Adding pretty printers
This commit is contained in:
@@ -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},
|
||||
|
||||
Reference in New Issue
Block a user