#include "Rendering/Passes/BuiltinObjectIdOutlinePass.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 "Rendering/Picking/ObjectIdCodec.h" #include "RHI/RHICommandList.h" #include "RHI/RHIDevice.h" #include #include #include namespace XCEngine { namespace Rendering { namespace Passes { namespace { const Resources::ShaderPass* FindObjectIdOutlineCompatiblePass( const Resources::Shader& shader, Resources::ShaderBackend backend) { const Resources::ShaderPass* outlinePass = shader.FindPass("ObjectIdOutline"); if (outlinePass != nullptr && ::XCEngine::Rendering::Internal::ShaderPassHasGraphicsVariants(shader, outlinePass->name, backend)) { return outlinePass; } const Resources::ShaderPass* editorOutlinePass = shader.FindPass("EditorObjectIdOutline"); 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(RHI::PrimitiveTopologyType::Triangle); ::XCEngine::Rendering::Internal::ApplySingleColorAttachmentPropertiesToGraphicsPipelineDesc( surface, pipelineDesc); pipelineDesc.depthStencilFormat = static_cast(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(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 BuiltinObjectIdOutlinePass::BuiltinObjectIdOutlinePass(Containers::String shaderPath) : m_shaderPath(shaderPath.Empty() ? Resources::GetBuiltinObjectIdOutlineShaderPath() : std::move(shaderPath)) { ResetState(); } void BuiltinObjectIdOutlinePass::SetShaderPath(const Containers::String& shaderPath) { if (m_shaderPath == shaderPath) { return; } DestroyResources(); m_shaderPath = shaderPath; } const Containers::String& BuiltinObjectIdOutlinePass::GetShaderPath() const { return m_shaderPath; } void BuiltinObjectIdOutlinePass::Shutdown() { DestroyResources(); } bool BuiltinObjectIdOutlinePass::Render( const RenderContext& renderContext, const RenderSurface& surface, const ObjectIdOutlinePassInputs& inputs, const std::vector& selectedObjectIds, const ObjectIdOutlineStyle& style) { if (!renderContext.IsValid() || inputs.objectIdTextureView == nullptr || selectedObjectIds.empty()) { return false; } const std::vector& 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(surface.GetWidth()), static_cast(surface.GetHeight()), surface.GetWidth() > 0 ? 1.0f / static_cast(surface.GetWidth()) : 0.0f, surface.GetHeight() > 0 ? 1.0f / static_cast(surface.GetHeight()) : 0.0f); constants.outlineColor = Math::Vector4( style.outlineColor.r, style.outlineColor.g, style.outlineColor.b, style.outlineColor.a); uint32_t selectedCount = 0u; for (uint64_t selectedObjectId : selectedObjectIds) { if (selectedCount >= kMaxSelectedObjectCount) { break; } RenderObjectId renderObjectId = kInvalidRenderObjectId; if (!TryConvertRuntimeObjectIdToRenderObjectId(selectedObjectId, renderObjectId)) { continue; } constants.selectedObjectColors[selectedCount] = EncodeRenderObjectIdToColor(renderObjectId); ++selectedCount; } if (selectedCount == 0u) { return false; } constants.selectedInfo = Math::Vector4( static_cast(selectedCount), style.debugSelectionMask ? 1.0f : 0.0f, style.outlineWidthPixels, 0.0f); m_constantSet->WriteConstant(0, &constants, sizeof(constants)); m_textureSet->Update(0, inputs.objectIdTextureView); RHI::RHICommandList* commandList = renderContext.commandList; RHI::RHIResourceView* renderTarget = colorAttachments[0]; if (surface.IsAutoTransitionEnabled()) { commandList->TransitionBarrier( renderTarget, surface.GetColorStateAfter(), RHI::ResourceStates::RenderTarget); commandList->TransitionBarrier( inputs.objectIdTextureView, inputs.objectIdTextureState, RHI::ResourceStates::PixelShaderResource); } commandList->SetRenderTargets(1, &renderTarget, nullptr); 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 }; 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.objectIdTextureView, RHI::ResourceStates::PixelShaderResource, inputs.objectIdTextureState); } return true; } bool BuiltinObjectIdOutlinePass::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 BuiltinObjectIdOutlinePass::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, "BuiltinObjectIdOutlinePass requires an injected shader path before resource creation"); return false; } Resources::ResourceHandle shader = Resources::ResourceManager::Get().Load( m_shaderPath); if (!shader.IsValid()) { Debug::Logger::Get().Error( Debug::LogCategory::Rendering, "BuiltinObjectIdOutlinePass failed to load configured object-id-outline shader resource"); ResetState(); return false; } m_device = renderContext.device; m_backendType = renderContext.backendType; m_builtinObjectIdOutlineShader.emplace(std::move(shader)); const Resources::ShaderBackend backend = ::XCEngine::Rendering::Internal::ToShaderBackend(m_backendType); const Resources::ShaderPass* outlinePass = FindObjectIdOutlineCompatiblePass(*m_builtinObjectIdOutlineShader->Get(), backend); if (outlinePass == nullptr) { Debug::Logger::Get().Error( Debug::LogCategory::Rendering, "BuiltinObjectIdOutlinePass could not resolve a valid ObjectIdOutline shader pass"); DestroyResources(); return false; } RHI::DescriptorSetLayoutBinding setBindings[2] = {}; setBindings[0].binding = 0; setBindings[0].type = static_cast(RHI::DescriptorType::CBV); setBindings[0].count = 1; setBindings[1].binding = 0; setBindings[1].type = static_cast(RHI::DescriptorType::SRV); setBindings[1].count = 1; RHI::DescriptorSetLayoutDesc constantLayout = {}; constantLayout.bindings = &setBindings[0]; constantLayout.bindingCount = 1; RHI::DescriptorSetLayoutDesc textureLayout = {}; textureLayout.bindings = &setBindings[1]; textureLayout.bindingCount = 1; 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 = 1; 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_builtinObjectIdOutlineShader->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 BuiltinObjectIdOutlinePass::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_builtinObjectIdOutlineShader.has_value(); } void BuiltinObjectIdOutlinePass::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_builtinObjectIdOutlineShader.has_value()) { m_builtinObjectIdOutlineShader.reset(); } ResetState(); } void BuiltinObjectIdOutlinePass::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_builtinObjectIdOutlineShader.reset(); m_renderTargetFormat = RHI::Format::Unknown; m_renderTargetSampleCount = 1u; } } // namespace Passes } // namespace Rendering } // namespace XCEngine