Files
Kbz-8 cd7e5ad26f yes
2025-06-16 15:18:27 +02:00

119 lines
4.7 KiB
C++

#include <Renderer/RenderPasses/ForwardPass.h>
#include <Renderer/Pipelines/Graphics.h>
#include <Renderer/ViewerData.h>
#include <Renderer/Renderer.h>
#include <Graphics/Scene.h>
#include <Maths/Mat4.h>
#include <map>
namespace Scop
{
struct ModelData
{
Mat4f model_mat;
Mat4f normal_mat;
};
void ForwardPass::Pass(Scene& scene, Renderer& renderer, class Texture& render_target)
{
NonOwningPtr<GraphicPipeline> 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<GraphicPipeline> 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<DepthImage>{ &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<UniformBuffer>();
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<float, Actor&> 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&>(actor));
}
else
render_actor(const_cast<Actor&>(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());
}
}