#include "DepthPrepass.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; DepthPrepassMeshProcessor::DepthPrepassMeshProcessor(const PScene scene, Gfx::PViewport viewport, Gfx::PGraphics graphics) : MeshProcessor(scene, graphics) , target(viewport) , cachedPrimitiveIndex(0) { } DepthPrepassMeshProcessor::~DepthPrepassMeshProcessor() { } void DepthPrepassMeshProcessor::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::DepthPrepass, 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(DepthPrepass::INDEX_MATERIAL, material->getRenderMaterial()->getDescriptorLayout()); pipelineLayout->create(); descriptorSets[DepthPrepass::INDEX_MATERIAL] = material->getDescriptor(); descriptorSets[DepthPrepass::INDEX_SCENE_DATA] = cachedPrimitiveSets[cachedPrimitiveIndex++]; buildMeshDrawCommand(batch, // primitiveComponent, renderPass, pipelineLayout, renderCommand, descriptorSets, collection->vertexShader, collection->controlShader, collection->evalutionShader, collection->geometryShader, collection->fragmentShader, true); } renderCommands.add(renderCommand); } Array DepthPrepassMeshProcessor::getRenderCommands() { return renderCommands; } void DepthPrepassMeshProcessor::clearCommands() { renderCommands.clear(); cachedPrimitiveSets.clear(); cachedPrimitiveIndex = 0; } DepthPrepass::DepthPrepass(PRenderGraph renderGraph, const PScene scene, Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor source) : RenderPass(renderGraph) , processor(new DepthPrepassMeshProcessor(scene, viewport, graphics)) , scene(scene) , graphics(graphics) , viewport(viewport) , descriptorSets(3) , source(source->getCameraComponent()) { UniformBufferCreateInfo uniformInitializer; depthPrepassLayout = graphics->createPipelineLayout(); 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(); depthPrepassLayout->addDescriptorLayout(INDEX_VIEW_PARAMS, viewLayout); primitiveLayout = graphics->createDescriptorLayout("PrimitiveLayout"); primitiveLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER); primitiveLayout->create(); depthPrepassLayout->addDescriptorLayout(INDEX_SCENE_DATA, primitiveLayout); } DepthPrepass::~DepthPrepass() { } void DepthPrepass::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(); 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 DepthPrepass::render() { depthAttachment->getTexture()->pipelineBarrier( Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT, Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT); depthAttachment->getTexture()->transferOwnership(Gfx::QueueType::GRAPHICS); graphics->beginRenderPass(renderPass); for (auto &&meshBatch : scene->getStaticMeshes()) { processor->addMeshBatch(meshBatch, renderPass, depthPrepassLayout, primitiveLayout, descriptorSets); } graphics->executeCommands(processor->getRenderCommands()); graphics->endRenderPass(); } void DepthPrepass::endFrame() { } void DepthPrepass::publishOutputs() { TextureCreateInfo depthBufferInfo; depthBufferInfo.width = viewport->getSizeX(); depthBufferInfo.height = viewport->getSizeY(); depthBufferInfo.format = Gfx::SE_FORMAT_D32_SFLOAT; depthBufferInfo.usage = Gfx::SE_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT; depthBuffer = graphics->createTexture2D(depthBufferInfo); depthAttachment = new Gfx::RenderTargetAttachment(depthBuffer, Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE); depthAttachment->clear.depthStencil.depth = 1.0f; renderGraph->registerRenderPassOutput("DEPTHPREPASS_DEPTH", depthAttachment); } void DepthPrepass::createRenderPass() { Gfx::PRenderTargetLayout layout = new Gfx::RenderTargetLayout(depthAttachment); renderPass = graphics->createRenderPass(layout); } void DepthPrepass::modifyRenderPassMacros(Map& defines) { defines["INDEX_VIEW_PARAMS"] = "0"; defines["INDEX_MATERIAL"] = "1"; defines["INDEX_SCENE_DATA"] = "2"; }