132 lines
3.2 KiB
Go
132 lines
3.2 KiB
Go
package pass
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import (
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"github.com/vkngwrapper/core/v2/core1_0"
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"zworld/engine/object"
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"zworld/engine/object/light"
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"zworld/engine/object/mesh"
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"zworld/engine/renderapi"
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"zworld/engine/renderapi/command"
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"zworld/engine/renderapi/framebuffer"
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"zworld/engine/renderapi/material"
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"zworld/engine/renderapi/renderpass"
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"zworld/engine/renderapi/renderpass/attachment"
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"zworld/engine/renderapi/vulkan"
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)
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type ForwardPass struct {
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target vulkan.Target
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app vulkan.App
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pass renderpass.T
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fbuf framebuffer.Array
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materials MaterialCache
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meshQuery *object.Query[mesh.Mesh]
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lightQuery *object.Query[light.T]
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}
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var _ Pass = &ForwardPass{}
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func NewForwardPass(
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app vulkan.App,
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target vulkan.Target,
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depth vulkan.Target,
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shadows Shadow,
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) *ForwardPass {
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pass := renderpass.New(app.Device(), renderpass.Args{
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Name: "Forward",
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ColorAttachments: []attachment.Color{
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{
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Name: OutputAttachment,
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LoadOp: core1_0.AttachmentLoadOpLoad,
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StoreOp: core1_0.AttachmentStoreOpStore,
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FinalLayout: core1_0.ImageLayoutShaderReadOnlyOptimal,
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Blend: attachment.BlendMultiply,
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Image: attachment.FromImageArray(target.Surfaces()),
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},
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},
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DepthAttachment: &attachment.Depth{
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LoadOp: core1_0.AttachmentLoadOpLoad,
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StencilLoadOp: core1_0.AttachmentLoadOpLoad,
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StoreOp: core1_0.AttachmentStoreOpStore,
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FinalLayout: core1_0.ImageLayoutShaderReadOnlyOptimal,
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Image: attachment.FromImageArray(depth.Surfaces()),
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},
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Subpasses: []renderpass.Subpass{
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{
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Name: MainSubpass,
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Depth: true,
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ColorAttachments: []attachment.Name{OutputAttachment},
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},
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},
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})
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fbuf, err := framebuffer.NewArray(target.Frames(), app.Device(), "forward", target.Width(), target.Height(), pass)
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if err != nil {
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panic(err)
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}
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return &ForwardPass{
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target: target,
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app: app,
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pass: pass,
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fbuf: fbuf,
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materials: NewForwardMaterialCache(app, pass, target.Frames(), shadows.Shadowmap),
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meshQuery: object.NewQuery[mesh.Mesh](),
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lightQuery: object.NewQuery[light.T](),
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}
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}
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func (p *ForwardPass) Record(cmds command.Recorder, args renderapi.Args, scene object.Component) {
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cam := CameraFromArgs(args)
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lights := p.lightQuery.Reset().Collect(scene)
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cmds.Record(func(cmd command.Buffer) {
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cmd.CmdBeginRenderPass(p.pass, p.fbuf[args.Frame])
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})
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// opaque pass
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opaque := p.meshQuery.
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Reset().
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Where(isDrawForward(false)).
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Collect(scene)
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groups := MaterialGroups(p.materials, args.Frame, opaque)
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groups.Draw(cmds, cam, lights)
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// transparent pass
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transparent := p.meshQuery.
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Reset().
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Where(isDrawForward(true)).
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Where(func(m mesh.Mesh) bool { return m.Material().Transparent }).
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Collect(scene)
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groups = DepthSortGroups(p.materials, args.Frame, cam, transparent)
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groups.Draw(cmds, cam, lights)
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cmds.Record(func(cmd command.Buffer) {
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cmd.CmdEndRenderPass()
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})
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}
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func (p *ForwardPass) Name() string {
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return "Forward"
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}
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func (p *ForwardPass) Destroy() {
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p.fbuf.Destroy()
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p.pass.Destroy()
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p.materials.Destroy()
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}
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func isDrawForward(transparent bool) func(m mesh.Mesh) bool {
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return func(m mesh.Mesh) bool {
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if mat := m.Material(); mat != nil {
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return mat.Pass == material.Forward && m.Material().Transparent == transparent
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}
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return false
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}
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}
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