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
+38 -84
View File
@@ -2,77 +2,16 @@
#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"
#include "Material/MaterialInterface.h"
using namespace Seele;
DepthPrepassMeshProcessor::DepthPrepassMeshProcessor(Gfx::PGraphics graphics)
: MeshProcessor(graphics)
{
}
DepthPrepassMeshProcessor::~DepthPrepassMeshProcessor()
{
}
void DepthPrepassMeshProcessor::processMeshBatch(
const MeshBatch& batch,
Gfx::PViewport target,
Gfx::PRenderPass renderPass,
Gfx::PPipelineLayout baseLayout,
Gfx::PDescriptorLayout primitiveLayout,
Array<Gfx::PDescriptorSet> descriptorSets,
int32 /*staticMeshId*/)
{
//std::cout << "Depth void started" << std::endl;
PMaterialInterface material = batch.material;
//const Gfx::MaterialShadingModel shadingModel = material->getShadingModel();
const PVertexShaderInput vertexInput = batch.vertexInput;
const Gfx::ShaderCollection* collection = material->getShaders(Gfx::RenderPassType::DepthPrepass, vertexInput->getType());
if (collection == nullptr)
{
material->createShaders(graphics, Gfx::RenderPassType::DepthPrepass, vertexInput->getType());
collection = material->getShaders(Gfx::RenderPassType::DepthPrepass, vertexInput->getType());
}
assert(collection != nullptr);
Gfx::PRenderCommand renderCommand = graphics->createRenderCommand();
renderCommand->setViewport(target);
Gfx::PPipelineLayout pipelineLayout = graphics->createPipelineLayout(baseLayout);
pipelineLayout->addDescriptorLayout(DepthPrepass::INDEX_MATERIAL, material->getDescriptorLayout());
pipelineLayout->create();
Gfx::PDescriptorSet materialSet = material->createDescriptorSet();
descriptorSets[DepthPrepass::INDEX_MATERIAL] = materialSet;
for(uint32 i = 0; i < batch.elements.size(); ++i)
{
buildMeshDrawCommand(batch,
// primitiveComponent,
renderPass,
pipelineLayout,
renderCommand,
descriptorSets,
collection->vertexShader,
collection->controlShader,
collection->evalutionShader,
collection->geometryShader,
collection->fragmentShader,
true);
}
std::scoped_lock lock(commandLock);
renderCommands.add(renderCommand);
//std::cout << "Finished depth job" << std::endl;
//co_return;
}
DepthPrepass::DepthPrepass(Gfx::PGraphics graphics)
: RenderPass(graphics)
, processor(new DepthPrepassMeshProcessor(graphics))
, descriptorSets(3)
DepthPrepass::DepthPrepass(Gfx::PGraphics graphics, PScene scene)
: RenderPass(graphics, scene)
, descriptorSets(4)
{
UniformBufferCreateInfo uniformInitializer;
@@ -86,16 +25,6 @@ DepthPrepass::DepthPrepass(Gfx::PGraphics graphics)
viewParamBuffer = graphics->createUniformBuffer(uniformInitializer);
viewLayout->create();
depthPrepassLayout->addDescriptorLayout(INDEX_VIEW_PARAMS, viewLayout);
primitiveLayout = graphics->createDescriptorLayout("PrimitiveLayout");
primitiveLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
primitiveLayout->create();
depthPrepassLayout->addDescriptorLayout(INDEX_SCENE_DATA, primitiveLayout);
depthPrepassLayout->addPushConstants(Gfx::SePushConstantRange{
.stageFlags = (Gfx::SE_SHADER_STAGE_VERTEX_BIT | Gfx::SE_SHADER_STAGE_FRAGMENT_BIT),
.offset = 0,
.size = sizeof(uint32),
});
}
DepthPrepass::~DepthPrepass()
@@ -104,8 +33,6 @@ DepthPrepass::~DepthPrepass()
void DepthPrepass::beginFrame(const Component::Camera& cam)
{
processor->clearCommands();
primitiveLayout->reset();
BulkResourceData uniformUpdate;
viewParams.viewMatrix = cam.getViewMatrix();
@@ -116,12 +43,10 @@ void DepthPrepass::beginFrame(const Component::Camera& cam)
uniformUpdate.data = (uint8*)&viewParams;
viewParamBuffer->updateContents(uniformUpdate);
viewLayout->reset();
descriptorSets[INDEX_SCENE_DATA] = primitiveLayout->allocateDescriptorSet();
descriptorSets[INDEX_SCENE_DATA]->updateBuffer(0, passData.sceneDataBuffer);
descriptorSets[INDEX_SCENE_DATA]->writeChanges();
descriptorSets[INDEX_VIEW_PARAMS] = viewLayout->allocateDescriptorSet();
descriptorSets[INDEX_VIEW_PARAMS]->updateBuffer(0, viewParamBuffer);
descriptorSets[INDEX_VIEW_PARAMS]->writeChanges();
//std::cout << "DepthPrepass beginFrame()" << std::endl;
//co_return;
}
@@ -133,11 +58,39 @@ void DepthPrepass::render()
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT);
depthAttachment->getTexture()->transferOwnership(Gfx::QueueType::GRAPHICS);
graphics->beginRenderPass(renderPass);
for (const auto& meshBatch : passData.staticDrawList)
for (VertexData* vertexData : VertexData::getList())
{
processor->processMeshBatch(meshBatch, viewport, renderPass, depthPrepassLayout, primitiveLayout, descriptorSets);
const auto& materials = vertexData->getMaterialData();
for (const auto& [_, materialData] : materials)
{
// Create Pipeline(Material, VertexData)
// Descriptors:
// ViewData => global, static
// Material => per material
// VertexData => per meshtype
// SceneData => per topology
Gfx::PRenderCommand command = graphics->createRenderCommand("DepthRender");
Gfx::PPipelineLayout layout = graphics->createPipelineLayout(depthPrepassLayout);
layout->addDescriptorLayout(INDEX_MATERIAL, materialData.material->getDescriptorLayout());
layout->addDescriptorLayout(INDEX_VERTEX_DATA, vertexData->getVertexDataLayout());
layout->addDescriptorLayout(INDEX_SCENE_DATA, vertexData->getInstanceDataLayout());
layout->create();
GraphicsPipelineCreateInfo pipelineInfo;
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(pipelineInfo);
command->bindPipeline(pipeline);
vertexData->bindBuffers(command);
descriptorSets[INDEX_VERTEX_DATA] = vertexData->getVertexDataSet();
for (const auto&[_, instance]: materialData.instances)
{
descriptorSets[INDEX_MATERIAL] = instance.materialInstance->getDescriptorSet();
descriptorSets[INDEX_SCENE_DATA] = instance.descriptorSet;
command->bindDescriptor(descriptorSets);
command->dispatch(instance.numMeshes, 1, 1);
}
}
}
graphics->executeCommands(processor->getRenderCommands());
graphics->endRenderPass();
//std::cout << "DepthPrepass render()" << std::endl;
//co_return;
@@ -175,5 +128,6 @@ void DepthPrepass::modifyRenderPassMacros(Map<const char*, const char*>& defines
{
defines["INDEX_VIEW_PARAMS"] = "0";
defines["INDEX_MATERIAL"] = "1";
defines["INDEX_SCENE_DATA"] = "2";
defines["INDEX_VERTEX_DATA"] = "2";
defines["INDEX_SCENE_DATA"] = "3";
}