Files
Seele/src/Engine/Graphics/RenderPass/LightCullingPass.h
T
2024-06-09 12:20:53 +02:00

69 lines
2.1 KiB
C++

#pragma once
#include "Graphics/Shader.h"
#include "RenderPass.h"
#include "Scene/Scene.h"
namespace Seele {
DECLARE_REF(CameraActor)
DECLARE_REF(Scene)
DECLARE_REF(Viewport)
class LightCullingPass : public RenderPass {
public:
LightCullingPass(Gfx::PGraphics graphics, PScene scene);
LightCullingPass(LightCullingPass&&) = default;
LightCullingPass& operator=(LightCullingPass&&) = default;
virtual ~LightCullingPass();
virtual void beginFrame(const Component::Camera& cam) override;
virtual void render() override;
virtual void endFrame() override;
virtual void publishOutputs() override;
virtual void createRenderPass() override;
private:
void setupFrustums();
static constexpr uint32 BLOCK_SIZE = 32;
static constexpr uint32 INDEX_LIGHT_ENV = 1;
struct DispatchParams {
glm::uvec3 numThreadGroups;
uint32_t pad0;
glm::uvec3 numThreads;
uint32_t pad1;
} dispatchParams;
struct Plane {
Vector n;
float d;
};
struct Frustum {
Plane planes[4];
};
Gfx::OShaderBuffer frustumBuffer;
Gfx::OUniformBuffer dispatchParamsBuffer;
Gfx::OUniformBuffer viewParamsBuffer;
Gfx::ODescriptorLayout dispatchParamsLayout;
Gfx::PDescriptorSet dispatchParamsSet;
Gfx::OComputeShader frustumShader;
Gfx::PComputePipeline frustumPipeline;
Gfx::OPipelineLayout frustumLayout;
PLightEnvironment lightEnv;
Gfx::PTexture2D depthAttachment;
Gfx::OShaderBuffer oLightIndexCounter;
Gfx::OShaderBuffer tLightIndexCounter;
Gfx::OShaderBuffer oLightIndexList;
Gfx::OShaderBuffer tLightIndexList;
Gfx::OTexture2D oLightGrid;
Gfx::OTexture2D tLightGrid;
Gfx::PDescriptorSet cullingDescriptorSet;
Gfx::ODescriptorLayout cullingDescriptorLayout;
Gfx::OPipelineLayout cullingLayout;
Gfx::OPipelineLayout cullingEnableLayout;
Gfx::OComputeShader cullingShader;
Gfx::OComputeShader cullingEnabledShader;
Gfx::PComputePipeline cullingPipeline;
Gfx::PComputePipeline cullingEnabledPipeline;
};
DEFINE_REF(LightCullingPass)
} // namespace Seele