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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 "Scene/Components/CameraComponent.h"
#include "Scene/Actor/CameraActor.h"
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#include "Math/Vector.h"
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#include "RenderGraph.h"
using namespace Seele;
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BasePassMeshProcessor::BasePassMeshProcessor(const PScene scene, Gfx::PViewport viewport, Gfx::PGraphics graphics, uint8 translucentBasePass)
: MeshProcessor(scene, graphics)
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, target(viewport)
, translucentBasePass(translucentBasePass)
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, cachedPrimitiveIndex(0)
{
}
BasePassMeshProcessor::~BasePassMeshProcessor()
{
}
void BasePassMeshProcessor::addMeshBatch(
const MeshBatch& batch,
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// const PPrimitiveComponent primitiveComponent,
const Gfx::PRenderPass renderPass,
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Gfx::PPipelineLayout pipelineLayout,
Gfx::PDescriptorLayout primitiveLayout,
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Array<Gfx::PDescriptorSet>& descriptorSets,
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int32 /*staticMeshId*/)
{
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const PMaterialAsset 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->getRenderMaterial()->getShaders(Gfx::RenderPassType::BasePass, vertexInput->getType());
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assert(collection != nullptr);
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for(uint32 i = 0; i < batch.elements.size(); ++i)
{
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Gfx::PDescriptorSet descriptorSet = primitiveLayout->allocateDescriptorSet();
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descriptorSet->updateBuffer(0, batch.elements[i].uniformBuffer);
descriptorSet->writeChanges();
cachedPrimitiveSets.add(descriptorSet);
}
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Gfx::PRenderCommand renderCommand = graphics->createRenderCommand();
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renderCommand->setViewport(target);
for(uint32 i = 0; i < batch.elements.size(); ++i)
{
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pipelineLayout->addDescriptorLayout(BasePass::INDEX_MATERIAL, material->getRenderMaterial()->getDescriptorLayout());
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pipelineLayout->create();
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descriptorSets[BasePass::INDEX_MATERIAL] = material->getDescriptor();
descriptorSets[BasePass::INDEX_SCENE_DATA] = cachedPrimitiveSets[cachedPrimitiveIndex++];
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buildMeshDrawCommand(batch,
// primitiveComponent,
renderPass,
pipelineLayout,
renderCommand,
descriptorSets,
collection->vertexShader,
collection->controlShader,
collection->evalutionShader,
collection->geometryShader,
collection->fragmentShader,
false);
}
renderCommands.add(renderCommand);
}
Array<Gfx::PRenderCommand> BasePassMeshProcessor::getRenderCommands()
{
return renderCommands;
}
void BasePassMeshProcessor::clearCommands()
{
renderCommands.clear();
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cachedPrimitiveSets.clear();
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cachedPrimitiveIndex = 0;
}
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BasePass::BasePass(PRenderGraph renderGraph, const PScene scene, Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor source)
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: RenderPass(renderGraph, graphics, viewport)
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, processor(new BasePassMeshProcessor(scene, viewport, graphics, false))
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, descriptorSets(4)
, source(source->getCameraComponent())
{
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_UNIFORM_BUFFER);
primitiveLayout->create();
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basePassLayout->addDescriptorLayout(INDEX_SCENE_DATA, primitiveLayout);
}
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BasePass::~BasePass()
{
}
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void BasePass::updateViewFrame(PViewFrame viewFrame)
{
}
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void BasePass::beginFrame()
{
processor->clearCommands();
primitiveLayout->reset();
BulkResourceData uniformUpdate;
viewParams.viewMatrix = source->getViewMatrix();
viewParams.projectionMatrix = source->getProjectionMatrix();
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viewParams.cameraPosition = Vector4(source->getCameraPosition(), 0);
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viewParams.inverseProjectionMatrix = glm::inverse(viewParams.projectionMatrix);
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();
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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/*for(auto &&meshBatch : scene->getStaticMeshes())
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{
meshBatch.material->updateDescriptorData();
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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);
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, directLightBuffer);
descriptorSets[INDEX_LIGHT_ENV]->updateBuffer(1, numDirLightBuffer);
descriptorSets[INDEX_LIGHT_ENV]->updateBuffer(2, pointLightBuffer);
descriptorSets[INDEX_LIGHT_ENV]->updateBuffer(3, numPointLightBuffer);
descriptorSets[INDEX_LIGHT_ENV]->updateBuffer(4, oLightIndexList);
descriptorSets[INDEX_LIGHT_ENV]->updateTexture(5, oLightGrid);
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descriptorSets[INDEX_LIGHT_ENV]->writeChanges();
graphics->beginRenderPass(renderPass);
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/*for (auto &&meshBatch : scene->getStaticMeshes())
{
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processor->addMeshBatch(meshBatch, renderPass, basePassLayout, primitiveLayout, descriptorSets);
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}*/
graphics->executeCommands(processor->getRenderCommands());
graphics->endRenderPass();
}
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void BasePass::endFrame()
{
}
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void BasePass::publishOutputs()
{
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colorAttachment = new Gfx::SwapchainAttachment(viewport->getOwner());
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renderGraph->registerRenderPassOutput("BASEPASS_COLOR", colorAttachment);
}
void BasePass::createRenderPass()
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{
directLightBuffer = renderGraph->requestBuffer("DIRECTIONAL_LIGHTS");
pointLightBuffer = renderGraph->requestBuffer("POINT_LIGHTS");
numDirLightBuffer = renderGraph->requestUniform("NUM_DIRECTIONAL_LIGHTS");
numPointLightBuffer = renderGraph->requestUniform("NUM_POINT_LIGHTS");
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Gfx::PRenderTargetAttachment depthAttachment = renderGraph->requestRenderTarget("DEPTHPREPASS_DEPTH");
depthAttachment->loadOp = Gfx::SE_ATTACHMENT_LOAD_OP_LOAD;
Gfx::PRenderTargetLayout layout = new Gfx::RenderTargetLayout(colorAttachment, depthAttachment);
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renderPass = graphics->createRenderPass(layout, viewport);
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oLightIndexList = renderGraph->requestBuffer("LIGHTCULLING_OLIGHTLIST");
oLightGrid = renderGraph->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";
}