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74
Runtime/Sources/Renderer/RenderPasses/PostProcessPass.cpp
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74
Runtime/Sources/Renderer/RenderPasses/PostProcessPass.cpp
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#include <Renderer/RenderPasses/PostProcessPass.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 PostProcessPass::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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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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{
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m_render_texture.Destroy();
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m_pipeline.Destroy();
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}
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};
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EventBus::RegisterListener({ functor, "__ScopPostProcessPass" });
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}
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void PostProcessPass::Pass(Scene& scene, Renderer& renderer, Texture& render_target)
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{
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Scene::PostProcessData& data = scene.GetPostProcessData();
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if(!m_render_texture.IsInit())
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{
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auto extent = kvfGetSwapchainImagesSize(renderer.GetSwapchain().Get());
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m_render_texture.Init({}, extent.width, extent.height, VK_FORMAT_R8G8B8A8_UNORM, false, "scop_post_process_render_texture", false);
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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 = scene.GetDescription().post_process_shader;
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pipeline_descriptor.color_attachments = { &m_render_texture };
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pipeline_descriptor.culling = CullMode::None;
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pipeline_descriptor.clear_color_attachments = false;
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pipeline_descriptor.no_vertex_inputs = true;
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pipeline_descriptor.name = "post_process_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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data.set->SetImage(renderer.GetCurrentFrameIndex(), 0, render_target);
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data.set->SetImage(renderer.GetCurrentFrameIndex(), 1, scene.GetDepth());
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data.set->SetUniformBuffer(renderer.GetCurrentFrameIndex(), 2, data.data_buffer->Get(renderer.GetCurrentFrameIndex()));
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data.set->Update(renderer.GetCurrentFrameIndex(), cmd);
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m_pipeline.BindPipeline(cmd, 0, {});
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VkDescriptorSet set = data.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 PostProcessPass::Destroy()
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{
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RenderCore::Get().WaitDeviceIdle();
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m_render_texture.Destroy();
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m_pipeline.Destroy();
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p_vertex_shader.reset();
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}
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}
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