Files
Seele/src/Engine/Graphics/RenderPass/LightCullingPass.h
T
2023-10-26 18:37:29 +02:00

69 lines
2.0 KiB
C++

#pragma once
#include "RenderPass.h"
#include "Graphics/Resources.h"
#include "Scene/Scene.h"
namespace Seele
{
DECLARE_REF(CameraActor)
DECLARE_REF(Scene)
DECLARE_REF(Viewport)
class LightCullingPass : public RenderPass
{
public:
LightCullingPass(Gfx::PGraphics graphics, PScene scene);
virtual ~LightCullingPass();
virtual void beginFrame(const Component::Camera& cam) override;
virtual void render() override;
virtual void endFrame() override;
virtual void publishOutputs() override;
virtual void createRenderPass() override;
static void modifyRenderPassMacros(Map<const char*, const char*>& defines);
private:
void setupFrustums();
static constexpr uint32 BLOCK_SIZE = 32;
static constexpr uint32 INDEX_LIGHT_ENV = 1;
struct DispatchParams
{
glm::uvec3 numThreadGroups;
uint32_t pad0;
glm::uvec3 numThreads;
uint32_t pad1;
} dispatchParams;
struct Plane
{
Vector n;
float d;
};
struct Frustum
{
Plane planes[4];
};
Gfx::PShaderBuffer frustumBuffer;
Gfx::PUniformBuffer dispatchParamsBuffer;
Gfx::PUniformBuffer viewParamsBuffer;
Gfx::PDescriptorSet frustumDescriptorSet;
Gfx::PComputeShader frustumShader;
Gfx::PPipelineLayout frustumLayout;
Gfx::PComputePipeline frustumPipeline;
Gfx::PTexture2D depthAttachment;
Gfx::PShaderBuffer frustums;
Gfx::PShaderBuffer oLightIndexCounter;
Gfx::PShaderBuffer tLightIndexCounter;
Gfx::PShaderBuffer oLightIndexList;
Gfx::PShaderBuffer tLightIndexList;
Gfx::PTexture2D oLightGrid;
Gfx::PTexture2D tLightGrid;
Gfx::PDescriptorSet lightEnvDescriptorSet;
Gfx::PDescriptorSet cullingDescriptorSet;
Gfx::PDescriptorLayout lightEnvDescriptorLayout;
Gfx::PDescriptorLayout cullingDescriptorLayout;
Gfx::PComputeShader cullingShader;
Gfx::PPipelineLayout cullingLayout;
Gfx::PComputePipeline cullingPipeline;
};
DEFINE_REF(LightCullingPass)
} // namespace Seele