initial commit-moved from vulkan_guide
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159
src/render/vk_renderpass_transparent.cpp
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159
src/render/vk_renderpass_transparent.cpp
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#include "vk_renderpass_transparent.h"
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#include <algorithm>
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#include <unordered_set>
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#include "vk_scene.h"
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#include "vk_swapchain.h"
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#include "core/engine_context.h"
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#include "core/vk_resource.h"
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#include "core/vk_device.h"
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#include "core/vk_descriptor_manager.h"
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#include "core/frame_resources.h"
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#include "render/rg_graph.h"
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void TransparentPass::init(EngineContext *context)
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{
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_context = context;
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}
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void TransparentPass::execute(VkCommandBuffer)
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{
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// Executed through render graph.
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}
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void TransparentPass::register_graph(RenderGraph *graph, RGImageHandle drawHandle, RGImageHandle depthHandle)
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{
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if (!graph || !drawHandle.valid() || !depthHandle.valid()) return;
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graph->add_pass(
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"Transparent",
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RGPassType::Graphics,
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[drawHandle, depthHandle](RGPassBuilder &builder, EngineContext *ctx) {
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// Draw transparent to the HDR target with depth testing against the existing depth buffer.
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builder.write_color(drawHandle);
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builder.write_depth(depthHandle, false /*load existing depth*/);
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// Register external buffers used by draws
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if (ctx)
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{
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const DrawContext &dc = ctx->getMainDrawContext();
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std::unordered_set<VkBuffer> indexSet;
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std::unordered_set<VkBuffer> vertexSet;
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auto collect = [&](const std::vector<RenderObject> &v) {
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for (const auto &r: v)
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{
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if (r.indexBuffer) indexSet.insert(r.indexBuffer);
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if (r.vertexBuffer) vertexSet.insert(r.vertexBuffer);
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}
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};
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collect(dc.TransparentSurfaces);
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for (VkBuffer b: indexSet) builder.read_buffer(b, RGBufferUsage::IndexRead, 0, "trans.index");
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for (VkBuffer b: vertexSet) builder.read_buffer(b, RGBufferUsage::StorageRead, 0, "trans.vertex");
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}
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},
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[this, drawHandle, depthHandle](VkCommandBuffer cmd, const RGPassResources &res, EngineContext *ctx) {
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draw_transparent(cmd, ctx, res, drawHandle, depthHandle);
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}
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);
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}
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void TransparentPass::draw_transparent(VkCommandBuffer cmd,
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EngineContext *context,
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const RGPassResources &resources,
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RGImageHandle /*drawHandle*/,
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RGImageHandle /*depthHandle*/) const
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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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if (!resourceManager || !deviceManager || !descriptorLayouts) return;
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const auto &dc = ctxLocal->getMainDrawContext();
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const auto &sceneData = ctxLocal->getSceneData();
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// Prepare per-frame scene UBO
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AllocatedBuffer gpuSceneDataBuffer = resourceManager->create_buffer(
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sizeof(GPUSceneData), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VMA_MEMORY_USAGE_CPU_TO_GPU);
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ctxLocal->currentFrame->_deletionQueue.push_function([resourceManager, gpuSceneDataBuffer]() {
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resourceManager->destroy_buffer(gpuSceneDataBuffer);
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});
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VmaAllocationInfo allocInfo{};
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vmaGetAllocationInfo(deviceManager->allocator(), gpuSceneDataBuffer.allocation, &allocInfo);
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auto *sceneUniformData = static_cast<GPUSceneData *>(allocInfo.pMappedData);
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*sceneUniformData = sceneData;
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vmaFlushAllocation(deviceManager->allocator(), gpuSceneDataBuffer.allocation, 0, sizeof(GPUSceneData));
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VkDescriptorSet globalDescriptor = ctxLocal->currentFrame->_frameDescriptors.allocate(
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deviceManager->device(), descriptorLayouts->gpuSceneDataLayout());
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DescriptorWriter writer;
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writer.write_buffer(0, gpuSceneDataBuffer.buffer, sizeof(GPUSceneData), 0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
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writer.update_set(deviceManager->device(), globalDescriptor);
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// Sort transparent back-to-front using camera-space depth
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std::vector<const RenderObject *> draws;
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draws.reserve(dc.TransparentSurfaces.size());
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for (const auto &r: dc.TransparentSurfaces) draws.push_back(&r);
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auto view = sceneData.view; // world -> view
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auto depthOf = [&](const RenderObject *r) {
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glm::vec4 c = r->transform * glm::vec4(r->bounds.origin, 1.f);
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float z = (view * c).z;
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return -z; // positive depth; larger = further
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};
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std::sort(draws.begin(), draws.end(), [&](const RenderObject *A, const RenderObject *B) {
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return depthOf(A) > depthOf(B); // far to near
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});
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VkExtent2D extent = ctxLocal->getDrawExtent();
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VkViewport viewport{0.f, 0.f, (float) extent.width, (float) extent.height, 0.f, 1.f};
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vkCmdSetViewport(cmd, 0, 1, &viewport);
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VkRect2D scissor{{0, 0}, extent};
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vkCmdSetScissor(cmd, 0, 1, &scissor);
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MaterialPipeline *lastPipeline = nullptr;
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MaterialInstance *lastMaterial = nullptr;
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VkBuffer lastIndexBuffer = VK_NULL_HANDLE;
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auto draw = [&](const RenderObject &r) {
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if (r.material != lastMaterial)
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{
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lastMaterial = r.material;
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if (r.material->pipeline != lastPipeline)
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{
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lastPipeline = r.material->pipeline;
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vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, r.material->pipeline->pipeline);
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vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, r.material->pipeline->layout, 0, 1,
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&globalDescriptor, 0, nullptr);
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}
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vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, r.material->pipeline->layout, 1, 1,
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&r.material->materialSet, 0, nullptr);
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}
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if (r.indexBuffer != lastIndexBuffer)
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{
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lastIndexBuffer = r.indexBuffer;
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vkCmdBindIndexBuffer(cmd, r.indexBuffer, 0, VK_INDEX_TYPE_UINT32);
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}
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GPUDrawPushConstants push{};
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push.worldMatrix = r.transform;
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push.vertexBuffer = r.vertexBufferAddress;
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vkCmdPushConstants(cmd, r.material->pipeline->layout, VK_SHADER_STAGE_VERTEX_BIT, 0,
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sizeof(GPUDrawPushConstants), &push);
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vkCmdDrawIndexed(cmd, r.indexCount, 1, r.firstIndex, 0, 0);
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if (ctxLocal->stats)
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{
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ctxLocal->stats->drawcall_count++;
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ctxLocal->stats->triangle_count += r.indexCount / 3;
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}
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};
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for (auto *pObj: draws) draw(*pObj);
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}
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void TransparentPass::cleanup()
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{
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fmt::print("TransparentPass::cleanup()\n");
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}
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