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

@@ -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