Starting framework for static mesh rendering
This commit is contained in:
@@ -12,12 +12,12 @@
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#include "Material/MaterialInstance.h"
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#include "Graphics/Descriptor.h"
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#include "Graphics/Command.h"
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#include "Graphics/StaticMeshVertexData.h"
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using namespace Seele;
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BasePass::BasePass(Gfx::PGraphics graphics, PScene scene)
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: RenderPass(graphics, scene)
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, descriptorSets(6)
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{
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}
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@@ -56,85 +56,77 @@ void BasePass::render()
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opaqueCulling->writeChanges();
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transparentCulling->writeChanges();
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Gfx::ShaderPermutation permutation;
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if (graphics->supportMeshShading())
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{
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permutation.setTaskFile("MeshletBasePass");
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permutation.setMeshFile("MeshletBasePass");
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}
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else
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{
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permutation.setVertexFile("LegacyBasePass");
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}
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permutation.setFragmentFile("BasePass");
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graphics->beginRenderPass(renderPass);
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Array<Gfx::ORenderCommand> commands;
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for (VertexData* vertexData : VertexData::getList())
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// Static Meshes
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{
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permutation.setVertexData(vertexData->getTypeName());
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const auto& materials = vertexData->getMaterialData();
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for (const auto& [_, materialData] : materials)
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Gfx::ShaderPermutation permutation;
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if (graphics->supportMeshShading())
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{
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// Create Pipeline(Material, VertexData)
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// Descriptors:
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// ViewData => global, static
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// VertexData => per meshtype
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// SceneData => per material instance
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// LightEnv => provided by scene
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// Material => per material
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// LightCulling => calculated by pass
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permutation.setMaterial(materialData.material->getName());
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Gfx::PermutationId id(permutation);
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permutation.setTaskFile("StaticMeshletPass");
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permutation.setMeshFile("StaticMeshletPass");
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}
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else
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{
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permutation.setVertexFile("StaticLegacyPass");
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}
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permutation.setFragmentFile("BasePass");
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StaticMeshVertexData* vd = StaticMeshVertexData::getInstance();
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permutation.setVertexData(vd->getTypeName());
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for (const auto& [_, mappings] : vd->getStaticMeshes())
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{
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for (const auto& mapping : mappings)
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{
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permutation.setMaterial(mapping.material->getBaseMaterial()->getName());
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Gfx::PermutationId id(permutation);
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Gfx::ORenderCommand command = graphics->createRenderCommand("BaseRender");
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command->setViewport(viewport);
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Gfx::ORenderCommand command = graphics->createRenderCommand("BaseRender");
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command->setViewport(viewport);
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const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
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assert(collection != nullptr);
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if (graphics->supportMeshShading())
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{
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Gfx::MeshPipelineCreateInfo pipelineInfo;
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pipelineInfo.taskShader = collection->taskShader;
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pipelineInfo.meshShader = collection->meshShader;
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pipelineInfo.fragmentShader = collection->fragmentShader;
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pipelineInfo.pipelineLayout = collection->pipelineLayout;
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pipelineInfo.renderPass = renderPass;
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pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER_OR_EQUAL;
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pipelineInfo.multisampleState.samples = viewport->getSamples();
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pipelineInfo.colorBlend.attachmentCount = 1;
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Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
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command->bindPipeline(pipeline);
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}
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else
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{
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Gfx::LegacyPipelineCreateInfo pipelineInfo;
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pipelineInfo.vertexShader = collection->vertexShader;
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pipelineInfo.fragmentShader = collection->fragmentShader;
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pipelineInfo.pipelineLayout = collection->pipelineLayout;
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pipelineInfo.renderPass = renderPass;
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pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER_OR_EQUAL;
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pipelineInfo.multisampleState.samples = viewport->getSamples();
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pipelineInfo.colorBlend.attachmentCount = 1;
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Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
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command->bindPipeline(pipeline);
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}
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command->bindDescriptor(vertexData->getVertexDataSet());
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command->bindDescriptor(viewParamsSet);
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command->bindDescriptor(scene->getLightEnvironment()->getDescriptorSet());
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command->bindDescriptor(opaqueCulling);
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for (const auto& [_, instance] : materialData.instances)
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{
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command->bindDescriptor(instance.materialInstance->getDescriptorSet());
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command->bindDescriptor(instance.descriptorSet);
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const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
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assert(collection != nullptr);
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if (graphics->supportMeshShading())
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{
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command->drawMesh(instance.meshes.size(), 1, 1);
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Gfx::MeshPipelineCreateInfo pipelineInfo;
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pipelineInfo.taskShader = collection->taskShader;
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pipelineInfo.meshShader = collection->meshShader;
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pipelineInfo.fragmentShader = collection->fragmentShader;
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pipelineInfo.pipelineLayout = collection->pipelineLayout;
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pipelineInfo.renderPass = renderPass;
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pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER_OR_EQUAL;
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pipelineInfo.multisampleState.samples = viewport->getSamples();
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pipelineInfo.colorBlend.attachmentCount = 1;
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Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
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command->bindPipeline(pipeline);
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}
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else
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{
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command->bindIndexBuffer(vertexData->getIndexBuffer());
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Gfx::LegacyPipelineCreateInfo pipelineInfo;
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pipelineInfo.vertexShader = collection->vertexShader;
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pipelineInfo.fragmentShader = collection->fragmentShader;
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pipelineInfo.pipelineLayout = collection->pipelineLayout;
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pipelineInfo.renderPass = renderPass;
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pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER_OR_EQUAL;
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pipelineInfo.multisampleState.samples = viewport->getSamples();
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pipelineInfo.colorBlend.attachmentCount = 1;
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Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
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command->bindPipeline(pipeline);
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}
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command->bindDescriptor(vd->getVertexDataSet());
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command->bindDescriptor(viewParamsSet);
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command->bindDescriptor(scene->getLightEnvironment()->getDescriptorSet());
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command->bindDescriptor(opaqueCulling);
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command->bindDescriptor(mapping.material->getDescriptorSet());
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command->bindDescriptor(vd->getInstanceDataSet(), {0, 0});
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if (graphics->supportMeshShading())
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{
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command->drawMesh(vd->getMeshData(mapping.mapped).size(), 1, 1);
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}
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else
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{
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command->bindIndexBuffer(vd->getIndexBuffer());
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uint32 instanceOffset = 0;
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for (const auto& [instance, meshData] : instance.meshes)
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for (const auto& meshData : vd->getMeshData(mapping.mapped))
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{
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if (meshData.numIndices > 0)
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{
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@@ -143,10 +135,104 @@ void BasePass::render()
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instanceOffset++;
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}
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}
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commands.add(std::move(command));
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}
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commands.add(std::move(command));
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}
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}
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// Others
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{
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Gfx::ShaderPermutation permutation;
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if (graphics->supportMeshShading())
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{
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permutation.setTaskFile("MeshletPass");
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permutation.setMeshFile("MeshletPass");
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}
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else
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{
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permutation.setVertexFile("LegacyPass");
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}
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permutation.setFragmentFile("BasePass");
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for (VertexData* vertexData : VertexData::getList())
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{
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permutation.setVertexData(vertexData->getTypeName());
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const auto& materials = vertexData->getMaterialData();
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for (const auto& [_, materialData] : materials)
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{
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// Create Pipeline(Material, VertexData)
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// Descriptors:
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// ViewData => global, static
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// VertexData => per meshtype
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// SceneData => per material instance
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// LightEnv => provided by scene
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// Material => per material
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// LightCulling => calculated by pass
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permutation.setMaterial(materialData.material->getName());
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Gfx::PermutationId id(permutation);
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Gfx::ORenderCommand command = graphics->createRenderCommand("BaseRender");
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command->setViewport(viewport);
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const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
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assert(collection != nullptr);
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if (graphics->supportMeshShading())
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{
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Gfx::MeshPipelineCreateInfo pipelineInfo;
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pipelineInfo.taskShader = collection->taskShader;
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pipelineInfo.meshShader = collection->meshShader;
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pipelineInfo.fragmentShader = collection->fragmentShader;
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pipelineInfo.pipelineLayout = collection->pipelineLayout;
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pipelineInfo.renderPass = renderPass;
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pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER_OR_EQUAL;
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pipelineInfo.multisampleState.samples = viewport->getSamples();
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pipelineInfo.colorBlend.attachmentCount = 1;
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Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
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command->bindPipeline(pipeline);
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}
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else
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{
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Gfx::LegacyPipelineCreateInfo pipelineInfo;
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pipelineInfo.vertexShader = collection->vertexShader;
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pipelineInfo.fragmentShader = collection->fragmentShader;
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pipelineInfo.pipelineLayout = collection->pipelineLayout;
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pipelineInfo.renderPass = renderPass;
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pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER_OR_EQUAL;
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pipelineInfo.multisampleState.samples = viewport->getSamples();
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pipelineInfo.colorBlend.attachmentCount = 1;
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Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
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command->bindPipeline(pipeline);
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}
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command->bindDescriptor(vertexData->getVertexDataSet());
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command->bindDescriptor(viewParamsSet);
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command->bindDescriptor(scene->getLightEnvironment()->getDescriptorSet());
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command->bindDescriptor(opaqueCulling);
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for (const auto& [_, instance] : materialData.instances)
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{
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command->bindDescriptor(instance.materialInstance->getDescriptorSet());
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command->bindDescriptor(vertexData->getInstanceDataSet(), {instance.descriptorOffset, instance.descriptorOffset});
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if (graphics->supportMeshShading())
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{
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command->drawMesh(vertexData->getMeshData(instance.meshId).size(), 1, 1);
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}
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else
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{
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command->bindIndexBuffer(vertexData->getIndexBuffer());
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uint32 instanceOffset = 0;
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for (const auto& meshData : vertexData->getMeshData(instance.meshId))
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{
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if (meshData.numIndices > 0)
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{
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command->drawIndexed(meshData.numIndices, 1, meshData.firstIndex, meshData.indicesOffset, instanceOffset);
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}
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instanceOffset++;
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}
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}
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}
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commands.add(std::move(command));
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}
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}
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}
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graphics->executeCommands(std::move(commands));
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graphics->endRenderPass();
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}
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@@ -177,18 +263,20 @@ void BasePass::publishOutputs()
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if (graphics->supportMeshShading())
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{
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graphics->getShaderCompiler()->registerRenderPass(basePassLayout, "BasePass", "MeshletBasePass", true, true, "BasePass", true, true, "MeshletBasePass");
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graphics->getShaderCompiler()->registerRenderPass(basePassLayout, "BasePass", "MeshletPass", true, true, "BasePass", true, true, "MeshBasePass");
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graphics->getShaderCompiler()->registerRenderPass(basePassLayout, "StaticBasePass", "StaticMeshletPass", true, true, "BasePass", true, true, "StaticMeshletPass");
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}
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else
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{
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graphics->getShaderCompiler()->registerRenderPass(basePassLayout, "BasePass", "LegacyBasePass", true, true, "BasePass");
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graphics->getShaderCompiler()->registerRenderPass(basePassLayout, "BasePass", "LegacyPass", true, true, "BasePass");
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graphics->getShaderCompiler()->registerRenderPass(basePassLayout, "StaticBasePass", "StaticLegacyPass", true, true, "BasePass");
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}
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}
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void BasePass::createRenderPass()
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{
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depthAttachment = resources->requestRenderTarget("DEPTHPREPASS_DEPTH");
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depthAttachment.setLoadOp(Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR);
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depthAttachment.setLoadOp(Gfx::SE_ATTACHMENT_LOAD_OP_LOAD);
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depthAttachment.setInitialLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL);
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depthAttachment.setFinalLayout(Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
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Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{
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