Files
XCEngine/engine/src/Rendering/Passes/BuiltinObjectIdOutlinePass.cpp

468 lines
16 KiB
C++

#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 <XCEngine/Resources/BuiltinResources.h>
#include <algorithm>
#include <utility>
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<uint32_t>(RHI::PrimitiveTopologyType::Triangle);
::XCEngine::Rendering::Internal::ApplySingleColorAttachmentPropertiesToGraphicsPipelineDesc(
surface,
pipelineDesc);
pipelineDesc.depthStencilFormat = static_cast<uint32_t>(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<uint8_t>(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<uint64_t>& selectedObjectIds,
const ObjectIdOutlineStyle& style) {
if (!renderContext.IsValid() ||
inputs.objectIdTextureView == nullptr ||
selectedObjectIds.empty()) {
return false;
}
const std::vector<RHI::RHIResourceView*>& 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<float>(surface.GetWidth()),
static_cast<float>(surface.GetHeight()),
surface.GetWidth() > 0 ? 1.0f / static_cast<float>(surface.GetWidth()) : 0.0f,
surface.GetHeight() > 0 ? 1.0f / static_cast<float>(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<float>(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<float>(renderArea.x),
static_cast<float>(renderArea.y),
static_cast<float>(renderArea.width),
static_cast<float>(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<Resources::Shader> shader = Resources::ResourceManager::Get().Load<Resources::Shader>(
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<uint32_t>(RHI::DescriptorType::CBV);
setBindings[0].count = 1;
setBindings[1].binding = 0;
setBindings[1].type = static_cast<uint32_t>(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