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Seele/src/Engine/Graphics/RenderPass/DepthPrepass.cpp
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#include "DepthPrepass.h"
#include "Graphics/Graphics.h"
#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"
using namespace Seele;
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DepthPrepass::DepthPrepass(Gfx::PGraphics graphics, PScene scene)
: RenderPass(graphics, scene)
, descriptorSets(4)
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{
UniformBufferCreateInfo uniformInitializer;
depthPrepassLayout = graphics->createPipelineLayout();
viewLayout = graphics->createDescriptorLayout("ViewLayout");
viewLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
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uniformInitializer.sourceData.size = sizeof(ViewParameter);
uniformInitializer.sourceData.data = (uint8*)&viewParams;
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uniformInitializer.bDynamic = true;
viewParamBuffer = graphics->createUniformBuffer(uniformInitializer);
viewLayout->create();
depthPrepassLayout->addDescriptorLayout(INDEX_VIEW_PARAMS, viewLayout);
}
DepthPrepass::~DepthPrepass()
{
}
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void DepthPrepass::beginFrame(const Component::Camera& cam)
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{
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DataSource uniformUpdate;
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viewParams.viewMatrix = cam.getViewMatrix();
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viewParams.projectionMatrix = viewport->getProjectionMatrix();
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viewParams.cameraPosition = Vector4(cam.getCameraPosition(), 1);
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viewParams.screenDimensions = Vector2(static_cast<float>(viewport->getSizeX()), static_cast<float>(viewport->getSizeY()));
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uniformUpdate.size = sizeof(ViewParameter);
uniformUpdate.data = (uint8*)&viewParams;
viewParamBuffer->updateContents(uniformUpdate);
viewLayout->reset();
descriptorSets[INDEX_VIEW_PARAMS] = viewLayout->allocateDescriptorSet();
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descriptorSets[INDEX_VIEW_PARAMS]->updateBuffer(0, viewParamBuffer);
descriptorSets[INDEX_VIEW_PARAMS]->writeChanges();
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//std::cout << "DepthPrepass beginFrame()" << std::endl;
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//co_return;
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}
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void DepthPrepass::render()
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{
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depthAttachment->getTexture()->pipelineBarrier(
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT);
depthAttachment->getTexture()->transferOwnership(Gfx::QueueType::GRAPHICS);
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graphics->beginRenderPass(renderPass);
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for (VertexData* vertexData : VertexData::getList())
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{
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const auto& materials = vertexData->getMaterialData();
for (const auto& [_, materialData] : materials)
{
// Create Pipeline(Material, VertexData)
// Descriptors:
// ViewData => global, static
// Material => per material
// VertexData => per meshtype
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// SceneData => per material instance
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Gfx::PRenderCommand command = graphics->createRenderCommand("DepthRender");
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Gfx::OPipelineLayout layout = graphics->createPipelineLayout(depthPrepassLayout);
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layout->addDescriptorLayout(INDEX_MATERIAL, materialData.material->getDescriptorLayout());
layout->addDescriptorLayout(INDEX_VERTEX_DATA, vertexData->getVertexDataLayout());
layout->addDescriptorLayout(INDEX_SCENE_DATA, vertexData->getInstanceDataLayout());
layout->create();
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Gfx::MeshPipelineCreateInfo pipelineInfo;
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Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(pipelineInfo);
command->bindPipeline(pipeline);
descriptorSets[INDEX_VERTEX_DATA] = vertexData->getVertexDataSet();
for (const auto&[_, instance]: materialData.instances)
{
descriptorSets[INDEX_MATERIAL] = instance.materialInstance->getDescriptorSet();
descriptorSets[INDEX_SCENE_DATA] = instance.descriptorSet;
command->bindDescriptor(descriptorSets);
command->dispatch(instance.numMeshes, 1, 1);
}
}
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}
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graphics->endRenderPass();
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//std::cout << "DepthPrepass render()" << std::endl;
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//co_return;
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}
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void DepthPrepass::endFrame()
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{
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//std::cout << "DepthPrepass endFrame()" << std::endl;
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//co_return;
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}
void DepthPrepass::publishOutputs()
{
TextureCreateInfo depthBufferInfo;
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// If we render to a part of an image, the depth buffer itself must
// still match the size of the whole image or their coordinate systems go out of sync
depthBufferInfo.width = viewport->getOwner()->getSizeX();
depthBufferInfo.height = viewport->getOwner()->getSizeY();
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depthBufferInfo.format = Gfx::SE_FORMAT_D32_SFLOAT;
depthBufferInfo.usage = Gfx::SE_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
depthBuffer = graphics->createTexture2D(depthBufferInfo);
depthAttachment =
new Gfx::RenderTargetAttachment(depthBuffer, Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
depthAttachment->clear.depthStencil.depth = 1.0f;
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resources->registerRenderPassOutput("DEPTHPREPASS_DEPTH", depthAttachment);
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}
void DepthPrepass::createRenderPass()
{
Gfx::PRenderTargetLayout layout = new Gfx::RenderTargetLayout(depthAttachment);
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renderPass = graphics->createRenderPass(layout, viewport);
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}
void DepthPrepass::modifyRenderPassMacros(Map<const char*, const char*>& defines)
{
defines["INDEX_VIEW_PARAMS"] = "0";
defines["INDEX_MATERIAL"] = "1";
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defines["INDEX_VERTEX_DATA"] = "2";
defines["INDEX_SCENE_DATA"] = "3";
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}