330 lines
15 KiB
C++
330 lines
15 KiB
C++
#include "vk_renderpass_lighting.h"
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#include "frame_resources.h"
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#include "vk_descriptor_manager.h"
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#include "vk_device.h"
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#include "core/engine_context.h"
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#include "core/vk_initializers.h"
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#include "core/vk_resource.h"
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#include "render/vk_pipelines.h"
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#include "core/vk_pipeline_manager.h"
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#include "core/asset_manager.h"
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#include "core/vk_descriptors.h"
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#include "core/config.h"
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#include "vk_mem_alloc.h"
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#include "vk_sampler_manager.h"
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#include "vk_swapchain.h"
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#include "render/rg_graph.h"
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#include <array>
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#include <cstring>
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#include "ibl_manager.h"
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#include "vk_raytracing.h"
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void LightingPass::init(EngineContext *context)
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{
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_context = context;
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// Placeholder empty set layout to keep array sizes stable if needed
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{
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VkDescriptorSetLayoutCreateInfo info{ VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO };
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info.bindingCount = 0; info.pBindings = nullptr;
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vkCreateDescriptorSetLayout(_context->getDevice()->device(), &info, nullptr, &_emptySetLayout);
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}
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// Build descriptor layout for GBuffer inputs
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{
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DescriptorLayoutBuilder builder;
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builder.add_binding(0, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER);
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builder.add_binding(1, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER);
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builder.add_binding(2, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER);
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_gBufferInputDescriptorLayout = builder.build(
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_context->getDevice()->device(), VK_SHADER_STAGE_FRAGMENT_BIT,
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nullptr, VK_DESCRIPTOR_SET_LAYOUT_CREATE_UPDATE_AFTER_BIND_POOL_BIT);
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}
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// Allocate and write GBuffer descriptor set
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_gBufferInputDescriptorSet = _context->getDescriptors()->allocate(
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_context->getDevice()->device(), _gBufferInputDescriptorLayout);
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{
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DescriptorWriter writer;
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writer.write_image(0, _context->getSwapchain()->gBufferPosition().imageView, _context->getSamplers()->defaultLinear(),
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER);
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writer.write_image(1, _context->getSwapchain()->gBufferNormal().imageView, _context->getSamplers()->defaultLinear(),
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER);
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writer.write_image(2, _context->getSwapchain()->gBufferAlbedo().imageView, _context->getSamplers()->defaultLinear(),
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER);
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writer.update_set(_context->getDevice()->device(), _gBufferInputDescriptorSet);
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}
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// Shadow map descriptor layout (set = 2, updated per-frame). Use array of cascades
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{
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DescriptorLayoutBuilder builder;
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builder.add_binding(0, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, kShadowCascadeCount);
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_shadowDescriptorLayout = builder.build(
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_context->getDevice()->device(), VK_SHADER_STAGE_FRAGMENT_BIT,
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nullptr, VK_DESCRIPTOR_SET_LAYOUT_CREATE_UPDATE_AFTER_BIND_POOL_BIT);
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}
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// Build lighting pipelines (RT and non-RT) through PipelineManager
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// Ensure IBL layout exists (moved to IBLManager)
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VkDescriptorSetLayout iblLayout = _emptySetLayout;
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if (_context->ibl && _context->ibl->ensureLayout())
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iblLayout = _context->ibl->descriptorLayout();
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VkDescriptorSetLayout layouts[] = {
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_context->getDescriptorLayouts()->gpuSceneDataLayout(), // set=0
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_gBufferInputDescriptorLayout, // set=1
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_shadowDescriptorLayout, // set=2
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iblLayout // set=3
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};
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GraphicsPipelineCreateInfo baseInfo{};
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baseInfo.vertexShaderPath = _context->getAssets()->shaderPath("fullscreen.vert.spv");
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baseInfo.setLayouts.assign(std::begin(layouts), std::end(layouts));
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baseInfo.configure = [this](PipelineBuilder &b) {
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b.set_input_topology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST);
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b.set_polygon_mode(VK_POLYGON_MODE_FILL);
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b.set_cull_mode(VK_CULL_MODE_NONE, VK_FRONT_FACE_CLOCKWISE);
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b.set_multisampling_none();
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b.enable_blending_alphablend();
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b.disable_depthtest();
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b.set_color_attachment_format(_context->getSwapchain()->drawImage().imageFormat);
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};
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// Non-RT variant (no TLAS required)
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auto infoNoRT = baseInfo;
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infoNoRT.fragmentShaderPath = _context->getAssets()->shaderPath("deferred_lighting_nort.frag.spv");
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_context->pipelines->createGraphicsPipeline("deferred_lighting.nort", infoNoRT);
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// RT variant (requires GL_EXT_ray_query and TLAS bound at set=0,binding=1)
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auto infoRT = baseInfo;
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infoRT.fragmentShaderPath = _context->getAssets()->shaderPath("deferred_lighting.frag.spv");
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_context->pipelines->createGraphicsPipeline("deferred_lighting.rt", infoRT);
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_deletionQueue.push_function([&]() {
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// Pipelines are owned by PipelineManager; only destroy our local descriptor set layout
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vkDestroyDescriptorSetLayout(_context->getDevice()->device(), _gBufferInputDescriptorLayout, nullptr);
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vkDestroyDescriptorSetLayout(_context->getDevice()->device(), _shadowDescriptorLayout, nullptr);
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if (_emptySetLayout) vkDestroyDescriptorSetLayout(_context->getDevice()->device(), _emptySetLayout, nullptr);
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});
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// Create tiny fallback textures for IBL (grey 2D and RG LUT)
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// so shaders can safely sample even when IBL isn't loaded.
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{
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const uint32_t pixel = 0xFF333333u; // RGBA8 grey
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_fallbackIbl2D = _context->getResources()->create_image(&pixel, VkExtent3D{1,1,1},
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VK_FORMAT_R8G8B8A8_UNORM,
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VK_IMAGE_USAGE_SAMPLED_BIT);
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}
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{
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// 1x1 RG UNORM for BRDF LUT fallback
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const uint16_t rg = 0x0000u; // R=0,G=0
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_fallbackBrdfLut2D = _context->getResources()->create_image(
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&rg, VkExtent3D{1,1,1}, VK_FORMAT_R8G8_UNORM, VK_IMAGE_USAGE_SAMPLED_BIT);
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}
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}
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void LightingPass::execute(VkCommandBuffer)
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{
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// Lighting is executed via the render graph now.
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}
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void LightingPass::register_graph(RenderGraph *graph,
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RGImageHandle drawHandle,
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RGImageHandle gbufferPosition,
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RGImageHandle gbufferNormal,
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RGImageHandle gbufferAlbedo,
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std::span<RGImageHandle> shadowCascades)
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{
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if (!graph || !drawHandle.valid() || !gbufferPosition.valid() || !gbufferNormal.valid() || !gbufferAlbedo.valid())
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{
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return;
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}
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graph->add_pass(
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"Lighting",
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RGPassType::Graphics,
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[drawHandle, gbufferPosition, gbufferNormal, gbufferAlbedo, shadowCascades](RGPassBuilder &builder, EngineContext *)
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{
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builder.read(gbufferPosition, RGImageUsage::SampledFragment);
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builder.read(gbufferNormal, RGImageUsage::SampledFragment);
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builder.read(gbufferAlbedo, RGImageUsage::SampledFragment);
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for (size_t i = 0; i < shadowCascades.size(); ++i)
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{
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if (shadowCascades[i].valid()) builder.read(shadowCascades[i], RGImageUsage::SampledFragment);
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}
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builder.write_color(drawHandle);
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},
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[this, drawHandle, shadowCascades](VkCommandBuffer cmd, const RGPassResources &res, EngineContext *ctx)
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{
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draw_lighting(cmd, ctx, res, drawHandle, shadowCascades);
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});
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}
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void LightingPass::draw_lighting(VkCommandBuffer cmd,
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EngineContext *context,
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const RGPassResources &resources,
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RGImageHandle drawHandle,
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std::span<RGImageHandle> shadowCascades)
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{
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EngineContext *ctxLocal = context ? context : _context;
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if (!ctxLocal || !ctxLocal->currentFrame) return;
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ResourceManager *resourceManager = ctxLocal->getResources();
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DeviceManager *deviceManager = ctxLocal->getDevice();
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DescriptorManager *descriptorLayouts = ctxLocal->getDescriptorLayouts();
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PipelineManager *pipelineManager = ctxLocal->pipelines;
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if (!resourceManager || !deviceManager || !descriptorLayouts || !pipelineManager) return;
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VkImageView drawView = resources.image_view(drawHandle);
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if (drawView == VK_NULL_HANDLE) return;
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// Choose RT only if TLAS is valid; otherwise fall back to non-RT.
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const bool haveRTFeatures = ctxLocal->getDevice()->supportsAccelerationStructure();
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const VkAccelerationStructureKHR tlas = (ctxLocal->ray ? ctxLocal->ray->tlas() : VK_NULL_HANDLE);
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const VkDeviceAddress tlasAddr = (ctxLocal->ray ? ctxLocal->ray->tlasAddress() : 0);
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const bool useRT = haveRTFeatures && (ctxLocal->shadowSettings.mode != 0u) && (tlas != VK_NULL_HANDLE) && (tlasAddr != 0);
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const char* pipeName = useRT ? "deferred_lighting.rt" : "deferred_lighting.nort";
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if (!pipelineManager->getGraphics(pipeName, _pipeline, _pipelineLayout))
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{
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// Try the other variant as a fallback
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const char* fallback = useRT ? "deferred_lighting.nort" : "deferred_lighting.rt";
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if (!pipelineManager->getGraphics(fallback, _pipeline, _pipelineLayout))
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return; // Neither pipeline is ready
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}
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// Dynamic rendering is handled by the RenderGraph using the declared draw attachment.
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AllocatedBuffer gpuSceneDataBuffer = resourceManager->create_buffer(
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sizeof(GPUSceneData), VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
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VMA_MEMORY_USAGE_CPU_TO_GPU);
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ctxLocal->currentFrame->_deletionQueue.push_function([resourceManager, gpuSceneDataBuffer]()
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{
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resourceManager->destroy_buffer(gpuSceneDataBuffer);
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});
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VmaAllocationInfo allocInfo{};
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vmaGetAllocationInfo(deviceManager->allocator(), gpuSceneDataBuffer.allocation, &allocInfo);
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auto *sceneUniformData = static_cast<GPUSceneData *>(allocInfo.pMappedData);
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*sceneUniformData = ctxLocal->getSceneData();
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vmaFlushAllocation(deviceManager->allocator(), gpuSceneDataBuffer.allocation, 0, sizeof(GPUSceneData));
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VkDescriptorSet globalDescriptor = ctxLocal->currentFrame->_frameDescriptors.allocate(
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deviceManager->device(), descriptorLayouts->gpuSceneDataLayout());
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DescriptorWriter writer;
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writer.write_buffer(0, gpuSceneDataBuffer.buffer, sizeof(GPUSceneData), 0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
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// Only write TLAS when using the RT pipeline and we have a valid TLAS
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if (useRT)
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{
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writer.write_acceleration_structure(1, tlas);
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}
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writer.update_set(deviceManager->device(), globalDescriptor);
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vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, _pipeline);
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vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, _pipelineLayout, 0, 1, &globalDescriptor, 0,
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nullptr);
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vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, _pipelineLayout, 1, 1,
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&_gBufferInputDescriptorSet, 0, nullptr);
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// Allocate and write shadow descriptor set for this frame (set = 2).
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// When RT is enabled, TLAS is bound in the global set at (set=0, binding=1)
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// via DescriptorManager::gpuSceneDataLayout(). See docs/RayTracing.md.
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VkDescriptorSet shadowSet = ctxLocal->currentFrame->_frameDescriptors.allocate(
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deviceManager->device(), _shadowDescriptorLayout);
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{
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const uint32_t cascadeCount = std::min<uint32_t>(kShadowCascadeCount, static_cast<uint32_t>(shadowCascades.size()));
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std::array<VkDescriptorImageInfo, kShadowCascadeCount> infos{};
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for (uint32_t i = 0; i < cascadeCount; ++i)
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{
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infos[i].sampler = ctxLocal->getSamplers()->shadowLinearClamp();
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infos[i].imageView = resources.image_view(shadowCascades[i]);
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infos[i].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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}
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VkWriteDescriptorSet write{.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET};
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write.dstSet = shadowSet;
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write.dstBinding = 0;
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write.descriptorCount = cascadeCount;
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write.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
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write.pImageInfo = infos.data();
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vkUpdateDescriptorSets(deviceManager->device(), 1, &write, 0, nullptr);
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}
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vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, _pipelineLayout, 2, 1, &shadowSet, 0, nullptr);
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// IBL descriptor set (set = 3). Use loaded IBL if present, otherwise fall back to black.
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VkImageView specView = _fallbackIbl2D.imageView;
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VkImageView brdfView = _fallbackBrdfLut2D.imageView;
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VkBuffer shBuf = VK_NULL_HANDLE; VkDeviceSize shSize = sizeof(glm::vec4)*9;
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if (ctxLocal->ibl)
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{
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if (ctxLocal->ibl->specular().imageView) specView = ctxLocal->ibl->specular().imageView;
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if (ctxLocal->ibl->brdf().imageView) brdfView = ctxLocal->ibl->brdf().imageView;
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if (ctxLocal->ibl->hasSH()) shBuf = ctxLocal->ibl->shBuffer().buffer;
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}
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// If SH missing, create a zero buffer for this frame
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AllocatedBuffer shZero{};
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if (shBuf == VK_NULL_HANDLE)
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{
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shZero = resourceManager->create_buffer(shSize, VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VMA_MEMORY_USAGE_CPU_TO_GPU);
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std::memset(shZero.info.pMappedData, 0, shSize);
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vmaFlushAllocation(deviceManager->allocator(), shZero.allocation, 0, shSize);
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shBuf = shZero.buffer;
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ctxLocal->currentFrame->_deletionQueue.push_function([resourceManager, shZero]() { resourceManager->destroy_buffer(shZero); });
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}
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// Allocate from IBL layout (must exist because pipeline was created with it)
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VkDescriptorSetLayout iblSetLayout = (ctxLocal->ibl ? ctxLocal->ibl->descriptorLayout() : _emptySetLayout);
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VkDescriptorSet iblSet = ctxLocal->currentFrame->_frameDescriptors.allocate(
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deviceManager->device(), iblSetLayout);
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{
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DescriptorWriter w;
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w.write_image(0, specView, ctxLocal->getSamplers()->defaultLinear(),
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER);
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w.write_image(1, brdfView, ctxLocal->getSamplers()->defaultLinear(),
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER);
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w.write_buffer(2, shBuf, shSize, 0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
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w.update_set(deviceManager->device(), iblSet);
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}
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vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, _pipelineLayout, 3, 1, &iblSet, 0, nullptr);
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VkViewport viewport{};
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viewport.x = 0;
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viewport.y = 0;
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viewport.width = static_cast<float>(ctxLocal->getDrawExtent().width);
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viewport.height = static_cast<float>(ctxLocal->getDrawExtent().height);
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viewport.minDepth = 0.f;
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viewport.maxDepth = 1.f;
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vkCmdSetViewport(cmd, 0, 1, &viewport);
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VkRect2D scissor{};
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scissor.offset = {0, 0};
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scissor.extent = {ctxLocal->getDrawExtent().width, ctxLocal->getDrawExtent().height};
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vkCmdSetScissor(cmd, 0, 1, &scissor);
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vkCmdDraw(cmd, 3, 1, 0, 0);
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// RenderGraph ends rendering.
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}
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void LightingPass::cleanup()
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{
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if (_context && _context->getResources())
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{
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if (_fallbackIbl2D.image)
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{
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_context->getResources()->destroy_image(_fallbackIbl2D);
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_fallbackIbl2D = {};
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}
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if (_fallbackBrdfLut2D.image)
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{
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_context->getResources()->destroy_image(_fallbackBrdfLut2D);
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_fallbackBrdfLut2D = {};
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}
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}
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_deletionQueue.flush();
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fmt::print("LightingPass::cleanup()\n");
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}
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