#include "Rendering/Passes/BuiltinObjectIdPass.h" #include "Components/GameObject.h" #include "RHI/RHICommandList.h" #include "RHI/RHIPipelineLayout.h" #include "RHI/RHIPipelineState.h" #include "Resources/Mesh/Mesh.h" #include #include namespace XCEngine { namespace Rendering { namespace Passes { namespace { const char kBuiltinObjectIdHlsl[] = R"( cbuffer PerObjectConstants : register(b0) { float4x4 gProjectionMatrix; float4x4 gViewMatrix; float4x4 gModelMatrix; float4 gObjectIdColor; }; struct VSInput { float3 position : POSITION; }; struct PSInput { float4 position : SV_POSITION; }; PSInput MainVS(VSInput input) { PSInput output; float4 positionWS = mul(gModelMatrix, float4(input.position, 1.0)); float4 positionVS = mul(gViewMatrix, positionWS); output.position = mul(gProjectionMatrix, positionVS); return output; } float4 MainPS(PSInput input) : SV_TARGET { return gObjectIdColor; } )"; const char kBuiltinObjectIdVertexShader[] = R"(#version 430 layout(location = 0) in vec3 aPosition; layout(std140, binding = 0) uniform PerObjectConstants { mat4 gProjectionMatrix; mat4 gViewMatrix; mat4 gModelMatrix; vec4 gObjectIdColor; }; void main() { vec4 positionWS = gModelMatrix * vec4(aPosition, 1.0); vec4 positionVS = gViewMatrix * positionWS; gl_Position = gProjectionMatrix * positionVS; } )"; const char kBuiltinObjectIdFragmentShader[] = R"(#version 430 layout(std140, binding = 0) uniform PerObjectConstants { mat4 gProjectionMatrix; mat4 gViewMatrix; mat4 gModelMatrix; vec4 gObjectIdColor; }; layout(location = 0) out vec4 fragColor; void main() { fragColor = gObjectIdColor; } )"; RHI::InputLayoutDesc BuildInputLayout() { RHI::InputLayoutDesc inputLayout = {}; RHI::InputElementDesc position = {}; position.semanticName = "POSITION"; position.semanticIndex = 0; position.format = static_cast(RHI::Format::R32G32B32_Float); position.inputSlot = 0; position.alignedByteOffset = static_cast(offsetof(Resources::StaticMeshVertex, position)); inputLayout.elements.push_back(position); return inputLayout; } RHI::GraphicsPipelineDesc CreatePipelineDesc( RHI::RHIType backendType, RHI::RHIPipelineLayout* pipelineLayout) { RHI::GraphicsPipelineDesc pipelineDesc = {}; pipelineDesc.pipelineLayout = pipelineLayout; pipelineDesc.topologyType = static_cast(RHI::PrimitiveTopologyType::Triangle); pipelineDesc.renderTargetCount = 1; pipelineDesc.renderTargetFormats[0] = static_cast(RHI::Format::R8G8B8A8_UNorm); pipelineDesc.depthStencilFormat = static_cast(RHI::Format::D24_UNorm_S8_UInt); pipelineDesc.sampleCount = 1; pipelineDesc.inputLayout = BuildInputLayout(); pipelineDesc.rasterizerState.fillMode = static_cast(RHI::FillMode::Solid); pipelineDesc.rasterizerState.cullMode = static_cast(RHI::CullMode::None); pipelineDesc.rasterizerState.frontFace = static_cast(RHI::FrontFace::CounterClockwise); pipelineDesc.rasterizerState.depthClipEnable = true; pipelineDesc.blendState.blendEnable = false; pipelineDesc.blendState.colorWriteMask = static_cast(RHI::ColorWriteMask::All); pipelineDesc.depthStencilState.depthTestEnable = true; pipelineDesc.depthStencilState.depthWriteEnable = false; pipelineDesc.depthStencilState.depthFunc = static_cast(RHI::ComparisonFunc::LessEqual); if (backendType == RHI::RHIType::D3D12) { pipelineDesc.vertexShader.source.assign( kBuiltinObjectIdHlsl, kBuiltinObjectIdHlsl + std::strlen(kBuiltinObjectIdHlsl)); pipelineDesc.vertexShader.sourceLanguage = RHI::ShaderLanguage::HLSL; pipelineDesc.vertexShader.entryPoint = L"MainVS"; pipelineDesc.vertexShader.profile = L"vs_5_0"; pipelineDesc.fragmentShader.source.assign( kBuiltinObjectIdHlsl, kBuiltinObjectIdHlsl + std::strlen(kBuiltinObjectIdHlsl)); pipelineDesc.fragmentShader.sourceLanguage = RHI::ShaderLanguage::HLSL; pipelineDesc.fragmentShader.entryPoint = L"MainPS"; pipelineDesc.fragmentShader.profile = L"ps_5_0"; } else { pipelineDesc.vertexShader.source.assign( kBuiltinObjectIdVertexShader, kBuiltinObjectIdVertexShader + std::strlen(kBuiltinObjectIdVertexShader)); pipelineDesc.vertexShader.sourceLanguage = RHI::ShaderLanguage::GLSL; pipelineDesc.vertexShader.profile = L"vs_4_30"; pipelineDesc.fragmentShader.source.assign( kBuiltinObjectIdFragmentShader, kBuiltinObjectIdFragmentShader + std::strlen(kBuiltinObjectIdFragmentShader)); pipelineDesc.fragmentShader.sourceLanguage = RHI::ShaderLanguage::GLSL; pipelineDesc.fragmentShader.profile = L"fs_4_30"; } return pipelineDesc; } } // namespace BuiltinObjectIdPass::~BuiltinObjectIdPass() { Shutdown(); } bool BuiltinObjectIdPass::Render( const RenderContext& context, const RenderSurface& surface, const RenderSceneData& sceneData) { if (!context.IsValid()) { return false; } const std::vector& colorAttachments = surface.GetColorAttachments(); if (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(context)) { return false; } RHI::RHICommandList* commandList = context.commandList; RHI::RHIResourceView* renderTarget = colorAttachments[0]; if (surface.IsAutoTransitionEnabled()) { commandList->TransitionBarrier( renderTarget, surface.GetColorStateBefore(), RHI::ResourceStates::RenderTarget); } commandList->SetRenderTargets(1, &renderTarget, surface.GetDepthAttachment()); const RHI::Viewport viewport = { static_cast(renderArea.x), static_cast(renderArea.y), static_cast(renderArea.width), static_cast(renderArea.height), 0.0f, 1.0f }; const RHI::Rect scissorRect = { renderArea.x, renderArea.y, renderArea.x + renderArea.width, renderArea.y + renderArea.height }; const float clearColor[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; const RHI::Rect clearRects[] = { scissorRect }; commandList->SetViewport(viewport); commandList->SetScissorRect(scissorRect); commandList->ClearRenderTarget(renderTarget, clearColor, 1, clearRects); commandList->SetPrimitiveTopology(RHI::PrimitiveTopology::TriangleList); commandList->SetPipelineState(m_pipelineState); for (const VisibleRenderItem& visibleItem : sceneData.visibleItems) { DrawVisibleItem(context, sceneData, visibleItem); } if (surface.IsAutoTransitionEnabled()) { commandList->TransitionBarrier( renderTarget, RHI::ResourceStates::RenderTarget, surface.GetColorStateAfter()); } return true; } void BuiltinObjectIdPass::Shutdown() { DestroyResources(); } bool BuiltinObjectIdPass::EnsureInitialized(const RenderContext& context) { if (!context.IsValid()) { return false; } if (m_pipelineLayout != nullptr && m_pipelineState != nullptr && m_device == context.device && m_backendType == context.backendType) { return true; } DestroyResources(); return CreateResources(context); } bool BuiltinObjectIdPass::CreateResources(const RenderContext& context) { m_device = context.device; m_backendType = context.backendType; RHI::DescriptorSetLayoutBinding constantBinding = {}; constantBinding.binding = 0; constantBinding.type = static_cast(RHI::DescriptorType::CBV); constantBinding.count = 1; RHI::DescriptorSetLayoutDesc constantLayout = {}; constantLayout.bindings = &constantBinding; constantLayout.bindingCount = 1; RHI::RHIPipelineLayoutDesc pipelineLayoutDesc = {}; pipelineLayoutDesc.setLayouts = &constantLayout; pipelineLayoutDesc.setLayoutCount = 1; m_pipelineLayout = m_device->CreatePipelineLayout(pipelineLayoutDesc); if (m_pipelineLayout == nullptr) { DestroyResources(); return false; } m_pipelineState = m_device->CreatePipelineState(CreatePipelineDesc(m_backendType, m_pipelineLayout)); if (m_pipelineState == nullptr || !m_pipelineState->IsValid()) { if (m_pipelineState != nullptr) { m_pipelineState->Shutdown(); delete m_pipelineState; m_pipelineState = nullptr; } DestroyResources(); return false; } return true; } void BuiltinObjectIdPass::DestroyResources() { m_resourceCache.Shutdown(); for (auto& descriptorSetEntry : m_perObjectSets) { DestroyOwnedDescriptorSet(descriptorSetEntry.second); } m_perObjectSets.clear(); if (m_pipelineState != nullptr) { m_pipelineState->Shutdown(); delete m_pipelineState; m_pipelineState = nullptr; } if (m_pipelineLayout != nullptr) { m_pipelineLayout->Shutdown(); delete m_pipelineLayout; m_pipelineLayout = nullptr; } m_device = nullptr; m_backendType = RHI::RHIType::D3D12; } RHI::RHIDescriptorSet* BuiltinObjectIdPass::GetOrCreatePerObjectSet(uint64_t objectId) { const auto existing = m_perObjectSets.find(objectId); if (existing != m_perObjectSets.end()) { return existing->second.set; } RHI::DescriptorPoolDesc poolDesc = {}; poolDesc.type = RHI::DescriptorHeapType::CBV_SRV_UAV; poolDesc.descriptorCount = 1; poolDesc.shaderVisible = false; OwnedDescriptorSet descriptorSet = {}; descriptorSet.pool = m_device->CreateDescriptorPool(poolDesc); if (descriptorSet.pool == nullptr) { return nullptr; } RHI::DescriptorSetLayoutBinding binding = {}; binding.binding = 0; binding.type = static_cast(RHI::DescriptorType::CBV); binding.count = 1; RHI::DescriptorSetLayoutDesc layout = {}; layout.bindings = &binding; layout.bindingCount = 1; descriptorSet.set = descriptorSet.pool->AllocateSet(layout); if (descriptorSet.set == nullptr) { DestroyOwnedDescriptorSet(descriptorSet); return nullptr; } const auto result = m_perObjectSets.emplace(objectId, descriptorSet); return result.first->second.set; } void BuiltinObjectIdPass::DestroyOwnedDescriptorSet(OwnedDescriptorSet& descriptorSet) { if (descriptorSet.set != nullptr) { descriptorSet.set->Shutdown(); delete descriptorSet.set; descriptorSet.set = nullptr; } if (descriptorSet.pool != nullptr) { descriptorSet.pool->Shutdown(); delete descriptorSet.pool; descriptorSet.pool = nullptr; } } bool BuiltinObjectIdPass::DrawVisibleItem( const RenderContext& context, const RenderSceneData& sceneData, const VisibleRenderItem& visibleItem) { if (visibleItem.mesh == nullptr || visibleItem.gameObject == nullptr) { return false; } const RenderResourceCache::CachedMesh* cachedMesh = m_resourceCache.GetOrCreateMesh(m_device, visibleItem.mesh); if (cachedMesh == nullptr || cachedMesh->vertexBufferView == nullptr) { return false; } RHI::RHICommandList* commandList = context.commandList; RHI::RHIResourceView* vertexBuffers[] = { cachedMesh->vertexBufferView }; const uint64_t offsets[] = { 0 }; const uint32_t strides[] = { cachedMesh->vertexStride }; commandList->SetVertexBuffers(0, 1, vertexBuffers, offsets, strides); if (cachedMesh->indexBufferView != nullptr) { commandList->SetIndexBuffer(cachedMesh->indexBufferView, 0); } const uint64_t objectId = visibleItem.gameObject->GetID(); RHI::RHIDescriptorSet* constantSet = GetOrCreatePerObjectSet(objectId); if (constantSet == nullptr) { return false; } const PerObjectConstants constants = { sceneData.cameraData.projection, sceneData.cameraData.view, visibleItem.localToWorld.Transpose(), EncodeObjectIdToColor(objectId) }; constantSet->WriteConstant(0, &constants, sizeof(constants)); RHI::RHIDescriptorSet* descriptorSets[] = { constantSet }; commandList->SetGraphicsDescriptorSets(0, 1, descriptorSets, m_pipelineLayout); if (visibleItem.hasSection) { const Containers::Array& sections = visibleItem.mesh->GetSections(); if (visibleItem.sectionIndex >= sections.Size()) { return false; } const Resources::MeshSection& section = sections[visibleItem.sectionIndex]; if (cachedMesh->indexBufferView != nullptr && section.indexCount > 0) { commandList->DrawIndexed(section.indexCount, 1, section.startIndex, 0, 0); } else if (section.vertexCount > 0) { commandList->Draw(section.vertexCount, 1, section.baseVertex, 0); } return true; } if (cachedMesh->indexBufferView != nullptr && cachedMesh->indexCount > 0) { commandList->DrawIndexed(cachedMesh->indexCount, 1, 0, 0, 0); } else if (cachedMesh->vertexCount > 0) { commandList->Draw(cachedMesh->vertexCount, 1, 0, 0); } return true; } } // namespace Passes } // namespace Rendering } // namespace XCEngine