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Seele/src/Engine/Graphics/RenderPass/BasePass.cpp
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#include "BasePass.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;
BasePassMeshProcessor::BasePassMeshProcessor(Gfx::PViewport viewport, Gfx::PGraphics graphics, uint8 translucentBasePass)
: MeshProcessor(graphics)
, target(viewport)
, translucentBasePass(translucentBasePass)
//, cachedPrimitiveIndex(0)
{
}
BasePassMeshProcessor::~BasePassMeshProcessor()
{
}
Job BasePassMeshProcessor::processMeshBatch(
const MeshBatch& batch,
// const PPrimitiveComponent primitiveComponent,
const Gfx::PRenderPass& renderPass,
Gfx::PPipelineLayout baseLayout,
Gfx::PDescriptorLayout primitiveLayout,
Array<Gfx::PDescriptorSet> descriptorSets,
int32 /*staticMeshId*/)
{
PMaterialAsset material = batch.material;
//const Gfx::MaterialShadingModel shadingModel = material->getShadingModel();
const PVertexShaderInput vertexInput = batch.vertexInput;
const Gfx::ShaderCollection* collection = material->getShaders(Gfx::RenderPassType::BasePass, vertexInput->getType());
assert(collection != nullptr);
Gfx::PRenderCommand renderCommand = graphics->createRenderCommand();
renderCommand->setViewport(target);
Gfx::PPipelineLayout pipelineLayout = graphics->createPipelineLayout(baseLayout);
pipelineLayout->addDescriptorLayout(BasePass::INDEX_MATERIAL, material->getDescriptorLayout());
pipelineLayout->create();
Gfx::PDescriptorSet materialSet = material->createDescriptorSet();
descriptorSets[BasePass::INDEX_MATERIAL] = materialSet;
for(uint32 i = 0; i < batch.elements.size(); ++i)
{
Gfx::PDescriptorSet descriptorSet = primitiveLayout->allocateDescriptorSet();
descriptorSet->updateBuffer(0, batch.elements[i].uniformBuffer);
descriptorSet->writeChanges();
descriptorSets[BasePass::INDEX_SCENE_DATA] = descriptorSet;
buildMeshDrawCommand(batch,
// primitiveComponent,
renderPass,
pipelineLayout,
renderCommand,
descriptorSets,
collection->vertexShader,
collection->controlShader,
collection->evalutionShader,
collection->geometryShader,
collection->fragmentShader,
false);
}
std::scoped_lock lock(commandLock);
renderCommands.add(renderCommand);
co_return;
}
BasePass::BasePass(Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor source)
: RenderPass(graphics, viewport)
, processor(new BasePassMeshProcessor(viewport, graphics, false))
, descriptorSets(4)
, source(source->getCameraComponent())
{
UniformBufferCreateInfo uniformInitializer;
basePassLayout = graphics->createPipelineLayout();
lightLayout = graphics->createDescriptorLayout("LightLayout");
// Directional Lights
lightLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
lightLayout->addDescriptorBinding(1, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
// Point Lights
lightLayout->addDescriptorBinding(2, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
lightLayout->addDescriptorBinding(3, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
// Light Index List
lightLayout->addDescriptorBinding(4, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
// Light Grid
lightLayout->addDescriptorBinding(5, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_IMAGE);
lightLayout->create();
basePassLayout->addDescriptorLayout(INDEX_LIGHT_ENV, lightLayout);
descriptorSets[INDEX_LIGHT_ENV] = lightLayout->allocateDescriptorSet();
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();
basePassLayout->addDescriptorLayout(INDEX_VIEW_PARAMS, viewLayout);
descriptorSets[INDEX_VIEW_PARAMS] = viewLayout->allocateDescriptorSet();
primitiveLayout = graphics->createDescriptorLayout("PrimitiveLayout");
primitiveLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
primitiveLayout->create();
basePassLayout->addDescriptorLayout(INDEX_SCENE_DATA, primitiveLayout);
}
BasePass::~BasePass()
{
}
MainJob BasePass::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<float>(viewport->getSizeX()), static_cast<float>(viewport->getSizeY()));
uniformUpdate.size = sizeof(ViewParameter);
uniformUpdate.data = (uint8*)&viewParams;
viewParamBuffer->updateContents(uniformUpdate);
viewLayout->reset();
lightLayout->reset();
descriptorSets[INDEX_LIGHT_ENV] = lightLayout->allocateDescriptorSet();
descriptorSets[INDEX_VIEW_PARAMS] = viewLayout->allocateDescriptorSet();
descriptorSets[INDEX_VIEW_PARAMS]->updateBuffer(0, viewParamBuffer);
descriptorSets[INDEX_VIEW_PARAMS]->writeChanges();
//std::cout << "BasePass beginFrame()" << std::endl;
co_return;
}
MainJob BasePass::render()
{
oLightIndexList->pipelineBarrier(
Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
oLightGrid->pipelineBarrier(
Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
descriptorSets[INDEX_LIGHT_ENV]->updateBuffer(0, directLightBuffer);
descriptorSets[INDEX_LIGHT_ENV]->updateBuffer(1, numDirLightBuffer);
descriptorSets[INDEX_LIGHT_ENV]->updateBuffer(2, pointLightBuffer);
descriptorSets[INDEX_LIGHT_ENV]->updateBuffer(3, numPointLightBuffer);
descriptorSets[INDEX_LIGHT_ENV]->updateBuffer(4, oLightIndexList);
descriptorSets[INDEX_LIGHT_ENV]->updateTexture(5, oLightGrid);
descriptorSets[INDEX_LIGHT_ENV]->writeChanges();
graphics->beginRenderPass(renderPass);
List<Job> jobs;
for (auto &&meshBatch : passData.staticDrawList)
{
//jobs.add(
co_await processor->processMeshBatch(meshBatch, renderPass, basePassLayout, primitiveLayout, descriptorSets);
}
//co_await Job::all(jobs);
graphics->executeCommands(processor->getRenderCommands());
graphics->endRenderPass();
//std::cout << "BasePass render()" << std::endl;
co_return;
}
MainJob BasePass::endFrame()
{
//std::cout << "BasePass endFrame()" << std::endl;
co_return;
}
void BasePass::publishOutputs()
{
colorAttachment = new Gfx::SwapchainAttachment(viewport->getOwner());
resources->registerRenderPassOutput("BASEPASS_COLOR", colorAttachment);
}
void BasePass::createRenderPass()
{
directLightBuffer = resources->requestBuffer("DIRECTIONAL_LIGHTS");
pointLightBuffer = resources->requestBuffer("POINT_LIGHTS");
numDirLightBuffer = resources->requestUniform("NUM_DIRECTIONAL_LIGHTS");
numPointLightBuffer = resources->requestUniform("NUM_POINT_LIGHTS");
Gfx::PRenderTargetAttachment depthAttachment = resources->requestRenderTarget("DEPTHPREPASS_DEPTH");
depthAttachment->loadOp = Gfx::SE_ATTACHMENT_LOAD_OP_LOAD;
Gfx::PRenderTargetLayout layout = new Gfx::RenderTargetLayout(colorAttachment, depthAttachment);
renderPass = graphics->createRenderPass(layout, viewport);
oLightIndexList = resources->requestBuffer("LIGHTCULLING_OLIGHTLIST");
oLightGrid = resources->requestTexture("LIGHTCULLING_OLIGHTGRID");
}
void BasePass::modifyRenderPassMacros(Map<const char*, const char*>& defines)
{
defines["INDEX_LIGHT_ENV"] = "0";
defines["INDEX_VIEW_PARAMS"] = "1";
defines["INDEX_MATERIAL"] = "2";
defines["INDEX_SCENE_DATA"] = "3";
}