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
@@ -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";
}