#include "DepthPrepass.h" #include "Graphics/Enums.h" #include "Graphics/Graphics.h" #include "Graphics/Shader.h" #include "Window/Window.h" #include "Component/Camera.h" #include "Component/Mesh.h" #include "Actor/CameraActor.h" #include "Math/Vector.h" #include "RenderGraph.h" #include "Graphics/Command.h" using namespace Seele; DepthPrepass::DepthPrepass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics, scene) , descriptorSets(3) { depthPrepassLayout = graphics->createPipelineLayout(); depthPrepassLayout->addDescriptorLayout(INDEX_VIEW_PARAMS, viewParamsLayout); if (graphics->supportMeshShading()) { graphics->getShaderCompiler()->registerRenderPass("DepthPass", "MeshletBasePass", false, false, "", true, true, "MeshletBasePass"); } else { graphics->getShaderCompiler()->registerRenderPass("DepthPass", "LegacyBasePass"); } } DepthPrepass::~DepthPrepass() { } void DepthPrepass::beginFrame(const Component::Camera& cam) { RenderPass::beginFrame(cam); descriptorSets[INDEX_VIEW_PARAMS] = viewParamsSet; } void DepthPrepass::render() { Gfx::ShaderPermutation permutation; if(graphics->supportMeshShading()) { permutation.setTaskFile("MeshletBasePass"); permutation.setMeshFile("MeshletBasePass"); } else { permutation.setVertexFile("LegacyBasePass"); } graphics->beginRenderPass(renderPass); Array commands; for (VertexData* vertexData : VertexData::getList()) { permutation.setVertexData(vertexData->getTypeName()); const auto& materials = vertexData->getMaterialData(); for (const auto& [_, materialData] : materials) { // Create Pipeline(Material, VertexData) // Descriptors: // ViewData => global, static // Material => per material // VertexData => per meshtype // SceneData => per material instance Gfx::PermutationId id(permutation); Gfx::ORenderCommand command = graphics->createRenderCommand("DepthRender"); command->setViewport(viewport); Gfx::OPipelineLayout layout = graphics->createPipelineLayout(depthPrepassLayout); //layout->addDescriptorLayout(INDEX_MATERIAL, materialData.material->getDescriptorLayout()); layout->addDescriptorLayout(INDEX_VERTEX_DATA, vertexData->getVertexDataLayout()); layout->addDescriptorLayout(INDEX_SCENE_DATA, vertexData->getInstanceDataLayout()); layout->create(); const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id); assert(collection != nullptr); if(graphics->supportMeshShading()) { Gfx::MeshPipelineCreateInfo pipelineInfo; pipelineInfo.taskShader = collection->taskShader; pipelineInfo.meshShader = collection->meshShader; pipelineInfo.fragmentShader = collection->fragmentShader; pipelineInfo.pipelineLayout = std::move(layout); pipelineInfo.renderPass = renderPass; pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_LESS; pipelineInfo.multisampleState.samples = viewport->getSamples(); Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo)); command->bindPipeline(pipeline); } else { Gfx::LegacyPipelineCreateInfo pipelineInfo; pipelineInfo.vertexShader = collection->vertexShader; pipelineInfo.fragmentShader = collection->fragmentShader; pipelineInfo.pipelineLayout = std::move(layout); pipelineInfo.renderPass = renderPass; //pipelineInfo.depthStencilState.depthWriteEnable = false; pipelineInfo.depthStencilState.depthCompareOp = Gfx::SE_COMPARE_OP_LESS_OR_EQUAL; pipelineInfo.multisampleState.samples = viewport->getSamples(); Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo)); command->bindPipeline(pipeline); } descriptorSets[INDEX_VERTEX_DATA] = vertexData->getVertexDataSet(); for (const auto& [_, instance] : materialData.instances) { //descriptorSets[INDEX_MATERIAL] = instance.materialInstance->getDescriptorSet(); descriptorSets[INDEX_SCENE_DATA] = instance.descriptorSet; command->bindDescriptor(descriptorSets); if (graphics->supportMeshShading()) { command->drawMesh(instance.meshes.size(), 1, 1); } else { command->bindIndexBuffer(vertexData->getIndexBuffer()); uint32 instanceOffset = 0; for (const auto& [_, meshData] : instance.meshes) { if (meshData.numIndices > 0) { command->drawIndexed(meshData.numIndices, 1, meshData.firstIndex, meshData.indicesOffset, instanceOffset++); } } } } commands.add(std::move(command)); } } graphics->executeCommands(std::move(commands)); graphics->endRenderPass(); } void DepthPrepass::endFrame() { } void DepthPrepass::publishOutputs() { // 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 = { .format = Gfx::SE_FORMAT_D32_SFLOAT, .width = viewport->getOwner()->getFramebufferWidth(), .height = viewport->getOwner()->getFramebufferHeight(), .usage = Gfx::SE_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT, }; depthBuffer = graphics->createTexture2D(depthBufferInfo); depthAttachment = Gfx::RenderTargetAttachment(depthBuffer, Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_GENERAL, Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE); depthAttachment.clear.depthStencil.depth = 1.0f; resources->registerRenderPassOutput("DEPTHPREPASS_DEPTH", depthAttachment); } void DepthPrepass::createRenderPass() { Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{ .depthAttachment = depthAttachment, }; Array dependency = { { .srcSubpass = ~0U, .dstSubpass = 0, .srcStage = Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT, .dstStage = Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT, .srcAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, .dstAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, }, { .srcSubpass = 0, .dstSubpass = ~0U, .srcStage = Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT, .dstStage = Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT, .srcAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, .dstAccess = Gfx::SE_ACCESS_SHADER_READ_BIT, }, { .srcSubpass = 0, .dstSubpass = ~0U, .srcStage = Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT, .dstStage = Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT, .srcAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, .dstAccess = Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT, } }; renderPass = graphics->createRenderPass(std::move(layout), dependency, viewport); } void DepthPrepass::modifyRenderPassMacros(Map&) { }