Refactoring camera

This commit is contained in:
Dynamitos
2025-04-11 23:13:19 +02:00
parent cc3f36d7fa
commit 9ac3755ad3
28 changed files with 53 additions and 124 deletions
+4 -4
View File
@@ -88,11 +88,11 @@ BasePass::BasePass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics)
BasePass::~BasePass() {}
void BasePass::beginFrame(const Component::Camera& cam) {
RenderPass::beginFrame(cam);
void BasePass::beginFrame(const Component::Camera& cam, const Component::Transform& transform) {
RenderPass::beginFrame(cam, transform);
cameraPos = cam.getCameraPosition();
cameraForward = cam.getCameraForward();
cameraPos = transform.getPosition();
cameraForward = transform.getForward();
lightCullingLayout->reset();
opaqueCulling = lightCullingLayout->allocateDescriptorSet();
+1 -1
View File
@@ -11,7 +11,7 @@ class BasePass : public RenderPass {
BasePass(BasePass&&) = default;
BasePass& operator=(BasePass&&) = default;
virtual ~BasePass();
virtual void beginFrame(const Component::Camera& cam) override;
virtual void beginFrame(const Component::Camera& cam, const Component::Transform& transform) override;
virtual void render() override;
virtual void endFrame() override;
virtual void publishOutputs() override;
@@ -41,7 +41,7 @@ CachedDepthPass::CachedDepthPass(Gfx::PGraphics graphics, PScene scene) : Render
CachedDepthPass::~CachedDepthPass() {}
void CachedDepthPass::beginFrame(const Component::Camera& cam) { RenderPass::beginFrame(cam); }
void CachedDepthPass::beginFrame(const Component::Camera& cam, const Component::Transform& transform) { RenderPass::beginFrame(cam, transform); }
void CachedDepthPass::render() {
query->beginQuery();
@@ -9,7 +9,7 @@ class CachedDepthPass : public RenderPass {
CachedDepthPass(CachedDepthPass&&) = default;
CachedDepthPass& operator=(CachedDepthPass&&) = default;
virtual ~CachedDepthPass();
virtual void beginFrame(const Component::Camera& cam) override;
virtual void beginFrame(const Component::Camera& cam, const Component::Transform& transform) override;
virtual void render() override;
virtual void endFrame() override;
virtual void publishOutputs() override;
@@ -65,7 +65,7 @@ DepthCullingPass::DepthCullingPass(Gfx::PGraphics graphics, PScene scene) : Rend
DepthCullingPass::~DepthCullingPass() {}
void DepthCullingPass::beginFrame(const Component::Camera& cam) { RenderPass::beginFrame(cam); }
void DepthCullingPass::beginFrame(const Component::Camera& cam, const Component::Transform& transform) { RenderPass::beginFrame(cam, transform); }
void DepthCullingPass::render() {
query->beginQuery();
@@ -11,7 +11,7 @@ class DepthCullingPass : public RenderPass {
DepthCullingPass(DepthCullingPass&&) = default;
DepthCullingPass& operator=(DepthCullingPass&&) = default;
virtual ~DepthCullingPass();
virtual void beginFrame(const Component::Camera& cam) override;
virtual void beginFrame(const Component::Camera& cam, const Component::Transform& transform) override;
virtual void render() override;
virtual void endFrame() override;
virtual void publishOutputs() override;
@@ -14,8 +14,8 @@ LightCullingPass::LightCullingPass(Gfx::PGraphics graphics, PScene scene) : Rend
LightCullingPass::~LightCullingPass() {}
void LightCullingPass::beginFrame(const Component::Camera& cam) {
RenderPass::beginFrame(cam);
void LightCullingPass::beginFrame(const Component::Camera& cam, const Component::Transform& transform) {
RenderPass::beginFrame(cam, transform);
oLightIndexCounter->pipelineBarrier(Gfx::SE_ACCESS_MEMORY_WRITE_BIT | Gfx::SE_ACCESS_MEMORY_READ_BIT,
Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT, Gfx::SE_ACCESS_MEMORY_WRITE_BIT,
@@ -229,7 +229,7 @@ void LightCullingPass::setupFrustums() {
numThreads = glm::ceil(glm::vec4(viewportWidth / (float)BLOCK_SIZE, viewportHeight / (float)BLOCK_SIZE, 1, 0));
numThreadGroups = glm::ceil(glm::vec4(numThreads.x / (float)BLOCK_SIZE, numThreads.y / (float)BLOCK_SIZE, 1, 0));
RenderPass::beginFrame(Component::Camera());
RenderPass::beginFrame(Component::Camera(), Component::Transform());
dispatchParamsLayout = graphics->createDescriptorLayout("pDispatchParams");
dispatchParamsLayout->addDescriptorBinding(Gfx::DescriptorBinding{
@@ -15,7 +15,7 @@ class LightCullingPass : public RenderPass {
LightCullingPass(LightCullingPass&&) = default;
LightCullingPass& operator=(LightCullingPass&&) = default;
virtual ~LightCullingPass();
virtual void beginFrame(const Component::Camera& cam) override;
virtual void beginFrame(const Component::Camera& cam, const Component::Transform& transform) override;
virtual void render() override;
virtual void endFrame() override;
virtual void publishOutputs() override;
@@ -65,11 +65,11 @@ RayTracingPass::RayTracingPass(Gfx::PGraphics graphics, PScene scene) : RenderPa
}
static uint32 pass = 0;
static Component::Camera lastCam;
void RayTracingPass::beginFrame(const Component::Camera& cam) {
RenderPass::beginFrame(cam);
if (lastCam.getCameraPosition() != cam.getCameraPosition() || lastCam.getCameraForward() != cam.getCameraForward()) {
lastCam = cam;
static Component::Transform lastCam;
void RayTracingPass::beginFrame(const Component::Camera& cam, const Component::Transform& transform) {
RenderPass::beginFrame(cam, transform);
if (lastCam.getPosition() != transform.getPosition() || lastCam.getForward() != transform.getForward()) {
lastCam = transform;
pass = 0;
}
}
@@ -8,7 +8,7 @@ class RayTracingPass : public RenderPass {
RayTracingPass(Gfx::PGraphics graphics, PScene scene);
RayTracingPass(RayTracingPass&& other) = default;
RayTracingPass& operator=(RayTracingPass&& other) = default;
virtual void beginFrame(const Component::Camera& cam) override;
virtual void beginFrame(const Component::Camera& cam, const Component::Transform& transform) override;
virtual void render() override;
virtual void endFrame() override;
virtual void publishOutputs() override;
+2 -2
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@@ -23,9 +23,9 @@ class RenderGraph {
pass->createRenderPass();
}
}
void render(const Component::Camera& cam) {
void render(const Component::Camera& cam, const Component::Transform& transform) {
for (auto& pass : passes) {
pass->beginFrame(cam);
pass->beginFrame(cam, transform);
}
for (auto& pass : passes) {
pass->render();
@@ -23,9 +23,9 @@ RenderPass::RenderPass(Gfx::PGraphics graphics) : graphics(graphics) {
RenderPass::~RenderPass() {}
void RenderPass::beginFrame(const Component::Camera& cam) {
void RenderPass::beginFrame(const Component::Camera& cam, const Component::Transform& transform) {
auto screenDim = Vector2(static_cast<float>(viewport->getWidth()), static_cast<float>(viewport->getHeight()));
Matrix4 cameraMatrix = cam.getViewMatrix();
Matrix4 cameraMatrix = cam.viewMatrix;
Matrix4 projectionMatrix = viewport->getProjectionMatrix();
viewParams = {
.viewMatrix = cameraMatrix,
@@ -34,8 +34,8 @@ void RenderPass::beginFrame(const Component::Camera& cam) {
.inverseProjection = glm::inverse(projectionMatrix),
.viewProjectionMatrix = projectionMatrix * cameraMatrix,
.inverseViewProjectionMatrix = glm::inverse(projectionMatrix * cameraMatrix),
.cameraPosition_WS = Vector4(cam.getCameraPosition(), 1),
.cameraForward_WS = Vector4(cam.getCameraForward(), 1),
.cameraPosition_WS = Vector4(transform.getPosition(), 1),
.cameraForward_WS = Vector4(transform.getForward(), 1),
.screenDimensions = screenDim,
.invScreenDimensions = 1.0f / screenDim,
.frameIndex = Gfx::getCurrentFrameIndex(),
+1 -1
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@@ -18,7 +18,7 @@ class RenderPass {
RenderPass(RenderPass&&) = default;
RenderPass& operator=(RenderPass&&) = default;
virtual ~RenderPass();
virtual void beginFrame(const Component::Camera& cam);
virtual void beginFrame(const Component::Camera& cam, const Component::Transform& transform);
virtual void render() = 0;
virtual void endFrame() = 0;
virtual void publishOutputs() = 0;
@@ -123,7 +123,7 @@ ToneMappingPass::ToneMappingPass(Gfx::PGraphics graphics) : RenderPass(graphics)
ToneMappingPass::~ToneMappingPass() {}
void ToneMappingPass::beginFrame(const Component::Camera& cam) { RenderPass::beginFrame(cam); }
void ToneMappingPass::beginFrame(const Component::Camera& cam, const Component::Transform& transform) { RenderPass::beginFrame(cam, transform); }
void ToneMappingPass::render() {
hdrInputTexture.getTexture()->changeLayout(Gfx::SE_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
@@ -10,7 +10,7 @@ class ToneMappingPass : public RenderPass {
ToneMappingPass(ToneMappingPass&&) = default;
ToneMappingPass& operator=(ToneMappingPass&&) = default;
virtual ~ToneMappingPass();
virtual void beginFrame(const Component::Camera& cam) override;
virtual void beginFrame(const Component::Camera& cam, const Component::Transform& transform) override;
virtual void render() override;
virtual void endFrame() override;
virtual void publishOutputs() override;
+2 -2
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@@ -53,8 +53,8 @@ UIPass::UIPass(Gfx::PGraphics graphics, UI::PSystem system) : RenderPass(graphic
UIPass::~UIPass() {}
void UIPass::beginFrame(const Component::Camera& cam) {
RenderPass::beginFrame(cam);
void UIPass::beginFrame(const Component::Camera& cam, const Component::Transform& transform) {
RenderPass::beginFrame(cam, transform);
glyphs.clear();
usedTextures.clear();
elements.clear();
+1 -1
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@@ -13,7 +13,7 @@ class UIPass : public RenderPass {
UIPass(UIPass&&) = default;
UIPass& operator=(UIPass&&) = default;
virtual ~UIPass();
virtual void beginFrame(const Component::Camera& cam) override;
virtual void beginFrame(const Component::Camera& cam, const Component::Transform& transform) override;
virtual void render() override;
virtual void endFrame() override;
virtual void publishOutputs() override;
@@ -7,8 +7,8 @@ VisibilityPass::VisibilityPass(Gfx::PGraphics graphics) : RenderPass(graphics) {
VisibilityPass::~VisibilityPass() {}
void VisibilityPass::beginFrame(const Component::Camera& cam) {
RenderPass::beginFrame(cam);
void VisibilityPass::beginFrame(const Component::Camera& cam, const Component::Transform& transform) {
RenderPass::beginFrame(cam, transform);
cullingBuffer->rotateBuffer(VertexData::getMeshletCount() * sizeof(VertexData::MeshletCullingInfo), true);
}
@@ -10,7 +10,7 @@ class VisibilityPass : public RenderPass {
VisibilityPass(VisibilityPass&&) = default;
VisibilityPass& operator=(VisibilityPass&&) = default;
virtual ~VisibilityPass();
virtual void beginFrame(const Component::Camera& cam) override;
virtual void beginFrame(const Component::Camera& cam, const Component::Transform& transform) override;
virtual void render() override;
virtual void endFrame() override;
virtual void publishOutputs() override;