
||||
kMaxSelectedObjectCount);
|
||||
constants.selectedInfo = Math::Vector4(
|
||||
static_cast<float>(selectedCount),
|
||||
debugSelectionMask ? 1.0f : 0.0f,
|
||||
0.0f,
|
||||
0.0f);
|
||||
for (uint32_t index = 0; index < selectedCount; ++index) {
|
||||
constants.selectedObjectColors[index] =
|
||||
Rendering::EncodeObjectIdToColor(selectedObjectIds[index]);
|
||||
}
|
||||
|
||||
m_constantSet->WriteConstant(0, &constants, sizeof(constants));
|
||||
m_textureSet->Update(0, maskTextureView);
|
||||
m_textureSet->Update(0, objectIdTextureView);
|
||||
|
||||
RHI::RHICommandList* commandList = renderContext.commandList;
|
||||
RHI::RHIResourceView* renderTarget = colorAttachments[0];
|
||||
@@ -139,8 +193,8 @@ bool SceneViewportSelectionOutlinePass::Render(
|
||||
commandList->SetPrimitiveTopology(RHI::PrimitiveTopology::TriangleList);
|
||||
commandList->SetPipelineState(m_pipelineState);
|
||||
|
||||
RHI::RHIDescriptorSet* descriptorSets[] = { m_constantSet, m_textureSet, m_samplerSet };
|
||||
commandList->SetGraphicsDescriptorSets(0, 3, descriptorSets, m_pipelineLayout);
|
||||
RHI::RHIDescriptorSet* descriptorSets[] = { m_constantSet, m_textureSet };
|
||||
commandList->SetGraphicsDescriptorSets(0, 2, descriptorSets, m_pipelineLayout);
|
||||
commandList->Draw(3, 1, 0, 0);
|
||||
return true;
|
||||
}
|
||||
@@ -152,9 +206,6 @@ bool SceneViewportSelectionOutlinePass::EnsureInitialized(const Rendering::Rende
|
||||
m_constantSet != nullptr &&
|
||||
m_texturePool != nullptr &&
|
||||
m_textureSet != nullptr &&
|
||||
m_samplerPool != nullptr &&
|
||||
m_samplerSet != nullptr &&
|
||||
m_sampler != nullptr &&
|
||||
m_device == renderContext.device &&
|
||||
m_backendType == renderContext.backendType) {
|
||||
return true;
|
||||
@@ -172,16 +223,13 @@ bool SceneViewportSelectionOutlinePass::CreateResources(const Rendering::RenderC
|
||||
m_device = renderContext.device;
|
||||
m_backendType = renderContext.backendType;
|
||||
|
||||
RHI::DescriptorSetLayoutBinding setBindings[3] = {};
|
||||
RHI::DescriptorSetLayoutBinding setBindings[2] = {};
|
||||
setBindings[0].binding = 0;
|
||||
setBindings[0].type = static_cast<uint32_t>(RHI::DescriptorType::CBV);
|
||||
setBindings[0].count = 1;
|
||||
setBindings[1].binding = 0;
|
||||
setBindings[1].type = static_cast<uint32_t>(RHI::DescriptorType::SRV);
|
||||
setBindings[1].count = 1;
|
||||
setBindings[2].binding = 0;
|
||||
setBindings[2].type = static_cast<uint32_t>(RHI::DescriptorType::Sampler);
|
||||
setBindings[2].count = 1;
|
||||
|
||||
RHI::DescriptorSetLayoutDesc constantLayout = {};
|
||||
constantLayout.bindings = &setBindings[0];
|
||||
@@ -191,18 +239,13 @@ bool SceneViewportSelectionOutlinePass::CreateResources(const Rendering::RenderC
|
||||
textureLayout.bindings = &setBindings[1];
|
||||
textureLayout.bindingCount = 1;
|
||||
|
||||
RHI::DescriptorSetLayoutDesc samplerLayout = {};
|
||||
samplerLayout.bindings = &setBindings[2];
|
||||
samplerLayout.bindingCount = 1;
|
||||
|
||||
RHI::DescriptorSetLayoutDesc setLayouts[3] = {};
|
||||
RHI::DescriptorSetLayoutDesc setLayouts[2] = {};
|
||||
setLayouts[0] = constantLayout;
|
||||
setLayouts[1] = textureLayout;
|
||||
setLayouts[2] = samplerLayout;
|
||||
|
||||
RHI::RHIPipelineLayoutDesc pipelineLayoutDesc = {};
|
||||
pipelineLayoutDesc.setLayouts = setLayouts;
|
||||
pipelineLayoutDesc.setLayoutCount = 3;
|
||||
pipelineLayoutDesc.setLayoutCount = 2;
|
||||
m_pipelineLayout = m_device->CreatePipelineLayout(pipelineLayoutDesc);
|
||||
if (m_pipelineLayout == nullptr) {
|
||||
DestroyResources();
|
||||
@@ -241,39 +284,6 @@ bool SceneViewportSelectionOutlinePass::CreateResources(const Rendering::RenderC
|
||||
return false;
|
||||
}
|
||||
|
||||
RHI::DescriptorPoolDesc samplerPoolDesc = {};
|
||||
samplerPoolDesc.type = RHI::DescriptorHeapType::Sampler;
|
||||
samplerPoolDesc.descriptorCount = 1;
|
||||
samplerPoolDesc.shaderVisible = true;
|
||||
m_samplerPool = m_device->CreateDescriptorPool(samplerPoolDesc);
|
||||
if (m_samplerPool == nullptr) {
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
m_samplerSet = m_samplerPool->AllocateSet(samplerLayout);
|
||||
if (m_samplerSet == nullptr) {
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
RHI::SamplerDesc samplerDesc = {};
|
||||
samplerDesc.filter = static_cast<uint32_t>(RHI::FilterMode::Linear);
|
||||
samplerDesc.addressU = static_cast<uint32_t>(RHI::TextureAddressMode::Clamp);
|
||||
samplerDesc.addressV = static_cast<uint32_t>(RHI::TextureAddressMode::Clamp);
|
||||
samplerDesc.addressW = static_cast<uint32_t>(RHI::TextureAddressMode::Clamp);
|
||||
samplerDesc.mipLodBias = 0.0f;
|
||||
samplerDesc.maxAnisotropy = 1;
|
||||
samplerDesc.comparisonFunc = static_cast<uint32_t>(RHI::ComparisonFunc::Always);
|
||||
samplerDesc.minLod = 0.0f;
|
||||
samplerDesc.maxLod = 1.0f;
|
||||
m_sampler = m_device->CreateSampler(samplerDesc);
|
||||
if (m_sampler == nullptr) {
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
m_samplerSet->UpdateSampler(0, m_sampler);
|
||||
|
||||
RHI::GraphicsPipelineDesc pipelineDesc = {};
|
||||
pipelineDesc.pipelineLayout = m_pipelineLayout;
|
||||
pipelineDesc.topologyType = static_cast<uint32_t>(RHI::PrimitiveTopologyType::Triangle);
|
||||
@@ -330,24 +340,6 @@ void SceneViewportSelectionOutlinePass::DestroyResources() {
|
||||
m_pipelineState = nullptr;
|
||||
}
|
||||
|
||||
if (m_sampler != nullptr) {
|
||||
m_sampler->Shutdown();
|
||||
delete m_sampler;
|
||||
m_sampler = nullptr;
|
||||
}
|
||||
|
||||
if (m_samplerSet != nullptr) {
|
||||
m_samplerSet->Shutdown();
|
||||
delete m_samplerSet;
|
||||
m_samplerSet = nullptr;
|
||||
}
|
||||
|
||||
if (m_samplerPool != nullptr) {
|
||||
m_samplerPool->Shutdown();
|
||||
delete m_samplerPool;
|
||||
m_samplerPool = nullptr;
|
||||
}
|
||||
|
||||
if (m_textureSet != nullptr) {
|
||||
m_textureSet->Shutdown();
|
||||
delete m_textureSet;
|
||||
|
||||
@@ -2,7 +2,6 @@
|
||||
|
||||
#include <XCEngine/Core/Math/Vector3.h>
|
||||
#include <XCEngine/Core/Math/Vector4.h>
|
||||
#include <XCEngine/Rendering/RenderCameraData.h>
|
||||
#include <XCEngine/Rendering/RenderContext.h>
|
||||
#include <XCEngine/Rendering/RenderSurface.h>
|
||||
|
||||
@@ -12,9 +11,10 @@
|
||||
#include <XCEngine/RHI/RHIPipelineLayout.h>
|
||||
#include <XCEngine/RHI/RHIPipelineState.h>
|
||||
#include <XCEngine/RHI/RHIResourceView.h>
|
||||
#include <XCEngine/RHI/RHISampler.h>
|
||||
|
||||
#include <array>
|
||||
#include <cstdint>
|
||||
#include <vector>
|
||||
|
||||
namespace XCEngine {
|
||||
namespace Editor {
|
||||
@@ -23,17 +23,23 @@ class SceneViewportSelectionOutlinePass {
|
||||
public:
|
||||
~SceneViewportSelectionOutlinePass() = default;
|
||||
|
||||
static constexpr uint32_t kMaxSelectedObjectCount = 256u;
|
||||
|
||||
void Shutdown();
|
||||
|
||||
bool Render(
|
||||
const Rendering::RenderContext& renderContext,
|
||||
const Rendering::RenderSurface& surface,
|
||||
RHI::RHIResourceView* maskTextureView);
|
||||
RHI::RHIResourceView* objectIdTextureView,
|
||||
const std::vector<uint64_t>& selectedObjectIds,
|
||||
bool debugSelectionMask = false);
|
||||
|
||||
private:
|
||||
struct OutlineConstants {
|
||||
Math::Vector4 viewportSizeAndTexelSize = Math::Vector4::Zero();
|
||||
Math::Vector4 outlineColorAndWidth = Math::Vector4::Zero();
|
||||
Math::Vector4 selectedInfo = Math::Vector4::Zero();
|
||||
std::array<Math::Vector4, kMaxSelectedObjectCount> selectedObjectColors = {};
|
||||
};
|
||||
|
||||
bool EnsureInitialized(const Rendering::RenderContext& renderContext);
|
||||
@@ -48,9 +54,6 @@ private:
|
||||
RHI::RHIDescriptorSet* m_constantSet = nullptr;
|
||||
RHI::RHIDescriptorPool* m_texturePool = nullptr;
|
||||
RHI::RHIDescriptorSet* m_textureSet = nullptr;
|
||||
RHI::RHIDescriptorPool* m_samplerPool = nullptr;
|
||||
RHI::RHIDescriptorSet* m_samplerSet = nullptr;
|
||||
RHI::RHISampler* m_sampler = nullptr;
|
||||
};
|
||||
|
||||
} // namespace Editor
|
||||
|
||||
@@ -8,9 +8,7 @@
|
||||
#include "SceneViewportCameraController.h"
|
||||
#include "SceneViewportInfiniteGridPass.h"
|
||||
#include "SceneViewportPostPassPlan.h"
|
||||
#include "SceneViewportSelectionMaskPass.h"
|
||||
#include "SceneViewportSelectionOutlinePass.h"
|
||||
#include "SceneViewportSelectionUtils.h"
|
||||
#include "UI/ImGuiBackendBridge.h"
|
||||
|
||||
#include <XCEngine/Components/CameraComponent.h>
|
||||
@@ -128,7 +126,6 @@ public:
|
||||
m_device = nullptr;
|
||||
m_backend = nullptr;
|
||||
m_sceneGridPass.Shutdown();
|
||||
m_sceneSelectionMaskPass.Shutdown();
|
||||
m_sceneSelectionOutlinePass.Shutdown();
|
||||
m_sceneRenderer.reset();
|
||||
}
|
||||
@@ -309,16 +306,13 @@ private:
|
||||
RHI::RHIResourceView* colorView = nullptr;
|
||||
RHI::RHITexture* depthTexture = nullptr;
|
||||
RHI::RHIResourceView* depthView = nullptr;
|
||||
RHI::RHITexture* selectionMaskTexture = nullptr;
|
||||
RHI::RHIResourceView* selectionMaskView = nullptr;
|
||||
RHI::RHIResourceView* selectionMaskShaderView = nullptr;
|
||||
RHI::RHITexture* objectIdTexture = nullptr;
|
||||
RHI::RHIResourceView* objectIdView = nullptr;
|
||||
RHI::RHIResourceView* objectIdShaderView = nullptr;
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE imguiCpuHandle = {};
|
||||
D3D12_GPU_DESCRIPTOR_HANDLE imguiGpuHandle = {};
|
||||
ImTextureID textureId = {};
|
||||
RHI::ResourceStates colorState = RHI::ResourceStates::Common;
|
||||
RHI::ResourceStates selectionMaskState = RHI::ResourceStates::Common;
|
||||
RHI::ResourceStates objectIdState = RHI::ResourceStates::Common;
|
||||
bool hasValidObjectIdFrame = false;
|
||||
std::string statusText;
|
||||
@@ -333,8 +327,7 @@ private:
|
||||
struct SceneViewportRenderState {
|
||||
SceneViewportOverlayData overlay = {};
|
||||
Rendering::RenderPassSequence postPasses;
|
||||
Rendering::RenderCameraData cameraData = {};
|
||||
std::vector<Rendering::VisibleRenderItem> selectionRenderables;
|
||||
std::vector<uint64_t> selectedObjectIds;
|
||||
};
|
||||
|
||||
ViewportEntry& GetEntry(EditorViewportKind kind) {
|
||||
@@ -465,29 +458,6 @@ private:
|
||||
return entry.depthView != nullptr;
|
||||
}
|
||||
|
||||
bool CreateSceneViewportSelectionMaskResources(ViewportEntry& entry) {
|
||||
const RHI::TextureDesc selectionMaskDesc =
|
||||
BuildViewportTextureDesc(entry.width, entry.height, RHI::Format::R8G8B8A8_UNorm);
|
||||
entry.selectionMaskTexture = m_device->CreateTexture(selectionMaskDesc);
|
||||
if (entry.selectionMaskTexture == nullptr) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const RHI::ResourceViewDesc selectionMaskViewDesc =
|
||||
BuildViewportTextureViewDesc(RHI::Format::R8G8B8A8_UNorm);
|
||||
entry.selectionMaskView = m_device->CreateRenderTargetView(
|
||||
entry.selectionMaskTexture,
|
||||
selectionMaskViewDesc);
|
||||
if (entry.selectionMaskView == nullptr) {
|
||||
return false;
|
||||
}
|
||||
|
||||
entry.selectionMaskShaderView = m_device->CreateShaderResourceView(
|
||||
entry.selectionMaskTexture,
|
||||
selectionMaskViewDesc);
|
||||
return entry.selectionMaskShaderView != nullptr;
|
||||
}
|
||||
|
||||
bool CreateSceneViewportObjectIdResources(ViewportEntry& entry) {
|
||||
const RHI::TextureDesc objectIdDesc =
|
||||
BuildViewportTextureDesc(entry.width, entry.height, RHI::Format::R8G8B8A8_UNorm);
|
||||
@@ -501,7 +471,14 @@ private:
|
||||
entry.objectIdView = m_device->CreateRenderTargetView(
|
||||
entry.objectIdTexture,
|
||||
objectIdViewDesc);
|
||||
return entry.objectIdView != nullptr;
|
||||
if (entry.objectIdView == nullptr) {
|
||||
return false;
|
||||
}
|
||||
|
||||
entry.objectIdShaderView = m_device->CreateShaderResourceView(
|
||||
entry.objectIdTexture,
|
||||
objectIdViewDesc);
|
||||
return entry.objectIdShaderView != nullptr;
|
||||
}
|
||||
|
||||
bool CreateViewportTextureDescriptor(ViewportEntry& entry) {
|
||||
@@ -537,11 +514,9 @@ private:
|
||||
entry.depthTexture != nullptr &&
|
||||
entry.depthView != nullptr &&
|
||||
(entry.kind != EditorViewportKind::Scene ||
|
||||
(entry.selectionMaskTexture != nullptr &&
|
||||
entry.selectionMaskView != nullptr &&
|
||||
entry.selectionMaskShaderView != nullptr &&
|
||||
entry.objectIdTexture != nullptr &&
|
||||
entry.objectIdView != nullptr)) &&
|
||||
(entry.objectIdTexture != nullptr &&
|
||||
entry.objectIdView != nullptr &&
|
||||
entry.objectIdShaderView != nullptr)) &&
|
||||
entry.textureId != ImTextureID{}) {
|
||||
return true;
|
||||
}
|
||||
@@ -561,12 +536,6 @@ private:
|
||||
return false;
|
||||
}
|
||||
|
||||
if (entry.kind == EditorViewportKind::Scene &&
|
||||
!CreateSceneViewportSelectionMaskResources(entry)) {
|
||||
DestroyViewportResources(entry);
|
||||
return false;
|
||||
}
|
||||
|
||||
if (entry.kind == EditorViewportKind::Scene &&
|
||||
!CreateSceneViewportObjectIdResources(entry)) {
|
||||
DestroyViewportResources(entry);
|
||||
@@ -578,7 +547,6 @@ private:
|
||||
return false;
|
||||
}
|
||||
entry.colorState = RHI::ResourceStates::Common;
|
||||
entry.selectionMaskState = RHI::ResourceStates::Common;
|
||||
entry.objectIdState = RHI::ResourceStates::Common;
|
||||
entry.hasValidObjectIdFrame = false;
|
||||
return true;
|
||||
@@ -593,15 +561,6 @@ private:
|
||||
return surface;
|
||||
}
|
||||
|
||||
Rendering::RenderSurface BuildSelectionMaskSurface(const ViewportEntry& entry) const {
|
||||
Rendering::RenderSurface surface(entry.width, entry.height);
|
||||
surface.SetColorAttachment(entry.selectionMaskView);
|
||||
surface.SetDepthAttachment(entry.depthView);
|
||||
surface.SetColorStateBefore(entry.selectionMaskState);
|
||||
surface.SetColorStateAfter(RHI::ResourceStates::PixelShaderResource);
|
||||
return surface;
|
||||
}
|
||||
|
||||
Rendering::RenderSurface BuildObjectIdSurface(const ViewportEntry& entry) const {
|
||||
Rendering::RenderSurface surface(entry.width, entry.height);
|
||||
surface.SetColorAttachment(entry.objectIdView);
|
||||
@@ -611,45 +570,6 @@ private:
|
||||
return surface;
|
||||
}
|
||||
|
||||
void AddSceneSelectionMaskPass(
|
||||
ViewportEntry& entry,
|
||||
const Rendering::RenderSurface& selectionMaskSurface,
|
||||
const Rendering::RenderCameraData& cameraData,
|
||||
const std::vector<Rendering::VisibleRenderItem>& selectionRenderables,
|
||||
Rendering::RenderPassSequence& outPostPasses) {
|
||||
outPostPasses.AddPass(MakeLambdaRenderPass(
|
||||
"SceneSelectionMask",
|
||||
[this, &entry, selectionMaskSurface, &cameraData, &selectionRenderables](
|
||||
const Rendering::RenderPassContext& context) mutable {
|
||||
context.renderContext.commandList->TransitionBarrier(
|
||||
entry.selectionMaskView,
|
||||
entry.selectionMaskState,
|
||||
RHI::ResourceStates::RenderTarget);
|
||||
entry.selectionMaskState = RHI::ResourceStates::RenderTarget;
|
||||
|
||||
const float maskClearColor[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
|
||||
RHI::RHIResourceView* maskView = entry.selectionMaskView;
|
||||
context.renderContext.commandList->SetRenderTargets(1, &maskView, entry.depthView);
|
||||
context.renderContext.commandList->ClearRenderTarget(maskView, maskClearColor);
|
||||
|
||||
const bool rendered = m_sceneSelectionMaskPass.Render(
|
||||
context.renderContext,
|
||||
selectionMaskSurface,
|
||||
cameraData,
|
||||
selectionRenderables);
|
||||
if (!rendered) {
|
||||
SetViewportStatusIfEmpty(entry.statusText, "Scene selection mask pass failed");
|
||||
}
|
||||
|
||||
context.renderContext.commandList->TransitionBarrier(
|
||||
entry.selectionMaskView,
|
||||
entry.selectionMaskState,
|
||||
RHI::ResourceStates::PixelShaderResource);
|
||||
entry.selectionMaskState = RHI::ResourceStates::PixelShaderResource;
|
||||
return rendered;
|
||||
}));
|
||||
}
|
||||
|
||||
void AddSceneColorToRenderTargetPass(
|
||||
ViewportEntry& entry,
|
||||
Rendering::RenderPassSequence& outPostPasses) {
|
||||
@@ -685,14 +605,17 @@ private:
|
||||
|
||||
void AddSceneSelectionOutlinePass(
|
||||
ViewportEntry& entry,
|
||||
const std::vector<uint64_t>& selectedObjectIds,
|
||||
Rendering::RenderPassSequence& outPostPasses) {
|
||||
outPostPasses.AddPass(MakeLambdaRenderPass(
|
||||
"SceneSelectionOutline",
|
||||
[this, &entry](const Rendering::RenderPassContext& context) {
|
||||
[this, &entry, selectedObjectIds](const Rendering::RenderPassContext& context) {
|
||||
const bool rendered = m_sceneSelectionOutlinePass.Render(
|
||||
context.renderContext,
|
||||
context.surface,
|
||||
entry.selectionMaskShaderView);
|
||||
entry.objectIdShaderView,
|
||||
selectedObjectIds,
|
||||
false);
|
||||
if (!rendered) {
|
||||
SetViewportStatusIfEmpty(entry.statusText, "Scene selection outline pass failed");
|
||||
}
|
||||
@@ -717,23 +640,23 @@ private:
|
||||
|
||||
void AddSceneSelectionMaskDebugPass(
|
||||
ViewportEntry& entry,
|
||||
const Rendering::RenderCameraData& cameraData,
|
||||
const std::vector<Rendering::VisibleRenderItem>& selectionRenderables,
|
||||
const std::vector<uint64_t>& selectedObjectIds,
|
||||
Rendering::RenderPassSequence& outPostPasses) {
|
||||
outPostPasses.AddPass(MakeLambdaRenderPass(
|
||||
"SceneSelectionMaskDebug",
|
||||
[this, &entry, &cameraData, &selectionRenderables](
|
||||
[this, &entry, selectedObjectIds](
|
||||
const Rendering::RenderPassContext& context) {
|
||||
const float debugClearColor[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
|
||||
RHI::RHIResourceView* colorView = entry.colorView;
|
||||
context.renderContext.commandList->SetRenderTargets(1, &colorView, entry.depthView);
|
||||
context.renderContext.commandList->ClearRenderTarget(colorView, debugClearColor);
|
||||
|
||||
const bool rendered = m_sceneSelectionMaskPass.Render(
|
||||
const bool rendered = m_sceneSelectionOutlinePass.Render(
|
||||
context.renderContext,
|
||||
context.surface,
|
||||
cameraData,
|
||||
selectionRenderables);
|
||||
entry.objectIdShaderView,
|
||||
selectedObjectIds,
|
||||
true);
|
||||
if (!rendered) {
|
||||
SetViewportStatusIfEmpty(entry.statusText, "Scene selection mask debug pass failed");
|
||||
}
|
||||
@@ -745,19 +668,9 @@ private:
|
||||
SceneViewportPostPassStep step,
|
||||
ViewportEntry& entry,
|
||||
const SceneViewportOverlayData& overlay,
|
||||
const Rendering::RenderSurface& selectionMaskSurface,
|
||||
const Rendering::RenderCameraData& cameraData,
|
||||
const std::vector<Rendering::VisibleRenderItem>& selectionRenderables,
|
||||
const std::vector<uint64_t>& selectedObjectIds,
|
||||
Rendering::RenderPassSequence& outPostPasses) {
|
||||
switch (step) {
|
||||
case SceneViewportPostPassStep::SelectionMask:
|
||||
AddSceneSelectionMaskPass(
|
||||
entry,
|
||||
selectionMaskSurface,
|
||||
cameraData,
|
||||
selectionRenderables,
|
||||
outPostPasses);
|
||||
break;
|
||||
case SceneViewportPostPassStep::ColorToRenderTarget:
|
||||
AddSceneColorToRenderTargetPass(entry, outPostPasses);
|
||||
break;
|
||||
@@ -765,7 +678,7 @@ private:
|
||||
AddSceneInfiniteGridPass(entry, overlay, outPostPasses);
|
||||
break;
|
||||
case SceneViewportPostPassStep::SelectionOutline:
|
||||
AddSceneSelectionOutlinePass(entry, outPostPasses);
|
||||
AddSceneSelectionOutlinePass(entry, selectedObjectIds, outPostPasses);
|
||||
break;
|
||||
case SceneViewportPostPassStep::ColorToShaderResource:
|
||||
AddSceneColorToShaderResourcePass(entry, outPostPasses);
|
||||
@@ -773,8 +686,7 @@ private:
|
||||
case SceneViewportPostPassStep::SelectionMaskDebug:
|
||||
AddSceneSelectionMaskDebugPass(
|
||||
entry,
|
||||
cameraData,
|
||||
selectionRenderables,
|
||||
selectedObjectIds,
|
||||
outPostPasses);
|
||||
break;
|
||||
default:
|
||||
@@ -785,43 +697,33 @@ private:
|
||||
bool BuildSceneViewPostPassSequence(
|
||||
ViewportEntry& entry,
|
||||
const SceneViewportOverlayData& overlay,
|
||||
const Rendering::RenderCameraData& cameraData,
|
||||
const std::vector<Rendering::VisibleRenderItem>& selectionRenderables,
|
||||
const std::vector<uint64_t>& selectedObjectIds,
|
||||
Rendering::RenderPassSequence& outPostPasses) {
|
||||
const bool hasSelection = !selectionRenderables.empty();
|
||||
const bool hasSelectionMaskRenderTarget = entry.selectionMaskView != nullptr;
|
||||
const bool hasSelectionMaskShaderView = entry.selectionMaskShaderView != nullptr;
|
||||
const bool hasSelection = !selectedObjectIds.empty();
|
||||
const bool hasObjectIdShaderView = entry.objectIdShaderView != nullptr;
|
||||
|
||||
if (hasSelection &&
|
||||
!kDebugSceneSelectionMask &&
|
||||
(!hasSelectionMaskRenderTarget || !hasSelectionMaskShaderView)) {
|
||||
SetViewportStatusIfEmpty(entry.statusText, "Scene selection mask target is unavailable");
|
||||
!hasObjectIdShaderView) {
|
||||
SetViewportStatusIfEmpty(entry.statusText, "Scene object id shader view is unavailable");
|
||||
}
|
||||
|
||||
const SceneViewportPostPassPlan plan = BuildSceneViewportPostPassPlan({
|
||||
overlay.valid,
|
||||
hasSelection,
|
||||
kDebugSceneSelectionMask,
|
||||
hasSelectionMaskRenderTarget,
|
||||
hasSelectionMaskShaderView
|
||||
hasObjectIdShaderView
|
||||
});
|
||||
if (!plan.valid) {
|
||||
return false;
|
||||
}
|
||||
|
||||
Rendering::RenderSurface selectionMaskSurface = {};
|
||||
if (plan.usesSelectionMaskSurface) {
|
||||
selectionMaskSurface = BuildSelectionMaskSurface(entry);
|
||||
}
|
||||
|
||||
for (const SceneViewportPostPassStep step : plan.steps) {
|
||||
AddSceneViewPostPassStep(
|
||||
step,
|
||||
entry,
|
||||
overlay,
|
||||
selectionMaskSurface,
|
||||
cameraData,
|
||||
selectionRenderables,
|
||||
selectedObjectIds,
|
||||
outPostPasses);
|
||||
}
|
||||
|
||||
@@ -833,27 +735,18 @@ private:
|
||||
IEditorContext& context,
|
||||
const Components::Scene& scene,
|
||||
SceneViewportRenderState& outState) {
|
||||
(void)scene;
|
||||
outState.overlay = GetSceneViewOverlayData();
|
||||
if (!outState.overlay.valid) {
|
||||
return;
|
||||
}
|
||||
|
||||
outState.selectionRenderables = CollectSceneViewportSelectionRenderables(
|
||||
scene,
|
||||
context.GetSelectionManager().GetSelectedEntities(),
|
||||
outState.overlay.cameraPosition);
|
||||
if (!outState.selectionRenderables.empty()) {
|
||||
outState.cameraData = BuildSceneViewportCameraData(
|
||||
*m_sceneViewCamera.camera,
|
||||
entry.width,
|
||||
entry.height);
|
||||
}
|
||||
outState.selectedObjectIds = context.GetSelectionManager().GetSelectedEntities();
|
||||
|
||||
BuildSceneViewPostPassSequence(
|
||||
entry,
|
||||
outState.overlay,
|
||||
outState.cameraData,
|
||||
outState.selectionRenderables,
|
||||
outState.selectedObjectIds,
|
||||
outState.postPasses);
|
||||
}
|
||||
|
||||
@@ -1046,30 +939,18 @@ private:
|
||||
m_backend->FreeTextureDescriptor(entry.imguiCpuHandle, entry.imguiGpuHandle);
|
||||
}
|
||||
|
||||
if (entry.selectionMaskShaderView != nullptr) {
|
||||
entry.selectionMaskShaderView->Shutdown();
|
||||
delete entry.selectionMaskShaderView;
|
||||
entry.selectionMaskShaderView = nullptr;
|
||||
}
|
||||
|
||||
if (entry.selectionMaskView != nullptr) {
|
||||
entry.selectionMaskView->Shutdown();
|
||||
delete entry.selectionMaskView;
|
||||
entry.selectionMaskView = nullptr;
|
||||
}
|
||||
|
||||
if (entry.selectionMaskTexture != nullptr) {
|
||||
entry.selectionMaskTexture->Shutdown();
|
||||
delete entry.selectionMaskTexture;
|
||||
entry.selectionMaskTexture = nullptr;
|
||||
}
|
||||
|
||||
if (entry.objectIdView != nullptr) {
|
||||
entry.objectIdView->Shutdown();
|
||||
delete entry.objectIdView;
|
||||
entry.objectIdView = nullptr;
|
||||
}
|
||||
|
||||
if (entry.objectIdShaderView != nullptr) {
|
||||
entry.objectIdShaderView->Shutdown();
|
||||
delete entry.objectIdShaderView;
|
||||
entry.objectIdShaderView = nullptr;
|
||||
}
|
||||
|
||||
if (entry.objectIdTexture != nullptr) {
|
||||
entry.objectIdTexture->Shutdown();
|
||||
delete entry.objectIdTexture;
|
||||
@@ -1106,7 +987,6 @@ private:
|
||||
entry.imguiGpuHandle = {};
|
||||
entry.textureId = {};
|
||||
entry.colorState = RHI::ResourceStates::Common;
|
||||
entry.selectionMaskState = RHI::ResourceStates::Common;
|
||||
entry.objectIdState = RHI::ResourceStates::Common;
|
||||
entry.hasValidObjectIdFrame = false;
|
||||
}
|
||||
@@ -1118,7 +998,6 @@ private:
|
||||
std::array<ViewportEntry, 2> m_entries = {};
|
||||
SceneViewCameraState m_sceneViewCamera;
|
||||
SceneViewportInfiniteGridPass m_sceneGridPass;
|
||||
SceneViewportSelectionMaskPass m_sceneSelectionMaskPass;
|
||||
SceneViewportSelectionOutlinePass m_sceneSelectionOutlinePass;
|
||||
};
|
||||
|
||||
|
||||
@@ -15,8 +15,6 @@ TEST(SceneViewportPostPassPlan_Test, ReturnsInvalidPlanWhenOverlayIsUnavailable)
|
||||
|
||||
EXPECT_FALSE(plan.valid);
|
||||
EXPECT_TRUE(plan.steps.empty());
|
||||
EXPECT_FALSE(plan.usesSelectionMaskSurface);
|
||||
EXPECT_FALSE(plan.usesSelectionMaskShaderView);
|
||||
}
|
||||
|
||||
TEST(SceneViewportPostPassPlan_Test, BuildsGridOnlyPlanWhenNothingIsSelected) {
|
||||
@@ -33,16 +31,13 @@ TEST(SceneViewportPostPassPlan_Test, BuildsGridOnlyPlanWhenNothingIsSelected) {
|
||||
SceneViewportPostPassStep::InfiniteGrid,
|
||||
SceneViewportPostPassStep::ColorToShaderResource
|
||||
}));
|
||||
EXPECT_FALSE(plan.usesSelectionMaskSurface);
|
||||
EXPECT_FALSE(plan.usesSelectionMaskShaderView);
|
||||
}
|
||||
|
||||
TEST(SceneViewportPostPassPlan_Test, BuildsSelectionOutlinePlanWhenSelectionResourcesExist) {
|
||||
TEST(SceneViewportPostPassPlan_Test, BuildsSelectionOutlinePlanWhenObjectIdShaderViewExists) {
|
||||
SceneViewportPostPassPlanInput input = {};
|
||||
input.overlayValid = true;
|
||||
input.hasSelection = true;
|
||||
input.hasSelectionMaskRenderTarget = true;
|
||||
input.hasSelectionMaskShaderView = true;
|
||||
input.hasObjectIdShaderView = true;
|
||||
|
||||
const auto plan = BuildSceneViewportPostPassPlan(input);
|
||||
|
||||
@@ -50,22 +45,17 @@ TEST(SceneViewportPostPassPlan_Test, BuildsSelectionOutlinePlanWhenSelectionReso
|
||||
EXPECT_EQ(
|
||||
plan.steps,
|
||||
(std::vector<SceneViewportPostPassStep>{
|
||||
SceneViewportPostPassStep::SelectionMask,
|
||||
SceneViewportPostPassStep::ColorToRenderTarget,
|
||||
SceneViewportPostPassStep::InfiniteGrid,
|
||||
SceneViewportPostPassStep::SelectionOutline,
|
||||
SceneViewportPostPassStep::ColorToShaderResource
|
||||
}));
|
||||
EXPECT_TRUE(plan.usesSelectionMaskSurface);
|
||||
EXPECT_TRUE(plan.usesSelectionMaskShaderView);
|
||||
}
|
||||
|
||||
TEST(SceneViewportPostPassPlan_Test, SkipsSelectionSpecificPassesWhenMaskResourcesAreMissing) {
|
||||
TEST(SceneViewportPostPassPlan_Test, SkipsSelectionOutlineWhenObjectIdShaderViewIsMissing) {
|
||||
SceneViewportPostPassPlanInput input = {};
|
||||
input.overlayValid = true;
|
||||
input.hasSelection = true;
|
||||
input.hasSelectionMaskRenderTarget = true;
|
||||
input.hasSelectionMaskShaderView = false;
|
||||
|
||||
const auto plan = BuildSceneViewportPostPassPlan(input);
|
||||
|
||||
@@ -77,11 +67,28 @@ TEST(SceneViewportPostPassPlan_Test, SkipsSelectionSpecificPassesWhenMaskResourc
|
||||
SceneViewportPostPassStep::InfiniteGrid,
|
||||
SceneViewportPostPassStep::ColorToShaderResource
|
||||
}));
|
||||
EXPECT_FALSE(plan.usesSelectionMaskSurface);
|
||||
EXPECT_FALSE(plan.usesSelectionMaskShaderView);
|
||||
}
|
||||
|
||||
TEST(SceneViewportPostPassPlan_Test, BuildsDebugMaskPlanWithoutSelectionMaskTarget) {
|
||||
TEST(SceneViewportPostPassPlan_Test, BuildsDebugMaskPlanFromObjectIdShaderView) {
|
||||
SceneViewportPostPassPlanInput input = {};
|
||||
input.overlayValid = true;
|
||||
input.hasSelection = true;
|
||||
input.debugSelectionMask = true;
|
||||
input.hasObjectIdShaderView = true;
|
||||
|
||||
const auto plan = BuildSceneViewportPostPassPlan(input);
|
||||
|
||||
ASSERT_TRUE(plan.valid);
|
||||
EXPECT_EQ(
|
||||
plan.steps,
|
||||
(std::vector<SceneViewportPostPassStep>{
|
||||
SceneViewportPostPassStep::ColorToRenderTarget,
|
||||
SceneViewportPostPassStep::SelectionMaskDebug,
|
||||
SceneViewportPostPassStep::ColorToShaderResource
|
||||
}));
|
||||
}
|
||||
|
||||
TEST(SceneViewportPostPassPlan_Test, DebugMaskPlanFallsBackWhenObjectIdShaderViewIsMissing) {
|
||||
SceneViewportPostPassPlanInput input = {};
|
||||
input.overlayValid = true;
|
||||
input.hasSelection = true;
|
||||
@@ -94,11 +101,8 @@ TEST(SceneViewportPostPassPlan_Test, BuildsDebugMaskPlanWithoutSelectionMaskTarg
|
||||
plan.steps,
|
||||
(std::vector<SceneViewportPostPassStep>{
|
||||
SceneViewportPostPassStep::ColorToRenderTarget,
|
||||
SceneViewportPostPassStep::SelectionMaskDebug,
|
||||
SceneViewportPostPassStep::ColorToShaderResource
|
||||
}));
|
||||
EXPECT_FALSE(plan.usesSelectionMaskSurface);
|
||||
EXPECT_FALSE(plan.usesSelectionMaskShaderView);
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
Reference in New Issue
Block a user