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Seele/src/Engine/Graphics/RenderPass/BasePass.cpp
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#include "BasePass.h"
#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"
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#include "RenderGraph.h"
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#include "Material/MaterialInstance.h"
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#include "Graphics/Descriptor.h"
using namespace Seele;
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BasePass::BasePass(Gfx::PGraphics graphics, PScene scene)
: RenderPass(graphics, scene)
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, descriptorSets(6)
{
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basePassLayout = graphics->createPipelineLayout();
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basePassLayout->addDescriptorLayout(INDEX_VIEW_PARAMS, viewParamsLayout);
basePassLayout->addDescriptorLayout(INDEX_LIGHT_ENV, scene->getLightEnvironment()->getDescriptorLayout());
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lightCullingLayout = graphics->createDescriptorLayout("BasePassLightCulling");
// oLightIndexList
lightCullingLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
// tLightIndexList
lightCullingLayout->addDescriptorBinding(1, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
// oLightGrid
lightCullingLayout->addDescriptorBinding(2, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER);
// tLightGrid
lightCullingLayout->addDescriptorBinding(3, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER);
lightCullingLayout->create();
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basePassLayout->addDescriptorLayout(INDEX_LIGHT_CULLING, lightCullingLayout);
}
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BasePass::~BasePass()
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{
}
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void BasePass::beginFrame(const Component::Camera& cam)
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{
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RenderPass::beginFrame(cam);
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lightCullingLayout->reset();
descriptorSets[INDEX_VIEW_PARAMS] = viewParamsSet;
descriptorSets[INDEX_LIGHT_ENV] = scene->getLightEnvironment()->getDescriptorSet();
descriptorSets[INDEX_LIGHT_CULLING] = lightCullingLayout->allocateDescriptorSet();
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}
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void BasePass::render()
{
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oLightIndexList->pipelineBarrier(
Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
tLightIndexList->pipelineBarrier(
Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
oLightGrid->pipelineBarrier(
Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
tLightGrid->pipelineBarrier(
Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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descriptorSets[INDEX_LIGHT_CULLING]->updateBuffer(0, oLightIndexList);
descriptorSets[INDEX_LIGHT_CULLING]->updateBuffer(1, tLightIndexList);
descriptorSets[INDEX_LIGHT_CULLING]->updateTexture(2, oLightGrid);
descriptorSets[INDEX_LIGHT_CULLING]->updateTexture(3, tLightGrid);
descriptorSets[INDEX_LIGHT_CULLING]->writeChanges();
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graphics->beginRenderPass(renderPass);
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Gfx::ShaderPermutation permutation;
permutation.hasFragment = true;
permutation.useMeshShading = true;
permutation.hasTaskShader = true;
std::memcpy(permutation.taskFile, "MeshletBasePass", std::strlen("MeshletBasePass"));
std::memcpy(permutation.vertexMeshFile, "MeshletBasePass", std::strlen("MeshletBasePass"));
std::memcpy(permutation.fragmentFile, "BasePass", std::strlen("BasePass"));
for (VertexData* vertexData : VertexData::getList())
{
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std::memcpy(permutation.vertexDataName, vertexData->getTypeName().c_str(), std::strlen(vertexData->getTypeName().c_str()));
const auto& materials = vertexData->getMaterialData();
for (const auto& [_, materialData] : materials)
{
// Create Pipeline(Material, VertexData)
// Descriptors:
// ViewData => global, static
// LightEnv => global, static
// LightCulling => global, static
// Material => per material
// VertexData => per meshtype
// SceneData => per material instance
std::memcpy(permutation.materialName, materialData.material->getName().c_str(), std::strlen(materialData.material->getName().c_str()));
Gfx::PermutationId id(permutation);
Gfx::PRenderCommand command = graphics->createRenderCommand("DepthRender");
Gfx::OPipelineLayout layout = graphics->createPipelineLayout(basePassLayout);
layout->addDescriptorLayout(INDEX_MATERIAL, materialData.material->getDescriptorLayout());
layout->addDescriptorLayout(INDEX_VERTEX_DATA, vertexData->getVertexDataLayout());
layout->addDescriptorLayout(INDEX_SCENE_DATA, vertexData->getInstanceDataLayout());
layout->create();
const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
assert(collection != nullptr);
Gfx::MeshPipelineCreateInfo pipelineInfo;
pipelineInfo.taskShader = collection->taskShader;
pipelineInfo.meshShader = collection->meshShader;
pipelineInfo.fragmentShader = collection->fragmentShader;
pipelineInfo.pipelineLayout = layout;
pipelineInfo.renderPass = renderPass;
pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_LESS_OR_EQUAL;
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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}
graphics->endRenderPass();
}
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void BasePass::endFrame()
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{
}
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void BasePass::publishOutputs()
{
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colorAttachment = new Gfx::SwapchainAttachment(viewport->getOwner());
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resources->registerRenderPassOutput("BASEPASS_COLOR", colorAttachment);
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}
void BasePass::createRenderPass()
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{
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Gfx::PRenderTargetAttachment depthAttachment = resources->requestRenderTarget("DEPTHPREPASS_DEPTH");
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depthAttachment->loadOp = Gfx::SE_ATTACHMENT_LOAD_OP_LOAD;
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colorAttachment->loadOp = Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR;
colorAttachment->storeOp = Gfx::SE_ATTACHMENT_STORE_OP_STORE;
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Gfx::ORenderTargetLayout layout = new Gfx::RenderTargetLayout(colorAttachment, depthAttachment);
renderPass = graphics->createRenderPass(std::move(layout), viewport);
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oLightIndexList = resources->requestBuffer("LIGHTCULLING_OLIGHTLIST");
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tLightIndexList = resources->requestBuffer("LIGHTCULLING_TLIGHTLIST");
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oLightGrid = resources->requestTexture("LIGHTCULLING_OLIGHTGRID");
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tLightGrid = resources->requestTexture("LIGHTCULLING_TLIGHTGRID");
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}
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void BasePass::modifyRenderPassMacros(Map<const char*, const char*>&)
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{
}