Files
QuaternionEngine/src/render/vk_renderpass_lighting.cpp

223 lines
9.9 KiB
C++

#include "vk_renderpass_lighting.h"
#include "frame_resources.h"
#include "vk_descriptor_manager.h"
#include "vk_device.h"
#include "core/engine_context.h"
#include "core/vk_initializers.h"
#include "core/vk_resource.h"
#include "render/vk_pipelines.h"
#include "core/vk_pipeline_manager.h"
#include "core/asset_manager.h"
#include "core/vk_descriptors.h"
#include "core/config.h"
#include "vk_mem_alloc.h"
#include "vk_sampler_manager.h"
#include "vk_swapchain.h"
#include "render/rg_graph.h"
#include <array>
void LightingPass::init(EngineContext *context)
{
_context = context;
// Build descriptor layout for GBuffer inputs
{
DescriptorLayoutBuilder builder;
builder.add_binding(0, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER);
builder.add_binding(1, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER);
builder.add_binding(2, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER);
_gBufferInputDescriptorLayout = builder.build(_context->getDevice()->device(), VK_SHADER_STAGE_FRAGMENT_BIT);
}
// Allocate and write GBuffer descriptor set
_gBufferInputDescriptorSet = _context->getDescriptors()->allocate(
_context->getDevice()->device(), _gBufferInputDescriptorLayout);
{
DescriptorWriter writer;
writer.write_image(0, _context->getSwapchain()->gBufferPosition().imageView, _context->getSamplers()->defaultLinear(),
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER);
writer.write_image(1, _context->getSwapchain()->gBufferNormal().imageView, _context->getSamplers()->defaultLinear(),
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER);
writer.write_image(2, _context->getSwapchain()->gBufferAlbedo().imageView, _context->getSamplers()->defaultLinear(),
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER);
writer.update_set(_context->getDevice()->device(), _gBufferInputDescriptorSet);
}
// Shadow map descriptor layout (set = 2, updated per-frame). Use array of cascades
{
DescriptorLayoutBuilder builder;
builder.add_binding(0, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, kShadowCascadeCount);
_shadowDescriptorLayout = builder.build(_context->getDevice()->device(), VK_SHADER_STAGE_FRAGMENT_BIT);
}
// Build lighting pipeline through PipelineManager
VkDescriptorSetLayout layouts[] = {
_context->getDescriptorLayouts()->gpuSceneDataLayout(),
_gBufferInputDescriptorLayout,
_shadowDescriptorLayout
};
GraphicsPipelineCreateInfo info{};
info.vertexShaderPath = _context->getAssets()->shaderPath("fullscreen.vert.spv");
info.fragmentShaderPath = _context->getAssets()->shaderPath("deferred_lighting.frag.spv");
info.setLayouts.assign(std::begin(layouts), std::end(layouts));
info.configure = [this](PipelineBuilder &b) {
b.set_input_topology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST);
b.set_polygon_mode(VK_POLYGON_MODE_FILL);
b.set_cull_mode(VK_CULL_MODE_NONE, VK_FRONT_FACE_CLOCKWISE);
b.set_multisampling_none();
b.enable_blending_alphablend();
b.disable_depthtest();
b.set_color_attachment_format(_context->getSwapchain()->drawImage().imageFormat);
};
_context->pipelines->createGraphicsPipeline("deferred_lighting", info);
// fetch the handles so current frame uses latest versions
MaterialPipeline mp{};
_context->pipelines->getMaterialPipeline("deferred_lighting", mp);
_pipeline = mp.pipeline;
_pipelineLayout = mp.layout;
_deletionQueue.push_function([&]() {
// Pipelines are owned by PipelineManager; only destroy our local descriptor set layout
vkDestroyDescriptorSetLayout(_context->getDevice()->device(), _gBufferInputDescriptorLayout, nullptr);
vkDestroyDescriptorSetLayout(_context->getDevice()->device(), _shadowDescriptorLayout, nullptr);
});
}
void LightingPass::execute(VkCommandBuffer)
{
// Lighting is executed via the render graph now.
}
void LightingPass::register_graph(RenderGraph *graph,
RGImageHandle drawHandle,
RGImageHandle gbufferPosition,
RGImageHandle gbufferNormal,
RGImageHandle gbufferAlbedo,
std::span<RGImageHandle> shadowCascades)
{
if (!graph || !drawHandle.valid() || !gbufferPosition.valid() || !gbufferNormal.valid() || !gbufferAlbedo.valid())
{
return;
}
graph->add_pass(
"Lighting",
RGPassType::Graphics,
[drawHandle, gbufferPosition, gbufferNormal, gbufferAlbedo, shadowCascades](RGPassBuilder &builder, EngineContext *)
{
builder.read(gbufferPosition, RGImageUsage::SampledFragment);
builder.read(gbufferNormal, RGImageUsage::SampledFragment);
builder.read(gbufferAlbedo, RGImageUsage::SampledFragment);
for (size_t i = 0; i < shadowCascades.size(); ++i)
{
if (shadowCascades[i].valid()) builder.read(shadowCascades[i], RGImageUsage::SampledFragment);
}
builder.write_color(drawHandle);
},
[this, drawHandle, shadowCascades](VkCommandBuffer cmd, const RGPassResources &res, EngineContext *ctx)
{
draw_lighting(cmd, ctx, res, drawHandle, shadowCascades);
});
}
void LightingPass::draw_lighting(VkCommandBuffer cmd,
EngineContext *context,
const RGPassResources &resources,
RGImageHandle drawHandle,
std::span<RGImageHandle> shadowCascades)
{
EngineContext *ctxLocal = context ? context : _context;
if (!ctxLocal || !ctxLocal->currentFrame) return;
ResourceManager *resourceManager = ctxLocal->getResources();
DeviceManager *deviceManager = ctxLocal->getDevice();
DescriptorManager *descriptorLayouts = ctxLocal->getDescriptorLayouts();
PipelineManager *pipelineManager = ctxLocal->pipelines;
if (!resourceManager || !deviceManager || !descriptorLayouts || !pipelineManager) return;
VkImageView drawView = resources.image_view(drawHandle);
if (drawView == VK_NULL_HANDLE) return;
// Re-fetch pipeline in case it was hot-reloaded
pipelineManager->getGraphics("deferred_lighting", _pipeline, _pipelineLayout);
// Dynamic rendering is handled by the RenderGraph using the declared draw attachment.
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 = ctxLocal->getSceneData();
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);
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, _pipeline);
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, _pipelineLayout, 0, 1, &globalDescriptor, 0,
nullptr);
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, _pipelineLayout, 1, 1,
&_gBufferInputDescriptorSet, 0, nullptr);
// Allocate and write shadow descriptor set for this frame (set = 2)
VkDescriptorSet shadowSet = ctxLocal->currentFrame->_frameDescriptors.allocate(
deviceManager->device(), _shadowDescriptorLayout);
{
const uint32_t cascadeCount = std::min<uint32_t>(kShadowCascadeCount, static_cast<uint32_t>(shadowCascades.size()));
std::array<VkDescriptorImageInfo, kShadowCascadeCount> infos{};
for (uint32_t i = 0; i < cascadeCount; ++i)
{
infos[i].sampler = ctxLocal->getSamplers()->shadowLinearClamp();
infos[i].imageView = resources.image_view(shadowCascades[i]);
infos[i].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
}
VkWriteDescriptorSet write{.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET};
write.dstSet = shadowSet;
write.dstBinding = 0;
write.descriptorCount = cascadeCount;
write.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
write.pImageInfo = infos.data();
vkUpdateDescriptorSets(deviceManager->device(), 1, &write, 0, nullptr);
}
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, _pipelineLayout, 2, 1, &shadowSet, 0, nullptr);
VkViewport viewport{};
viewport.x = 0;
viewport.y = 0;
viewport.width = static_cast<float>(ctxLocal->getDrawExtent().width);
viewport.height = static_cast<float>(ctxLocal->getDrawExtent().height);
viewport.minDepth = 0.f;
viewport.maxDepth = 1.f;
vkCmdSetViewport(cmd, 0, 1, &viewport);
VkRect2D scissor{};
scissor.offset = {0, 0};
scissor.extent = {ctxLocal->getDrawExtent().width, ctxLocal->getDrawExtent().height};
vkCmdSetScissor(cmd, 0, 1, &scissor);
vkCmdDraw(cmd, 3, 1, 0, 0);
// RenderGraph ends rendering.
}
void LightingPass::cleanup()
{
_deletionQueue.flush();
fmt::print("LightingPass::cleanup()\n");
}