refactor: generalize renderer builtin post process

This commit is contained in:
2026-04-02 14:49:00 +08:00
parent 697deb4e41
commit ec7a15d85b
17 changed files with 430 additions and 327 deletions

View File

@@ -357,14 +357,14 @@ add_library(XCEngine STATIC
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/SceneRenderer.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinObjectIdPass.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinInfiniteGridPass.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinSceneViewPostPassPlan.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinSceneViewPostPassSequenceBuilder.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinPostProcessPassPlan.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinPostProcessPassSequenceBuilder.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Passes/BuiltinObjectIdOutlinePass.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Rendering/Pipelines/BuiltinForwardPipeline.h
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/CameraRenderer.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinObjectIdPass.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinInfiniteGridPass.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinSceneViewPostPassSequenceBuilder.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinPostProcessPassSequenceBuilder.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/Passes/BuiltinObjectIdOutlinePass.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/RenderSurface.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Rendering/RenderSceneExtractor.cpp

View File

@@ -32,14 +32,14 @@ struct ObjectIdRenderRequest {
}
};
struct BuiltinSceneViewPostProcessRequest {
struct BuiltinPostProcessRequest {
Passes::InfiniteGridPassData gridPassData = {};
RHI::RHIResourceView* objectIdTextureView = nullptr;
std::vector<uint64_t> selectedObjectIds = {};
Passes::ObjectIdOutlineStyle outlineStyle = {};
bool IsRequested() const {
return gridPassData.valid;
return gridPassData.valid || !selectedObjectIds.empty();
}
};
@@ -49,7 +49,7 @@ struct CameraRenderRequest {
RenderContext context;
RenderSurface surface;
ObjectIdRenderRequest objectId;
BuiltinSceneViewPostProcessRequest builtinSceneViewPostProcess;
BuiltinPostProcessRequest builtinPostProcess;
float cameraDepth = 0.0f;
uint8_t cameraStackOrder = 0;
RenderClearFlags clearFlags = RenderClearFlags::All;

View File

@@ -2,7 +2,7 @@
#include <XCEngine/Rendering/CameraRenderRequest.h>
#include <XCEngine/Rendering/ObjectIdPass.h>
#include <XCEngine/Rendering/Passes/BuiltinSceneViewPostPassSequenceBuilder.h>
#include <XCEngine/Rendering/Passes/BuiltinPostProcessPassSequenceBuilder.h>
#include <XCEngine/Rendering/RenderPipeline.h>
#include <memory>
@@ -44,7 +44,7 @@ private:
std::shared_ptr<const RenderPipelineAsset> m_pipelineAsset;
std::unique_ptr<RenderPipeline> m_pipeline;
std::unique_ptr<ObjectIdPass> m_objectIdPass;
Passes::BuiltinSceneViewPostPassSequenceBuilder m_builtinSceneViewPostProcessBuilder;
Passes::BuiltinPostProcessPassSequenceBuilder m_builtinPostProcessBuilder;
};
} // namespace Rendering

View File

@@ -0,0 +1,91 @@
#pragma once
#include <cstdint>
#include <vector>
namespace XCEngine {
namespace Rendering {
namespace Passes {
enum class BuiltinPostProcessPassStep : uint8_t {
ColorToRenderTarget,
InfiniteGrid,
SelectionOutline,
ColorToShaderResource,
SelectionMaskDebug
};
struct BuiltinPostProcessPassPlanInput {
bool hasGridOverlay = false;
bool hasSelection = false;
bool debugSelectionMask = false;
bool hasObjectIdShaderView = false;
};
struct BuiltinPostProcessPassPlan {
bool valid = false;
std::vector<BuiltinPostProcessPassStep> steps;
};
inline BuiltinPostProcessPassPlan BuildBuiltinPostProcessPassPlan(
const BuiltinPostProcessPassPlanInput& input) {
BuiltinPostProcessPassPlan plan = {};
plan.valid = true;
if (input.debugSelectionMask) {
if (input.hasSelection && input.hasObjectIdShaderView) {
plan.steps = {
BuiltinPostProcessPassStep::ColorToRenderTarget,
BuiltinPostProcessPassStep::SelectionMaskDebug,
BuiltinPostProcessPassStep::ColorToShaderResource
};
return plan;
}
if (input.hasGridOverlay) {
plan.steps = {
BuiltinPostProcessPassStep::ColorToRenderTarget,
BuiltinPostProcessPassStep::ColorToShaderResource
};
return plan;
}
plan.valid = false;
return plan;
}
if (input.hasGridOverlay && input.hasSelection && input.hasObjectIdShaderView) {
plan.steps = {
BuiltinPostProcessPassStep::ColorToRenderTarget,
BuiltinPostProcessPassStep::InfiniteGrid,
BuiltinPostProcessPassStep::SelectionOutline,
BuiltinPostProcessPassStep::ColorToShaderResource
};
return plan;
}
if (input.hasGridOverlay) {
plan.steps = {
BuiltinPostProcessPassStep::ColorToRenderTarget,
BuiltinPostProcessPassStep::InfiniteGrid,
BuiltinPostProcessPassStep::ColorToShaderResource
};
return plan;
}
if (input.hasSelection && input.hasObjectIdShaderView) {
plan.steps = {
BuiltinPostProcessPassStep::ColorToRenderTarget,
BuiltinPostProcessPassStep::SelectionOutline,
BuiltinPostProcessPassStep::ColorToShaderResource
};
return plan;
}
plan.valid = false;
return plan;
}
} // namespace Passes
} // namespace Rendering
} // namespace XCEngine

View File

@@ -11,26 +11,26 @@ namespace XCEngine {
namespace Rendering {
namespace Passes {
struct BuiltinSceneViewPostPassSequenceInput {
struct BuiltinPostProcessPassSequenceInput {
InfiniteGridPassData gridPassData = {};
RHI::RHIResourceView* objectIdTextureView = nullptr;
std::vector<uint64_t> selectedObjectIds = {};
ObjectIdOutlineStyle outlineStyle = {};
};
struct BuiltinSceneViewPostPassSequenceBuildResult {
struct BuiltinPostProcessPassSequenceBuildResult {
bool valid = false;
bool missingObjectIdTextureViewForSelection = false;
};
class BuiltinSceneViewPostPassSequenceBuilder {
class BuiltinPostProcessPassSequenceBuilder {
public:
~BuiltinSceneViewPostPassSequenceBuilder();
~BuiltinPostProcessPassSequenceBuilder();
void Shutdown();
BuiltinSceneViewPostPassSequenceBuildResult Build(
const BuiltinSceneViewPostPassSequenceInput& input,
BuiltinPostProcessPassSequenceBuildResult Build(
const BuiltinPostProcessPassSequenceInput& input,
RenderPassSequence& outSequence);
private:

View File

@@ -1,67 +0,0 @@
#pragma once
#include <cstdint>
#include <vector>
namespace XCEngine {
namespace Rendering {
namespace Passes {
enum class BuiltinSceneViewPostPassStep : uint8_t {
ColorToRenderTarget,
InfiniteGrid,
SelectionOutline,
ColorToShaderResource,
SelectionMaskDebug
};
struct BuiltinSceneViewPostPassPlanInput {
bool overlayValid = false;
bool hasSelection = false;
bool debugSelectionMask = false;
bool hasObjectIdShaderView = false;
};
struct BuiltinSceneViewPostPassPlan {
bool valid = false;
std::vector<BuiltinSceneViewPostPassStep> steps;
};
inline BuiltinSceneViewPostPassPlan BuildBuiltinSceneViewPostPassPlan(
const BuiltinSceneViewPostPassPlanInput& input) {
BuiltinSceneViewPostPassPlan plan = {};
if (!input.overlayValid) {
return plan;
}
plan.valid = true;
if (input.debugSelectionMask) {
plan.steps.push_back(BuiltinSceneViewPostPassStep::ColorToRenderTarget);
if (input.hasSelection && input.hasObjectIdShaderView) {
plan.steps.push_back(BuiltinSceneViewPostPassStep::SelectionMaskDebug);
}
plan.steps.push_back(BuiltinSceneViewPostPassStep::ColorToShaderResource);
return plan;
}
plan.steps.push_back(BuiltinSceneViewPostPassStep::ColorToRenderTarget);
plan.steps.push_back(BuiltinSceneViewPostPassStep::InfiniteGrid);
if (input.hasSelection && input.hasObjectIdShaderView) {
plan.steps = {
BuiltinSceneViewPostPassStep::ColorToRenderTarget,
BuiltinSceneViewPostPassStep::InfiniteGrid,
BuiltinSceneViewPostPassStep::SelectionOutline,
BuiltinSceneViewPostPassStep::ColorToShaderResource
};
return plan;
}
plan.steps.push_back(BuiltinSceneViewPostPassStep::ColorToShaderResource);
return plan;
}
} // namespace Passes
} // namespace Rendering
} // namespace XCEngine

View File

@@ -86,7 +86,7 @@ CameraRenderer::~CameraRenderer() {
if (m_objectIdPass != nullptr) {
m_objectIdPass->Shutdown();
}
m_builtinSceneViewPostProcessBuilder.Shutdown();
m_builtinPostProcessBuilder.Shutdown();
}
void CameraRenderer::SetPipeline(std::unique_ptr<RenderPipeline> pipeline) {
@@ -136,8 +136,8 @@ bool CameraRenderer::Render(
!request.objectId.IsValid()) {
return false;
}
if (request.builtinSceneViewPostProcess.IsRequested() &&
request.builtinSceneViewPostProcess.objectIdTextureView != nullptr &&
if (request.builtinPostProcess.IsRequested() &&
request.builtinPostProcess.objectIdTextureView != nullptr &&
!request.objectId.IsRequested()) {
return false;
}
@@ -201,36 +201,36 @@ bool CameraRenderer::Render(
return false;
}
RenderPassSequence builtinSceneViewPostPasses = {};
bool builtinSceneViewPostPassesInitialized = false;
if (request.builtinSceneViewPostProcess.IsRequested()) {
const Passes::BuiltinSceneViewPostPassSequenceBuildResult buildResult =
m_builtinSceneViewPostProcessBuilder.Build(
RenderPassSequence builtinPostProcessPasses = {};
bool builtinPostProcessPassesInitialized = false;
if (request.builtinPostProcess.IsRequested()) {
const Passes::BuiltinPostProcessPassSequenceBuildResult buildResult =
m_builtinPostProcessBuilder.Build(
{
request.builtinSceneViewPostProcess.gridPassData,
request.builtinSceneViewPostProcess.objectIdTextureView,
request.builtinSceneViewPostProcess.selectedObjectIds,
request.builtinSceneViewPostProcess.outlineStyle
request.builtinPostProcess.gridPassData,
request.builtinPostProcess.objectIdTextureView,
request.builtinPostProcess.selectedObjectIds,
request.builtinPostProcess.outlineStyle
},
builtinSceneViewPostPasses);
builtinPostProcessPasses);
if (!buildResult.valid ||
!InitializePassSequence(
&builtinSceneViewPostPasses,
&builtinPostProcessPasses,
request.context,
builtinSceneViewPostPassesInitialized)) {
builtinPostProcessPassesInitialized)) {
ShutdownPassSequence(request.postScenePasses, postScenePassesInitialized);
ShutdownPassSequence(request.preScenePasses, preScenePassesInitialized);
return false;
}
if (!builtinSceneViewPostPasses.Execute(passContext)) {
ShutdownPassSequence(&builtinSceneViewPostPasses, builtinSceneViewPostPassesInitialized);
if (!builtinPostProcessPasses.Execute(passContext)) {
ShutdownPassSequence(&builtinPostProcessPasses, builtinPostProcessPassesInitialized);
ShutdownPassSequence(request.postScenePasses, postScenePassesInitialized);
ShutdownPassSequence(request.preScenePasses, preScenePassesInitialized);
return false;
}
}
ShutdownPassSequence(&builtinSceneViewPostPasses, builtinSceneViewPostPassesInitialized);
ShutdownPassSequence(&builtinPostProcessPasses, builtinPostProcessPassesInitialized);
ShutdownPassSequence(request.postScenePasses, postScenePassesInitialized);
ShutdownPassSequence(request.preScenePasses, preScenePassesInitialized);

View File

@@ -1,6 +1,6 @@
#include "Rendering/Passes/BuiltinSceneViewPostPassSequenceBuilder.h"
#include "Rendering/Passes/BuiltinPostProcessPassSequenceBuilder.h"
#include "Rendering/Passes/BuiltinSceneViewPostPassPlan.h"
#include "Rendering/Passes/BuiltinPostProcessPassPlan.h"
#include <XCEngine/Core/Math/Color.h>
#include <XCEngine/RHI/RHICommandList.h>
@@ -47,19 +47,19 @@ std::unique_ptr<RenderPass> MakeLambdaRenderPass(const char* name, Callback&& ca
} // namespace
BuiltinSceneViewPostPassSequenceBuilder::~BuiltinSceneViewPostPassSequenceBuilder() {
BuiltinPostProcessPassSequenceBuilder::~BuiltinPostProcessPassSequenceBuilder() {
Shutdown();
}
void BuiltinSceneViewPostPassSequenceBuilder::Shutdown() {
void BuiltinPostProcessPassSequenceBuilder::Shutdown() {
m_outlinePass.Shutdown();
m_gridPass.Shutdown();
}
BuiltinSceneViewPostPassSequenceBuildResult BuiltinSceneViewPostPassSequenceBuilder::Build(
const BuiltinSceneViewPostPassSequenceInput& input,
BuiltinPostProcessPassSequenceBuildResult BuiltinPostProcessPassSequenceBuilder::Build(
const BuiltinPostProcessPassSequenceInput& input,
RenderPassSequence& outSequence) {
BuiltinSceneViewPostPassSequenceBuildResult result = {};
BuiltinPostProcessPassSequenceBuildResult result = {};
const bool hasSelection = !input.selectedObjectIds.empty();
const bool hasObjectIdTextureView = input.objectIdTextureView != nullptr;
@@ -67,7 +67,7 @@ BuiltinSceneViewPostPassSequenceBuildResult BuiltinSceneViewPostPassSequenceBuil
result.missingObjectIdTextureViewForSelection = true;
}
const BuiltinSceneViewPostPassPlan plan = BuildBuiltinSceneViewPostPassPlan({
const BuiltinPostProcessPassPlan plan = BuildBuiltinPostProcessPassPlan({
input.gridPassData.valid,
hasSelection,
input.outlineStyle.debugSelectionMask,
@@ -78,25 +78,25 @@ BuiltinSceneViewPostPassSequenceBuildResult BuiltinSceneViewPostPassSequenceBuil
}
result.valid = true;
for (const BuiltinSceneViewPostPassStep step : plan.steps) {
for (const BuiltinPostProcessPassStep step : plan.steps) {
switch (step) {
case BuiltinSceneViewPostPassStep::ColorToRenderTarget:
case BuiltinPostProcessPassStep::ColorToRenderTarget:
AddColorToRenderTargetPass(outSequence);
break;
case BuiltinSceneViewPostPassStep::InfiniteGrid:
case BuiltinPostProcessPassStep::InfiniteGrid:
AddInfiniteGridPass(input.gridPassData, outSequence);
break;
case BuiltinSceneViewPostPassStep::SelectionOutline:
case BuiltinPostProcessPassStep::SelectionOutline:
AddSelectionOutlinePass(
input.objectIdTextureView,
input.selectedObjectIds,
input.outlineStyle,
outSequence);
break;
case BuiltinSceneViewPostPassStep::ColorToShaderResource:
case BuiltinPostProcessPassStep::ColorToShaderResource:
AddColorToShaderResourcePass(outSequence);
break;
case BuiltinSceneViewPostPassStep::SelectionMaskDebug:
case BuiltinPostProcessPassStep::SelectionMaskDebug:
AddSelectionMaskDebugPass(
input.objectIdTextureView,
input.selectedObjectIds,
@@ -111,7 +111,7 @@ BuiltinSceneViewPostPassSequenceBuildResult BuiltinSceneViewPostPassSequenceBuil
return result;
}
void BuiltinSceneViewPostPassSequenceBuilder::AddColorToRenderTargetPass(
void BuiltinPostProcessPassSequenceBuilder::AddColorToRenderTargetPass(
RenderPassSequence& outSequence) {
outSequence.AddPass(MakeLambdaRenderPass(
"SceneColorToRenderTarget",
@@ -129,7 +129,7 @@ void BuiltinSceneViewPostPassSequenceBuilder::AddColorToRenderTargetPass(
}));
}
void BuiltinSceneViewPostPassSequenceBuilder::AddInfiniteGridPass(
void BuiltinPostProcessPassSequenceBuilder::AddInfiniteGridPass(
const InfiniteGridPassData& gridPassData,
RenderPassSequence& outSequence) {
outSequence.AddPass(MakeLambdaRenderPass(
@@ -142,7 +142,7 @@ void BuiltinSceneViewPostPassSequenceBuilder::AddInfiniteGridPass(
}));
}
void BuiltinSceneViewPostPassSequenceBuilder::AddSelectionOutlinePass(
void BuiltinPostProcessPassSequenceBuilder::AddSelectionOutlinePass(
RHI::RHIResourceView* objectIdTextureView,
const std::vector<uint64_t>& selectedObjectIds,
const ObjectIdOutlineStyle& outlineStyle,
@@ -159,7 +159,7 @@ void BuiltinSceneViewPostPassSequenceBuilder::AddSelectionOutlinePass(
}));
}
void BuiltinSceneViewPostPassSequenceBuilder::AddColorToShaderResourcePass(
void BuiltinPostProcessPassSequenceBuilder::AddColorToShaderResourcePass(
RenderPassSequence& outSequence) {
outSequence.AddPass(MakeLambdaRenderPass(
"SceneColorToShaderResource",
@@ -177,7 +177,7 @@ void BuiltinSceneViewPostPassSequenceBuilder::AddColorToShaderResourcePass(
}));
}
void BuiltinSceneViewPostPassSequenceBuilder::AddSelectionMaskDebugPass(
void BuiltinPostProcessPassSequenceBuilder::AddSelectionMaskDebugPass(
RHI::RHIResourceView* objectIdTextureView,
const std::vector<uint64_t>& selectedObjectIds,
const ObjectIdOutlineStyle& outlineStyle,