Now render passes have execution order and building process

This commit is contained in:
antopilo
2025-01-07 19:19:17 -05:00
parent 0f5172eb04
commit d69c56bed8
11 changed files with 495 additions and 248 deletions

View File

@@ -17,6 +17,7 @@
#include <src/Scene/Components/ModelComponent.h>
#include "Pipeline/RenderPipeline.h"
#include "src/Rendering/Vulkan/DescriptorLayoutBuilder.h"
using namespace Nuake;
@@ -38,88 +39,72 @@ void VkSceneRenderer::Init()
SetGBufferSize({ 1280, 720 });
CreateBasicPipeline();
CreatePipelines();
ModelMatrixMapping.clear();
MeshMaterialMapping.clear();
auto renderPipelineOpaque = RenderPipeline();
auto& gBufferPass = renderPipelineOpaque.AddPass("GBuffer");
gBufferPass.AddAttachment("Albedo", ImageFormat::RGBA8);
gBufferPass.AddAttachment("Normal", ImageFormat::RGBA8);
gBufferPass.AddAttachment("Material", ImageFormat::RGBA8);
gBufferPass.AddAttachment("Depth", ImageFormat::D32F);
gBufferPass.SetPreRender([](PassRenderContext& context) {
});
gBufferPass.SetRender([](PassRenderContext& context) {
});
gBufferPass.SetPostRender([](PassRenderContext& context) {
});
renderPipelineOpaque.Execute({});
RenderPipeline bloomPipeline = RenderPipeline();
auto& thresholdPass = bloomPipeline.AddPass("Threshold");
auto& thresholdOuput = thresholdPass.AddAttachment("ThresholdOutput", ImageFormat::RGBA16F);
//thresholdPass.AddInput("Source");
// Downsample
const uint32_t iterationCount = 4;
std::vector<TextureAttachment> downsampleAttachments;
for (int i = 0; i < iterationCount; i++)
{
const std::string passName = "Downsample" + std::to_string(i);
auto& downsamplePass = bloomPipeline.AddPass(passName);
auto& downsampleOutput = downsamplePass.AddAttachment("DownsampleOutput", ImageFormat::RGBA16F);
downsampleAttachments.push_back(downsampleOutput);
if (i == 0)
{ // Initial downsample from source
downsamplePass.AddInput(thresholdOuput);
}
else
{ // Downsample previous pass
const uint32_t previousIndex = iterationCount - i - 1;
; downsamplePass.AddInput(downsampleAttachments[previousIndex]);
}
}
// Blur & Upsample
std::vector<TextureAttachment> upsampleAttachments;
for (int i = 0; i < iterationCount; i++)
{
auto& blurHPass = bloomPipeline.AddPass("BlurH" + std::to_string(i));
auto& blurHOutput = blurHPass.AddAttachment("BlurHOutput", ImageFormat::RGBA16F);
blurHPass.AddInput(downsampleAttachments[4 - i - 1]);
auto& blurVPass = bloomPipeline.AddPass("BlurV" + std::to_string(i));
auto& blurVOutput = blurVPass.AddAttachment("BlurVOutput", ImageFormat::RGBA16F);
blurVPass.AddInput(blurHOutput);
auto& upsamplePass = bloomPipeline.AddPass("Upsample" + std::to_string(i));
auto& upsampleOutput = upsamplePass.AddAttachment("UpsampleOutput", ImageFormat::RGBA16F);
if (i == 0)
{
upsamplePass.AddInput(upsampleAttachments[i - 1]);
}
else
{
upsamplePass.AddInput(upsampleAttachments[i - 1]);
}
upsamplePass.AddInput(blurVOutput);
upsampleAttachments.push_back(upsampleOutput);
}
// Final composition
auto& finalPass = bloomPipeline.AddPass("Final");
finalPass.AddAttachment("FinalOutput", ImageFormat::RGBA16F);
std::vector<std::string> inputs = { "Source", "Lens"};
bloomPipeline.Execute(inputs);
//RenderPipeline bloomPipeline = RenderPipeline();
//auto& thresholdPass = bloomPipeline.AddPass("Threshold");
//auto& thresholdOuput = thresholdPass.AddAttachment("ThresholdOutput", ImageFormat::RGBA16F);
////thresholdPass.AddInput("Source");
//
//// Downsample
//const uint32_t iterationCount = 4;
//std::vector<TextureAttachment> downsampleAttachments;
//for (int i = 0; i < iterationCount; i++)
//{
// const std::string passName = "Downsample" + std::to_string(i);
// auto& downsamplePass = bloomPipeline.AddPass(passName);
// auto& downsampleOutput = downsamplePass.AddAttachment("DownsampleOutput", ImageFormat::RGBA16F);
// downsampleAttachments.push_back(downsampleOutput);
//
// if (i == 0)
// { // Initial downsample from source
// downsamplePass.AddInput(thresholdOuput);
// }
// else
// { // Downsample previous pass
// const uint32_t previousIndex = iterationCount - i - 1;
; // downsamplePass.AddInput(downsampleAttachments[previousIndex]);
// }
//}
//
//// Blur & Upsample
//std::vector<TextureAttachment> upsampleAttachments;
//for (int i = 0; i < iterationCount; i++)
//{
// auto& blurHPass = bloomPipeline.AddPass("BlurH" + std::to_string(i));
// auto& blurHOutput = blurHPass.AddAttachment("BlurHOutput", ImageFormat::RGBA16F);
//
// blurHPass.AddInput(downsampleAttachments[4 - i - 1]);
//
// auto& blurVPass = bloomPipeline.AddPass("BlurV" + std::to_string(i));
// auto& blurVOutput = blurVPass.AddAttachment("BlurVOutput", ImageFormat::RGBA16F);
// blurVPass.AddInput(blurHOutput);
//
// auto& upsamplePass = bloomPipeline.AddPass("Upsample" + std::to_string(i));
// auto& upsampleOutput = upsamplePass.AddAttachment("UpsampleOutput", ImageFormat::RGBA16F);
//
// if (i == 0)
// {
// upsamplePass.AddInput(upsampleAttachments[i - 1]);
// }
// else
// {
// upsamplePass.AddInput(upsampleAttachments[i - 1]);
// }
// upsamplePass.AddInput(blurVOutput);
//
// upsampleAttachments.push_back(upsampleOutput);
//}
//
//// Final composition
//auto& finalPass = bloomPipeline.AddPass("Final");
//finalPass.AddAttachment("FinalOutput", ImageFormat::RGBA16F);
//
//std::vector<std::string> inputs = { "Source", "Lens"};
//bloomPipeline.Execute(inputs);
}
void VkSceneRenderer::BeginScene(RenderContext inContext)
@@ -144,7 +129,8 @@ void VkSceneRenderer::BeginScene(RenderContext inContext)
throw std::runtime_error("Draw image is not initialized");
}
PassRenderContext passCtx = { inContext.CurrentScene, inContext.CommandBuffer };
GBufferPipeline.Execute(passCtx);
// Ensure the pipeline is valid
if (BasicPipeline == VK_NULL_HANDLE) {
@@ -249,7 +235,7 @@ void VkSceneRenderer::BeginScene(RenderContext inContext)
scissor.extent.height = GBufferAlbedo->GetWidth();
vkCmdSetScissor(cmd, 0, 1, &scissor);
}
ModelPushConstant modelPushConstant{};
void VkSceneRenderer::DrawScene()
{
ZoneScoped;
@@ -305,7 +291,7 @@ void VkSceneRenderer::DrawScene()
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_GRAPHICS, BasicPipelineLayout, 4, 1, &SamplerDescriptor, 0, nullptr);
ModelPushConstant modelPushConstant{};
modelPushConstant.Index = ModelMatrixMapping[entity.GetID()];
modelPushConstant.MaterialIndex = MeshMaterialMapping[vkMesh->GetID()];
@@ -511,12 +497,15 @@ void VkSceneRenderer::CreateDescriptors()
void VkSceneRenderer::CreatePipelines()
{
GBufferPipeline = RenderPipeline();
auto& gBufferPass = GBufferPipeline.AddPass("GBuffer");
gBufferPass.SetShaders(Shaders["basic_vert"], Shaders["basic_frag"]);
gBufferPass.AddAttachment("Albedo", ImageFormat::RGBA8);
gBufferPass.AddAttachment("Normal", ImageFormat::RGBA16F);
gBufferPass.AddAttachment("Material", ImageFormat::RGBA8);
gBufferPass.AddAttachment("Depth", ImageFormat::D32F, ImageUsage::Depth);
gBufferPass.SetPushConstant<ModelPushConstant>(modelPushConstant);
GBufferPipeline.Build();
}