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";
}