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73
Runtime/Sources/Renderer/RenderPasses/FinalPass.cpp
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73
Runtime/Sources/Renderer/RenderPasses/FinalPass.cpp
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#include <Renderer/RenderPasses/FinalPass.h>
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#include <Renderer/Pipelines/Graphics.h>
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#include <Renderer/Renderer.h>
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#include <Graphics/Scene.h>
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#include <Core/EventBus.h>
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#include <Core/Engine.h>
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namespace Scop
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{
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void FinalPass::Init()
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{
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ShaderLayout vertex_shader_layout(
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{}, {}
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);
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p_vertex_shader = LoadShaderFromFile(ScopEngine::Get().GetAssetsPath() / "Shaders/Build/ScreenVertex.spv", ShaderType::Vertex, std::move(vertex_shader_layout));
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ShaderLayout fragment_shader_layout(
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{
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{ 0,
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ShaderSetLayout({
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{ 0, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER }
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})
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}
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}, {}
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);
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p_fragment_shader = LoadShaderFromFile(ScopEngine::Get().GetAssetsPath() / "Shaders/Build/ScreenFragment.spv", ShaderType::Fragment, std::move(fragment_shader_layout));
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std::function<void(const EventBase&)> functor = [this](const EventBase& event)
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{
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if(event.What() == Event::ResizeEventCode)
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m_pipeline.Destroy();
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};
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EventBus::RegisterListener({ functor, "__ScopFinalPass" });
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p_set = RenderCore::Get().GetDescriptorPoolManager().GetAvailablePool().RequestDescriptorSet(p_fragment_shader->GetShaderLayout().set_layouts.at(0), ShaderType::Fragment);
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}
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void FinalPass::Pass(Scene& scene, Renderer& renderer, Texture& render_target)
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{
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if(m_pipeline.GetPipeline() == VK_NULL_HANDLE)
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{
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GraphicPipelineDescriptor pipeline_descriptor;
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pipeline_descriptor.vertex_shader = p_vertex_shader;
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pipeline_descriptor.fragment_shader = p_fragment_shader;
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pipeline_descriptor.renderer = &renderer;
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pipeline_descriptor.culling = CullMode::None;
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pipeline_descriptor.no_vertex_inputs = true;
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pipeline_descriptor.name = "final_pass_pipeline";
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m_pipeline.Init(std::move(pipeline_descriptor));
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}
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VkCommandBuffer cmd = renderer.GetActiveCommandBuffer();
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p_set->SetImage(renderer.GetCurrentFrameIndex(), 0, render_target);
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p_set->Update(renderer.GetCurrentFrameIndex(), cmd);
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m_pipeline.BindPipeline(cmd, renderer.GetSwapchain().GetImageIndex(), { 0.0f, 0.0f, 0.0f, 1.0f });
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VkDescriptorSet set = p_set->GetSet(renderer.GetCurrentFrameIndex());
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RenderCore::Get().vkCmdBindDescriptorSets(cmd, m_pipeline.GetPipelineBindPoint(), m_pipeline.GetPipelineLayout(), 0, 1, &set, 0, nullptr);
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RenderCore::Get().vkCmdDraw(cmd, 3, 1, 0, 0);
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renderer.GetDrawCallsCounterRef()++;
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renderer.GetPolygonDrawnCounterRef()++;
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m_pipeline.EndPipeline(cmd);
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}
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void FinalPass::Destroy()
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{
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RenderCore::Get().WaitDeviceIdle();
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m_pipeline.Destroy();
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p_vertex_shader.reset();
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p_fragment_shader.reset();
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p_set.reset();
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}
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}
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