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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 "Window/Window.h"
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#include "Component/Camera.h"
#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"
using namespace Seele;
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BasePassMeshProcessor::BasePassMeshProcessor(Gfx::PGraphics graphics)
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: MeshProcessor(graphics)
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// , translucentBasePass(translucentBasePass)
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//, cachedPrimitiveIndex(0)
{
}
BasePassMeshProcessor::~BasePassMeshProcessor()
{
}
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void BasePassMeshProcessor::processMeshBatch(
const MeshBatch& batch,
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Gfx::PViewport target,
Gfx::PRenderPass renderPass,
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Gfx::PPipelineLayout baseLayout,
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Gfx::PDescriptorLayout primitiveLayout,
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Array<Gfx::PDescriptorSet> descriptorSets,
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int32 /*staticMeshId*/)
{
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PMaterialInterface material = batch.material;
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//const Gfx::MaterialShadingModel shadingModel = material->getShadingModel();
const PVertexShaderInput vertexInput = batch.vertexInput;
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const Gfx::ShaderCollection* collection = material->getShaders(Gfx::RenderPassType::BasePass, vertexInput->getType());
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if(collection == nullptr)
{
material->createShaders(graphics, Gfx::RenderPassType::BasePass, vertexInput->getType());
collection = material->getShaders(Gfx::RenderPassType::BasePass, vertexInput->getType());
}
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assert(collection != nullptr);
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Gfx::PRenderCommand renderCommand = graphics->createRenderCommand();
renderCommand->setViewport(target);
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Gfx::PPipelineLayout pipelineLayout = graphics->createPipelineLayout(baseLayout);
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pipelineLayout->addDescriptorLayout(BasePass::INDEX_MATERIAL, material->getDescriptorLayout());
pipelineLayout->create();
Gfx::PDescriptorSet materialSet = material->createDescriptorSet();
descriptorSets[BasePass::INDEX_MATERIAL] = materialSet;
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for(uint32 i = 0; i < batch.elements.size(); ++i)
{
buildMeshDrawCommand(batch,
renderPass,
pipelineLayout,
renderCommand,
descriptorSets,
collection->vertexShader,
collection->controlShader,
collection->evalutionShader,
collection->geometryShader,
collection->fragmentShader,
false);
}
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std::scoped_lock lock(commandLock);
renderCommands.add(renderCommand);
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//co_return;
}
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BasePass::BasePass(Gfx::PGraphics graphics)
: RenderPass(graphics)
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, processor(new BasePassMeshProcessor(graphics))
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, descriptorSets(4)
{
UniformBufferCreateInfo uniformInitializer;
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basePassLayout = graphics->createPipelineLayout();
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lightLayout = graphics->createDescriptorLayout("LightLayout");
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// Directional Lights
lightLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
lightLayout->addDescriptorBinding(1, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
// Point Lights
lightLayout->addDescriptorBinding(2, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
lightLayout->addDescriptorBinding(3, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
// Light Index List
lightLayout->addDescriptorBinding(4, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
// Light Grid
lightLayout->addDescriptorBinding(5, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_IMAGE);
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lightLayout->create();
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basePassLayout->addDescriptorLayout(INDEX_LIGHT_ENV, lightLayout);
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descriptorSets[INDEX_LIGHT_ENV] = lightLayout->allocateDescriptorSet();
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viewLayout = graphics->createDescriptorLayout("ViewLayout");
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viewLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
uniformInitializer.resourceData.size = sizeof(ViewParameter);
uniformInitializer.resourceData.data = (uint8*)&viewParams;
uniformInitializer.bDynamic = true;
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viewParamBuffer = graphics->createUniformBuffer(uniformInitializer);
viewLayout->create();
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basePassLayout->addDescriptorLayout(INDEX_VIEW_PARAMS, viewLayout);
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descriptorSets[INDEX_VIEW_PARAMS] = viewLayout->allocateDescriptorSet();
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primitiveLayout = graphics->createDescriptorLayout("PrimitiveLayout");
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primitiveLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
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primitiveLayout->create();
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basePassLayout->addDescriptorLayout(INDEX_SCENE_DATA, primitiveLayout);
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basePassLayout->addPushConstants(Gfx::SePushConstantRange{
.stageFlags = (Gfx::SE_SHADER_STAGE_VERTEX_BIT | Gfx::SE_SHADER_STAGE_FRAGMENT_BIT),
.offset = 0,
.size = sizeof(uint32),
});
}
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BasePass::~BasePass()
{
}
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void BasePass::beginFrame(const Component::Camera& cam)
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{
processor->clearCommands();
primitiveLayout->reset();
BulkResourceData 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();
lightLayout->reset();
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descriptorSets[INDEX_SCENE_DATA] = primitiveLayout->allocateDescriptorSet();
descriptorSets[INDEX_SCENE_DATA]->updateBuffer(0, passData.sceneDataBuffer);
descriptorSets[INDEX_SCENE_DATA]->writeChanges();
descriptorSets[INDEX_LIGHT_ENV] = lightLayout->allocateDescriptorSet();
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 << "BasePass beginFrame()" << std::endl;
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//co_return;
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}
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void BasePass::render()
{
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oLightIndexList->pipelineBarrier(
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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);
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descriptorSets[INDEX_LIGHT_ENV]->updateBuffer(0, passData.lightEnv.directionalLights);
descriptorSets[INDEX_LIGHT_ENV]->updateBuffer(1, passData.lightEnv.numDirectional);
descriptorSets[INDEX_LIGHT_ENV]->updateBuffer(2, passData.lightEnv.pointLights);
descriptorSets[INDEX_LIGHT_ENV]->updateBuffer(3, passData.lightEnv.numPoints);
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descriptorSets[INDEX_LIGHT_ENV]->updateBuffer(4, oLightIndexList);
descriptorSets[INDEX_LIGHT_ENV]->updateTexture(5, oLightGrid);
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descriptorSets[INDEX_LIGHT_ENV]->writeChanges();
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graphics->beginRenderPass(renderPass);
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for (const auto& meshBatch : passData.staticDrawList)
{
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processor->processMeshBatch(meshBatch, viewport, renderPass, basePassLayout, primitiveLayout, descriptorSets);
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}
graphics->executeCommands(processor->getRenderCommands());
graphics->endRenderPass();
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//std::cout << "BasePass render()" << std::endl;
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//co_return;
}
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void BasePass::endFrame()
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{
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//std::cout << "BasePass endFrame()" << std::endl;
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//co_return;
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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::PRenderTargetLayout layout = new Gfx::RenderTargetLayout(colorAttachment, depthAttachment);
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renderPass = graphics->createRenderPass(layout, viewport);
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oLightIndexList = resources->requestBuffer("LIGHTCULLING_OLIGHTLIST");
oLightGrid = resources->requestTexture("LIGHTCULLING_OLIGHTGRID");
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}
void BasePass::modifyRenderPassMacros(Map<const char*, const char*>& defines)
{
defines["INDEX_LIGHT_ENV"] = "0";
defines["INDEX_VIEW_PARAMS"] = "1";
defines["INDEX_MATERIAL"] = "2";
defines["INDEX_SCENE_DATA"] = "3";
}