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