329 lines
11 KiB
C++
329 lines
11 KiB
C++
#include "VulkanSceneRenderer.h"
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#include "Nuake/Rendering/Textures/Material.h"
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#include "Nuake/Rendering/Vulkan/Pipeline/RenderPipeline.h"
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#include "Nuake/Rendering/Vulkan/SceneRenderPipeline.h"
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#include "Nuake/Rendering/Vulkan/ShaderCompiler.h"
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#include "Nuake/Rendering/Vulkan/VkMesh.h"
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#include "Nuake/Rendering/Vulkan/VkResources.h"
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#include "Nuake/Rendering/Vulkan/VkShaderManager.h"
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#include "Nuake/Rendering/Vulkan/VulkanAllocator.h"
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#include "Nuake/Rendering/Vulkan/VulkanCheck.h"
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#include "Nuake/Rendering/Vulkan/VulkanInit.h"
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#include "Nuake/Rendering/Vulkan/VulkanRenderer.h"
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#include "Nuake/Scene/Scene.h"
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#include "Nuake/Scene/Entities/Entity.h"
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#include "Nuake/Scene/Components/ModelComponent.h"
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#include "Nuake/Scene/Components/CameraComponent.h"
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#include <Tracy.hpp>
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using namespace Nuake;
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Ref<VkMesh> VkSceneRenderer::QuadMesh;
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void VkSceneRenderer::Init()
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{
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LoadShaders();
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shadowRenderPipeline = CreateRef<ShadowRenderPipeline>();
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sceneRenderPipeline = CreateRef<SceneRenderPipeline>();
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const std::vector<Vertex> quadVertices
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{
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{ Vector3(-1.0f, 1.0f, 1.0f), 0.0f, Vector3(0, 0, 1), 1.0f, Vector4(1, 0, 0, 0), Vector4(0, 1, 0, 0) },
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{ Vector3( 1.0f, 1.0f, 1.0f), 1.0f, Vector3(0, 0, 1), 1.0f, Vector4(1, 0, 0, 0), Vector4(0, 1, 0, 0) },
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{ Vector3(-1.0f, -1.0f, 1.0f), 0.0f, Vector3(0, 0, 1), 0.0f, Vector4(1, 0, 0, 0), Vector4(0, 1, 0, 0) },
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{ Vector3( 1.0f, -1.0f, 1.0f), 1.0f, Vector3(0, 0, 1), 0.0f, Vector4(1, 0, 0, 0), Vector4(0, 1, 0, 0) },
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{ Vector3(-1.0f, -1.0f, 1.0f), 0.0f, Vector3(0, 0, 1), 0.0f, Vector4(1, 0, 0, 0), Vector4(0, 1, 0, 0) },
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{ Vector3( 1.0f, 1.0f, 1.0f), 1.0f, Vector3(0, 0, 1), 1.0f, Vector4(1, 0, 0, 0), Vector4(0, 1, 0, 0) }
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};
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const std::vector<uint32_t> quadIndices
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{
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5, 4, 3, 2, 1, 0
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};
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QuadMesh = CreateRef<VkMesh>(quadVertices, quadIndices);
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}
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void VkSceneRenderer::LoadShaders()
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{
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// TODO: load embedded shaders in the future
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VkShaderManager& shaderMgr = VkShaderManager::Get();
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ShaderCompiler& shaderCompiler = ShaderCompiler::Get();
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shaderMgr.AddShader("basic_frag", shaderCompiler.CompileShader("Resources/Shaders/Vulkan/triangle.frag"));
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shaderMgr.AddShader("basic_vert", shaderCompiler.CompileShader("Resources/Shaders/Vulkan/triangle.vert"));
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shaderMgr.AddShader("shading_frag", shaderCompiler.CompileShader("Resources/Shaders/Vulkan/shading.frag"));
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shaderMgr.AddShader("shading_vert", shaderCompiler.CompileShader("Resources/Shaders/Vulkan/shading.vert"));
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shaderMgr.AddShader("shadow_frag", shaderCompiler.CompileShader("Resources/Shaders/Vulkan/shadow.frag"));
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shaderMgr.AddShader("shadow_vert", shaderCompiler.CompileShader("Resources/Shaders/Vulkan/shadow.vert"));
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shaderMgr.AddShader("tonemap_frag", shaderCompiler.CompileShader("Resources/Shaders/Vulkan/tonemap.frag"));
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shaderMgr.AddShader("tonemap_vert", shaderCompiler.CompileShader("Resources/Shaders/Vulkan/tonemap.vert"));
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}
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void VkSceneRenderer::PrepareScenes(const std::vector<Ref<Scene>>& scenes, RenderContext inContext)
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{
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// Prepare all scenes
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auto& gpu = GPUResources::Get();
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gpu.ClearCameras();
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uint32_t lightCount = 0;
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std::array<LightData, MAX_LIGHTS> allLights;
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uint32_t currentIndex = 0;
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uint32_t currentMaterialIndex = 0;
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std::array<Matrix4, MAX_MODEL_MATRIX> allTransforms;
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std::array<MaterialBufferStruct, MAX_MATERIAL> allMaterials;
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for (auto& scene : scenes)
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{
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// Prepare scene
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// Cameras
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{
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const auto& camera = scene->m_EditorCamera;
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CameraView cameraView
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{
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.View = camera->GetTransform(),
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.Projection = camera->GetPerspective(),
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.InverseView = glm::inverse(cameraView.View),
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.InverseProjection = glm::inverse(cameraView.Projection),
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.Position = camera->GetTranslation(),
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.Near = camera->Near,
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.Far = camera->Far,
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};
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Vector3 pos = cameraView.View[3];
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gpu.AddCamera(camera->ID, std::move(cameraView));
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auto view = scene->m_Registry.view<TransformComponent, CameraComponent>();
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for (auto e : view)
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{
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const auto& [transform, cameraComponent] = view.get<TransformComponent, CameraComponent>(e);
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const Ref<Camera> camera = cameraComponent.CameraInstance;
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CameraView cameraView
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{
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.View = camera->GetTransform(),
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.Projection = camera->GetPerspective(),
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.InverseView = glm::inverse(cameraView.View),
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.InverseProjection = glm::inverse(cameraView.Projection),
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.Position = camera->GetTranslation(),
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.Near = camera->Near,
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.Far = camera->Far,
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};
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gpu.AddCamera(camera->ID, std::move(cameraView));
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}
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}
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// Lights
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{
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auto view = scene->m_Registry.view<TransformComponent, LightComponent>();
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for (auto e : view)
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{
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auto [transform, light] = view.get<TransformComponent, LightComponent>(e);
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for (auto& view : light.m_LightViews)
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{
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CameraView cameraView
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{
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.View = view.View,
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.Projection = view.Proj,
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.InverseView = glm::inverse(view.View),
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.InverseProjection = glm::inverse(view.Proj),
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.Position = transform.GetGlobalTransform()[3],
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.Near = 0,
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.Far = 0,
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};
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gpu.AddCamera(view.CameraID, std::move(cameraView));
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}
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}
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}
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// Models
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{
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auto view = scene->m_Registry.view<TransformComponent, ModelComponent, VisibilityComponent>();
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for (auto e : view)
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{
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// Check if we've reached the maximum capacity of the array
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if (currentIndex >= MAX_MODEL_MATRIX)
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{
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assert(false && "Max model matrix reached!");
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break;
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}
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auto [transform, mesh, visibility] = view.get<TransformComponent, ModelComponent, VisibilityComponent>(e);
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// Get() will load the resource if its not loaded already
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Ref<Model> modelResource = mesh.ModelResource.Get<Model>();
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if (!modelResource || !visibility.Visible)
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{
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continue;
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}
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// Upload transforms to GPU resources
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allTransforms[currentIndex] = transform.GetGlobalTransform();
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gpu.ModelMatrixMapping[Entity((entt::entity)e, scene.get()).GetID()] = currentIndex;
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// Upload mesh material to GPU resources
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for (auto& m : modelResource->GetMeshes())
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{
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// TODO: Avoid duplicated materials
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Ref<Material> material = m->GetMaterial();
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if (!material)
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{
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// insert missing material.
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static Ref<Material> missingMaterial = CreateRef<Material>();
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missingMaterial->AlbedoImage = TextureManager::Get()->GetTexture2("missing_texture")->GetID();
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material = missingMaterial;
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}
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MaterialBufferStruct materialBuffer
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{
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.HasAlbedo = material->HasAlbedo(),
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.AlbedoColor = material->data.m_AlbedoColor,
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.HasNormal = material->HasNormal(),
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.HasMetalness = material->HasMetalness(),
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.HasRoughness = material->HasRoughness(),
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.HasAO = material->HasAO(),
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.MetalnessValue = material->data.u_MetalnessValue,
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.RoughnessValue = material->data.u_RoughnessValue,
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.AoValue = material->data.u_AOValue,
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.AlbedoTextureId = material->HasAlbedo() ? gpu.GetBindlessTextureID(material->AlbedoImage) : 0,
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.NormalTextureId = material->HasNormal() ? gpu.GetBindlessTextureID(material->NormalImage) : 0,
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.MetalnessTextureId = material->HasMetalness() ? gpu.GetBindlessTextureID(material->MetalnessImage) : 0,
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.RoughnessTextureId = material->HasRoughness() ? gpu.GetBindlessTextureID(material->RoughnessImage) : 0,
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.AoTextureId = material->HasAO() ? gpu.GetBindlessTextureID(material->AOImage) : 0,
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};
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// Save bindless mapping index
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allMaterials[currentMaterialIndex] = std::move(materialBuffer);
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gpu.MeshMaterialMapping[m->GetVkMesh()->GetID()] = currentMaterialIndex;
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currentMaterialIndex++;
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}
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currentIndex++;
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}
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}
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// Lights
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{
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auto lightView = scene->m_Registry.view<TransformComponent, LightComponent>();
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for (auto e : lightView)
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{
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if (lightCount >= MAX_LIGHTS)
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{
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assert(false && "Max amount of light reached!");
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break;
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}
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auto [transform, lightComp] = lightView.get<TransformComponent, LightComponent>(e);
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// Update light direction with transform, shouldn't be here!
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// TODO: Move to transform system
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lightComp.Direction = transform.GetGlobalRotation() * Vector3(0, 0, -1);
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LightData light
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{
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.Position = Vector3(transform.GetGlobalTransform()[3]),
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.Type = lightComp.Type,
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.Color = Vector4(lightComp.Color * lightComp.Strength, 1.0),
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.Direction = lightComp.Direction,
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.OuterConeAngle = glm::cos(Rad(lightComp.OuterCutoff)),
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.InnerConeAngle = glm::cos(Rad(lightComp.Cutoff)),
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.CastShadow = lightComp.CastShadows,
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};
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if (lightComp.CastShadows && lightComp.Type == LightType::Directional)
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{
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for (int i = 0; i < CSM_AMOUNT; i++)
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{
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light.TransformId[i] = gpu.GetBindlessCameraID(lightComp.m_LightViews[i].CameraID);
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light.ShadowMapTextureId[i] = gpu.GetBindlessTextureID(lightComp.m_ShadowMaps[i]->GetID());
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}
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}
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allLights[lightCount] = std::move(light);
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lightCount++;
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}
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}
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// Update light CSM
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{
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auto view = scene->m_Registry.view<TransformComponent, LightComponent>();
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for (auto e : view)
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{
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auto [transform, light] = view.get<TransformComponent, LightComponent>(e);
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auto cam = gpu.GetCamera(inContext.CameraID);
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if (light.Type == LightType::Directional)
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{
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light.CalculateViewProjection(cam.View, cam.Projection);
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}
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}
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}
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gpu.RecreateBindlessCameras();
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}
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gpu.ModelTransforms = ModelData{ allTransforms };
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gpu.MaterialDataContainer = MaterialData{ allMaterials };
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gpu.LightDataContainerArray = LightDataContainer{ allLights };
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gpu.LightCount = lightCount;
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gpu.UpdateBuffers();
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for (auto& scene : scenes)
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{
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PassRenderContext passCtx = { };
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passCtx.scene = scene;
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passCtx.commandBuffer = inContext.CommandBuffer;
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passCtx.resolution = inContext.Size;
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passCtx.cameraID = GPUResources::Get().GetBindlessCameraID(scene->GetCurrentCamera()->ID);
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auto view = scene->m_Registry.view<TransformComponent, LightComponent>();
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for (auto e : view)
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{
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auto [transform, light] = view.get<TransformComponent, LightComponent>(e);
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if (light.Type != LightType::Directional || !light.CastShadows)
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{
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continue;
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}
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light.LightMapIDs.clear();
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for (int i = 0; i < CSM_AMOUNT; i++)
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{
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light.LightMapIDs.push_back(light.m_ShadowMaps[i]->GetID());
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passCtx.cameraID = GPUResources::Get().GetBindlessCameraID(light.m_LightViews[i].CameraID);
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passCtx.resolution = Vector2{ 4096, 4096 };
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shadowRenderPipeline->Render(passCtx, light.m_ShadowMaps[i]);
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}
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}
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}
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}
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void VkSceneRenderer::DrawSceneView(RenderContext inContext)
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{
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PassRenderContext passCtx = { };
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passCtx.cameraID = GPUResources::Get().GetBindlessCameraID(inContext.CameraID);
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passCtx.resolution = inContext.Size;
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passCtx.commandBuffer = inContext.CommandBuffer;
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passCtx.scene = inContext.CurrentScene;
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sceneRenderPipeline->Render(passCtx);
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// in case we just resized
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inContext.CommandBuffer.TransitionImageLayout(inContext.ViewportImage, VK_IMAGE_LAYOUT_GENERAL);
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inContext.CommandBuffer.TransitionImageLayout(sceneRenderPipeline->GetOutput(), VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
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inContext.CommandBuffer.TransitionImageLayout(inContext.ViewportImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
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inContext.CommandBuffer.CopyImageToImage(sceneRenderPipeline->GetOutput(), inContext.ViewportImage);
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inContext.CommandBuffer.TransitionImageLayout(inContext.ViewportImage, VK_IMAGE_LAYOUT_GENERAL);
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inContext.CommandBuffer.TransitionImageLayout(sceneRenderPipeline->GetOutput(), VK_IMAGE_LAYOUT_GENERAL);
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inContext.CommandBuffer.TransitionImageLayout(inContext.ViewportImage, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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}
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