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Seele/src/Engine/Graphics/RenderPass/BasePass.cpp
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#include "BasePass.h"
#include "Graphics/Graphics.h"
#include "Graphics/Window.h"
#include "Scene/Components/CameraComponent.h"
#include "Scene/Actor/CameraActor.h"
using namespace Seele;
BasePassMeshProcessor::BasePassMeshProcessor(const PScene scene, Gfx::PViewport viewport, Gfx::PGraphics graphics, uint8 translucentBasePass)
: MeshProcessor(scene, graphics)
, target(viewport)
, translucentBasePass(translucentBasePass)
, cachedPrimitiveIndex(0)
{
}
BasePassMeshProcessor::~BasePassMeshProcessor()
{
}
void BasePassMeshProcessor::addMeshBatch(
const MeshBatch& batch,
// const PPrimitiveComponent primitiveComponent,
const Gfx::PRenderPass renderPass,
Gfx::PPipelineLayout pipelineLayout,
Gfx::PDescriptorLayout primitiveLayout,
Array<Gfx::PDescriptorSet>& 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::BasePass, vertexInput->getType());
assert(collection != nullptr);
for(uint32 i = 0; i < batch.elements.size(); ++i)
{
Gfx::PDescriptorSet descriptorSet = primitiveLayout->allocatedDescriptorSet();
descriptorSet->updateBuffer(0, batch.elements[i].uniformBuffer);
descriptorSet->writeChanges();
cachedPrimitiveSets.add(descriptorSet);
}
Gfx::PRenderCommand renderCommand;
if (cachedCommandBuffers.size() > 0)
{
renderCommand = cachedCommandBuffers.back();
cachedCommandBuffers.pop();
renderCommand->begin();
}
else
{
renderCommand = graphics->createRenderCommand();
renderCommand->begin();
}
renderCommand->setViewport(target);
for(uint32 i = 0; i < batch.elements.size(); ++i)
{
pipelineLayout->addDescriptorLayout(2, material->getRenderMaterial()->getDescriptorLayout());
pipelineLayout->create();
descriptorSets[2] = material->getDescriptor();
descriptorSets[3] = cachedPrimitiveSets[cachedPrimitiveIndex++];
buildMeshDrawCommand(batch,
// primitiveComponent,
renderPass,
pipelineLayout,
renderCommand,
descriptorSets,
collection->vertexShader,
collection->controlShader,
collection->evalutionShader,
collection->geometryShader,
collection->fragmentShader,
false);
}
renderCommands.add(renderCommand);
}
Array<Gfx::PRenderCommand> BasePassMeshProcessor::getRenderCommands()
{
return renderCommands;
}
void BasePassMeshProcessor::clearCommands()
{
cachedCommandBuffers = renderCommands;
renderCommands.clear();
cachedPrimitiveSets.clear();
cachedPrimitiveIndex = 0;
}
BasePass::BasePass(const PScene scene, Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor source)
: processor(new BasePassMeshProcessor(scene, viewport, graphics, false))
, scene(scene)
, graphics(graphics)
, viewport(viewport)
, descriptorSets(4)
, source(source->getCameraComponent())
{
Gfx::PRenderTargetAttachment colorAttachment = new Gfx::SwapchainAttachment(viewport->getOwner());
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);
Gfx::PRenderTargetAttachment depthAttachment =
new Gfx::RenderTargetAttachment(depthBuffer, Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
depthAttachment->clear.depthStencil.depth = 1.0f;
Gfx::PRenderTargetLayout layout = new Gfx::RenderTargetLayout(colorAttachment, depthAttachment);
renderPass = graphics->createRenderPass(layout);
BulkResourceData uniformInitializer;
basePassLayout = graphics->createPipelineLayout();
lightLayout = graphics->createDescriptorLayout();
lightLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
uniformInitializer.size = sizeof(LightEnv);
uniformInitializer.data = (uint8*)&scene->getLightEnvironment();
lightUniform = graphics->createUniformBuffer(uniformInitializer);
lightLayout->create();
basePassLayout->addDescriptorLayout(0, lightLayout);
descriptorSets[0] = lightLayout->allocatedDescriptorSet();
viewLayout = graphics->createDescriptorLayout();
viewLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
uniformInitializer.size = sizeof(ViewParameter);
uniformInitializer.data = (uint8*)&viewParams;
viewParamBuffer = graphics->createUniformBuffer(uniformInitializer);
viewLayout->addDescriptorBinding(1, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
uniformInitializer.size = sizeof(ScreenToViewParameter);
uniformInitializer.data = (uint8*)&screenToViewParams;
screenToViewParamBuffer = graphics->createUniformBuffer(uniformInitializer);
viewLayout->create();
basePassLayout->addDescriptorLayout(1, viewLayout);
descriptorSets[1] = viewLayout->allocatedDescriptorSet();
primitiveLayout = graphics->createDescriptorLayout();
primitiveLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
primitiveLayout->create();
basePassLayout->addDescriptorLayout(3, primitiveLayout);
}
BasePass::~BasePass()
{
}
void BasePass::beginFrame()
{
processor->clearCommands();
primitiveLayout->reset();
BulkResourceData uniformUpdate;
uniformUpdate.size = sizeof(LightEnv);
uniformUpdate.data = (uint8*)&scene->getLightEnvironment();
lightUniform->updateContents(uniformUpdate);
descriptorSets[0]->updateBuffer(0, lightUniform);
descriptorSets[0]->writeChanges();
viewParams.viewMatrix = source->getViewMatrix();
viewParams.projectionMatrix = source->getProjectionMatrix();
viewParams.cameraPosition = Vector4(source->getTransform().getPosition(), 0);
screenToViewParams.inverseProjectionMatrix = glm::inverse(viewParams.projectionMatrix);
screenToViewParams.screenDimensions = Vector2(static_cast<float>(viewport->getSizeX()), static_cast<float>(viewport->getSizeY()));
uniformUpdate.size = sizeof(ViewParameter);
uniformUpdate.data = (uint8*)&viewParams;
viewParamBuffer->updateContents(uniformUpdate);
uniformUpdate.size = sizeof(ScreenToViewParameter);
uniformUpdate.data = (uint8*)&screenToViewParams;
screenToViewParamBuffer->updateContents(uniformUpdate);
descriptorSets[1]->updateBuffer(0, viewParamBuffer);
descriptorSets[1]->updateBuffer(1, screenToViewParamBuffer);
descriptorSets[1]->writeChanges();
}
void BasePass::render()
{
graphics->beginRenderPass(renderPass);
for (auto &&primitive : scene->getStaticMeshes())
{
processor->addMeshBatch(primitive, renderPass, basePassLayout, primitiveLayout, descriptorSets);
}
graphics->executeCommands(processor->getRenderCommands());
graphics->endRenderPass();
}
void BasePass::endFrame()
{
}