#include "RenderPass.h" using namespace Seele; RenderPass::RenderPass(Gfx::PGraphics graphics) : graphics(graphics) { viewParamsLayout = graphics->createDescriptorLayout("pViewParams"); viewParamsLayout->addDescriptorBinding(Gfx::DescriptorBinding{.name = "viewMatrix", .uniformLength = sizeof(Matrix4)}); viewParamsLayout->addDescriptorBinding(Gfx::DescriptorBinding{.name = "inverseViewMatrix", .uniformLength = sizeof(Matrix4)}); viewParamsLayout->addDescriptorBinding(Gfx::DescriptorBinding{.name = "projectionMatrix", .uniformLength = sizeof(Matrix4)}); viewParamsLayout->addDescriptorBinding(Gfx::DescriptorBinding{.name = "inverseProjection", .uniformLength = sizeof(Matrix4)}); viewParamsLayout->addDescriptorBinding(Gfx::DescriptorBinding{.name = "viewProjectionMatrix", .uniformLength = sizeof(Matrix4)}); viewParamsLayout->addDescriptorBinding(Gfx::DescriptorBinding{.name = "inverseViewProjectionMatrix", .uniformLength = sizeof(Matrix4)}); viewParamsLayout->addDescriptorBinding(Gfx::DescriptorBinding{.name = "cameraPosition_WS", .uniformLength = sizeof(Vector4)}); viewParamsLayout->addDescriptorBinding(Gfx::DescriptorBinding{.name = "cameraForward_WS", .uniformLength = sizeof(Vector4)}); viewParamsLayout->addDescriptorBinding(Gfx::DescriptorBinding{.name = "screenDimensions", .uniformLength = sizeof(Vector2)}); viewParamsLayout->addDescriptorBinding(Gfx::DescriptorBinding{.name = "invScreenDimensions", .uniformLength = sizeof(Vector2)}); viewParamsLayout->addDescriptorBinding(Gfx::DescriptorBinding{.name = "frameIndex", .uniformLength = sizeof(uint32)}); viewParamsLayout->addDescriptorBinding(Gfx::DescriptorBinding{.name = "time", .uniformLength = sizeof(float)}); viewParamsLayout->addDescriptorBinding(Gfx::DescriptorBinding{.name = "pad0", .uniformLength = sizeof(float)}); viewParamsLayout->addDescriptorBinding(Gfx::DescriptorBinding{.name = "pad1", .uniformLength = sizeof(float)}); viewParamsLayout->create(); } RenderPass::~RenderPass() {} void RenderPass::setResources(PRenderGraphResources _resources) { resources = _resources; } void RenderPass::setViewport(Gfx::PViewport _viewport) { viewport = _viewport; } Gfx::PDescriptorSet RenderPass::createViewParamsSet(const Component::Camera& cam, const Component::Transform& transform) { auto screenDim = Vector2(static_cast(viewport->getWidth()), static_cast(viewport->getHeight())); Vector eyePos = transform.getPosition(); Vector lookAt = eyePos + transform.getForward(); Matrix4 cameraMatrix = glm::lookAt(eyePos, lookAt, Vector(0, 1, 0)); Matrix4 projectionMatrix = viewport->getProjectionMatrix(cam.nearPlane, cam.farPlane); viewParams = { .viewMatrix = cameraMatrix, .inverseViewMatrix = glm::inverse(cameraMatrix), .projectionMatrix = projectionMatrix, .inverseProjection = glm::inverse(projectionMatrix), .viewProjectionMatrix = projectionMatrix * cameraMatrix, .inverseViewProjectionMatrix = glm::inverse(projectionMatrix * cameraMatrix), .cameraPosition_WS = Vector4(transform.getPosition(), 1), .cameraForward_WS = Vector4(transform.getForward(), 1), .screenDimensions = screenDim, .invScreenDimensions = 1.0f / screenDim, .frameIndex = Gfx::getCurrentFrameIndex(), .time = static_cast(Gfx::getCurrentFrameTime()), }; // screen space StaticArray corners = { Vector4(0, 0, -1, 1), Vector4(screenDim.x, 0, -1, 1), Vector4(screenDim.y, 0, -1, 1), Vector4(screenDim.x, screenDim.y, -1, 1), }; for (uint32 i = 0; i < corners.size(); ++i) { Vector2 texCoord = Vector2(corners[i].x, corners[i].y) / screenDim; Vector4 clip = Vector4(Vector2(texCoord.x, 1 - texCoord.y) * 2.0f - 1.0f, corners[i].z, corners[i].w); Vector4 world = viewParams.inverseViewProjectionMatrix * clip; corners[i] = world / world.w; } // extract_planes_from_view_projection_matrix(viewParams.viewProjectionMatrix, viewParams.viewFrustum); viewParamsLayout->reset(); Gfx::PDescriptorSet viewParamsSet = viewParamsLayout->allocateDescriptorSet(); viewParamsSet->updateConstants("viewMatrix", 0, &viewParams.viewMatrix); viewParamsSet->updateConstants("inverseViewMatrix", 0, &viewParams.inverseViewMatrix); viewParamsSet->updateConstants("projectionMatrix", 0, &viewParams.projectionMatrix); viewParamsSet->updateConstants("inverseProjection", 0, &viewParams.inverseProjection); viewParamsSet->updateConstants("viewProjectionMatrix", 0, &viewParams.viewProjectionMatrix); viewParamsSet->updateConstants("inverseViewProjectionMatrix", 0, &viewParams.inverseViewProjectionMatrix); viewParamsSet->updateConstants("cameraPosition_WS", 0, &viewParams.cameraPosition_WS); viewParamsSet->updateConstants("cameraForward_WS", 0, &viewParams.cameraForward_WS); viewParamsSet->updateConstants("screenDimensions", 0, &viewParams.screenDimensions); viewParamsSet->updateConstants("invScreenDimensions", 0, &viewParams.invScreenDimensions); viewParamsSet->updateConstants("frameIndex", 0, &viewParams.frameIndex); viewParamsSet->updateConstants("time", 0, &viewParams.time); viewParamsSet->updateConstants("pad0", 0, &viewParams.pad0); viewParamsSet->updateConstants("pad1", 0, &viewParams.pad1); viewParamsSet->writeChanges(); return viewParamsSet; } void RenderPass::normalize_plane(Plane& plane) { float l = sqrtf(plane.n.x * plane.n.x + plane.n.y * plane.n.y + plane.n.z * plane.n.z); plane.n.x /= l; plane.n.y /= l; plane.n.z /= l; plane.d /= l; } void RenderPass::extract_planes_from_view_projection_matrix(const Matrix4 viewProj, Frustum& frustum) { // Compute all the planes frustum.planes[0] = { .n = Vector(viewProj[0][0] + viewProj[0][3], viewProj[1][0] + viewProj[1][3], viewProj[2][0] + viewProj[2][3]), .d = viewProj[3][0] + viewProj[3][3], }; frustum.planes[1] = { .n = Vector(-viewProj[0][0] + viewProj[0][3], -viewProj[1][0] + viewProj[1][3], -viewProj[2][0] + viewProj[2][3]), .d = -viewProj[3][0] + viewProj[3][3], }; frustum.planes[2] = { .n = Vector(viewProj[0][1] + viewProj[0][3], viewProj[1][1] + viewProj[1][3], viewProj[2][1] + viewProj[2][3]), .d = viewProj[3][1] + viewProj[3][3], }; frustum.planes[3] = { .n = Vector(-viewProj[0][1] + viewProj[0][3], -viewProj[1][1] + viewProj[1][3], -viewProj[2][1] + viewProj[2][3]), .d = -viewProj[3][1] + viewProj[3][3], }; // Normalize all the planes for (uint32_t planeIdx = 0; planeIdx < 4; ++planeIdx) normalize_plane(frustum.planes[planeIdx]); }