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Seele/src/Engine/Graphics/RenderPass/RenderPass.cpp
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#include "RenderPass.h"
using namespace Seele;
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RenderPass::RenderPass(Gfx::PGraphics graphics, PScene scene) : graphics(graphics), scene(scene) {
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viewParamsLayout = graphics->createDescriptorLayout("pViewParams");
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viewParamsLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 0,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
});
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UniformBufferCreateInfo uniformInitializer = {
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.sourceData =
{
.size = sizeof(ViewParameter),
.data = (uint8*)&viewParams,
},
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.name = "viewParamsBuffer",
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};
viewParamsBuffer = graphics->createUniformBuffer(uniformInitializer);
viewParamsLayout->create();
}
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RenderPass::~RenderPass() {}
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void RenderPass::beginFrame(const Component::Camera& cam) {
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auto screenDim = Vector2(static_cast<float>(viewport->getWidth()), static_cast<float>(viewport->getHeight()));
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viewParams = {
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.viewFrustum =
{
.planes =
{
Plane{
.n = Vector(-0.62628, 0, 0.7796),
.d = 3.898,
},
Plane{
.n = Vector(0.62628, 0, 0.7796),
.d = 3.898,
},
Plane{
.n = Vector(0, 0.81915, 0.57358),
.d = 2.86788,
},
Plane{
.n = Vector(0, -0.81915, 0.57358),
.d = 2.86788,
},
},
},
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.viewMatrix = cam.getViewMatrix(),
.inverseViewMatrix = glm::inverse(cam.getViewMatrix()),
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.projectionMatrix = viewport->getProjectionMatrix(),
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.inverseProjection = glm::inverse(viewport->getProjectionMatrix()),
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.cameraPosition_WS = Vector4(cam.getCameraPosition(), 1),
.cameraForward_WS = Vector4(cam.getCameraForward(), 1),
.screenDimensions = screenDim,
.invScreenDimensions = 1.0f / screenDim,
.frameIndex = Gfx::getCurrentFrameIndex(),
.time = static_cast<float>(Gfx::getCurrentFrameTime()),
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};
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viewParamsBuffer->rotateBuffer(sizeof(ViewParameter));
viewParamsBuffer->updateContents(0, sizeof(ViewParameter), &viewParams);
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viewParamsBuffer->pipelineBarrier(Gfx::SE_ACCESS_TRANSFER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT,
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Gfx::SE_ACCESS_UNIFORM_READ_BIT | Gfx::SE_ACCESS_TRANSFER_WRITE_BIT,
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Gfx::SE_PIPELINE_STAGE_TASK_SHADER_BIT_EXT | Gfx::SE_PIPELINE_STAGE_MESH_SHADER_BIT_EXT |
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Gfx::SE_PIPELINE_STAGE_VERTEX_SHADER_BIT | Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT |
Gfx::SE_PIPELINE_STAGE_TRANSFER_BIT);
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viewParamsLayout->reset();
viewParamsSet = viewParamsLayout->allocateDescriptorSet();
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viewParamsSet->updateBuffer(0, 0, viewParamsBuffer);
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viewParamsSet->writeChanges();
}
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void RenderPass::setResources(PRenderGraphResources _resources) { resources = _resources; }
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void RenderPass::setViewport(Gfx::PViewport _viewport) { viewport = _viewport; }