Files
Seele/src/Engine/Graphics/RenderPass/UIPass.cpp
T
2024-04-23 08:11:44 +02:00

162 lines
5.9 KiB
C++

#include "UIPass.h"
#include "Graphics/Enums.h"
#include "RenderGraph.h"
#include "Graphics/Graphics.h"
#include "Graphics/RenderTarget.h"
#include "Graphics/Command.h"
using namespace Seele;
UIPass::UIPass(Gfx::PGraphics graphics, PScene scene)
: RenderPass(graphics, scene)
{
}
UIPass::~UIPass()
{
}
void UIPass::beginFrame(const Component::Camera& cam)
{
RenderPass::beginFrame(cam);
VertexBufferCreateInfo info = {
.sourceData = {
.size = (uint32)(sizeof(UI::RenderElementStyle) * renderElements.size()),
.data = (uint8*)renderElements.data()
},
.vertexSize = sizeof(UI::RenderElementStyle),
.numVertices = (uint32)renderElements.size(),
};
elementBuffer = graphics->createVertexBuffer(info);
uint32 numTextures = static_cast<uint32>(usedTextures.size());
numTexturesBuffer->updateContents({
.size = sizeof(uint32),
.data = (uint8*)&numTextures,
});
descriptorSet->updateBuffer(2, numTexturesBuffer);
descriptorSet->updateTextureArray(3, usedTextures);
descriptorSet->writeChanges();
//co_return;
}
void UIPass::render()
{
graphics->beginRenderPass(renderPass);
Gfx::ORenderCommand command = graphics->createRenderCommand("UIPassCommand");
command->setViewport(viewport);
command->bindPipeline(pipeline);
command->bindVertexBuffer({elementBuffer});
command->bindDescriptor(descriptorSet);
command->draw(4, static_cast<uint32>(renderElements.size()), 0, 0);
Array<Gfx::ORenderCommand> commands;
commands.add(std::move(command));
graphics->executeCommands(std::move(commands));
graphics->endRenderPass();
//co_return;
}
void UIPass::endFrame()
{
//co_return;
}
void UIPass::publishOutputs()
{
TextureCreateInfo depthBufferInfo = {
.format = Gfx::SE_FORMAT_D32_SFLOAT,
.width = viewport->getWidth(),
.height = viewport->getHeight(),
.usage = Gfx::SE_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT,
};
depthBuffer = graphics->createTexture2D(depthBufferInfo);
depthAttachment =
Gfx::RenderTargetAttachment(depthBuffer,
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);
depthAttachment.clear.depthStencil.depth = 1.0f;
resources->registerRenderPassOutput("UIPASS_DEPTH", depthAttachment);
TextureCreateInfo colorBufferInfo = {
.format = Gfx::SE_FORMAT_R16G16B16A16_SFLOAT,
.width = viewport->getWidth(),
.height = viewport->getHeight(),
.usage = Gfx::SE_IMAGE_USAGE_COLOR_ATTACHMENT_BIT,
};
colorBuffer = graphics->createTexture2D(colorBufferInfo);
renderTarget =
Gfx::RenderTargetAttachment(colorBuffer,
Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, Gfx::SE_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
renderTarget.clear.color = { {0.0f, 0.0f, 0.0f, 1.0f} };
resources->registerRenderPassOutput("UIPASS_COLOR", renderTarget);
}
void UIPass::createRenderPass()
{
ShaderCreateInfo createInfo;
createInfo.mainModule = "UIPass";
createInfo.name = "UIVertex";
createInfo.entryPoint = "vertexMain";
vertexShader = graphics->createVertexShader(createInfo);
createInfo.name = "UIFragment";
createInfo.entryPoint = "fragmentMain";
fragmentShader = graphics->createFragmentShader(createInfo);
descriptorLayout = graphics->createDescriptorLayout("pParams");
descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{.binding = 0, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER,});
descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{.binding = 1, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLER,});
descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{.binding = 2, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER,});
descriptorLayout->addDescriptorBinding(Gfx::DescriptorBinding{.binding = 3, .descriptorType = Gfx::SE_DESCRIPTOR_TYPE_SAMPLED_IMAGE, .textureType = Gfx::SE_IMAGE_VIEW_TYPE_2D_ARRAY, .descriptorCount = 256, .bindingFlags = Gfx::SE_DESCRIPTOR_BINDING_VARIABLE_DESCRIPTOR_COUNT_BIT | Gfx::SE_DESCRIPTOR_BINDING_PARTIALLY_BOUND_BIT,});
descriptorLayout->create();
Matrix4 projectionMatrix = glm::ortho(0, 1, 1, 0);
UniformBufferCreateInfo info = {
.sourceData = {
.size = sizeof(Matrix4),
.data = (uint8*)&projectionMatrix,
},
.dynamic = false,
};
Gfx::OUniformBuffer uniformBuffer = graphics->createUniformBuffer(info);
Gfx::OSampler backgroundSampler = graphics->createSampler({});
info = {
.sourceData = {
.size = sizeof(uint32),
.data = nullptr
},
.dynamic = true,
};
numTexturesBuffer = graphics->createUniformBuffer(info);
descriptorSet = descriptorLayout->allocateDescriptorSet();
descriptorSet->updateBuffer(0, uniformBuffer);
descriptorSet->updateSampler(1, backgroundSampler);
descriptorSet->writeChanges();
pipelineLayout = graphics->createPipelineLayout();
pipelineLayout->addDescriptorLayout(descriptorLayout);
pipelineLayout->create();
Gfx::RenderTargetLayout layout = Gfx::RenderTargetLayout{
.colorAttachments = { renderTarget },
.depthAttachment = depthAttachment
};
renderPass = graphics->createRenderPass(std::move(layout), {}, viewport);
Gfx::LegacyPipelineCreateInfo pipelineInfo;
pipelineInfo.vertexShader = vertexShader;
pipelineInfo.fragmentShader = fragmentShader;
pipelineInfo.renderPass = renderPass;
pipelineInfo.pipelineLayout = pipelineLayout;
pipelineInfo.rasterizationState.cullMode = Gfx::SE_CULL_MODE_NONE;
pipelineInfo.topology = Gfx::SE_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP;
pipeline = graphics->createGraphicsPipeline(std::move(pipelineInfo));
}