feat: add forward+ rendering
This commit is contained in:
@@ -0,0 +1,126 @@
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#include <destrum/Components/LightComponent.h>
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#include <destrum/Graphics/RenderContext.h>
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#include <destrum/ObjectModel/Transform.h>
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#include <glm/gtc/constants.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include <glm/gtx/quaternion.hpp>
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#include <algorithm>
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#include <array>
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#include <imgui.h>
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LightComponent::LightComponent(GameObject& parent, LightType type)
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: Component(parent, "LightComponent")
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, m_Type(type)
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{
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}
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void LightComponent::SetIntensity(float intensity)
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{
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m_Intensity = std::max(intensity, 0.0f);
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}
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void LightComponent::SetRange(float range)
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{
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m_Range = std::max(range, 0.01f);
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}
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void LightComponent::SetConeAngles(float innerConeAngle, float outerConeAngle)
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{
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m_InnerConeAngle = std::clamp(innerConeAngle, 0.0f, glm::half_pi<float>());
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m_OuterConeAngle = std::clamp(outerConeAngle, m_InnerConeAngle, glm::half_pi<float>());
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}
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void LightComponent::Render(const RenderContext& ctx)
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{
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auto& transform = GetTransform();
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ctx.renderer.submitLight(Light{
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.type = m_Type,
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.position = transform.GetWorldPosition(),
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.direction = transform.GetWorldRotation() * glm::vec3{0.0f, 0.0f, -1.0f},
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.color = m_Color,
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.intensity = m_Intensity,
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.range = m_Range,
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.innerConeAngle = m_InnerConeAngle,
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.outerConeAngle = m_OuterConeAngle,
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});
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}
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nlohmann::json LightComponent::Serialize() const {
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return {
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{"type", static_cast<std::uint32_t>(m_Type)},
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{"color", {m_Color.x, m_Color.y, m_Color.z}},
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{"intensity", m_Intensity},
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{"range", m_Range},
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{"innerConeAngle", m_InnerConeAngle},
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{"outerConeAngle", m_OuterConeAngle}
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};
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}
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void LightComponent::Deserialize(const nlohmann::json& data) {
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if (data.contains("type")) {
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const auto type = data.at("type").get<std::uint32_t>();
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if (type <= static_cast<std::uint32_t>(LightType::Spot)) {
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m_Type = static_cast<LightType>(type);
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}
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}
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if (data.contains("color")) {
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const auto& value = data.at("color");
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m_Color = {value.at(0).get<float>(), value.at(1).get<float>(), value.at(2).get<float>()};
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}
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if (data.contains("intensity")) {
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SetIntensity(data.at("intensity").get<float>());
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}
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if (data.contains("range")) {
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SetRange(data.at("range").get<float>());
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}
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float innerConeAngle = m_InnerConeAngle;
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float outerConeAngle = m_OuterConeAngle;
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if (data.contains("innerConeAngle")) {
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innerConeAngle = data.at("innerConeAngle").get<float>();
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}
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if (data.contains("outerConeAngle")) {
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outerConeAngle = data.at("outerConeAngle").get<float>();
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}
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SetConeAngles(innerConeAngle, outerConeAngle);
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}
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void LightComponent::ImGuiInspector() {
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constexpr std::array typeNames{"Directional", "Point", "Spot"};
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int type = static_cast<int>(m_Type);
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if (ImGui::Combo("Type", &type, typeNames.data(), static_cast<int>(typeNames.size()))) {
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SetType(static_cast<LightType>(type));
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}
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ImGui::ColorEdit3("Color", &m_Color.x);
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float intensity = m_Intensity;
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if (ImGui::DragFloat("Intensity", &intensity, 0.05f, 0.0f)) {
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SetIntensity(intensity);
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}
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if (m_Type == LightType::Directional) {
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return;
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}
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float range = m_Range;
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if (ImGui::DragFloat("Range", &range, 0.05f, 0.01f)) {
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SetRange(range);
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}
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if (m_Type == LightType::Spot) {
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float innerConeAngle = m_InnerConeAngle;
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float outerConeAngle = m_OuterConeAngle;
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bool changed = ImGui::SliderAngle("Inner Cone", &innerConeAngle, 0.0f, 90.0f);
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changed |= ImGui::SliderAngle("Outer Cone", &outerConeAngle, 0.0f, 90.0f);
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if (changed) {
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SetConeAngles(innerConeAngle, outerConeAngle);
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}
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}
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}
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@@ -0,0 +1,271 @@
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#include <destrum/Graphics/Pipelines/LightCullingPipeline.h>
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#include "destrum/FS/AssetFS.h"
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#include "destrum/Graphics/GfxDevice.h"
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#include "destrum/Graphics/RenderResources.h"
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#include "destrum/Graphics/Util.h"
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#include <array>
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#include <cassert>
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#include <cmath>
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#include <cstdint>
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#include <stdexcept>
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#include "volk.h"
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#include "spdlog/spdlog.h"
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void LightCullingPipeline::init(GfxDevice& gfxDevice, RenderResources& resources, glm::ivec2 drawImageSize)
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{
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try
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{
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const auto& device = gfxDevice.getDevice();
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const auto pushConstant = VkPushConstantRange{
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.stageFlags = VK_SHADER_STAGE_COMPUTE_BIT,
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.offset = 0,
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.size = sizeof(PushConstants),
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};
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const auto pushConstants = std::array{pushConstant};
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const auto layouts = std::array{
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resources.getBindlessDescSetLayout()
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};
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VkPipelineLayoutCreateInfo pipelineLayoutInfo{};
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pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
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pipelineLayoutInfo.setLayoutCount = static_cast<std::uint32_t>(layouts.size());
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pipelineLayoutInfo.pSetLayouts = layouts.data();
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pipelineLayoutInfo.pushConstantRangeCount = static_cast<std::uint32_t>(pushConstants.size());
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pipelineLayoutInfo.pPushConstantRanges = pushConstants.data();
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if (vkCreatePipelineLayout(device, &pipelineLayoutInfo, nullptr, &m_pipelineLayout) != VK_SUCCESS)
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{
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throw std::runtime_error("Could not make light culling pipeline layout");
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}
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ComputePipelineConfigInfo pipelineConfig{};
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pipelineConfig.name = "light culling compute pipeline";
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pipelineConfig.pipelineLayout = m_pipelineLayout;
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const auto lightCullingShaderPath = AssetFS::GetInstance().GetCookedPathForFile(
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"engine://shaders/light_culling.comp");
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lightCullingPipeline = std::make_unique<ComputePipeline>(
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gfxDevice,
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lightCullingShaderPath.generic_string(),
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pipelineConfig
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);
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for (std::size_t i = 0; i < FRAMES_IN_FLIGHT; ++i)
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{
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auto& lightsBuffer = framesData[i].lightsBuffer;
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lightsBuffer.capacity = MAX_LIGHTS;
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lightsBuffer.buffer = gfxDevice.createBuffer(
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MAX_LIGHTS * sizeof(GPULight),
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VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT,
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VMA_MEMORY_USAGE_CPU_TO_GPU);
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vkutil::addDebugLabel(device, lightsBuffer.buffer.buffer, "lights");
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}
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createTileBuffer(gfxDevice, drawImageSize);
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}
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catch (...)
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{
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cleanup(gfxDevice);
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throw;
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}
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}
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void LightCullingPipeline::cleanup(GfxDevice& gfxDevice)
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{
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for (auto& frame : framesData)
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{
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gfxDevice.destroyBuffer(frame.lightsBuffer.buffer);
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frame.lightsBuffer.buffer = {};
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frame.lightsBuffer.size = 0;
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}
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gfxDevice.destroyBuffer(tileLightIndicesBuffer);
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tileLightIndicesBuffer = {};
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tileCount = glm::uvec2{0u, 0u};
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if (m_pipelineLayout != VK_NULL_HANDLE && gfxDevice.getDevice() != VK_NULL_HANDLE)
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{
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vkDestroyPipelineLayout(gfxDevice.getDevice(), m_pipelineLayout, nullptr);
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}
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m_pipelineLayout = VK_NULL_HANDLE;
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lightCullingPipeline.reset();
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}
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void LightCullingPipeline::resize(GfxDevice& gfxDevice, glm::ivec2 drawImageSize)
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{
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gfxDevice.waitIdle();
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gfxDevice.destroyBuffer(tileLightIndicesBuffer);
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tileLightIndicesBuffer = {};
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createTileBuffer(gfxDevice, drawImageSize);
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}
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void LightCullingPipeline::createTileBuffer(GfxDevice& gfxDevice, glm::ivec2 drawImageSize)
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{
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assert(drawImageSize.x > 0 && drawImageSize.y > 0);
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tileCount = glm::uvec2{
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(static_cast<std::uint32_t>(drawImageSize.x) + TILE_SIZE - 1) / TILE_SIZE,
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(static_cast<std::uint32_t>(drawImageSize.y) + TILE_SIZE - 1) / TILE_SIZE,
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};
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const std::size_t numTiles = static_cast<std::size_t>(tileCount.x) * tileCount.y;
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tileLightIndicesBuffer = gfxDevice.createBuffer(
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numTiles * TILE_STRIDE * sizeof(std::uint32_t),
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VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT);
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vkutil::addDebugLabel(gfxDevice.getDevice(), tileLightIndicesBuffer.buffer, "tile light indices");
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spdlog::debug("Forward+ light grid: {}x{} tiles", tileCount.x, tileCount.y);
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}
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void LightCullingPipeline::beginDrawing(std::size_t frameIndex)
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{
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currentFrameIndex = frameIndex;
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getCurrentFrameData().lightsBuffer.clear();
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}
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void LightCullingPipeline::appendLight(const Light& light)
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{
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auto& lightsBuffer = getCurrentFrameData().lightsBuffer;
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if (lightsBuffer.size >= lightsBuffer.capacity)
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{
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if (!warnedAboutLightLimit)
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{
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spdlog::warn("Light limit of {} reached, extra lights are ignored", MAX_LIGHTS);
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warnedAboutLightLimit = true;
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}
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return;
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}
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const float directionLength = glm::length(light.direction);
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const glm::vec3 direction = directionLength > 1e-6f
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? light.direction / directionLength
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: glm::vec3{0.0f, -1.0f, 0.0f};
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const auto gpuLight = GPULight{
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.position = light.position,
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.range = light.range,
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.color = light.color,
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.intensity = light.intensity,
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.direction = direction,
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.type = static_cast<std::uint32_t>(light.type),
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.spotInnerCos = std::cos(light.innerConeAngle),
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.spotOuterCos = std::cos(light.outerConeAngle),
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.padding = glm::vec2{0.0f},
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};
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lightsBuffer.append(gpuLight);
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}
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void LightCullingPipeline::flushCurrentFrame(VkCommandBuffer cmd, GfxDevice& gfxDevice)
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{
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auto& buffer = getCurrentFrameData().lightsBuffer.buffer;
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gfxDevice.getMemoryManager().flushAllocation(buffer, 0, VK_WHOLE_SIZE);
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vkutil::bufferHostWriteToShaderReadBarrier(
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cmd,
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buffer.buffer,
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0,
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static_cast<VkDeviceSize>(MAX_LIGHTS * sizeof(GPULight)));
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}
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void LightCullingPipeline::cullLights(
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VkCommandBuffer cmd,
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const RenderResources& resources,
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const GPUBuffer& sceneDataBuffer,
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ImageID depthImageId,
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VkExtent2D renderExtent)
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{
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if (!lightCullingPipeline)
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{
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return;
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}
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{
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// previous frame's mesh pass might still be reading the tile lists
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const VkBufferMemoryBarrier2 tileBufferBarrier{
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.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER_2,
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.srcStageMask = VK_PIPELINE_STAGE_2_FRAGMENT_SHADER_BIT,
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.srcAccessMask = VK_ACCESS_2_SHADER_STORAGE_READ_BIT,
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.dstStageMask = VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT,
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.dstAccessMask = VK_ACCESS_2_SHADER_STORAGE_WRITE_BIT,
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.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
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.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
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.buffer = tileLightIndicesBuffer.buffer,
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.offset = 0,
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.size = VK_WHOLE_SIZE,
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};
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const VkDependencyInfo dependencyInfo{
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.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO,
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.bufferMemoryBarrierCount = 1,
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.pBufferMemoryBarriers = &tileBufferBarrier,
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};
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vkCmdPipelineBarrier2(cmd, &dependencyInfo);
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}
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lightCullingPipeline->bind(cmd);
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resources.bindBindlessDescSet(cmd, m_pipelineLayout, VK_PIPELINE_BIND_POINT_COMPUTE);
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const auto cs = PushConstants{
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.sceneDataBuffer = sceneDataBuffer.address,
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.screenSize = glm::uvec2{renderExtent.width, renderExtent.height},
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.depthTexId = static_cast<std::uint32_t>(depthImageId),
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.padding = 0,
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};
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vkCmdPushConstants(cmd,
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m_pipelineLayout,
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VK_SHADER_STAGE_COMPUTE_BIT,
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0,
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sizeof(PushConstants),
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&cs);
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// one workgroup per tile
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vkCmdDispatch(cmd, tileCount.x, tileCount.y, 1);
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const VkBufferMemoryBarrier2 tileBufferBarrier{
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.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER_2,
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.srcStageMask = VK_PIPELINE_STAGE_2_COMPUTE_SHADER_BIT,
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.srcAccessMask = VK_ACCESS_2_SHADER_STORAGE_WRITE_BIT,
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.dstStageMask = VK_PIPELINE_STAGE_2_FRAGMENT_SHADER_BIT,
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.dstAccessMask = VK_ACCESS_2_SHADER_STORAGE_READ_BIT,
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.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
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.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
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.buffer = tileLightIndicesBuffer.buffer,
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.offset = 0,
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.size = VK_WHOLE_SIZE,
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};
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const VkDependencyInfo dependencyInfo{
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.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO,
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.bufferMemoryBarrierCount = 1,
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.pBufferMemoryBarriers = &tileBufferBarrier,
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};
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vkCmdPipelineBarrier2(cmd, &dependencyInfo);
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}
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VkDeviceAddress LightCullingPipeline::getLightsBufferAddress() const
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{
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return getCurrentFrameData().lightsBuffer.buffer.address;
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}
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std::uint32_t LightCullingPipeline::getNumLights() const
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{
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return static_cast<std::uint32_t>(getCurrentFrameData().lightsBuffer.size);
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}
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LightCullingPipeline::PerFrameData& LightCullingPipeline::getCurrentFrameData()
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{
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return framesData[currentFrameIndex % FRAMES_IN_FLIGHT];
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}
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const LightCullingPipeline::PerFrameData& LightCullingPipeline::getCurrentFrameData() const
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{
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return framesData[currentFrameIndex % FRAMES_IN_FLIGHT];
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}
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@@ -23,66 +23,122 @@ void MeshPipeline::init(
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VkFormat drawImageFormat,
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VkFormat depthImageFormat)
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{
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try {
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const auto vertexShader =
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AssetFS::GetInstance().GetCookedPathForFile("engine://shaders/mesh.vert");
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try
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{
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const auto vertexShader =
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AssetFS::GetInstance().GetCookedPathForFile("engine://shaders/mesh.vert");
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const auto fragShader =
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AssetFS::GetInstance().GetCookedPathForFile("engine://shaders/mesh.frag");
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const auto fragShader =
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AssetFS::GetInstance().GetCookedPathForFile("engine://shaders/mesh.frag");
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const auto bufferRange = VkPushConstantRange{
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.stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT,
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.offset = 0,
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.size = sizeof(PushConstants),
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};
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const auto bufferRange = VkPushConstantRange{
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.stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT,
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.offset = 0,
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.size = sizeof(PushConstants),
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};
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const auto pushConstantRanges = std::array{bufferRange};
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const auto pushConstantRanges = std::array{bufferRange};
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const auto layouts = std::array{
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resources.getBindlessDescSetLayout()
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};
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const auto layouts = std::array{
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resources.getBindlessDescSetLayout()
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};
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VkPipelineLayoutCreateInfo pipelineLayoutInfo{};
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pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
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pipelineLayoutInfo.setLayoutCount = static_cast<std::uint32_t>(layouts.size());
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pipelineLayoutInfo.pSetLayouts = layouts.data();
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pipelineLayoutInfo.pushConstantRangeCount =
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static_cast<std::uint32_t>(pushConstantRanges.size());
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pipelineLayoutInfo.pPushConstantRanges = pushConstantRanges.data();
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VkPipelineLayoutCreateInfo pipelineLayoutInfo{};
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pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
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pipelineLayoutInfo.setLayoutCount = static_cast<std::uint32_t>(layouts.size());
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pipelineLayoutInfo.pSetLayouts = layouts.data();
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pipelineLayoutInfo.pushConstantRangeCount =
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||||
static_cast<std::uint32_t>(pushConstantRanges.size());
|
||||
pipelineLayoutInfo.pPushConstantRanges = pushConstantRanges.data();
|
||||
|
||||
if (vkCreatePipelineLayout(
|
||||
if (vkCreatePipelineLayout(
|
||||
gfxDevice.getDevice(),
|
||||
&pipelineLayoutInfo,
|
||||
nullptr,
|
||||
&m_pipelineLayout) != VK_SUCCESS)
|
||||
{
|
||||
throw std::runtime_error("Could not create mesh pipeline layout");
|
||||
{
|
||||
throw std::runtime_error("Could not create mesh pipeline layout");
|
||||
}
|
||||
|
||||
{
|
||||
PipelineConfigInfo pipelineConfig{};
|
||||
Pipeline::DefaultPipelineConfigInfo(pipelineConfig);
|
||||
|
||||
pipelineConfig.name = "Mesh Depth Prepass Pipeline";
|
||||
pipelineConfig.pipelineLayout = m_pipelineLayout;
|
||||
|
||||
pipelineConfig.vertexAttributeDescriptions = {};
|
||||
pipelineConfig.vertexBindingDescriptions = {};
|
||||
|
||||
pipelineConfig.colorAttachments = {};
|
||||
pipelineConfig.colorBlendInfo.attachmentCount = 0;
|
||||
pipelineConfig.depthAttachment = depthImageFormat;
|
||||
|
||||
m_depthPrepassPipeline = std::make_unique<Pipeline>(
|
||||
gfxDevice,
|
||||
vertexShader.string(),
|
||||
"",
|
||||
pipelineConfig
|
||||
);
|
||||
}
|
||||
|
||||
{
|
||||
PipelineConfigInfo pipelineConfig{};
|
||||
Pipeline::DefaultPipelineConfigInfo(pipelineConfig);
|
||||
|
||||
pipelineConfig.name = "Mesh Pipeline";
|
||||
pipelineConfig.pipelineLayout = m_pipelineLayout;
|
||||
|
||||
pipelineConfig.vertexAttributeDescriptions = {};
|
||||
pipelineConfig.vertexBindingDescriptions = {};
|
||||
|
||||
pipelineConfig.colorAttachments = {drawImageFormat};
|
||||
pipelineConfig.depthAttachment = depthImageFormat;
|
||||
|
||||
// depth was already written by the pre-pass, only shade the visible surface
|
||||
pipelineConfig.depthStencilInfo.depthWriteEnable = VK_FALSE;
|
||||
pipelineConfig.depthStencilInfo.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL;
|
||||
|
||||
m_pipeline = std::make_unique<Pipeline>(
|
||||
gfxDevice,
|
||||
vertexShader.string(),
|
||||
fragShader.string(),
|
||||
pipelineConfig
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
PipelineConfigInfo pipelineConfig{};
|
||||
Pipeline::DefaultPipelineConfigInfo(pipelineConfig);
|
||||
|
||||
pipelineConfig.name = "Mesh Pipeline";
|
||||
pipelineConfig.pipelineLayout = m_pipelineLayout;
|
||||
|
||||
pipelineConfig.vertexAttributeDescriptions = {};
|
||||
pipelineConfig.vertexBindingDescriptions = {};
|
||||
|
||||
pipelineConfig.colorAttachments = {drawImageFormat};
|
||||
pipelineConfig.depthAttachment = depthImageFormat;
|
||||
|
||||
m_pipeline = std::make_unique<Pipeline>(
|
||||
gfxDevice,
|
||||
vertexShader.string(),
|
||||
fragShader.string(),
|
||||
pipelineConfig
|
||||
);
|
||||
} catch (...) {
|
||||
catch (...)
|
||||
{
|
||||
cleanup(gfxDevice.getDevice());
|
||||
throw;
|
||||
}
|
||||
}
|
||||
|
||||
void MeshPipeline::drawDepthPrepass(
|
||||
VkCommandBuffer cmd,
|
||||
VkExtent2D renderExtent,
|
||||
const RenderResources& resources,
|
||||
const Camera& camera,
|
||||
const GPUBuffer& sceneDataBuffer,
|
||||
const std::vector<MeshDrawCommand>& drawCommands,
|
||||
const std::vector<std::size_t>& sortedDrawCommands)
|
||||
{
|
||||
if (!m_depthPrepassPipeline)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
drawMeshes(
|
||||
cmd,
|
||||
*m_depthPrepassPipeline,
|
||||
renderExtent,
|
||||
resources,
|
||||
camera,
|
||||
sceneDataBuffer,
|
||||
drawCommands,
|
||||
sortedDrawCommands);
|
||||
}
|
||||
|
||||
void MeshPipeline::draw(
|
||||
VkCommandBuffer cmd,
|
||||
VkExtent2D renderExtent,
|
||||
@@ -92,13 +148,35 @@ void MeshPipeline::draw(
|
||||
const std::vector<MeshDrawCommand>& drawCommands,
|
||||
const std::vector<std::size_t>& sortedDrawCommands)
|
||||
{
|
||||
if (!m_pipeline) {
|
||||
if (!m_pipeline)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
drawMeshes(
|
||||
cmd,
|
||||
*m_pipeline,
|
||||
renderExtent,
|
||||
resources,
|
||||
camera,
|
||||
sceneDataBuffer,
|
||||
drawCommands,
|
||||
sortedDrawCommands);
|
||||
}
|
||||
|
||||
void MeshPipeline::drawMeshes(
|
||||
VkCommandBuffer cmd,
|
||||
const Pipeline& pipeline,
|
||||
VkExtent2D renderExtent,
|
||||
const RenderResources& resources,
|
||||
const Camera& camera,
|
||||
const GPUBuffer& sceneDataBuffer,
|
||||
const std::vector<MeshDrawCommand>& drawCommands,
|
||||
const std::vector<std::size_t>& sortedDrawCommands)
|
||||
{
|
||||
const MeshCache& meshCache = resources.meshes();
|
||||
|
||||
m_pipeline->bind(cmd);
|
||||
pipeline.bind(cmd);
|
||||
|
||||
resources.bindBindlessDescSet(cmd, m_pipelineLayout);
|
||||
|
||||
@@ -130,8 +208,10 @@ void MeshPipeline::draw(
|
||||
|
||||
const auto frustum = edge::createFrustumFromCamera(camera);
|
||||
|
||||
const auto drawOne = [&](const MeshDrawCommand& dc) {
|
||||
if (!edge::isInFrustum(frustum, dc.worldBoundingSphere)) {
|
||||
const auto drawOne = [&](const MeshDrawCommand& dc)
|
||||
{
|
||||
if (!edge::isInFrustum(frustum, dc.worldBoundingSphere))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -139,7 +219,8 @@ void MeshPipeline::draw(
|
||||
|
||||
const auto& mesh = meshCache.getMesh(dc.meshId);
|
||||
|
||||
if (dc.meshId != prevMeshId) {
|
||||
if (dc.meshId != prevMeshId)
|
||||
{
|
||||
prevMeshId = dc.meshId;
|
||||
|
||||
vkCmdBindIndexBuffer(
|
||||
@@ -156,9 +237,9 @@ void MeshPipeline::draw(
|
||||
.transform = dc.transformMatrix,
|
||||
.sceneDataBuffer = sceneDataBuffer.address,
|
||||
.vertexBuffer =
|
||||
dc.skinnedMesh != nullptr
|
||||
? dc.skinnedMesh->skinnedVertexBuffer.address
|
||||
: mesh.vertexBuffer.address,
|
||||
dc.skinnedMesh != nullptr
|
||||
? dc.skinnedMesh->skinnedVertexBuffer.address
|
||||
: mesh.vertexBuffer.address,
|
||||
.materialId = dc.materialId,
|
||||
.padding = 0,
|
||||
};
|
||||
@@ -175,26 +256,30 @@ void MeshPipeline::draw(
|
||||
vkCmdDrawIndexed(cmd, mesh.numIndices, 1, 0, 0, 0);
|
||||
};
|
||||
|
||||
if (!sortedDrawCommands.empty()) {
|
||||
for (std::size_t drawIndex : sortedDrawCommands) {
|
||||
if (!sortedDrawCommands.empty())
|
||||
{
|
||||
for (std::size_t drawIndex : sortedDrawCommands)
|
||||
{
|
||||
assert(drawIndex < drawCommands.size());
|
||||
drawOne(drawCommands[drawIndex]);
|
||||
}
|
||||
} else {
|
||||
for (const MeshDrawCommand& dc : drawCommands) {
|
||||
}
|
||||
else
|
||||
{
|
||||
for (const MeshDrawCommand& dc : drawCommands)
|
||||
{
|
||||
drawOne(dc);
|
||||
}
|
||||
}
|
||||
|
||||
// Optional:
|
||||
// spdlog::debug("Actual mesh draw calls: {}", actualDrawCalls);
|
||||
}
|
||||
|
||||
void MeshPipeline::cleanup(VkDevice device)
|
||||
{
|
||||
m_pipeline.reset();
|
||||
m_depthPrepassPipeline.reset();
|
||||
|
||||
if (m_pipelineLayout != VK_NULL_HANDLE && device != VK_NULL_HANDLE) {
|
||||
if (m_pipelineLayout != VK_NULL_HANDLE && device != VK_NULL_HANDLE)
|
||||
{
|
||||
vkDestroyPipelineLayout(device, m_pipelineLayout, nullptr);
|
||||
}
|
||||
m_pipelineLayout = VK_NULL_HANDLE;
|
||||
|
||||
@@ -119,14 +119,16 @@ void SkyboxPipeline::draw(
|
||||
|
||||
const glm::mat3 r = glm::mat3(skyboxRotation);
|
||||
|
||||
// rotation only, translation in the inverse makes the sky jitter far from the origin
|
||||
const glm::mat4 viewRotation = glm::mat4(glm::mat3(camera.GetViewMatrix()));
|
||||
|
||||
const auto pcs = SkyboxPushConstants{
|
||||
.invViewProj = glm::inverse(camera.GetViewProjectionMatrix()),
|
||||
.invViewProj = glm::inverse(camera.GetProjectionMatrix() * viewRotation),
|
||||
.skyboxRot = {
|
||||
glm::vec4(r[0], 0.f),
|
||||
glm::vec4(r[1], 0.f),
|
||||
glm::vec4(r[2], 0.f)
|
||||
},
|
||||
.cameraPos = camera.GetPosition(),
|
||||
.skyboxTextureId = static_cast<std::uint32_t>(skyboxTextureId),
|
||||
};
|
||||
|
||||
|
||||
@@ -266,10 +266,13 @@ const VkDescriptorSet& RenderResources::getBindlessDescSet() const {
|
||||
return imageCache->bindlessSetManager.getDescSet();
|
||||
}
|
||||
|
||||
void RenderResources::bindBindlessDescSet(VkCommandBuffer cmd, VkPipelineLayout layout) const {
|
||||
void RenderResources::bindBindlessDescSet(
|
||||
VkCommandBuffer cmd,
|
||||
VkPipelineLayout layout,
|
||||
VkPipelineBindPoint bindPoint) const {
|
||||
vkCmdBindDescriptorSets(
|
||||
cmd,
|
||||
VK_PIPELINE_BIND_POINT_GRAPHICS,
|
||||
bindPoint,
|
||||
layout,
|
||||
0,
|
||||
1,
|
||||
|
||||
@@ -21,7 +21,8 @@ GameRenderer::GameRenderer()
|
||||
|
||||
void GameRenderer::init(GfxDevice& gfxDevice, RenderResources& _resources, glm::ivec2 drawImageSize)
|
||||
{
|
||||
try {
|
||||
try
|
||||
{
|
||||
resources = &_resources;
|
||||
sceneDataBuffer.init(
|
||||
gfxDevice,
|
||||
@@ -34,12 +35,15 @@ void GameRenderer::init(GfxDevice& gfxDevice, RenderResources& _resources, glm::
|
||||
meshPipeline = std::make_unique<MeshPipeline>();
|
||||
meshPipeline->init(gfxDevice, _resources, drawImageFormat, depthImageFormat);
|
||||
|
||||
skyboxPipeline = std::make_unique<SkyboxPipeline>();
|
||||
skyboxPipeline = std::make_unique<SkyboxPipeline>();
|
||||
skyboxPipeline->init(gfxDevice, _resources, drawImageFormat, depthImageFormat);
|
||||
|
||||
skinningPipeline = std::make_unique<SkinningPipeline>();
|
||||
skinningPipeline->init(gfxDevice);
|
||||
|
||||
lightCullingPipeline = std::make_unique<LightCullingPipeline>();
|
||||
lightCullingPipeline->init(gfxDevice, _resources, drawImageSize);
|
||||
|
||||
lineRenderingPass = std::make_unique<LineRenderingPass>();
|
||||
lineRenderingPass->init(gfxDevice, drawImageFormat);
|
||||
|
||||
@@ -48,7 +52,9 @@ skyboxPipeline = std::make_unique<SkyboxPipeline>();
|
||||
|
||||
GameState::GetInstance().SetRenderer(this);
|
||||
initialized = true;
|
||||
} catch (...) {
|
||||
}
|
||||
catch (...)
|
||||
{
|
||||
cleanup(gfxDevice);
|
||||
throw;
|
||||
}
|
||||
@@ -59,6 +65,7 @@ void GameRenderer::beginDrawing(GfxDevice& gfxDevice)
|
||||
flushMaterialUpdates(gfxDevice);
|
||||
meshDrawCommands.clear();
|
||||
skinningPipeline->beginDrawing(gfxDevice.getCurrentFrameIndex());
|
||||
lightCullingPipeline->beginDrawing(gfxDevice.getCurrentFrameIndex());
|
||||
QuadRenderingManager::GetInstance().ClearQuads();
|
||||
}
|
||||
|
||||
@@ -70,13 +77,16 @@ void GameRenderer::endDrawing()
|
||||
std::stable_sort(
|
||||
sortedMeshDrawCommands.begin(),
|
||||
sortedMeshDrawCommands.end(),
|
||||
[this](std::size_t left, std::size_t right) {
|
||||
[this](std::size_t left, std::size_t right)
|
||||
{
|
||||
const auto& lhs = meshDrawCommands[left];
|
||||
const auto& rhs = meshDrawCommands[right];
|
||||
if (lhs.meshId != rhs.meshId) {
|
||||
if (lhs.meshId != rhs.meshId)
|
||||
{
|
||||
return lhs.meshId < rhs.meshId;
|
||||
}
|
||||
if (lhs.materialId != rhs.materialId) {
|
||||
if (lhs.materialId != rhs.materialId)
|
||||
{
|
||||
return lhs.materialId < rhs.materialId;
|
||||
}
|
||||
return (lhs.skinnedMesh != nullptr) < (rhs.skinnedMesh != nullptr);
|
||||
@@ -106,9 +116,17 @@ void GameRenderer::draw(VkCommandBuffer cmd, GfxDevice& gfxDevice, const Camera&
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
TracyVkZone(gfxDevice.getTracyVkCtx(), cmd, "Lights Buffer Flush");
|
||||
|
||||
lightCullingPipeline->flushCurrentFrame(cmd, gfxDevice);
|
||||
}
|
||||
|
||||
// TODO: there has to be a better way to do this
|
||||
const auto gpuSceneData = GPUSceneData{
|
||||
.view = sceneData.camera.GetViewMatrix(),
|
||||
.proj = sceneData.camera.GetProjectionMatrix(),
|
||||
.invProj = glm::inverse(sceneData.camera.GetProjectionMatrix()),
|
||||
.viewProj = sceneData.camera.GetViewProjectionMatrix(),
|
||||
.cameraPos = glm::vec4{sceneData.camera.m_position, 1.f},
|
||||
.ambientColor = {sceneData.ambientColor},
|
||||
@@ -116,6 +134,12 @@ void GameRenderer::draw(VkCommandBuffer cmd, GfxDevice& gfxDevice, const Camera&
|
||||
.fogColor = {sceneData.fogColor},
|
||||
.fogDensity = sceneData.fogDensity,
|
||||
.materialsBuffer = resources->materials().getMaterialDataBufferAddress(),
|
||||
.lightsBuffer = lightCullingPipeline->getLightsBufferAddress(),
|
||||
.tileLightIndicesBuffer = lightCullingPipeline->getTileLightIndicesBufferAddress(),
|
||||
.numLights = lightCullingPipeline->getNumLights(),
|
||||
.tileCountX = lightCullingPipeline->getTileCount().x,
|
||||
.debugLightHeatmap = renderLightHeatmap ? 1u : 0u,
|
||||
.padding = 0,
|
||||
};
|
||||
|
||||
{
|
||||
@@ -165,12 +189,60 @@ void GameRenderer::draw(VkCommandBuffer cmd, GfxDevice& gfxDevice, const Camera&
|
||||
depthImage.setLayout(VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL);
|
||||
}
|
||||
|
||||
{
|
||||
TracyVkZone(gfxDevice.getTracyVkCtx(), cmd, "Depth Prepass");
|
||||
|
||||
auto depthPrepassInfo = vkutil::createRenderingInfo({
|
||||
.renderExtent = drawImage.getExtent2D(),
|
||||
.depthImageView = depthImage.imageView,
|
||||
.depthImageClearValue = 1.f,
|
||||
});
|
||||
depthPrepassInfo.renderingInfo.pDepthAttachment = &depthPrepassInfo.depthAttachment;
|
||||
|
||||
vkCmdBeginRendering(cmd, &depthPrepassInfo.renderingInfo);
|
||||
|
||||
meshPipeline->drawDepthPrepass(
|
||||
cmd,
|
||||
drawImage.getExtent2D(),
|
||||
*resources,
|
||||
camera,
|
||||
sceneDataBuffer.getBuffer(),
|
||||
meshDrawCommands,
|
||||
sortedMeshDrawCommands);
|
||||
|
||||
vkCmdEndRendering(cmd);
|
||||
}
|
||||
|
||||
{
|
||||
TracyVkZone(gfxDevice.getTracyVkCtx(), cmd, "Light Culling");
|
||||
|
||||
vkutil::transitionImage(
|
||||
cmd,
|
||||
depthImage.image,
|
||||
depthImage.layout,
|
||||
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
|
||||
depthImage.setLayout(VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
|
||||
|
||||
lightCullingPipeline->cullLights(
|
||||
cmd,
|
||||
*resources,
|
||||
sceneDataBuffer.getBuffer(),
|
||||
depthImageId,
|
||||
drawImage.getExtent2D());
|
||||
|
||||
vkutil::transitionImage(
|
||||
cmd,
|
||||
depthImage.image,
|
||||
depthImage.layout,
|
||||
VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL);
|
||||
depthImage.setLayout(VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL);
|
||||
}
|
||||
|
||||
auto renderInfo = vkutil::createRenderingInfo({
|
||||
.renderExtent = drawImage.getExtent2D(),
|
||||
.colorImageView = drawImage.imageView,
|
||||
.colorImageClearValue = glm::vec4{0.f, 0.f, 0.f, 1.f},
|
||||
.depthImageView = depthImage.imageView,
|
||||
.depthImageClearValue = 1.f,
|
||||
});
|
||||
renderInfo.renderingInfo.pColorAttachments = &renderInfo.colorAttachment;
|
||||
renderInfo.renderingInfo.pDepthAttachment = &renderInfo.depthAttachment;
|
||||
@@ -226,11 +298,11 @@ void GameRenderer::draw(VkCommandBuffer cmd, GfxDevice& gfxDevice, const Camera&
|
||||
*resources,
|
||||
drawImage,
|
||||
glm::ortho(0.0f,
|
||||
static_cast<float>(drawImage.extent.width),
|
||||
static_cast<float>(drawImage.extent.height),
|
||||
0.0f, -1.0f, 1.0f));
|
||||
static_cast<float>(drawImage.extent.width),
|
||||
static_cast<float>(drawImage.extent.height),
|
||||
0.0f, -1.0f, 1.0f));
|
||||
}
|
||||
// vkutil::cmdEndLabel(cmd);
|
||||
// vkutil::cmdEndLabel(cmd);
|
||||
}
|
||||
|
||||
void GameRenderer::drawQuads(
|
||||
@@ -246,11 +318,12 @@ void GameRenderer::cleanup(GfxDevice& gfxDevice)
|
||||
{
|
||||
VkDevice device = gfxDevice.getDevice();
|
||||
|
||||
if (device != VK_NULL_HANDLE) {
|
||||
if (device != VK_NULL_HANDLE)
|
||||
{
|
||||
vkDeviceWaitIdle(device);
|
||||
}
|
||||
|
||||
if (skinningPipeline)
|
||||
if (skinningPipeline)
|
||||
skinningPipeline->cleanup(gfxDevice);
|
||||
|
||||
if (lineRenderingPass)
|
||||
@@ -259,6 +332,9 @@ if (skinningPipeline)
|
||||
if (quadRendererPass)
|
||||
quadRendererPass->cleanup(gfxDevice);
|
||||
|
||||
if (lightCullingPipeline)
|
||||
lightCullingPipeline->cleanup(gfxDevice);
|
||||
|
||||
if (skyboxPipeline)
|
||||
skyboxPipeline->cleanup(device);
|
||||
|
||||
@@ -281,6 +357,7 @@ if (skinningPipeline)
|
||||
skinningPipeline.reset();
|
||||
lineRenderingPass.reset();
|
||||
quadRendererPass.reset();
|
||||
lightCullingPipeline.reset();
|
||||
pendingMaterialUploads.clear();
|
||||
meshDrawCommands.clear();
|
||||
sortedMeshDrawCommands.clear();
|
||||
@@ -323,6 +400,11 @@ void GameRenderer::drawSkinnedMesh(MeshID id,
|
||||
});
|
||||
}
|
||||
|
||||
void GameRenderer::submitLight(const Light& light)
|
||||
{
|
||||
lightCullingPipeline->appendLight(light);
|
||||
}
|
||||
|
||||
const GPUImage& GameRenderer::getDrawImage() const
|
||||
{
|
||||
assert(resources);
|
||||
@@ -349,7 +431,8 @@ void GameRenderer::setSkyboxTexture(ImageID skyboxImageId)
|
||||
|
||||
void GameRenderer::flushMaterialUpdates(GfxDevice& gfxDevice)
|
||||
{
|
||||
if (!pendingMaterialUploads.empty()) {
|
||||
if (!pendingMaterialUploads.empty())
|
||||
{
|
||||
// Material data is currently shared by all frame contexts. Wait before
|
||||
// mutating it so an older in-flight frame cannot read the overwritten
|
||||
// range. This can later be replaced with per-frame material buffers.
|
||||
|
||||
Reference in New Issue
Block a user