Files
QuaternionEngine/src/render/vk_renderpass_transparent.cpp

162 lines
6.8 KiB
C++

#include "vk_renderpass_transparent.h"
#include <algorithm>
#include <unordered_set>
#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<VkBuffer> indexSet;
std::unordered_set<VkBuffer> vertexSet;
auto collect = [&](const std::vector<RenderObject> &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<GPUSceneData *>(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<const RenderObject *> 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");
}