68 lines
2.2 KiB
C++
68 lines
2.2 KiB
C++
#pragma once
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#include <XCEngine/Rendering/ObjectIdPass.h>
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#include <XCEngine/Rendering/ObjectIdEncoding.h>
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#include <XCEngine/Rendering/RenderMaterialUtility.h>
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#include <XCEngine/Rendering/RenderResourceCache.h>
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#include <XCEngine/Core/Asset/ResourceHandle.h>
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#include <XCEngine/RHI/RHIPipelineState.h>
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#include <XCEngine/Resources/Shader/Shader.h>
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#include <unordered_map>
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namespace XCEngine {
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namespace Rendering {
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namespace Passes {
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class BuiltinObjectIdPass final : public ObjectIdPass {
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public:
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~BuiltinObjectIdPass() override;
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static RHI::InputLayoutDesc BuildInputLayout();
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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) override;
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void Shutdown() override;
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private:
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struct PerObjectConstants {
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Math::Matrix4x4 projection = Math::Matrix4x4::Identity();
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Math::Matrix4x4 view = Math::Matrix4x4::Identity();
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Math::Matrix4x4 model = Math::Matrix4x4::Identity();
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Math::Vector4 objectIdColor = Math::Vector4::Zero();
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};
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struct OwnedDescriptorSet {
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RHI::RHIDescriptorPool* pool = nullptr;
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RHI::RHIDescriptorSet* set = nullptr;
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};
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bool EnsureInitialized(const RenderContext& context);
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bool CreateResources(const RenderContext& context);
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void DestroyResources();
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RHI::RHIDescriptorSet* GetOrCreatePerObjectSet(uint64_t objectId);
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void DestroyOwnedDescriptorSet(OwnedDescriptorSet& descriptorSet);
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bool DrawVisibleItem(
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const RenderContext& context,
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const RenderSceneData& sceneData,
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const VisibleRenderItem& visibleItem);
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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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PassResourceBindingLocation m_perObjectBinding = {};
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Core::uint32 m_firstDescriptorSet = 0;
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Resources::ResourceHandle<Resources::Shader> m_builtinObjectIdShader;
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RenderResourceCache m_resourceCache;
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std::unordered_map<uint64_t, OwnedDescriptorSet> m_perObjectSets;
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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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