refactor(rendering): move old editor viewport passes out of engine
This commit is contained in:
@@ -2,11 +2,216 @@
|
||||
|
||||
#include "Viewport/SceneViewportShaderPaths.h"
|
||||
|
||||
#include "Rendering/Internal/RenderSurfacePipelineUtils.h"
|
||||
#include "Rendering/Internal/ShaderVariantUtils.h"
|
||||
#include "Rendering/Materials/RenderMaterialStateUtils.h"
|
||||
|
||||
#include <XCEngine/Core/Asset/ResourceManager.h>
|
||||
#include <XCEngine/Core/Math/Matrix4.h>
|
||||
#include <XCEngine/Core/Math/Vector4.h>
|
||||
#include <XCEngine/Debug/Logger.h>
|
||||
#include <XCEngine/RHI/RHICommandList.h>
|
||||
#include <XCEngine/RHI/RHIDescriptorPool.h>
|
||||
#include <XCEngine/RHI/RHIDescriptorSet.h>
|
||||
#include <XCEngine/RHI/RHIDevice.h>
|
||||
#include <XCEngine/RHI/RHIPipelineLayout.h>
|
||||
#include <XCEngine/RHI/RHIPipelineState.h>
|
||||
#include <XCEngine/Resources/Shader/Shader.h>
|
||||
|
||||
#include <algorithm>
|
||||
#include <cmath>
|
||||
#include <vector>
|
||||
#include <utility>
|
||||
|
||||
namespace XCEngine {
|
||||
namespace Editor {
|
||||
|
||||
namespace {
|
||||
|
||||
constexpr float kCameraHeightScaleFactor = 0.50f;
|
||||
constexpr float kTransitionStart = 0.65f;
|
||||
constexpr float kTransitionEnd = 0.95f;
|
||||
constexpr float kMinimumVerticalViewComponent = 0.15f;
|
||||
|
||||
struct GridConstants {
|
||||
Math::Matrix4x4 viewProjection = Math::Matrix4x4::Identity();
|
||||
Math::Vector4 cameraPositionAndScale = Math::Vector4::Zero();
|
||||
Math::Vector4 cameraRightAndFade = Math::Vector4::Zero();
|
||||
Math::Vector4 cameraUpAndTanHalfFov = Math::Vector4::Zero();
|
||||
Math::Vector4 cameraForwardAndAspect = Math::Vector4::Zero();
|
||||
Math::Vector4 viewportNearFar = Math::Vector4::Zero();
|
||||
Math::Vector4 gridTransition = Math::Vector4::Zero();
|
||||
};
|
||||
|
||||
const Resources::ShaderPass* FindInfiniteGridCompatiblePass(
|
||||
const Resources::Shader& shader,
|
||||
Resources::ShaderBackend backend) {
|
||||
const Resources::ShaderPass* gridPass = shader.FindPass("InfiniteGrid");
|
||||
if (gridPass != nullptr &&
|
||||
Rendering::Internal::ShaderPassHasGraphicsVariants(
|
||||
shader,
|
||||
gridPass->name,
|
||||
backend)) {
|
||||
return gridPass;
|
||||
}
|
||||
|
||||
if (shader.GetPassCount() > 0 &&
|
||||
Rendering::Internal::ShaderPassHasGraphicsVariants(
|
||||
shader,
|
||||
shader.GetPasses()[0].name,
|
||||
backend)) {
|
||||
return &shader.GetPasses()[0];
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
RHI::GraphicsPipelineDesc CreatePipelineDesc(
|
||||
RHI::RHIType backendType,
|
||||
RHI::RHIPipelineLayout* pipelineLayout,
|
||||
const Resources::Shader& shader,
|
||||
const Containers::String& passName,
|
||||
const Rendering::RenderSurface& surface) {
|
||||
RHI::GraphicsPipelineDesc pipelineDesc = {};
|
||||
pipelineDesc.pipelineLayout = pipelineLayout;
|
||||
pipelineDesc.topologyType =
|
||||
static_cast<uint32_t>(RHI::PrimitiveTopologyType::Triangle);
|
||||
Rendering::Internal::ApplySingleColorAttachmentPropertiesToGraphicsPipelineDesc(
|
||||
surface,
|
||||
pipelineDesc);
|
||||
pipelineDesc.depthStencilFormat =
|
||||
static_cast<uint32_t>(
|
||||
Rendering::Internal::ResolveSurfaceDepthFormat(surface));
|
||||
|
||||
const Resources::ShaderPass* shaderPass = shader.FindPass(passName);
|
||||
if (shaderPass != nullptr && shaderPass->hasFixedFunctionState) {
|
||||
Rendering::ApplyRenderState(
|
||||
shaderPass->fixedFunctionState,
|
||||
pipelineDesc);
|
||||
} else {
|
||||
Resources::MaterialRenderState fallbackState = {};
|
||||
fallbackState.cullMode = Resources::MaterialCullMode::None;
|
||||
fallbackState.depthWriteEnable = false;
|
||||
fallbackState.depthTestEnable = true;
|
||||
fallbackState.depthFunc = Resources::MaterialComparisonFunc::LessEqual;
|
||||
fallbackState.blendEnable = true;
|
||||
fallbackState.srcBlend = Resources::MaterialBlendFactor::SrcAlpha;
|
||||
fallbackState.dstBlend = Resources::MaterialBlendFactor::InvSrcAlpha;
|
||||
fallbackState.srcBlendAlpha = Resources::MaterialBlendFactor::One;
|
||||
fallbackState.dstBlendAlpha =
|
||||
Resources::MaterialBlendFactor::InvSrcAlpha;
|
||||
fallbackState.blendOp = Resources::MaterialBlendOp::Add;
|
||||
fallbackState.blendOpAlpha = Resources::MaterialBlendOp::Add;
|
||||
fallbackState.colorWriteMask =
|
||||
static_cast<uint8_t>(RHI::ColorWriteMask::All);
|
||||
Rendering::ApplyRenderState(fallbackState, pipelineDesc);
|
||||
}
|
||||
|
||||
const Resources::ShaderBackend backend =
|
||||
Rendering::Internal::ToShaderBackend(backendType);
|
||||
if (const Resources::ShaderStageVariant* vertexVariant =
|
||||
shader.FindVariant(
|
||||
passName,
|
||||
Resources::ShaderType::Vertex,
|
||||
backend)) {
|
||||
if (shaderPass != nullptr) {
|
||||
Rendering::Internal::ApplyShaderStageVariant(
|
||||
shader.GetPath(),
|
||||
*shaderPass,
|
||||
backend,
|
||||
*vertexVariant,
|
||||
pipelineDesc.vertexShader);
|
||||
}
|
||||
}
|
||||
if (const Resources::ShaderStageVariant* fragmentVariant =
|
||||
shader.FindVariant(
|
||||
passName,
|
||||
Resources::ShaderType::Fragment,
|
||||
backend)) {
|
||||
if (shaderPass != nullptr) {
|
||||
Rendering::Internal::ApplyShaderStageVariant(
|
||||
shader.GetPath(),
|
||||
*shaderPass,
|
||||
backend,
|
||||
*fragmentVariant,
|
||||
pipelineDesc.fragmentShader);
|
||||
}
|
||||
}
|
||||
|
||||
return pipelineDesc;
|
||||
}
|
||||
|
||||
float SnapGridSpacing(float targetSpacing) {
|
||||
const float clampedTarget = (std::max)(targetSpacing, 0.02f);
|
||||
const float exponent = std::floor(std::log10(clampedTarget));
|
||||
return std::pow(10.0f, exponent);
|
||||
}
|
||||
|
||||
float ComputeTransitionBlend(float targetSpacing, float baseScale) {
|
||||
const float normalizedSpacing =
|
||||
(std::max)(targetSpacing / (std::max)(baseScale, 1e-4f), 1.0f);
|
||||
const float transitionPosition = std::log10(normalizedSpacing);
|
||||
const float t =
|
||||
(transitionPosition - kTransitionStart) /
|
||||
(kTransitionEnd - kTransitionStart);
|
||||
const float saturated = (std::clamp)(t, 0.0f, 1.0f);
|
||||
return saturated * saturated * (3.0f - 2.0f * saturated);
|
||||
}
|
||||
|
||||
float ComputeViewDistanceToGridPlane(const SceneViewportGridPassData& data) {
|
||||
const float cameraHeight = std::abs(data.cameraPosition.y);
|
||||
const Math::Vector3 forward = data.cameraForward.Normalized();
|
||||
|
||||
const bool lookingTowardGrid =
|
||||
(data.cameraPosition.y >= 0.0f && forward.y < 0.0f) ||
|
||||
(data.cameraPosition.y < 0.0f && forward.y > 0.0f);
|
||||
if (!lookingTowardGrid) {
|
||||
return cameraHeight;
|
||||
}
|
||||
|
||||
const float verticalViewComponent =
|
||||
(std::max)(std::abs(forward.y), kMinimumVerticalViewComponent);
|
||||
return cameraHeight / verticalViewComponent;
|
||||
}
|
||||
|
||||
Math::Matrix4x4 BuildInfiniteGridViewMatrix(
|
||||
const SceneViewportGridPassData& data) {
|
||||
const Math::Vector3 right = data.cameraRight.Normalized();
|
||||
const Math::Vector3 up = data.cameraUp.Normalized();
|
||||
const Math::Vector3 forward = data.cameraForward.Normalized();
|
||||
|
||||
Math::Matrix4x4 view = Math::Matrix4x4::Identity();
|
||||
view.m[0][0] = right.x;
|
||||
view.m[0][1] = right.y;
|
||||
view.m[0][2] = right.z;
|
||||
view.m[0][3] = -Math::Vector3::Dot(right, data.cameraPosition);
|
||||
|
||||
view.m[1][0] = up.x;
|
||||
view.m[1][1] = up.y;
|
||||
view.m[1][2] = up.z;
|
||||
view.m[1][3] = -Math::Vector3::Dot(up, data.cameraPosition);
|
||||
|
||||
view.m[2][0] = forward.x;
|
||||
view.m[2][1] = forward.y;
|
||||
view.m[2][2] = forward.z;
|
||||
view.m[2][3] = -Math::Vector3::Dot(forward, data.cameraPosition);
|
||||
return view;
|
||||
}
|
||||
|
||||
Math::Matrix4x4 BuildInfiniteGridProjectionMatrix(
|
||||
const SceneViewportGridPassData& data,
|
||||
float viewportWidth,
|
||||
float viewportHeight) {
|
||||
const float aspect = viewportHeight > 0.0f
|
||||
? viewportWidth / viewportHeight
|
||||
: 1.0f;
|
||||
return Math::Matrix4x4::Perspective(
|
||||
data.verticalFovDegrees * Math::DEG_TO_RAD,
|
||||
aspect,
|
||||
data.nearClipPlane,
|
||||
data.farClipPlane);
|
||||
}
|
||||
|
||||
class SceneViewportGridPass final : public Rendering::RenderPass {
|
||||
public:
|
||||
SceneViewportGridPass(
|
||||
@@ -34,22 +239,351 @@ private:
|
||||
|
||||
} // namespace
|
||||
|
||||
SceneViewportGridPassRenderer::SceneViewportGridPassRenderer()
|
||||
: m_gridPass(GetSceneViewportInfiniteGridShaderPath()) {
|
||||
InfiniteGridParameters BuildInfiniteGridParameters(
|
||||
const SceneViewportGridPassData& data) {
|
||||
InfiniteGridParameters parameters = {};
|
||||
if (!data.valid) {
|
||||
return parameters;
|
||||
}
|
||||
|
||||
const float cameraHeight = std::abs(data.cameraPosition.y);
|
||||
const float viewDistance = ComputeViewDistanceToGridPlane(data);
|
||||
const float targetSpacing =
|
||||
(std::max)(cameraHeight * kCameraHeightScaleFactor, 0.1f);
|
||||
|
||||
parameters.valid = true;
|
||||
parameters.baseScale = SnapGridSpacing(targetSpacing);
|
||||
parameters.transitionBlend =
|
||||
ComputeTransitionBlend(targetSpacing, parameters.baseScale);
|
||||
parameters.fadeDistance =
|
||||
(std::max)(parameters.baseScale * 320.0f, viewDistance * 80.0f);
|
||||
return parameters;
|
||||
}
|
||||
|
||||
class SceneViewportGridPassRenderer::Impl {
|
||||
public:
|
||||
Impl()
|
||||
: m_shaderPath(GetSceneViewportInfiniteGridShaderPath()) {
|
||||
}
|
||||
|
||||
void Shutdown() {
|
||||
DestroyResources();
|
||||
}
|
||||
|
||||
bool Render(
|
||||
const Rendering::RenderContext& renderContext,
|
||||
const Rendering::RenderSurface& surface,
|
||||
const SceneViewportGridPassData& data) {
|
||||
if (!data.valid || !renderContext.IsValid()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const std::vector<RHI::RHIResourceView*>& colorAttachments =
|
||||
surface.GetColorAttachments();
|
||||
if (!Rendering::Internal::HasSingleColorAttachment(surface) ||
|
||||
colorAttachments.empty() ||
|
||||
colorAttachments[0] == nullptr ||
|
||||
surface.GetDepthAttachment() == nullptr) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const Math::RectInt renderArea = surface.GetRenderArea();
|
||||
if (renderArea.width <= 0 || renderArea.height <= 0) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!EnsureInitialized(renderContext, surface)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const InfiniteGridParameters parameters =
|
||||
BuildInfiniteGridParameters(data);
|
||||
if (!parameters.valid) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const Math::Matrix4x4 viewProjection =
|
||||
BuildInfiniteGridProjectionMatrix(
|
||||
data,
|
||||
static_cast<float>(renderArea.width),
|
||||
static_cast<float>(renderArea.height)) *
|
||||
BuildInfiniteGridViewMatrix(data);
|
||||
|
||||
const float aspect = renderArea.height > 0
|
||||
? static_cast<float>(renderArea.width) /
|
||||
static_cast<float>(renderArea.height)
|
||||
: 1.0f;
|
||||
|
||||
GridConstants constants = {};
|
||||
constants.viewProjection = viewProjection.Transpose();
|
||||
constants.cameraPositionAndScale =
|
||||
Math::Vector4(data.cameraPosition, parameters.baseScale);
|
||||
constants.cameraRightAndFade =
|
||||
Math::Vector4(data.cameraRight, parameters.fadeDistance);
|
||||
constants.cameraUpAndTanHalfFov = Math::Vector4(
|
||||
data.cameraUp,
|
||||
std::tan(data.verticalFovDegrees * Math::DEG_TO_RAD * 0.5f));
|
||||
constants.cameraForwardAndAspect =
|
||||
Math::Vector4(data.cameraForward, aspect);
|
||||
constants.viewportNearFar = Math::Vector4(
|
||||
static_cast<float>(surface.GetWidth()),
|
||||
static_cast<float>(surface.GetHeight()),
|
||||
data.nearClipPlane,
|
||||
data.farClipPlane);
|
||||
constants.gridTransition =
|
||||
Math::Vector4(parameters.transitionBlend, 0.0f, 0.0f, 0.0f);
|
||||
|
||||
m_constantSet->WriteConstant(0, &constants, sizeof(constants));
|
||||
|
||||
RHI::RHICommandList* commandList = renderContext.commandList;
|
||||
RHI::RHIResourceView* renderTarget = colorAttachments[0];
|
||||
RHI::RHIResourceView* depthAttachment = surface.GetDepthAttachment();
|
||||
if (surface.IsAutoTransitionEnabled()) {
|
||||
commandList->TransitionBarrier(
|
||||
renderTarget,
|
||||
surface.GetColorStateAfter(),
|
||||
RHI::ResourceStates::RenderTarget);
|
||||
commandList->TransitionBarrier(
|
||||
depthAttachment,
|
||||
surface.GetDepthStateAfter(),
|
||||
RHI::ResourceStates::DepthWrite);
|
||||
}
|
||||
|
||||
commandList->SetRenderTargets(1, &renderTarget, depthAttachment);
|
||||
|
||||
const RHI::Viewport viewport = {
|
||||
static_cast<float>(renderArea.x),
|
||||
static_cast<float>(renderArea.y),
|
||||
static_cast<float>(renderArea.width),
|
||||
static_cast<float>(renderArea.height),
|
||||
0.0f,
|
||||
1.0f
|
||||
};
|
||||
const RHI::Rect scissorRect = {
|
||||
renderArea.x,
|
||||
renderArea.y,
|
||||
renderArea.x + renderArea.width,
|
||||
renderArea.y + renderArea.height
|
||||
};
|
||||
|
||||
commandList->SetViewport(viewport);
|
||||
commandList->SetScissorRect(scissorRect);
|
||||
commandList->SetPrimitiveTopology(RHI::PrimitiveTopology::TriangleList);
|
||||
commandList->SetPipelineState(m_pipelineState);
|
||||
|
||||
RHI::RHIDescriptorSet* descriptorSets[] = { m_constantSet };
|
||||
commandList->SetGraphicsDescriptorSets(
|
||||
0,
|
||||
1,
|
||||
descriptorSets,
|
||||
m_pipelineLayout);
|
||||
commandList->Draw(3, 1, 0, 0);
|
||||
commandList->EndRenderPass();
|
||||
|
||||
if (surface.IsAutoTransitionEnabled()) {
|
||||
commandList->TransitionBarrier(
|
||||
renderTarget,
|
||||
RHI::ResourceStates::RenderTarget,
|
||||
surface.GetColorStateAfter());
|
||||
commandList->TransitionBarrier(
|
||||
depthAttachment,
|
||||
RHI::ResourceStates::DepthWrite,
|
||||
surface.GetDepthStateAfter());
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private:
|
||||
bool EnsureInitialized(
|
||||
const Rendering::RenderContext& renderContext,
|
||||
const Rendering::RenderSurface& surface) {
|
||||
const RHI::Format renderTargetFormat =
|
||||
Rendering::Internal::ResolveSurfaceColorFormat(surface, 0u);
|
||||
const RHI::Format depthFormat =
|
||||
Rendering::Internal::ResolveSurfaceDepthFormat(surface);
|
||||
const uint32_t renderTargetSampleCount =
|
||||
Rendering::Internal::ResolveSurfaceSampleCount(surface);
|
||||
if (m_pipelineState != nullptr &&
|
||||
m_pipelineLayout != nullptr &&
|
||||
m_constantPool != nullptr &&
|
||||
m_constantSet != nullptr &&
|
||||
m_device == renderContext.device &&
|
||||
m_backendType == renderContext.backendType &&
|
||||
m_renderTargetFormat == renderTargetFormat &&
|
||||
m_depthStencilFormat == depthFormat &&
|
||||
m_renderTargetSampleCount == renderTargetSampleCount) {
|
||||
return true;
|
||||
}
|
||||
|
||||
DestroyResources();
|
||||
return CreateResources(renderContext, surface);
|
||||
}
|
||||
|
||||
bool CreateResources(
|
||||
const Rendering::RenderContext& renderContext,
|
||||
const Rendering::RenderSurface& surface) {
|
||||
if (!renderContext.IsValid()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!Rendering::Internal::HasSingleColorAttachment(surface) ||
|
||||
Rendering::Internal::ResolveSurfaceColorFormat(surface, 0u) ==
|
||||
RHI::Format::Unknown ||
|
||||
Rendering::Internal::ResolveSurfaceDepthFormat(surface) ==
|
||||
RHI::Format::Unknown) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (m_shaderPath.Empty()) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
"SceneViewportGridPassRenderer requires a valid shader path");
|
||||
return false;
|
||||
}
|
||||
|
||||
m_device = renderContext.device;
|
||||
m_backendType = renderContext.backendType;
|
||||
m_shader = Resources::ResourceManager::Get().Load<Resources::Shader>(
|
||||
m_shaderPath);
|
||||
if (!m_shader.IsValid()) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
"SceneViewportGridPassRenderer failed to load infinite-grid shader");
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
const Resources::ShaderBackend backend =
|
||||
Rendering::Internal::ToShaderBackend(m_backendType);
|
||||
const Resources::ShaderPass* infiniteGridPass =
|
||||
FindInfiniteGridCompatiblePass(*m_shader.Get(), backend);
|
||||
if (infiniteGridPass == nullptr) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
"SceneViewportGridPassRenderer could not resolve InfiniteGrid pass");
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
RHI::DescriptorPoolDesc constantPoolDesc = {};
|
||||
constantPoolDesc.type = RHI::DescriptorHeapType::CBV_SRV_UAV;
|
||||
constantPoolDesc.descriptorCount = 1;
|
||||
constantPoolDesc.shaderVisible = false;
|
||||
m_constantPool = m_device->CreateDescriptorPool(constantPoolDesc);
|
||||
if (m_constantPool == nullptr) {
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
m_constantSet = m_constantPool->AllocateSet(constantLayout);
|
||||
if (m_constantSet == nullptr) {
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
const RHI::GraphicsPipelineDesc pipelineDesc =
|
||||
CreatePipelineDesc(
|
||||
m_backendType,
|
||||
m_pipelineLayout,
|
||||
*m_shader.Get(),
|
||||
infiniteGridPass->name,
|
||||
surface);
|
||||
m_pipelineState = m_device->CreatePipelineState(pipelineDesc);
|
||||
if (m_pipelineState == nullptr || !m_pipelineState->IsValid()) {
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
m_renderTargetFormat =
|
||||
Rendering::Internal::ResolveSurfaceColorFormat(surface, 0u);
|
||||
m_depthStencilFormat =
|
||||
Rendering::Internal::ResolveSurfaceDepthFormat(surface);
|
||||
m_renderTargetSampleCount =
|
||||
Rendering::Internal::ResolveSurfaceSampleCount(surface);
|
||||
return true;
|
||||
}
|
||||
|
||||
void DestroyResources() {
|
||||
if (m_pipelineState != nullptr) {
|
||||
m_pipelineState->Shutdown();
|
||||
delete m_pipelineState;
|
||||
m_pipelineState = nullptr;
|
||||
}
|
||||
|
||||
if (m_constantSet != nullptr) {
|
||||
m_constantSet->Shutdown();
|
||||
delete m_constantSet;
|
||||
m_constantSet = nullptr;
|
||||
}
|
||||
|
||||
if (m_constantPool != nullptr) {
|
||||
m_constantPool->Shutdown();
|
||||
delete m_constantPool;
|
||||
m_constantPool = nullptr;
|
||||
}
|
||||
|
||||
if (m_pipelineLayout != nullptr) {
|
||||
m_pipelineLayout->Shutdown();
|
||||
delete m_pipelineLayout;
|
||||
m_pipelineLayout = nullptr;
|
||||
}
|
||||
|
||||
m_device = nullptr;
|
||||
m_backendType = RHI::RHIType::D3D12;
|
||||
m_shader.Reset();
|
||||
m_renderTargetFormat = RHI::Format::Unknown;
|
||||
m_depthStencilFormat = RHI::Format::Unknown;
|
||||
m_renderTargetSampleCount = 1u;
|
||||
}
|
||||
|
||||
RHI::RHIDevice* m_device = nullptr;
|
||||
RHI::RHIType m_backendType = RHI::RHIType::D3D12;
|
||||
RHI::RHIPipelineLayout* m_pipelineLayout = nullptr;
|
||||
RHI::RHIPipelineState* m_pipelineState = nullptr;
|
||||
RHI::RHIDescriptorPool* m_constantPool = nullptr;
|
||||
RHI::RHIDescriptorSet* m_constantSet = nullptr;
|
||||
Containers::String m_shaderPath = {};
|
||||
Resources::ResourceHandle<Resources::Shader> m_shader = {};
|
||||
RHI::Format m_renderTargetFormat = RHI::Format::Unknown;
|
||||
RHI::Format m_depthStencilFormat = RHI::Format::Unknown;
|
||||
uint32_t m_renderTargetSampleCount = 1u;
|
||||
};
|
||||
|
||||
SceneViewportGridPassRenderer::SceneViewportGridPassRenderer()
|
||||
: m_impl(std::make_unique<Impl>()) {
|
||||
}
|
||||
|
||||
SceneViewportGridPassRenderer::~SceneViewportGridPassRenderer() = default;
|
||||
|
||||
void SceneViewportGridPassRenderer::Shutdown() {
|
||||
m_gridPass.Shutdown();
|
||||
m_impl->Shutdown();
|
||||
}
|
||||
|
||||
bool SceneViewportGridPassRenderer::Render(
|
||||
const Rendering::RenderContext& renderContext,
|
||||
const Rendering::RenderSurface& surface,
|
||||
const SceneViewportGridPassData& data) {
|
||||
return m_gridPass.Render(
|
||||
renderContext,
|
||||
surface,
|
||||
ToBuiltinSceneViewportGridPassData(data));
|
||||
return m_impl->Render(renderContext, surface, data);
|
||||
}
|
||||
|
||||
std::unique_ptr<Rendering::RenderPass> CreateSceneViewportGridPass(
|
||||
|
||||
@@ -2,7 +2,6 @@
|
||||
|
||||
#include "Viewport/SceneViewportPassSpecs.h"
|
||||
|
||||
#include <XCEngine/Rendering/Passes/BuiltinInfiniteGridPass.h>
|
||||
#include <XCEngine/Rendering/RenderContext.h>
|
||||
#include <XCEngine/Rendering/RenderPass.h>
|
||||
#include <XCEngine/Rendering/RenderSurface.h>
|
||||
@@ -15,7 +14,11 @@ namespace Editor {
|
||||
class SceneViewportGridPassRenderer {
|
||||
public:
|
||||
SceneViewportGridPassRenderer();
|
||||
~SceneViewportGridPassRenderer() = default;
|
||||
~SceneViewportGridPassRenderer();
|
||||
SceneViewportGridPassRenderer(const SceneViewportGridPassRenderer&) = delete;
|
||||
SceneViewportGridPassRenderer& operator=(const SceneViewportGridPassRenderer&) = delete;
|
||||
SceneViewportGridPassRenderer(SceneViewportGridPassRenderer&&) = delete;
|
||||
SceneViewportGridPassRenderer& operator=(SceneViewportGridPassRenderer&&) = delete;
|
||||
|
||||
void Shutdown();
|
||||
|
||||
@@ -25,7 +28,8 @@ public:
|
||||
const SceneViewportGridPassData& data);
|
||||
|
||||
private:
|
||||
Rendering::Passes::BuiltinInfiniteGridPass m_gridPass;
|
||||
class Impl;
|
||||
std::unique_ptr<Impl> m_impl;
|
||||
};
|
||||
|
||||
std::unique_ptr<Rendering::RenderPass> CreateSceneViewportGridPass(
|
||||
|
||||
@@ -2,11 +2,210 @@
|
||||
|
||||
#include "Viewport/ViewportHostRenderTargets.h"
|
||||
|
||||
#include "Rendering/Internal/RenderSurfacePipelineUtils.h"
|
||||
#include "Rendering/Internal/ShaderVariantUtils.h"
|
||||
#include "Rendering/Materials/RenderMaterialStateUtils.h"
|
||||
|
||||
#include <XCEngine/Core/Asset/ResourceManager.h>
|
||||
#include <XCEngine/Core/Math/Vector4.h>
|
||||
#include <XCEngine/Debug/Logger.h>
|
||||
#include <XCEngine/Rendering/FrameData/RenderSceneData.h>
|
||||
#include <XCEngine/Rendering/FrameData/VisibleRenderItem.h>
|
||||
#include <XCEngine/Rendering/Passes/BuiltinDepthStylePassBase.h>
|
||||
#include <XCEngine/Rendering/Picking/ObjectIdCodec.h>
|
||||
#include <XCEngine/RHI/RHICommandList.h>
|
||||
#include <XCEngine/RHI/RHIDescriptorPool.h>
|
||||
#include <XCEngine/RHI/RHIDescriptorSet.h>
|
||||
#include <XCEngine/RHI/RHIDevice.h>
|
||||
#include <XCEngine/RHI/RHIPipelineLayout.h>
|
||||
#include <XCEngine/RHI/RHIPipelineState.h>
|
||||
#include <XCEngine/Resources/BuiltinResources.h>
|
||||
#include <XCEngine/Resources/Shader/Shader.h>
|
||||
|
||||
#include <algorithm>
|
||||
#include <optional>
|
||||
#include <utility>
|
||||
|
||||
namespace XCEngine {
|
||||
namespace Editor {
|
||||
|
||||
namespace {
|
||||
|
||||
class SceneViewportSelectionMaskPass final
|
||||
: public Rendering::Passes::BuiltinDepthStylePassBase {
|
||||
public:
|
||||
SceneViewportSelectionMaskPass()
|
||||
: BuiltinDepthStylePassBase(
|
||||
Rendering::BuiltinMaterialPass::SelectionMask,
|
||||
Resources::GetBuiltinSelectionMaskShaderPath()) {
|
||||
}
|
||||
|
||||
const char* GetName() const override {
|
||||
return "SceneViewportSelectionMaskPass";
|
||||
}
|
||||
|
||||
bool Render(
|
||||
const Rendering::RenderContext& context,
|
||||
const Rendering::RenderSurface& surface,
|
||||
const Rendering::RenderSceneData& sceneData,
|
||||
const std::vector<uint64_t>& selectedObjectIds) {
|
||||
m_selectedObjectIds.clear();
|
||||
m_selectedObjectIds.reserve(selectedObjectIds.size());
|
||||
for (uint64_t selectedObjectId : selectedObjectIds) {
|
||||
Rendering::RenderObjectId renderObjectId =
|
||||
Rendering::kInvalidRenderObjectId;
|
||||
if (Rendering::TryConvertRuntimeObjectIdToRenderObjectId(
|
||||
selectedObjectId,
|
||||
renderObjectId)) {
|
||||
m_selectedObjectIds.push_back(renderObjectId);
|
||||
}
|
||||
}
|
||||
|
||||
if (m_selectedObjectIds.empty()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
Rendering::RenderSceneData selectionMaskSceneData = sceneData;
|
||||
selectionMaskSceneData.cameraData.clearFlags =
|
||||
Rendering::RenderClearFlags::Color;
|
||||
selectionMaskSceneData.cameraData.clearColor = Math::Color::Black();
|
||||
|
||||
const Rendering::RenderPassContext passContext = {
|
||||
context,
|
||||
surface,
|
||||
selectionMaskSceneData,
|
||||
nullptr,
|
||||
nullptr,
|
||||
RHI::ResourceStates::Common
|
||||
};
|
||||
return Execute(passContext);
|
||||
}
|
||||
|
||||
protected:
|
||||
bool ShouldRenderVisibleItem(
|
||||
const Rendering::VisibleRenderItem& visibleItem) const override {
|
||||
if (!Rendering::IsValidRenderObjectId(visibleItem.renderObjectId)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
return std::find(
|
||||
m_selectedObjectIds.begin(),
|
||||
m_selectedObjectIds.end(),
|
||||
visibleItem.renderObjectId) != m_selectedObjectIds.end();
|
||||
}
|
||||
|
||||
private:
|
||||
std::vector<Rendering::RenderObjectId> m_selectedObjectIds = {};
|
||||
};
|
||||
|
||||
const Resources::ShaderPass* FindSelectionOutlineCompatiblePass(
|
||||
const Resources::Shader& shader,
|
||||
Resources::ShaderBackend backend) {
|
||||
const Resources::ShaderPass* outlinePass =
|
||||
shader.FindPass("SelectionOutline");
|
||||
if (outlinePass != nullptr &&
|
||||
Rendering::Internal::ShaderPassHasGraphicsVariants(
|
||||
shader,
|
||||
outlinePass->name,
|
||||
backend)) {
|
||||
return outlinePass;
|
||||
}
|
||||
|
||||
const Resources::ShaderPass* editorOutlinePass =
|
||||
shader.FindPass("EditorSelectionOutline");
|
||||
if (editorOutlinePass != nullptr &&
|
||||
Rendering::Internal::ShaderPassHasGraphicsVariants(
|
||||
shader,
|
||||
editorOutlinePass->name,
|
||||
backend)) {
|
||||
return editorOutlinePass;
|
||||
}
|
||||
|
||||
if (shader.GetPassCount() > 0 &&
|
||||
Rendering::Internal::ShaderPassHasGraphicsVariants(
|
||||
shader,
|
||||
shader.GetPasses()[0].name,
|
||||
backend)) {
|
||||
return &shader.GetPasses()[0];
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
RHI::GraphicsPipelineDesc CreatePipelineDesc(
|
||||
RHI::RHIType backendType,
|
||||
RHI::RHIPipelineLayout* pipelineLayout,
|
||||
const Resources::Shader& shader,
|
||||
const Containers::String& passName,
|
||||
const Rendering::RenderSurface& surface) {
|
||||
RHI::GraphicsPipelineDesc pipelineDesc = {};
|
||||
pipelineDesc.pipelineLayout = pipelineLayout;
|
||||
pipelineDesc.topologyType =
|
||||
static_cast<uint32_t>(RHI::PrimitiveTopologyType::Triangle);
|
||||
Rendering::Internal::ApplySingleColorAttachmentPropertiesToGraphicsPipelineDesc(
|
||||
surface,
|
||||
pipelineDesc);
|
||||
pipelineDesc.depthStencilFormat =
|
||||
static_cast<uint32_t>(RHI::Format::Unknown);
|
||||
|
||||
const Resources::ShaderPass* shaderPass = shader.FindPass(passName);
|
||||
if (shaderPass != nullptr && shaderPass->hasFixedFunctionState) {
|
||||
Rendering::ApplyRenderState(
|
||||
shaderPass->fixedFunctionState,
|
||||
pipelineDesc);
|
||||
} else {
|
||||
Resources::MaterialRenderState fallbackState = {};
|
||||
fallbackState.cullMode = Resources::MaterialCullMode::None;
|
||||
fallbackState.depthWriteEnable = false;
|
||||
fallbackState.depthTestEnable = false;
|
||||
fallbackState.depthFunc = Resources::MaterialComparisonFunc::Always;
|
||||
fallbackState.blendEnable = true;
|
||||
fallbackState.srcBlend = Resources::MaterialBlendFactor::SrcAlpha;
|
||||
fallbackState.dstBlend = Resources::MaterialBlendFactor::InvSrcAlpha;
|
||||
fallbackState.srcBlendAlpha = Resources::MaterialBlendFactor::One;
|
||||
fallbackState.dstBlendAlpha =
|
||||
Resources::MaterialBlendFactor::InvSrcAlpha;
|
||||
fallbackState.blendOp = Resources::MaterialBlendOp::Add;
|
||||
fallbackState.blendOpAlpha = Resources::MaterialBlendOp::Add;
|
||||
fallbackState.colorWriteMask =
|
||||
static_cast<uint8_t>(RHI::ColorWriteMask::All);
|
||||
Rendering::ApplyRenderState(fallbackState, pipelineDesc);
|
||||
}
|
||||
|
||||
const Resources::ShaderBackend backend =
|
||||
Rendering::Internal::ToShaderBackend(backendType);
|
||||
if (const Resources::ShaderStageVariant* vertexVariant =
|
||||
shader.FindVariant(
|
||||
passName,
|
||||
Resources::ShaderType::Vertex,
|
||||
backend)) {
|
||||
if (shaderPass != nullptr) {
|
||||
Rendering::Internal::ApplyShaderStageVariant(
|
||||
shader.GetPath(),
|
||||
*shaderPass,
|
||||
backend,
|
||||
*vertexVariant,
|
||||
pipelineDesc.vertexShader);
|
||||
}
|
||||
}
|
||||
if (const Resources::ShaderStageVariant* fragmentVariant =
|
||||
shader.FindVariant(
|
||||
passName,
|
||||
Resources::ShaderType::Fragment,
|
||||
backend)) {
|
||||
if (shaderPass != nullptr) {
|
||||
Rendering::Internal::ApplyShaderStageVariant(
|
||||
shader.GetPath(),
|
||||
*shaderPass,
|
||||
backend,
|
||||
*fragmentVariant,
|
||||
pipelineDesc.fragmentShader);
|
||||
}
|
||||
}
|
||||
|
||||
return pipelineDesc;
|
||||
}
|
||||
|
||||
class SceneViewportSelectionOutlinePass final : public Rendering::RenderPass {
|
||||
public:
|
||||
SceneViewportSelectionOutlinePass(
|
||||
@@ -43,14 +242,435 @@ private:
|
||||
|
||||
} // namespace
|
||||
|
||||
class SceneViewportSelectionOutlinePassRenderer::Impl {
|
||||
public:
|
||||
struct OutlineConstants {
|
||||
Math::Vector4 viewportSizeAndTexelSize = Math::Vector4::Zero();
|
||||
Math::Vector4 outlineColor = Math::Vector4::Zero();
|
||||
Math::Vector4 outlineInfo = Math::Vector4::Zero();
|
||||
Math::Vector4 depthParams = Math::Vector4::Zero();
|
||||
};
|
||||
|
||||
Impl()
|
||||
: m_selectionMaskPass(std::make_unique<SceneViewportSelectionMaskPass>())
|
||||
, m_shaderPath(Resources::GetBuiltinSelectionOutlineShaderPath()) {
|
||||
}
|
||||
|
||||
void Shutdown() {
|
||||
if (m_selectionMaskPass != nullptr) {
|
||||
m_selectionMaskPass->Shutdown();
|
||||
}
|
||||
DestroyResources();
|
||||
}
|
||||
|
||||
bool Render(
|
||||
const Rendering::RenderContext& renderContext,
|
||||
const Rendering::RenderSurface& surface,
|
||||
const Rendering::RenderSceneData& sceneData,
|
||||
ViewportRenderTargets& targets,
|
||||
const std::vector<uint64_t>& selectedObjectIds,
|
||||
const SceneViewportSelectionOutlineStyle& style) {
|
||||
Rendering::RenderSurface selectionMaskSurface =
|
||||
BuildViewportSelectionMaskSurface(targets);
|
||||
selectionMaskSurface.SetRenderArea(surface.GetRenderArea());
|
||||
|
||||
if (!m_selectionMaskPass->Render(
|
||||
renderContext,
|
||||
selectionMaskSurface,
|
||||
sceneData,
|
||||
selectedObjectIds)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
targets.selectionMaskState = RHI::ResourceStates::PixelShaderResource;
|
||||
return RenderOutline(
|
||||
renderContext,
|
||||
surface,
|
||||
targets.selectionMaskShaderView,
|
||||
targets.selectionMaskState,
|
||||
targets.depthShaderView,
|
||||
surface.GetDepthStateAfter(),
|
||||
style);
|
||||
}
|
||||
|
||||
private:
|
||||
bool RenderOutline(
|
||||
const Rendering::RenderContext& renderContext,
|
||||
const Rendering::RenderSurface& surface,
|
||||
RHI::RHIResourceView* selectionMaskTextureView,
|
||||
RHI::ResourceStates selectionMaskState,
|
||||
RHI::RHIResourceView* depthTextureView,
|
||||
RHI::ResourceStates depthTextureState,
|
||||
const SceneViewportSelectionOutlineStyle& style) {
|
||||
if (!renderContext.IsValid() ||
|
||||
selectionMaskTextureView == nullptr ||
|
||||
depthTextureView == nullptr) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const std::vector<RHI::RHIResourceView*>& colorAttachments =
|
||||
surface.GetColorAttachments();
|
||||
if (!Rendering::Internal::HasSingleColorAttachment(surface) ||
|
||||
colorAttachments.empty() ||
|
||||
colorAttachments[0] == nullptr) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const Math::RectInt renderArea = surface.GetRenderArea();
|
||||
if (renderArea.width <= 0 || renderArea.height <= 0) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!EnsureInitialized(renderContext, surface)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
OutlineConstants constants = {};
|
||||
constants.viewportSizeAndTexelSize = Math::Vector4(
|
||||
static_cast<float>(surface.GetWidth()),
|
||||
static_cast<float>(surface.GetHeight()),
|
||||
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.outlineColor = Math::Vector4(
|
||||
style.outlineColor.r,
|
||||
style.outlineColor.g,
|
||||
style.outlineColor.b,
|
||||
style.outlineColor.a);
|
||||
constants.outlineInfo = Math::Vector4(
|
||||
style.debugSelectionMask ? 1.0f : 0.0f,
|
||||
style.outlineWidthPixels,
|
||||
0.0f,
|
||||
0.0f);
|
||||
constants.depthParams = Math::Vector4(1.0e-5f, 0.0f, 0.0f, 0.0f);
|
||||
|
||||
m_constantSet->WriteConstant(0, &constants, sizeof(constants));
|
||||
m_textureSet->Update(0, selectionMaskTextureView);
|
||||
m_textureSet->Update(1, depthTextureView);
|
||||
|
||||
RHI::RHICommandList* commandList = renderContext.commandList;
|
||||
RHI::RHIResourceView* renderTarget = colorAttachments[0];
|
||||
if (surface.IsAutoTransitionEnabled()) {
|
||||
commandList->TransitionBarrier(
|
||||
renderTarget,
|
||||
surface.GetColorStateAfter(),
|
||||
RHI::ResourceStates::RenderTarget);
|
||||
commandList->TransitionBarrier(
|
||||
selectionMaskTextureView,
|
||||
selectionMaskState,
|
||||
RHI::ResourceStates::PixelShaderResource);
|
||||
commandList->TransitionBarrier(
|
||||
depthTextureView,
|
||||
depthTextureState,
|
||||
RHI::ResourceStates::PixelShaderResource);
|
||||
}
|
||||
commandList->SetRenderTargets(1, &renderTarget, nullptr);
|
||||
|
||||
const RHI::Viewport viewport = {
|
||||
static_cast<float>(renderArea.x),
|
||||
static_cast<float>(renderArea.y),
|
||||
static_cast<float>(renderArea.width),
|
||||
static_cast<float>(renderArea.height),
|
||||
0.0f,
|
||||
1.0f
|
||||
};
|
||||
const RHI::Rect scissorRect = {
|
||||
renderArea.x,
|
||||
renderArea.y,
|
||||
renderArea.x + renderArea.width,
|
||||
renderArea.y + renderArea.height
|
||||
};
|
||||
|
||||
commandList->SetViewport(viewport);
|
||||
commandList->SetScissorRect(scissorRect);
|
||||
commandList->SetPrimitiveTopology(RHI::PrimitiveTopology::TriangleList);
|
||||
commandList->SetPipelineState(m_pipelineState);
|
||||
|
||||
RHI::RHIDescriptorSet* descriptorSets[] = {
|
||||
m_constantSet,
|
||||
m_textureSet
|
||||
};
|
||||
commandList->SetGraphicsDescriptorSets(
|
||||
0,
|
||||
2,
|
||||
descriptorSets,
|
||||
m_pipelineLayout);
|
||||
commandList->Draw(3, 1, 0, 0);
|
||||
commandList->EndRenderPass();
|
||||
|
||||
if (surface.IsAutoTransitionEnabled()) {
|
||||
commandList->TransitionBarrier(
|
||||
renderTarget,
|
||||
RHI::ResourceStates::RenderTarget,
|
||||
surface.GetColorStateAfter());
|
||||
commandList->TransitionBarrier(
|
||||
selectionMaskTextureView,
|
||||
RHI::ResourceStates::PixelShaderResource,
|
||||
selectionMaskState);
|
||||
commandList->TransitionBarrier(
|
||||
depthTextureView,
|
||||
RHI::ResourceStates::PixelShaderResource,
|
||||
depthTextureState);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool EnsureInitialized(
|
||||
const Rendering::RenderContext& renderContext,
|
||||
const Rendering::RenderSurface& surface) {
|
||||
const RHI::Format renderTargetFormat =
|
||||
Rendering::Internal::ResolveSurfaceColorFormat(surface, 0u);
|
||||
const uint32_t renderTargetSampleCount =
|
||||
Rendering::Internal::ResolveSurfaceSampleCount(surface);
|
||||
if (m_pipelineLayout != nullptr &&
|
||||
m_pipelineState != nullptr &&
|
||||
m_constantPool != nullptr &&
|
||||
m_constantSet != nullptr &&
|
||||
m_texturePool != nullptr &&
|
||||
m_textureSet != nullptr &&
|
||||
m_device == renderContext.device &&
|
||||
m_backendType == renderContext.backendType &&
|
||||
m_renderTargetFormat == renderTargetFormat &&
|
||||
m_renderTargetSampleCount == renderTargetSampleCount) {
|
||||
return true;
|
||||
}
|
||||
|
||||
if (HasCreatedResources()) {
|
||||
DestroyResources();
|
||||
}
|
||||
return CreateResources(renderContext, surface);
|
||||
}
|
||||
|
||||
bool CreateResources(
|
||||
const Rendering::RenderContext& renderContext,
|
||||
const Rendering::RenderSurface& surface) {
|
||||
if (!renderContext.IsValid()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!Rendering::Internal::HasSingleColorAttachment(surface) ||
|
||||
Rendering::Internal::ResolveSurfaceColorFormat(surface, 0u) ==
|
||||
RHI::Format::Unknown) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (m_shaderPath.Empty()) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
"SceneViewportSelectionOutlinePassRenderer requires a valid shader path");
|
||||
return false;
|
||||
}
|
||||
|
||||
Resources::ResourceHandle<Resources::Shader> shader =
|
||||
Resources::ResourceManager::Get().Load<Resources::Shader>(
|
||||
m_shaderPath);
|
||||
if (!shader.IsValid()) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
"SceneViewportSelectionOutlinePassRenderer failed to load selection-outline shader");
|
||||
ResetState();
|
||||
return false;
|
||||
}
|
||||
|
||||
m_device = renderContext.device;
|
||||
m_backendType = renderContext.backendType;
|
||||
m_shader.emplace(std::move(shader));
|
||||
|
||||
const Resources::ShaderBackend backend =
|
||||
Rendering::Internal::ToShaderBackend(m_backendType);
|
||||
const Resources::ShaderPass* outlinePass =
|
||||
FindSelectionOutlineCompatiblePass(*m_shader->Get(), backend);
|
||||
if (outlinePass == nullptr) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
"SceneViewportSelectionOutlinePassRenderer could not resolve SelectionOutline pass");
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
RHI::DescriptorSetLayoutBinding constantBinding = {};
|
||||
constantBinding.binding = 0;
|
||||
constantBinding.type =
|
||||
static_cast<uint32_t>(RHI::DescriptorType::CBV);
|
||||
constantBinding.count = 1;
|
||||
|
||||
RHI::DescriptorSetLayoutBinding textureBindings[2] = {};
|
||||
textureBindings[0].binding = 0;
|
||||
textureBindings[0].type =
|
||||
static_cast<uint32_t>(RHI::DescriptorType::SRV);
|
||||
textureBindings[0].count = 1;
|
||||
textureBindings[1].binding = 1;
|
||||
textureBindings[1].type =
|
||||
static_cast<uint32_t>(RHI::DescriptorType::SRV);
|
||||
textureBindings[1].count = 1;
|
||||
|
||||
RHI::DescriptorSetLayoutDesc constantLayout = {};
|
||||
constantLayout.bindings = &constantBinding;
|
||||
constantLayout.bindingCount = 1;
|
||||
|
||||
RHI::DescriptorSetLayoutDesc textureLayout = {};
|
||||
textureLayout.bindings = textureBindings;
|
||||
textureLayout.bindingCount = 2;
|
||||
|
||||
RHI::DescriptorSetLayoutDesc setLayouts[2] = {};
|
||||
setLayouts[0] = constantLayout;
|
||||
setLayouts[1] = textureLayout;
|
||||
|
||||
RHI::RHIPipelineLayoutDesc pipelineLayoutDesc = {};
|
||||
pipelineLayoutDesc.setLayouts = setLayouts;
|
||||
pipelineLayoutDesc.setLayoutCount = 2;
|
||||
m_pipelineLayout = m_device->CreatePipelineLayout(pipelineLayoutDesc);
|
||||
if (m_pipelineLayout == nullptr) {
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
RHI::DescriptorPoolDesc constantPoolDesc = {};
|
||||
constantPoolDesc.type = RHI::DescriptorHeapType::CBV_SRV_UAV;
|
||||
constantPoolDesc.descriptorCount = 1;
|
||||
constantPoolDesc.shaderVisible = false;
|
||||
m_constantPool = m_device->CreateDescriptorPool(constantPoolDesc);
|
||||
if (m_constantPool == nullptr) {
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
m_constantSet = m_constantPool->AllocateSet(constantLayout);
|
||||
if (m_constantSet == nullptr) {
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
RHI::DescriptorPoolDesc texturePoolDesc = {};
|
||||
texturePoolDesc.type = RHI::DescriptorHeapType::CBV_SRV_UAV;
|
||||
texturePoolDesc.descriptorCount = 2;
|
||||
texturePoolDesc.shaderVisible = true;
|
||||
m_texturePool = m_device->CreateDescriptorPool(texturePoolDesc);
|
||||
if (m_texturePool == nullptr) {
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
m_textureSet = m_texturePool->AllocateSet(textureLayout);
|
||||
if (m_textureSet == nullptr) {
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
m_pipelineState = m_device->CreatePipelineState(
|
||||
CreatePipelineDesc(
|
||||
m_backendType,
|
||||
m_pipelineLayout,
|
||||
*m_shader->Get(),
|
||||
outlinePass->name,
|
||||
surface));
|
||||
if (m_pipelineState == nullptr || !m_pipelineState->IsValid()) {
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
m_renderTargetFormat =
|
||||
Rendering::Internal::ResolveSurfaceColorFormat(surface, 0u);
|
||||
m_renderTargetSampleCount =
|
||||
Rendering::Internal::ResolveSurfaceSampleCount(surface);
|
||||
return true;
|
||||
}
|
||||
|
||||
bool HasCreatedResources() const {
|
||||
return m_device != nullptr ||
|
||||
m_pipelineLayout != nullptr ||
|
||||
m_pipelineState != nullptr ||
|
||||
m_constantPool != nullptr ||
|
||||
m_constantSet != nullptr ||
|
||||
m_texturePool != nullptr ||
|
||||
m_textureSet != nullptr ||
|
||||
m_shader.has_value();
|
||||
}
|
||||
|
||||
void DestroyResources() {
|
||||
if (m_pipelineState != nullptr) {
|
||||
m_pipelineState->Shutdown();
|
||||
delete m_pipelineState;
|
||||
m_pipelineState = nullptr;
|
||||
}
|
||||
|
||||
if (m_textureSet != nullptr) {
|
||||
m_textureSet->Shutdown();
|
||||
delete m_textureSet;
|
||||
m_textureSet = nullptr;
|
||||
}
|
||||
|
||||
if (m_texturePool != nullptr) {
|
||||
m_texturePool->Shutdown();
|
||||
delete m_texturePool;
|
||||
m_texturePool = nullptr;
|
||||
}
|
||||
|
||||
if (m_constantSet != nullptr) {
|
||||
m_constantSet->Shutdown();
|
||||
delete m_constantSet;
|
||||
m_constantSet = nullptr;
|
||||
}
|
||||
|
||||
if (m_constantPool != nullptr) {
|
||||
m_constantPool->Shutdown();
|
||||
delete m_constantPool;
|
||||
m_constantPool = nullptr;
|
||||
}
|
||||
|
||||
if (m_pipelineLayout != nullptr) {
|
||||
m_pipelineLayout->Shutdown();
|
||||
delete m_pipelineLayout;
|
||||
m_pipelineLayout = nullptr;
|
||||
}
|
||||
|
||||
if (m_shader.has_value()) {
|
||||
m_shader.reset();
|
||||
}
|
||||
|
||||
ResetState();
|
||||
}
|
||||
|
||||
void ResetState() {
|
||||
m_device = nullptr;
|
||||
m_backendType = RHI::RHIType::D3D12;
|
||||
m_pipelineLayout = nullptr;
|
||||
m_pipelineState = nullptr;
|
||||
m_constantPool = nullptr;
|
||||
m_constantSet = nullptr;
|
||||
m_texturePool = nullptr;
|
||||
m_textureSet = nullptr;
|
||||
m_shader.reset();
|
||||
m_renderTargetFormat = RHI::Format::Unknown;
|
||||
m_renderTargetSampleCount = 1u;
|
||||
}
|
||||
|
||||
std::unique_ptr<SceneViewportSelectionMaskPass> m_selectionMaskPass;
|
||||
RHI::RHIDevice* m_device = nullptr;
|
||||
RHI::RHIType m_backendType = RHI::RHIType::D3D12;
|
||||
RHI::RHIPipelineLayout* m_pipelineLayout = nullptr;
|
||||
RHI::RHIPipelineState* m_pipelineState = nullptr;
|
||||
RHI::RHIDescriptorPool* m_constantPool = nullptr;
|
||||
RHI::RHIDescriptorSet* m_constantSet = nullptr;
|
||||
RHI::RHIDescriptorPool* m_texturePool = nullptr;
|
||||
RHI::RHIDescriptorSet* m_textureSet = nullptr;
|
||||
Containers::String m_shaderPath = {};
|
||||
std::optional<Resources::ResourceHandle<Resources::Shader>> m_shader = {};
|
||||
RHI::Format m_renderTargetFormat = RHI::Format::Unknown;
|
||||
uint32_t m_renderTargetSampleCount = 1u;
|
||||
};
|
||||
|
||||
SceneViewportSelectionOutlinePassRenderer::SceneViewportSelectionOutlinePassRenderer()
|
||||
: m_selectionMaskPass()
|
||||
, m_outlinePass() {
|
||||
: m_impl(std::make_unique<Impl>()) {
|
||||
}
|
||||
|
||||
SceneViewportSelectionOutlinePassRenderer::~SceneViewportSelectionOutlinePassRenderer() = default;
|
||||
|
||||
void SceneViewportSelectionOutlinePassRenderer::Shutdown() {
|
||||
m_selectionMaskPass.Shutdown();
|
||||
m_outlinePass.Shutdown();
|
||||
m_impl->Shutdown();
|
||||
}
|
||||
|
||||
bool SceneViewportSelectionOutlinePassRenderer::Render(
|
||||
@@ -60,29 +680,13 @@ bool SceneViewportSelectionOutlinePassRenderer::Render(
|
||||
ViewportRenderTargets& targets,
|
||||
const std::vector<uint64_t>& selectedObjectIds,
|
||||
const SceneViewportSelectionOutlineStyle& style) {
|
||||
Rendering::RenderSurface selectionMaskSurface = BuildViewportSelectionMaskSurface(targets);
|
||||
selectionMaskSurface.SetRenderArea(surface.GetRenderArea());
|
||||
|
||||
if (!m_selectionMaskPass.Render(
|
||||
renderContext,
|
||||
selectionMaskSurface,
|
||||
sceneData,
|
||||
selectedObjectIds)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
targets.selectionMaskState = RHI::ResourceStates::PixelShaderResource;
|
||||
|
||||
return m_outlinePass.Render(
|
||||
return m_impl->Render(
|
||||
renderContext,
|
||||
surface,
|
||||
{
|
||||
targets.selectionMaskShaderView,
|
||||
targets.selectionMaskState,
|
||||
targets.depthShaderView,
|
||||
surface.GetDepthStateAfter()
|
||||
},
|
||||
ToBuiltinSceneViewportSelectionOutlineStyle(style));
|
||||
sceneData,
|
||||
targets,
|
||||
selectedObjectIds,
|
||||
style);
|
||||
}
|
||||
|
||||
std::unique_ptr<Rendering::RenderPass> CreateSceneViewportSelectionOutlinePass(
|
||||
|
||||
@@ -2,8 +2,6 @@
|
||||
|
||||
#include "Viewport/SceneViewportPassSpecs.h"
|
||||
|
||||
#include <XCEngine/Rendering/Passes/BuiltinSelectionMaskPass.h>
|
||||
#include <XCEngine/Rendering/Passes/BuiltinSelectionOutlinePass.h>
|
||||
#include <XCEngine/Rendering/RenderContext.h>
|
||||
#include <XCEngine/Rendering/RenderPass.h>
|
||||
#include <XCEngine/Rendering/RenderSurface.h>
|
||||
@@ -20,7 +18,11 @@ struct ViewportRenderTargets;
|
||||
class SceneViewportSelectionOutlinePassRenderer {
|
||||
public:
|
||||
SceneViewportSelectionOutlinePassRenderer();
|
||||
~SceneViewportSelectionOutlinePassRenderer() = default;
|
||||
~SceneViewportSelectionOutlinePassRenderer();
|
||||
SceneViewportSelectionOutlinePassRenderer(const SceneViewportSelectionOutlinePassRenderer&) = delete;
|
||||
SceneViewportSelectionOutlinePassRenderer& operator=(const SceneViewportSelectionOutlinePassRenderer&) = delete;
|
||||
SceneViewportSelectionOutlinePassRenderer(SceneViewportSelectionOutlinePassRenderer&&) = delete;
|
||||
SceneViewportSelectionOutlinePassRenderer& operator=(SceneViewportSelectionOutlinePassRenderer&&) = delete;
|
||||
|
||||
void Shutdown();
|
||||
|
||||
@@ -33,8 +35,8 @@ public:
|
||||
const SceneViewportSelectionOutlineStyle& style);
|
||||
|
||||
private:
|
||||
Rendering::Passes::BuiltinSelectionMaskPass m_selectionMaskPass;
|
||||
Rendering::Passes::BuiltinSelectionOutlinePass m_outlinePass;
|
||||
class Impl;
|
||||
std::unique_ptr<Impl> m_impl;
|
||||
};
|
||||
|
||||
std::unique_ptr<Rendering::RenderPass> CreateSceneViewportSelectionOutlinePass(
|
||||
|
||||
@@ -2,8 +2,6 @@
|
||||
|
||||
#include <XCEngine/Core/Math/Color.h>
|
||||
#include <XCEngine/Core/Math/Vector3.h>
|
||||
#include <XCEngine/Rendering/Passes/BuiltinInfiniteGridPass.h>
|
||||
#include <XCEngine/Rendering/Passes/BuiltinSelectionOutlinePass.h>
|
||||
|
||||
namespace XCEngine {
|
||||
namespace Editor {
|
||||
@@ -20,20 +18,14 @@ struct SceneViewportGridPassData {
|
||||
float orbitDistance = 6.0f;
|
||||
};
|
||||
|
||||
inline Rendering::Passes::InfiniteGridPassData ToBuiltinSceneViewportGridPassData(
|
||||
const SceneViewportGridPassData& data) {
|
||||
Rendering::Passes::InfiniteGridPassData builtinData = {};
|
||||
builtinData.valid = data.valid;
|
||||
builtinData.cameraPosition = data.cameraPosition;
|
||||
builtinData.cameraForward = data.cameraForward;
|
||||
builtinData.cameraRight = data.cameraRight;
|
||||
builtinData.cameraUp = data.cameraUp;
|
||||
builtinData.verticalFovDegrees = data.verticalFovDegrees;
|
||||
builtinData.nearClipPlane = data.nearClipPlane;
|
||||
builtinData.farClipPlane = data.farClipPlane;
|
||||
builtinData.orbitDistance = data.orbitDistance;
|
||||
return builtinData;
|
||||
}
|
||||
struct InfiniteGridParameters {
|
||||
bool valid = false;
|
||||
float baseScale = 1.0f;
|
||||
float transitionBlend = 0.0f;
|
||||
float fadeDistance = 500.0f;
|
||||
};
|
||||
|
||||
InfiniteGridParameters BuildInfiniteGridParameters(const SceneViewportGridPassData& data);
|
||||
|
||||
struct SceneViewportSelectionOutlineStyle {
|
||||
Math::Color outlineColor = Math::Color(1.0f, 0.4f, 0.0f, 1.0f);
|
||||
@@ -41,14 +33,5 @@ struct SceneViewportSelectionOutlineStyle {
|
||||
bool debugSelectionMask = false;
|
||||
};
|
||||
|
||||
inline Rendering::Passes::SelectionOutlineStyle ToBuiltinSceneViewportSelectionOutlineStyle(
|
||||
const SceneViewportSelectionOutlineStyle& style) {
|
||||
Rendering::Passes::SelectionOutlineStyle builtinStyle = {};
|
||||
builtinStyle.outlineColor = style.outlineColor;
|
||||
builtinStyle.outlineWidthPixels = style.outlineWidthPixels;
|
||||
builtinStyle.debugSelectionMask = style.debugSelectionMask;
|
||||
return builtinStyle;
|
||||
}
|
||||
|
||||
} // namespace Editor
|
||||
} // namespace XCEngine
|
||||
|
||||
@@ -548,11 +548,8 @@ add_library(XCEngine STATIC
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinDepthOnlyPass.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinShadowCasterPass.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinObjectIdPass.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinSelectionMaskPass.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinColorScalePostProcessPass.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinFinalColorPass.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinInfiniteGridPass.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinSelectionOutlinePass.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Features/BuiltinGaussianSplatPass.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Features/BuiltinVolumetricPass.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Pipelines/BuiltinForwardPipeline.h
|
||||
@@ -592,11 +589,8 @@ add_library(XCEngine STATIC
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinShadowCasterPass.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinObjectIdPass.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinObjectIdPassResources.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinSelectionMaskPass.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinColorScalePostProcessPass.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinFinalColorPass.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinInfiniteGridPass.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinSelectionOutlinePass.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Features/BuiltinGaussianSplatPass.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Features/BuiltinVolumetricPass.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Features/Internal/BuiltinGaussianSplatPassResources.cpp
|
||||
|
||||
@@ -1,77 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <XCEngine/Core/Containers/String.h>
|
||||
#include <XCEngine/Core/Math/Vector3.h>
|
||||
#include <XCEngine/Core/Asset/ResourceHandle.h>
|
||||
#include <XCEngine/Core/Asset/ResourceManager.h>
|
||||
#include <XCEngine/Rendering/RenderContext.h>
|
||||
#include <XCEngine/Rendering/RenderSurface.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 <XCEngine/Resources/Shader/Shader.h>
|
||||
|
||||
namespace XCEngine {
|
||||
namespace Rendering {
|
||||
namespace Passes {
|
||||
|
||||
struct InfiniteGridPassData {
|
||||
bool valid = false;
|
||||
Math::Vector3 cameraPosition = Math::Vector3::Zero();
|
||||
Math::Vector3 cameraForward = Math::Vector3::Forward();
|
||||
Math::Vector3 cameraRight = Math::Vector3::Right();
|
||||
Math::Vector3 cameraUp = Math::Vector3::Up();
|
||||
float verticalFovDegrees = 60.0f;
|
||||
float nearClipPlane = 0.03f;
|
||||
float farClipPlane = 2000.0f;
|
||||
float orbitDistance = 6.0f;
|
||||
};
|
||||
|
||||
struct InfiniteGridParameters {
|
||||
bool valid = false;
|
||||
float baseScale = 1.0f;
|
||||
float transitionBlend = 0.0f;
|
||||
float fadeDistance = 500.0f;
|
||||
};
|
||||
|
||||
InfiniteGridParameters BuildInfiniteGridParameters(const InfiniteGridPassData& data);
|
||||
|
||||
class BuiltinInfiniteGridPass {
|
||||
public:
|
||||
explicit BuiltinInfiniteGridPass(Containers::String shaderPath = Containers::String());
|
||||
~BuiltinInfiniteGridPass() = default;
|
||||
|
||||
void SetShaderPath(const Containers::String& shaderPath);
|
||||
const Containers::String& GetShaderPath() const;
|
||||
|
||||
void Shutdown();
|
||||
|
||||
bool Render(
|
||||
const RenderContext& renderContext,
|
||||
const RenderSurface& surface,
|
||||
const InfiniteGridPassData& data);
|
||||
|
||||
private:
|
||||
bool EnsureInitialized(const RenderContext& renderContext, const RenderSurface& surface);
|
||||
bool CreateResources(const RenderContext& renderContext, const RenderSurface& surface);
|
||||
void DestroyResources();
|
||||
|
||||
RHI::RHIDevice* m_device = nullptr;
|
||||
RHI::RHIType m_backendType = RHI::RHIType::D3D12;
|
||||
RHI::RHIPipelineLayout* m_pipelineLayout = nullptr;
|
||||
RHI::RHIPipelineState* m_pipelineState = nullptr;
|
||||
RHI::RHIDescriptorPool* m_constantPool = nullptr;
|
||||
RHI::RHIDescriptorSet* m_constantSet = nullptr;
|
||||
Containers::String m_shaderPath;
|
||||
Resources::ResourceHandle<Resources::Shader> m_builtinInfiniteGridShader;
|
||||
RHI::Format m_renderTargetFormat = RHI::Format::Unknown;
|
||||
RHI::Format m_depthStencilFormat = RHI::Format::Unknown;
|
||||
uint32_t m_renderTargetSampleCount = 1u;
|
||||
};
|
||||
|
||||
} // namespace Passes
|
||||
} // namespace Rendering
|
||||
} // namespace XCEngine
|
||||
@@ -1,41 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <XCEngine/Rendering/Passes/BuiltinDepthStylePassBase.h>
|
||||
#include <XCEngine/Rendering/Picking/ObjectIdCodec.h>
|
||||
|
||||
#include <cstdint>
|
||||
#include <vector>
|
||||
|
||||
namespace XCEngine {
|
||||
namespace Rendering {
|
||||
|
||||
struct RenderSceneData;
|
||||
struct VisibleRenderItem;
|
||||
|
||||
namespace Passes {
|
||||
|
||||
class BuiltinSelectionMaskPass final : public BuiltinDepthStylePassBase {
|
||||
public:
|
||||
BuiltinSelectionMaskPass();
|
||||
~BuiltinSelectionMaskPass() override = default;
|
||||
|
||||
static RHI::InputLayoutDesc BuildInputLayout();
|
||||
|
||||
const char* GetName() const override;
|
||||
|
||||
bool Render(
|
||||
const RenderContext& context,
|
||||
const RenderSurface& surface,
|
||||
const RenderSceneData& sceneData,
|
||||
const std::vector<uint64_t>& selectedObjectIds);
|
||||
|
||||
protected:
|
||||
bool ShouldRenderVisibleItem(const VisibleRenderItem& visibleItem) const override;
|
||||
|
||||
private:
|
||||
std::vector<RenderObjectId> m_selectedObjectIds = {};
|
||||
};
|
||||
|
||||
} // namespace Passes
|
||||
} // namespace Rendering
|
||||
} // namespace XCEngine
|
||||
@@ -1,87 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <XCEngine/Core/Asset/ResourceHandle.h>
|
||||
#include <XCEngine/Core/Containers/String.h>
|
||||
#include <XCEngine/Core/Math/Color.h>
|
||||
#include <XCEngine/Core/Math/Vector4.h>
|
||||
#include <XCEngine/Rendering/RenderContext.h>
|
||||
#include <XCEngine/Rendering/RenderSurface.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 <XCEngine/RHI/RHIResourceView.h>
|
||||
#include <XCEngine/Resources/Shader/Shader.h>
|
||||
|
||||
#include <optional>
|
||||
|
||||
namespace XCEngine {
|
||||
namespace Rendering {
|
||||
namespace Passes {
|
||||
|
||||
struct SelectionOutlineStyle {
|
||||
Math::Color outlineColor = Math::Color(1.0f, 0.4f, 0.0f, 1.0f);
|
||||
float outlineWidthPixels = 2.0f;
|
||||
bool debugSelectionMask = false;
|
||||
};
|
||||
|
||||
struct SelectionOutlinePassInputs {
|
||||
RHI::RHIResourceView* selectionMaskTextureView = nullptr;
|
||||
RHI::ResourceStates selectionMaskState = RHI::ResourceStates::PixelShaderResource;
|
||||
RHI::RHIResourceView* depthTextureView = nullptr;
|
||||
RHI::ResourceStates depthTextureState = RHI::ResourceStates::DepthWrite;
|
||||
};
|
||||
|
||||
class BuiltinSelectionOutlinePass {
|
||||
public:
|
||||
explicit BuiltinSelectionOutlinePass(Containers::String shaderPath = Containers::String());
|
||||
~BuiltinSelectionOutlinePass() = default;
|
||||
BuiltinSelectionOutlinePass(const BuiltinSelectionOutlinePass&) = delete;
|
||||
BuiltinSelectionOutlinePass& operator=(const BuiltinSelectionOutlinePass&) = delete;
|
||||
BuiltinSelectionOutlinePass(BuiltinSelectionOutlinePass&&) = delete;
|
||||
BuiltinSelectionOutlinePass& operator=(BuiltinSelectionOutlinePass&&) = delete;
|
||||
|
||||
void SetShaderPath(const Containers::String& shaderPath);
|
||||
const Containers::String& GetShaderPath() const;
|
||||
|
||||
void Shutdown();
|
||||
|
||||
bool Render(
|
||||
const RenderContext& renderContext,
|
||||
const RenderSurface& surface,
|
||||
const SelectionOutlinePassInputs& inputs,
|
||||
const SelectionOutlineStyle& style = {});
|
||||
|
||||
private:
|
||||
struct OutlineConstants {
|
||||
Math::Vector4 viewportSizeAndTexelSize = Math::Vector4::Zero();
|
||||
Math::Vector4 outlineColor = Math::Vector4::Zero();
|
||||
Math::Vector4 outlineInfo = Math::Vector4::Zero();
|
||||
Math::Vector4 depthParams = Math::Vector4::Zero();
|
||||
};
|
||||
|
||||
bool EnsureInitialized(const RenderContext& renderContext, const RenderSurface& surface);
|
||||
bool CreateResources(const RenderContext& renderContext, const RenderSurface& surface);
|
||||
void DestroyResources();
|
||||
bool HasCreatedResources() const;
|
||||
void ResetState();
|
||||
|
||||
RHI::RHIDevice* m_device = nullptr;
|
||||
RHI::RHIType m_backendType = RHI::RHIType::D3D12;
|
||||
RHI::RHIPipelineLayout* m_pipelineLayout = nullptr;
|
||||
RHI::RHIPipelineState* m_pipelineState = nullptr;
|
||||
RHI::RHIDescriptorPool* m_constantPool = nullptr;
|
||||
RHI::RHIDescriptorSet* m_constantSet = nullptr;
|
||||
RHI::RHIDescriptorPool* m_texturePool = nullptr;
|
||||
RHI::RHIDescriptorSet* m_textureSet = nullptr;
|
||||
Containers::String m_shaderPath;
|
||||
std::optional<Resources::ResourceHandle<Resources::Shader>> m_builtinSelectionOutlineShader;
|
||||
RHI::Format m_renderTargetFormat = RHI::Format::Unknown;
|
||||
uint32_t m_renderTargetSampleCount = 1u;
|
||||
};
|
||||
|
||||
} // namespace Passes
|
||||
} // namespace Rendering
|
||||
} // namespace XCEngine
|
||||
@@ -1,499 +0,0 @@
|
||||
#include "Rendering/Passes/BuiltinInfiniteGridPass.h"
|
||||
|
||||
#include <XCEngine/Core/Math/Matrix4.h>
|
||||
#include <XCEngine/Core/Math/Vector4.h>
|
||||
#include <XCEngine/Core/Asset/ResourceManager.h>
|
||||
#include <XCEngine/Debug/Logger.h>
|
||||
#include <XCEngine/RHI/RHICommandList.h>
|
||||
#include <XCEngine/RHI/RHIDevice.h>
|
||||
|
||||
#include "Rendering/Internal/RenderSurfacePipelineUtils.h"
|
||||
#include "Rendering/Materials/RenderMaterialStateUtils.h"
|
||||
#include "Rendering/Internal/ShaderVariantUtils.h"
|
||||
|
||||
#include <algorithm>
|
||||
#include <cmath>
|
||||
#include <utility>
|
||||
|
||||
namespace XCEngine {
|
||||
namespace Rendering {
|
||||
namespace Passes {
|
||||
|
||||
namespace {
|
||||
|
||||
constexpr float kCameraHeightScaleFactor = 0.50f;
|
||||
constexpr float kTransitionStart = 0.65f;
|
||||
constexpr float kTransitionEnd = 0.95f;
|
||||
constexpr float kMinimumVerticalViewComponent = 0.15f;
|
||||
|
||||
struct GridConstants {
|
||||
Math::Matrix4x4 viewProjection = Math::Matrix4x4::Identity();
|
||||
Math::Vector4 cameraPositionAndScale = Math::Vector4::Zero();
|
||||
Math::Vector4 cameraRightAndFade = Math::Vector4::Zero();
|
||||
Math::Vector4 cameraUpAndTanHalfFov = Math::Vector4::Zero();
|
||||
Math::Vector4 cameraForwardAndAspect = Math::Vector4::Zero();
|
||||
Math::Vector4 viewportNearFar = Math::Vector4::Zero();
|
||||
Math::Vector4 gridTransition = Math::Vector4::Zero();
|
||||
};
|
||||
|
||||
const Resources::ShaderPass* FindInfiniteGridCompatiblePass(
|
||||
const Resources::Shader& shader,
|
||||
Resources::ShaderBackend backend) {
|
||||
const Resources::ShaderPass* gridPass = shader.FindPass("InfiniteGrid");
|
||||
if (gridPass != nullptr &&
|
||||
::XCEngine::Rendering::Internal::ShaderPassHasGraphicsVariants(shader, gridPass->name, backend)) {
|
||||
return gridPass;
|
||||
}
|
||||
|
||||
if (shader.GetPassCount() > 0 &&
|
||||
::XCEngine::Rendering::Internal::ShaderPassHasGraphicsVariants(shader, shader.GetPasses()[0].name, backend)) {
|
||||
return &shader.GetPasses()[0];
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
RHI::GraphicsPipelineDesc CreatePipelineDesc(
|
||||
RHI::RHIType backendType,
|
||||
RHI::RHIPipelineLayout* pipelineLayout,
|
||||
const Resources::Shader& shader,
|
||||
const Containers::String& passName,
|
||||
const RenderSurface& surface) {
|
||||
RHI::GraphicsPipelineDesc pipelineDesc = {};
|
||||
pipelineDesc.pipelineLayout = pipelineLayout;
|
||||
pipelineDesc.topologyType = static_cast<uint32_t>(RHI::PrimitiveTopologyType::Triangle);
|
||||
::XCEngine::Rendering::Internal::ApplySingleColorAttachmentPropertiesToGraphicsPipelineDesc(
|
||||
surface,
|
||||
pipelineDesc);
|
||||
pipelineDesc.depthStencilFormat =
|
||||
static_cast<uint32_t>(::XCEngine::Rendering::Internal::ResolveSurfaceDepthFormat(surface));
|
||||
|
||||
const Resources::ShaderPass* shaderPass = shader.FindPass(passName);
|
||||
if (shaderPass != nullptr && shaderPass->hasFixedFunctionState) {
|
||||
::XCEngine::Rendering::ApplyRenderState(shaderPass->fixedFunctionState, pipelineDesc);
|
||||
} else {
|
||||
Resources::MaterialRenderState fallbackState = {};
|
||||
fallbackState.cullMode = Resources::MaterialCullMode::None;
|
||||
fallbackState.depthWriteEnable = false;
|
||||
fallbackState.depthTestEnable = true;
|
||||
fallbackState.depthFunc = Resources::MaterialComparisonFunc::LessEqual;
|
||||
fallbackState.blendEnable = true;
|
||||
fallbackState.srcBlend = Resources::MaterialBlendFactor::SrcAlpha;
|
||||
fallbackState.dstBlend = Resources::MaterialBlendFactor::InvSrcAlpha;
|
||||
fallbackState.srcBlendAlpha = Resources::MaterialBlendFactor::One;
|
||||
fallbackState.dstBlendAlpha = Resources::MaterialBlendFactor::InvSrcAlpha;
|
||||
fallbackState.blendOp = Resources::MaterialBlendOp::Add;
|
||||
fallbackState.blendOpAlpha = Resources::MaterialBlendOp::Add;
|
||||
fallbackState.colorWriteMask = static_cast<uint8_t>(RHI::ColorWriteMask::All);
|
||||
::XCEngine::Rendering::ApplyRenderState(fallbackState, pipelineDesc);
|
||||
}
|
||||
|
||||
const Resources::ShaderBackend backend = ::XCEngine::Rendering::Internal::ToShaderBackend(backendType);
|
||||
if (const Resources::ShaderStageVariant* vertexVariant = shader.FindVariant(
|
||||
passName,
|
||||
Resources::ShaderType::Vertex,
|
||||
backend)) {
|
||||
if (shaderPass != nullptr) {
|
||||
::XCEngine::Rendering::Internal::ApplyShaderStageVariant(
|
||||
shader.GetPath(),
|
||||
*shaderPass,
|
||||
backend,
|
||||
*vertexVariant,
|
||||
pipelineDesc.vertexShader);
|
||||
}
|
||||
}
|
||||
if (const Resources::ShaderStageVariant* fragmentVariant = shader.FindVariant(
|
||||
passName,
|
||||
Resources::ShaderType::Fragment,
|
||||
backend)) {
|
||||
if (shaderPass != nullptr) {
|
||||
::XCEngine::Rendering::Internal::ApplyShaderStageVariant(
|
||||
shader.GetPath(),
|
||||
*shaderPass,
|
||||
backend,
|
||||
*fragmentVariant,
|
||||
pipelineDesc.fragmentShader);
|
||||
}
|
||||
}
|
||||
|
||||
return pipelineDesc;
|
||||
}
|
||||
|
||||
float SnapGridSpacing(float targetSpacing) {
|
||||
const float clampedTarget = (std::max)(targetSpacing, 0.02f);
|
||||
const float exponent = std::floor(std::log10(clampedTarget));
|
||||
return std::pow(10.0f, exponent);
|
||||
}
|
||||
|
||||
float ComputeTransitionBlend(float targetSpacing, float baseScale) {
|
||||
const float normalizedSpacing = (std::max)(targetSpacing / (std::max)(baseScale, 1e-4f), 1.0f);
|
||||
const float transitionPosition = std::log10(normalizedSpacing);
|
||||
const float t =
|
||||
(transitionPosition - kTransitionStart) /
|
||||
(kTransitionEnd - kTransitionStart);
|
||||
const float saturated = (std::clamp)(t, 0.0f, 1.0f);
|
||||
return saturated * saturated * (3.0f - 2.0f * saturated);
|
||||
}
|
||||
|
||||
float ComputeViewDistanceToGridPlane(const InfiniteGridPassData& data) {
|
||||
const float cameraHeight = std::abs(data.cameraPosition.y);
|
||||
const Math::Vector3 forward = data.cameraForward.Normalized();
|
||||
|
||||
const bool lookingTowardGrid =
|
||||
(data.cameraPosition.y >= 0.0f && forward.y < 0.0f) ||
|
||||
(data.cameraPosition.y < 0.0f && forward.y > 0.0f);
|
||||
if (!lookingTowardGrid) {
|
||||
return cameraHeight;
|
||||
}
|
||||
|
||||
const float verticalViewComponent = (std::max)(std::abs(forward.y), kMinimumVerticalViewComponent);
|
||||
return cameraHeight / verticalViewComponent;
|
||||
}
|
||||
|
||||
Math::Matrix4x4 BuildInfiniteGridViewMatrix(const InfiniteGridPassData& data) {
|
||||
const Math::Vector3 right = data.cameraRight.Normalized();
|
||||
const Math::Vector3 up = data.cameraUp.Normalized();
|
||||
const Math::Vector3 forward = data.cameraForward.Normalized();
|
||||
|
||||
Math::Matrix4x4 view = Math::Matrix4x4::Identity();
|
||||
view.m[0][0] = right.x;
|
||||
view.m[0][1] = right.y;
|
||||
view.m[0][2] = right.z;
|
||||
view.m[0][3] = -Math::Vector3::Dot(right, data.cameraPosition);
|
||||
|
||||
view.m[1][0] = up.x;
|
||||
view.m[1][1] = up.y;
|
||||
view.m[1][2] = up.z;
|
||||
view.m[1][3] = -Math::Vector3::Dot(up, data.cameraPosition);
|
||||
|
||||
view.m[2][0] = forward.x;
|
||||
view.m[2][1] = forward.y;
|
||||
view.m[2][2] = forward.z;
|
||||
view.m[2][3] = -Math::Vector3::Dot(forward, data.cameraPosition);
|
||||
return view;
|
||||
}
|
||||
|
||||
Math::Matrix4x4 BuildInfiniteGridProjectionMatrix(
|
||||
const InfiniteGridPassData& data,
|
||||
float viewportWidth,
|
||||
float viewportHeight) {
|
||||
const float aspect = viewportHeight > 0.0f
|
||||
? viewportWidth / viewportHeight
|
||||
: 1.0f;
|
||||
return Math::Matrix4x4::Perspective(
|
||||
data.verticalFovDegrees * Math::DEG_TO_RAD,
|
||||
aspect,
|
||||
data.nearClipPlane,
|
||||
data.farClipPlane);
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
InfiniteGridParameters BuildInfiniteGridParameters(const InfiniteGridPassData& data) {
|
||||
InfiniteGridParameters parameters = {};
|
||||
if (!data.valid) {
|
||||
return parameters;
|
||||
}
|
||||
|
||||
const float cameraHeight = std::abs(data.cameraPosition.y);
|
||||
const float viewDistance = ComputeViewDistanceToGridPlane(data);
|
||||
const float targetSpacing = (std::max)(cameraHeight * kCameraHeightScaleFactor, 0.1f);
|
||||
|
||||
parameters.valid = true;
|
||||
parameters.baseScale = SnapGridSpacing(targetSpacing);
|
||||
parameters.transitionBlend = ComputeTransitionBlend(targetSpacing, parameters.baseScale);
|
||||
parameters.fadeDistance = (std::max)(
|
||||
parameters.baseScale * 320.0f,
|
||||
viewDistance * 80.0f);
|
||||
return parameters;
|
||||
}
|
||||
|
||||
BuiltinInfiniteGridPass::BuiltinInfiniteGridPass(Containers::String shaderPath)
|
||||
: m_shaderPath(std::move(shaderPath)) {
|
||||
}
|
||||
|
||||
void BuiltinInfiniteGridPass::SetShaderPath(const Containers::String& shaderPath) {
|
||||
if (m_shaderPath == shaderPath) {
|
||||
return;
|
||||
}
|
||||
|
||||
DestroyResources();
|
||||
m_shaderPath = shaderPath;
|
||||
}
|
||||
|
||||
const Containers::String& BuiltinInfiniteGridPass::GetShaderPath() const {
|
||||
return m_shaderPath;
|
||||
}
|
||||
|
||||
void BuiltinInfiniteGridPass::Shutdown() {
|
||||
DestroyResources();
|
||||
}
|
||||
|
||||
bool BuiltinInfiniteGridPass::Render(
|
||||
const RenderContext& renderContext,
|
||||
const RenderSurface& surface,
|
||||
const InfiniteGridPassData& data) {
|
||||
if (!data.valid || !renderContext.IsValid()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const std::vector<RHI::RHIResourceView*>& colorAttachments = surface.GetColorAttachments();
|
||||
if (!::XCEngine::Rendering::Internal::HasSingleColorAttachment(surface) ||
|
||||
colorAttachments.empty() ||
|
||||
colorAttachments[0] == nullptr ||
|
||||
surface.GetDepthAttachment() == nullptr) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const Math::RectInt renderArea = surface.GetRenderArea();
|
||||
if (renderArea.width <= 0 || renderArea.height <= 0) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!EnsureInitialized(renderContext, surface)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const InfiniteGridParameters parameters = BuildInfiniteGridParameters(data);
|
||||
if (!parameters.valid) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const Math::Matrix4x4 viewProjection =
|
||||
BuildInfiniteGridProjectionMatrix(
|
||||
data,
|
||||
static_cast<float>(renderArea.width),
|
||||
static_cast<float>(renderArea.height)) *
|
||||
BuildInfiniteGridViewMatrix(data);
|
||||
|
||||
const float aspect = renderArea.height > 0
|
||||
? static_cast<float>(renderArea.width) / static_cast<float>(renderArea.height)
|
||||
: 1.0f;
|
||||
|
||||
GridConstants constants = {};
|
||||
constants.viewProjection = viewProjection.Transpose();
|
||||
constants.cameraPositionAndScale = Math::Vector4(data.cameraPosition, parameters.baseScale);
|
||||
constants.cameraRightAndFade = Math::Vector4(data.cameraRight, parameters.fadeDistance);
|
||||
constants.cameraUpAndTanHalfFov = Math::Vector4(
|
||||
data.cameraUp,
|
||||
std::tan(data.verticalFovDegrees * Math::DEG_TO_RAD * 0.5f));
|
||||
constants.cameraForwardAndAspect = Math::Vector4(data.cameraForward, aspect);
|
||||
constants.viewportNearFar = Math::Vector4(
|
||||
static_cast<float>(surface.GetWidth()),
|
||||
static_cast<float>(surface.GetHeight()),
|
||||
data.nearClipPlane,
|
||||
data.farClipPlane);
|
||||
constants.gridTransition = Math::Vector4(parameters.transitionBlend, 0.0f, 0.0f, 0.0f);
|
||||
|
||||
m_constantSet->WriteConstant(0, &constants, sizeof(constants));
|
||||
|
||||
RHI::RHICommandList* commandList = renderContext.commandList;
|
||||
RHI::RHIResourceView* renderTarget = colorAttachments[0];
|
||||
RHI::RHIResourceView* depthAttachment = surface.GetDepthAttachment();
|
||||
if (surface.IsAutoTransitionEnabled()) {
|
||||
commandList->TransitionBarrier(
|
||||
renderTarget,
|
||||
surface.GetColorStateAfter(),
|
||||
RHI::ResourceStates::RenderTarget);
|
||||
commandList->TransitionBarrier(
|
||||
depthAttachment,
|
||||
surface.GetDepthStateAfter(),
|
||||
RHI::ResourceStates::DepthWrite);
|
||||
}
|
||||
|
||||
commandList->SetRenderTargets(1, &renderTarget, depthAttachment);
|
||||
|
||||
const RHI::Viewport viewport = {
|
||||
static_cast<float>(renderArea.x),
|
||||
static_cast<float>(renderArea.y),
|
||||
static_cast<float>(renderArea.width),
|
||||
static_cast<float>(renderArea.height),
|
||||
0.0f,
|
||||
1.0f
|
||||
};
|
||||
const RHI::Rect scissorRect = {
|
||||
renderArea.x,
|
||||
renderArea.y,
|
||||
renderArea.x + renderArea.width,
|
||||
renderArea.y + renderArea.height
|
||||
};
|
||||
|
||||
commandList->SetViewport(viewport);
|
||||
commandList->SetScissorRect(scissorRect);
|
||||
commandList->SetPrimitiveTopology(RHI::PrimitiveTopology::TriangleList);
|
||||
commandList->SetPipelineState(m_pipelineState);
|
||||
|
||||
RHI::RHIDescriptorSet* descriptorSets[] = { m_constantSet };
|
||||
commandList->SetGraphicsDescriptorSets(0, 1, descriptorSets, m_pipelineLayout);
|
||||
commandList->Draw(3, 1, 0, 0);
|
||||
commandList->EndRenderPass();
|
||||
|
||||
if (surface.IsAutoTransitionEnabled()) {
|
||||
commandList->TransitionBarrier(
|
||||
renderTarget,
|
||||
RHI::ResourceStates::RenderTarget,
|
||||
surface.GetColorStateAfter());
|
||||
commandList->TransitionBarrier(
|
||||
depthAttachment,
|
||||
RHI::ResourceStates::DepthWrite,
|
||||
surface.GetDepthStateAfter());
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool BuiltinInfiniteGridPass::EnsureInitialized(const RenderContext& renderContext, const RenderSurface& surface) {
|
||||
const RHI::Format renderTargetFormat =
|
||||
::XCEngine::Rendering::Internal::ResolveSurfaceColorFormat(surface, 0u);
|
||||
const RHI::Format depthFormat =
|
||||
::XCEngine::Rendering::Internal::ResolveSurfaceDepthFormat(surface);
|
||||
const uint32_t renderTargetSampleCount =
|
||||
::XCEngine::Rendering::Internal::ResolveSurfaceSampleCount(surface);
|
||||
if (m_pipelineState != nullptr &&
|
||||
m_pipelineLayout != nullptr &&
|
||||
m_constantPool != nullptr &&
|
||||
m_constantSet != nullptr &&
|
||||
m_device == renderContext.device &&
|
||||
m_backendType == renderContext.backendType &&
|
||||
m_renderTargetFormat == renderTargetFormat &&
|
||||
m_depthStencilFormat == depthFormat &&
|
||||
m_renderTargetSampleCount == renderTargetSampleCount) {
|
||||
return true;
|
||||
}
|
||||
|
||||
DestroyResources();
|
||||
return CreateResources(renderContext, surface);
|
||||
}
|
||||
|
||||
bool BuiltinInfiniteGridPass::CreateResources(const RenderContext& renderContext, const RenderSurface& surface) {
|
||||
if (!renderContext.IsValid()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!::XCEngine::Rendering::Internal::HasSingleColorAttachment(surface) ||
|
||||
::XCEngine::Rendering::Internal::ResolveSurfaceColorFormat(surface, 0u) == RHI::Format::Unknown ||
|
||||
::XCEngine::Rendering::Internal::ResolveSurfaceDepthFormat(surface) == RHI::Format::Unknown) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (m_shaderPath.Empty()) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
"BuiltinInfiniteGridPass requires an injected shader path before resource creation");
|
||||
return false;
|
||||
}
|
||||
|
||||
m_device = renderContext.device;
|
||||
m_backendType = renderContext.backendType;
|
||||
m_builtinInfiniteGridShader = Resources::ResourceManager::Get().Load<Resources::Shader>(
|
||||
m_shaderPath);
|
||||
if (!m_builtinInfiniteGridShader.IsValid()) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
"BuiltinInfiniteGridPass failed to load configured infinite-grid shader resource");
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
const Resources::ShaderBackend backend = ::XCEngine::Rendering::Internal::ToShaderBackend(m_backendType);
|
||||
const Resources::ShaderPass* infiniteGridPass =
|
||||
FindInfiniteGridCompatiblePass(*m_builtinInfiniteGridShader.Get(), backend);
|
||||
if (infiniteGridPass == nullptr) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
"BuiltinInfiniteGridPass could not resolve a valid InfiniteGrid shader pass");
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
RHI::DescriptorPoolDesc constantPoolDesc = {};
|
||||
constantPoolDesc.type = RHI::DescriptorHeapType::CBV_SRV_UAV;
|
||||
constantPoolDesc.descriptorCount = 1;
|
||||
constantPoolDesc.shaderVisible = false;
|
||||
m_constantPool = m_device->CreateDescriptorPool(constantPoolDesc);
|
||||
if (m_constantPool == nullptr) {
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
m_constantSet = m_constantPool->AllocateSet(constantLayout);
|
||||
if (m_constantSet == nullptr) {
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
RHI::GraphicsPipelineDesc pipelineDesc = {};
|
||||
pipelineDesc = CreatePipelineDesc(
|
||||
m_backendType,
|
||||
m_pipelineLayout,
|
||||
*m_builtinInfiniteGridShader.Get(),
|
||||
infiniteGridPass->name,
|
||||
surface);
|
||||
|
||||
m_pipelineState = m_device->CreatePipelineState(pipelineDesc);
|
||||
if (m_pipelineState == nullptr || !m_pipelineState->IsValid()) {
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
m_renderTargetFormat = ::XCEngine::Rendering::Internal::ResolveSurfaceColorFormat(surface, 0u);
|
||||
m_depthStencilFormat = ::XCEngine::Rendering::Internal::ResolveSurfaceDepthFormat(surface);
|
||||
m_renderTargetSampleCount = ::XCEngine::Rendering::Internal::ResolveSurfaceSampleCount(surface);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void BuiltinInfiniteGridPass::DestroyResources() {
|
||||
if (m_pipelineState != nullptr) {
|
||||
m_pipelineState->Shutdown();
|
||||
delete m_pipelineState;
|
||||
m_pipelineState = nullptr;
|
||||
}
|
||||
|
||||
if (m_constantSet != nullptr) {
|
||||
m_constantSet->Shutdown();
|
||||
delete m_constantSet;
|
||||
m_constantSet = nullptr;
|
||||
}
|
||||
|
||||
if (m_constantPool != nullptr) {
|
||||
m_constantPool->Shutdown();
|
||||
delete m_constantPool;
|
||||
m_constantPool = nullptr;
|
||||
}
|
||||
|
||||
if (m_pipelineLayout != nullptr) {
|
||||
m_pipelineLayout->Shutdown();
|
||||
delete m_pipelineLayout;
|
||||
m_pipelineLayout = nullptr;
|
||||
}
|
||||
|
||||
m_device = nullptr;
|
||||
m_backendType = RHI::RHIType::D3D12;
|
||||
m_builtinInfiniteGridShader.Reset();
|
||||
m_renderTargetFormat = RHI::Format::Unknown;
|
||||
m_depthStencilFormat = RHI::Format::Unknown;
|
||||
m_renderTargetSampleCount = 1u;
|
||||
}
|
||||
|
||||
} // namespace Passes
|
||||
} // namespace Rendering
|
||||
} // namespace XCEngine
|
||||
@@ -1,73 +0,0 @@
|
||||
#include "Rendering/Passes/BuiltinSelectionMaskPass.h"
|
||||
|
||||
#include "Components/GameObject.h"
|
||||
#include "Resources/BuiltinResources.h"
|
||||
|
||||
#include <XCEngine/Rendering/FrameData/RenderSceneData.h>
|
||||
#include <XCEngine/Rendering/FrameData/VisibleRenderItem.h>
|
||||
|
||||
#include <algorithm>
|
||||
|
||||
namespace XCEngine {
|
||||
namespace Rendering {
|
||||
namespace Passes {
|
||||
|
||||
BuiltinSelectionMaskPass::BuiltinSelectionMaskPass()
|
||||
: BuiltinDepthStylePassBase(
|
||||
BuiltinMaterialPass::SelectionMask,
|
||||
Resources::GetBuiltinSelectionMaskShaderPath()) {
|
||||
}
|
||||
|
||||
RHI::InputLayoutDesc BuiltinSelectionMaskPass::BuildInputLayout() {
|
||||
return BuildCommonInputLayout();
|
||||
}
|
||||
|
||||
const char* BuiltinSelectionMaskPass::GetName() const {
|
||||
return "BuiltinSelectionMaskPass";
|
||||
}
|
||||
|
||||
bool BuiltinSelectionMaskPass::Render(
|
||||
const RenderContext& context,
|
||||
const RenderSurface& surface,
|
||||
const RenderSceneData& sceneData,
|
||||
const std::vector<uint64_t>& selectedObjectIds) {
|
||||
m_selectedObjectIds.clear();
|
||||
m_selectedObjectIds.reserve(selectedObjectIds.size());
|
||||
for (uint64_t selectedObjectId : selectedObjectIds) {
|
||||
RenderObjectId renderObjectId = kInvalidRenderObjectId;
|
||||
if (TryConvertRuntimeObjectIdToRenderObjectId(selectedObjectId, renderObjectId)) {
|
||||
m_selectedObjectIds.push_back(renderObjectId);
|
||||
}
|
||||
}
|
||||
|
||||
if (m_selectedObjectIds.empty()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
RenderSceneData selectionMaskSceneData = sceneData;
|
||||
selectionMaskSceneData.cameraData.clearFlags = RenderClearFlags::Color;
|
||||
selectionMaskSceneData.cameraData.clearColor = Math::Color::Black();
|
||||
|
||||
const RenderPassContext passContext = {
|
||||
context,
|
||||
surface,
|
||||
selectionMaskSceneData,
|
||||
nullptr,
|
||||
nullptr,
|
||||
RHI::ResourceStates::Common
|
||||
};
|
||||
return Execute(passContext);
|
||||
}
|
||||
|
||||
bool BuiltinSelectionMaskPass::ShouldRenderVisibleItem(const VisibleRenderItem& visibleItem) const {
|
||||
if (!IsValidRenderObjectId(visibleItem.renderObjectId)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
return std::find(m_selectedObjectIds.begin(), m_selectedObjectIds.end(), visibleItem.renderObjectId) !=
|
||||
m_selectedObjectIds.end();
|
||||
}
|
||||
|
||||
} // namespace Passes
|
||||
} // namespace Rendering
|
||||
} // namespace XCEngine
|
||||
@@ -1,465 +0,0 @@
|
||||
#include "Rendering/Passes/BuiltinSelectionOutlinePass.h"
|
||||
|
||||
#include "Core/Asset/ResourceManager.h"
|
||||
#include "Debug/Logger.h"
|
||||
#include "Rendering/Internal/RenderSurfacePipelineUtils.h"
|
||||
#include "Rendering/Internal/ShaderVariantUtils.h"
|
||||
#include "Rendering/Materials/RenderMaterialStateUtils.h"
|
||||
#include "RHI/RHICommandList.h"
|
||||
#include "RHI/RHIDevice.h"
|
||||
|
||||
#include <XCEngine/Resources/BuiltinResources.h>
|
||||
|
||||
#include <utility>
|
||||
|
||||
namespace XCEngine {
|
||||
namespace Rendering {
|
||||
namespace Passes {
|
||||
|
||||
namespace {
|
||||
|
||||
const Resources::ShaderPass* FindSelectionOutlineCompatiblePass(
|
||||
const Resources::Shader& shader,
|
||||
Resources::ShaderBackend backend) {
|
||||
const Resources::ShaderPass* outlinePass = shader.FindPass("SelectionOutline");
|
||||
if (outlinePass != nullptr &&
|
||||
::XCEngine::Rendering::Internal::ShaderPassHasGraphicsVariants(shader, outlinePass->name, backend)) {
|
||||
return outlinePass;
|
||||
}
|
||||
|
||||
const Resources::ShaderPass* editorOutlinePass = shader.FindPass("EditorSelectionOutline");
|
||||
if (editorOutlinePass != nullptr &&
|
||||
::XCEngine::Rendering::Internal::ShaderPassHasGraphicsVariants(
|
||||
shader,
|
||||
editorOutlinePass->name,
|
||||
backend)) {
|
||||
return editorOutlinePass;
|
||||
}
|
||||
|
||||
if (shader.GetPassCount() > 0 &&
|
||||
::XCEngine::Rendering::Internal::ShaderPassHasGraphicsVariants(
|
||||
shader,
|
||||
shader.GetPasses()[0].name,
|
||||
backend)) {
|
||||
return &shader.GetPasses()[0];
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
RHI::GraphicsPipelineDesc CreatePipelineDesc(
|
||||
RHI::RHIType backendType,
|
||||
RHI::RHIPipelineLayout* pipelineLayout,
|
||||
const Resources::Shader& shader,
|
||||
const Containers::String& passName,
|
||||
const RenderSurface& surface) {
|
||||
RHI::GraphicsPipelineDesc pipelineDesc = {};
|
||||
pipelineDesc.pipelineLayout = pipelineLayout;
|
||||
pipelineDesc.topologyType = static_cast<uint32_t>(RHI::PrimitiveTopologyType::Triangle);
|
||||
::XCEngine::Rendering::Internal::ApplySingleColorAttachmentPropertiesToGraphicsPipelineDesc(
|
||||
surface,
|
||||
pipelineDesc);
|
||||
pipelineDesc.depthStencilFormat = static_cast<uint32_t>(RHI::Format::Unknown);
|
||||
|
||||
const Resources::ShaderPass* shaderPass = shader.FindPass(passName);
|
||||
if (shaderPass != nullptr && shaderPass->hasFixedFunctionState) {
|
||||
::XCEngine::Rendering::ApplyRenderState(shaderPass->fixedFunctionState, pipelineDesc);
|
||||
} else {
|
||||
Resources::MaterialRenderState fallbackState = {};
|
||||
fallbackState.cullMode = Resources::MaterialCullMode::None;
|
||||
fallbackState.depthWriteEnable = false;
|
||||
fallbackState.depthTestEnable = false;
|
||||
fallbackState.depthFunc = Resources::MaterialComparisonFunc::Always;
|
||||
fallbackState.blendEnable = true;
|
||||
fallbackState.srcBlend = Resources::MaterialBlendFactor::SrcAlpha;
|
||||
fallbackState.dstBlend = Resources::MaterialBlendFactor::InvSrcAlpha;
|
||||
fallbackState.srcBlendAlpha = Resources::MaterialBlendFactor::One;
|
||||
fallbackState.dstBlendAlpha = Resources::MaterialBlendFactor::InvSrcAlpha;
|
||||
fallbackState.blendOp = Resources::MaterialBlendOp::Add;
|
||||
fallbackState.blendOpAlpha = Resources::MaterialBlendOp::Add;
|
||||
fallbackState.colorWriteMask = static_cast<uint8_t>(RHI::ColorWriteMask::All);
|
||||
::XCEngine::Rendering::ApplyRenderState(fallbackState, pipelineDesc);
|
||||
}
|
||||
|
||||
const Resources::ShaderBackend backend = ::XCEngine::Rendering::Internal::ToShaderBackend(backendType);
|
||||
if (const Resources::ShaderStageVariant* vertexVariant =
|
||||
shader.FindVariant(passName, Resources::ShaderType::Vertex, backend)) {
|
||||
if (shaderPass != nullptr) {
|
||||
::XCEngine::Rendering::Internal::ApplyShaderStageVariant(
|
||||
shader.GetPath(),
|
||||
*shaderPass,
|
||||
backend,
|
||||
*vertexVariant,
|
||||
pipelineDesc.vertexShader);
|
||||
}
|
||||
}
|
||||
if (const Resources::ShaderStageVariant* fragmentVariant =
|
||||
shader.FindVariant(passName, Resources::ShaderType::Fragment, backend)) {
|
||||
if (shaderPass != nullptr) {
|
||||
::XCEngine::Rendering::Internal::ApplyShaderStageVariant(
|
||||
shader.GetPath(),
|
||||
*shaderPass,
|
||||
backend,
|
||||
*fragmentVariant,
|
||||
pipelineDesc.fragmentShader);
|
||||
}
|
||||
}
|
||||
|
||||
return pipelineDesc;
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
BuiltinSelectionOutlinePass::BuiltinSelectionOutlinePass(Containers::String shaderPath)
|
||||
: m_shaderPath(shaderPath.Empty() ? Resources::GetBuiltinSelectionOutlineShaderPath() : std::move(shaderPath)) {
|
||||
ResetState();
|
||||
}
|
||||
|
||||
void BuiltinSelectionOutlinePass::SetShaderPath(const Containers::String& shaderPath) {
|
||||
if (m_shaderPath == shaderPath) {
|
||||
return;
|
||||
}
|
||||
|
||||
DestroyResources();
|
||||
m_shaderPath = shaderPath;
|
||||
}
|
||||
|
||||
const Containers::String& BuiltinSelectionOutlinePass::GetShaderPath() const {
|
||||
return m_shaderPath;
|
||||
}
|
||||
|
||||
void BuiltinSelectionOutlinePass::Shutdown() {
|
||||
DestroyResources();
|
||||
}
|
||||
|
||||
bool BuiltinSelectionOutlinePass::Render(
|
||||
const RenderContext& renderContext,
|
||||
const RenderSurface& surface,
|
||||
const SelectionOutlinePassInputs& inputs,
|
||||
const SelectionOutlineStyle& style) {
|
||||
if (!renderContext.IsValid() ||
|
||||
inputs.selectionMaskTextureView == nullptr ||
|
||||
inputs.depthTextureView == nullptr) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const std::vector<RHI::RHIResourceView*>& colorAttachments = surface.GetColorAttachments();
|
||||
if (!::XCEngine::Rendering::Internal::HasSingleColorAttachment(surface) ||
|
||||
colorAttachments.empty() ||
|
||||
colorAttachments[0] == nullptr) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const Math::RectInt renderArea = surface.GetRenderArea();
|
||||
if (renderArea.width <= 0 || renderArea.height <= 0) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!EnsureInitialized(renderContext, surface)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
OutlineConstants constants = {};
|
||||
constants.viewportSizeAndTexelSize = Math::Vector4(
|
||||
static_cast<float>(surface.GetWidth()),
|
||||
static_cast<float>(surface.GetHeight()),
|
||||
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.outlineColor = Math::Vector4(
|
||||
style.outlineColor.r,
|
||||
style.outlineColor.g,
|
||||
style.outlineColor.b,
|
||||
style.outlineColor.a);
|
||||
constants.outlineInfo = Math::Vector4(
|
||||
style.debugSelectionMask ? 1.0f : 0.0f,
|
||||
style.outlineWidthPixels,
|
||||
0.0f,
|
||||
0.0f);
|
||||
constants.depthParams = Math::Vector4(1.0e-5f, 0.0f, 0.0f, 0.0f);
|
||||
|
||||
m_constantSet->WriteConstant(0, &constants, sizeof(constants));
|
||||
m_textureSet->Update(0, inputs.selectionMaskTextureView);
|
||||
m_textureSet->Update(1, inputs.depthTextureView);
|
||||
|
||||
RHI::RHICommandList* commandList = renderContext.commandList;
|
||||
RHI::RHIResourceView* renderTarget = colorAttachments[0];
|
||||
if (surface.IsAutoTransitionEnabled()) {
|
||||
commandList->TransitionBarrier(
|
||||
renderTarget,
|
||||
surface.GetColorStateAfter(),
|
||||
RHI::ResourceStates::RenderTarget);
|
||||
commandList->TransitionBarrier(
|
||||
inputs.selectionMaskTextureView,
|
||||
inputs.selectionMaskState,
|
||||
RHI::ResourceStates::PixelShaderResource);
|
||||
commandList->TransitionBarrier(
|
||||
inputs.depthTextureView,
|
||||
inputs.depthTextureState,
|
||||
RHI::ResourceStates::PixelShaderResource);
|
||||
}
|
||||
commandList->SetRenderTargets(1, &renderTarget, nullptr);
|
||||
|
||||
const RHI::Viewport viewport = {
|
||||
static_cast<float>(renderArea.x),
|
||||
static_cast<float>(renderArea.y),
|
||||
static_cast<float>(renderArea.width),
|
||||
static_cast<float>(renderArea.height),
|
||||
0.0f,
|
||||
1.0f
|
||||
};
|
||||
const RHI::Rect scissorRect = {
|
||||
renderArea.x,
|
||||
renderArea.y,
|
||||
renderArea.x + renderArea.width,
|
||||
renderArea.y + renderArea.height
|
||||
};
|
||||
|
||||
commandList->SetViewport(viewport);
|
||||
commandList->SetScissorRect(scissorRect);
|
||||
commandList->SetPrimitiveTopology(RHI::PrimitiveTopology::TriangleList);
|
||||
commandList->SetPipelineState(m_pipelineState);
|
||||
|
||||
RHI::RHIDescriptorSet* descriptorSets[] = { m_constantSet, m_textureSet };
|
||||
commandList->SetGraphicsDescriptorSets(0, 2, descriptorSets, m_pipelineLayout);
|
||||
commandList->Draw(3, 1, 0, 0);
|
||||
commandList->EndRenderPass();
|
||||
|
||||
if (surface.IsAutoTransitionEnabled()) {
|
||||
commandList->TransitionBarrier(
|
||||
renderTarget,
|
||||
RHI::ResourceStates::RenderTarget,
|
||||
surface.GetColorStateAfter());
|
||||
commandList->TransitionBarrier(
|
||||
inputs.selectionMaskTextureView,
|
||||
RHI::ResourceStates::PixelShaderResource,
|
||||
inputs.selectionMaskState);
|
||||
commandList->TransitionBarrier(
|
||||
inputs.depthTextureView,
|
||||
RHI::ResourceStates::PixelShaderResource,
|
||||
inputs.depthTextureState);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool BuiltinSelectionOutlinePass::EnsureInitialized(const RenderContext& renderContext, const RenderSurface& surface) {
|
||||
const RHI::Format renderTargetFormat =
|
||||
::XCEngine::Rendering::Internal::ResolveSurfaceColorFormat(surface, 0u);
|
||||
const uint32_t renderTargetSampleCount =
|
||||
::XCEngine::Rendering::Internal::ResolveSurfaceSampleCount(surface);
|
||||
if (m_pipelineLayout != nullptr &&
|
||||
m_pipelineState != nullptr &&
|
||||
m_constantPool != nullptr &&
|
||||
m_constantSet != nullptr &&
|
||||
m_texturePool != nullptr &&
|
||||
m_textureSet != nullptr &&
|
||||
m_device == renderContext.device &&
|
||||
m_backendType == renderContext.backendType &&
|
||||
m_renderTargetFormat == renderTargetFormat &&
|
||||
m_renderTargetSampleCount == renderTargetSampleCount) {
|
||||
return true;
|
||||
}
|
||||
|
||||
if (HasCreatedResources()) {
|
||||
DestroyResources();
|
||||
}
|
||||
return CreateResources(renderContext, surface);
|
||||
}
|
||||
|
||||
bool BuiltinSelectionOutlinePass::CreateResources(const RenderContext& renderContext, const RenderSurface& surface) {
|
||||
if (!renderContext.IsValid()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!::XCEngine::Rendering::Internal::HasSingleColorAttachment(surface) ||
|
||||
::XCEngine::Rendering::Internal::ResolveSurfaceColorFormat(surface, 0u) == RHI::Format::Unknown) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (m_shaderPath.Empty()) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
"BuiltinSelectionOutlinePass requires an injected shader path before resource creation");
|
||||
return false;
|
||||
}
|
||||
|
||||
Resources::ResourceHandle<Resources::Shader> shader = Resources::ResourceManager::Get().Load<Resources::Shader>(
|
||||
m_shaderPath);
|
||||
if (!shader.IsValid()) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
"BuiltinSelectionOutlinePass failed to load configured selection-outline shader resource");
|
||||
ResetState();
|
||||
return false;
|
||||
}
|
||||
|
||||
m_device = renderContext.device;
|
||||
m_backendType = renderContext.backendType;
|
||||
m_builtinSelectionOutlineShader.emplace(std::move(shader));
|
||||
|
||||
const Resources::ShaderBackend backend = ::XCEngine::Rendering::Internal::ToShaderBackend(m_backendType);
|
||||
const Resources::ShaderPass* outlinePass =
|
||||
FindSelectionOutlineCompatiblePass(*m_builtinSelectionOutlineShader->Get(), backend);
|
||||
if (outlinePass == nullptr) {
|
||||
Debug::Logger::Get().Error(
|
||||
Debug::LogCategory::Rendering,
|
||||
"BuiltinSelectionOutlinePass could not resolve a valid SelectionOutline shader pass");
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
RHI::DescriptorSetLayoutBinding constantBinding = {};
|
||||
constantBinding.binding = 0;
|
||||
constantBinding.type = static_cast<uint32_t>(RHI::DescriptorType::CBV);
|
||||
constantBinding.count = 1;
|
||||
|
||||
RHI::DescriptorSetLayoutBinding textureBindings[2] = {};
|
||||
textureBindings[0].binding = 0;
|
||||
textureBindings[0].type = static_cast<uint32_t>(RHI::DescriptorType::SRV);
|
||||
textureBindings[0].count = 1;
|
||||
textureBindings[1].binding = 1;
|
||||
textureBindings[1].type = static_cast<uint32_t>(RHI::DescriptorType::SRV);
|
||||
textureBindings[1].count = 1;
|
||||
|
||||
RHI::DescriptorSetLayoutDesc constantLayout = {};
|
||||
constantLayout.bindings = &constantBinding;
|
||||
constantLayout.bindingCount = 1;
|
||||
|
||||
RHI::DescriptorSetLayoutDesc textureLayout = {};
|
||||
textureLayout.bindings = textureBindings;
|
||||
textureLayout.bindingCount = 2;
|
||||
|
||||
RHI::DescriptorSetLayoutDesc setLayouts[2] = {};
|
||||
setLayouts[0] = constantLayout;
|
||||
setLayouts[1] = textureLayout;
|
||||
|
||||
RHI::RHIPipelineLayoutDesc pipelineLayoutDesc = {};
|
||||
pipelineLayoutDesc.setLayouts = setLayouts;
|
||||
pipelineLayoutDesc.setLayoutCount = 2;
|
||||
m_pipelineLayout = m_device->CreatePipelineLayout(pipelineLayoutDesc);
|
||||
if (m_pipelineLayout == nullptr) {
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
RHI::DescriptorPoolDesc constantPoolDesc = {};
|
||||
constantPoolDesc.type = RHI::DescriptorHeapType::CBV_SRV_UAV;
|
||||
constantPoolDesc.descriptorCount = 1;
|
||||
constantPoolDesc.shaderVisible = false;
|
||||
m_constantPool = m_device->CreateDescriptorPool(constantPoolDesc);
|
||||
if (m_constantPool == nullptr) {
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
m_constantSet = m_constantPool->AllocateSet(constantLayout);
|
||||
if (m_constantSet == nullptr) {
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
RHI::DescriptorPoolDesc texturePoolDesc = {};
|
||||
texturePoolDesc.type = RHI::DescriptorHeapType::CBV_SRV_UAV;
|
||||
texturePoolDesc.descriptorCount = 2;
|
||||
texturePoolDesc.shaderVisible = true;
|
||||
m_texturePool = m_device->CreateDescriptorPool(texturePoolDesc);
|
||||
if (m_texturePool == nullptr) {
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
m_textureSet = m_texturePool->AllocateSet(textureLayout);
|
||||
if (m_textureSet == nullptr) {
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
m_pipelineState = m_device->CreatePipelineState(
|
||||
CreatePipelineDesc(
|
||||
m_backendType,
|
||||
m_pipelineLayout,
|
||||
*m_builtinSelectionOutlineShader->Get(),
|
||||
outlinePass->name,
|
||||
surface));
|
||||
if (m_pipelineState == nullptr || !m_pipelineState->IsValid()) {
|
||||
DestroyResources();
|
||||
return false;
|
||||
}
|
||||
|
||||
m_renderTargetFormat = ::XCEngine::Rendering::Internal::ResolveSurfaceColorFormat(surface, 0u);
|
||||
m_renderTargetSampleCount = ::XCEngine::Rendering::Internal::ResolveSurfaceSampleCount(surface);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool BuiltinSelectionOutlinePass::HasCreatedResources() const {
|
||||
return m_device != nullptr ||
|
||||
m_pipelineLayout != nullptr ||
|
||||
m_pipelineState != nullptr ||
|
||||
m_constantPool != nullptr ||
|
||||
m_constantSet != nullptr ||
|
||||
m_texturePool != nullptr ||
|
||||
m_textureSet != nullptr ||
|
||||
m_builtinSelectionOutlineShader.has_value();
|
||||
}
|
||||
|
||||
void BuiltinSelectionOutlinePass::DestroyResources() {
|
||||
if (m_pipelineState != nullptr) {
|
||||
m_pipelineState->Shutdown();
|
||||
delete m_pipelineState;
|
||||
m_pipelineState = nullptr;
|
||||
}
|
||||
|
||||
if (m_textureSet != nullptr) {
|
||||
m_textureSet->Shutdown();
|
||||
delete m_textureSet;
|
||||
m_textureSet = nullptr;
|
||||
}
|
||||
|
||||
if (m_texturePool != nullptr) {
|
||||
m_texturePool->Shutdown();
|
||||
delete m_texturePool;
|
||||
m_texturePool = nullptr;
|
||||
}
|
||||
|
||||
if (m_constantSet != nullptr) {
|
||||
m_constantSet->Shutdown();
|
||||
delete m_constantSet;
|
||||
m_constantSet = nullptr;
|
||||
}
|
||||
|
||||
if (m_constantPool != nullptr) {
|
||||
m_constantPool->Shutdown();
|
||||
delete m_constantPool;
|
||||
m_constantPool = nullptr;
|
||||
}
|
||||
|
||||
if (m_pipelineLayout != nullptr) {
|
||||
m_pipelineLayout->Shutdown();
|
||||
delete m_pipelineLayout;
|
||||
m_pipelineLayout = nullptr;
|
||||
}
|
||||
|
||||
if (m_builtinSelectionOutlineShader.has_value()) {
|
||||
m_builtinSelectionOutlineShader.reset();
|
||||
}
|
||||
|
||||
ResetState();
|
||||
}
|
||||
|
||||
void BuiltinSelectionOutlinePass::ResetState() {
|
||||
m_device = nullptr;
|
||||
m_backendType = RHI::RHIType::D3D12;
|
||||
m_pipelineLayout = nullptr;
|
||||
m_pipelineState = nullptr;
|
||||
m_constantPool = nullptr;
|
||||
m_constantSet = nullptr;
|
||||
m_texturePool = nullptr;
|
||||
m_textureSet = nullptr;
|
||||
m_builtinSelectionOutlineShader.reset();
|
||||
m_renderTargetFormat = RHI::Format::Unknown;
|
||||
m_renderTargetSampleCount = 1u;
|
||||
}
|
||||
|
||||
} // namespace Passes
|
||||
} // namespace Rendering
|
||||
} // namespace XCEngine
|
||||
Reference in New Issue
Block a user