Reworking VertexData

This commit is contained in:
Dynamitos
2023-10-24 15:01:09 +02:00
parent a47f17481b
commit 28e5c9ff01
61 changed files with 1157 additions and 1144 deletions
+27 -80
View File
@@ -2,6 +2,7 @@
#include "Graphics/Graphics.h"
#include "Window/Window.h"
#include "Component/Camera.h"
#include "Component/Mesh.h"
#include "Actor/CameraActor.h"
#include "Math/Vector.h"
#include "RenderGraph.h"
@@ -9,69 +10,8 @@
using namespace Seele;
BasePassMeshProcessor::BasePassMeshProcessor(Gfx::PGraphics graphics)
: MeshProcessor(graphics)
// , translucentBasePass(translucentBasePass)
//, cachedPrimitiveIndex(0)
{
}
BasePassMeshProcessor::~BasePassMeshProcessor()
{
}
void BasePassMeshProcessor::processMeshBatch(
const MeshBatch& batch,
Gfx::PViewport target,
Gfx::PRenderPass renderPass,
Gfx::PPipelineLayout baseLayout,
Gfx::PDescriptorLayout primitiveLayout,
Array<Gfx::PDescriptorSet> descriptorSets,
int32 /*staticMeshId*/)
{
PMaterialInterface material = batch.material;
//const Gfx::MaterialShadingModel shadingModel = material->getShadingModel();
const PVertexShaderInput vertexInput = batch.vertexInput;
const Gfx::ShaderCollection* collection = material->getShaders(Gfx::RenderPassType::BasePass, vertexInput->getType());
if(collection == nullptr)
{
material->createShaders(graphics, Gfx::RenderPassType::BasePass, vertexInput->getType());
collection = material->getShaders(Gfx::RenderPassType::BasePass, vertexInput->getType());
}
assert(collection != nullptr);
Gfx::PRenderCommand renderCommand = graphics->createRenderCommand();
renderCommand->setViewport(target);
Gfx::PPipelineLayout pipelineLayout = graphics->createPipelineLayout(baseLayout);
pipelineLayout->addDescriptorLayout(BasePass::INDEX_MATERIAL, material->getDescriptorLayout());
pipelineLayout->create();
Gfx::PDescriptorSet materialSet = material->createDescriptorSet();
descriptorSets[BasePass::INDEX_MATERIAL] = materialSet;
for(uint32 i = 0; i < batch.elements.size(); ++i)
{
buildMeshDrawCommand(batch,
renderPass,
pipelineLayout,
renderCommand,
descriptorSets,
collection->vertexShader,
collection->controlShader,
collection->evalutionShader,
collection->geometryShader,
collection->fragmentShader,
false);
}
std::scoped_lock lock(commandLock);
renderCommands.add(renderCommand);
//co_return;
}
BasePass::BasePass(Gfx::PGraphics graphics)
: RenderPass(graphics)
, processor(new BasePassMeshProcessor(graphics))
BasePass::BasePass(Gfx::PGraphics graphics, PScene scene)
: RenderPass(graphics, scene)
, descriptorSets(4)
{
UniformBufferCreateInfo uniformInitializer;
@@ -80,11 +20,11 @@ BasePass::BasePass(Gfx::PGraphics graphics)
lightLayout = graphics->createDescriptorLayout("LightLayout");
// Directional Lights
lightLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
lightLayout->addDescriptorBinding(1, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
// Point Lights
lightLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
lightLayout->addDescriptorBinding(1, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
// Point Lights
lightLayout->addDescriptorBinding(2, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
lightLayout->addDescriptorBinding(3, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
lightLayout->addDescriptorBinding(3, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
// Light Index List
lightLayout->addDescriptorBinding(4, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
// Light Grid
@@ -103,25 +43,32 @@ BasePass::BasePass(Gfx::PGraphics graphics)
basePassLayout->addDescriptorLayout(INDEX_VIEW_PARAMS, viewLayout);
descriptorSets[INDEX_VIEW_PARAMS] = viewLayout->allocateDescriptorSet();
primitiveLayout = graphics->createDescriptorLayout("PrimitiveLayout");
primitiveLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
primitiveLayout->create();
basePassLayout->addDescriptorLayout(INDEX_SCENE_DATA, primitiveLayout);
basePassLayout->addPushConstants(Gfx::SePushConstantRange{
.stageFlags = (Gfx::SE_SHADER_STAGE_VERTEX_BIT | Gfx::SE_SHADER_STAGE_FRAGMENT_BIT),
.offset = 0,
.size = sizeof(uint32),
});
sceneLayout = graphics->createDescriptorLayout("SceneLayout");
sceneLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
sceneLayout->addDescriptorBinding(1, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
sceneLayout->create();
basePassLayout->addDescriptorLayout(INDEX_SCENE_DATA, sceneLayout);
//basePassLayout->addPushConstants(Gfx::SePushConstantRange{
// .stageFlags = (Gfx::SE_SHADER_STAGE_VERTEX_BIT | Gfx::SE_SHADER_STAGE_FRAGMENT_BIT),
// .offset = 0,
// .size = sizeof(uint32),
//});
}
BasePass::~BasePass()
{
{
}
void BasePass::readScene()
{
Array<InstanceData> instances;
scene->view<Component::Transform, Component::Mesh>([]
(const Component::Transform& transform, const Component::Mesh& mesh) {
});
}
void BasePass::beginFrame(const Component::Camera& cam)
{
processor->clearCommands();
primitiveLayout->reset();
BulkResourceData uniformUpdate;
viewParams.viewMatrix = cam.getViewMatrix();
@@ -134,7 +81,7 @@ void BasePass::beginFrame(const Component::Camera& cam)
viewLayout->reset();
lightLayout->reset();
descriptorSets[INDEX_SCENE_DATA] = primitiveLayout->allocateDescriptorSet();
descriptorSets[INDEX_SCENE_DATA] = sceneLayout->allocateDescriptorSet();
descriptorSets[INDEX_SCENE_DATA]->updateBuffer(0, passData.sceneDataBuffer);
descriptorSets[INDEX_SCENE_DATA]->writeChanges();
descriptorSets[INDEX_LIGHT_ENV] = lightLayout->allocateDescriptorSet();