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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"
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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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, descriptorSets(3)
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{
depthPrepassLayout = graphics->createPipelineLayout();
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depthPrepassLayout->addDescriptorLayout(viewParamsLayout);
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if (graphics->supportMeshShading())
{
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graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "DepthPass", "MeshletBasePass", false, false, "", true, true, "MeshletBasePass");
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}
else
{
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graphics->getShaderCompiler()->registerRenderPass(depthPrepassLayout, "DepthPass", "LegacyBasePass");
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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);
descriptorSets[INDEX_VIEW_PARAMS] = viewParamsSet;
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}
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void DepthPrepass::render()
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{
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Gfx::ShaderPermutation permutation;
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if(graphics->supportMeshShading())
{
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permutation.setTaskFile("MeshletBasePass");
permutation.setMeshFile("MeshletBasePass");
}
else
{
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permutation.setVertexFile("LegacyBasePass");
}
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graphics->beginRenderPass(renderPass);
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Array<Gfx::ORenderCommand> commands;
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for (VertexData* vertexData : VertexData::getList())
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{
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permutation.setVertexData(vertexData->getTypeName());
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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::PermutationId id(permutation);
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Gfx::ORenderCommand command = graphics->createRenderCommand("DepthRender");
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command->setViewport(viewport);
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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;
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pipelineInfo.pipelineLayout = collection->pipelineLayout;
pipelineInfo.renderPass = renderPass;
pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_LESS;
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pipelineInfo.multisampleState.samples = viewport->getSamples();
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Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
command->bindPipeline(pipeline);
}
else
{
Gfx::LegacyPipelineCreateInfo pipelineInfo;
pipelineInfo.vertexShader = collection->vertexShader;
pipelineInfo.fragmentShader = collection->fragmentShader;
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pipelineInfo.pipelineLayout = collection->pipelineLayout;
pipelineInfo.renderPass = renderPass;
//pipelineInfo.depthStencilState.depthWriteEnable = false;
pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_LESS_OR_EQUAL;
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pipelineInfo.multisampleState.samples = viewport->getSamples();
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Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
command->bindPipeline(pipeline);
}
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descriptorSets[INDEX_VERTEX_DATA] = vertexData->getVertexDataSet();
for (const auto& [_, instance] : materialData.instances)
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{
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//descriptorSets[INDEX_MATERIAL] = instance.materialInstance->getDescriptorSet();
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descriptorSets[INDEX_SCENE_DATA] = instance.descriptorSet;
command->bindDescriptor(descriptorSets);
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if (graphics->supportMeshShading())
{
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command->drawMesh(instance.meshes.size(), 1, 1);
}
else
{
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command->bindIndexBuffer(vertexData->getIndexBuffer());
uint32 instanceOffset = 0;
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for (const auto& [_, meshData] : instance.meshes)
{
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if (meshData.numIndices > 0)
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{
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command->drawIndexed(meshData.numIndices, 1, meshData.firstIndex, meshData.indicesOffset, instanceOffset++);
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}
}
}
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}
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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()
{
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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
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TextureCreateInfo depthBufferInfo = {
.format = Gfx::SE_FORMAT_D32_SFLOAT,
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.width = viewport->getOwner()->getFramebufferWidth(),
.height = viewport->getOwner()->getFramebufferHeight(),
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.usage = Gfx::SE_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT,
};
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depthBuffer = graphics->createTexture2D(depthBufferInfo);
depthAttachment =
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Gfx::RenderTargetAttachment(depthBuffer,
Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_GENERAL,
Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
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depthAttachment.clear.depthStencil.depth = 1.0f;
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resources->registerRenderPassOutput("DEPTHPREPASS_DEPTH", depthAttachment);
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}
void DepthPrepass::createRenderPass()
{
Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{
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.depthAttachment = depthAttachment,
};
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Array<Gfx::SubPassDependency> dependency = {
{
.srcSubpass = ~0U,
.dstSubpass = 0,
.srcStage = Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
.dstStage = Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT,
.srcAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
.dstAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
},
{
.srcSubpass = 0,
.dstSubpass = ~0U,
.srcStage = Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
.dstStage = Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
.srcAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
.dstAccess = Gfx::SE_ACCESS_SHADER_READ_BIT,
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},
{
.srcSubpass = 0,
.dstSubpass = ~0U,
.srcStage = Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
.dstStage = Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT,
.srcAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
.dstAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT,
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}
};
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renderPass = graphics->createRenderPass(std::move(layout), dependency, viewport);
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}
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void DepthPrepass::modifyRenderPassMacros(Map<const char*, const char*>&)
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{
}