384 lines
14 KiB
C++
384 lines
14 KiB
C++
#include "Rendering/Passes/BuiltinInfiniteGridPass.h"
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#include <XCEngine/Core/Math/Matrix4.h>
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#include <XCEngine/Core/Math/Vector4.h>
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#include <XCEngine/Core/Asset/ResourceManager.h>
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#include <XCEngine/Debug/Logger.h>
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#include <XCEngine/RHI/RHICommandList.h>
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#include <XCEngine/RHI/RHIDevice.h>
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#include <XCEngine/Resources/BuiltinResources.h>
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#include "Rendering/Detail/ShaderVariantUtils.h"
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#include <algorithm>
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#include <cmath>
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namespace XCEngine {
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namespace Rendering {
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namespace Passes {
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namespace {
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constexpr float kCameraHeightScaleFactor = 0.50f;
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constexpr float kTransitionStart = 0.65f;
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constexpr float kTransitionEnd = 0.95f;
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constexpr float kMinimumVerticalViewComponent = 0.15f;
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struct GridConstants {
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Math::Matrix4x4 viewProjection = Math::Matrix4x4::Identity();
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Math::Vector4 cameraPositionAndScale = Math::Vector4::Zero();
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Math::Vector4 cameraRightAndFade = Math::Vector4::Zero();
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Math::Vector4 cameraUpAndTanHalfFov = Math::Vector4::Zero();
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Math::Vector4 cameraForwardAndAspect = Math::Vector4::Zero();
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Math::Vector4 viewportNearFar = Math::Vector4::Zero();
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Math::Vector4 gridTransition = Math::Vector4::Zero();
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};
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const Resources::ShaderPass* FindInfiniteGridCompatiblePass(
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const Resources::Shader& shader,
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Resources::ShaderBackend backend) {
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const Resources::ShaderPass* gridPass = shader.FindPass("InfiniteGrid");
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if (gridPass != nullptr &&
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::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(shader, gridPass->name, backend)) {
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return gridPass;
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}
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if (shader.GetPassCount() > 0 &&
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::XCEngine::Rendering::Detail::ShaderPassHasGraphicsVariants(shader, shader.GetPasses()[0].name, backend)) {
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return &shader.GetPasses()[0];
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}
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return nullptr;
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}
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float SnapGridSpacing(float targetSpacing) {
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const float clampedTarget = (std::max)(targetSpacing, 0.02f);
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const float exponent = std::floor(std::log10(clampedTarget));
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return std::pow(10.0f, exponent);
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}
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float ComputeTransitionBlend(float targetSpacing, float baseScale) {
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const float normalizedSpacing = (std::max)(targetSpacing / (std::max)(baseScale, 1e-4f), 1.0f);
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const float transitionPosition = std::log10(normalizedSpacing);
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const float t =
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(transitionPosition - kTransitionStart) /
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(kTransitionEnd - kTransitionStart);
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const float saturated = (std::clamp)(t, 0.0f, 1.0f);
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return saturated * saturated * (3.0f - 2.0f * saturated);
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}
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float ComputeViewDistanceToGridPlane(const InfiniteGridPassData& data) {
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const float cameraHeight = std::abs(data.cameraPosition.y);
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const Math::Vector3 forward = data.cameraForward.Normalized();
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const bool lookingTowardGrid =
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(data.cameraPosition.y >= 0.0f && forward.y < 0.0f) ||
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(data.cameraPosition.y < 0.0f && forward.y > 0.0f);
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if (!lookingTowardGrid) {
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return cameraHeight;
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}
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const float verticalViewComponent = (std::max)(std::abs(forward.y), kMinimumVerticalViewComponent);
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return cameraHeight / verticalViewComponent;
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}
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Math::Matrix4x4 BuildInfiniteGridViewMatrix(const InfiniteGridPassData& data) {
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const Math::Vector3 right = data.cameraRight.Normalized();
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const Math::Vector3 up = data.cameraUp.Normalized();
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const Math::Vector3 forward = data.cameraForward.Normalized();
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Math::Matrix4x4 view = Math::Matrix4x4::Identity();
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view.m[0][0] = right.x;
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view.m[0][1] = right.y;
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view.m[0][2] = right.z;
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view.m[0][3] = -Math::Vector3::Dot(right, data.cameraPosition);
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view.m[1][0] = up.x;
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view.m[1][1] = up.y;
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view.m[1][2] = up.z;
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view.m[1][3] = -Math::Vector3::Dot(up, data.cameraPosition);
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view.m[2][0] = forward.x;
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view.m[2][1] = forward.y;
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view.m[2][2] = forward.z;
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view.m[2][3] = -Math::Vector3::Dot(forward, data.cameraPosition);
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return view;
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}
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Math::Matrix4x4 BuildInfiniteGridProjectionMatrix(
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const InfiniteGridPassData& data,
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float viewportWidth,
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float viewportHeight) {
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const float aspect = viewportHeight > 0.0f
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? viewportWidth / viewportHeight
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: 1.0f;
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return Math::Matrix4x4::Perspective(
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data.verticalFovDegrees * Math::DEG_TO_RAD,
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aspect,
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data.nearClipPlane,
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data.farClipPlane);
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}
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} // namespace
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InfiniteGridParameters BuildInfiniteGridParameters(const InfiniteGridPassData& data) {
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InfiniteGridParameters parameters = {};
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if (!data.valid) {
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return parameters;
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}
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const float cameraHeight = std::abs(data.cameraPosition.y);
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const float viewDistance = ComputeViewDistanceToGridPlane(data);
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const float targetSpacing = (std::max)(cameraHeight * kCameraHeightScaleFactor, 0.1f);
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parameters.valid = true;
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parameters.baseScale = SnapGridSpacing(targetSpacing);
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parameters.transitionBlend = ComputeTransitionBlend(targetSpacing, parameters.baseScale);
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parameters.fadeDistance = (std::max)(
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parameters.baseScale * 320.0f,
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viewDistance * 80.0f);
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return parameters;
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}
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void BuiltinInfiniteGridPass::Shutdown() {
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DestroyResources();
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}
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bool BuiltinInfiniteGridPass::Render(
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const RenderContext& renderContext,
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const RenderSurface& surface,
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const InfiniteGridPassData& data) {
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if (!data.valid || !renderContext.IsValid() || renderContext.backendType != RHI::RHIType::D3D12) {
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return false;
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}
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if (!EnsureInitialized(renderContext)) {
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return false;
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}
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const std::vector<RHI::RHIResourceView*>& colorAttachments = surface.GetColorAttachments();
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if (colorAttachments.empty() || colorAttachments[0] == nullptr || surface.GetDepthAttachment() == nullptr) {
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return false;
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}
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const InfiniteGridParameters parameters = BuildInfiniteGridParameters(data);
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if (!parameters.valid) {
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return false;
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}
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const Math::Matrix4x4 viewProjection =
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BuildInfiniteGridProjectionMatrix(
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data,
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static_cast<float>(surface.GetWidth()),
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static_cast<float>(surface.GetHeight())) *
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BuildInfiniteGridViewMatrix(data);
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const float aspect = surface.GetHeight() > 0
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? static_cast<float>(surface.GetWidth()) / static_cast<float>(surface.GetHeight())
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: 1.0f;
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GridConstants constants = {};
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constants.viewProjection = viewProjection.Transpose();
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constants.cameraPositionAndScale = Math::Vector4(data.cameraPosition, parameters.baseScale);
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constants.cameraRightAndFade = Math::Vector4(data.cameraRight, parameters.fadeDistance);
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constants.cameraUpAndTanHalfFov = Math::Vector4(
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data.cameraUp,
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std::tan(data.verticalFovDegrees * Math::DEG_TO_RAD * 0.5f));
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constants.cameraForwardAndAspect = Math::Vector4(data.cameraForward, aspect);
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constants.viewportNearFar = Math::Vector4(
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static_cast<float>(surface.GetWidth()),
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static_cast<float>(surface.GetHeight()),
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data.nearClipPlane,
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data.farClipPlane);
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constants.gridTransition = Math::Vector4(parameters.transitionBlend, 0.0f, 0.0f, 0.0f);
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m_constantSet->WriteConstant(0, &constants, sizeof(constants));
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RHI::RHICommandList* commandList = renderContext.commandList;
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RHI::RHIResourceView* renderTarget = colorAttachments[0];
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commandList->SetRenderTargets(1, &renderTarget, surface.GetDepthAttachment());
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const RHI::Viewport viewport = {
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0.0f,
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0.0f,
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static_cast<float>(surface.GetWidth()),
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static_cast<float>(surface.GetHeight()),
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0.0f,
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1.0f
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};
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const RHI::Rect scissorRect = {
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0,
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0,
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static_cast<int32_t>(surface.GetWidth()),
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static_cast<int32_t>(surface.GetHeight())
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};
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commandList->SetViewport(viewport);
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commandList->SetScissorRect(scissorRect);
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commandList->SetPrimitiveTopology(RHI::PrimitiveTopology::TriangleList);
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commandList->SetPipelineState(m_pipelineState);
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RHI::RHIDescriptorSet* descriptorSets[] = { m_constantSet };
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commandList->SetGraphicsDescriptorSets(0, 1, descriptorSets, m_pipelineLayout);
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commandList->Draw(3, 1, 0, 0);
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return true;
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}
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bool BuiltinInfiniteGridPass::EnsureInitialized(const RenderContext& renderContext) {
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if (m_pipelineState != nullptr &&
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m_pipelineLayout != nullptr &&
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m_constantPool != nullptr &&
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m_constantSet != nullptr &&
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m_device == renderContext.device &&
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m_backendType == renderContext.backendType) {
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return true;
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}
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DestroyResources();
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return CreateResources(renderContext);
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}
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bool BuiltinInfiniteGridPass::CreateResources(const RenderContext& renderContext) {
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if (!renderContext.IsValid() || renderContext.backendType != RHI::RHIType::D3D12) {
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return false;
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}
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m_device = renderContext.device;
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m_backendType = renderContext.backendType;
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m_builtinInfiniteGridShader = Resources::ResourceManager::Get().Load<Resources::Shader>(
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Resources::GetBuiltinInfiniteGridShaderPath());
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if (!m_builtinInfiniteGridShader.IsValid()) {
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Debug::Logger::Get().Error(
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Debug::LogCategory::Rendering,
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"BuiltinInfiniteGridPass failed to load builtin infinite-grid shader resource");
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DestroyResources();
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return false;
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}
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const Resources::ShaderBackend backend = ::XCEngine::Rendering::Detail::ToShaderBackend(m_backendType);
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const Resources::ShaderPass* infiniteGridPass =
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FindInfiniteGridCompatiblePass(*m_builtinInfiniteGridShader.Get(), backend);
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if (infiniteGridPass == nullptr) {
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Debug::Logger::Get().Error(
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Debug::LogCategory::Rendering,
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"BuiltinInfiniteGridPass could not resolve a valid InfiniteGrid shader pass");
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DestroyResources();
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return false;
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}
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RHI::DescriptorSetLayoutBinding constantBinding = {};
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constantBinding.binding = 0;
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constantBinding.type = static_cast<uint32_t>(RHI::DescriptorType::CBV);
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constantBinding.count = 1;
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RHI::DescriptorSetLayoutDesc constantLayout = {};
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constantLayout.bindings = &constantBinding;
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constantLayout.bindingCount = 1;
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RHI::RHIPipelineLayoutDesc pipelineLayoutDesc = {};
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pipelineLayoutDesc.setLayouts = &constantLayout;
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pipelineLayoutDesc.setLayoutCount = 1;
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m_pipelineLayout = m_device->CreatePipelineLayout(pipelineLayoutDesc);
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if (m_pipelineLayout == nullptr) {
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DestroyResources();
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return false;
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}
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RHI::DescriptorPoolDesc constantPoolDesc = {};
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constantPoolDesc.type = RHI::DescriptorHeapType::CBV_SRV_UAV;
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constantPoolDesc.descriptorCount = 1;
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constantPoolDesc.shaderVisible = false;
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m_constantPool = m_device->CreateDescriptorPool(constantPoolDesc);
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if (m_constantPool == nullptr) {
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DestroyResources();
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return false;
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}
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m_constantSet = m_constantPool->AllocateSet(constantLayout);
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if (m_constantSet == nullptr) {
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DestroyResources();
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return false;
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}
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RHI::GraphicsPipelineDesc pipelineDesc = {};
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pipelineDesc.pipelineLayout = m_pipelineLayout;
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pipelineDesc.topologyType = static_cast<uint32_t>(RHI::PrimitiveTopologyType::Triangle);
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pipelineDesc.renderTargetCount = 1;
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pipelineDesc.renderTargetFormats[0] = static_cast<uint32_t>(RHI::Format::R8G8B8A8_UNorm);
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pipelineDesc.depthStencilFormat = static_cast<uint32_t>(RHI::Format::D24_UNorm_S8_UInt);
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pipelineDesc.sampleCount = 1;
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pipelineDesc.rasterizerState.fillMode = static_cast<uint32_t>(RHI::FillMode::Solid);
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pipelineDesc.rasterizerState.cullMode = static_cast<uint32_t>(RHI::CullMode::None);
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pipelineDesc.rasterizerState.frontFace = static_cast<uint32_t>(RHI::FrontFace::CounterClockwise);
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pipelineDesc.rasterizerState.depthClipEnable = true;
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pipelineDesc.blendState.blendEnable = true;
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pipelineDesc.blendState.srcBlend = static_cast<uint32_t>(RHI::BlendFactor::SrcAlpha);
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pipelineDesc.blendState.dstBlend = static_cast<uint32_t>(RHI::BlendFactor::InvSrcAlpha);
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pipelineDesc.blendState.srcBlendAlpha = static_cast<uint32_t>(RHI::BlendFactor::One);
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pipelineDesc.blendState.dstBlendAlpha = static_cast<uint32_t>(RHI::BlendFactor::InvSrcAlpha);
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pipelineDesc.blendState.blendOp = static_cast<uint32_t>(RHI::BlendOp::Add);
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pipelineDesc.blendState.blendOpAlpha = static_cast<uint32_t>(RHI::BlendOp::Add);
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pipelineDesc.blendState.colorWriteMask = 0xF;
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pipelineDesc.depthStencilState.depthTestEnable = true;
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pipelineDesc.depthStencilState.depthWriteEnable = false;
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pipelineDesc.depthStencilState.depthFunc = static_cast<uint32_t>(RHI::ComparisonFunc::LessEqual);
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if (const Resources::ShaderStageVariant* vertexVariant = m_builtinInfiniteGridShader->FindVariant(
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infiniteGridPass->name,
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Resources::ShaderType::Vertex,
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backend)) {
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::XCEngine::Rendering::Detail::ApplyShaderStageVariant(*vertexVariant, pipelineDesc.vertexShader);
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}
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if (const Resources::ShaderStageVariant* fragmentVariant = m_builtinInfiniteGridShader->FindVariant(
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infiniteGridPass->name,
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Resources::ShaderType::Fragment,
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backend)) {
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::XCEngine::Rendering::Detail::ApplyShaderStageVariant(*fragmentVariant, pipelineDesc.fragmentShader);
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}
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m_pipelineState = m_device->CreatePipelineState(pipelineDesc);
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if (m_pipelineState == nullptr || !m_pipelineState->IsValid()) {
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DestroyResources();
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return false;
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}
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return true;
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}
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void BuiltinInfiniteGridPass::DestroyResources() {
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if (m_pipelineState != nullptr) {
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m_pipelineState->Shutdown();
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delete m_pipelineState;
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m_pipelineState = nullptr;
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}
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if (m_constantSet != nullptr) {
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m_constantSet->Shutdown();
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delete m_constantSet;
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m_constantSet = nullptr;
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}
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if (m_constantPool != nullptr) {
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m_constantPool->Shutdown();
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delete m_constantPool;
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m_constantPool = nullptr;
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}
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if (m_pipelineLayout != nullptr) {
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m_pipelineLayout->Shutdown();
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delete m_pipelineLayout;
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m_pipelineLayout = nullptr;
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}
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m_device = nullptr;
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m_backendType = RHI::RHIType::D3D12;
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m_builtinInfiniteGridShader.Reset();
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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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