Reworking VertexData
This commit is contained in:
@@ -2,6 +2,7 @@
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#include "Graphics/Graphics.h"
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#include "Window/Window.h"
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#include "Component/Camera.h"
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#include "Component/Mesh.h"
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#include "Actor/CameraActor.h"
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#include "Math/Vector.h"
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#include "RenderGraph.h"
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@@ -9,69 +10,8 @@
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using namespace Seele;
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BasePassMeshProcessor::BasePassMeshProcessor(Gfx::PGraphics graphics)
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: MeshProcessor(graphics)
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// , translucentBasePass(translucentBasePass)
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//, cachedPrimitiveIndex(0)
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{
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}
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BasePassMeshProcessor::~BasePassMeshProcessor()
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{
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}
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void BasePassMeshProcessor::processMeshBatch(
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const MeshBatch& batch,
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Gfx::PViewport target,
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Gfx::PRenderPass renderPass,
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Gfx::PPipelineLayout baseLayout,
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Gfx::PDescriptorLayout primitiveLayout,
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Array<Gfx::PDescriptorSet> descriptorSets,
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int32 /*staticMeshId*/)
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{
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PMaterialInterface material = batch.material;
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//const Gfx::MaterialShadingModel shadingModel = material->getShadingModel();
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const PVertexShaderInput vertexInput = batch.vertexInput;
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const Gfx::ShaderCollection* collection = material->getShaders(Gfx::RenderPassType::BasePass, vertexInput->getType());
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if(collection == nullptr)
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{
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material->createShaders(graphics, Gfx::RenderPassType::BasePass, vertexInput->getType());
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collection = material->getShaders(Gfx::RenderPassType::BasePass, vertexInput->getType());
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}
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assert(collection != nullptr);
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Gfx::PRenderCommand renderCommand = graphics->createRenderCommand();
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renderCommand->setViewport(target);
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Gfx::PPipelineLayout pipelineLayout = graphics->createPipelineLayout(baseLayout);
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pipelineLayout->addDescriptorLayout(BasePass::INDEX_MATERIAL, material->getDescriptorLayout());
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pipelineLayout->create();
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Gfx::PDescriptorSet materialSet = material->createDescriptorSet();
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descriptorSets[BasePass::INDEX_MATERIAL] = materialSet;
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for(uint32 i = 0; i < batch.elements.size(); ++i)
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{
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buildMeshDrawCommand(batch,
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renderPass,
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pipelineLayout,
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renderCommand,
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descriptorSets,
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collection->vertexShader,
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collection->controlShader,
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collection->evalutionShader,
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collection->geometryShader,
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collection->fragmentShader,
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false);
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}
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std::scoped_lock lock(commandLock);
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renderCommands.add(renderCommand);
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//co_return;
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}
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BasePass::BasePass(Gfx::PGraphics graphics)
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: RenderPass(graphics)
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, processor(new BasePassMeshProcessor(graphics))
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BasePass::BasePass(Gfx::PGraphics graphics, PScene scene)
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: RenderPass(graphics, scene)
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, descriptorSets(4)
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{
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UniformBufferCreateInfo uniformInitializer;
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@@ -80,11 +20,11 @@ BasePass::BasePass(Gfx::PGraphics graphics)
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lightLayout = graphics->createDescriptorLayout("LightLayout");
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// Directional Lights
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lightLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
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lightLayout->addDescriptorBinding(1, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
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// Point Lights
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lightLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
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lightLayout->addDescriptorBinding(1, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
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// Point Lights
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lightLayout->addDescriptorBinding(2, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
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lightLayout->addDescriptorBinding(3, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
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lightLayout->addDescriptorBinding(3, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
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// Light Index List
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lightLayout->addDescriptorBinding(4, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
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// Light Grid
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@@ -103,25 +43,32 @@ BasePass::BasePass(Gfx::PGraphics graphics)
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basePassLayout->addDescriptorLayout(INDEX_VIEW_PARAMS, viewLayout);
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descriptorSets[INDEX_VIEW_PARAMS] = viewLayout->allocateDescriptorSet();
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primitiveLayout = graphics->createDescriptorLayout("PrimitiveLayout");
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primitiveLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
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primitiveLayout->create();
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basePassLayout->addDescriptorLayout(INDEX_SCENE_DATA, primitiveLayout);
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basePassLayout->addPushConstants(Gfx::SePushConstantRange{
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.stageFlags = (Gfx::SE_SHADER_STAGE_VERTEX_BIT | Gfx::SE_SHADER_STAGE_FRAGMENT_BIT),
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.offset = 0,
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.size = sizeof(uint32),
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});
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sceneLayout = graphics->createDescriptorLayout("SceneLayout");
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sceneLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
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sceneLayout->addDescriptorBinding(1, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
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sceneLayout->create();
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basePassLayout->addDescriptorLayout(INDEX_SCENE_DATA, sceneLayout);
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//basePassLayout->addPushConstants(Gfx::SePushConstantRange{
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// .stageFlags = (Gfx::SE_SHADER_STAGE_VERTEX_BIT | Gfx::SE_SHADER_STAGE_FRAGMENT_BIT),
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// .offset = 0,
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// .size = sizeof(uint32),
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//});
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}
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BasePass::~BasePass()
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{
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{
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}
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void BasePass::readScene()
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{
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Array<InstanceData> instances;
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scene->view<Component::Transform, Component::Mesh>([]
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(const Component::Transform& transform, const Component::Mesh& mesh) {
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});
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}
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void BasePass::beginFrame(const Component::Camera& cam)
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{
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processor->clearCommands();
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primitiveLayout->reset();
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BulkResourceData uniformUpdate;
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viewParams.viewMatrix = cam.getViewMatrix();
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@@ -134,7 +81,7 @@ void BasePass::beginFrame(const Component::Camera& cam)
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viewLayout->reset();
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lightLayout->reset();
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descriptorSets[INDEX_SCENE_DATA] = primitiveLayout->allocateDescriptorSet();
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descriptorSets[INDEX_SCENE_DATA] = sceneLayout->allocateDescriptorSet();
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descriptorSets[INDEX_SCENE_DATA]->updateBuffer(0, passData.sceneDataBuffer);
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descriptorSets[INDEX_SCENE_DATA]->writeChanges();
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descriptorSets[INDEX_LIGHT_ENV] = lightLayout->allocateDescriptorSet();
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@@ -1,44 +1,16 @@
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#pragma once
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#include "MinimalEngine.h"
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#include "MeshProcessor.h"
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#include "RenderPass.h"
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namespace Seele
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{
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class BasePassMeshProcessor : public MeshProcessor
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{
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public:
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BasePassMeshProcessor(Gfx::PGraphics graphics);
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virtual ~BasePassMeshProcessor();
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virtual void processMeshBatch(
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const MeshBatch& batch,
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Gfx::PViewport target,
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Gfx::PRenderPass renderPass,
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Gfx::PPipelineLayout pipelineLayout,
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Gfx::PDescriptorLayout primitiveLayout,
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Array<Gfx::PDescriptorSet> descriptorSets,
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int32 staticMeshId = -1) override;
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private:
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//Array<Gfx::PDescriptorSet> cachedPrimitiveSets;
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//uint8 translucentBasePass;
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//uint32 cachedPrimitiveIndex;
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};
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DEFINE_REF(BasePassMeshProcessor)
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DECLARE_REF(CameraActor)
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struct BasePassData
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{
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Array<MeshBatch> staticDrawList;
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Gfx::PShaderBuffer sceneDataBuffer;
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LightEnv lightEnv;
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};
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class BasePass : public RenderPass<BasePassData>
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class BasePass : public RenderPass
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{
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public:
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BasePass(Gfx::PGraphics graphics);
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BasePass(BasePass&& other) = default;
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BasePass(Gfx::PGraphics graphics, PScene scene);
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virtual ~BasePass();
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BasePass& operator=(BasePass&& other) = default;
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virtual void readScene() override;
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virtual void beginFrame(const Component::Camera& cam) override;
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virtual void render() override;
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virtual void endFrame() override;
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@@ -48,7 +20,6 @@ public:
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private:
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Gfx::PRenderTargetAttachment colorAttachment;
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Gfx::PTexture2D depthBuffer;
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UPBasePassMeshProcessor processor;
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Array<Gfx::PDescriptorSet> descriptorSets;
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PCameraActor source;
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@@ -66,9 +37,7 @@ private:
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static constexpr uint32 INDEX_MATERIAL = 2;
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// Set 3: primitive scene data
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static constexpr uint32 INDEX_SCENE_DATA = 3;
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Gfx::PDescriptorLayout primitiveLayout;
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Gfx::PUniformBuffer primitiveUniformBuffer;
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friend class BasePassMeshProcessor;
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Gfx::PDescriptorLayout sceneLayout;
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};
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DEFINE_REF(BasePass)
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} // namespace Seele
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@@ -8,8 +8,6 @@ target_sources(Engine
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DepthPrepass.cpp
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LightCullingPass.h
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LightCullingPass.cpp
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MeshProcessor.h
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MeshProcessor.cpp
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RenderGraph.h
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RenderGraphResources.h
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RenderGraphResources.cpp
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@@ -28,7 +26,6 @@ target_sources(Engine
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DebugPass.h
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DepthPrepass.h
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LightCullingPass.h
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MeshProcessor.h
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RenderGraph.h
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RenderGraphResources.h
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RenderPass.h
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@@ -9,11 +9,7 @@ namespace Seele
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DECLARE_REF(CameraActor)
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DECLARE_REF(Scene)
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DECLARE_REF(Viewport)
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struct DebugPassData
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{
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Array<DebugVertex> vertices;
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};
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class DebugPass : public RenderPass<DebugPassData>
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class DebugPass : public RenderPass
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{
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public:
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DebugPass(Gfx::PGraphics graphics);
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@@ -2,77 +2,16 @@
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#include "Graphics/Graphics.h"
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#include "Window/Window.h"
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#include "Component/Camera.h"
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#include "Component/Mesh.h"
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#include "Actor/CameraActor.h"
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#include "Math/Vector.h"
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#include "RenderGraph.h"
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#include "Material/MaterialInterface.h"
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using namespace Seele;
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DepthPrepassMeshProcessor::DepthPrepassMeshProcessor(Gfx::PGraphics graphics)
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: MeshProcessor(graphics)
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{
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}
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DepthPrepassMeshProcessor::~DepthPrepassMeshProcessor()
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{
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}
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void DepthPrepassMeshProcessor::processMeshBatch(
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const MeshBatch& batch,
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Gfx::PViewport target,
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Gfx::PRenderPass renderPass,
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Gfx::PPipelineLayout baseLayout,
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Gfx::PDescriptorLayout primitiveLayout,
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Array<Gfx::PDescriptorSet> descriptorSets,
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int32 /*staticMeshId*/)
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{
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//std::cout << "Depth void started" << std::endl;
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PMaterialInterface material = batch.material;
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//const Gfx::MaterialShadingModel shadingModel = material->getShadingModel();
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const PVertexShaderInput vertexInput = batch.vertexInput;
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const Gfx::ShaderCollection* collection = material->getShaders(Gfx::RenderPassType::DepthPrepass, vertexInput->getType());
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if (collection == nullptr)
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{
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material->createShaders(graphics, Gfx::RenderPassType::DepthPrepass, vertexInput->getType());
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collection = material->getShaders(Gfx::RenderPassType::DepthPrepass, vertexInput->getType());
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}
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assert(collection != nullptr);
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Gfx::PRenderCommand renderCommand = graphics->createRenderCommand();
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renderCommand->setViewport(target);
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Gfx::PPipelineLayout pipelineLayout = graphics->createPipelineLayout(baseLayout);
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pipelineLayout->addDescriptorLayout(DepthPrepass::INDEX_MATERIAL, material->getDescriptorLayout());
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pipelineLayout->create();
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Gfx::PDescriptorSet materialSet = material->createDescriptorSet();
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descriptorSets[DepthPrepass::INDEX_MATERIAL] = materialSet;
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for(uint32 i = 0; i < batch.elements.size(); ++i)
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{
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buildMeshDrawCommand(batch,
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// primitiveComponent,
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renderPass,
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pipelineLayout,
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renderCommand,
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descriptorSets,
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collection->vertexShader,
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collection->controlShader,
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collection->evalutionShader,
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collection->geometryShader,
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collection->fragmentShader,
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true);
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}
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std::scoped_lock lock(commandLock);
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renderCommands.add(renderCommand);
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//std::cout << "Finished depth job" << std::endl;
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//co_return;
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}
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DepthPrepass::DepthPrepass(Gfx::PGraphics graphics)
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: RenderPass(graphics)
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, processor(new DepthPrepassMeshProcessor(graphics))
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, descriptorSets(3)
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DepthPrepass::DepthPrepass(Gfx::PGraphics graphics, PScene scene)
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: RenderPass(graphics, scene)
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, descriptorSets(4)
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{
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UniformBufferCreateInfo uniformInitializer;
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@@ -86,16 +25,6 @@ DepthPrepass::DepthPrepass(Gfx::PGraphics graphics)
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viewParamBuffer = graphics->createUniformBuffer(uniformInitializer);
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viewLayout->create();
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depthPrepassLayout->addDescriptorLayout(INDEX_VIEW_PARAMS, viewLayout);
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primitiveLayout = graphics->createDescriptorLayout("PrimitiveLayout");
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primitiveLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
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primitiveLayout->create();
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depthPrepassLayout->addDescriptorLayout(INDEX_SCENE_DATA, primitiveLayout);
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depthPrepassLayout->addPushConstants(Gfx::SePushConstantRange{
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.stageFlags = (Gfx::SE_SHADER_STAGE_VERTEX_BIT | Gfx::SE_SHADER_STAGE_FRAGMENT_BIT),
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.offset = 0,
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.size = sizeof(uint32),
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});
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}
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DepthPrepass::~DepthPrepass()
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@@ -104,8 +33,6 @@ DepthPrepass::~DepthPrepass()
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void DepthPrepass::beginFrame(const Component::Camera& cam)
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{
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processor->clearCommands();
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primitiveLayout->reset();
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BulkResourceData uniformUpdate;
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viewParams.viewMatrix = cam.getViewMatrix();
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@@ -116,12 +43,10 @@ void DepthPrepass::beginFrame(const Component::Camera& cam)
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uniformUpdate.data = (uint8*)&viewParams;
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viewParamBuffer->updateContents(uniformUpdate);
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viewLayout->reset();
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descriptorSets[INDEX_SCENE_DATA] = primitiveLayout->allocateDescriptorSet();
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descriptorSets[INDEX_SCENE_DATA]->updateBuffer(0, passData.sceneDataBuffer);
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descriptorSets[INDEX_SCENE_DATA]->writeChanges();
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descriptorSets[INDEX_VIEW_PARAMS] = viewLayout->allocateDescriptorSet();
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descriptorSets[INDEX_VIEW_PARAMS]->updateBuffer(0, viewParamBuffer);
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descriptorSets[INDEX_VIEW_PARAMS]->writeChanges();
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//std::cout << "DepthPrepass beginFrame()" << std::endl;
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//co_return;
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}
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@@ -133,11 +58,39 @@ void DepthPrepass::render()
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Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT);
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depthAttachment->getTexture()->transferOwnership(Gfx::QueueType::GRAPHICS);
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graphics->beginRenderPass(renderPass);
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for (const auto& meshBatch : passData.staticDrawList)
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for (VertexData* vertexData : VertexData::getList())
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{
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processor->processMeshBatch(meshBatch, viewport, renderPass, depthPrepassLayout, primitiveLayout, descriptorSets);
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const auto& materials = vertexData->getMaterialData();
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for (const auto& [_, materialData] : materials)
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{
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// Create Pipeline(Material, VertexData)
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// Descriptors:
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// ViewData => global, static
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// Material => per material
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// VertexData => per meshtype
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// SceneData => per topology
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Gfx::PRenderCommand command = graphics->createRenderCommand("DepthRender");
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Gfx::PPipelineLayout layout = graphics->createPipelineLayout(depthPrepassLayout);
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layout->addDescriptorLayout(INDEX_MATERIAL, materialData.material->getDescriptorLayout());
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layout->addDescriptorLayout(INDEX_VERTEX_DATA, vertexData->getVertexDataLayout());
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layout->addDescriptorLayout(INDEX_SCENE_DATA, vertexData->getInstanceDataLayout());
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layout->create();
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GraphicsPipelineCreateInfo pipelineInfo;
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Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(pipelineInfo);
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command->bindPipeline(pipeline);
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vertexData->bindBuffers(command);
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descriptorSets[INDEX_VERTEX_DATA] = vertexData->getVertexDataSet();
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for (const auto&[_, instance]: materialData.instances)
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{
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descriptorSets[INDEX_MATERIAL] = instance.materialInstance->getDescriptorSet();
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descriptorSets[INDEX_SCENE_DATA] = instance.descriptorSet;
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command->bindDescriptor(descriptorSets);
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command->dispatch(instance.numMeshes, 1, 1);
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}
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}
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}
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graphics->executeCommands(processor->getRenderCommands());
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graphics->endRenderPass();
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//std::cout << "DepthPrepass render()" << std::endl;
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//co_return;
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@@ -175,5 +128,6 @@ void DepthPrepass::modifyRenderPassMacros(Map<const char*, const char*>& defines
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{
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defines["INDEX_VIEW_PARAMS"] = "0";
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defines["INDEX_MATERIAL"] = "1";
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defines["INDEX_SCENE_DATA"] = "2";
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defines["INDEX_VERTEX_DATA"] = "2";
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defines["INDEX_SCENE_DATA"] = "3";
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}
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@@ -1,40 +1,14 @@
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#pragma once
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#include "MinimalEngine.h"
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#include "MeshProcessor.h"
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#include "RenderPass.h"
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namespace Seele
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{
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class DepthPrepassMeshProcessor : public MeshProcessor
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class DepthPrepass : public RenderPass
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{
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public:
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DepthPrepassMeshProcessor(Gfx::PGraphics graphics);
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virtual ~DepthPrepassMeshProcessor();
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virtual void processMeshBatch(
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const MeshBatch& batch,
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Gfx::PViewport target,
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Gfx::PRenderPass renderPass,
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||||
Gfx::PPipelineLayout pipelineLayout,
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||||
Gfx::PDescriptorLayout primitiveLayout,
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||||
Array<Gfx::PDescriptorSet> descriptorSets,
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||||
int32 staticMeshId = -1) override;
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||||
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||||
private:
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||||
};
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||||
DEFINE_REF(DepthPrepassMeshProcessor)
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||||
struct DepthPrepassData
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||||
{
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Array<MeshBatch> staticDrawList;
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Gfx::PShaderBuffer sceneDataBuffer;
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};
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class DepthPrepass : public RenderPass<DepthPrepassData>
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||||
{
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||||
public:
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||||
DepthPrepass(Gfx::PGraphics graphics);
|
||||
DepthPrepass(DepthPrepass&& other) = default;
|
||||
DepthPrepass(Gfx::PGraphics graphics, PScene scene);
|
||||
~DepthPrepass();
|
||||
DepthPrepass& operator=(DepthPrepass& other) = default;
|
||||
virtual void beginFrame(const Component::Camera& cam) override;
|
||||
virtual void render() override;
|
||||
virtual void endFrame() override;
|
||||
@@ -44,9 +18,9 @@ public:
|
||||
private:
|
||||
Gfx::PRenderTargetAttachment depthAttachment;
|
||||
Gfx::PTexture2D depthBuffer;
|
||||
UPDepthPrepassMeshProcessor processor;
|
||||
|
||||
|
||||
Array<Gfx::PDescriptorSet> descriptorSets;
|
||||
|
||||
Gfx::PPipelineLayout depthPrepassLayout;
|
||||
// Set 0: viewParameter
|
||||
static constexpr uint32 INDEX_VIEW_PARAMS = 0;
|
||||
@@ -54,11 +28,11 @@ private:
|
||||
Gfx::PUniformBuffer viewParamBuffer;
|
||||
// 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;
|
||||
// Set 2: vertices, from VertexData
|
||||
static constexpr uint32 INDEX_VERTEX_DATA = 2;
|
||||
// Set 3: mesh data, either index buffer or meshlet data
|
||||
static constexpr uint32 INDEX_SCENE_DATA = 3;
|
||||
Gfx::PDescriptorLayout sceneDataLayout;
|
||||
};
|
||||
DEFINE_REF(DepthPrepass)
|
||||
} // namespace Seele
|
||||
|
||||
@@ -12,7 +12,7 @@ struct LightCullingPassData
|
||||
{
|
||||
LightEnv lightEnv;
|
||||
};
|
||||
class LightCullingPass : public RenderPass<LightCullingPassData>
|
||||
class LightCullingPass : public RenderPass
|
||||
{
|
||||
public:
|
||||
LightCullingPass(Gfx::PGraphics graphics);
|
||||
|
||||
@@ -1,82 +0,0 @@
|
||||
#include "MeshProcessor.h"
|
||||
#include "Graphics/Graphics.h"
|
||||
#include "Graphics/VertexShaderInput.h"
|
||||
#include "Graphics/Vulkan/VulkanGraphicsResources.h"
|
||||
|
||||
using namespace Seele;
|
||||
|
||||
MeshProcessor::MeshProcessor(Gfx::PGraphics graphics)
|
||||
: graphics(graphics)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
MeshProcessor::~MeshProcessor()
|
||||
{
|
||||
}
|
||||
|
||||
void MeshProcessor::buildMeshDrawCommand(
|
||||
const MeshBatch& meshBatch,
|
||||
// const PPrimitiveComponent primitiveComponent,
|
||||
const Gfx::PRenderPass renderPass,
|
||||
Gfx::PPipelineLayout pipelineLayout,
|
||||
Gfx::PRenderCommand drawCommand,
|
||||
const Array<Gfx::PDescriptorSet>& descriptors,
|
||||
Gfx::PVertexShader vertexShader,
|
||||
Gfx::PControlShader controlShader,
|
||||
Gfx::PEvaluationShader evaluationShader,
|
||||
Gfx::PGeometryShader geometryShader,
|
||||
Gfx::PFragmentShader fragmentShader,
|
||||
bool positionOnly)
|
||||
{
|
||||
const PVertexShaderInput vertexInput = meshBatch.vertexInput;
|
||||
|
||||
GraphicsPipelineCreateInfo pipelineInitializer;
|
||||
pipelineInitializer.topology = meshBatch.topology;
|
||||
pipelineInitializer.vertexShader = vertexShader;
|
||||
pipelineInitializer.controlShader = controlShader;
|
||||
pipelineInitializer.evalShader = evaluationShader;
|
||||
pipelineInitializer.geometryShader = geometryShader;
|
||||
pipelineInitializer.fragmentShader = fragmentShader;
|
||||
pipelineInitializer.renderPass = renderPass;
|
||||
pipelineInitializer.pipelineLayout = pipelineLayout;
|
||||
|
||||
VertexInputStreamArray vertexStreams;
|
||||
if(positionOnly)
|
||||
{
|
||||
vertexInput->getPositionOnlyStream(vertexStreams);
|
||||
pipelineInitializer.vertexDeclaration = vertexInput->getPositionDeclaration();
|
||||
}
|
||||
else
|
||||
{
|
||||
vertexInput->getStreams(vertexStreams);
|
||||
pipelineInitializer.vertexDeclaration = vertexInput->getDeclaration();
|
||||
}
|
||||
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(pipelineInitializer);
|
||||
drawCommand->bindPipeline(pipeline);
|
||||
drawCommand->bindVertexBuffer(vertexStreams);
|
||||
drawCommand->bindDescriptor(descriptors);
|
||||
for(const auto& element : meshBatch.elements)
|
||||
{
|
||||
drawCommand->pushConstants(pipelineLayout, Gfx::SE_SHADER_STAGE_VERTEX_BIT | Gfx::SE_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(uint32), &element.sceneDataIndex);
|
||||
if(element.indexBuffer != nullptr)
|
||||
{
|
||||
drawCommand->bindIndexBuffer(element.indexBuffer);
|
||||
drawCommand->draw(element);
|
||||
}
|
||||
else
|
||||
{
|
||||
drawCommand->draw(vertexStreams[0].vertexBuffer->getNumVertices(), 1, 0, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Array<Gfx::PRenderCommand> MeshProcessor::getRenderCommands()
|
||||
{
|
||||
return renderCommands;
|
||||
}
|
||||
|
||||
void MeshProcessor::clearCommands()
|
||||
{
|
||||
renderCommands.clear();
|
||||
}
|
||||
@@ -1,43 +0,0 @@
|
||||
#pragma once
|
||||
#include "MinimalEngine.h"
|
||||
#include "Scene/Scene.h"
|
||||
#include "Graphics/GraphicsResources.h"
|
||||
#include "Graphics/MeshBatch.h"
|
||||
|
||||
namespace Seele
|
||||
{
|
||||
class MeshProcessor
|
||||
{
|
||||
public:
|
||||
MeshProcessor(Gfx::PGraphics graphics);
|
||||
virtual ~MeshProcessor();
|
||||
Array<Gfx::PRenderCommand> getRenderCommands();
|
||||
void clearCommands();
|
||||
protected:
|
||||
PScene scene;
|
||||
Gfx::PGraphics graphics;
|
||||
virtual void processMeshBatch(
|
||||
const MeshBatch& batch,
|
||||
Gfx::PViewport target,
|
||||
Gfx::PRenderPass renderPass,
|
||||
Gfx::PPipelineLayout pipelineLayout,
|
||||
Gfx::PDescriptorLayout primitiveLayout,
|
||||
Array<Gfx::PDescriptorSet> descriptorSets,
|
||||
int32 staticMeshId = -1) = 0;
|
||||
void buildMeshDrawCommand(
|
||||
const MeshBatch& meshBatch,
|
||||
// const PPrimitiveComponent primitiveComponent,
|
||||
const Gfx::PRenderPass renderPass,
|
||||
Gfx::PPipelineLayout pipelineLayout,
|
||||
Gfx::PRenderCommand drawCommand,
|
||||
const Array<Gfx::PDescriptorSet>& descriptors,
|
||||
Gfx::PVertexShader vertexShader,
|
||||
Gfx::PControlShader controlShader,
|
||||
Gfx::PEvaluationShader evaluationShader,
|
||||
Gfx::PGeometryShader geometryShader,
|
||||
Gfx::PFragmentShader fragmentShader,
|
||||
bool positionOnly);
|
||||
std::mutex commandLock;
|
||||
Array<Gfx::PRenderCommand> renderCommands;
|
||||
};
|
||||
} // namespace Seele
|
||||
@@ -3,24 +3,25 @@
|
||||
#include "Math/Math.h"
|
||||
#include "RenderGraphResources.h"
|
||||
#include "Component/Camera.h"
|
||||
#include "Graphics/TopologyData.h"
|
||||
#include "Scene/Scene.h"
|
||||
#include "Material/MaterialInstance.h"
|
||||
#include "Graphics/VertexData.h"
|
||||
|
||||
namespace Seele
|
||||
{
|
||||
DECLARE_NAME_REF(Gfx, Viewport)
|
||||
DECLARE_NAME_REF(Gfx, Graphics)
|
||||
DECLARE_NAME_REF(Gfx, RenderPass)
|
||||
template<typename RenderPassDataType>
|
||||
class RenderPass
|
||||
{
|
||||
public:
|
||||
RenderPass(Gfx::PGraphics graphics)
|
||||
RenderPass(Gfx::PGraphics graphics, PScene scene)
|
||||
: graphics(graphics)
|
||||
, scene(scene)
|
||||
{}
|
||||
virtual ~RenderPass()
|
||||
{}
|
||||
void updateViewFrame(RenderPassDataType viewFrame) {
|
||||
passData = std::move(viewFrame);
|
||||
}
|
||||
virtual void beginFrame(const Component::Camera& cam) = 0;
|
||||
virtual void render() = 0;
|
||||
virtual void endFrame() = 0;
|
||||
@@ -41,13 +42,26 @@ protected:
|
||||
Vector2 screenDimensions;
|
||||
Vector2 pad0;
|
||||
} viewParams;
|
||||
struct DrawListId
|
||||
{
|
||||
DrawListId(PMaterialInstance mat, PVertexData vertex)
|
||||
{
|
||||
id = mat->getBaseMaterial()->getName();
|
||||
}
|
||||
std::strong_ordering operator<=>(const DrawListId& other) const
|
||||
{
|
||||
return id <=> other.id;
|
||||
}
|
||||
std::string id;
|
||||
};
|
||||
Map<DrawListId, DrawListInfo> drawList;
|
||||
PRenderGraphResources resources;
|
||||
RenderPassDataType passData;
|
||||
Gfx::PRenderPass renderPass;
|
||||
Gfx::PGraphics graphics;
|
||||
Gfx::PViewport viewport;
|
||||
PScene scene;
|
||||
};
|
||||
template<typename RP, typename T>
|
||||
concept RenderPassType = std::derived_from<RP, RenderPass<T>>;
|
||||
template<typename RP>
|
||||
concept RenderPassType = std::derived_from<RP, RenderPass>;
|
||||
|
||||
} // namespace Seele
|
||||
|
||||
@@ -8,11 +8,7 @@ namespace Seele
|
||||
DECLARE_REF(CameraActor)
|
||||
DECLARE_REF(Scene)
|
||||
DECLARE_REF(Viewport)
|
||||
struct SkyboxPassData
|
||||
{
|
||||
Component::Skybox skybox;
|
||||
};
|
||||
class SkyboxRenderPass : public RenderPass<SkyboxPassData>
|
||||
class SkyboxRenderPass : public RenderPass
|
||||
{
|
||||
public:
|
||||
SkyboxRenderPass(Gfx::PGraphics graphics);
|
||||
|
||||
@@ -17,12 +17,7 @@ struct TextRender
|
||||
Vector2 position;
|
||||
float scale;
|
||||
};
|
||||
struct TextPassData
|
||||
{
|
||||
Array<TextRender> texts;
|
||||
};
|
||||
|
||||
class TextPass : public RenderPass<TextPassData>
|
||||
class TextPass : public RenderPass
|
||||
{
|
||||
public:
|
||||
TextPass(Gfx::PGraphics graphics);
|
||||
|
||||
Reference in New Issue
Block a user