#include "BasePass.h" #include "Graphics/Graphics.h" #include "Window/Window.h" #include "Scene/Components/CameraComponent.h" #include "Scene/Actor/CameraActor.h" #include "Math/Vector.h" #include "RenderGraph.h" using namespace Seele; BasePassMeshProcessor::BasePassMeshProcessor(const PScene scene, Gfx::PViewport viewport, Gfx::PGraphics graphics, uint8 translucentBasePass) : MeshProcessor(scene, graphics) , target(viewport) , translucentBasePass(translucentBasePass) , cachedPrimitiveIndex(0) { } BasePassMeshProcessor::~BasePassMeshProcessor() { } void BasePassMeshProcessor::addMeshBatch( const MeshBatch& batch, // const PPrimitiveComponent primitiveComponent, const Gfx::PRenderPass renderPass, Gfx::PPipelineLayout pipelineLayout, Gfx::PDescriptorLayout primitiveLayout, Array& descriptorSets, int32 /*staticMeshId*/) { const PMaterialAsset material = batch.material; //const Gfx::MaterialShadingModel shadingModel = material->getShadingModel(); const PVertexShaderInput vertexInput = batch.vertexInput; const Gfx::ShaderCollection* collection = material->getRenderMaterial()->getShaders(Gfx::RenderPassType::BasePass, vertexInput->getType()); assert(collection != nullptr); for(uint32 i = 0; i < batch.elements.size(); ++i) { Gfx::PDescriptorSet descriptorSet = primitiveLayout->allocateDescriptorSet(); descriptorSet->updateBuffer(0, batch.elements[i].uniformBuffer); descriptorSet->writeChanges(); cachedPrimitiveSets.add(descriptorSet); } Gfx::PRenderCommand renderCommand = graphics->createRenderCommand(); renderCommand->setViewport(target); for(uint32 i = 0; i < batch.elements.size(); ++i) { pipelineLayout->addDescriptorLayout(BasePass::INDEX_MATERIAL, material->getRenderMaterial()->getDescriptorLayout()); pipelineLayout->create(); descriptorSets[BasePass::INDEX_MATERIAL] = material->getDescriptor(); descriptorSets[BasePass::INDEX_SCENE_DATA] = cachedPrimitiveSets[cachedPrimitiveIndex++]; buildMeshDrawCommand(batch, // primitiveComponent, renderPass, pipelineLayout, renderCommand, descriptorSets, collection->vertexShader, collection->controlShader, collection->evalutionShader, collection->geometryShader, collection->fragmentShader, false); } renderCommands.add(renderCommand); } Array BasePassMeshProcessor::getRenderCommands() { return renderCommands; } void BasePassMeshProcessor::clearCommands() { renderCommands.clear(); cachedPrimitiveSets.clear(); cachedPrimitiveIndex = 0; } BasePass::BasePass(PRenderGraph renderGraph, const PScene scene, Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor source) : RenderPass(renderGraph) , processor(new BasePassMeshProcessor(scene, viewport, graphics, false)) , scene(scene) , graphics(graphics) , viewport(viewport) , descriptorSets(4) , source(source->getCameraComponent()) { UniformBufferCreateInfo uniformInitializer; basePassLayout = graphics->createPipelineLayout(); lightLayout = graphics->createDescriptorLayout("LightLayout"); lightLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER); lightLayout->addDescriptorBinding(1, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER); lightLayout->addDescriptorBinding(2, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_IMAGE); lightLayout->create(); basePassLayout->addDescriptorLayout(INDEX_LIGHT_ENV, lightLayout); descriptorSets[INDEX_LIGHT_ENV] = lightLayout->allocateDescriptorSet(); viewLayout = graphics->createDescriptorLayout("ViewLayout"); viewLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER); uniformInitializer.resourceData.size = sizeof(ViewParameter); uniformInitializer.resourceData.data = (uint8*)&viewParams; uniformInitializer.bDynamic = true; viewParamBuffer = graphics->createUniformBuffer(uniformInitializer); viewLayout->create(); basePassLayout->addDescriptorLayout(INDEX_VIEW_PARAMS, viewLayout); descriptorSets[INDEX_VIEW_PARAMS] = viewLayout->allocateDescriptorSet(); primitiveLayout = graphics->createDescriptorLayout("PrimitiveLayout"); primitiveLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER); primitiveLayout->create(); basePassLayout->addDescriptorLayout(INDEX_SCENE_DATA, primitiveLayout); } BasePass::~BasePass() { } void BasePass::beginFrame() { processor->clearCommands(); primitiveLayout->reset(); BulkResourceData uniformUpdate; viewParams.viewMatrix = source->getViewMatrix(); viewParams.projectionMatrix = source->getProjectionMatrix(); viewParams.cameraPosition = Vector4(source->getCameraPosition(), 0); viewParams.inverseProjectionMatrix = glm::inverse(viewParams.projectionMatrix); viewParams.screenDimensions = Vector2(static_cast(viewport->getSizeX()), static_cast(viewport->getSizeY())); uniformUpdate.size = sizeof(ViewParameter); uniformUpdate.data = (uint8*)&viewParams; viewParamBuffer->updateContents(uniformUpdate); viewLayout->reset(); lightLayout->reset(); descriptorSets[INDEX_LIGHT_ENV] = lightLayout->allocateDescriptorSet(); descriptorSets[INDEX_VIEW_PARAMS] = viewLayout->allocateDescriptorSet(); descriptorSets[INDEX_VIEW_PARAMS]->updateBuffer(0, viewParamBuffer); descriptorSets[INDEX_VIEW_PARAMS]->writeChanges(); for(auto &&meshBatch : scene->getStaticMeshes()) { meshBatch.material->updateDescriptorData(); } } void BasePass::render() { oLightIndexList->pipelineBarrier( Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT); oLightGrid->pipelineBarrier( Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT); descriptorSets[INDEX_LIGHT_ENV]->updateBuffer(0, scene->getLightBuffer()); descriptorSets[INDEX_LIGHT_ENV]->updateBuffer(1, oLightIndexList); descriptorSets[INDEX_LIGHT_ENV]->updateTexture(2, oLightGrid); descriptorSets[INDEX_LIGHT_ENV]->writeChanges(); graphics->beginRenderPass(renderPass); for (auto &&meshBatch : scene->getStaticMeshes()) { processor->addMeshBatch(meshBatch, renderPass, basePassLayout, primitiveLayout, descriptorSets); } graphics->executeCommands(processor->getRenderCommands()); graphics->endRenderPass(); } void BasePass::endFrame() { } void BasePass::publishOutputs() { colorAttachment = new Gfx::SwapchainAttachment(viewport->getOwner()); renderGraph->registerRenderPassOutput("BASEPASS_COLOR", colorAttachment); } void BasePass::createRenderPass() { Gfx::PRenderTargetAttachment depthAttachment = renderGraph->requestRenderTarget("DEPTHPREPASS_DEPTH"); depthAttachment->loadOp = Gfx::SE_ATTACHMENT_LOAD_OP_LOAD; Gfx::PRenderTargetLayout layout = new Gfx::RenderTargetLayout(colorAttachment, depthAttachment); renderPass = graphics->createRenderPass(layout); oLightIndexList = renderGraph->requestBuffer("LIGHTCULLING_OLIGHTLIST"); oLightGrid = renderGraph->requestTexture("LIGHTCULLING_OLIGHTGRID"); } void BasePass::modifyRenderPassMacros(Map& defines) { defines["INDEX_LIGHT_ENV"] = "0"; defines["INDEX_VIEW_PARAMS"] = "1"; defines["INDEX_MATERIAL"] = "2"; defines["INDEX_SCENE_DATA"] = "3"; }