Progress on render pipeline and render pass abstraction
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@@ -42,29 +42,84 @@ void VkSceneRenderer::Init()
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ModelMatrixMapping.clear();
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MeshMaterialMapping.clear();
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auto renderPipelineOpaque = RenderPipeline({1280, 720});
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auto renderPipelineOpaque = RenderPipeline();
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auto& gBufferPass = renderPipelineOpaque.AddPass("GBuffer");
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gBufferPass.AddAttachment("Albedo", ImageFormat::RGBA8);
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gBufferPass.AddAttachment("Normal", ImageFormat::RGBA8);
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gBufferPass.AddAttachment("Material", ImageFormat::RGBA8);
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gBufferPass.AddAttachment("Depth", ImageFormat::D32F);
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gBufferPass.SetPreRender([](PassRenderContext& context) {
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});
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gBufferPass.SetRender([](PassRenderContext& context) {
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auto& ssaoPass = renderPipelineOpaque.AddPass("SSAO");
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ssaoPass.AddInput("Normal");
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ssaoPass.AddInput("Depth");
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ssaoPass.AddAttachment("SSAO", ImageFormat::RGBA8);
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});
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gBufferPass.SetPostRender([](PassRenderContext& context) {
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auto& shadingPass = renderPipelineOpaque.AddPass("Shading");
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shadingPass.AddInput("Albedo");
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shadingPass.AddInput("Normal");
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shadingPass.AddInput("Material");
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shadingPass.AddInput("SSAO");
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shadingPass.AddInput("Depth");
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shadingPass.AddAttachment("Output", ImageFormat::RGBA16F);
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});
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renderPipelineOpaque.Execute({});
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RenderPipeline bloomPipeline = RenderPipeline();
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auto& thresholdPass = bloomPipeline.AddPass("Threshold");
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auto& thresholdOuput = thresholdPass.AddAttachment("ThresholdOutput", ImageFormat::RGBA16F);
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//thresholdPass.AddInput("Source");
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// Downsample
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const uint32_t iterationCount = 4;
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std::vector<TextureAttachment> downsampleAttachments;
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for (int i = 0; i < iterationCount; i++)
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{
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const std::string passName = "Downsample" + std::to_string(i);
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auto& downsamplePass = bloomPipeline.AddPass(passName);
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auto& downsampleOutput = downsamplePass.AddAttachment("DownsampleOutput", ImageFormat::RGBA16F);
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downsampleAttachments.push_back(downsampleOutput);
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if (i == 0)
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{ // Initial downsample from source
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downsamplePass.AddInput(thresholdOuput);
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}
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else
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{ // Downsample previous pass
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const uint32_t previousIndex = iterationCount - i - 1;
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; downsamplePass.AddInput(downsampleAttachments[previousIndex]);
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}
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}
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// Blur & Upsample
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std::vector<TextureAttachment> upsampleAttachments;
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for (int i = 0; i < iterationCount; i++)
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{
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auto& blurHPass = bloomPipeline.AddPass("BlurH" + std::to_string(i));
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auto& blurHOutput = blurHPass.AddAttachment("BlurHOutput", ImageFormat::RGBA16F);
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blurHPass.AddInput(downsampleAttachments[4 - i - 1]);
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auto& blurVPass = bloomPipeline.AddPass("BlurV" + std::to_string(i));
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auto& blurVOutput = blurVPass.AddAttachment("BlurVOutput", ImageFormat::RGBA16F);
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blurVPass.AddInput(blurHOutput);
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auto& upsamplePass = bloomPipeline.AddPass("Upsample" + std::to_string(i));
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auto& upsampleOutput = upsamplePass.AddAttachment("UpsampleOutput", ImageFormat::RGBA16F);
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if (i == 0)
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{
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upsamplePass.AddInput(upsampleAttachments[i - 1]);
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}
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else
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{
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upsamplePass.AddInput(upsampleAttachments[i - 1]);
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}
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upsamplePass.AddInput(blurVOutput);
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upsampleAttachments.push_back(upsampleOutput);
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}
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// Final composition
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auto& finalPass = bloomPipeline.AddPass("Final");
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finalPass.AddAttachment("FinalOutput", ImageFormat::RGBA16F);
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std::vector<std::string> inputs = { "Source", "Lens"};
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bloomPipeline.Execute(inputs);
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}
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void VkSceneRenderer::BeginScene(RenderContext inContext)
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@@ -453,6 +508,18 @@ void VkSceneRenderer::CreateDescriptors()
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vkUpdateDescriptorSets(device, 1, &samplerWrite, 0, nullptr);
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}
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void VkSceneRenderer::CreatePipelines()
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{
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GBufferPipeline = RenderPipeline();
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auto& gBufferPass = GBufferPipeline.AddPass("GBuffer");
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gBufferPass.SetShaders(Shaders["basic_vert"], Shaders["basic_frag"]);
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gBufferPass.AddAttachment("Albedo", ImageFormat::RGBA8);
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gBufferPass.AddAttachment("Normal", ImageFormat::RGBA16F);
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gBufferPass.AddAttachment("Material", ImageFormat::RGBA8);
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gBufferPass.AddAttachment("Depth", ImageFormat::D32F, ImageUsage::Depth);
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GBufferPipeline.Build();
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}
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void VkSceneRenderer::SetGBufferSize(const Vector2& size)
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{
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GBufferAlbedo = CreateRef<VulkanImage>(ImageFormat::RGBA16F, size);
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