Files
QuaternionEngine/src/render/passes/transparent.cpp

229 lines
10 KiB
C++

#include "transparent.h"
#include <algorithm>
#include <unordered_set>
#include "core/assets/ibl_manager.h"
#include "core/assets/texture_cache.h"
#include "core/pipeline/sampler.h"
#include "scene/vk_scene.h"
#include "core/device/swapchain.h"
#include "core/context.h"
#include "core/device/resource.h"
#include "core/device/device.h"
#include "core/descriptor/manager.h"
#include "core/frame/resources.h"
#include "render/graph/graph.h"
void TransparentPass::init(EngineContext *context)
{
_context = context;
// Create fallback images
const uint32_t pixel = 0x00000000u;
_fallbackIbl2D = _context->getResources()->create_image(&pixel, VkExtent3D{1,1,1},
VK_FORMAT_R8G8B8A8_UNORM, VK_IMAGE_USAGE_SAMPLED_BIT);
_fallbackBrdf2D = _context->getResources()->create_image(&pixel, VkExtent3D{1,1,1},
VK_FORMAT_R8G8B8A8_UNORM, VK_IMAGE_USAGE_SAMPLED_BIT);
}
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);
// Build IBL descriptor set (set=3) once for this pass
VkDescriptorSet iblSet = VK_NULL_HANDLE;
VkDescriptorSetLayout iblLayout = ctxLocal->ibl ? ctxLocal->ibl->descriptorLayout() : VK_NULL_HANDLE;
VkImageView specView = VK_NULL_HANDLE, brdfView = VK_NULL_HANDLE;
VkBuffer shBuf = VK_NULL_HANDLE; VkDeviceSize shSize = sizeof(glm::vec4)*9;
if (iblLayout)
{
// Fallbacks: use black if any missing
specView = (ctxLocal->ibl && ctxLocal->ibl->specular().imageView) ? ctxLocal->ibl->specular().imageView
: _fallbackIbl2D.imageView;
brdfView = (ctxLocal->ibl && ctxLocal->ibl->brdf().imageView) ? ctxLocal->ibl->brdf().imageView
: _fallbackBrdf2D.imageView;
if (ctxLocal->ibl && ctxLocal->ibl->hasSH()) shBuf = ctxLocal->ibl->shBuffer().buffer;
// If SH missing, allocate zero UBO for this frame
AllocatedBuffer shZero{};
if (shBuf == VK_NULL_HANDLE)
{
shZero = resourceManager->create_buffer(shSize, VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VMA_MEMORY_USAGE_CPU_TO_GPU);
std::memset(shZero.info.pMappedData, 0, shSize);
vmaFlushAllocation(deviceManager->allocator(), shZero.allocation, 0, shSize);
shBuf = shZero.buffer;
ctxLocal->currentFrame->_deletionQueue.push_function([resourceManager, shZero]() { resourceManager->destroy_buffer(shZero); });
}
iblSet = ctxLocal->currentFrame->_frameDescriptors.allocate(deviceManager->device(), iblLayout);
DescriptorWriter iw;
iw.write_image(0, specView, ctxLocal->getSamplers()->defaultLinear(), VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER);
iw.write_image(1, brdfView, ctxLocal->getSamplers()->defaultLinear(), VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER);
iw.write_buffer(2, shBuf, shSize, 0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
iw.update_set(deviceManager->device(), iblSet);
}
// 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);
if (iblSet)
{
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, r.material->pipeline->layout, 3, 1,
&iblSet, 0, nullptr);
}
}
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, r.material->pipeline->layout, 1, 1,
&r.material->materialSet, 0, nullptr);
if (ctxLocal->textures)
{
ctxLocal->textures->markSetUsed(r.material->materialSet, ctxLocal->frameIndex);
}
}
if (r.indexBuffer != lastIndexBuffer)
{
lastIndexBuffer = r.indexBuffer;
vkCmdBindIndexBuffer(cmd, r.indexBuffer, 0, VK_INDEX_TYPE_UINT32);
}
GPUDrawPushConstants push{};
push.worldMatrix = r.transform;
{
const glm::mat3 n = glm::transpose(glm::inverse(glm::mat3(r.transform)));
push.normalMatrix[0] = glm::vec4(n[0], 0.0f);
push.normalMatrix[1] = glm::vec4(n[1], 0.0f);
push.normalMatrix[2] = glm::vec4(n[2], 0.0f);
}
push.vertexBuffer = r.vertexBufferAddress;
push.objectID = r.objectID;
vkCmdPushConstants(cmd, r.material->pipeline->layout,
VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_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()
{
if (_context && _context->getResources())
{
if (_fallbackIbl2D.image) _context->getResources()->destroy_image(_fallbackIbl2D);
if (_fallbackBrdf2D.image) _context->getResources()->destroy_image(_fallbackBrdf2D);
}
fmt::print("TransparentPass::cleanup()\n");
}