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Seele/src/Engine/Graphics/RenderPass/RenderPass.cpp
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#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<float>(viewport->getWidth()), static_cast<float>(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<float>(Gfx::getCurrentFrameTime()),
};
// screen space
StaticArray<Vector4, 4> 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]);
}