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QuaternionEngine/docs/RenderPasses.md

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## Render Passes: Background → Geometry → Lighting → Transparent → ImGui
Pass classes (`IRenderPass`) define initialization and recording logic, but execution is now driven by the Render Graph. Each pass exposes a `register_graph(...)` method to declare dependencies and render targets; the graph handles barriers, layouts, and dynamic rendering.
### Overview
- Interface: Each pass implements `IRenderPass { init(context); execute(cmd); cleanup(); getName(); }`. Today, `execute()` is unused for built-in passes; work is recorded via the Render Graph record callback.
- Manager: `RenderPassManager::init()` creates and stores built-in passes: `BackgroundPass` (compute), `GeometryPass` (G-Buffer), `LightingPass` (deferred), `TransparentPass`, plus optional `ImGuiPass`.
- Render graph: Passes call `register_graph(graph, ...)` to declare image/buffer access and attachments. The graph inserts barriers and begins/ends dynamic rendering.
- Shared targets: Passes coordinate through `SwapchainManager` images: `drawImage`, `gBufferPosition/Normal/Albedo`, `depthImage` (imported into the graph each frame).
- Hot reload: Fetch graphics pipeline/layout by key each frame through `PipelineManager` in the record callback.
### Quick Start — Add a New Pass (Render Graph)
```c++
class MyPass : public IRenderPass {
public:
void init(EngineContext* ctx) override {
_ctx = ctx;
GraphicsPipelineCreateInfo info{};
info.vertexShaderPath = _ctx->getAssets()->shaderPath("fullscreen.vert.spv");
info.fragmentShaderPath = _ctx->getAssets()->shaderPath("my_pass.frag.spv");
info.setLayouts = { _ctx->getDescriptorLayouts()->gpuSceneDataLayout() };
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.disable_depthtest();
b.set_color_attachment_format(_ctx->getSwapchain()->drawImage().imageFormat);
};
_ctx->pipelines->createGraphicsPipeline("my_pass", info);
}
void register_graph(RenderGraph* graph, RGImageHandle draw, RGImageHandle depth) {
graph->add_pass(
"MyPass",
RGPassType::Graphics,
[draw, depth](RGPassBuilder& b, EngineContext*) {
b.write_color(draw);
b.write_depth(depth, false);
},
[this](VkCommandBuffer cmd, const RGPassResources&, EngineContext* ctx){
VkPipeline p{}; VkPipelineLayout l{};
ctx->pipelines->getGraphics("my_pass", p, l);
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, p);
VkViewport vp{0,0,(float)ctx->getDrawExtent().width,(float)ctx->getDrawExtent().height,0,1};
vkCmdSetViewport(cmd, 0, 1, &vp);
VkRect2D sc{{0,0}, ctx->getDrawExtent()};
vkCmdSetScissor(cmd, 0, 1, &sc);
vkCmdDraw(cmd, 3, 1, 0, 0);
}
);
}
void execute(VkCommandBuffer) override {} // unused with Render Graph
void cleanup() override {}
const char* getName() const override { return "MyPass"; }
private:
EngineContext* _ctx{};
};
// Register in RenderPassManager::init()
auto myPass = std::make_unique<MyPass>();
myPass->init(context);
addPass(std::move(myPass));
```
### Built-in Passes
- Background (compute): Declares `ComputeWrite(drawImage)` and dispatches a selected effect instance.
- Geometry (G-Buffer): Declares 3 color attachments and `DepthAttachment`, plus buffer reads for shared index/vertex buffers.
- Lighting (deferred): Reads GBuffer as sampled images and writes to `drawImage`.
- Shadows: Cascaded shadow maps render to per-frame transient depth images (four cascades). If Ray Query is enabled,
the lighting pass additionally samples TLAS to evaluate shadow visibility according to the selected mode.
- Transparent (forward): Writes to `drawImage` with depth test against `depthImage` after lighting.
- ImGui: Inserted just before present to draw on the swapchain image.
### API Summary
- `RenderPassManager::addPass(unique_ptr<IRenderPass>)`: Register a new pass (storage/ownership only).
- `RenderPassManager::setImGuiPass(...)`: Configure the optional ImGui pass.
- `IRenderPass::register_graph(...)` (per pass class): Declare resources and recording callbacks for the Render Graph.
### Tips
- Dont call `vkCmdBeginRendering` or add manual transitions for declared attachments; the Render Graph handles it.
- Re-fetch pipeline and layout by key each frame to pick up hot-reloaded shaders.
- Allocate transient descriptor sets from `currentFrame->_frameDescriptors`; free pass-owned layouts in `cleanup()`.
- Use `EngineContext::getDrawExtent()` for viewport/scissor.
See also: `docs/RenderGraph.md` for the builder API and synchronization details.