Files
Nuake-custom/Nuake/src/Rendering/Vulkan/VulkanSceneRenderer.cpp
2025-01-12 22:14:30 -05:00

508 lines
19 KiB
C++

#include "VulkanSceneRenderer.h"
#include "src/Rendering/Textures/Material.h"
#include "src/Rendering/Vulkan/Pipeline/RenderPipeline.h"
#include "src/Rendering/Vulkan/SceneRenderPipeline.h"
#include "src/Rendering/Vulkan/ShaderCompiler.h"
#include "src/Rendering/Vulkan/VkMesh.h"
#include "src/Rendering/Vulkan/VkResources.h"
#include "src/Rendering/Vulkan/VkShaderManager.h"
#include "src/Rendering/Vulkan/VulkanAllocator.h"
#include "src/Rendering/Vulkan/VulkanCheck.h"
#include "src/Rendering/Vulkan/VulkanInit.h"
#include "src/Rendering/Vulkan/VulkanRenderer.h"
#include "src/Scene/Scene.h"
#include "src/Scene/Entities/Entity.h"
#include "src/Scene/Components/ModelComponent.h"
#include "src/Scene/Components/CameraComponent.h"
#include <Tracy.hpp>
using namespace Nuake;
void VkSceneRenderer::Init()
{
LoadShaders();
SetGBufferSize({ 1280, 720 });
CreatePipelines();
const std::vector<Vertex> quadVertices
{
{ 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) },
{ 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) },
{ 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) },
{ 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) },
{ 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) },
{ 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) }
};
const std::vector<uint32_t> quadIndices
{
5, 4, 3, 2, 1, 0
};
QuadMesh = CreateRef<VkMesh>(quadVertices, quadIndices);
}
// This will prepare all the data and upload it to the GPU before rendering the scene.
void VkSceneRenderer::BeginScene(RenderContext inContext)
{
Context.CommandBuffer = inContext.CommandBuffer;
Context.CurrentScene = inContext.CurrentScene;
Context.CameraID = inContext.CameraID;
auto& scene = Context.CurrentScene;
auto& gpu = GPUResources::Get();
// CameraView
{
// Clear last frame's cameras
gpu.ClearCameras();
// Editor camera, maybe strip this out in runtime?
const auto& camera = scene->m_EditorCamera;
CameraView cameraView
{
.View = camera->GetTransform(),
.Projection = camera->GetPerspective(),
.InverseView = glm::inverse(cameraView.View),
.InverseProjection = glm::inverse(cameraView.Projection),
.Position = camera->GetTranslation(),
.Near = camera->Near,
.Far = camera->Far,
};
gpu.AddCamera(camera->ID, std::move(cameraView));
// Add scene cameras
auto view = scene->m_Registry.view<TransformComponent, CameraComponent>();
for (auto e : view)
{
const auto& [transform, cameraComponent] = view.get<TransformComponent, CameraComponent>(e);
const Ref<Camera> camera = cameraComponent.CameraInstance;
CameraView cameraView
{
.View = camera->GetTransform(),
.Projection = camera->GetPerspective(),
.InverseView = glm::inverse(cameraView.View),
.InverseProjection = glm::inverse(cameraView.Projection),
.Position = camera->GetTranslation(),
.Near = camera->Near,
.Far = camera->Far,
};
gpu.AddCamera(camera->ID, std::move(cameraView));
}
}
// CSM Light's view
{
auto view = scene->m_Registry.view<TransformComponent, LightComponent>();
for (auto e : view)
{
auto [transform, light] = view.get<TransformComponent, LightComponent>(e);
for (auto& view : light.m_LightViews)
{
CameraView cameraView
{
.View = view.View,
.Projection = view.Proj,
.InverseView = glm::inverse(view.View),
.InverseProjection = glm::inverse(view.Proj),
.Position = transform.GetGlobalTransform()[3],
.Near = 0,
.Far = 0,
};
gpu.AddCamera(view.CameraID, std::move(cameraView));
}
}
}
// All transforms & materials
{
uint32_t currentIndex = 0;
uint32_t currentMaterialIndex = 0;
std::array<Matrix4, MAX_MODEL_MATRIX> allTransforms;
std::array<MaterialBufferStruct, MAX_MATERIAL> allMaterials;
auto view = scene->m_Registry.view<TransformComponent, ModelComponent, VisibilityComponent>();
for (auto e : view)
{
// Check if we've reached the maximum capacity of the array
if (currentIndex >= MAX_MODEL_MATRIX)
{
assert(false && "Max model matrix reached!");
break;
}
auto [transform, mesh, visibility] = view.get<TransformComponent, ModelComponent, VisibilityComponent>(e);
if (!mesh.ModelResource || !visibility.Visible)
{
continue;
}
// Upload transforms to GPU resources
allTransforms[currentIndex] = transform.GetGlobalTransform();
gpu.ModelMatrixMapping[Entity((entt::entity)e, scene.get()).GetID()] = currentIndex;
// Upload mesh material to GPU resources
for (auto& m : mesh.ModelResource->GetMeshes())
{
Ref<Material> material = m->GetMaterial();
if (!material)
{
continue;
}
// TODO: Avoid duplicated materials
MaterialBufferStruct materialBuffer
{
.HasAlbedo = material->HasAlbedo(),
.AlbedoColor = material->data.m_AlbedoColor,
.HasNormal = material->HasNormal(),
.HasMetalness = material->HasMetalness(),
.HasRoughness = material->HasRoughness(),
.HasAO = material->HasAO(),
.MetalnessValue = material->data.u_MetalnessValue,
.RoughnessValue = material->data.u_RoughnessValue,
.AoValue = material->data.u_AOValue,
.AlbedoTextureId = material->HasAlbedo() ? gpu.GetBindlessTextureID(material->AlbedoImage) : 0,
.NormalTextureId = material->HasNormal() ? gpu.GetBindlessTextureID(material->NormalImage) : 0,
.MetalnessTextureId = material->HasMetalness() ? gpu.GetBindlessTextureID(material->MetalnessImage) : 0,
.RoughnessTextureId = material->HasRoughness() ? gpu.GetBindlessTextureID(material->RoughnessImage) : 0,
.AoTextureId = material->HasAO() ? gpu.GetBindlessTextureID(material->AOImage) : 0,
};
// Save bindless mapping index
allMaterials[currentMaterialIndex] = std::move(materialBuffer);
gpu.MeshMaterialMapping[m->GetVkMesh()->GetID()] = currentMaterialIndex;
currentMaterialIndex++;
}
currentIndex++;
}
gpu.ModelTransforms = ModelData{ allTransforms };
gpu.MaterialDataContainer = MaterialData{ allMaterials };
}
// All lights
{
uint32_t lightCount = 0;
std::array<LightData, MAX_LIGHTS> allLights;
auto lightView = scene->m_Registry.view<TransformComponent, LightComponent>();
for (auto e : lightView)
{
if (lightCount >= MAX_LIGHTS)
{
assert(false && "Max amount of light reached!");
break;
}
auto [transform, lightComp] = lightView.get<TransformComponent, LightComponent>(e);
// Update light direction with transform, shouldn't be here!
// TODO: Move to transform system
lightComp.Direction = transform.GetGlobalRotation() * Vector3(0, 0, -1);
LightData light
{
.Position = Vector3(transform.GetGlobalTransform()[3]),
.Type = lightComp.Type,
.Color = Vector4(lightComp.Color * lightComp.Strength, 1.0),
.Direction = lightComp.Direction,
.OuterConeAngle = glm::cos(Rad(lightComp.OuterCutoff)),
.InnerConeAngle = glm::cos(Rad(lightComp.Cutoff)),
.CastShadow = lightComp.CastShadows,
};
for (int i = 0; i < CSM_AMOUNT; i++)
{
light.TransformId[i] = gpu.GetBindlessCameraID(lightComp.m_LightViews[i].CameraID);
light.ShadowMapTextureId[i] = gpu.GetBindlessTextureID(lightComp.LightMapID);
}
allLights[lightCount] = std::move(light);
lightCount++;
}
gpu.LightDataContainerArray = LightDataContainer{ allLights };
gpu.LightCount = lightCount;
}
// Copy CSM split depths
for (int i = 0; i < CSM_AMOUNT; i++)
{
//shadingPushConstant.CascadeSplits[i] = LightComponent::mCascadeSplitDepth[i];
}
// Update transforms, materials and lights.
// We need to push lights first to have bindless mapping for CSM
gpu.UpdateBuffers();
// Update light CSM
{
auto view = scene->m_Registry.view<TransformComponent, LightComponent>();
for (auto e : view)
{
auto [transform, light] = view.get<TransformComponent, LightComponent>(e);
auto cam = gpu.GetCamera(inContext.CameraID);
if (light.Type == LightType::Directional)
{
light.CalculateViewProjection(cam.View, cam.Projection);
}
}
}
gpu.RecreateBindlessCameras();
// Execute light
PassRenderContext passCtx = { };
passCtx.scene = inContext.CurrentScene;
passCtx.commandBuffer = inContext.CommandBuffer;
passCtx.resolution = Context.Size;
passCtx.cameraID = GPUResources::Get().GetBindlessCameraID(inContext.CameraID);
auto view = scene->m_Registry.view<TransformComponent, LightComponent>();
for (auto e : view)
{
auto [transform, light] = view.get<TransformComponent, LightComponent>(e);
if (light.Type != LightType::Directional)
{
continue;
}
// TODO: Execute shadow pipeline for each light
passCtx.cameraID = GPUResources::Get().GetBindlessCameraID(light.m_LightViews[0].CameraID);
//ShadowPipeline.Execute(passCtx);
//light.LightMapID = ShadowPipeline.GetRenderPass("Shadow").GetDepthAttachment().Image->GetID();
//passCtx.cameraID = GPUResources::Get().GetBindlessCameraID(light.m_LightViews[0].CameraID);
for (int i = 0; i < CSM_AMOUNT; i++)
{
//ShadowPipeline.Execute(passCtx);
}
}
//passCtx.cameraID = GPUResources::Get().GetBindlessCameraID(Context.CameraID);
//GBufferPipeline.Execute(passCtx);
sceneRenderPipeline->Render(passCtx);
}
void VkSceneRenderer::EndScene()
{
// Copy final output to DrawImage.
Ref<VulkanImage> drawImage = VkRenderer::Get().GetDrawImage();
Ref<VulkanImage> output = sceneRenderPipeline->GetOutput();
Cmd& cmd = Context.CommandBuffer;
cmd.TransitionImageLayout(output, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
cmd.TransitionImageLayout(drawImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
cmd.CopyImageToImage(output, drawImage);
cmd.TransitionImageLayout(drawImage, VK_IMAGE_LAYOUT_GENERAL);
cmd.TransitionImageLayout(output, VK_IMAGE_LAYOUT_GENERAL);
}
void VkSceneRenderer::LoadShaders()
{
// TODO: load embedded shaders in the future
VkShaderManager& shaderMgr = VkShaderManager::Get();
ShaderCompiler& shaderCompiler = ShaderCompiler::Get();
shaderMgr.AddShader("basic_frag", shaderCompiler.CompileShader("../Resources/Shaders/Vulkan/triangle.frag"));
shaderMgr.AddShader("basic_vert", shaderCompiler.CompileShader("../Resources/Shaders/Vulkan/triangle.vert"));
shaderMgr.AddShader("shading_frag", shaderCompiler.CompileShader("../Resources/Shaders/Vulkan/shading.frag"));
shaderMgr.AddShader("shading_vert", shaderCompiler.CompileShader("../Resources/Shaders/Vulkan/shading.vert"));
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();
}