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Seele/src/Engine/Graphics/RenderPass/BasePass.cpp
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2024-07-01 12:17:04 +02:00

362 lines
18 KiB
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#include "BasePass.h"
#include "Actor/CameraActor.h"
#include "Component/Camera.h"
#include "Component/Mesh.h"
#include "Graphics/Command.h"
#include "Graphics/Descriptor.h"
#include "Graphics/Enums.h"
#include "Graphics/Graphics.h"
#include "Graphics/Initializer.h"
#include "Graphics/Shader.h"
#include "Graphics/StaticMeshVertexData.h"
#include "Material/MaterialInstance.h"
#include "Math/Vector.h"
#include "RenderGraph.h"
#include "Window/Window.h"
using namespace Seele;
BasePass::BasePass(Gfx::PGraphics graphics, PScene scene) : RenderPass(graphics, scene) {
basePassLayout = graphics->createPipelineLayout("BasePassLayout");
basePassLayout->addDescriptorLayout(viewParamsLayout);
basePassLayout->addDescriptorLayout(scene->getLightEnvironment()->getDescriptorLayout());
basePassLayout->addDescriptorLayout(Material::getDescriptorLayout());
lightCullingLayout = graphics->createDescriptorLayout("pLightCullingData");
// oLightIndexList
lightCullingLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 0,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER,
});
// oLightGrid
lightCullingLayout->addDescriptorBinding(Gfx::DescriptorBinding{
.binding = 1,
.descriptorType = Gfx::SE_DESCRIPTOR_TYPE_STORAGE_IMAGE,
});
lightCullingLayout->create();
basePassLayout->addDescriptorLayout(lightCullingLayout);
basePassLayout->addPushConstants(Gfx::SePushConstantRange{
.stageFlags = Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT | Gfx::SE_SHADER_STAGE_FRAGMENT_BIT,
.offset = 0,
.size = sizeof(VertexData::DrawCallOffsets),
});
if (graphics->supportMeshShading()) {
graphics->getShaderCompiler()->registerRenderPass("BasePass", Gfx::PassConfig{
.baseLayout = basePassLayout,
.taskFile = "DrawListTask",
.mainFile = "DrawListMesh",
.fragmentFile = "BasePass",
.hasFragmentShader = true,
.useMeshShading = true,
.hasTaskShader = true,
.useMaterial = true,
.useVisibility = false,
});
} else {
graphics->getShaderCompiler()->registerRenderPass("BasePass", Gfx::PassConfig{
.baseLayout = basePassLayout,
.taskFile = "",
.mainFile = "LegacyPass",
.fragmentFile = "BasePass",
.hasFragmentShader = true,
.useMeshShading = false,
.hasTaskShader = false,
.useMaterial = true,
.useVisibility = false,
});
}
}
BasePass::~BasePass() {}
void BasePass::beginFrame(const Component::Camera& cam) {
RenderPass::beginFrame(cam);
cameraPos = cam.getCameraPosition();
cameraForward = cam.getCameraForward();
lightCullingLayout->reset();
opaqueCulling = lightCullingLayout->allocateDescriptorSet();
transparentCulling = lightCullingLayout->allocateDescriptorSet();
}
void BasePass::render() {
opaqueCulling->updateBuffer(0, oLightIndexList);
opaqueCulling->updateTexture(1, oLightGrid);
transparentCulling->updateBuffer(0, tLightIndexList);
transparentCulling->updateTexture(1, tLightGrid);
opaqueCulling->writeChanges();
transparentCulling->writeChanges();
query->beginQuery();
timestamps->write(Gfx::SE_PIPELINE_STAGE_TOP_OF_PIPE_BIT, "BASEPASS");
graphics->beginRenderPass(renderPass);
Array<Gfx::ORenderCommand> commands;
Gfx::ShaderPermutation permutation = graphics->getShaderCompiler()->getTemplate("BasePass");
permutation.setDepthCulling(true); // always use the culling info
permutation.setPositionOnly(false);
Array<VertexData::TransparentDraw> transparentData;
for (VertexData* vertexData : VertexData::getList()) {
transparentData.addAll(vertexData->getTransparentData());
vertexData->getInstanceDataSet()->updateBuffer(6, cullingBuffer);
vertexData->getInstanceDataSet()->writeChanges();
permutation.setVertexData(vertexData->getTypeName());
const auto& materials = vertexData->getMaterialData();
for (const auto& materialData : materials) {
// material not used for any active meshes, skip
if (materialData.instances.size() == 0)
continue;
// Create Pipeline(Material, VertexData)
// Descriptors:
// ViewData => global, static
// VertexData => per meshtype
// SceneData => per material instance
// LightEnv => provided by scene
// Material => per material
// LightCulling => calculated by pass
permutation.setMaterial(materialData.material->getName());
Gfx::PermutationId id(permutation);
Gfx::ORenderCommand command = graphics->createRenderCommand("BaseRender");
command->setViewport(viewport);
const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
assert(collection != nullptr);
bool twoSided = materialData.material->isTwoSided();
if (graphics->supportMeshShading()) {
Gfx::MeshPipelineCreateInfo pipelineInfo = {
.taskShader = collection->taskShader,
.meshShader = collection->meshShader,
.fragmentShader = collection->fragmentShader,
.renderPass = renderPass,
.pipelineLayout = collection->pipelineLayout,
.multisampleState =
{
.samples = viewport->getSamples(),
},
.rasterizationState =
{
.cullMode = Gfx::SeCullModeFlags(twoSided ? Gfx::SE_CULL_MODE_NONE : Gfx::SE_CULL_MODE_BACK_BIT),
},
.colorBlend =
{
.attachmentCount = 1,
},
};
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
command->bindPipeline(pipeline);
} else {
Gfx::LegacyPipelineCreateInfo pipelineInfo = {
.vertexShader = collection->vertexShader,
.fragmentShader = collection->fragmentShader,
.renderPass = renderPass,
.pipelineLayout = collection->pipelineLayout,
.multisampleState =
{
.samples = viewport->getSamples(),
},
.rasterizationState =
{
.cullMode = Gfx::SeCullModeFlags(twoSided ? Gfx::SE_CULL_MODE_NONE : Gfx::SE_CULL_MODE_BACK_BIT),
},
.colorBlend =
{
.attachmentCount = 1,
},
};
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
command->bindPipeline(pipeline);
}
command->bindDescriptor({viewParamsSet, vertexData->getVertexDataSet(), vertexData->getInstanceDataSet(),
scene->getLightEnvironment()->getDescriptorSet(), Material::getDescriptorSet(), opaqueCulling});
for (const auto& drawCall : materialData.instances) {
command->pushConstants(Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT |
Gfx::SE_SHADER_STAGE_FRAGMENT_BIT,
0, sizeof(VertexData::DrawCallOffsets), &drawCall.offsets);
if (graphics->supportMeshShading()) {
command->drawMesh(drawCall.instanceMeshData.size(), 1, 1);
} else {
command->bindIndexBuffer(vertexData->getIndexBuffer());
for (const auto& meshData : drawCall.instanceMeshData) {
// all meshlets of a mesh share the same indices offset
command->drawIndexed(meshData.numIndices, 1, meshData.firstIndex,
vertexData->getIndicesOffset(meshData.meshletOffset), 0);
}
}
}
commands.add(std::move(command));
}
}
graphics->executeCommands(std::move(commands));
Map<float, VertexData::TransparentDraw> sortedDraws;
for (const auto& t : transparentData) {
Vector toCenter = Vector(t.worldPosition) - cameraPos;
float dist = glm::length(toCenter) * glm::dot(glm::normalize(toCenter), cameraForward);
sortedDraws[dist] = t;
}
Gfx::ORenderCommand command = graphics->createRenderCommand("TransparentDraw");
command->setViewport(viewport);
for (const auto& [_, t] : sortedDraws) {
permutation.setVertexData(t.vertexData->getTypeName());
permutation.setMaterial(t.matInst->getBaseMaterial()->getName());
Gfx::PermutationId id(permutation);
const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(id);
assert(collection != nullptr);
bool twoSided = t.matInst->getBaseMaterial()->isTwoSided();
if (graphics->supportMeshShading()) {
Gfx::MeshPipelineCreateInfo pipelineInfo = {
.taskShader = collection->taskShader,
.meshShader = collection->meshShader,
.fragmentShader = collection->fragmentShader,
.renderPass = renderPass,
.pipelineLayout = collection->pipelineLayout,
.multisampleState =
{
.samples = viewport->getSamples(),
},
.rasterizationState =
{
.cullMode = Gfx::SeCullModeFlags(twoSided ? Gfx::SE_CULL_MODE_NONE : Gfx::SE_CULL_MODE_BACK_BIT),
},
.depthStencilState =
{
.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER_OR_EQUAL,
},
.colorBlend =
{
.attachmentCount = 1,
.blendAttachments =
{
Gfx::ColorBlendState::BlendAttachment{
.blendEnable = true,
},
},
},
};
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
command->bindPipeline(pipeline);
} else {
Gfx::LegacyPipelineCreateInfo pipelineInfo = {
.vertexShader = collection->vertexShader,
.fragmentShader = collection->fragmentShader,
.renderPass = renderPass,
.pipelineLayout = collection->pipelineLayout,
.multisampleState =
{
.samples = viewport->getSamples(),
},
.rasterizationState =
{
.cullMode = Gfx::SeCullModeFlags(twoSided ? Gfx::SE_CULL_MODE_NONE : Gfx::SE_CULL_MODE_BACK_BIT),
},
.depthStencilState =
{
.depthCompareOp = Gfx::SE_COMPARE_OP_GREATER_OR_EQUAL,
},
.colorBlend =
{
.attachmentCount = 1,
.blendAttachments =
{
Gfx::ColorBlendState::BlendAttachment{
.blendEnable = true,
},
},
},
};
Gfx::PGraphicsPipeline pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
command->bindPipeline(pipeline);
}
command->bindDescriptor({viewParamsSet, t.vertexData->getVertexDataSet(), t.vertexData->getInstanceDataSet(),
scene->getLightEnvironment()->getDescriptorSet(), Material::getDescriptorSet(), transparentCulling});
command->pushConstants(Gfx::SE_SHADER_STAGE_TASK_BIT_EXT | Gfx::SE_SHADER_STAGE_VERTEX_BIT | Gfx::SE_SHADER_STAGE_FRAGMENT_BIT, 0,
sizeof(VertexData::DrawCallOffsets), &t.offsets);
if (graphics->supportMeshShading()) {
command->drawMesh(1, 1, 1);
} else {
// command->bindIndexBuffer(t.vertexData->getIndexBuffer());
// for (const auto& meshData : drawCall.instanceMeshData) {
// // all meshlets of a mesh share the same indices offset
// command->drawIndexed(meshData.numIndices, 1, meshData.firstIndex, vertexData->getIndicesOffset(meshData.meshletOffset),
// 0);
// }
}
}
graphics->endRenderPass();
query->endQuery();
timestamps->write(Gfx::SE_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, "END");
timestamps->end();
}
void BasePass::endFrame() {}
void BasePass::publishOutputs() {
TextureCreateInfo depthBufferInfo = {
.format = Gfx::SE_FORMAT_D32_SFLOAT,
.width = viewport->getOwner()->getFramebufferWidth(),
.height = viewport->getOwner()->getFramebufferHeight(),
.samples = viewport->getSamples(),
.usage = Gfx::SE_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT,
};
basePassDepth = graphics->createTexture2D(depthBufferInfo);
colorAttachment = Gfx::RenderTargetAttachment(viewport, Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
resources->registerRenderPassOutput("BASEPASS_COLOR", colorAttachment);
depthAttachment =
Gfx::RenderTargetAttachment(basePassDepth, Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
resources->registerRenderPassOutput("BASEPASS_DEPTH", depthAttachment);
query = graphics->createPipelineStatisticsQuery("BasePassPipelineStatistics");
resources->registerQueryOutput("BASEPASS_QUERY", query);
}
void BasePass::createRenderPass() {
timestamps = resources->requestTimestampQuery("TIMESTAMP");
cullingBuffer = resources->requestBuffer("CULLINGBUFFER");
Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{
.colorAttachments = {colorAttachment},
.depthAttachment = depthAttachment,
};
Array<Gfx::SubPassDependency> dependency = {
{
.srcSubpass = ~0U,
.dstSubpass = 0,
.srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
.dstStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT,
.srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
.dstAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
},
{
.srcSubpass = 0,
.dstSubpass = ~0U,
.srcStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | Gfx::SE_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
.dstStage = Gfx::SE_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | Gfx::SE_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT,
.srcAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
.dstAccess = Gfx::SE_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT |
Gfx::SE_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
},
};
renderPass = graphics->createRenderPass(std::move(layout), std::move(dependency), viewport);
oLightIndexList = resources->requestBuffer("LIGHTCULLING_OLIGHTLIST");
tLightIndexList = resources->requestBuffer("LIGHTCULLING_TLIGHTLIST");
oLightGrid = resources->requestTexture("LIGHTCULLING_OLIGHTGRID");
tLightGrid = resources->requestTexture("LIGHTCULLING_TLIGHTGRID");
}