Adding pretty printers

This commit is contained in:
2025-08-08 22:29:54 +02:00
parent 9bd1ca1b09
commit 30d5b62447
20 changed files with 383 additions and 82 deletions
+65 -21
View File
@@ -13,6 +13,7 @@
#include "Math/Matrix.h"
#include "Math/Vector.h"
#include "MinimalEngine.h"
#include "ShadowPass.h"
using namespace Seele;
@@ -41,7 +42,29 @@ BasePass::BasePass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics)
});
lightCullingLayout->create();
shadowMappingLayout = graphics->createDescriptorLayout("pShadowMapping");
shadowMappingLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = SHADOWMAPS_NAME,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE,
.descriptorCount = NUM_CASCADES,
});
shadowMappingLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = LIGHTSPACE_NAME,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
.descriptorCount = NUM_CASCADES,
});
shadowMappingLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = SHADOWSAMPLER_NAME,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLER,
});
shadowMappingLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.name = CASCADE_SPLIT_NAME,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER
});
shadowMappingLayout->create();
basePassLayout->addDescriptorLayout(lightCullingLayout);
basePassLayout->addDescriptorLayout(shadowMappingLayout);
basePassLayout->addPushConstants(Gfx::SePushConstantRange{
.stageFlags = Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT | Gfx::SE_SHADER_STAGE_FRAGMENT_BIT,
.offset = 0,
@@ -79,6 +102,19 @@ BasePass::BasePass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics)
.fogColor = Vector(0, 0, 0),
.blendFactor = 0,
};
shadowSampler = graphics->createSampler(SamplerCreateInfo{
.magFilter = Gfx::SE_FILTER_LINEAR,
.minFilter = Gfx::SE_FILTER_LINEAR,
.mipmapMode = Gfx::SE_SAMPLER_MIPMAP_MODE_LINEAR,
.addressModeU = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
.addressModeV = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
.addressModeW = Gfx::SE_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE,
.mipLodBias = 0.0f,
.maxAnisotropy = 1.0f,
.minLod = 0.0f,
.maxLod = 1.0f,
.borderColor = Gfx::SE_BORDER_COLOR_FLOAT_OPAQUE_WHITE,
});
}
BasePass::~BasePass() {}
@@ -139,13 +175,23 @@ void BasePass::render() {
transparentCulling->updateTexture(LIGHTGRID_NAME, 0, tLightGrid->getDefaultView());
opaqueCulling->writeChanges();
transparentCulling->writeChanges();
shadowMappingLayout->reset();
shadowMapping = shadowMappingLayout->allocateDescriptorSet();
for (uint32 i = 0; i < NUM_CASCADES; ++i) {
shadowMapping->updateTexture(SHADOWMAPS_NAME, i, shadowMaps[i]->getDefaultView());
shadowMapping->updateBuffer(LIGHTSPACE_NAME, i, lightSpaceMatrices[i]);
}
shadowMapping->updateSampler(SHADOWSAMPLER_NAME, 0, shadowSampler);
shadowMapping->updateBuffer(CASCADE_SPLIT_NAME, 0, cascadeSplits);
shadowMapping->writeChanges();
query->beginQuery();
timestamps->write(Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT, "BaseBegin");
graphics->beginRenderPass(renderPass);
Array<VertexData::TransparentDraw> transparentData;
// Opaque
{
graphics->beginDebugRegion("Opaque");
Array<Gfx::ORenderCommand> commands;
Gfx::ShaderPermutation permutation = graphics->getShaderCompiler()->getTemplate("BasePass");
permutation.setDepthCulling(true); // always use the culling info
@@ -176,7 +222,7 @@ void BasePass::render() {
const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
assert(collection != nullptr);
//bool twoSided = materialData.material->isTwoSided();
// bool twoSided = materialData.material->isTwoSided();
if (graphics->supportMeshShading()) {
Gfx::MeshPipelineCreateInfo pipelineInfo = {
@@ -221,7 +267,7 @@ void BasePass::render() {
command->bindPipeline(graphics->createGraphicsPipeline(std::move(pipelineInfo)));
}
command->bindDescriptor({viewParamsSet, vertexData->getVertexDataSet(), vertexData->getInstanceDataSet(),
scene->getLightEnvironment()->getDescriptorSet(), Material::getDescriptorSet(), opaqueCulling});
scene->getLightEnvironment()->getDescriptorSet(), Material::getDescriptorSet(), shadowMapping, opaqueCulling});
for (const auto& drawCall : materialData.instances) {
command->pushConstants(Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT |
Gfx::SE_SHADER_STAGE_FRAGMENT_BIT,
@@ -241,7 +287,6 @@ void BasePass::render() {
}
}
graphics->executeCommands(std::move(commands));
graphics->endDebugRegion();
}
// commands.add(waterRenderer->render(viewParamsSet));
@@ -249,18 +294,15 @@ void BasePass::render() {
// Skybox
{
graphics->beginDebugRegion("Skybox");
Gfx::ORenderCommand skyboxCommand = graphics->createRenderCommand("SkyboxRender");
skyboxCommand->setViewport(viewport);
skyboxCommand->bindPipeline(skyboxPipeline);
skyboxCommand->bindDescriptor({viewParamsSet, skyboxDataSet, textureSet});
skyboxCommand->draw(36, 1, 0, 0);
graphics->executeCommands(std::move(skyboxCommand));
graphics->endDebugRegion();
}
// Transparent rendering
{
graphics->beginDebugRegion("Transparent");
Gfx::ShaderPermutation permutation = graphics->getShaderCompiler()->getTemplate("BasePass");
permutation.setPositionOnly(false);
permutation.setDepthCulling(false); // ignore visibility infos for transparency
@@ -280,7 +322,7 @@ void BasePass::render() {
const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
assert(collection != nullptr);
//bool twoSided = t.matInst->getBaseMaterial()->isTwoSided();
// bool twoSided = t.matInst->getBaseMaterial()->isTwoSided();
if (graphics->supportMeshShading()) {
Gfx::MeshPipelineCreateInfo pipelineInfo = {
@@ -343,7 +385,7 @@ void BasePass::render() {
transparentCommand->bindPipeline(pipeline);
}
transparentCommand->bindDescriptor({viewParamsSet, t.vertexData->getVertexDataSet(), t.vertexData->getInstanceDataSet(),
scene->getLightEnvironment()->getDescriptorSet(), Material::getDescriptorSet(),
scene->getLightEnvironment()->getDescriptorSet(), Material::getDescriptorSet(), shadowMapping,
transparentCulling});
transparentCommand->pushConstants(Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT |
Gfx::SE_SHADER_STAGE_FRAGMENT_BIT,
@@ -360,11 +402,9 @@ void BasePass::render() {
}
}
graphics->executeCommands(std::move(transparentCommand));
graphics->endDebugRegion();
}
// Debug vertices
if (gDebugVertices.size() > 0) {
graphics->beginDebugRegion("Debug");
Gfx::ShaderPermutation permutation = graphics->getShaderCompiler()->getTemplate("BasePass");
permutation.setDepthCulling(true); // always use the culling info
permutation.setPositionOnly(false);
@@ -375,7 +415,6 @@ void BasePass::render() {
debugCommand->bindVertexBuffer({debugVertices});
debugCommand->draw((uint32)gDebugVertices.size(), 1, 0, 0);
graphics->executeCommands(std::move(debugCommand));
graphics->endDebugRegion();
}
graphics->endRenderPass();
@@ -422,18 +461,18 @@ void BasePass::publishOutputs() {
Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
Gfx::SE_ATTACHMENT_LOAD_OP_DONT_CARE, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
msDepthAttachment =
Gfx::RenderTargetAttachment(msBasePassDepth->getDefaultView(), Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_DONT_CARE);
msDepthAttachment = Gfx::RenderTargetAttachment(msBasePassDepth->getDefaultView(), Gfx::SE_IMAGE_LAYOUT_UNDEFINED,
Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR,
Gfx::SE_ATTACHMENT_STORE_OP_DONT_CARE);
msDepthAttachment.clear.depthStencil.depth = 0.0f;
colorAttachment =
Gfx::RenderTargetAttachment(basePassColor->getDefaultView(), Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
Gfx::SE_ATTACHMENT_LOAD_OP_DONT_CARE, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
colorAttachment = Gfx::RenderTargetAttachment(basePassColor->getDefaultView(), Gfx::SE_IMAGE_LAYOUT_UNDEFINED,
Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, Gfx::SE_ATTACHMENT_LOAD_OP_DONT_CARE,
Gfx::SE_ATTACHMENT_STORE_OP_STORE);
msColorAttachment =
Gfx::RenderTargetAttachment(msBasePassColor->getDefaultView(), Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_DONT_CARE);
msColorAttachment = Gfx::RenderTargetAttachment(msBasePassColor->getDefaultView(), Gfx::SE_IMAGE_LAYOUT_UNDEFINED,
Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR,
Gfx::SE_ATTACHMENT_STORE_OP_DONT_CARE);
msColorAttachment.clear.color.float32[0] = 0;
msColorAttachment.clear.color.float32[1] = 1;
msColorAttachment.clear.color.float32[2] = 0;
@@ -452,6 +491,11 @@ void BasePass::createRenderPass() {
// terrainRenderer = new TerrainRenderer(graphics, scene, viewParamsLayout, viewParamsSet);
cullingBuffer = resources->requestBuffer("CULLINGBUFFER");
timestamps = resources->requestTimestampQuery("TIMESTAMPS");
for (uint32 i = 0; i < NUM_CASCADES; ++i) {
shadowMaps[i] = resources->requestTexture(fmt::format("SHADOWMAP_TEXTURE{0}", i));
lightSpaceMatrices[i] = resources->requestBuffer(fmt::format("SHADOWMAP_LIGHTSPACE{0}", i));
}
cascadeSplits = resources->requestUniform("SHADOWMAP_CASCADESPLITS");
Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{
.colorAttachments = {msColorAttachment},
+15 -1
View File
@@ -1,7 +1,9 @@
#pragma once
#include "Graphics/Buffer.h"
#include "Graphics/Descriptor.h"
#include "Graphics/RenderPass/ShadowPass.h"
#include "MinimalEngine.h"
#include "RenderPass.h"
#include "WaterRenderer.h"
namespace Seele {
DECLARE_REF(CameraActor)
@@ -30,9 +32,14 @@ class BasePass : public RenderPass {
Gfx::PTexture2D tLightGrid;
constexpr static const char* LIGHTINDEX_NAME = "lightIndexList";
constexpr static const char* LIGHTGRID_NAME = "lightGrid";
constexpr static const char* SHADOWMAPS_NAME = "shadowMaps";
constexpr static const char* LIGHTSPACE_NAME = "lightSpaceMatrices";
constexpr static const char* SHADOWSAMPLER_NAME = "shadowSampler";
constexpr static const char* CASCADE_SPLIT_NAME = "cascadeSplit";
Gfx::PDescriptorSet opaqueCulling;
Gfx::PDescriptorSet transparentCulling;
Gfx::PDescriptorSet shadowMapping;
// use a different texture here so we can do multisampling
Gfx::OTexture2D msBasePassDepth;
@@ -49,6 +56,7 @@ class BasePass : public RenderPass {
PCameraActor source;
Gfx::OPipelineLayout basePassLayout;
Gfx::ODescriptorLayout lightCullingLayout;
Gfx::ODescriptorLayout shadowMappingLayout;
Gfx::OPipelineStatisticsQuery query;
Gfx::PTimestampQuery timestamps;
@@ -58,6 +66,12 @@ class BasePass : public RenderPass {
//OWaterRenderer waterRenderer;
//OTerrainRenderer terrainRenderer;
// Shadow mapping
Gfx::PTexture2D shadowMaps[NUM_CASCADES];
Gfx::PShaderBuffer lightSpaceMatrices[NUM_CASCADES];
Gfx::OSampler shadowSampler;
Gfx::PUniformBuffer cascadeSplits;
// Debug rendering
Gfx::OVertexInput debugVertexInput;
Gfx::OVertexBuffer debugVertices;
@@ -1,6 +1,5 @@
#include "RenderGraphResources.h"
#include "Graphics/Query.h"
#include <iostream>
#include <string>
using namespace Seele;
+46 -18
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@@ -44,7 +44,6 @@ ShadowPass::ShadowPass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graph
ShadowPass::~ShadowPass() {}
void ShadowPass::beginFrame(const Component::Camera& camera, const Component::Transform& transform) {
uint32 cascadeDim = SHADOW_MAP_SIZE;
float cascadeSplits[NUM_CASCADES];
float nearClip = camera.nearPlane;
@@ -58,19 +57,6 @@ void ShadowPass::beginFrame(const Component::Camera& camera, const Component::Tr
float ratio = maxZ / minZ;
constexpr float cascadeSplitLambda = 0.95f;
for (uint32 i = 0; i < NUM_CASCADES; ++i) {
cascades[i].shadowMaps = graphics->createTexture2D(TextureCreateInfo{
.format = Gfx::SE_FORMAT_D32_SFLOAT,
.width = cascadeDim,
.height = cascadeDim,
.elements = (uint32)scene->getLightEnvironment()->getNumDirectionalLights(),
.usage = Gfx::SE_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | Gfx::SE_IMAGE_USAGE_SAMPLED_BIT,
.name = "ShadowMapCascade",
});
cascades[i].views.clear();
for (uint32 j = 0; j < cascades[i].shadowMaps->getNumLayers(); ++j) {
cascades[i].views.add(cascades[i].shadowMaps->createTextureView(0, 1, j, 1));
}
cascadeDim /= 2;
float p = (i + 1) / static_cast<float>(NUM_CASCADES);
float log = minZ * std::pow(ratio, p);
float uniform = minZ + range * p;
@@ -131,6 +117,8 @@ void ShadowPass::beginFrame(const Component::Camera& camera, const Component::Tr
viewParams.screenDimensions = Vector2(maxExtents.x - minExtents.x, maxExtents.y - minExtents.y);
viewParams.invScreenDimensions = 1.0f / viewParams.screenDimensions;
cascades[i].viewParams.add(createViewParamsSet());
lastSplitDist = cascadeSplits[i];
}
}
}
@@ -146,9 +134,9 @@ void ShadowPass::render() {
Array<Gfx::ORenderCommand> commands;
renderPass = graphics->createRenderPass(
Gfx::RenderTargetLayout{
.depthAttachment = Gfx::RenderTargetAttachment(
cascades[c].views[shadowIndex], Gfx::SE_IMAGE_LAYOUT_UNDEFINED,
Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE),
.depthAttachment = Gfx::RenderTargetAttachment(cascades[c].views[shadowIndex], Gfx::SE_IMAGE_LAYOUT_UNDEFINED,
Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE),
},
{
@@ -219,7 +207,8 @@ void ShadowPass::render() {
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
command->bindPipeline(pipeline);
}
command->bindDescriptor({cascades[c].viewParams[shadowIndex], vertexData->getVertexDataSet(), vertexData->getInstanceDataSet()});
command->bindDescriptor(
{cascades[c].viewParams[shadowIndex], vertexData->getVertexDataSet(), vertexData->getInstanceDataSet()});
VertexData::DrawCallOffsets offsets = {
.instanceOffset = 0,
};
@@ -258,6 +247,12 @@ void ShadowPass::render() {
void ShadowPass::endFrame() {}
void ShadowPass::publishOutputs() {
cascadeSplitsBuffer = graphics->createUniformBuffer(UniformBufferCreateInfo{.sourceData =
{
.size = sizeof(float) * NUM_CASCADES,
.data = nullptr,
},
.name = "CascadeSplits"});
shadowViewport = graphics->createViewport(nullptr, ViewportCreateInfo{.dimensions =
{
.size = {SHADOW_MAP_SIZE, SHADOW_MAP_SIZE},
@@ -268,6 +263,39 @@ void ShadowPass::publishOutputs() {
.right = 100,
.top = 100,
.bottom = -100});
uint32 cascadeDim = SHADOW_MAP_SIZE;
for (uint32 s = 0; s < NUM_CASCADES; ++s) {
cascades[s].shadowMaps = graphics->createTexture2DArray(TextureCreateInfo{
.format = Gfx::SE_FORMAT_D32_SFLOAT,
.width = cascadeDim,
.height = cascadeDim,
.elements = 1, // TODO:
.usage = Gfx::SE_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | Gfx::SE_IMAGE_USAGE_SAMPLED_BIT,
.name = "ShadowMapCascade",
});
cascades[s].lightSpaceBuffer = graphics->createShaderBuffer(ShaderBufferCreateInfo{
.sourceData = {
.size = sizeof(Matrix4),
.data = nullptr,
},
.name = "LightSpaceBuffer"
});
cascades[s].views.clear();
for (uint32 j = 0; j < cascades[s].shadowMaps->getNumLayers(); ++j) {
cascades[s].views.add(cascades[s].shadowMaps->createTextureView(0, 1, j, 1));
}
cascadeDim /= 2;
resources->registerTextureOutput(fmt::format("SHADOWMAP_TEXTURE{0}", s), Gfx::PTexture2DArray(cascades[s].shadowMaps));
resources->registerBufferOutput(fmt::format("SHADOWMAP_LIGHTSPACE{0}", s), cascades[s].lightSpaceBuffer);
}
cascadeSplitsBuffer = graphics->createUniformBuffer(UniformBufferCreateInfo{
.sourceData = {
.size = sizeof(float) * NUM_CASCADES,
.data = nullptr,
},
.name = "CASCADE_SPLITS"
});
resources->registerUniformOutput("SHADOWMAP_CASCADESPLITS", cascadeSplitsBuffer);
viewport = shadowViewport;
}
+5 -2
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@@ -6,6 +6,7 @@
namespace Seele {
static constexpr uint64 SHADOW_MAP_SIZE = 8192;
static constexpr uint64 NUM_CASCADES = 4;
class ShadowPass : public RenderPass {
public:
@@ -20,13 +21,15 @@ class ShadowPass : public RenderPass {
virtual void createRenderPass() override;
private:
AABB cameraFrustumBox;
static constexpr uint64 NUM_CASCADES = 4;
struct Cascade {
Gfx::OTexture2D shadowMaps;
Gfx::OTexture2DArray shadowMaps;
Array<Gfx::OTextureView> views;
Array<Matrix4> lightSpaceMatrices;
Gfx::OShaderBuffer lightSpaceBuffer;
Array<Gfx::PDescriptorSet> viewParams;
};
StaticArray<Cascade, NUM_CASCADES> cascades;
Gfx::OUniformBuffer cascadeSplitsBuffer;
Gfx::OPipelineLayout shadowLayout;
Gfx::PShaderBuffer cullingBuffer;
Gfx::OViewport shadowViewport;