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Seele/src/Engine/Graphics/RenderPass/TerrainRenderer.cpp
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#include "TerrainRenderer.h"
#include "Asset/AssetRegistry.h"
#include "Component/TerrainTile.h"
#include "Graphics/Graphics.h"
#include "Graphics/Shader.h"
using namespace Seele;
TerrainRenderer::TerrainRenderer(Gfx::PGraphics graphics, PScene scene, Gfx::PDescriptorLayout viewParamsLayout)
: graphics(graphics), scene(scene) {
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struct TerrainTile {
IVector2 offset;
float extent;
float height;
};
Array<TerrainTile> payloads;
for (int32 y = -100; y < 100; ++y) {
for (int32 x = -100; x < 100; ++x) {
payloads.add(TerrainTile{
.offset = IVector2(x, y),
.extent = Component::TerrainTile::DIMENSIONS,
.height = 0,
});
}
}
tilesBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
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.sourceData =
{
.size = sizeof(TerrainTile) * payloads.size(),
.data = (uint8*)payloads.data(),
},
.numElements = payloads.size(),
.name = "TilesBuffer",
});
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tilesBuffer->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT,
Gfx::SE_PIPELINE_STAGE_TASK_SHADER_BIT_EXT);
colorMap = AssetRegistry::findTexture("", "azeroth")->getTexture();
displacementMap = AssetRegistry::findTexture("", "azeroth_height")->getTexture();
sampler = graphics->createSampler(SamplerCreateInfo{});
layout = graphics->createDescriptorLayout("pTerrainData");
layout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 0,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
});
layout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 1,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
});
layout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 2,
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.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
});
layout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 3,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLER,
});
layout->create();
pipelineLayout = graphics->createPipelineLayout("TerrainLayout");
pipelineLayout->addDescriptorLayout(viewParamsLayout);
pipelineLayout->addDescriptorLayout(layout);
ShaderCompilationInfo s{
.name = "TerrainShaders",
.modules = {"TerrainPass"},
.entryPoints =
{
{"taskMain", "TerrainPass"},
{"meshMain", "TerrainPass"},
{"fragmentMain", "TerrainPass"},
},
.rootSignature = pipelineLayout,
.dumpIntermediate = false,
};
graphics->beginShaderCompilation(s);
task = graphics->createTaskShader({0});
mesh = graphics->createMeshShader({1});
frag = graphics->createFragmentShader({2});
pipelineLayout->create();
}
TerrainRenderer::~TerrainRenderer() {}
void TerrainRenderer::beginFrame() {
set = layout->allocateDescriptorSet();
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set->updateBuffer(0, 0, tilesBuffer);
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set->updateTexture(1, 0, displacementMap);
set->updateTexture(2, 0, colorMap);
set->updateSampler(3, 0, sampler);
set->writeChanges();
}
Gfx::ORenderCommand TerrainRenderer::render(Gfx::PDescriptorSet viewParamsSet) {
Gfx::ORenderCommand command = graphics->createRenderCommand("TerrainRender");
command->setViewport(viewport);
command->bindPipeline(pipeline);
command->bindDescriptor({viewParamsSet, set});
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command->drawMesh(tilesBuffer->getNumElements(), 4, 1);
return command;
}
void TerrainRenderer::setViewport(Gfx::PViewport _viewport, Gfx::PRenderPass renderPass) {
viewport = _viewport;
Gfx::MeshPipelineCreateInfo pipelineInfo = {
.taskShader = task,
.meshShader = mesh,
.fragmentShader = frag,
.renderPass = renderPass,
.pipelineLayout = pipelineLayout,
.multisampleState =
{
.samples = viewport->getSamples(),
},
.rasterizationState =
{
//.polygonMode = Gfx::SE_POLYGON_MODE_LINE,
.cullMode = Gfx::SE_CULL_MODE_BACK_BIT,
},
.colorBlend =
{
.attachmentCount = 1,
.blendAttachments =
{
Gfx::ColorBlendState::BlendAttachment{
.blendEnable = false,
},
},
},
};
pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
}