adding post processing

This commit is contained in:
2025-05-31 18:03:36 +02:00
parent 88fead6cfc
commit 4319c4096b
18 changed files with 244 additions and 11 deletions

View File

@@ -5,6 +5,8 @@
#include <Graphics/Scene.h>
#include <Maths/Mat4.h>
#include <map>
namespace Scop
{
struct ModelData

View File

@@ -8,6 +8,7 @@ namespace Scop
{
m_skybox.Init();
m_2Dpass.Init();
m_post_process.Init();
m_final.Init();
std::function<void(const EventBase&)> functor = [this](const EventBase& event)
@@ -36,8 +37,13 @@ namespace Scop
m_skybox.Pass(scene, renderer, m_main_render_texture);
if(scene.GetDescription().render_2D_enabled)
m_2Dpass.Pass(scene, renderer, m_main_render_texture);
m_final.Pass(scene, renderer, m_main_render_texture);
if(scene.GetDescription().render_post_process_enabled && scene.GetDescription().post_process_shader)
{
m_post_process.Pass(scene, renderer, m_main_render_texture);
m_final.Pass(scene, renderer, m_post_process.GetProcessTexture());
}
else
m_final.Pass(scene, renderer, m_main_render_texture);
}
void RenderPasses::Destroy()
@@ -45,6 +51,7 @@ namespace Scop
RenderCore::Get().WaitDeviceIdle();
m_skybox.Destroy();
m_2Dpass.Destroy();
m_post_process.Destroy();
m_final.Destroy();
m_main_render_texture.Destroy();
}

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@@ -0,0 +1,74 @@
#include <Renderer/RenderPasses/PostProcessPass.h>
#include <Renderer/Pipelines/Graphics.h>
#include <Renderer/Renderer.h>
#include <Graphics/Scene.h>
#include <Core/EventBus.h>
#include <Core/Engine.h>
namespace Scop
{
void PostProcessPass::Init()
{
ShaderLayout vertex_shader_layout(
{}, {}
);
p_vertex_shader = LoadShaderFromFile(ScopEngine::Get().GetAssetsPath() / "Shaders/Build/ScreenVertex.spv", ShaderType::Vertex, std::move(vertex_shader_layout));
std::function<void(const EventBase&)> functor = [this](const EventBase& event)
{
if(event.What() == Event::ResizeEventCode)
{
m_render_texture.Destroy();
m_pipeline.Destroy();
}
};
EventBus::RegisterListener({ functor, "__ScopPostProcessPass" });
}
void PostProcessPass::Pass(Scene& scene, Renderer& renderer, Texture& render_target)
{
Scene::PostProcessData& data = scene.GetPostProcessData();
if(!m_render_texture.IsInit())
{
auto extent = kvfGetSwapchainImagesSize(renderer.GetSwapchain().Get());
m_render_texture.Init({}, extent.width, extent.height, VK_FORMAT_R8G8B8A8_UNORM, false, "scop_post_process_render_texture", true);
}
if(m_pipeline.GetPipeline() == VK_NULL_HANDLE)
{
GraphicPipelineDescriptor pipeline_descriptor;
pipeline_descriptor.vertex_shader = p_vertex_shader;
pipeline_descriptor.fragment_shader = scene.GetDescription().post_process_shader;
pipeline_descriptor.color_attachments = { &m_render_texture };
pipeline_descriptor.culling = VK_CULL_MODE_NONE;
pipeline_descriptor.clear_color_attachments = false;
pipeline_descriptor.no_vertex_inputs = true;
pipeline_descriptor.name = "post_process_pass_pipeline";
m_pipeline.Init(pipeline_descriptor);
}
VkCommandBuffer cmd = renderer.GetActiveCommandBuffer();
data.set->SetImage(renderer.GetCurrentFrameIndex(), 0, render_target);
data.set->SetImage(renderer.GetCurrentFrameIndex(), 1, scene.GetDepth());
data.set->SetUniformBuffer(renderer.GetCurrentFrameIndex(), 2, data.data_buffer->Get(renderer.GetCurrentFrameIndex()));
data.set->Update(renderer.GetCurrentFrameIndex(), cmd);
m_pipeline.BindPipeline(cmd, 0, {});
VkDescriptorSet set = data.set->GetSet(renderer.GetCurrentFrameIndex());
RenderCore::Get().vkCmdBindDescriptorSets(cmd, m_pipeline.GetPipelineBindPoint(), m_pipeline.GetPipelineLayout(), 0, 1, &set, 0, nullptr);
RenderCore::Get().vkCmdDraw(cmd, 3, 1, 0, 0);
renderer.GetDrawCallsCounterRef()++;
renderer.GetPolygonDrawnCounterRef()++;
m_pipeline.EndPipeline(cmd);
}
void PostProcessPass::Destroy()
{
RenderCore::Get().WaitDeviceIdle();
m_render_texture.Destroy();
m_pipeline.Destroy();
p_vertex_shader.reset();
}
}

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@@ -29,6 +29,8 @@ namespace Scop
std::memcpy(buffer.GetData(), &data, buffer.GetSize());
scene.GetForwardData().matrices_buffer->SetData(buffer, renderer.GetCurrentFrameIndex());
}
if(scene.GetDescription().render_post_process_enabled && scene.GetDescription().post_process_shader)
scene.GetPostProcessData().data_buffer->SetData(scene.GetPostProcessData().data, renderer.GetCurrentFrameIndex());
m_passes.Pass(scene, renderer);
}