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Seele/src/Engine/Graphics/RenderPass/DepthPrepass.cpp
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#include "DepthPrepass.h"
#include "Graphics/Enums.h"
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#include "Graphics/Graphics.h"
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#include "Graphics/Shader.h"
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#include "Window/Window.h"
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#include "Component/Camera.h"
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#include "Component/Mesh.h"
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#include "Actor/CameraActor.h"
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#include "Math/Vector.h"
#include "RenderGraph.h"
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#include "Graphics/Command.h"
#include "Graphics/StaticMeshVertexData.h"
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using namespace Seele;
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DepthPrepass::DepthPrepass(Gfx::PGraphics graphics, PScene scene)
: RenderPass(graphics, scene)
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{
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depthPrepassLayout = graphics->createPipelineLayout("DepthPrepassLayout");
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depthPrepassLayout->addDescriptorLayout(viewParamsLayout);
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if (graphics->supportMeshShading())
{
graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "DepthPass", "MeshletPass", false, false, "", true, true, "MeshletPass");
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}
else
{
graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "DepthPass", "LegacyPass");
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}
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}
DepthPrepass::~DepthPrepass()
{
}
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void DepthPrepass::beginFrame(const Component::Camera& cam)
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{
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RenderPass::beginFrame(cam);
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}
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void DepthPrepass::render()
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{
graphics->beginRenderPass(renderPass);
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Array<Gfx::ORenderCommand> commands;
// Others
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{
Gfx::ShaderPermutation permutation;
if (graphics->supportMeshShading())
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{
permutation.setTaskFile("MeshletPass");
permutation.setMeshFile("MeshletPass");
}
else
{
permutation.setVertexFile("LegacyPass");
}
for (VertexData* vertexData : VertexData::getList())
{
permutation.setVertexData(vertexData->getTypeName());
const auto& materials = vertexData->getMaterialData();
for (const auto& [_, materialData] : materials)
{
// Create Pipeline(VertexData)
// Descriptors:
// ViewData => global, static
// VertexData => per meshtype
// SceneData => per material instance
permutation.setMaterial(materialData.material->getName());
Gfx::PermutationId id(permutation);
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Gfx::ORenderCommand command = graphics->createRenderCommand("BaseRender");
command->setViewport(viewport);
const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
assert(collection != nullptr);
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if (graphics->supportMeshShading())
{
Gfx::MeshPipelineCreateInfo pipelineInfo;
pipelineInfo.taskShader = collection->taskShader;
pipelineInfo.meshShader = collection->meshShader;
pipelineInfo.fragmentShader = collection->fragmentShader;
pipelineInfo.pipelineLayout = collection->pipelineLayout;
pipelineInfo.renderPass = renderPass;
pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER;
pipelineInfo.multisampleState.samples = viewport->getSamples();
pipelineInfo.colorBlend.attachmentCount = 1;
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
command->bindPipeline(pipeline);
}
else
{
Gfx::LegacyPipelineCreateInfo pipelineInfo;
pipelineInfo.vertexShader = collection->vertexShader;
pipelineInfo.fragmentShader = collection->fragmentShader;
pipelineInfo.pipelineLayout = collection->pipelineLayout;
pipelineInfo.renderPass = renderPass;
pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER;
pipelineInfo.multisampleState.samples = viewport->getSamples();
pipelineInfo.colorBlend.attachmentCount = 1;
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
command->bindPipeline(pipeline);
}
command->bindDescriptor(vertexData->getVertexDataSet());
command->bindDescriptor(viewParamsSet);
for (const auto& [_, instance] : materialData.instances)
{
command->bindDescriptor(vertexData->getInstanceDataSet(), { instance.descriptorOffset, instance.descriptorOffset });
if (graphics->supportMeshShading())
{
command->drawMesh(vertexData->getMeshData(instance.meshId).size(), 1, 1);
}
else
{
command->bindIndexBuffer(vertexData->getIndexBuffer());
uint32 instanceOffset = 0;
for (const auto& meshData : vertexData->getMeshData(instance.meshId))
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{
if (meshData.numIndices > 0)
{
command->drawIndexed(meshData.numIndices, 1, meshData.firstIndex, meshData.indicesOffset, instanceOffset);
}
instanceOffset++;
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}
}
}
commands.add(std::move(command));
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}
}
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}
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graphics->executeCommands(std::move(commands));
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graphics->endRenderPass();
}
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void DepthPrepass::endFrame()
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{
}
void DepthPrepass::publishOutputs()
{
}
void DepthPrepass::createRenderPass()
{
}