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@@ -1,5 +1,6 @@
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#include "BasePass.h"
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#include "Graphics/Graphics.h"
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#include "Graphics/Shader.h"
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#include "Window/Window.h"
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#include "Component/Camera.h"
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#include "Component/Mesh.h"
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@@ -13,47 +14,25 @@ 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(4)
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, descriptorSets(6)
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{
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UniformBufferCreateInfo uniformInitializer;
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basePassLayout = graphics->createPipelineLayout();
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lightLayout = graphics->createDescriptorLayout("LightLayout");
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// Directional Lights
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lightLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
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lightLayout->addDescriptorBinding(1, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
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// Point Lights
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lightLayout->addDescriptorBinding(2, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
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lightLayout->addDescriptorBinding(3, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
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// Light Index List
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lightLayout->addDescriptorBinding(4, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
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// Light Grid
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lightLayout->addDescriptorBinding(5, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_IMAGE);
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lightLayout->create();
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basePassLayout->addDescriptorLayout(INDEX_LIGHT_ENV, lightLayout);
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descriptorSets[INDEX_LIGHT_ENV] = lightLayout->allocateDescriptorSet();
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basePassLayout->addDescriptorLayout(INDEX_VIEW_PARAMS, viewParamsLayout);
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basePassLayout->addDescriptorLayout(INDEX_LIGHT_ENV, scene->getLightEnvironment()->getDescriptorLayout());
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viewLayout = graphics->createDescriptorLayout("ViewLayout");
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viewLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
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uniformInitializer.sourceData.size = sizeof(ViewParameter);
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uniformInitializer.sourceData.data = (uint8*)&viewParams;
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uniformInitializer.bDynamic = true;
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viewParamBuffer = graphics->createUniformBuffer(uniformInitializer);
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viewLayout->create();
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basePassLayout->addDescriptorLayout(INDEX_VIEW_PARAMS, viewLayout);
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descriptorSets[INDEX_VIEW_PARAMS] = viewLayout->allocateDescriptorSet();
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lightCullingLayout = graphics->createDescriptorLayout("BasePassLightCulling");
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// oLightIndexList
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lightCullingLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
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// tLightIndexList
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lightCullingLayout->addDescriptorBinding(1, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
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// oLightGrid
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lightCullingLayout->addDescriptorBinding(2, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER);
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// tLightGrid
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lightCullingLayout->addDescriptorBinding(3, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER);
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lightCullingLayout->create();
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sceneLayout = graphics->createDescriptorLayout("SceneLayout");
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sceneLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
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sceneLayout->addDescriptorBinding(1, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
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sceneLayout->create();
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basePassLayout->addDescriptorLayout(INDEX_SCENE_DATA, sceneLayout);
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//basePassLayout->addPushConstants(Gfx::SePushConstantRange{
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// .stageFlags = (Gfx::SE_SHADER_STAGE_VERTEX_BIT | Gfx::SE_SHADER_STAGE_FRAGMENT_BIT),
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// .offset = 0,
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// .size = sizeof(uint32),
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//});
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basePassLayout->addDescriptorLayout(INDEX_LIGHT_CULLING, lightCullingLayout);
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}
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BasePass::~BasePass()
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@@ -62,61 +41,95 @@ BasePass::~BasePass()
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void BasePass::beginFrame(const Component::Camera& cam)
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{
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DataSource uniformUpdate;
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RenderPass::beginFrame(cam);
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viewParams.viewMatrix = cam.getViewMatrix();
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viewParams.projectionMatrix = viewport->getProjectionMatrix();
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viewParams.cameraPosition = Vector4(cam.getCameraPosition(), 1);
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viewParams.screenDimensions = Vector2(static_cast<float>(viewport->getSizeX()), static_cast<float>(viewport->getSizeY()));
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uniformUpdate.size = sizeof(ViewParameter);
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uniformUpdate.data = (uint8*)&viewParams;
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viewParamBuffer->updateContents(uniformUpdate);
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viewLayout->reset();
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lightLayout->reset();
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descriptorSets[INDEX_SCENE_DATA] = sceneLayout->allocateDescriptorSet();
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descriptorSets[INDEX_SCENE_DATA]->updateBuffer(0, passData.sceneDataBuffer);
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descriptorSets[INDEX_SCENE_DATA]->writeChanges();
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descriptorSets[INDEX_LIGHT_ENV] = lightLayout->allocateDescriptorSet();
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descriptorSets[INDEX_VIEW_PARAMS] = viewLayout->allocateDescriptorSet();
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descriptorSets[INDEX_VIEW_PARAMS]->updateBuffer(0, viewParamBuffer);
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descriptorSets[INDEX_VIEW_PARAMS]->writeChanges();
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//std::cout << "BasePass beginFrame()" << std::endl;
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//co_return;
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lightCullingLayout->reset();
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descriptorSets[INDEX_VIEW_PARAMS] = viewParamsSet;
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descriptorSets[INDEX_LIGHT_ENV] = scene->getLightEnvironment()->getDescriptorSet();
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descriptorSets[INDEX_LIGHT_CULLING] = lightCullingLayout->allocateDescriptorSet();
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}
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void BasePass::render()
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{
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oLightIndexList->pipelineBarrier(
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Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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oLightGrid->pipelineBarrier(
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Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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oLightIndexList->pipelineBarrier(
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Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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tLightIndexList->pipelineBarrier(
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Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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oLightGrid->pipelineBarrier(
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Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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tLightGrid->pipelineBarrier(
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Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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descriptorSets[INDEX_LIGHT_ENV]->updateBuffer(0, passData.lightEnv.directionalLights);
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descriptorSets[INDEX_LIGHT_ENV]->updateBuffer(1, passData.lightEnv.numDirectional);
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descriptorSets[INDEX_LIGHT_ENV]->updateBuffer(2, passData.lightEnv.pointLights);
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descriptorSets[INDEX_LIGHT_ENV]->updateBuffer(3, passData.lightEnv.numPoints);
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descriptorSets[INDEX_LIGHT_ENV]->updateBuffer(4, oLightIndexList);
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descriptorSets[INDEX_LIGHT_ENV]->updateTexture(5, oLightGrid);
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descriptorSets[INDEX_LIGHT_ENV]->writeChanges();
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descriptorSets[INDEX_LIGHT_CULLING]->updateBuffer(0, oLightIndexList);
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descriptorSets[INDEX_LIGHT_CULLING]->updateBuffer(1, tLightIndexList);
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descriptorSets[INDEX_LIGHT_CULLING]->updateTexture(2, oLightGrid);
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descriptorSets[INDEX_LIGHT_CULLING]->updateTexture(3, tLightGrid);
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descriptorSets[INDEX_LIGHT_CULLING]->writeChanges();
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graphics->beginRenderPass(renderPass);
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for (const auto& meshBatch : passData.staticDrawList)
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Gfx::ShaderPermutation permutation;
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permutation.hasFragment = true;
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permutation.useMeshShading = true;
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permutation.hasTaskShader = true;
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std::memcpy(permutation.taskFile, "MeshletBasePass", std::strlen("MeshletBasePass"));
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std::memcpy(permutation.vertexMeshFile, "MeshletBasePass", std::strlen("MeshletBasePass"));
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std::memcpy(permutation.fragmentFile, "BasePass", std::strlen("BasePass"));
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for (VertexData* vertexData : VertexData::getList())
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{
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processor->processMeshBatch(meshBatch, viewport, renderPass, basePassLayout, primitiveLayout, descriptorSets);
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std::memcpy(permutation.vertexDataName, vertexData->getTypeName().c_str(), std::strlen(vertexData->getTypeName().c_str()));
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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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// LightEnv => global, static
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// LightCulling => global, static
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// Material => per material
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// VertexData => per meshtype
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// SceneData => per material instance
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std::memcpy(permutation.materialName, materialData.material->getName().c_str(), std::strlen(materialData.material->getName().c_str()));
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Gfx::PermutationId id(permutation);
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Gfx::PRenderCommand command = graphics->createRenderCommand("DepthRender");
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Gfx::OPipelineLayout layout = graphics->createPipelineLayout(basePassLayout);
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layout->addDescriptorLayout(INDEX_MATERIAL, materialData.material->getDescriptorLayout());
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layout->addDescriptorLayout(INDEX_VERTEX_DATA, vertexData->getVertexDataLayout());
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layout->addDescriptorLayout(INDEX_SCENE_DATA, vertexData->getInstanceDataLayout());
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layout->create();
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const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
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assert(collection != nullptr);
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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 = layout;
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pipelineInfo.renderPass = renderPass;
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pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_LESS_OR_EQUAL;
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Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(pipelineInfo);
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command->bindPipeline(pipeline);
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descriptorSets[INDEX_VERTEX_DATA] = vertexData->getVertexDataSet();
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for (const auto& [_, instance] : materialData.instances)
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{
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descriptorSets[INDEX_MATERIAL] = instance.materialInstance->getDescriptorSet();
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descriptorSets[INDEX_SCENE_DATA] = instance.descriptorSet;
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command->bindDescriptor(descriptorSets);
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command->dispatch(instance.numMeshes, 1, 1);
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}
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}
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}
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graphics->executeCommands(processor->getRenderCommands());
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graphics->endRenderPass();
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//std::cout << "BasePass render()" << std::endl;
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//co_return;
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}
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void BasePass::endFrame()
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{
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//std::cout << "BasePass endFrame()" << std::endl;
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//co_return;
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}
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void BasePass::publishOutputs()
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@@ -131,16 +144,14 @@ void BasePass::createRenderPass()
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depthAttachment->loadOp = Gfx::SE_ATTACHMENT_LOAD_OP_LOAD;
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colorAttachment->loadOp = Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR;
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colorAttachment->storeOp = Gfx::SE_ATTACHMENT_STORE_OP_STORE;
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Gfx::PRenderTargetLayout layout = new Gfx::RenderTargetLayout(colorAttachment, depthAttachment);
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renderPass = graphics->createRenderPass(layout, viewport);
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Gfx::ORenderTargetLayout layout = new Gfx::RenderTargetLayout(colorAttachment, depthAttachment);
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renderPass = graphics->createRenderPass(std::move(layout), viewport);
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oLightIndexList = resources->requestBuffer("LIGHTCULLING_OLIGHTLIST");
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tLightIndexList = resources->requestBuffer("LIGHTCULLING_TLIGHTLIST");
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oLightGrid = resources->requestTexture("LIGHTCULLING_OLIGHTGRID");
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tLightGrid = resources->requestTexture("LIGHTCULLING_TLIGHTGRID");
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}
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void BasePass::modifyRenderPassMacros(Map<const char*, const char*>& defines)
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{
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defines["INDEX_LIGHT_ENV"] = "0";
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defines["INDEX_VIEW_PARAMS"] = "1";
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defines["INDEX_MATERIAL"] = "2";
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defines["INDEX_SCENE_DATA"] = "3";
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}
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