119 lines
4.7 KiB
C++
119 lines
4.7 KiB
C++
#include <Renderer/RenderPasses/ForwardPass.h>
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#include <Renderer/Pipelines/Graphics.h>
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#include <Renderer/ViewerData.h>
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#include <Renderer/Renderer.h>
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#include <Graphics/Scene.h>
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#include <Maths/Mat4.h>
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#include <map>
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namespace Scop
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{
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struct ModelData
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{
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Mat4f model_mat;
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Mat4f normal_mat;
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};
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void ForwardPass::Pass(Scene& scene, Renderer& renderer, class Texture& render_target)
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{
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NonOwningPtr<GraphicPipeline> pipeline = &scene.GetPipeline();
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if(scene.GetPipeline().GetPipeline() == VK_NULL_HANDLE)
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{
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GraphicPipelineDescriptor pipeline_descriptor;
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pipeline_descriptor.vertex_shader = RenderCore::Get().GetDefaultVertexShader();
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pipeline_descriptor.fragment_shader = scene.GetFragmentShader();
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pipeline_descriptor.color_attachments = { &render_target };
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pipeline_descriptor.depth = &scene.GetDepth();
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pipeline_descriptor.clear_color_attachments = false;
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pipeline_descriptor.name = "forward_pass_pipeline";
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scene.GetPipeline().Init(std::move(pipeline_descriptor));
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}
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auto render_actor = [&render_target, &renderer, &scene, &pipeline](Actor& actor)
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{
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Scene::ForwardData& data = scene.GetForwardData();
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VkCommandBuffer cmd = renderer.GetActiveCommandBuffer();
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std::shared_ptr<GraphicPipeline> custom_pipeline = (actor.GetCustomPipeline().has_value() ? actor.GetCustomPipeline()->pipeline : nullptr);
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if(custom_pipeline && !custom_pipeline->IsPipelineBound())
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{
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pipeline->EndPipeline(cmd);
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pipeline = actor.GetCustomPipeline()->pipeline.get();
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if(pipeline->GetDescription().depth != NonOwningPtr<DepthImage>{ &scene.GetDepth() })
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{
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GraphicPipelineDescriptor descriptor = pipeline->GetDescription();
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descriptor.color_attachments = { &render_target };
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descriptor.depth = &scene.GetDepth();
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descriptor.renderer = nullptr;
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descriptor.clear_color_attachments = false;
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pipeline->Init(std::move(descriptor));
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}
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pipeline->BindPipeline(cmd, 0, {});
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}
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else if(!custom_pipeline && !scene.GetPipeline().IsPipelineBound())
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{
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pipeline->EndPipeline(cmd);
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pipeline = &scene.GetPipeline();
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pipeline->BindPipeline(cmd, 0, {});
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}
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ModelData model_data;
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model_data.model_mat = Mat4f::Identity();
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model_data.model_mat.SetTranslation(actor.GetPosition() - actor.GetModel().GetCenter());
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model_data.model_mat.SetScale(actor.GetScale());
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model_data.model_mat = Mat4f::Translate(-actor.GetModel().GetCenter()) * Mat4f::Rotate(actor.GetOrientation()) * model_data.model_mat;
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model_data.normal_mat = model_data.model_mat;
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model_data.normal_mat.Inverse().Transpose();
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RenderCore::Get().vkCmdPushConstants(cmd, pipeline->GetPipelineLayout(), VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(ModelData), &model_data);
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if(custom_pipeline)
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{
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if(!actor.GetCustomPipeline()->data_uniform_buffer)
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{
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actor.GetCustomPipeline()->data_uniform_buffer = std::make_shared<UniformBuffer>();
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actor.GetCustomPipeline()->data_uniform_buffer->Init(actor.GetCustomPipeline()->data.GetSize(), "custom_data_buffer");
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}
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else
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actor.GetCustomPipeline()->data_uniform_buffer->SetData(actor.GetCustomPipeline()->data, renderer.GetCurrentFrameIndex());
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if(!actor.GetCustomPipeline()->set)
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{
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actor.GetCustomPipeline()->set = RenderCore::Get().GetDescriptorPoolManager().GetAvailablePool().RequestDescriptorSet(custom_pipeline->GetDescription().vertex_shader->GetShaderLayout().set_layouts.at(0), ShaderType::Vertex);
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for(std::size_t i = 0; i < MAX_FRAMES_IN_FLIGHT; i++)
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{
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actor.GetCustomPipeline()->set->SetUniformBuffer(i, 0, data.matrices_buffer->Get(i));
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actor.GetCustomPipeline()->set->SetUniformBuffer(i, 1, actor.GetCustomPipeline()->data_uniform_buffer->Get(i));
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actor.GetCustomPipeline()->set->Update(i);
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}
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}
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actor.GetModel().Draw(cmd, actor.GetCustomPipeline()->set, *pipeline, data.albedo_set, renderer.GetDrawCallsCounterRef(), renderer.GetPolygonDrawnCounterRef(), renderer.GetCurrentFrameIndex());
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}
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else
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actor.GetModel().Draw(cmd, data.matrices_set, *pipeline, data.albedo_set, renderer.GetDrawCallsCounterRef(), renderer.GetPolygonDrawnCounterRef(), renderer.GetCurrentFrameIndex());
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};
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std::multimap<float, Actor&> sorted_actors;
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for(auto& [_, actor] : scene.GetActors())
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{
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if(!actor.IsVisible())
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continue;
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if(!actor.IsOpaque())
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{
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float distance = Vec3f::Distance(actor.GetPosition(), scene.GetCamera()->GetPosition());
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sorted_actors.emplace(distance, const_cast<Actor&>(actor));
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}
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else
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render_actor(const_cast<Actor&>(actor));
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}
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for(auto it = sorted_actors.rbegin(); it != sorted_actors.rend(); ++it)
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{
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if(!it->second.IsVisible())
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continue;
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render_actor(it->second);
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}
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if(pipeline)
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pipeline->EndPipeline(renderer.GetActiveCommandBuffer());
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}
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}
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