#include "DepthPrepass.h" #include "Graphics/Graphics.h" #include "Window/Window.h" #include "Component/Camera.h" #include "Actor/CameraActor.h" #include "Math/Vector.h" #include "RenderGraph.h" #include "Material/MaterialInterface.h" using namespace Seele; DepthPrepassMeshProcessor::DepthPrepassMeshProcessor(Gfx::PGraphics graphics) : MeshProcessor(graphics) { } DepthPrepassMeshProcessor::~DepthPrepassMeshProcessor() { } void DepthPrepassMeshProcessor::processMeshBatch( const MeshBatch& batch, Gfx::PViewport target, Gfx::PRenderPass renderPass, Gfx::PPipelineLayout baseLayout, Gfx::PDescriptorLayout primitiveLayout, Array descriptorSets, int32 /*staticMeshId*/) { //std::cout << "Depth void started" << std::endl; PMaterialInterface material = batch.material; //const Gfx::MaterialShadingModel shadingModel = material->getShadingModel(); const PVertexShaderInput vertexInput = batch.vertexInput; const Gfx::ShaderCollection* collection = material->getShaders(Gfx::RenderPassType::DepthPrepass, vertexInput->getType()); if (collection == nullptr) { material->createShaders(graphics, Gfx::RenderPassType::DepthPrepass, vertexInput->getType()); collection = material->getShaders(Gfx::RenderPassType::DepthPrepass, vertexInput->getType()); } assert(collection != nullptr); Gfx::PRenderCommand renderCommand = graphics->createRenderCommand(); renderCommand->setViewport(target); Gfx::PPipelineLayout pipelineLayout = graphics->createPipelineLayout(baseLayout); pipelineLayout->addDescriptorLayout(DepthPrepass::INDEX_MATERIAL, material->getDescriptorLayout()); pipelineLayout->create(); Gfx::PDescriptorSet materialSet = material->createDescriptorSet(); descriptorSets[DepthPrepass::INDEX_MATERIAL] = materialSet; for(uint32 i = 0; i < batch.elements.size(); ++i) { buildMeshDrawCommand(batch, // primitiveComponent, renderPass, pipelineLayout, renderCommand, descriptorSets, collection->vertexShader, collection->controlShader, collection->evalutionShader, collection->geometryShader, collection->fragmentShader, true); } std::scoped_lock lock(commandLock); renderCommands.add(renderCommand); //std::cout << "Finished depth job" << std::endl; //co_return; } DepthPrepass::DepthPrepass(Gfx::PGraphics graphics) : RenderPass(graphics) , processor(new DepthPrepassMeshProcessor(graphics)) , descriptorSets(3) { 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_STORAGE_BUFFER); primitiveLayout->create(); depthPrepassLayout->addDescriptorLayout(INDEX_SCENE_DATA, primitiveLayout); depthPrepassLayout->addPushConstants(Gfx::SePushConstantRange{ .stageFlags = (Gfx::SE_SHADER_STAGE_VERTEX_BIT | Gfx::SE_SHADER_STAGE_FRAGMENT_BIT), .offset = 0, .size = sizeof(uint32), }); } DepthPrepass::~DepthPrepass() { } void DepthPrepass::beginFrame(const Component::Camera& cam) { processor->clearCommands(); primitiveLayout->reset(); BulkResourceData uniformUpdate; viewParams.viewMatrix = cam.getViewMatrix(); viewParams.projectionMatrix = viewport->getProjectionMatrix(); viewParams.cameraPosition = Vector4(cam.getCameraPosition(), 1); 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_SCENE_DATA] = primitiveLayout->allocateDescriptorSet(); descriptorSets[INDEX_SCENE_DATA]->updateBuffer(0, passData.sceneDataBuffer); descriptorSets[INDEX_SCENE_DATA]->writeChanges(); descriptorSets[INDEX_VIEW_PARAMS] = viewLayout->allocateDescriptorSet(); descriptorSets[INDEX_VIEW_PARAMS]->updateBuffer(0, viewParamBuffer); descriptorSets[INDEX_VIEW_PARAMS]->writeChanges(); //std::cout << "DepthPrepass beginFrame()" << std::endl; //co_return; } 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 (const auto& meshBatch : passData.staticDrawList) { processor->processMeshBatch(meshBatch, viewport, renderPass, depthPrepassLayout, primitiveLayout, descriptorSets); } graphics->executeCommands(processor->getRenderCommands()); graphics->endRenderPass(); //std::cout << "DepthPrepass render()" << std::endl; //co_return; } void DepthPrepass::endFrame() { //std::cout << "DepthPrepass endFrame()" << std::endl; //co_return; } void DepthPrepass::publishOutputs() { TextureCreateInfo depthBufferInfo; // 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 depthBufferInfo.width = viewport->getOwner()->getSizeX(); depthBufferInfo.height = viewport->getOwner()->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; resources->registerRenderPassOutput("DEPTHPREPASS_DEPTH", depthAttachment); } void DepthPrepass::createRenderPass() { Gfx::PRenderTargetLayout layout = new Gfx::RenderTargetLayout(depthAttachment); renderPass = graphics->createRenderPass(layout, viewport); } void DepthPrepass::modifyRenderPassMacros(Map& defines) { defines["INDEX_VIEW_PARAMS"] = "0"; defines["INDEX_MATERIAL"] = "1"; defines["INDEX_SCENE_DATA"] = "2"; }