refactor: drive scene view outline from object id

This commit is contained in:
2026-04-01 17:33:07 +08:00
parent 409e08d03c
commit b85571d9d4
8 changed files with 168 additions and 710 deletions

View File

@@ -79,7 +79,6 @@ add_executable(${PROJECT_NAME} WIN32
src/Viewport/SceneViewportScaleGizmo.cpp
src/Viewport/SceneViewportGrid.cpp
src/Viewport/SceneViewportInfiniteGridPass.cpp
src/Viewport/SceneViewportSelectionMaskPass.cpp
src/Viewport/SceneViewportSelectionOutlinePass.cpp
src/Viewport/SceneViewportOrientationGizmo.cpp
src/Viewport/SceneViewportOverlayRenderer.cpp

View File

@@ -7,7 +7,6 @@ namespace XCEngine {
namespace Editor {
enum class SceneViewportPostPassStep : uint8_t {
SelectionMask,
ColorToRenderTarget,
InfiniteGrid,
SelectionOutline,
@@ -19,14 +18,11 @@ struct SceneViewportPostPassPlanInput {
bool overlayValid = false;
bool hasSelection = false;
bool debugSelectionMask = false;
bool hasSelectionMaskRenderTarget = false;
bool hasSelectionMaskShaderView = false;
bool hasObjectIdShaderView = false;
};
struct SceneViewportPostPassPlan {
bool valid = false;
bool usesSelectionMaskSurface = false;
bool usesSelectionMaskShaderView = false;
std::vector<SceneViewportPostPassStep> steps;
};
@@ -39,34 +35,26 @@ inline SceneViewportPostPassPlan BuildSceneViewportPostPassPlan(
plan.valid = true;
if (input.hasSelection && input.debugSelectionMask) {
plan.steps = {
SceneViewportPostPassStep::ColorToRenderTarget,
SceneViewportPostPassStep::SelectionMaskDebug,
SceneViewportPostPassStep::ColorToShaderResource
};
if (input.debugSelectionMask) {
plan.steps.push_back(SceneViewportPostPassStep::ColorToRenderTarget);
if (input.hasSelection && input.hasObjectIdShaderView) {
plan.steps.push_back(SceneViewportPostPassStep::SelectionMaskDebug);
}
plan.steps.push_back(SceneViewportPostPassStep::ColorToShaderResource);
return plan;
}
const bool canRenderSelectionMask =
input.hasSelection &&
input.hasSelectionMaskRenderTarget &&
input.hasSelectionMaskShaderView;
const bool canRenderSelectionOutline =
canRenderSelectionMask &&
input.hasSelectionMaskShaderView;
if (canRenderSelectionMask) {
plan.usesSelectionMaskSurface = true;
plan.usesSelectionMaskShaderView = true;
plan.steps.push_back(SceneViewportPostPassStep::SelectionMask);
}
plan.steps.push_back(SceneViewportPostPassStep::ColorToRenderTarget);
plan.steps.push_back(SceneViewportPostPassStep::InfiniteGrid);
if (canRenderSelectionOutline) {
plan.steps.push_back(SceneViewportPostPassStep::SelectionOutline);
if (input.hasSelection && input.hasObjectIdShaderView) {
plan.steps = {
SceneViewportPostPassStep::ColorToRenderTarget,
SceneViewportPostPassStep::InfiniteGrid,
SceneViewportPostPassStep::SelectionOutline,
SceneViewportPostPassStep::ColorToShaderResource
};
return plan;
}
plan.steps.push_back(SceneViewportPostPassStep::ColorToShaderResource);

View File

@@ -1,341 +0,0 @@
#include "SceneViewportSelectionMaskPass.h"
#include <XCEngine/Components/GameObject.h>
#include <XCEngine/RHI/RHICommandList.h>
#include <XCEngine/RHI/RHIDevice.h>
#include <XCEngine/Resources/Mesh/Mesh.h>
#include <cstddef>
#include <cstring>
namespace XCEngine {
namespace Editor {
namespace {
const char kSelectionMaskHlsl[] = R"(
cbuffer PerObjectConstants : register(b0) {
float4x4 gProjectionMatrix;
float4x4 gViewMatrix;
float4x4 gModelMatrix;
};
struct VSInput {
float3 position : POSITION;
};
struct PSInput {
float4 position : SV_POSITION;
};
PSInput MainVS(VSInput input) {
PSInput output;
float4 positionWS = mul(gModelMatrix, float4(input.position, 1.0));
float4 positionVS = mul(gViewMatrix, positionWS);
output.position = mul(gProjectionMatrix, positionVS);
return output;
}
float4 MainPS(PSInput input) : SV_TARGET {
return float4(1.0, 1.0, 1.0, 1.0);
}
)";
RHI::InputLayoutDesc BuildInputLayout() {
RHI::InputLayoutDesc inputLayout = {};
RHI::InputElementDesc position = {};
position.semanticName = "POSITION";
position.semanticIndex = 0;
position.format = static_cast<uint32_t>(RHI::Format::R32G32B32_Float);
position.inputSlot = 0;
position.alignedByteOffset = static_cast<uint32_t>(offsetof(Resources::StaticMeshVertex, position));
inputLayout.elements.push_back(position);
return inputLayout;
}
RHI::GraphicsPipelineDesc CreatePipelineDesc(RHI::RHIPipelineLayout* pipelineLayout) {
RHI::GraphicsPipelineDesc pipelineDesc = {};
pipelineDesc.pipelineLayout = pipelineLayout;
pipelineDesc.topologyType = static_cast<uint32_t>(RHI::PrimitiveTopologyType::Triangle);
pipelineDesc.renderTargetCount = 1;
pipelineDesc.renderTargetFormats[0] = static_cast<uint32_t>(RHI::Format::R8G8B8A8_UNorm);
pipelineDesc.depthStencilFormat = static_cast<uint32_t>(RHI::Format::D24_UNorm_S8_UInt);
pipelineDesc.sampleCount = 1;
pipelineDesc.inputLayout = BuildInputLayout();
pipelineDesc.rasterizerState.fillMode = static_cast<uint32_t>(RHI::FillMode::Solid);
pipelineDesc.rasterizerState.cullMode = static_cast<uint32_t>(RHI::CullMode::None);
pipelineDesc.rasterizerState.frontFace = static_cast<uint32_t>(RHI::FrontFace::CounterClockwise);
pipelineDesc.rasterizerState.depthClipEnable = true;
pipelineDesc.blendState.blendEnable = false;
pipelineDesc.blendState.colorWriteMask = static_cast<uint8_t>(RHI::ColorWriteMask::All);
pipelineDesc.depthStencilState.depthTestEnable = true;
pipelineDesc.depthStencilState.depthWriteEnable = false;
pipelineDesc.depthStencilState.depthFunc = static_cast<uint32_t>(RHI::ComparisonFunc::LessEqual);
pipelineDesc.vertexShader.source.assign(
kSelectionMaskHlsl,
kSelectionMaskHlsl + std::strlen(kSelectionMaskHlsl));
pipelineDesc.vertexShader.sourceLanguage = RHI::ShaderLanguage::HLSL;
pipelineDesc.vertexShader.entryPoint = L"MainVS";
pipelineDesc.vertexShader.profile = L"vs_5_0";
pipelineDesc.fragmentShader.source.assign(
kSelectionMaskHlsl,
kSelectionMaskHlsl + std::strlen(kSelectionMaskHlsl));
pipelineDesc.fragmentShader.sourceLanguage = RHI::ShaderLanguage::HLSL;
pipelineDesc.fragmentShader.entryPoint = L"MainPS";
pipelineDesc.fragmentShader.profile = L"ps_5_0";
return pipelineDesc;
}
} // namespace
void SceneViewportSelectionMaskPass::Shutdown() {
DestroyResources();
}
bool SceneViewportSelectionMaskPass::Render(
const Rendering::RenderContext& renderContext,
const Rendering::RenderSurface& surface,
const Rendering::RenderCameraData& cameraData,
const std::vector<Rendering::VisibleRenderItem>& renderables,
bool debugColor) {
(void)debugColor;
if (!renderContext.IsValid() ||
renderContext.backendType != RHI::RHIType::D3D12 ||
renderables.empty()) {
return false;
}
if (!EnsureInitialized(renderContext)) {
return false;
}
const std::vector<RHI::RHIResourceView*>& colorAttachments = surface.GetColorAttachments();
if (colorAttachments.empty() || colorAttachments[0] == nullptr || surface.GetDepthAttachment() == nullptr) {
return false;
}
RHI::RHICommandList* commandList = renderContext.commandList;
RHI::RHIResourceView* renderTarget = colorAttachments[0];
commandList->SetRenderTargets(1, &renderTarget, surface.GetDepthAttachment());
const RHI::Viewport viewport = {
0.0f,
0.0f,
static_cast<float>(surface.GetWidth()),
static_cast<float>(surface.GetHeight()),
0.0f,
1.0f
};
const RHI::Rect scissorRect = {
0,
0,
static_cast<int32_t>(surface.GetWidth()),
static_cast<int32_t>(surface.GetHeight())
};
commandList->SetViewport(viewport);
commandList->SetScissorRect(scissorRect);
commandList->SetPrimitiveTopology(RHI::PrimitiveTopology::TriangleList);
commandList->SetPipelineState(m_pipelineState);
bool drewAnything = false;
for (const Rendering::VisibleRenderItem& renderable : renderables) {
drewAnything = DrawRenderable(renderContext, cameraData, renderable) || drewAnything;
}
return drewAnything;
}
bool SceneViewportSelectionMaskPass::EnsureInitialized(const Rendering::RenderContext& renderContext) {
if (m_pipelineLayout != nullptr &&
m_pipelineState != nullptr &&
m_device == renderContext.device &&
m_backendType == renderContext.backendType) {
return true;
}
DestroyResources();
return CreateResources(renderContext);
}
bool SceneViewportSelectionMaskPass::CreateResources(const Rendering::RenderContext& renderContext) {
if (!renderContext.IsValid() || renderContext.backendType != RHI::RHIType::D3D12) {
return false;
}
m_device = renderContext.device;
m_backendType = renderContext.backendType;
RHI::DescriptorSetLayoutBinding constantBinding = {};
constantBinding.binding = 0;
constantBinding.type = static_cast<uint32_t>(RHI::DescriptorType::CBV);
constantBinding.count = 1;
RHI::DescriptorSetLayoutDesc constantLayout = {};
constantLayout.bindings = &constantBinding;
constantLayout.bindingCount = 1;
RHI::RHIPipelineLayoutDesc pipelineLayoutDesc = {};
pipelineLayoutDesc.setLayouts = &constantLayout;
pipelineLayoutDesc.setLayoutCount = 1;
m_pipelineLayout = m_device->CreatePipelineLayout(pipelineLayoutDesc);
if (m_pipelineLayout == nullptr) {
DestroyResources();
return false;
}
m_pipelineState = m_device->CreatePipelineState(CreatePipelineDesc(m_pipelineLayout));
if (m_pipelineState == nullptr || !m_pipelineState->IsValid()) {
if (m_pipelineState != nullptr) {
m_pipelineState->Shutdown();
delete m_pipelineState;
m_pipelineState = nullptr;
}
DestroyResources();
return false;
}
return true;
}
void SceneViewportSelectionMaskPass::DestroyResources() {
m_resourceCache.Shutdown();
for (auto& descriptorSetEntry : m_perObjectSets) {
DestroyOwnedDescriptorSet(descriptorSetEntry.second);
}
m_perObjectSets.clear();
if (m_pipelineState != nullptr) {
m_pipelineState->Shutdown();
delete m_pipelineState;
m_pipelineState = nullptr;
}
if (m_pipelineLayout != nullptr) {
m_pipelineLayout->Shutdown();
delete m_pipelineLayout;
m_pipelineLayout = nullptr;
}
m_device = nullptr;
m_backendType = RHI::RHIType::D3D12;
}
RHI::RHIDescriptorSet* SceneViewportSelectionMaskPass::GetOrCreatePerObjectSet(uint64_t objectId) {
const auto existing = m_perObjectSets.find(objectId);
if (existing != m_perObjectSets.end()) {
return existing->second.set;
}
RHI::DescriptorPoolDesc poolDesc = {};
poolDesc.type = RHI::DescriptorHeapType::CBV_SRV_UAV;
poolDesc.descriptorCount = 1;
poolDesc.shaderVisible = false;
OwnedDescriptorSet descriptorSet = {};
descriptorSet.pool = m_device->CreateDescriptorPool(poolDesc);
if (descriptorSet.pool == nullptr) {
return nullptr;
}
RHI::DescriptorSetLayoutBinding binding = {};
binding.binding = 0;
binding.type = static_cast<uint32_t>(RHI::DescriptorType::CBV);
binding.count = 1;
RHI::DescriptorSetLayoutDesc layout = {};
layout.bindings = &binding;
layout.bindingCount = 1;
descriptorSet.set = descriptorSet.pool->AllocateSet(layout);
if (descriptorSet.set == nullptr) {
DestroyOwnedDescriptorSet(descriptorSet);
return nullptr;
}
const auto result = m_perObjectSets.emplace(objectId, descriptorSet);
return result.first->second.set;
}
void SceneViewportSelectionMaskPass::DestroyOwnedDescriptorSet(OwnedDescriptorSet& descriptorSet) {
if (descriptorSet.set != nullptr) {
descriptorSet.set->Shutdown();
delete descriptorSet.set;
descriptorSet.set = nullptr;
}
if (descriptorSet.pool != nullptr) {
descriptorSet.pool->Shutdown();
delete descriptorSet.pool;
descriptorSet.pool = nullptr;
}
}
bool SceneViewportSelectionMaskPass::DrawRenderable(
const Rendering::RenderContext& renderContext,
const Rendering::RenderCameraData& cameraData,
const Rendering::VisibleRenderItem& renderable) {
const Rendering::RenderResourceCache::CachedMesh* cachedMesh =
m_resourceCache.GetOrCreateMesh(m_device, renderable.mesh);
if (cachedMesh == nullptr || cachedMesh->vertexBufferView == nullptr) {
return false;
}
RHI::RHICommandList* commandList = renderContext.commandList;
RHI::RHIResourceView* vertexBuffers[] = { cachedMesh->vertexBufferView };
const uint64_t offsets[] = { 0 };
const uint32_t strides[] = { cachedMesh->vertexStride };
commandList->SetVertexBuffers(0, 1, vertexBuffers, offsets, strides);
if (cachedMesh->indexBufferView != nullptr) {
commandList->SetIndexBuffer(cachedMesh->indexBufferView, 0);
}
const PerObjectConstants constants = {
cameraData.projection,
cameraData.view,
renderable.localToWorld.Transpose()
};
const uint64_t objectId = renderable.gameObject != nullptr ? renderable.gameObject->GetID() : 0u;
RHI::RHIDescriptorSet* constantSet = GetOrCreatePerObjectSet(objectId);
if (constantSet == nullptr) {
return false;
}
constantSet->WriteConstant(0, &constants, sizeof(constants));
RHI::RHIDescriptorSet* descriptorSets[] = { constantSet };
commandList->SetGraphicsDescriptorSets(0, 1, descriptorSets, m_pipelineLayout);
if (renderable.hasSection) {
const auto& sections = renderable.mesh->GetSections();
if (renderable.sectionIndex >= sections.Size()) {
return false;
}
const Resources::MeshSection& section = sections[renderable.sectionIndex];
if (cachedMesh->indexBufferView != nullptr && section.indexCount > 0) {
commandList->DrawIndexed(section.indexCount, 1, section.startIndex, 0, 0);
} else if (section.vertexCount > 0) {
commandList->Draw(section.vertexCount, 1, section.baseVertex, 0);
}
return true;
}
if (cachedMesh->indexBufferView != nullptr && cachedMesh->indexCount > 0) {
commandList->DrawIndexed(cachedMesh->indexCount, 1, 0, 0, 0);
} else if (cachedMesh->vertexCount > 0) {
commandList->Draw(cachedMesh->vertexCount, 1, 0, 0);
}
return true;
}
} // namespace Editor
} // namespace XCEngine

View File

@@ -1,66 +0,0 @@
#pragma once
#include <XCEngine/Rendering/RenderCameraData.h>
#include <XCEngine/Rendering/RenderContext.h>
#include <XCEngine/Rendering/RenderResourceCache.h>
#include <XCEngine/Rendering/RenderSurface.h>
#include <XCEngine/Rendering/VisibleRenderObject.h>
#include <XCEngine/RHI/RHIDescriptorPool.h>
#include <XCEngine/RHI/RHIDescriptorSet.h>
#include <XCEngine/RHI/RHIEnums.h>
#include <XCEngine/RHI/RHIPipelineLayout.h>
#include <XCEngine/RHI/RHIPipelineState.h>
#include <cstdint>
#include <unordered_map>
#include <vector>
namespace XCEngine {
namespace Editor {
class SceneViewportSelectionMaskPass {
public:
~SceneViewportSelectionMaskPass() = default;
void Shutdown();
bool Render(
const Rendering::RenderContext& renderContext,
const Rendering::RenderSurface& surface,
const Rendering::RenderCameraData& cameraData,
const std::vector<Rendering::VisibleRenderItem>& renderables,
bool debugColor = false);
private:
struct OwnedDescriptorSet {
RHI::RHIDescriptorPool* pool = nullptr;
RHI::RHIDescriptorSet* set = nullptr;
};
struct PerObjectConstants {
Math::Matrix4x4 projection = Math::Matrix4x4::Identity();
Math::Matrix4x4 view = Math::Matrix4x4::Identity();
Math::Matrix4x4 model = Math::Matrix4x4::Identity();
};
bool EnsureInitialized(const Rendering::RenderContext& renderContext);
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

View File

@@ -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;

View File

@@ -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

View File

@@ -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;
};

View File

@@ -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