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Seele/src/Engine/Graphics/RenderPass/LightCullingPass.cpp
T

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#include "LightCullingPass.h"
#include "Graphics/Graphics.h"
#include "Scene/Scene.h"
#include "Scene/Actor/CameraActor.h"
#include "Scene/Components/CameraComponent.h"
#include "RenderGraph.h"
using namespace Seele;
LightCullingPass::LightCullingPass(Gfx::PGraphics graphics, Gfx::PViewport viewport, PCameraActor camera)
: RenderPass(graphics, viewport)
, source(camera->getCameraComponent())
{
}
LightCullingPass::~LightCullingPass()
{
}
MainJob LightCullingPass::beginFrame()
{
uint32_t viewportWidth = viewport->getSizeX();
uint32_t viewportHeight = viewport->getSizeY();
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>(viewportWidth), static_cast<float>(viewportHeight));
uniformUpdate.size = sizeof(ViewParameter);
uniformUpdate.data = (uint8*)&viewParams;
viewParamsBuffer->updateContents(uniformUpdate);
const LightEnv& lightEnv = passData.lightEnv;
uniformUpdate.size = sizeof(DirectionalLight) * MAX_DIRECTIONAL_LIGHTS;
uniformUpdate.data = (uint8*)&lightEnv.directionalLights;
directLightBuffer->updateContents(uniformUpdate);
uniformUpdate.size = sizeof(PointLight) * MAX_POINT_LIGHTS;
uniformUpdate.data = (uint8*)&lightEnv.pointLights;
pointLightBuffer->updateContents(uniformUpdate);
uniformUpdate.size = sizeof(uint32);
uniformUpdate.data = (uint8*)&lightEnv.numDirectionalLights;
numDirLightBuffer->updateContents(uniformUpdate);
uniformUpdate.data = (uint8*)&lightEnv.numPointLights;
numPointLightBuffer->updateContents(uniformUpdate);
BulkResourceData counterReset;
uint32 reset = 0;
counterReset.data = (uint8*)&reset;
counterReset.size = sizeof(uint32);
oLightIndexCounter->updateContents(counterReset);
tLightIndexCounter->updateContents(counterReset);
cullingDescriptorLayout->reset();
lightEnvDescriptorLayout->reset();
cullingDescriptorSet = cullingDescriptorLayout->allocateDescriptorSet();
lightEnvDescriptorSet = lightEnvDescriptorLayout->allocateDescriptorSet();
cullingDescriptorSet->updateBuffer(0, viewParamsBuffer);
cullingDescriptorSet->updateBuffer(1, dispatchParamsBuffer);
cullingDescriptorSet->updateBuffer(3, frustumBuffer);
cullingDescriptorSet->updateBuffer(4, oLightIndexCounter);
cullingDescriptorSet->updateBuffer(5, tLightIndexCounter);
cullingDescriptorSet->updateBuffer(6, oLightIndexList);
cullingDescriptorSet->updateBuffer(7, tLightIndexList);
cullingDescriptorSet->updateTexture(8, oLightGrid);
cullingDescriptorSet->updateTexture(9, tLightGrid);
lightEnvDescriptorSet->updateBuffer(0, directLightBuffer);
lightEnvDescriptorSet->updateBuffer(1, numDirLightBuffer);
lightEnvDescriptorSet->updateBuffer(2, pointLightBuffer);
lightEnvDescriptorSet->updateBuffer(3, numPointLightBuffer);
lightEnvDescriptorSet->writeChanges();
//std::cout << "LightCulling beginFrame()" << std::endl;
co_return;
}
MainJob LightCullingPass::render()
{
oLightIndexList->pipelineBarrier(
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
oLightGrid->pipelineBarrier(
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
depthAttachment->pipelineBarrier(
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
depthAttachment->changeLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL);
depthAttachment->transferOwnership(Gfx::QueueType::COMPUTE);
cullingDescriptorSet->updateTexture(2, depthAttachment);
cullingDescriptorSet->writeChanges();
Gfx::PComputeCommand computeCommand = graphics->createComputeCommand("CullingCommand");
computeCommand->bindPipeline(cullingPipeline);
Array<Gfx::PDescriptorSet> descriptorSets = {cullingDescriptorSet, lightEnvDescriptorSet};
computeCommand->bindDescriptor(descriptorSets);
computeCommand->dispatch(dispatchParams.numThreadGroups.x, dispatchParams.numThreadGroups.y, dispatchParams.numThreadGroups.z);
Array<Gfx::PComputeCommand> commands = {computeCommand};
graphics->executeCommands(commands);
depthAttachment->changeLayout(Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL);
depthAttachment->transferOwnership(Gfx::QueueType::GRAPHICS);
//std::cout << "LightCulling render()" << std::endl;
co_return;
}
MainJob LightCullingPass::endFrame()
{
//std::cout << "LightCulling endFrame()" << std::endl;
co_return;
}
void LightCullingPass::publishOutputs()
{
setupFrustums();
uint32_t viewportWidth = viewport->getSizeX();
uint32_t viewportHeight = viewport->getSizeY();
glm::uvec3 numThreadGroups = glm::ceil(glm::vec3(viewportWidth / (float)BLOCK_SIZE, viewportHeight / (float)BLOCK_SIZE, 1));
dispatchParams.numThreadGroups = numThreadGroups;
dispatchParams.numThreads = numThreadGroups * glm::uvec3(BLOCK_SIZE, BLOCK_SIZE, 1);
BulkResourceData resourceData;
StructuredBufferCreateInfo structInfo;
uint32 counterReset = 0;
resourceData.size = sizeof(uint32);
resourceData.data = (uint8*)&counterReset;
resourceData.owner = Gfx::QueueType::COMPUTE;
structInfo.bDynamic = true;
structInfo.resourceData = resourceData;
oLightIndexCounter = graphics->createStructuredBuffer(structInfo);
tLightIndexCounter = graphics->createStructuredBuffer(structInfo);
resourceData.data = nullptr;
resourceData.size = sizeof(uint32_t)
* dispatchParams.numThreadGroups.x
* dispatchParams.numThreadGroups.y
* dispatchParams.numThreadGroups.z * 200;
structInfo.resourceData = resourceData;
structInfo.bDynamic = false;
oLightIndexList = graphics->createStructuredBuffer(structInfo);
tLightIndexList = graphics->createStructuredBuffer(structInfo);
resources->registerBufferOutput("LIGHTCULLING_OLIGHTLIST", oLightIndexList);
resources->registerBufferOutput("LIGHTCULLING_TLIGHTLIST", tLightIndexList);
resourceData.size = sizeof(DirectionalLight) * MAX_DIRECTIONAL_LIGHTS;
structInfo.resourceData = resourceData;
structInfo.bDynamic = true;
directLightBuffer = graphics->createStructuredBuffer(structInfo);
resourceData.size = sizeof(PointLight) * MAX_POINT_LIGHTS;
structInfo.resourceData = resourceData;
pointLightBuffer = graphics->createStructuredBuffer(structInfo);
UniformBufferCreateInfo uniformInfo;
resourceData.size = sizeof(uint32);
uniformInfo.resourceData = resourceData;
uniformInfo.bDynamic = true;
numDirLightBuffer = graphics->createUniformBuffer(uniformInfo);
uniformInfo.resourceData = resourceData;
uniformInfo.bDynamic = true;
numPointLightBuffer = graphics->createUniformBuffer(uniformInfo);
resources->registerBufferOutput("DIRECTIONAL_LIGHTS", directLightBuffer);
resources->registerUniformOutput("NUM_DIRECTIONAL_LIGHTS", numDirLightBuffer);
resources->registerBufferOutput("POINT_LIGHTS", pointLightBuffer);
resources->registerUniformOutput("NUM_POINT_LIGHTS", numPointLightBuffer);
TextureCreateInfo textureInfo;
textureInfo.width = dispatchParams.numThreadGroups.x;
textureInfo.height = dispatchParams.numThreadGroups.y;
textureInfo.format = Gfx::SE_FORMAT_R32G32_UINT;
textureInfo.usage = Gfx::SE_IMAGE_USAGE_STORAGE_BIT;
oLightGrid = graphics->createTexture2D(textureInfo);
tLightGrid = graphics->createTexture2D(textureInfo);
resources->registerTextureOutput("LIGHTCULLING_OLIGHTGRID", oLightGrid);
resources->registerTextureOutput("LIGHTCULLING_TLIGHTGRID", tLightGrid);
}
void LightCullingPass::createRenderPass()
{
cullingDescriptorLayout = graphics->createDescriptorLayout("CullingLayout");
//ViewParams
cullingDescriptorLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
//Dispatchparams
cullingDescriptorLayout->addDescriptorBinding(1, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
//DepthTexture
cullingDescriptorLayout->addDescriptorBinding(2, Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE);
//Frustums
cullingDescriptorLayout->addDescriptorBinding(3, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
//o_lightIndexCounter
cullingDescriptorLayout->addDescriptorBinding(4, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
//t_lightIndexCounter
cullingDescriptorLayout->addDescriptorBinding(5, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
//o_lightIndexList
cullingDescriptorLayout->addDescriptorBinding(6, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
//t_lightIndexList
cullingDescriptorLayout->addDescriptorBinding(7, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
//o_lightGrid
cullingDescriptorLayout->addDescriptorBinding(8, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_IMAGE);
//t_lightGrid
cullingDescriptorLayout->addDescriptorBinding(9, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_IMAGE);
lightEnvDescriptorLayout = graphics->createDescriptorLayout("LightEnv");
// Directional Lights
lightEnvDescriptorLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
lightEnvDescriptorLayout->addDescriptorBinding(1, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
// Point Lights
lightEnvDescriptorLayout->addDescriptorBinding(2, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
lightEnvDescriptorLayout->addDescriptorBinding(3, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
cullingLayout = graphics->createPipelineLayout();
cullingLayout->addDescriptorLayout(0, cullingDescriptorLayout);
cullingLayout->addDescriptorLayout(1, lightEnvDescriptorLayout);
cullingLayout->create();
ShaderCreateInfo createInfo;
createInfo.name = "Culling";
std::ifstream codeStream("./shaders/LightCulling.slang", std::ios::ate);
auto fileSize = codeStream.tellg();
codeStream.seekg(0);
Array<char> buffer(static_cast<uint32>(fileSize));
codeStream.read(buffer.data(), fileSize);
createInfo.shaderCode.add(std::string(buffer.data()));
createInfo.entryPoint = "cullLights";
createInfo.defines["INDEX_VIEW_PARAMS"] = "0";
createInfo.defines["INDEX_LIGHT_ENV"] = "1";
createInfo.defines["NUM_MATERIAL_TEXCOORDS"] = "0";
cullingShader = graphics->createComputeShader(createInfo);
ComputePipelineCreateInfo pipelineInfo;
pipelineInfo.computeShader = cullingShader;
pipelineInfo.pipelineLayout = cullingLayout;
cullingPipeline = graphics->createComputePipeline(pipelineInfo);
depthAttachment = resources->requestRenderTarget("DEPTHPREPASS_DEPTH")->getTexture();
}
void LightCullingPass::modifyRenderPassMacros(Map<const char*, const char*>&)
{
}
void LightCullingPass::setupFrustums()
{
uint32_t viewportWidth = viewport->getSizeX();
uint32_t viewportHeight = viewport->getSizeY();
glm::uvec3 numThreads = glm::ceil(glm::vec3(viewportWidth / (float)BLOCK_SIZE, viewportHeight / (float)BLOCK_SIZE, 1));
glm::uvec3 numThreadGroups = glm::ceil(glm::vec3(numThreads.x / (float)BLOCK_SIZE, numThreads.y / (float)BLOCK_SIZE, 1));
viewParams.viewMatrix = source->getViewMatrix();
viewParams.projectionMatrix = source->getProjectionMatrix();
viewParams.inverseProjectionMatrix = glm::inverse(source->getProjectionMatrix());
viewParams.screenDimensions = glm::vec2(viewportWidth, viewportHeight);
viewParams.cameraPosition = Vector4(source->getCameraPosition(), 0);
dispatchParams.numThreads = numThreads;
dispatchParams.numThreadGroups = numThreadGroups;
Gfx::PDescriptorLayout frustumDescriptorLayout = graphics->createDescriptorLayout("FrustumLayout");
frustumDescriptorLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
frustumDescriptorLayout->addDescriptorBinding(1, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
frustumDescriptorLayout->addDescriptorBinding(2, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
frustumLayout = graphics->createPipelineLayout();
frustumLayout->addDescriptorLayout(0, frustumDescriptorLayout);
frustumLayout->create();
ShaderCreateInfo createInfo;
createInfo.name = "Frustum";
std::ifstream codeStream("./shaders/ComputeFrustums.slang", std::ios::ate);
auto fileSize = codeStream.tellg();
codeStream.seekg(0);
Array<char> buffer(static_cast<uint32>(fileSize));
codeStream.read(buffer.data(), fileSize);
createInfo.shaderCode.add(std::string(buffer.data()));
createInfo.entryPoint = "computeFrustums";
createInfo.defines["INDEX_VIEW_PARAMS"] = "0";
frustumShader = graphics->createComputeShader(createInfo);
ComputePipelineCreateInfo pipelineInfo;
pipelineInfo.computeShader = frustumShader;
pipelineInfo.pipelineLayout = frustumLayout;
frustumPipeline = graphics->createComputePipeline(pipelineInfo);
BulkResourceData resourceInfo;
UniformBufferCreateInfo uniformInfo;
resourceInfo.size = sizeof(ViewParameter);
resourceInfo.data = (uint8*)&viewParams;
resourceInfo.owner = Gfx::QueueType::COMPUTE;
uniformInfo.resourceData = resourceInfo;
uniformInfo.bDynamic = false;
viewParamsBuffer = graphics->createUniformBuffer(uniformInfo);
resourceInfo.size = sizeof(DispatchParams);
resourceInfo.data = (uint8*)&dispatchParams;
uniformInfo.resourceData = resourceInfo;
uniformInfo.bDynamic = false;
dispatchParamsBuffer = graphics->createUniformBuffer(uniformInfo);
StructuredBufferCreateInfo structuredInfo;
resourceInfo.size = sizeof(Frustum) * numThreads.x * numThreads.y * numThreads.z;
resourceInfo.data = nullptr;
structuredInfo.resourceData = resourceInfo;
structuredInfo.bDynamic = false;
frustumBuffer = graphics->createStructuredBuffer(structuredInfo);
frustumDescriptorSet = frustumDescriptorLayout->allocateDescriptorSet();
frustumDescriptorSet->updateBuffer(0, viewParamsBuffer);
frustumDescriptorSet->updateBuffer(1, dispatchParamsBuffer);
frustumDescriptorSet->updateBuffer(2, frustumBuffer);
frustumDescriptorSet->writeChanges();
Gfx::PComputeCommand command = graphics->createComputeCommand("FrustumCommand");
command->bindPipeline(frustumPipeline);
command->bindDescriptor(frustumDescriptorSet);
command->dispatch(numThreadGroups.x, numThreadGroups.y, numThreadGroups.z);
Array<Gfx::PComputeCommand> commands = {command};
graphics->executeCommands(commands);
frustumBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
}