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
+46 -18
View File
@@ -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;
}