refactor(rendering): move old editor viewport passes out of engine
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@@ -1,77 +0,0 @@
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#pragma once
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#include <XCEngine/Core/Containers/String.h>
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#include <XCEngine/Core/Math/Vector3.h>
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#include <XCEngine/Core/Asset/ResourceHandle.h>
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#include <XCEngine/Core/Asset/ResourceManager.h>
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#include <XCEngine/Rendering/RenderContext.h>
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#include <XCEngine/Rendering/RenderSurface.h>
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#include <XCEngine/RHI/RHIDescriptorPool.h>
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#include <XCEngine/RHI/RHIDescriptorSet.h>
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#include <XCEngine/RHI/RHIEnums.h>
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#include <XCEngine/RHI/RHIPipelineLayout.h>
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#include <XCEngine/RHI/RHIPipelineState.h>
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#include <XCEngine/Resources/Shader/Shader.h>
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namespace XCEngine {
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namespace Rendering {
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namespace Passes {
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struct InfiniteGridPassData {
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bool valid = false;
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Math::Vector3 cameraPosition = Math::Vector3::Zero();
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Math::Vector3 cameraForward = Math::Vector3::Forward();
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Math::Vector3 cameraRight = Math::Vector3::Right();
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Math::Vector3 cameraUp = Math::Vector3::Up();
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float verticalFovDegrees = 60.0f;
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float nearClipPlane = 0.03f;
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float farClipPlane = 2000.0f;
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float orbitDistance = 6.0f;
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};
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struct InfiniteGridParameters {
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bool valid = false;
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float baseScale = 1.0f;
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float transitionBlend = 0.0f;
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float fadeDistance = 500.0f;
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};
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InfiniteGridParameters BuildInfiniteGridParameters(const InfiniteGridPassData& data);
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class BuiltinInfiniteGridPass {
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public:
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explicit BuiltinInfiniteGridPass(Containers::String shaderPath = Containers::String());
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~BuiltinInfiniteGridPass() = default;
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void SetShaderPath(const Containers::String& shaderPath);
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const Containers::String& GetShaderPath() const;
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void Shutdown();
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bool Render(
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const RenderContext& renderContext,
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const RenderSurface& surface,
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const InfiniteGridPassData& data);
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private:
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bool EnsureInitialized(const RenderContext& renderContext, const RenderSurface& surface);
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bool CreateResources(const RenderContext& renderContext, const RenderSurface& surface);
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void DestroyResources();
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RHI::RHIDevice* m_device = nullptr;
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RHI::RHIType m_backendType = RHI::RHIType::D3D12;
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RHI::RHIPipelineLayout* m_pipelineLayout = nullptr;
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RHI::RHIPipelineState* m_pipelineState = nullptr;
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RHI::RHIDescriptorPool* m_constantPool = nullptr;
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RHI::RHIDescriptorSet* m_constantSet = nullptr;
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Containers::String m_shaderPath;
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Resources::ResourceHandle<Resources::Shader> m_builtinInfiniteGridShader;
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RHI::Format m_renderTargetFormat = RHI::Format::Unknown;
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RHI::Format m_depthStencilFormat = RHI::Format::Unknown;
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uint32_t m_renderTargetSampleCount = 1u;
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};
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} // namespace Passes
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} // namespace Rendering
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} // namespace XCEngine
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@@ -1,41 +0,0 @@
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#pragma once
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#include <XCEngine/Rendering/Passes/BuiltinDepthStylePassBase.h>
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#include <XCEngine/Rendering/Picking/ObjectIdCodec.h>
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#include <cstdint>
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#include <vector>
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namespace XCEngine {
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namespace Rendering {
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struct RenderSceneData;
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struct VisibleRenderItem;
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namespace Passes {
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class BuiltinSelectionMaskPass final : public BuiltinDepthStylePassBase {
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public:
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BuiltinSelectionMaskPass();
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~BuiltinSelectionMaskPass() override = default;
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static RHI::InputLayoutDesc BuildInputLayout();
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const char* GetName() const override;
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bool Render(
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const RenderContext& context,
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const RenderSurface& surface,
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const RenderSceneData& sceneData,
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const std::vector<uint64_t>& selectedObjectIds);
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protected:
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bool ShouldRenderVisibleItem(const VisibleRenderItem& visibleItem) const override;
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private:
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std::vector<RenderObjectId> m_selectedObjectIds = {};
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};
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} // namespace Passes
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} // namespace Rendering
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} // namespace XCEngine
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@@ -1,87 +0,0 @@
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#pragma once
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#include <XCEngine/Core/Asset/ResourceHandle.h>
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#include <XCEngine/Core/Containers/String.h>
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#include <XCEngine/Core/Math/Color.h>
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#include <XCEngine/Core/Math/Vector4.h>
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#include <XCEngine/Rendering/RenderContext.h>
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#include <XCEngine/Rendering/RenderSurface.h>
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#include <XCEngine/RHI/RHIDescriptorPool.h>
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#include <XCEngine/RHI/RHIDescriptorSet.h>
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#include <XCEngine/RHI/RHIEnums.h>
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#include <XCEngine/RHI/RHIPipelineLayout.h>
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#include <XCEngine/RHI/RHIPipelineState.h>
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#include <XCEngine/RHI/RHIResourceView.h>
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#include <XCEngine/Resources/Shader/Shader.h>
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#include <optional>
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namespace XCEngine {
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namespace Rendering {
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namespace Passes {
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struct SelectionOutlineStyle {
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Math::Color outlineColor = Math::Color(1.0f, 0.4f, 0.0f, 1.0f);
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float outlineWidthPixels = 2.0f;
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bool debugSelectionMask = false;
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};
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struct SelectionOutlinePassInputs {
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RHI::RHIResourceView* selectionMaskTextureView = nullptr;
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RHI::ResourceStates selectionMaskState = RHI::ResourceStates::PixelShaderResource;
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RHI::RHIResourceView* depthTextureView = nullptr;
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RHI::ResourceStates depthTextureState = RHI::ResourceStates::DepthWrite;
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};
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class BuiltinSelectionOutlinePass {
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public:
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explicit BuiltinSelectionOutlinePass(Containers::String shaderPath = Containers::String());
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~BuiltinSelectionOutlinePass() = default;
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BuiltinSelectionOutlinePass(const BuiltinSelectionOutlinePass&) = delete;
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BuiltinSelectionOutlinePass& operator=(const BuiltinSelectionOutlinePass&) = delete;
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BuiltinSelectionOutlinePass(BuiltinSelectionOutlinePass&&) = delete;
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BuiltinSelectionOutlinePass& operator=(BuiltinSelectionOutlinePass&&) = delete;
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void SetShaderPath(const Containers::String& shaderPath);
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const Containers::String& GetShaderPath() const;
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void Shutdown();
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bool Render(
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const RenderContext& renderContext,
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const RenderSurface& surface,
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const SelectionOutlinePassInputs& inputs,
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const SelectionOutlineStyle& style = {});
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private:
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struct OutlineConstants {
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Math::Vector4 viewportSizeAndTexelSize = Math::Vector4::Zero();
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Math::Vector4 outlineColor = Math::Vector4::Zero();
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Math::Vector4 outlineInfo = Math::Vector4::Zero();
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Math::Vector4 depthParams = Math::Vector4::Zero();
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};
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bool EnsureInitialized(const RenderContext& renderContext, const RenderSurface& surface);
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bool CreateResources(const RenderContext& renderContext, const RenderSurface& surface);
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void DestroyResources();
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bool HasCreatedResources() const;
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void ResetState();
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RHI::RHIDevice* m_device = nullptr;
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RHI::RHIType m_backendType = RHI::RHIType::D3D12;
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RHI::RHIPipelineLayout* m_pipelineLayout = nullptr;
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RHI::RHIPipelineState* m_pipelineState = nullptr;
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RHI::RHIDescriptorPool* m_constantPool = nullptr;
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RHI::RHIDescriptorSet* m_constantSet = nullptr;
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RHI::RHIDescriptorPool* m_texturePool = nullptr;
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RHI::RHIDescriptorSet* m_textureSet = nullptr;
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Containers::String m_shaderPath;
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std::optional<Resources::ResourceHandle<Resources::Shader>> m_builtinSelectionOutlineShader;
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RHI::Format m_renderTargetFormat = RHI::Format::Unknown;
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uint32_t m_renderTargetSampleCount = 1u;
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};
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} // namespace Passes
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} // namespace Rendering
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} // namespace XCEngine
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