#include #include #include #include #include #include namespace Scop { void FinalPass::Init() { ShaderLayout vertex_shader_layout( {}, {} ); p_vertex_shader = LoadShaderFromFile(ScopEngine::Get().GetAssetsPath() / "Shaders/Build/ScreenVertex.spv", ShaderType::Vertex, std::move(vertex_shader_layout)); ShaderLayout fragment_shader_layout( { { 0, ShaderSetLayout({ { 0, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER } }) } }, {} ); p_fragment_shader = LoadShaderFromFile(ScopEngine::Get().GetAssetsPath() / "Shaders/Build/ScreenFragment.spv", ShaderType::Fragment, std::move(fragment_shader_layout)); std::function functor = [this](const EventBase& event) { if(event.What() == Event::ResizeEventCode) m_pipeline.Destroy(); }; EventBus::RegisterListener({ functor, "__ScopFinalPass" }); p_set = RenderCore::Get().GetDescriptorPoolManager().GetAvailablePool().RequestDescriptorSet(p_fragment_shader->GetShaderLayout().set_layouts[0].second, ShaderType::Fragment); } void FinalPass::Pass(Scene& scene, Renderer& renderer, Texture& render_target) { if(m_pipeline.GetPipeline() == VK_NULL_HANDLE) { GraphicPipelineDescriptor pipeline_descriptor; pipeline_descriptor.vertex_shader = p_vertex_shader; pipeline_descriptor.fragment_shader = p_fragment_shader; pipeline_descriptor.renderer = &renderer; pipeline_descriptor.culling = VK_CULL_MODE_NONE; pipeline_descriptor.no_vertex_inputs = true; pipeline_descriptor.name = "final_pass_pipeline"; m_pipeline.Init(pipeline_descriptor); } VkCommandBuffer cmd = renderer.GetActiveCommandBuffer(); p_set->SetImage(renderer.GetCurrentFrameIndex(), 0, render_target); p_set->Update(renderer.GetCurrentFrameIndex(), cmd); m_pipeline.BindPipeline(cmd, renderer.GetSwapchain().GetImageIndex(), { 0.0f, 0.0f, 0.0f, 1.0f }); VkDescriptorSet set = p_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 FinalPass::Destroy() { RenderCore::Get().WaitDeviceIdle(); m_pipeline.Destroy(); p_vertex_shader.reset(); p_fragment_shader.reset(); p_set.reset(); } }