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Seele/src/Engine/Graphics/RenderPass/BasePass.cpp
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#include "BasePass.h"
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#include "Actor/CameraActor.h"
#include "Component/Camera.h"
#include "Component/Mesh.h"
#include "Graphics/Command.h"
#include "Graphics/Descriptor.h"
#include "Graphics/Enums.h"
#include "Graphics/Graphics.h"
#include "Graphics/Initializer.h"
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#include "Graphics/Shader.h"
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#include "Graphics/StaticMeshVertexData.h"
#include "Material/MaterialInstance.h"
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#include "Math/Vector.h"
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#include "RenderGraph.h"
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#include "Window/Window.h"
using namespace Seele;
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BasePass::BasePass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics, scene) {
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basePassLayout = graphics->createPipelineLayout("BasePassLayout");
basePassLayout->addDescriptorLayout(viewParamsLayout);
basePassLayout->addDescriptorLayout(scene->getLightEnvironment()->getDescriptorLayout());
lightCullingLayout = graphics->createDescriptorLayout("pLightCullingData");
// oLightIndexList
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lightCullingLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 0,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
});
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// oLightGrid
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lightCullingLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 1,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_IMAGE,
});
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lightCullingLayout->create();
basePassLayout->addDescriptorLayout(lightCullingLayout);
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basePassLayout->addPushConstants(Gfx::SePushConstantRange{
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.stageFlags = Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT,
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.offset = 0,
.size = sizeof(VertexData::DrawCallOffsets),
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});
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if (graphics->supportMeshShading()) {
graphics->getShaderCompiler()->registerRenderPass("BasePass", Gfx::PassConfig{
.baseLayout = basePassLayout,
.taskFile = "DrawListTask",
.mainFile = "DrawListMesh",
.fragmentFile = "BasePass",
.hasFragmentShader = true,
.useMeshShading = true,
.hasTaskShader = true,
.useMaterial = true,
.useVisibility = false,
});
} else {
graphics->getShaderCompiler()->registerRenderPass("BasePass", Gfx::PassConfig{
.baseLayout = basePassLayout,
.taskFile = "",
.mainFile = "LegacyPass",
.fragmentFile = "BasePass",
.hasFragmentShader = true,
.useMeshShading = false,
.hasTaskShader = false,
.useMaterial = true,
.useVisibility = false,
});
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}
}
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BasePass::~BasePass() {}
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void BasePass::beginFrame(const Component::Camera& cam) {
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RenderPass::beginFrame(cam);
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lightCullingLayout->reset();
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opaqueCulling = lightCullingLayout->allocateDescriptorSet();
transparentCulling = lightCullingLayout->allocateDescriptorSet();
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}
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void BasePass::render() {
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opaqueCulling->updateBuffer(0, oLightIndexList);
opaqueCulling->updateTexture(1, oLightGrid);
transparentCulling->updateBuffer(0, tLightIndexList);
transparentCulling->updateTexture(1, tLightGrid);
opaqueCulling->writeChanges();
transparentCulling->writeChanges();
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graphics->beginRenderPass(renderPass);
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Array<Gfx::ORenderCommand> commands;
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Gfx::ShaderPermutation permutation = graphics->getShaderCompiler()->getTemplate("BasePass");
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permutation.setDepthCulling(true); // always use the culling info
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for (VertexData* vertexData : VertexData::getList()) {
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vertexData->getInstanceDataSet()->updateBuffer(6, cullingBuffer);
vertexData->getInstanceDataSet()->writeChanges();
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permutation.setVertexData(vertexData->getTypeName());
const auto& materials = vertexData->getMaterialData();
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for (const auto& materialData : materials) {
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// material not used for any active meshes, skip
if (materialData.instances.size() == 0)
continue;
// Create Pipeline(Material, VertexData)
// Descriptors:
// ViewData => global, static
// VertexData => per meshtype
// SceneData => per material instance
// LightEnv => provided by scene
// Material => per material
// LightCulling => calculated by pass
permutation.setMaterial(materialData.material->getName());
Gfx::PermutationId id(permutation);
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()) {
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Gfx::MeshPipelineCreateInfo pipelineInfo = {
.taskShader = collection->taskShader,
.meshShader = collection->meshShader,
.fragmentShader = collection->fragmentShader,
.renderPass = renderPass,
.pipelineLayout = collection->pipelineLayout,
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.multisampleState =
{
.samples = viewport->getSamples(),
},
.depthStencilState =
{
.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER_OR_EQUAL,
},
.colorBlend =
{
.attachmentCount = 1,
},
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};
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Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
command->bindPipeline(pipeline);
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} else {
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Gfx::LegacyPipelineCreateInfo pipelineInfo = {
.vertexShader = collection->vertexShader,
.fragmentShader = collection->fragmentShader,
.renderPass = renderPass,
.pipelineLayout = collection->pipelineLayout,
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.multisampleState =
{
.samples = viewport->getSamples(),
},
.depthStencilState =
{
.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER_OR_EQUAL,
},
.colorBlend =
{
.attachmentCount = 1,
},
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};
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Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
command->bindPipeline(pipeline);
}
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for (const auto& drawCall : materialData.instances) {
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command->bindDescriptor({viewParamsSet, vertexData->getVertexDataSet(), vertexData->getInstanceDataSet(),
scene->getLightEnvironment()->getDescriptorSet(), drawCall.materialInstance->getDescriptorSet(),
opaqueCulling});
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command->pushConstants(Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT, 0,
sizeof(VertexData::DrawCallOffsets), &drawCall.offsets);
if (graphics->supportMeshShading()) {
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command->drawMesh(drawCall.instanceMeshData.size(), 1, 1);
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} else {
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command->bindIndexBuffer(vertexData->getIndexBuffer());
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for (const auto& meshData : drawCall.instanceMeshData) {
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// all meshlets of a mesh share the same indices offset
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command->drawIndexed(meshData.numIndices, 1, meshData.firstIndex,
vertexData->getIndicesOffset(meshData.meshletOffset), 0);
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}
}
}
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commands.add(std::move(command));
}
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}
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graphics->executeCommands(std::move(commands));
graphics->endRenderPass();
}
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void BasePass::endFrame() {}
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void BasePass::publishOutputs() {
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TextureCreateInfo depthBufferInfo = {
.format = Gfx::SE_FORMAT_D32_SFLOAT,
.width = viewport->getOwner()->getFramebufferWidth(),
.height = viewport->getOwner()->getFramebufferHeight(),
.samples = viewport->getSamples(),
.usage = Gfx::SE_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT,
};
basePassDepth = graphics->createTexture2D(depthBufferInfo);
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colorAttachment = Gfx::RenderTargetAttachment(viewport, Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
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resources->registerRenderPassOutput("BASEPASS_COLOR", colorAttachment);
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depthAttachment =
Gfx::RenderTargetAttachment(basePassDepth, Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
resources->registerRenderPassOutput("BASEPASS_DEPTH", depthAttachment);
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}
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void BasePass::createRenderPass() {
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cullingBuffer = resources->requestBuffer("CULLINGBUFFER");
Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{
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.colorAttachments = {colorAttachment},
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.depthAttachment = depthAttachment,
};
Array<Gfx::SubPassDependency> dependency = {
{
.srcSubpass = ~0U,
.dstSubpass = 0,
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.srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
.dstStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT,
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.srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
.dstAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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},
{
.srcSubpass = 0,
.dstSubpass = ~0U,
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.srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
.dstStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT,
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.srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
.dstAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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},
};
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renderPass = graphics->createRenderPass(std::move(layout), std::move(dependency), 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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}