#include #include #include #include #include #include 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 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", false); } 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 = CullMode::None; pipeline_descriptor.clear_color_attachments = false; pipeline_descriptor.no_vertex_inputs = true; pipeline_descriptor.name = "post_process_pass_pipeline"; m_pipeline.Init(std::move(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(); } }