Deleted old pipeline

This commit is contained in:
antopilo
2025-01-12 23:05:47 -05:00
parent 0ed6e06924
commit 21150ba091
5 changed files with 59 additions and 195 deletions

1
Nuake/NuakePCH.cpp Normal file
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@@ -0,0 +1 @@
#include "NuakePCH.h"

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@@ -1,5 +1,6 @@
#include "SceneRenderPipeline.h"
#include "src/Rendering/Textures/Material.h"
#include "src/Rendering/Vulkan/VkShaderManager.h"
#include "src/Rendering/Vulkan/VkResources.h"
@@ -8,13 +9,8 @@
#include "src/Scene/Components/TransformComponent.h"
#include "src/Scene/Components/ModelComponent.h"
#include "src/Rendering/Textures/Material.h"
#include "src/Rendering/Vulkan/SceneRenderPipeline.h"
#include <Tracy.hpp>
using namespace Nuake;
RenderPipeline SceneRenderPipeline::GBufferPipeline;
@@ -22,7 +18,7 @@ RenderPipeline SceneRenderPipeline::GBufferPipeline;
SceneRenderPipeline::SceneRenderPipeline()
{
// Initialize render targets
const Vector2 defaultSize = { 1280, 720 };
const Vector2 defaultSize = { 1, 1 };
GBufferAlbedo = CreateRef<VulkanImage>(ImageFormat::RGBA16F, defaultSize);
GBufferNormal = CreateRef<VulkanImage>(ImageFormat::RGBA16F, defaultSize);
GBufferMaterial = CreateRef<VulkanImage>(ImageFormat::RGBA8, defaultSize);
@@ -33,6 +29,54 @@ SceneRenderPipeline::SceneRenderPipeline()
// Initialize pipeline
VkShaderManager& shaderMgr = VkShaderManager::Get();
ShadowPipeline = RenderPipeline();
auto& shadowPass = ShadowPipeline.AddPass("Shadow");
shadowPass.AddAttachment("Depth", ImageFormat::D32F, ImageUsage::Depth);
shadowPass.SetShaders(shaderMgr.GetShader("shadow_vert"), shaderMgr.GetShader("shadow_frag"));
shadowPass.SetPushConstant<GBufferConstant>(gbufferConstant);
shadowPass.SetPreRender([&](PassRenderContext& ctx) {
auto& layout = ctx.renderPass->PipelineLayout;
auto& res = GPUResources::Get();
Cmd& cmd = ctx.commandBuffer;
cmd.BindDescriptorSet(layout, res.ModelDescriptor, 0);
cmd.BindDescriptorSet(layout, res.SamplerDescriptor, 2);
cmd.BindDescriptorSet(layout, res.MaterialDescriptor, 3);
cmd.BindDescriptorSet(layout, res.TexturesDescriptor, 4);
cmd.BindDescriptorSet(layout, res.LightsDescriptor, 5);
cmd.BindDescriptorSet(layout, res.CamerasDescriptor, 6);
});
shadowPass.SetRender([&](PassRenderContext& ctx) {
auto& cmd = ctx.commandBuffer;
auto& scene = ctx.scene;
auto& vk = VkRenderer::Get();
ZoneScopedN("Render Models");
auto view = scene->m_Registry.view<TransformComponent, ModelComponent, VisibilityComponent>();
for (auto e : view)
{
auto [transform, mesh, visibility] = view.get<TransformComponent, ModelComponent, VisibilityComponent>(e);
if (!mesh.ModelResource || !visibility.Visible)
{
continue;
}
const int entityId = Entity((entt::entity)e, scene.get()).GetID();
for (auto& m : mesh.ModelResource->GetMeshes())
{
Ref<VkMesh> vkMesh = m->GetVkMesh();
cmd.BindDescriptorSet(ctx.renderPass->PipelineLayout, vkMesh->GetDescriptorSet(), 1);
gbufferConstant.Index = GPUResources::Get().GetBindlessTransformID(entityId);
gbufferConstant.CameraID = ctx.cameraID;
cmd.PushConstants(ctx.renderPass->PipelineLayout, sizeof(GBufferConstant), &gbufferConstant);
cmd.BindIndexBuffer(vkMesh->GetIndexBuffer()->GetBuffer());
cmd.DrawIndexed(vkMesh->GetIndexBuffer()->GetSize() / sizeof(uint32_t));
}
}
});
GBufferPipeline = RenderPipeline();
auto& gBufferPass = GBufferPipeline.AddPass("GBuffer");
gBufferPass.SetShaders(shaderMgr.GetShader("basic_vert"), shaderMgr.GetShader("basic_frag"));
@@ -96,11 +140,10 @@ SceneRenderPipeline::SceneRenderPipeline()
shadingPass.AddInput("Depth");
shadingPass.AddInput("Material");
shadingPass.SetPreRender([&](PassRenderContext& ctx) {
Cmd& cmd = ctx.commandBuffer;
auto& layout = ctx.renderPass->PipelineLayout;
auto& res = GPUResources::Get();
Cmd& cmd = ctx.commandBuffer;
// Bindless
cmd.BindDescriptorSet(layout, res.ModelDescriptor, 0);
cmd.BindDescriptorSet(layout, res.SamplerDescriptor, 2);
@@ -136,6 +179,7 @@ SceneRenderPipeline::SceneRenderPipeline()
cmd.DrawIndexed(6);
});
ShadowPipeline.Build();
GBufferPipeline.Build();
}

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@@ -61,8 +61,8 @@ namespace Nuake
GBufferConstant gbufferConstant;
ShadingConstant shadingConstant;
// Holds all the texture attachments
static RenderPipeline GBufferPipeline;
static RenderPipeline ShadowPipeline;
public:
SceneRenderPipeline();

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@@ -28,7 +28,6 @@ void VkSceneRenderer::Init()
{
LoadShaders();
SetGBufferSize({ 1280, 720 });
CreatePipelines();
const std::vector<Vertex> quadVertices
{
@@ -48,6 +47,11 @@ void VkSceneRenderer::Init()
QuadMesh = CreateRef<VkMesh>(quadVertices, quadIndices);
}
void VkSceneRenderer::SetGBufferSize(const Vector2& size)
{
Context.Size = size;
}
// This will prepare all the data and upload it to the GPU before rendering the scene.
void VkSceneRenderer::BeginScene(RenderContext inContext)
{
@@ -322,186 +326,3 @@ void VkSceneRenderer::LoadShaders()
shaderMgr.AddShader("shadow_frag", shaderCompiler.CompileShader("../Resources/Shaders/Vulkan/shadow.frag"));
shaderMgr.AddShader("shadow_vert", shaderCompiler.CompileShader("../Resources/Shaders/Vulkan/shadow.vert"));
}
void VkSceneRenderer::CreatePipelines()
{
sceneRenderPipeline = CreateRef<SceneRenderPipeline>();
//ShadowPipeline = RenderPipeline();
//auto& shadowPass = ShadowPipeline.AddPass("Shadow");
//shadowPass.AddAttachment("Depth", ImageFormat::D32F, ImageUsage::Depth);
//shadowPass.SetShaders(Shaders["shadow_vert"], Shaders["shadow_frag"]);
//shadowPass.SetPushConstant<ModelPushConstant>(modelPushConstant);
//shadowPass.SetPreRender([&](PassRenderContext& ctx) {
// auto layout = ctx.renderPass->PipelineLayout;
// ctx.commandBuffer.BindDescriptorSet(layout, CameraBufferDescriptors, 0);
// ctx.commandBuffer.BindDescriptorSet(layout, GPUResources::Get().ModelDescriptor, 1);
// ctx.commandBuffer.BindDescriptorSet(layout, SamplerDescriptor, 3);
// ctx.commandBuffer.BindDescriptorSet(layout, MaterialBufferDescriptor, 4);
// ctx.commandBuffer.BindDescriptorSet(layout, GPUResources::Get().TexturesDescriptor, 5);
// ctx.commandBuffer.BindDescriptorSet(layout, LightBufferDescriptor, 6);
// ctx.commandBuffer.BindDescriptorSet(layout, GPUResources::Get().CamerasDescriptor, 7);
//});
//shadowPass.SetRender([&](PassRenderContext& ctx) {
// auto& cmd = ctx.commandBuffer;
// auto& scene = ctx.scene;
// auto& vk = VkRenderer::Get();
//
// // Draw the scene
// {
// ZoneScopedN("Render Models");
// auto view = scene->m_Registry.view<TransformComponent, ModelComponent, VisibilityComponent>();
// for (auto e : view)
// {
// auto [transform, mesh, visibility] = view.get<TransformComponent, ModelComponent, VisibilityComponent>(e);
// if (!mesh.ModelResource || !visibility.Visible)
// {
// continue;
// }
//
// Entity entity = Entity((entt::entity)e, scene.get());
// for (auto& m : mesh.ModelResource->GetMeshes())
// {
// Ref<VkMesh> vkMesh = m->GetVkMesh();
// Matrix4 globalTransform = transform.GetGlobalTransform();
//
// auto descSet = vkMesh->GetDescriptorSet();
// cmd.BindDescriptorSet(ctx.renderPass->PipelineLayout, descSet, 2);
//
// // Bind texture descriptor set
// Ref<Material> material = m->GetMaterial();
// Ref<VulkanImage> albedo = GPUResources::Get().GetTexture(material->AlbedoImage);
//
//
//
// modelPushConstant.Index = GPUResources::Get().GetBindlessTransformID(entity.GetID());
// modelPushConstant.MaterialIndex = GPUResources::Get().GetBindlessMaterialID(entity.GetID());
// modelPushConstant.CameraID = ctx.cameraID;
//
// cmd.PushConstants(ctx.renderPass->PipelineLayout, sizeof(ModelPushConstant), &modelPushConstant);
// cmd.BindIndexBuffer(vkMesh->GetIndexBuffer()->GetBuffer());
// cmd.DrawIndexed(vkMesh->GetIndexBuffer()->GetSize() / sizeof(uint32_t));
// }
// }
// }
//});
//ShadowPipeline.Build();
//
//GBufferPipeline = RenderPipeline();
//auto& gBufferPass = GBufferPipeline.AddPass("GBuffer");
//gBufferPass.SetShaders(Shaders["basic_vert"], Shaders["basic_frag"]);
//gBufferPass.AddAttachment("Albedo", ImageFormat::RGBA8);
//gBufferPass.AddAttachment("Normal", ImageFormat::RGBA8);
//gBufferPass.AddAttachment("Material", ImageFormat::RGBA8);
//gBufferPass.AddAttachment("Depth", ImageFormat::D32F, ImageUsage::Depth);
//gBufferPass.SetPushConstant<ModelPushConstant>(modelPushConstant);
//gBufferPass.SetPreRender([&](PassRenderContext& ctx) {
// auto layout = ctx.renderPass->PipelineLayout;
// ctx.commandBuffer.BindDescriptorSet(layout, CameraBufferDescriptors, 0);
// ctx.commandBuffer.BindDescriptorSet(layout, GPUResources::Get().ModelDescriptor, 1);
// ctx.commandBuffer.BindDescriptorSet(layout, SamplerDescriptor, 3);
// ctx.commandBuffer.BindDescriptorSet(layout, MaterialBufferDescriptor, 4);
// ctx.commandBuffer.BindDescriptorSet(layout, GPUResources::Get().TexturesDescriptor, 5);
// ctx.commandBuffer.BindDescriptorSet(layout, LightBufferDescriptor, 6);
// ctx.commandBuffer.BindDescriptorSet(layout, GPUResources::Get().CamerasDescriptor, 7);
//});
//gBufferPass.SetRender([&](PassRenderContext& ctx){
// auto& cmd = ctx.commandBuffer;
// auto& scene = ctx.scene;
// auto& vk = VkRenderer::Get();
//
// // Draw the scene
// {
// ZoneScopedN("Render Models");
// auto view = scene->m_Registry.view<TransformComponent, ModelComponent, VisibilityComponent>();
// for (auto e : view)
// {
// auto [transform, mesh, visibility] = view.get<TransformComponent, ModelComponent, VisibilityComponent>(e);
// if (!mesh.ModelResource || !visibility.Visible)
// {
// continue;
// }
//
// Entity entity = Entity((entt::entity)e, scene.get());
// for (auto& m : mesh.ModelResource->GetMeshes())
// {
// Ref<VkMesh> vkMesh = m->GetVkMesh();
// Matrix4 globalTransform = transform.GetGlobalTransform();
//
// auto descSet = vkMesh->GetDescriptorSet();
// cmd.BindDescriptorSet(ctx.renderPass->PipelineLayout, descSet, 2);
//
// // Bind texture descriptor set
// Ref<Material> material = m->GetMaterial();
// Ref<VulkanImage> albedo = GPUResources::Get().GetTexture(material->AlbedoImage);
//
// modelPushConstant.Index = GPUResources::Get().GetBindlessTransformID(entity.GetID());
// modelPushConstant.MaterialIndex = GPUResources::Get().GetBindlessMaterialID(entity.GetID());
// modelPushConstant.CameraID = ctx.cameraID;
// cmd.PushConstants(ctx.renderPass->PipelineLayout, sizeof(ModelPushConstant), &modelPushConstant);
//
// cmd.BindIndexBuffer(vkMesh->GetIndexBuffer()->GetBuffer());
// cmd.DrawIndexed(vkMesh->GetIndexBuffer()->GetSize() / sizeof(uint32_t));
// }
// }
// }
//
//});
//
//auto& shadingPass = GBufferPipeline.AddPass("Shading");
//shadingPass.SetShaders(Shaders["shading_vert"], Shaders["shading_frag"]);
//shadingPass.SetPushConstant<ShadingPushConstant>(shadingPushConstant);
//shadingPass.AddAttachment("Output", ImageFormat::RGBA8);
//shadingPass.SetDepthTest(false);
//shadingPass.AddInput("Albedo");
//shadingPass.AddInput("Normal");
//shadingPass.AddInput("Depth");
//shadingPass.AddInput("Material");
//shadingPass.SetPreRender([&](PassRenderContext& ctx) {
// auto layout = ctx.renderPass->PipelineLayout;
// auto cmd = ctx.commandBuffer;
// cmd.BindDescriptorSet(layout, CameraBufferDescriptors, 0);
// cmd.BindDescriptorSet(layout, GPUResources::Get().ModelDescriptor, 1);
// cmd.BindDescriptorSet(layout, SamplerDescriptor, 3);
// cmd.BindDescriptorSet(layout, MaterialBufferDescriptor, 4);
// cmd.BindDescriptorSet(layout, GPUResources::Get().TexturesDescriptor, 5);
// cmd.BindDescriptorSet(layout, LightBufferDescriptor, 6);
// cmd.BindDescriptorSet(layout, GPUResources::Get().CamerasDescriptor, 7);
//
// auto& gpu = GPUResources::Get();
// auto& gbufferPass = GBufferPipeline.GetRenderPass("GBuffer");
// shadingPushConstant.AlbedoTextureID = gpu.GetBindlessTextureID(gbufferPass.GetAttachment("Albedo").Image->GetID());
// shadingPushConstant.DepthTextureID = gpu.GetBindlessTextureID(gbufferPass.GetDepthAttachment().Image->GetID());
// shadingPushConstant.NormalTextureID = gpu.GetBindlessTextureID(gbufferPass.GetAttachment("Normal").Image->GetID());
// shadingPushConstant.MaterialTextureID = gpu.GetBindlessTextureID(gbufferPass.GetAttachment("Material").Image->GetID());
// shadingPushConstant.CameraID = ctx.cameraID;
//});
//shadingPass.SetRender([](PassRenderContext& ctx) {
// auto& cmd = ctx.commandBuffer;
// cmd.PushConstants(ctx.renderPass->PipelineLayout, sizeof(ShadingPushConstant), &shadingPushConstant);
//
// // Draw full screen quad
// cmd.BindDescriptorSet(ctx.renderPass->PipelineLayout, quadMesh->GetDescriptorSet(), 2);
// cmd.BindIndexBuffer(quadMesh->GetIndexBuffer()->GetBuffer());
// cmd.DrawIndexed(6);
//});
//
//GBufferPipeline.Build();
//ShadowPipeline.Build();
}
void VkSceneRenderer::SetGBufferSize(const Vector2& size)
{
Context.Size = size;
}
void VkSceneRenderer::BuildMatrixBuffer()
{
// This will scan and build the matrix buffer for the next frame.
// It will create a mapping between UUID and the corresponding index for the model matrix
ZoneScopedN("Build Matrix Buffer");
auto& scene = Context.CurrentScene;
auto& res = GPUResources::Get();
}

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@@ -41,7 +41,5 @@ namespace Nuake
private:
void LoadShaders();
void CreatePipelines();
void BuildMatrixBuffer();
};
}