208 lines
6.5 KiB
C++
208 lines
6.5 KiB
C++
#pragma once
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#include "IViewportHostService.h"
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#include "ViewportHostRenderTargets.h"
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#include <XCEngine/Core/Math/Color.h>
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#include <XCEngine/Rendering/Passes/BuiltinInfiniteGridPass.h>
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#include <XCEngine/Rendering/CameraRenderRequest.h>
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#include <string>
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#include <vector>
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namespace XCEngine {
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namespace Editor {
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struct ViewportRenderFallbackPolicy {
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const char* statusText = nullptr;
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Math::Color clearColor = Math::Color::Black();
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bool shouldClear = false;
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bool setStatusIfEmpty = false;
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bool invalidateObjectIdFrame = true;
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};
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enum class SceneViewportRenderFailure {
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MissingSceneViewCamera,
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NoActiveScene,
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SceneRendererFailed
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};
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enum class GameViewportRenderFailure {
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NoActiveScene,
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NoCameraInScene,
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SceneRendererFailed
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};
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inline void SetViewportStatusIfEmpty(std::string& statusText, const char* message) {
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if (statusText.empty()) {
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statusText = message;
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}
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}
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inline void ApplyViewportFailureStatus(
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std::string& statusText,
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const ViewportRenderFallbackPolicy& policy) {
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if (policy.statusText == nullptr) {
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return;
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}
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if (policy.setStatusIfEmpty) {
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SetViewportStatusIfEmpty(statusText, policy.statusText);
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return;
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}
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statusText = policy.statusText;
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}
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inline void InvalidateViewportObjectIdFrame(ViewportRenderTargets& targets) {
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targets.hasValidObjectIdFrame = false;
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}
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inline ViewportRenderFallbackPolicy BuildViewportRenderTargetUnavailablePolicy() {
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ViewportRenderFallbackPolicy policy = {};
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policy.statusText = "Viewport render target is unavailable";
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return policy;
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}
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inline ViewportRenderFallbackPolicy BuildSceneViewportRenderFailurePolicy(
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SceneViewportRenderFailure failure) {
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ViewportRenderFallbackPolicy policy = {};
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policy.shouldClear = true;
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switch (failure) {
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case SceneViewportRenderFailure::MissingSceneViewCamera:
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policy.statusText = "Scene view camera is unavailable";
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policy.clearColor = Math::Color(0.18f, 0.07f, 0.07f, 1.0f);
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break;
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case SceneViewportRenderFailure::NoActiveScene:
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policy.statusText = "No active scene";
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policy.clearColor = Math::Color(0.07f, 0.08f, 0.10f, 1.0f);
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break;
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case SceneViewportRenderFailure::SceneRendererFailed:
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policy.statusText = "Scene renderer failed";
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policy.clearColor = Math::Color(0.18f, 0.07f, 0.07f, 1.0f);
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policy.setStatusIfEmpty = true;
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break;
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default:
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break;
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}
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return policy;
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}
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inline ViewportRenderFallbackPolicy BuildGameViewportRenderFailurePolicy(
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GameViewportRenderFailure failure) {
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ViewportRenderFallbackPolicy policy = {};
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policy.shouldClear = true;
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switch (failure) {
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case GameViewportRenderFailure::NoActiveScene:
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policy.statusText = "No active scene";
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policy.clearColor = Math::Color(0.07f, 0.08f, 0.10f, 1.0f);
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break;
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case GameViewportRenderFailure::NoCameraInScene:
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policy.statusText = "No camera in scene";
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policy.clearColor = Math::Color(0.10f, 0.09f, 0.08f, 1.0f);
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break;
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case GameViewportRenderFailure::SceneRendererFailed:
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policy.statusText = "Scene renderer failed";
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policy.clearColor = Math::Color(0.18f, 0.07f, 0.07f, 1.0f);
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break;
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default:
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break;
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}
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return policy;
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}
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struct SceneViewportBuiltinPostProcessBuildResult {
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Rendering::BuiltinPostProcessRequest request = {};
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const char* warningStatusText = nullptr;
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};
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inline Rendering::Passes::InfiniteGridPassData BuildSceneViewportGridPassData(
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const SceneViewportOverlayData& overlay) {
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Rendering::Passes::InfiniteGridPassData data = {};
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data.valid = overlay.valid;
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data.cameraPosition = overlay.cameraPosition;
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data.cameraForward = overlay.cameraForward;
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data.cameraRight = overlay.cameraRight;
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data.cameraUp = overlay.cameraUp;
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data.verticalFovDegrees = overlay.verticalFovDegrees;
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data.nearClipPlane = overlay.nearClipPlane;
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data.farClipPlane = overlay.farClipPlane;
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data.orbitDistance = overlay.orbitDistance;
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return data;
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}
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inline SceneViewportBuiltinPostProcessBuildResult BuildSceneViewportBuiltinPostProcess(
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const SceneViewportOverlayData& overlay,
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const std::vector<uint64_t>& selectedObjectIds,
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bool hasObjectIdShaderView,
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bool debugSelectionMask = false) {
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SceneViewportBuiltinPostProcessBuildResult result = {};
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if (!overlay.valid) {
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return result;
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}
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result.request.gridPassData = BuildSceneViewportGridPassData(overlay);
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result.request.selectedObjectIds = selectedObjectIds;
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result.request.outlineStyle = {};
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result.request.outlineStyle.outlineColor = Math::Color(1.0f, 0.4f, 0.0f, 1.0f);
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result.request.outlineStyle.outlineWidthPixels = 2.0f;
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result.request.outlineStyle.debugSelectionMask = debugSelectionMask;
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if (!selectedObjectIds.empty() &&
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!debugSelectionMask &&
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!hasObjectIdShaderView) {
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result.warningStatusText = "Scene object id shader view is unavailable";
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}
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return result;
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}
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inline void ApplySceneViewportRenderRequestSetup(
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const ViewportRenderTargets& targets,
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const Rendering::BuiltinPostProcessRequest* builtinPostProcess,
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Rendering::RenderPassSequence* postPasses,
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Rendering::CameraRenderRequest& request) {
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request.preScenePasses = nullptr;
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request.postScenePasses = nullptr;
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request.overlayPasses = nullptr;
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request.objectId = {};
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request.builtinPostProcess = {};
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if (postPasses != nullptr && postPasses->GetPassCount() > 0) {
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request.postScenePasses = postPasses;
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}
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if (builtinPostProcess != nullptr &&
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builtinPostProcess->IsRequested()) {
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request.builtinPostProcess = *builtinPostProcess;
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request.builtinPostProcess.objectIdTextureView = targets.objectIdShaderView;
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}
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if (targets.objectIdView == nullptr) {
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return;
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}
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request.objectId.surface = BuildViewportObjectIdSurface(targets);
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request.objectId.surface.SetRenderArea(request.surface.GetRenderArea());
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}
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inline void MarkSceneViewportRenderSuccess(
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ViewportRenderTargets& targets,
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const Rendering::CameraRenderRequest& request) {
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targets.colorState = RHI::ResourceStates::PixelShaderResource;
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targets.objectIdState = RHI::ResourceStates::PixelShaderResource;
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targets.hasValidObjectIdFrame = request.objectId.IsRequested();
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}
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inline void MarkGameViewportRenderSuccess(ViewportRenderTargets& targets) {
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targets.colorState = RHI::ResourceStates::PixelShaderResource;
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targets.hasValidObjectIdFrame = false;
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}
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} // namespace Editor
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} // namespace XCEngine
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