ADD: SSR
This commit is contained in:
@@ -11,10 +11,10 @@ Current structure:
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- Supports texture compression(BCn, non glTF standard), LRU reload
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- Object clicking, generation.
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- Multi light system
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- SSR
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Work-In-Progress
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- [ ] TAA
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- [ ] SSR
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- [ ] AA
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- [ ] bloom
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- [ ] Planet Rendering
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150
shaders/ssr.frag
Normal file
150
shaders/ssr.frag
Normal file
@@ -0,0 +1,150 @@
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#version 460
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#extension GL_GOOGLE_include_directive : require
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#include "input_structures.glsl"
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layout(location = 0) in vec2 inUV;
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layout(location = 0) out vec4 outColor;
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// Set 0: scene data (see input_structures.glsl)
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// Set 1: SSR inputs
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layout(set = 1, binding = 0) uniform sampler2D hdrColor;
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layout(set = 1, binding = 1) uniform sampler2D posTex;
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layout(set = 1, binding = 2) uniform sampler2D normalTex;
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layout(set = 1, binding = 3) uniform sampler2D albedoTex;
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vec3 getCameraWorldPosition()
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{
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mat4 invView = inverse(sceneData.view);
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return vec3(invView[3]);
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}
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vec3 projectToScreen(vec3 worldPos)
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{
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vec4 clip = sceneData.viewproj * vec4(worldPos, 1.0);
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if (clip.w <= 0.0)
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{
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return vec3(0.0, 0.0, -1.0);
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}
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vec3 ndc = clip.xyz / clip.w;
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if (ndc.x < -1.0 || ndc.x > 1.0 ||
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ndc.y < -1.0 || ndc.y > 1.0 ||
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ndc.z < 0.0 || ndc.z > 1.0)
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{
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return vec3(0.0, 0.0, -1.0);
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}
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vec2 uv = ndc.xy * 0.5 + 0.5;
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return vec3(uv, ndc.z);
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}
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void main()
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{
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vec3 baseColor = texture(hdrColor, inUV).rgb;
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vec4 posSample = texture(posTex, inUV);
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if (posSample.w == 0.0)
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{
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outColor = vec4(baseColor, 1.0);
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return;
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}
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vec3 worldPos = posSample.xyz;
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vec4 normSample = texture(normalTex, inUV);
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vec3 N = normalize(normSample.xyz);
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float roughness = clamp(normSample.w, 0.04, 1.0);
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vec4 albSample = texture(albedoTex, inUV);
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vec3 albedo = albSample.rgb;
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float metallic = clamp(albSample.a, 0.0, 1.0);
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vec3 camPos = getCameraWorldPosition();
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vec3 V = normalize(camPos - worldPos);
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vec3 R = reflect(-V, N);
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float gloss = 1.0 - roughness;
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float reflectivity = gloss * mix(0.04, 1.0, metallic);
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if (reflectivity <= 0.05)
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{
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outColor = vec4(baseColor, 1.0);
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return;
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}
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if (dot(R, V) <= 0.0)
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{
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outColor = vec4(baseColor, 1.0);
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return;
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}
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const int MAX_STEPS = 64;
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const float STEP_LENGTH = 0.5; // world units per step
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const float MAX_DISTANCE = 50.0; // clamp ray length
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const float THICKNESS = 3.0; // world-space thickness tolerance
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int maxSteps = int(mix(8.0, float(MAX_STEPS), reflectivity));
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bool hit = false;
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vec2 hitUV = vec2(0.0);
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float t = STEP_LENGTH;
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for (int i = 0; i < maxSteps; ++i)
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{
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if (t > MAX_DISTANCE) break;
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vec3 samplePos = worldPos + R * t;
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vec3 proj = projectToScreen(samplePos);
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if (proj.z < 0.0)
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{
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break;
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}
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vec2 uv = proj.xy;
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vec4 scenePosSample = texture(posTex, uv);
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if (scenePosSample.w == 0.0)
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{
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t += STEP_LENGTH;
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continue;
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}
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// Compare distances along view direction as a simple intersection test.
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vec3 viewSample = (sceneData.view * vec4(samplePos, 1.0)).xyz;
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vec3 viewScene = (sceneData.view * vec4(scenePosSample.xyz, 1.0)).xyz;
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float depthRay = -viewSample.z;
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float depthScene = -viewScene.z;
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float depthDiff = depthRay - depthScene;
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if (depthRay > 0.0 && depthScene > 0.0 &&
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depthDiff > 0.0 && depthDiff < THICKNESS)
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{
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hit = true;
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hitUV = uv;
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break;
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}
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t += STEP_LENGTH;
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}
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vec3 result = baseColor;
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if (hit)
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{
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vec3 reflColor = texture(hdrColor, hitUV).rgb;
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float NoV = clamp(dot(N, V), 0.0, 1.0);
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float F0 = mix(0.04, 1.0, metallic);
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float F = F0 + (1.0 - F0) * pow(1.0 - NoV, 5.0); // Schlick
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float gloss = 1.0 - roughness;
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float ssrVisibility = gloss;
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float weight = clamp(F * ssrVisibility, 0.0, 1.0);
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result = mix(baseColor, reflColor, weight);
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}
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outColor = vec4(result, 1.0);
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}
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@@ -68,6 +68,8 @@ add_executable (vulkan_engine
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render/passes/lighting.cpp
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render/passes/shadow.h
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render/passes/shadow.cpp
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render/passes/ssr.h
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render/passes/ssr.cpp
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render/passes/transparent.h
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render/passes/transparent.cpp
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render/passes/imgui_pass.h
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@@ -237,7 +237,29 @@ bool IBLManager::load(const IBLPaths &paths)
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_diff = _spec;
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}
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// If background is still missing but specular is valid, reuse the specular environment.
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if (!paths.background2D.empty())
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{
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ktxutil::Ktx2D bg{};
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if (ktxutil::load_ktx2_2d(paths.background2D.c_str(), bg))
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{
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std::vector<ResourceManager::MipLevelCopy> lv;
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lv.reserve(bg.mipLevels);
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for (uint32_t mip = 0; mip < bg.mipLevels; ++mip)
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{
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const auto &r = bg.copies[mip];
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lv.push_back(ResourceManager::MipLevelCopy{
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.offset = r.bufferOffset,
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.length = 0,
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.width = r.imageExtent.width,
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.height = r.imageExtent.height,
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});
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}
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_background = rm->create_image_compressed(
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bg.bytes.data(), bg.bytes.size(), bg.fmt, lv,
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VK_IMAGE_USAGE_SAMPLED_BIT);
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}
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}
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if (_background.image == VK_NULL_HANDLE && _spec.image != VK_NULL_HANDLE)
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{
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_background = _spec;
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@@ -75,6 +75,7 @@ public:
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// Runtime settings visible to passes/shaders
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ShadowSettings shadowSettings{};
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bool enableSSR = false; // optional screen-space reflections toggle
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// Ray tracing manager (optional, nullptr if unsupported)
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RayTracingManager* ray = nullptr;
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@@ -268,6 +268,8 @@ void VulkanEngine::init()
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_resourceManager->set_deferred_uploads(true);
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_context->enableSSR = true;
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//everything went fine
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_isInitialized = true;
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}
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@@ -716,16 +718,49 @@ void VulkanEngine::draw()
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lighting->register_graph(_renderGraph.get(), hDraw, hGBufferPosition, hGBufferNormal, hGBufferAlbedo,
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std::span<RGImageHandle>(hShadowCascades.data(), hShadowCascades.size()));
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}
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// Optional Screen Space Reflections pass: consumes HDR draw + G-Buffer and
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// produces an SSR-augmented HDR image. Controlled by EngineContext::enableSSR.
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RGImageHandle hSSR{};
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SSRPass *ssr = _renderPassManager->getPass<SSRPass>();
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const bool ssrEnabled = (_context && _context->enableSSR && ssr != nullptr);
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if (ssrEnabled)
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{
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RGImageDesc ssrDesc{};
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ssrDesc.name = "hdr.ssr";
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ssrDesc.format = _swapchainManager->drawImage().imageFormat;
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ssrDesc.extent = _drawExtent;
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ssrDesc.usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT
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| VK_IMAGE_USAGE_SAMPLED_BIT
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| VK_IMAGE_USAGE_STORAGE_BIT;
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hSSR = _renderGraph->create_image(ssrDesc);
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ssr->register_graph(_renderGraph.get(),
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hDraw,
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hGBufferPosition,
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hGBufferNormal,
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hGBufferAlbedo,
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hSSR);
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}
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if (auto *transparent = _renderPassManager->getPass<TransparentPass>())
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{
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transparent->register_graph(_renderGraph.get(), hDraw, hDepth);
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// Transparent objects draw on top of either the SSR output or the raw HDR draw.
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RGImageHandle hdrTarget = (ssrEnabled && hSSR.valid()) ? hSSR : hDraw;
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transparent->register_graph(_renderGraph.get(), hdrTarget, hDepth);
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}
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imguiPass = _renderPassManager->getImGuiPass();
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// Optional Tonemap pass: sample HDR draw -> LDR intermediate
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if (auto *tonemap = _renderPassManager->getPass<TonemapPass>())
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{
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finalColor = tonemap->register_graph(_renderGraph.get(), hDraw);
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RGImageHandle hdrInput = (ssrEnabled && hSSR.valid()) ? hSSR : hDraw;
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finalColor = tonemap->register_graph(_renderGraph.get(), hdrInput);
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}
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else
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{
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// If tonemapping is disabled, present whichever HDR buffer we ended up with.
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finalColor = (ssrEnabled && hSSR.valid()) ? hSSR : hDraw;
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}
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}
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@@ -26,6 +26,7 @@
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#include "frame/resources.h"
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#include "descriptor/manager.h"
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#include "pipeline/sampler.h"
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#include "render/passes/ssr.h"
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#include "core/context.h"
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#include "core/pipeline/manager.h"
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#include "core/assets/manager.h"
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208
src/render/passes/ssr.cpp
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208
src/render/passes/ssr.cpp
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@@ -0,0 +1,208 @@
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#include "ssr.h"
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#include "core/frame/resources.h"
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#include "core/descriptor/manager.h"
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#include "core/descriptor/descriptors.h"
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#include "core/device/device.h"
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#include "core/device/resource.h"
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#include "core/device/swapchain.h"
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#include "core/context.h"
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#include "core/pipeline/manager.h"
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#include "core/assets/manager.h"
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#include "core/pipeline/sampler.h"
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#include "render/graph/graph.h"
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#include "render/pipelines.h"
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void SSRPass::init(EngineContext *context)
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{
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_context = context;
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if (!_context || !_context->getDevice() || !_context->getDescriptorLayouts() || !_context->pipelines)
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{
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return;
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}
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VkDevice device = _context->getDevice()->device();
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// Set 1 layout: HDR + G-Buffer inputs (all sampled images).
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{
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DescriptorLayoutBuilder builder;
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builder.add_binding(0, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER); // hdrColor
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builder.add_binding(1, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER); // posTex
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builder.add_binding(2, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER); // normalTex
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builder.add_binding(3, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER); // albedoTex
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_inputSetLayout = builder.build(
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device,
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VK_SHADER_STAGE_FRAGMENT_BIT,
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nullptr,
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VK_DESCRIPTOR_SET_LAYOUT_CREATE_UPDATE_AFTER_BIND_POOL_BIT);
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}
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// Graphics pipeline: fullscreen triangle, no depth, HDR color attachment.
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GraphicsPipelineCreateInfo info{};
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info.vertexShaderPath = _context->getAssets()->shaderPath("fullscreen.vert.spv");
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info.fragmentShaderPath = _context->getAssets()->shaderPath("ssr.frag.spv");
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info.setLayouts = {
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_context->getDescriptorLayouts()->gpuSceneDataLayout(), // set = 0 (sceneData UBO)
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_inputSetLayout // set = 1 (HDR + GBuffer)
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};
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info.configure = [this](PipelineBuilder &b)
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{
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b.set_input_topology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST);
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b.set_polygon_mode(VK_POLYGON_MODE_FILL);
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b.set_cull_mode(VK_CULL_MODE_NONE, VK_FRONT_FACE_CLOCKWISE);
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b.set_multisampling_none();
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b.disable_depthtest();
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b.disable_blending();
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if (_context && _context->getSwapchain())
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{
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b.set_color_attachment_format(_context->getSwapchain()->drawImage().imageFormat);
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}
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};
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_context->pipelines->createGraphicsPipeline("ssr", info);
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}
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void SSRPass::cleanup()
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{
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if (_context && _context->getDevice() && _inputSetLayout)
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{
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vkDestroyDescriptorSetLayout(_context->getDevice()->device(), _inputSetLayout, nullptr);
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_inputSetLayout = VK_NULL_HANDLE;
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}
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_deletionQueue.flush();
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}
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void SSRPass::execute(VkCommandBuffer)
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{
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// Executed via render graph; nothing to do here.
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}
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void SSRPass::register_graph(RenderGraph *graph,
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RGImageHandle hdrInput,
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RGImageHandle gbufPos,
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RGImageHandle gbufNorm,
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RGImageHandle gbufAlbedo,
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RGImageHandle hdrOutput)
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{
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if (!graph || !hdrInput.valid() || !hdrOutput.valid())
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{
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return;
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}
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graph->add_pass(
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"SSR",
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RGPassType::Graphics,
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[hdrInput, gbufPos, gbufNorm, gbufAlbedo, hdrOutput](RGPassBuilder &builder, EngineContext *)
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{
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// Read current HDR lighting + G-Buffer; write to an HDR output.
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builder.read(hdrInput, RGImageUsage::SampledFragment);
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if (gbufPos.valid())
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{
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builder.read(gbufPos, RGImageUsage::SampledFragment);
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}
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if (gbufNorm.valid())
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{
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builder.read(gbufNorm, RGImageUsage::SampledFragment);
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}
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if (gbufAlbedo.valid())
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{
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builder.read(gbufAlbedo, RGImageUsage::SampledFragment);
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}
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builder.write_color(hdrOutput, false /*load existing contents*/);
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},
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[this, hdrInput, gbufPos, gbufNorm, gbufAlbedo](VkCommandBuffer cmd,
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const RGPassResources &res,
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EngineContext *ctx)
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{
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draw_ssr(cmd, ctx, res, hdrInput, gbufPos, gbufNorm, gbufAlbedo);
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});
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}
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void SSRPass::draw_ssr(VkCommandBuffer cmd,
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EngineContext *context,
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const RGPassResources &resources,
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RGImageHandle hdrInput,
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RGImageHandle gbufPos,
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RGImageHandle gbufNorm,
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RGImageHandle gbufAlbedo)
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{
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EngineContext *ctxLocal = context ? context : _context;
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if (!ctxLocal || !ctxLocal->currentFrame) return;
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ResourceManager *resourceManager = ctxLocal->getResources();
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DeviceManager *deviceManager = ctxLocal->getDevice();
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DescriptorManager *descriptorLayouts = ctxLocal->getDescriptorLayouts();
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PipelineManager *pipelineManager = ctxLocal->pipelines;
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if (!resourceManager || !deviceManager || !descriptorLayouts || !pipelineManager) return;
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VkImageView hdrView = resources.image_view(hdrInput);
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VkImageView posView = resources.image_view(gbufPos);
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VkImageView normView = resources.image_view(gbufNorm);
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VkImageView albedoView = resources.image_view(gbufAlbedo);
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if (hdrView == VK_NULL_HANDLE || posView == VK_NULL_HANDLE ||
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normView == VK_NULL_HANDLE || albedoView == VK_NULL_HANDLE)
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{
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return;
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}
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// Fetch (or refresh) pipeline for hot-reload support.
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if (!pipelineManager->getGraphics("ssr", _pipeline, _pipelineLayout))
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{
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return;
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}
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// Scene UBO (set=0, binding=0) – mirror LightingPass behavior.
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AllocatedBuffer sceneBuf = resourceManager->create_buffer(
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sizeof(GPUSceneData),
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VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
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VMA_MEMORY_USAGE_CPU_TO_GPU);
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ctxLocal->currentFrame->_deletionQueue.push_function([resourceManager, sceneBuf]()
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{
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resourceManager->destroy_buffer(sceneBuf);
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});
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VmaAllocationInfo allocInfo{};
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vmaGetAllocationInfo(deviceManager->allocator(), sceneBuf.allocation, &allocInfo);
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auto *sceneUniformData = static_cast<GPUSceneData *>(allocInfo.pMappedData);
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*sceneUniformData = ctxLocal->getSceneData();
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vmaFlushAllocation(deviceManager->allocator(), sceneBuf.allocation, 0, sizeof(GPUSceneData));
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VkDescriptorSet globalSet = ctxLocal->currentFrame->_frameDescriptors.allocate(
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deviceManager->device(), descriptorLayouts->gpuSceneDataLayout());
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{
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DescriptorWriter writer;
|
||||
writer.write_buffer(0, sceneBuf.buffer, sizeof(GPUSceneData), 0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
|
||||
writer.update_set(deviceManager->device(), globalSet);
|
||||
}
|
||||
|
||||
// Input set (set=1): HDR color + G-Buffer textures.
|
||||
VkDescriptorSet inputSet = ctxLocal->currentFrame->_frameDescriptors.allocate(
|
||||
deviceManager->device(), _inputSetLayout);
|
||||
{
|
||||
DescriptorWriter writer;
|
||||
writer.write_image(0, hdrView, ctxLocal->getSamplers()->defaultLinear(),
|
||||
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER);
|
||||
writer.write_image(1, posView, ctxLocal->getSamplers()->defaultLinear(),
|
||||
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER);
|
||||
writer.write_image(2, normView, ctxLocal->getSamplers()->defaultLinear(),
|
||||
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER);
|
||||
writer.write_image(3, albedoView, ctxLocal->getSamplers()->defaultLinear(),
|
||||
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER);
|
||||
writer.update_set(deviceManager->device(), inputSet);
|
||||
}
|
||||
|
||||
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, _pipeline);
|
||||
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, _pipelineLayout, 0, 1, &globalSet, 0, nullptr);
|
||||
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, _pipelineLayout, 1, 1, &inputSet, 0, nullptr);
|
||||
|
||||
VkExtent2D extent = ctxLocal->getDrawExtent();
|
||||
VkViewport vp{0.f, 0.f, (float)extent.width, (float)extent.height, 0.f, 1.f};
|
||||
VkRect2D sc{{0, 0}, extent};
|
||||
vkCmdSetViewport(cmd, 0, 1, &vp);
|
||||
vkCmdSetScissor(cmd, 0, 1, &sc);
|
||||
|
||||
vkCmdDraw(cmd, 3, 1, 0, 0);
|
||||
}
|
||||
49
src/render/passes/ssr.h
Normal file
49
src/render/passes/ssr.h
Normal file
@@ -0,0 +1,49 @@
|
||||
#pragma once
|
||||
|
||||
#include "render/renderpass.h"
|
||||
#include "render/graph/types.h"
|
||||
|
||||
class RenderGraph;
|
||||
class RGPassResources;
|
||||
|
||||
// Screen Space Reflections (SSR) pass.
|
||||
// In v1 this is a lightweight stub wired into the RenderGraph by the engine.
|
||||
// The full pipeline and shader implementation is added in later plan steps.
|
||||
class SSRPass : public IRenderPass
|
||||
{
|
||||
public:
|
||||
void init(EngineContext *context) override;
|
||||
void cleanup() override;
|
||||
void execute(VkCommandBuffer cmd) override;
|
||||
|
||||
const char *getName() const override { return "SSR"; }
|
||||
|
||||
// Register SSR in the render graph.
|
||||
// hdrInput : HDR color buffer produced by deferred lighting.
|
||||
// gbufPos : G-Buffer world-space position (RGBA32F).
|
||||
// gbufNorm : G-Buffer world-space normal + roughness.
|
||||
// gbufAlbedo : G-Buffer albedo + metallic.
|
||||
// hdrOutput : HDR color buffer that will carry lighting + SSR.
|
||||
void register_graph(RenderGraph *graph,
|
||||
RGImageHandle hdrInput,
|
||||
RGImageHandle gbufPos,
|
||||
RGImageHandle gbufNorm,
|
||||
RGImageHandle gbufAlbedo,
|
||||
RGImageHandle hdrOutput);
|
||||
|
||||
private:
|
||||
EngineContext *_context = nullptr;
|
||||
VkDescriptorSetLayout _inputSetLayout = VK_NULL_HANDLE; // set=1: HDR + GBuffer inputs
|
||||
VkPipeline _pipeline = VK_NULL_HANDLE;
|
||||
VkPipelineLayout _pipelineLayout = VK_NULL_HANDLE;
|
||||
|
||||
void draw_ssr(VkCommandBuffer cmd,
|
||||
EngineContext *context,
|
||||
const class RGPassResources &resources,
|
||||
RGImageHandle hdrInput,
|
||||
RGImageHandle gbufPos,
|
||||
RGImageHandle gbufNorm,
|
||||
RGImageHandle gbufAlbedo);
|
||||
|
||||
DeletionQueue _deletionQueue;
|
||||
};
|
||||
@@ -4,6 +4,7 @@
|
||||
#include "passes/geometry.h"
|
||||
#include "passes/imgui_pass.h"
|
||||
#include "passes/lighting.h"
|
||||
#include "passes/ssr.h"
|
||||
#include "passes/transparent.h"
|
||||
#include "passes/tonemap.h"
|
||||
#include "passes/shadow.h"
|
||||
@@ -29,6 +30,11 @@ void RenderPassManager::init(EngineContext *context)
|
||||
lightingPass->init(context);
|
||||
addPass(std::move(lightingPass));
|
||||
|
||||
// Screen Space Reflections pass (wired between lighting and transparent)
|
||||
auto ssrPass = std::make_unique<SSRPass>();
|
||||
ssrPass->init(context);
|
||||
addPass(std::move(ssrPass));
|
||||
|
||||
auto transparentPass = std::make_unique<TransparentPass>();
|
||||
transparentPass->init(context);
|
||||
addPass(std::move(transparentPass));
|
||||
|
||||
Reference in New Issue
Block a user