706 lines
24 KiB
C++
706 lines
24 KiB
C++
#include "Passes/SceneViewportSelectionOutlinePass.h"
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#include "Viewport/ViewportHostRenderTargets.h"
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#include "Rendering/Internal/RenderSurfacePipelineUtils.h"
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#include "Rendering/Internal/ShaderVariantUtils.h"
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#include "Rendering/Materials/RenderMaterialStateUtils.h"
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#include <XCEngine/Core/Asset/ResourceManager.h>
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#include <XCEngine/Core/Math/Vector4.h>
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#include <XCEngine/Debug/Logger.h>
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#include <XCEngine/Rendering/FrameData/RenderSceneData.h>
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#include <XCEngine/Rendering/FrameData/VisibleRenderItem.h>
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#include <XCEngine/Rendering/Passes/BuiltinDepthStylePassBase.h>
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#include <XCEngine/Rendering/Picking/ObjectIdCodec.h>
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#include <XCEngine/RHI/RHICommandList.h>
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#include <XCEngine/RHI/RHIDescriptorPool.h>
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#include <XCEngine/RHI/RHIDescriptorSet.h>
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#include <XCEngine/RHI/RHIDevice.h>
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#include <XCEngine/RHI/RHIPipelineLayout.h>
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#include <XCEngine/RHI/RHIPipelineState.h>
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#include <XCEngine/Resources/BuiltinResources.h>
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#include <XCEngine/Resources/Shader/Shader.h>
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#include <algorithm>
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#include <optional>
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#include <utility>
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namespace XCEngine {
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namespace Editor {
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namespace {
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class SceneViewportSelectionMaskPass final
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: public Rendering::Passes::BuiltinDepthStylePassBase {
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public:
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SceneViewportSelectionMaskPass()
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: BuiltinDepthStylePassBase(
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Rendering::BuiltinMaterialPass::SelectionMask,
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Resources::GetBuiltinSelectionMaskShaderPath()) {
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}
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const char* GetName() const override {
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return "SceneViewportSelectionMaskPass";
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}
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bool Render(
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const Rendering::RenderContext& context,
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const Rendering::RenderSurface& surface,
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const Rendering::RenderSceneData& sceneData,
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const std::vector<uint64_t>& selectedObjectIds) {
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m_selectedObjectIds.clear();
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m_selectedObjectIds.reserve(selectedObjectIds.size());
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for (uint64_t selectedObjectId : selectedObjectIds) {
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Rendering::RenderObjectId renderObjectId =
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Rendering::kInvalidRenderObjectId;
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if (Rendering::TryConvertRuntimeObjectIdToRenderObjectId(
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selectedObjectId,
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renderObjectId)) {
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m_selectedObjectIds.push_back(renderObjectId);
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}
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}
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if (m_selectedObjectIds.empty()) {
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return false;
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}
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Rendering::RenderSceneData selectionMaskSceneData = sceneData;
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selectionMaskSceneData.cameraData.clearFlags =
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Rendering::RenderClearFlags::Color;
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selectionMaskSceneData.cameraData.clearColor = Math::Color::Black();
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const Rendering::RenderPassContext passContext = {
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context,
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surface,
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selectionMaskSceneData,
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nullptr,
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nullptr,
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RHI::ResourceStates::Common
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};
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return Execute(passContext);
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}
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protected:
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bool ShouldRenderVisibleItem(
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const Rendering::VisibleRenderItem& visibleItem) const override {
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if (!Rendering::IsValidRenderObjectId(visibleItem.renderObjectId)) {
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return false;
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}
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return std::find(
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m_selectedObjectIds.begin(),
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m_selectedObjectIds.end(),
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visibleItem.renderObjectId) != m_selectedObjectIds.end();
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}
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private:
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std::vector<Rendering::RenderObjectId> m_selectedObjectIds = {};
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};
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const Resources::ShaderPass* FindSelectionOutlineCompatiblePass(
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const Resources::Shader& shader,
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Resources::ShaderBackend backend) {
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const Resources::ShaderPass* outlinePass =
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shader.FindPass("SelectionOutline");
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if (outlinePass != nullptr &&
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Rendering::Internal::ShaderPassHasGraphicsVariants(
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shader,
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outlinePass->name,
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backend)) {
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return outlinePass;
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}
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const Resources::ShaderPass* editorOutlinePass =
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shader.FindPass("EditorSelectionOutline");
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if (editorOutlinePass != nullptr &&
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Rendering::Internal::ShaderPassHasGraphicsVariants(
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shader,
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editorOutlinePass->name,
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backend)) {
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return editorOutlinePass;
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}
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if (shader.GetPassCount() > 0 &&
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Rendering::Internal::ShaderPassHasGraphicsVariants(
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shader,
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shader.GetPasses()[0].name,
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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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RHI::GraphicsPipelineDesc CreatePipelineDesc(
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RHI::RHIType backendType,
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RHI::RHIPipelineLayout* pipelineLayout,
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const Resources::Shader& shader,
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const Containers::String& passName,
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const Rendering::RenderSurface& surface) {
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RHI::GraphicsPipelineDesc pipelineDesc = {};
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pipelineDesc.pipelineLayout = pipelineLayout;
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pipelineDesc.topologyType =
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static_cast<uint32_t>(RHI::PrimitiveTopologyType::Triangle);
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Rendering::Internal::ApplySingleColorAttachmentPropertiesToGraphicsPipelineDesc(
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surface,
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pipelineDesc);
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pipelineDesc.depthStencilFormat =
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static_cast<uint32_t>(RHI::Format::Unknown);
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const Resources::ShaderPass* shaderPass = shader.FindPass(passName);
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if (shaderPass != nullptr && shaderPass->hasFixedFunctionState) {
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Rendering::ApplyRenderState(
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shaderPass->fixedFunctionState,
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pipelineDesc);
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} else {
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Resources::MaterialRenderState fallbackState = {};
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fallbackState.cullMode = Resources::MaterialCullMode::None;
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fallbackState.depthWriteEnable = false;
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fallbackState.depthTestEnable = false;
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fallbackState.depthFunc = Resources::MaterialComparisonFunc::Always;
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fallbackState.blendEnable = true;
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fallbackState.srcBlend = Resources::MaterialBlendFactor::SrcAlpha;
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fallbackState.dstBlend = Resources::MaterialBlendFactor::InvSrcAlpha;
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fallbackState.srcBlendAlpha = Resources::MaterialBlendFactor::One;
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fallbackState.dstBlendAlpha =
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Resources::MaterialBlendFactor::InvSrcAlpha;
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fallbackState.blendOp = Resources::MaterialBlendOp::Add;
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fallbackState.blendOpAlpha = Resources::MaterialBlendOp::Add;
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fallbackState.colorWriteMask =
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static_cast<uint8_t>(RHI::ColorWriteMask::All);
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Rendering::ApplyRenderState(fallbackState, pipelineDesc);
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}
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const Resources::ShaderBackend backend =
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Rendering::Internal::ToShaderBackend(backendType);
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if (const Resources::ShaderStageVariant* vertexVariant =
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shader.FindVariant(
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passName,
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Resources::ShaderType::Vertex,
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backend)) {
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if (shaderPass != nullptr) {
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Rendering::Internal::ApplyShaderStageVariant(
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shader.GetPath(),
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*shaderPass,
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backend,
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*vertexVariant,
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pipelineDesc.vertexShader);
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}
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}
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if (const Resources::ShaderStageVariant* fragmentVariant =
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shader.FindVariant(
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passName,
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Resources::ShaderType::Fragment,
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backend)) {
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if (shaderPass != nullptr) {
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Rendering::Internal::ApplyShaderStageVariant(
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shader.GetPath(),
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*shaderPass,
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backend,
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*fragmentVariant,
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pipelineDesc.fragmentShader);
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}
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}
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return pipelineDesc;
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}
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class SceneViewportSelectionOutlinePass final : public Rendering::RenderPass {
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public:
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SceneViewportSelectionOutlinePass(
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SceneViewportSelectionOutlinePassRenderer& renderer,
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ViewportRenderTargets* targets,
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std::vector<uint64_t> selectedObjectIds,
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const SceneViewportSelectionOutlineStyle& style)
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: m_renderer(renderer)
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, m_targets(targets)
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, m_selectedObjectIds(std::move(selectedObjectIds))
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, m_style(style) {
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}
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const char* GetName() const override {
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return "SceneViewportSelectionOutline";
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}
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bool Execute(const Rendering::RenderPassContext& context) override {
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return m_renderer.Render(
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context.renderContext,
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context.surface,
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context.sceneData,
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*m_targets,
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m_selectedObjectIds,
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m_style);
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}
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private:
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SceneViewportSelectionOutlinePassRenderer& m_renderer;
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ViewportRenderTargets* m_targets = nullptr;
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std::vector<uint64_t> m_selectedObjectIds = {};
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SceneViewportSelectionOutlineStyle m_style = {};
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};
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} // namespace
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class SceneViewportSelectionOutlinePassRenderer::Impl {
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public:
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struct OutlineConstants {
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Math::Vector4 viewportSizeAndTexelSize = Math::Vector4::Zero();
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Math::Vector4 outlineColor = Math::Vector4::Zero();
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Math::Vector4 outlineInfo = Math::Vector4::Zero();
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Math::Vector4 depthParams = Math::Vector4::Zero();
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};
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Impl()
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: m_selectionMaskPass(std::make_unique<SceneViewportSelectionMaskPass>())
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, m_shaderPath(Resources::GetBuiltinSelectionOutlineShaderPath()) {
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}
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void Shutdown() {
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if (m_selectionMaskPass != nullptr) {
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m_selectionMaskPass->Shutdown();
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}
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DestroyResources();
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}
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bool Render(
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const Rendering::RenderContext& renderContext,
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const Rendering::RenderSurface& surface,
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const Rendering::RenderSceneData& sceneData,
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ViewportRenderTargets& targets,
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const std::vector<uint64_t>& selectedObjectIds,
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const SceneViewportSelectionOutlineStyle& style) {
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Rendering::RenderSurface selectionMaskSurface =
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BuildViewportSelectionMaskSurface(targets);
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selectionMaskSurface.SetRenderArea(surface.GetRenderArea());
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if (!m_selectionMaskPass->Render(
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renderContext,
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selectionMaskSurface,
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sceneData,
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selectedObjectIds)) {
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return false;
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}
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targets.selectionMaskState = RHI::ResourceStates::PixelShaderResource;
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return RenderOutline(
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renderContext,
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surface,
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targets.selectionMaskShaderView,
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targets.selectionMaskState,
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targets.depthShaderView,
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surface.GetDepthStateAfter(),
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style);
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}
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private:
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bool RenderOutline(
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const Rendering::RenderContext& renderContext,
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const Rendering::RenderSurface& surface,
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RHI::RHIResourceView* selectionMaskTextureView,
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RHI::ResourceStates selectionMaskState,
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RHI::RHIResourceView* depthTextureView,
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RHI::ResourceStates depthTextureState,
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const SceneViewportSelectionOutlineStyle& style) {
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if (!renderContext.IsValid() ||
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selectionMaskTextureView == nullptr ||
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depthTextureView == nullptr) {
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return false;
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}
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const std::vector<RHI::RHIResourceView*>& colorAttachments =
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surface.GetColorAttachments();
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if (!Rendering::Internal::HasSingleColorAttachment(surface) ||
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colorAttachments.empty() ||
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colorAttachments[0] == nullptr) {
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return false;
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}
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const Math::RectInt renderArea = surface.GetRenderArea();
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if (renderArea.width <= 0 || renderArea.height <= 0) {
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return false;
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}
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if (!EnsureInitialized(renderContext, surface)) {
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return false;
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}
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OutlineConstants constants = {};
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constants.viewportSizeAndTexelSize = Math::Vector4(
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static_cast<float>(surface.GetWidth()),
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static_cast<float>(surface.GetHeight()),
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surface.GetWidth() > 0
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? 1.0f / static_cast<float>(surface.GetWidth())
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: 0.0f,
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surface.GetHeight() > 0
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? 1.0f / static_cast<float>(surface.GetHeight())
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: 0.0f);
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constants.outlineColor = Math::Vector4(
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style.outlineColor.r,
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style.outlineColor.g,
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style.outlineColor.b,
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style.outlineColor.a);
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constants.outlineInfo = Math::Vector4(
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style.debugSelectionMask ? 1.0f : 0.0f,
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style.outlineWidthPixels,
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0.0f,
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0.0f);
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constants.depthParams = Math::Vector4(1.0e-5f, 0.0f, 0.0f, 0.0f);
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m_constantSet->WriteConstant(0, &constants, sizeof(constants));
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m_textureSet->Update(0, selectionMaskTextureView);
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m_textureSet->Update(1, depthTextureView);
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RHI::RHICommandList* commandList = renderContext.commandList;
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RHI::RHIResourceView* renderTarget = colorAttachments[0];
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if (surface.IsAutoTransitionEnabled()) {
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commandList->TransitionBarrier(
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renderTarget,
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surface.GetColorStateAfter(),
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RHI::ResourceStates::RenderTarget);
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commandList->TransitionBarrier(
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selectionMaskTextureView,
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selectionMaskState,
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RHI::ResourceStates::PixelShaderResource);
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commandList->TransitionBarrier(
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depthTextureView,
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depthTextureState,
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RHI::ResourceStates::PixelShaderResource);
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}
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commandList->SetRenderTargets(1, &renderTarget, nullptr);
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const RHI::Viewport viewport = {
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static_cast<float>(renderArea.x),
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static_cast<float>(renderArea.y),
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static_cast<float>(renderArea.width),
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static_cast<float>(renderArea.height),
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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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renderArea.x,
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renderArea.y,
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renderArea.x + renderArea.width,
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renderArea.y + renderArea.height
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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[] = {
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m_constantSet,
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m_textureSet
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};
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commandList->SetGraphicsDescriptorSets(
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0,
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2,
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descriptorSets,
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m_pipelineLayout);
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commandList->Draw(3, 1, 0, 0);
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commandList->EndRenderPass();
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if (surface.IsAutoTransitionEnabled()) {
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commandList->TransitionBarrier(
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renderTarget,
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RHI::ResourceStates::RenderTarget,
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surface.GetColorStateAfter());
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commandList->TransitionBarrier(
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selectionMaskTextureView,
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RHI::ResourceStates::PixelShaderResource,
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selectionMaskState);
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commandList->TransitionBarrier(
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depthTextureView,
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RHI::ResourceStates::PixelShaderResource,
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depthTextureState);
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}
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return true;
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}
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bool EnsureInitialized(
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const Rendering::RenderContext& renderContext,
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const Rendering::RenderSurface& surface) {
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const RHI::Format renderTargetFormat =
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Rendering::Internal::ResolveSurfaceColorFormat(surface, 0u);
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const uint32_t renderTargetSampleCount =
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Rendering::Internal::ResolveSurfaceSampleCount(surface);
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if (m_pipelineLayout != nullptr &&
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m_pipelineState != nullptr &&
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m_constantPool != nullptr &&
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m_constantSet != nullptr &&
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m_texturePool != nullptr &&
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m_textureSet != nullptr &&
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m_device == renderContext.device &&
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m_backendType == renderContext.backendType &&
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m_renderTargetFormat == renderTargetFormat &&
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m_renderTargetSampleCount == renderTargetSampleCount) {
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return true;
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}
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if (HasCreatedResources()) {
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DestroyResources();
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}
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return CreateResources(renderContext, surface);
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}
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bool CreateResources(
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const Rendering::RenderContext& renderContext,
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const Rendering::RenderSurface& surface) {
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if (!renderContext.IsValid()) {
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return false;
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}
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if (!Rendering::Internal::HasSingleColorAttachment(surface) ||
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Rendering::Internal::ResolveSurfaceColorFormat(surface, 0u) ==
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RHI::Format::Unknown) {
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return false;
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}
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if (m_shaderPath.Empty()) {
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Debug::Logger::Get().Error(
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Debug::LogCategory::Rendering,
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"SceneViewportSelectionOutlinePassRenderer requires a valid shader path");
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return false;
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}
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Resources::ResourceHandle<Resources::Shader> shader =
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Resources::ResourceManager::Get().Load<Resources::Shader>(
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m_shaderPath);
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if (!shader.IsValid()) {
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Debug::Logger::Get().Error(
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Debug::LogCategory::Rendering,
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"SceneViewportSelectionOutlinePassRenderer failed to load selection-outline shader");
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ResetState();
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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_shader.emplace(std::move(shader));
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const Resources::ShaderBackend backend =
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Rendering::Internal::ToShaderBackend(m_backendType);
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const Resources::ShaderPass* outlinePass =
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FindSelectionOutlineCompatiblePass(*m_shader->Get(), backend);
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if (outlinePass == nullptr) {
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Debug::Logger::Get().Error(
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Debug::LogCategory::Rendering,
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"SceneViewportSelectionOutlinePassRenderer could not resolve SelectionOutline 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 =
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static_cast<uint32_t>(RHI::DescriptorType::CBV);
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constantBinding.count = 1;
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RHI::DescriptorSetLayoutBinding textureBindings[2] = {};
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textureBindings[0].binding = 0;
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textureBindings[0].type =
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static_cast<uint32_t>(RHI::DescriptorType::SRV);
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textureBindings[0].count = 1;
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textureBindings[1].binding = 1;
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textureBindings[1].type =
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static_cast<uint32_t>(RHI::DescriptorType::SRV);
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textureBindings[1].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::DescriptorSetLayoutDesc textureLayout = {};
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textureLayout.bindings = textureBindings;
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textureLayout.bindingCount = 2;
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RHI::DescriptorSetLayoutDesc setLayouts[2] = {};
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setLayouts[0] = constantLayout;
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setLayouts[1] = textureLayout;
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RHI::RHIPipelineLayoutDesc pipelineLayoutDesc = {};
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pipelineLayoutDesc.setLayouts = setLayouts;
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pipelineLayoutDesc.setLayoutCount = 2;
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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;
|
|
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 = 2;
|
|
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_shader->Get(),
|
|
outlinePass->name,
|
|
surface));
|
|
if (m_pipelineState == nullptr || !m_pipelineState->IsValid()) {
|
|
DestroyResources();
|
|
return false;
|
|
}
|
|
|
|
m_renderTargetFormat =
|
|
Rendering::Internal::ResolveSurfaceColorFormat(surface, 0u);
|
|
m_renderTargetSampleCount =
|
|
Rendering::Internal::ResolveSurfaceSampleCount(surface);
|
|
return true;
|
|
}
|
|
|
|
bool 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_shader.has_value();
|
|
}
|
|
|
|
void 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_shader.has_value()) {
|
|
m_shader.reset();
|
|
}
|
|
|
|
ResetState();
|
|
}
|
|
|
|
void 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_shader.reset();
|
|
m_renderTargetFormat = RHI::Format::Unknown;
|
|
m_renderTargetSampleCount = 1u;
|
|
}
|
|
|
|
std::unique_ptr<SceneViewportSelectionMaskPass> m_selectionMaskPass;
|
|
RHI::RHIDevice* m_device = nullptr;
|
|
RHI::RHIType m_backendType = RHI::RHIType::D3D12;
|
|
RHI::RHIPipelineLayout* m_pipelineLayout = nullptr;
|
|
RHI::RHIPipelineState* m_pipelineState = nullptr;
|
|
RHI::RHIDescriptorPool* m_constantPool = nullptr;
|
|
RHI::RHIDescriptorSet* m_constantSet = nullptr;
|
|
RHI::RHIDescriptorPool* m_texturePool = nullptr;
|
|
RHI::RHIDescriptorSet* m_textureSet = nullptr;
|
|
Containers::String m_shaderPath = {};
|
|
std::optional<Resources::ResourceHandle<Resources::Shader>> m_shader = {};
|
|
RHI::Format m_renderTargetFormat = RHI::Format::Unknown;
|
|
uint32_t m_renderTargetSampleCount = 1u;
|
|
};
|
|
|
|
SceneViewportSelectionOutlinePassRenderer::SceneViewportSelectionOutlinePassRenderer()
|
|
: m_impl(std::make_unique<Impl>()) {
|
|
}
|
|
|
|
SceneViewportSelectionOutlinePassRenderer::~SceneViewportSelectionOutlinePassRenderer() = default;
|
|
|
|
void SceneViewportSelectionOutlinePassRenderer::Shutdown() {
|
|
m_impl->Shutdown();
|
|
}
|
|
|
|
bool SceneViewportSelectionOutlinePassRenderer::Render(
|
|
const Rendering::RenderContext& renderContext,
|
|
const Rendering::RenderSurface& surface,
|
|
const Rendering::RenderSceneData& sceneData,
|
|
ViewportRenderTargets& targets,
|
|
const std::vector<uint64_t>& selectedObjectIds,
|
|
const SceneViewportSelectionOutlineStyle& style) {
|
|
return m_impl->Render(
|
|
renderContext,
|
|
surface,
|
|
sceneData,
|
|
targets,
|
|
selectedObjectIds,
|
|
style);
|
|
}
|
|
|
|
std::unique_ptr<Rendering::RenderPass> CreateSceneViewportSelectionOutlinePass(
|
|
SceneViewportSelectionOutlinePassRenderer& renderer,
|
|
ViewportRenderTargets* targets,
|
|
const std::vector<uint64_t>& selectedObjectIds,
|
|
const SceneViewportSelectionOutlineStyle& style) {
|
|
return std::make_unique<SceneViewportSelectionOutlinePass>(
|
|
renderer,
|
|
targets,
|
|
selectedObjectIds,
|
|
style);
|
|
}
|
|
|
|
} // namespace Editor
|
|
} // namespace XCEngine
|