Implemented basic occlusions queries

This commit is contained in:
Dynamitos
2024-06-11 16:55:20 +02:00
parent 52c4f11d28
commit df7fbef8bd
20 changed files with 221 additions and 156 deletions
@@ -4,7 +4,7 @@
using namespace Seele;
extern bool usePositionOnly;
extern bool useViewCulling;
extern bool useDepthCulling;
CachedDepthPass::CachedDepthPass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics, scene) {
depthPrepassLayout = graphics->createPipelineLayout("CachedDepthLayout");
@@ -45,13 +45,17 @@ CachedDepthPass::~CachedDepthPass() {}
void CachedDepthPass::beginFrame(const Component::Camera& cam) { RenderPass::beginFrame(cam); }
uint64 numFragments = 0;
void CachedDepthPass::render() {
occlusionQuery->resetQuery();
occlusionQuery->beginQuery();
graphics->beginRenderPass(renderPass);
Array<Gfx::ORenderCommand> commands;
Gfx::ShaderPermutation permutation = graphics->getShaderCompiler()->getTemplate("CachedDepthPass");
permutation.setPositionOnly(usePositionOnly);
permutation.setViewCulling(useViewCulling);
permutation.setDepthCulling(useDepthCulling);
for (VertexData* vertexData : VertexData::getList()) {
permutation.setVertexData(vertexData->getTypeName());
vertexData->getInstanceDataSet()->updateBuffer(6, cullingBuffer);
@@ -141,11 +145,14 @@ void CachedDepthPass::render() {
graphics->executeCommands(std::move(commands));
graphics->endRenderPass();
occlusionQuery->endQuery();
numFragments = occlusionQuery->getResults();
}
void CachedDepthPass::endFrame() {}
void CachedDepthPass::publishOutputs() {
occlusionQuery = graphics->createOcclusionQuery();
// If we render to a part of an image, the depth buffer itself must
// still match the size of the whole image or their coordinate systems go out of sync
TextureCreateInfo depthBufferInfo = {