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Seele/src/Engine/Graphics/RenderPass/SkyboxRenderPass.cpp
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#include "SkyboxRenderPass.h"
#include "Graphics/Graphics.h"
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#include "Asset/AssetRegistry.h"
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using namespace Seele;
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SkyboxRenderPass::SkyboxRenderPass(Gfx::PGraphics graphics, PScene scene)
: RenderPass(graphics, scene)
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{
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skybox = Seele::Component::Skybox{
.day = AssetRegistry::findTexture("FS000_Day_01")->getTexture().cast<Gfx::TextureCube>(),
.night = AssetRegistry::findTexture("FS000_Night_01")->getTexture().cast<Gfx::TextureCube>(),
.fogColor = Vector(0.2, 0.1, 0.6),
.blendFactor = 0,
};
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Array<Vector> vertices = {
// Back
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Vector(-512, -512, 512),
Vector(-512, 512, 512),
Vector( 512, -512, 512),
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Vector( 512, -512, 512),
Vector(-512, 512, 512),
Vector( 512, 512, 512),
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// Front
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Vector( 512, -512, -512),
Vector( 512, 512, -512),
Vector(-512, -512, -512),
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Vector(-512, -512, -512),
Vector( 512, 512, -512),
Vector(-512, 512, -512),
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// Top
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Vector(-512, -512, -512),
Vector(-512, -512, 512),
Vector( 512, -512, -512),
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Vector( 512, -512, -512),
Vector(-512, -512, 512),
Vector( 512, -512, 512),
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// Bottom
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Vector(-512, 512, 512),
Vector(-512, 512, -512),
Vector( 512, 512, 512),
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Vector( 512, 512, 512),
Vector(-512, 512, -512),
Vector( 512, 512, -512),
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// Left
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Vector(-512, -512, -512),
Vector(-512, 512, -512),
Vector(-512, -512, 512),
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Vector(-512, -512, 512),
Vector(-512, 512, -512),
Vector(-512, 512, 512),
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// Right
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Vector( 512, -512, 512),
Vector( 512, 512, 512),
Vector( 512, -512, -512),
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Vector( 512, -512, -512),
Vector( 512, 512, 512),
Vector( 512, 512, -512),
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};
VertexBufferCreateInfo vertexBufferInfo = {
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.sourceData = {
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.size = sizeof(Vector) * vertices.size(),
.data = (uint8*)vertices.data(),
},
.vertexSize = sizeof(Vector),
.numVertices = (uint32)vertices.size(),
};
cubeBuffer = graphics->createVertexBuffer(vertexBufferInfo);
}
SkyboxRenderPass::~SkyboxRenderPass()
{
}
void SkyboxRenderPass::beginFrame(const Component::Camera& cam)
{
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RenderPass::beginFrame(cam);
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DataSource uniformUpdate;
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viewParams.viewMatrix = cam.getViewMatrix();
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()));
uniformUpdate.size = sizeof(ViewParameter);
uniformUpdate.data = (uint8*)&viewParams;
viewParamsBuffer->updateContents(uniformUpdate);
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skyboxDataLayout->reset();
textureLayout->reset();
skyboxDataSet = skyboxDataLayout->allocateDescriptorSet();
skyboxDataSet->updateBuffer(0, viewParamsBuffer);
skyboxDataSet->writeChanges();
textureSet = textureLayout->allocateDescriptorSet();
textureSet->updateTexture(0, skybox.day);
textureSet->updateTexture(1, skybox.night);
textureSet->updateSampler(2, skyboxSampler);
textureSet->writeChanges();
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}
void SkyboxRenderPass::render()
{
graphics->beginRenderPass(renderPass);
Gfx::PRenderCommand renderCommand = graphics->createRenderCommand("SkyboxRender");
renderCommand->setViewport(viewport);
renderCommand->bindPipeline(pipeline);
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renderCommand->bindDescriptor({viewParamsSet, skyboxDataSet, textureSet});
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renderCommand->bindVertexBuffer({ cubeBuffer });
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renderCommand->draw(36, 1, 0, 0);
graphics->executeCommands(Array{ renderCommand });
graphics->endRenderPass();
}
void SkyboxRenderPass::endFrame()
{
}
void SkyboxRenderPass::publishOutputs()
{
UniformBufferCreateInfo viewCreateInfo = {
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.sourceData = DataSource {
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.size = sizeof(ViewParameter),
.data = nullptr,
},
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.dynamic = true
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};
viewParamsBuffer = graphics->createUniformBuffer(viewCreateInfo);
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skyboxDataLayout = graphics->createDescriptorLayout("SkyboxDescLayout");
skyboxDataLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
skyboxDataLayout->create();
textureLayout = graphics->createDescriptorLayout();
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textureLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE);
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textureLayout->addDescriptorBinding(1, Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE);
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textureLayout->addDescriptorBinding(2, Gfx::SE_DESCRIPTOR_TYPE_SAMPLER);
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textureLayout->create();
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skyboxSampler = graphics->createSamplerState({});
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}
void SkyboxRenderPass::createRenderPass()
{
Gfx::PRenderTargetAttachment baseColorAttachment = resources->requestRenderTarget("BASEPASS_COLOR");
baseColorAttachment->loadOp = Gfx::SE_ATTACHMENT_LOAD_OP_LOAD;
Gfx::PRenderTargetAttachment depthAttachment = resources->requestRenderTarget("DEPTHPREPASS_DEPTH");
depthAttachment->loadOp = Gfx::SE_ATTACHMENT_LOAD_OP_LOAD;
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Gfx::ORenderTargetLayout layout = new Gfx::RenderTargetLayout(baseColorAttachment, depthAttachment);
renderPass = graphics->createRenderPass(std::move(layout), viewport);
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ShaderCreateInfo createInfo;
createInfo.name = "SkyboxVertex";
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createInfo.additionalModules.add("Skybox");
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createInfo.mainModule = "Skybox";
createInfo.entryPoint = "vertexMain";
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vertexShader = graphics->createVertexShader(createInfo);
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createInfo.name = "SkyboxFragment";
createInfo.entryPoint = "fragmentMain";
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fragmentShader = graphics->createFragmentShader(createInfo);
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declaration = graphics->createVertexDeclaration({
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Gfx::VertexElement {
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.binding = 0,
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.offset = 0,
.vertexFormat = Gfx::SE_FORMAT_R32G32B32_SFLOAT,
.attributeIndex = 0,
.stride = sizeof(Vector),
}
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});
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Gfx::OPipelineLayout pipelineLayout = graphics->createPipelineLayout();
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pipelineLayout->addDescriptorLayout(0, viewParamsLayout);
pipelineLayout->addDescriptorLayout(1, skyboxDataLayout);
pipelineLayout->addDescriptorLayout(2, textureLayout);
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pipelineLayout->create();
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Gfx::LegacyPipelineCreateInfo gfxInfo;
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gfxInfo.vertexDeclaration = declaration;
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gfxInfo.vertexShader = vertexShader;
gfxInfo.fragmentShader = fragmentShader;
gfxInfo.rasterizationState.polygonMode = Gfx::SE_POLYGON_MODE_FILL;
gfxInfo.rasterizationState.lineWidth = 5.f;
gfxInfo.topology = Gfx::SE_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
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gfxInfo.pipelineLayout = std::move(pipelineLayout);
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gfxInfo.renderPass = renderPass;
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pipeline = graphics->createGraphicsPipeline(std::move(gfxInfo));
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}