Adding basic depth prepass

This commit is contained in:
Dynamitos
2021-05-06 17:02:10 +02:00
parent 4a078bd24c
commit 0cf13bcff5
52 changed files with 880 additions and 155 deletions
+42 -32
View File
@@ -4,6 +4,7 @@
#include "Scene/Components/CameraComponent.h"
#include "Scene/Actor/CameraActor.h"
#include "Math/Vector.h"
#include "RenderGraph.h"
using namespace Seele;
@@ -46,10 +47,10 @@ void BasePassMeshProcessor::addMeshBatch(
renderCommand->setViewport(target);
for(uint32 i = 0; i < batch.elements.size(); ++i)
{
pipelineLayout->addDescriptorLayout(2, material->getRenderMaterial()->getDescriptorLayout());
pipelineLayout->addDescriptorLayout(BasePass::INDEX_MATERIAL, material->getRenderMaterial()->getDescriptorLayout());
pipelineLayout->create();
descriptorSets[2] = material->getDescriptor();
descriptorSets[3] = cachedPrimitiveSets[cachedPrimitiveIndex++];
descriptorSets[BasePass::INDEX_MATERIAL] = material->getDescriptor();
descriptorSets[BasePass::INDEX_SCENE_DATA] = cachedPrimitiveSets[cachedPrimitiveIndex++];
buildMeshDrawCommand(batch,
// primitiveComponent,
renderPass,
@@ -78,42 +79,29 @@ void BasePassMeshProcessor::clearCommands()
cachedPrimitiveIndex = 0;
}
BasePass::BasePass(const PScene scene, Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor source)
: processor(new BasePassMeshProcessor(scene, viewport, graphics, false))
BasePass::BasePass(PRenderGraph renderGraph, const PScene scene, Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor source)
: RenderPass(renderGraph)
, processor(new BasePassMeshProcessor(scene, viewport, graphics, false))
, scene(scene)
, graphics(graphics)
, viewport(viewport)
, descriptorSets(4)
, source(source->getCameraComponent())
{
Gfx::PRenderTargetAttachment colorAttachment = new Gfx::SwapchainAttachment(viewport->getOwner());
TextureCreateInfo depthBufferInfo;
depthBufferInfo.width = viewport->getSizeX();
depthBufferInfo.height = viewport->getSizeY();
depthBufferInfo.format = Gfx::SE_FORMAT_D32_SFLOAT;
depthBufferInfo.usage = Gfx::SE_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
depthBuffer = graphics->createTexture2D(depthBufferInfo);
Gfx::PRenderTargetAttachment depthAttachment =
new Gfx::RenderTargetAttachment(depthBuffer, Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
depthAttachment->clear.depthStencil.depth = 1.0f;
Gfx::PRenderTargetLayout layout = new Gfx::RenderTargetLayout(colorAttachment, depthAttachment);
renderPass = graphics->createRenderPass(layout);
UniformBufferCreateInfo uniformInitializer;
basePassLayout = graphics->createPipelineLayout();
lightLayout = graphics->createDescriptorLayout();
lightLayout = graphics->createDescriptorLayout("LightLayout");
lightLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
uniformInitializer.resourceData.size = sizeof(LightEnv);
uniformInitializer.resourceData.data = nullptr;
uniformInitializer.bDynamic = true;
lightUniform = graphics->createUniformBuffer(uniformInitializer);
lightLayout->create();
basePassLayout->addDescriptorLayout(0, lightLayout);
descriptorSets[0] = lightLayout->allocatedDescriptorSet();
basePassLayout->addDescriptorLayout(INDEX_LIGHT_ENV, lightLayout);
descriptorSets[INDEX_LIGHT_ENV] = lightLayout->allocatedDescriptorSet();
viewLayout = graphics->createDescriptorLayout();
viewLayout = graphics->createDescriptorLayout("ViewLayout");
viewLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
uniformInitializer.resourceData.size = sizeof(ViewParameter);
uniformInitializer.resourceData.data = (uint8*)&viewParams;
@@ -125,13 +113,13 @@ BasePass::BasePass(const PScene scene, Gfx::PGraphics graphics, Gfx::PViewport v
uniformInitializer.bDynamic = true;
screenToViewParamBuffer = graphics->createUniformBuffer(uniformInitializer);
viewLayout->create();
basePassLayout->addDescriptorLayout(1, viewLayout);
descriptorSets[1] = viewLayout->allocatedDescriptorSet();
basePassLayout->addDescriptorLayout(INDEX_VIEW_PARAMS, viewLayout);
descriptorSets[INDEX_VIEW_PARAMS] = viewLayout->allocatedDescriptorSet();
primitiveLayout = graphics->createDescriptorLayout();
primitiveLayout = graphics->createDescriptorLayout("PrimitiveLayout");
primitiveLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
primitiveLayout->create();
basePassLayout->addDescriptorLayout(3, primitiveLayout);
basePassLayout->addDescriptorLayout(INDEX_SCENE_DATA, primitiveLayout);
}
BasePass::~BasePass()
@@ -146,8 +134,8 @@ void BasePass::beginFrame()
uniformUpdate.size = sizeof(LightEnv);
uniformUpdate.data = (uint8*)&scene->getLightEnvironment();
lightUniform->updateContents(uniformUpdate);
descriptorSets[0]->updateBuffer(0, lightUniform);
descriptorSets[0]->writeChanges();
descriptorSets[INDEX_LIGHT_ENV]->updateBuffer(0, lightUniform);
descriptorSets[INDEX_LIGHT_ENV]->writeChanges();
viewParams.viewMatrix = source->getViewMatrix();
viewParams.projectionMatrix = source->getProjectionMatrix();
@@ -160,9 +148,9 @@ void BasePass::beginFrame()
uniformUpdate.size = sizeof(ScreenToViewParameter);
uniformUpdate.data = (uint8*)&screenToViewParams;
screenToViewParamBuffer->updateContents(uniformUpdate);
descriptorSets[1]->updateBuffer(0, viewParamBuffer);
descriptorSets[1]->updateBuffer(1, screenToViewParamBuffer);
descriptorSets[1]->writeChanges();
descriptorSets[INDEX_VIEW_PARAMS]->updateBuffer(0, viewParamBuffer);
descriptorSets[INDEX_VIEW_PARAMS]->updateBuffer(1, screenToViewParamBuffer);
descriptorSets[INDEX_VIEW_PARAMS]->writeChanges();
for(auto &&meshBatch : scene->getStaticMeshes())
{
meshBatch.material->updateDescriptorData();
@@ -183,3 +171,25 @@ void BasePass::render()
void BasePass::endFrame()
{
}
void BasePass::publishOutputs()
{
colorAttachment = new Gfx::SwapchainAttachment(viewport->getOwner());
renderGraph->registerRenderPassOutput("BASEPASS_COLOR", colorAttachment);
}
void BasePass::createRenderPass()
{
Gfx::PRenderTargetAttachment depthAttachment = renderGraph->requestRenderTarget("DEPTHPREPASS_DEPTH");
depthAttachment->loadOp = Gfx::SE_ATTACHMENT_LOAD_OP_LOAD;
Gfx::PRenderTargetLayout layout = new Gfx::RenderTargetLayout(colorAttachment, depthAttachment);
renderPass = graphics->createRenderPass(layout);
}
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";
}
+16 -19
View File
@@ -1,6 +1,7 @@
#pragma once
#include "MinimalEngine.h"
#include "MeshProcessor.h"
#include "RenderPass.h"
namespace Seele
{
@@ -30,28 +31,19 @@ private:
DEFINE_REF(BasePassMeshProcessor)
DECLARE_REF(CameraActor)
DECLARE_REF(CameraComponent)
class BasePass
class BasePass : public RenderPass
{
public:
BasePass(const PScene scene, Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor source);
~BasePass();
void beginFrame();
void render();
void endFrame();
BasePass(PRenderGraph renderGraph, const PScene scene, Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor source);
virtual ~BasePass();
virtual void beginFrame() override;
virtual void render() override;
virtual void endFrame() override;
virtual void publishOutputs() override;
virtual void createRenderPass() override;
static void modifyRenderPassMacros(Map<const char*, const char*>& defines);
private:
struct ViewParameter
{
Matrix4 viewMatrix;
Matrix4 projectionMatrix;
Vector4 cameraPosition;
} viewParams;
struct ScreenToViewParameter
{
Matrix4 inverseProjectionMatrix;
Vector2 screenDimensions;
} screenToViewParams;
Gfx::PRenderPass renderPass;
Gfx::PRenderTargetAttachment colorAttachment;
Gfx::PTexture2D depthBuffer;
UPBasePassMeshProcessor processor;
const PScene scene;
@@ -61,16 +53,21 @@ private:
PCameraComponent source;
Gfx::PPipelineLayout basePassLayout;
// Set 0: Light environment
static constexpr uint32 INDEX_LIGHT_ENV = 0;
Gfx::PDescriptorLayout lightLayout;
Gfx::PUniformBuffer lightUniform;
// Set 1: viewParameter
static constexpr uint32 INDEX_VIEW_PARAMS = 1;
Gfx::PDescriptorLayout viewLayout;
Gfx::PUniformBuffer viewParamBuffer;
Gfx::PUniformBuffer screenToViewParamBuffer;
// Set 2: materials, generated
static constexpr uint32 INDEX_MATERIAL = 2;
// Set 3: primitive scene data
static constexpr uint32 INDEX_SCENE_DATA = 3;
Gfx::PDescriptorLayout primitiveLayout;
Gfx::PUniformBuffer primitiveUniformBuffer;
friend class BasePassMeshProcessor;
};
DEFINE_REF(BasePass)
} // namespace Seele
@@ -4,5 +4,11 @@ target_sources(SeeleEngine
BasePass.cpp
DepthPrepass.h
DepthPrepass.cpp
LightCullingPass.h
LightCullingPass.cpp
MeshProcessor.h
MeshProcessor.cpp)
MeshProcessor.cpp
RenderGraph.h
RenderGraph.cpp
RenderPass.h
RenderPass.cpp)
@@ -0,0 +1,185 @@
#include "DepthPrepass.h"
#include "Graphics/Graphics.h"
#include "Window/Window.h"
#include "Scene/Components/CameraComponent.h"
#include "Scene/Actor/CameraActor.h"
#include "Math/Vector.h"
#include "RenderGraph.h"
using namespace Seele;
DepthPrepassMeshProcessor::DepthPrepassMeshProcessor(const PScene scene, Gfx::PViewport viewport, Gfx::PGraphics graphics)
: MeshProcessor(scene, graphics)
, target(viewport)
, cachedPrimitiveIndex(0)
{
}
DepthPrepassMeshProcessor::~DepthPrepassMeshProcessor()
{
}
void DepthPrepassMeshProcessor::addMeshBatch(
const MeshBatch& batch,
// const PPrimitiveComponent primitiveComponent,
const Gfx::PRenderPass renderPass,
Gfx::PPipelineLayout pipelineLayout,
Gfx::PDescriptorLayout primitiveLayout,
Array<Gfx::PDescriptorSet>& descriptorSets,
int32 /*staticMeshId*/)
{
const PMaterialAsset material = batch.material;
//const Gfx::MaterialShadingModel shadingModel = material->getShadingModel();
const PVertexShaderInput vertexInput = batch.vertexInput;
const Gfx::ShaderCollection* collection = material->getRenderMaterial()->getShaders(Gfx::RenderPassType::DepthPrepass, vertexInput->getType());
assert(collection != nullptr);
for(uint32 i = 0; i < batch.elements.size(); ++i)
{
Gfx::PDescriptorSet descriptorSet = primitiveLayout->allocatedDescriptorSet();
descriptorSet->updateBuffer(0, batch.elements[i].uniformBuffer);
descriptorSet->writeChanges();
cachedPrimitiveSets.add(descriptorSet);
}
Gfx::PRenderCommand renderCommand = graphics->createRenderCommand();
renderCommand->setViewport(target);
for(uint32 i = 0; i < batch.elements.size(); ++i)
{
pipelineLayout->addDescriptorLayout(DepthPrepass::INDEX_MATERIAL, material->getRenderMaterial()->getDescriptorLayout());
pipelineLayout->create();
descriptorSets[DepthPrepass::INDEX_MATERIAL] = material->getDescriptor();
descriptorSets[DepthPrepass::INDEX_SCENE_DATA] = cachedPrimitiveSets[cachedPrimitiveIndex++];
buildMeshDrawCommand(batch,
// primitiveComponent,
renderPass,
pipelineLayout,
renderCommand,
descriptorSets,
collection->vertexShader,
collection->controlShader,
collection->evalutionShader,
collection->geometryShader,
collection->fragmentShader,
true);
}
renderCommands.add(renderCommand);
}
Array<Gfx::PRenderCommand> DepthPrepassMeshProcessor::getRenderCommands()
{
return renderCommands;
}
void DepthPrepassMeshProcessor::clearCommands()
{
renderCommands.clear();
cachedPrimitiveSets.clear();
cachedPrimitiveIndex = 0;
}
DepthPrepass::DepthPrepass(PRenderGraph renderGraph, const PScene scene, Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor source)
: RenderPass(renderGraph)
, processor(new DepthPrepassMeshProcessor(scene, viewport, graphics))
, scene(scene)
, graphics(graphics)
, viewport(viewport)
, descriptorSets(3)
, source(source->getCameraComponent())
{
UniformBufferCreateInfo uniformInitializer;
depthPrepassLayout = graphics->createPipelineLayout();
viewLayout = graphics->createDescriptorLayout("ViewLayout");
viewLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
uniformInitializer.resourceData.size = sizeof(ViewParameter);
uniformInitializer.resourceData.data = (uint8*)&viewParams;
uniformInitializer.bDynamic = true;
viewParamBuffer = graphics->createUniformBuffer(uniformInitializer);
viewLayout->addDescriptorBinding(1, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
uniformInitializer.resourceData.size = sizeof(ScreenToViewParameter);
uniformInitializer.resourceData.data = (uint8*)&screenToViewParams;
uniformInitializer.bDynamic = true;
screenToViewParamBuffer = graphics->createUniformBuffer(uniformInitializer);
viewLayout->create();
depthPrepassLayout->addDescriptorLayout(INDEX_VIEW_PARAMS, viewLayout);
descriptorSets[INDEX_VIEW_PARAMS] = viewLayout->allocatedDescriptorSet();
primitiveLayout = graphics->createDescriptorLayout("PrimitiveLayout");
primitiveLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
primitiveLayout->create();
depthPrepassLayout->addDescriptorLayout(INDEX_SCENE_DATA, primitiveLayout);
}
DepthPrepass::~DepthPrepass()
{
}
void DepthPrepass::beginFrame()
{
processor->clearCommands();
primitiveLayout->reset();
BulkResourceData uniformUpdate;
viewParams.viewMatrix = source->getViewMatrix();
viewParams.projectionMatrix = source->getProjectionMatrix();
viewParams.cameraPosition = Vector4(source->getCameraPosition(), 0);
screenToViewParams.inverseProjectionMatrix = glm::inverse(viewParams.projectionMatrix);
screenToViewParams.screenDimensions = Vector2(static_cast<float>(viewport->getSizeX()), static_cast<float>(viewport->getSizeY()));
uniformUpdate.size = sizeof(ViewParameter);
uniformUpdate.data = (uint8*)&viewParams;
viewParamBuffer->updateContents(uniformUpdate);
uniformUpdate.size = sizeof(ScreenToViewParameter);
uniformUpdate.data = (uint8*)&screenToViewParams;
screenToViewParamBuffer->updateContents(uniformUpdate);
descriptorSets[INDEX_VIEW_PARAMS]->updateBuffer(0, viewParamBuffer);
descriptorSets[INDEX_VIEW_PARAMS]->updateBuffer(1, screenToViewParamBuffer);
descriptorSets[INDEX_VIEW_PARAMS]->writeChanges();
for(auto &&meshBatch : scene->getStaticMeshes())
{
meshBatch.material->updateDescriptorData();
}
}
void DepthPrepass::render()
{
graphics->beginRenderPass(renderPass);
for (auto &&meshBatch : scene->getStaticMeshes())
{
processor->addMeshBatch(meshBatch, renderPass, depthPrepassLayout, primitiveLayout, descriptorSets);
}
graphics->executeCommands(processor->getRenderCommands());
graphics->endRenderPass();
}
void DepthPrepass::endFrame()
{
}
void DepthPrepass::publishOutputs()
{
TextureCreateInfo depthBufferInfo;
depthBufferInfo.width = viewport->getSizeX();
depthBufferInfo.height = viewport->getSizeY();
depthBufferInfo.format = Gfx::SE_FORMAT_D32_SFLOAT;
depthBufferInfo.usage = Gfx::SE_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
depthBuffer = graphics->createTexture2D(depthBufferInfo);
depthAttachment =
new Gfx::RenderTargetAttachment(depthBuffer, Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
depthAttachment->clear.depthStencil.depth = 1.0f;
renderGraph->registerRenderPassOutput("DEPTHPREPASS_DEPTH", depthAttachment);
}
void DepthPrepass::createRenderPass()
{
Gfx::PRenderTargetLayout layout = new Gfx::RenderTargetLayout(depthAttachment);
renderPass = graphics->createRenderPass(layout);
}
void DepthPrepass::modifyRenderPassMacros(Map<const char*, const char*>& defines)
{
defines["INDEX_VIEW_PARAMS"] = "0";
defines["INDEX_MATERIAL"] = "1";
defines["INDEX_SCENE_DATA"] = "2";
}
@@ -0,0 +1,68 @@
#pragma once
#include "MinimalEngine.h"
#include "MeshProcessor.h"
#include "RenderPass.h"
namespace Seele
{
class DepthPrepassMeshProcessor : public MeshProcessor
{
public:
DepthPrepassMeshProcessor(const PScene scene, Gfx::PViewport viewport, Gfx::PGraphics graphics);
virtual ~DepthPrepassMeshProcessor();
virtual void addMeshBatch(
const MeshBatch& batch,
const Gfx::PRenderPass renderPass,
Gfx::PPipelineLayout pipelineLayout,
Gfx::PDescriptorLayout primitiveLayout,
Array<Gfx::PDescriptorSet>& descriptorSets,
int32 staticMeshId = -1) override;
Array<Gfx::PRenderCommand> getRenderCommands();
void clearCommands();
private:
Array<Gfx::PRenderCommand> renderCommands;
Array<Gfx::PDescriptorSet> cachedPrimitiveSets;
Gfx::PViewport target;
uint32 cachedPrimitiveIndex;
};
DEFINE_REF(DepthPrepassMeshProcessor)
DECLARE_REF(CameraActor)
DECLARE_REF(CameraComponent)
class DepthPrepass : public RenderPass
{
public:
DepthPrepass(PRenderGraph renderGraph, const PScene scene, Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor source);
~DepthPrepass();
virtual void beginFrame() override;
virtual void render() override;
virtual void endFrame() override;
virtual void publishOutputs() override;
virtual void createRenderPass() override;
static void modifyRenderPassMacros(Map<const char*, const char*>& defines);
private:
Gfx::PRenderTargetAttachment depthAttachment;
Gfx::PTexture2D depthBuffer;
UPDepthPrepassMeshProcessor processor;
const PScene scene;
Gfx::PGraphics graphics;
Gfx::PViewport viewport;
Array<Gfx::PDescriptorSet> descriptorSets;
PCameraComponent source;
Gfx::PPipelineLayout depthPrepassLayout;
// Set 0: viewParameter
static constexpr uint32 INDEX_VIEW_PARAMS = 0;
Gfx::PDescriptorLayout viewLayout;
Gfx::PUniformBuffer viewParamBuffer;
Gfx::PUniformBuffer screenToViewParamBuffer;
// Set 1: materials, generated
static constexpr uint32 INDEX_MATERIAL = 1;
// Set 2: primitive scene data
static constexpr uint32 INDEX_SCENE_DATA = 2;
Gfx::PDescriptorLayout primitiveLayout;
Gfx::PUniformBuffer primitiveUniformBuffer;
friend class DepthPrepassMeshProcessor;
};
DEFINE_REF(DepthPrepass)
} // namespace Seele
@@ -0,0 +1,83 @@
#include "LightCullingPass.h"
#include "Graphics/Graphics.h"
#include "Scene/Actor/CameraActor.h"
#include "Scene/Components/CameraComponent.h"
using namespace Seele;
LightCullingPass::LightCullingPass(PRenderGraph renderGraph, Gfx::PViewport viewport, Gfx::PGraphics graphics, PCameraActor camera)
: RenderPass(renderGraph)
, viewport(viewport)
, graphics(graphics)
, source(camera->getCameraComponent())
{
}
LightCullingPass::~LightCullingPass()
{
}
void LightCullingPass::beginFrame()
{
uint32_t viewportWidth = viewport->getSizeX();
uint32_t viewportHeight = viewport->getSizeY();
glm::uvec3 numThreads = glm::ceil(glm::vec3(viewportWidth / (float)BLOCK_SIZE, viewportHeight / (float)BLOCK_SIZE, 1));
glm::uvec3 numThreadGroups = glm::ceil(glm::vec3(numThreads.x / (float)BLOCK_SIZE, numThreads.y / (float)BLOCK_SIZE, 1));
dispatchParams.numThreads = numThreads;
dispatchParams.numThreadGroups = numThreadGroups;
ScreenToView screenToView;
screenToView.inverseProjection = glm::inverse(source->getProjectionMatrix());
screenToView.screenDimensions = glm::vec2(viewportWidth, viewportHeight);
frustumShader = renderDevice->createComputeShader(loadPlaintext("./_Game/shaders/ComputeFrustums.slang"), "computeFrustums");
frustumDescriptorLayout = renderDevice->createDescriptorLayout();
frustumDescriptorLayout->addDescriptorBinding(0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
frustumDescriptorLayout->addDescriptorBinding(1, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
frustumDescriptorLayout->addDescriptorBinding(2, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER);
frustumLayout = renderDevice->createPipelineLayout();
frustumLayout->addPushConstants(init::PushConstantRange(VK_SHADER_STAGE_COMPUTE_BIT, sizeof(DispatchParams), 0));
frustumLayout->addDescriptorLayout(0, frustumDescriptorLayout);
frustumLayout->create();
frustumShader->setPipelineLayout(frustumLayout);
RHIResourceCreateInfo frustumInfo;
frustumBuffer = renderDevice->createStructuredBuffer(sizeof(Frustum), sizeof(Frustum) * numThreads.x * numThreads.y * numThreads.z, BufferUsageFlags::BUF_UnorderedAccess, frustumInfo);
dispatchParamsBuffer = renderDevice->createUniformBuffer(&dispatchParams, sizeof(DispatchParams), UniformBuffer_MultiFrame);
screenToViewParams = renderDevice->createUniformBuffer(&screenToView, sizeof(ScreenToView), UniformBuffer_MultiFrame);
frustumDescriptorSet = frustumDescriptorLayout->allocateDescriptorSet();
frustumDescriptorSet->updateBuffer(0, dispatchParamsBuffer);
frustumDescriptorSet->updateBuffer(1, screenToViewParams);
frustumDescriptorSet->updateBuffer(2, frustumBuffer);
frustumDescriptorSet->writeChanges();
renderDevice->setComputeShader(frustumShader);
renderDevice->bindComputeDescriptors(frustumLayout, frustumDescriptorSet);
renderDevice->dispatchComputeShader(numThreadGroups.x, numThreadGroups.y, numThreadGroups.z);
renderDevice->pipelineBarrier(frustumBuffer, VK_ACCESS_SHADER_WRITE_BIT, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT, VK_ACCESS_SHADER_READ_BIT, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
}
void LightCullingPass::render()
{
}
void LightCullingPass::endFrame()
{
}
void LightCullingPass::publishOutputs()
{
}
void LightCullingPass::createRenderPass()
{
}
void LightCullingPass::modifyRenderPassMacros(Map<const char*, const char*>& defines)
{
}
@@ -0,0 +1,51 @@
#pragma once
#include "RenderPass.h"
namespace Seele
{
DECLARE_REF(CameraActor)
DECLARE_REF(CameraComponent)
DECLARE_NAME_REF(Gfx, Viewport)
DECLARE_NAME_REF(Gfx, Graphics)
class LightCullingPass : public RenderPass
{
public:
LightCullingPass(PRenderGraph renderGraph, Gfx::PViewport viewport, Gfx::PGraphics graphics, PCameraActor camera);
virtual ~LightCullingPass();
virtual void beginFrame() override;
virtual void render() override;
virtual void endFrame() override;
virtual void publishOutputs() override;
virtual void createRenderPass() override;
static void modifyRenderPassMacros(Map<const char*, const char*>& defines);
private:
static constexpr uint32 BLOCK_SIZE = 8;
_declspec(align(16)) struct DispatchParams
{
glm::uvec3 numThreadGroups;
uint32_t pad0;
glm::uvec3 numThreads;
uint32_t pad1;
} dispatchParams;
__declspec(align(16)) struct Plane
{
Vector n;
float d;
Vector p0;
Vector p1;
Vector p2;
};
__declspec(align(16)) struct Frustum
{
Plane planes[4];
};
struct ScreenToView
{
Matrix4 inverseProjection;
Vector2 screenDimensions;
};
Gfx::PViewport viewport;
Gfx::PGraphics graphics;
PCameraComponent source;
};
} // namespace Seele
@@ -0,0 +1,39 @@
#include "RenderGraph.h"
using namespace Seele;
RenderGraph::RenderGraph()
{
}
RenderGraph::~RenderGraph()
{
}
void RenderGraph::setup()
{
for(auto pass : renderPasses)
{
pass->publishOutputs();
}
for(auto pass : renderPasses)
{
pass->createRenderPass();
}
}
Gfx::PRenderTargetAttachment RenderGraph::requestRenderTarget(const std::string& outputName)
{
if(registeredAttachments.find(outputName) == registeredAttachments.end())
{
std::cout << "Attachment " << outputName << " not found" << std::endl;
return nullptr;
}
return registeredAttachments[outputName];
}
void RenderGraph::registerRenderPassOutput(const std::string& outputName, Gfx::PRenderTargetAttachment attachment)
{
registeredAttachments[outputName] = attachment;
}
@@ -0,0 +1,21 @@
#pragma once
#include "MinimalEngine.h"
#include "Graphics/GraphicsResources.h"
#include "RenderPass.h"
namespace Seele
{
class RenderGraph
{
public:
RenderGraph();
~RenderGraph();
void setup();
Gfx::PRenderTargetAttachment requestRenderTarget(const std::string& outputName);
void registerRenderPassOutput(const std::string& ouputName, Gfx::PRenderTargetAttachment attachment);
private:
Map<std::string, Gfx::PRenderTargetAttachment> registeredAttachments;
List<PRenderPass> renderPasses;
};
DEFINE_REF(RenderGraph)
} // namespace Seele
@@ -0,0 +1,13 @@
#include "RenderPass.h"
using namespace Seele;
RenderPass::RenderPass(PRenderGraph renderGraph)
: renderGraph(renderGraph)
{
}
RenderPass::~RenderPass()
{
}
@@ -0,0 +1,35 @@
#pragma once
#include "MinimalEngine.h"
#include "Math/Math.h"
namespace Seele
{
DECLARE_NAME_REF(Gfx, RenderPass)
DECLARE_REF(RenderGraph)
class RenderPass
{
public:
RenderPass(PRenderGraph rendergraph);
virtual ~RenderPass();
virtual void beginFrame() = 0;
virtual void render() = 0;
virtual void endFrame() = 0;
virtual void publishOutputs() = 0;
virtual void createRenderPass() = 0;
protected:
struct ViewParameter
{
Matrix4 viewMatrix;
Matrix4 projectionMatrix;
Vector4 cameraPosition;
} viewParams;
struct ScreenToViewParameter
{
Matrix4 inverseProjectionMatrix;
Vector2 screenDimensions;
} screenToViewParams;
Gfx::PRenderPass renderPass;
PRenderGraph renderGraph;
};
DEFINE_REF(RenderPass)
} // namespace Seele