#include #include #include #include #include #include #include namespace Scop { struct ModelData { Mat4f model_mat; Mat4f normal_mat; }; void ForwardPass::Pass(Scene& scene, Renderer& renderer, class Texture& render_target) { NonOwningPtr pipeline = &scene.GetPipeline(); if(scene.GetPipeline().GetPipeline() == VK_NULL_HANDLE) { GraphicPipelineDescriptor pipeline_descriptor; pipeline_descriptor.vertex_shader = RenderCore::Get().GetDefaultVertexShader(); pipeline_descriptor.fragment_shader = scene.GetFragmentShader(); pipeline_descriptor.color_attachments = { &render_target }; pipeline_descriptor.depth = &scene.GetDepth(); pipeline_descriptor.clear_color_attachments = false; pipeline_descriptor.name = "forward_pass_pipeline"; scene.GetPipeline().Init(std::move(pipeline_descriptor)); } auto render_actor = [&render_target, &renderer, &scene, &pipeline](Actor& actor) { Scene::ForwardData& data = scene.GetForwardData(); VkCommandBuffer cmd = renderer.GetActiveCommandBuffer(); std::shared_ptr custom_pipeline = (actor.GetCustomPipeline().has_value() ? actor.GetCustomPipeline()->pipeline : nullptr); if(custom_pipeline && !custom_pipeline->IsPipelineBound()) { pipeline->EndPipeline(cmd); pipeline = actor.GetCustomPipeline()->pipeline.get(); if(pipeline->GetDescription().depth != NonOwningPtr{ &scene.GetDepth() }) { GraphicPipelineDescriptor descriptor = pipeline->GetDescription(); descriptor.color_attachments = { &render_target }; descriptor.depth = &scene.GetDepth(); descriptor.renderer = nullptr; descriptor.clear_color_attachments = false; pipeline->Init(std::move(descriptor)); } pipeline->BindPipeline(cmd, 0, {}); } else if(!custom_pipeline && !scene.GetPipeline().IsPipelineBound()) { pipeline->EndPipeline(cmd); pipeline = &scene.GetPipeline(); pipeline->BindPipeline(cmd, 0, {}); } ModelData model_data; model_data.model_mat = Mat4f::Identity(); model_data.model_mat.SetTranslation(actor.GetPosition() - actor.GetModel().GetCenter()); model_data.model_mat.SetScale(actor.GetScale()); model_data.model_mat = Mat4f::Translate(-actor.GetModel().GetCenter()) * Mat4f::Rotate(actor.GetOrientation()) * model_data.model_mat; model_data.normal_mat = model_data.model_mat; model_data.normal_mat.Inverse().Transpose(); RenderCore::Get().vkCmdPushConstants(cmd, pipeline->GetPipelineLayout(), VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(ModelData), &model_data); if(custom_pipeline) { if(!actor.GetCustomPipeline()->data_uniform_buffer) { actor.GetCustomPipeline()->data_uniform_buffer = std::make_shared(); actor.GetCustomPipeline()->data_uniform_buffer->Init(actor.GetCustomPipeline()->data.GetSize(), "custom_data_buffer"); } else actor.GetCustomPipeline()->data_uniform_buffer->SetData(actor.GetCustomPipeline()->data, renderer.GetCurrentFrameIndex()); if(!actor.GetCustomPipeline()->set) { actor.GetCustomPipeline()->set = RenderCore::Get().GetDescriptorPoolManager().GetAvailablePool().RequestDescriptorSet(custom_pipeline->GetDescription().vertex_shader->GetShaderLayout().set_layouts.at(0), ShaderType::Vertex); for(std::size_t i = 0; i < MAX_FRAMES_IN_FLIGHT; i++) { actor.GetCustomPipeline()->set->SetUniformBuffer(i, 0, data.matrices_buffer->Get(i)); actor.GetCustomPipeline()->set->SetUniformBuffer(i, 1, actor.GetCustomPipeline()->data_uniform_buffer->Get(i)); actor.GetCustomPipeline()->set->Update(i); } } actor.GetModel().Draw(cmd, actor.GetCustomPipeline()->set, *pipeline, data.albedo_set, renderer.GetDrawCallsCounterRef(), renderer.GetPolygonDrawnCounterRef(), renderer.GetCurrentFrameIndex()); } else actor.GetModel().Draw(cmd, data.matrices_set, *pipeline, data.albedo_set, renderer.GetDrawCallsCounterRef(), renderer.GetPolygonDrawnCounterRef(), renderer.GetCurrentFrameIndex()); }; std::multimap sorted_actors; for(auto& [_, actor] : scene.GetActors()) { if(!actor.IsVisible()) continue; if(!actor.IsOpaque()) { float distance = Vec3f::Distance(actor.GetPosition(), scene.GetCamera()->GetPosition()); sorted_actors.emplace(distance, const_cast(actor)); } else render_actor(const_cast(actor)); } for(auto it = sorted_actors.rbegin(); it != sorted_actors.rend(); ++it) { if(!it->second.IsVisible()) continue; render_actor(it->second); } if(pipeline) pipeline->EndPipeline(renderer.GetActiveCommandBuffer()); } }