Removed redundant RenderPassType::RENDER_PASS_GENERATE_SHADOWMAPS

Added support for multiple color attachments in a render pass.
WIP render graph implementation.
Deleted copy constructors for KRContextObject
This commit is contained in:
2024-01-22 00:35:49 -08:00
parent 6e88d82520
commit 1912ccd63e
12 changed files with 262 additions and 160 deletions

View File

@@ -170,71 +170,134 @@ KrResult KRSurface::createSwapChain()
if (surfaceCapabilities.maxImageCount > 0 && imageCount > surfaceCapabilities.maxImageCount) {
imageCount = surfaceCapabilities.maxImageCount;
}
// ----- Configuration -----
int shadow_buffer_count = 0;
bool enable_deferred_lighting = false;
// -------------------------
int attachment_compositeDepth = m_renderGraph->addAttachment("Composite Depth", depthImageFormat);
int attachment_compositeColor = m_renderGraph->addAttachment("Composite Color", selectedSurfaceFormat.format);
int attachment_lightAccumulation = m_renderGraph->addAttachment("Light Accumulation", VK_FORMAT_B8G8R8A8_UINT);
int attachment_gbuffer = m_renderGraph->addAttachment("GBuffer", VK_FORMAT_B8G8R8A8_UINT);
int attachment_shadow_cascades[3];
attachment_shadow_cascades[0] = m_renderGraph->addAttachment("Shadow Cascade 0", VK_FORMAT_D32_SFLOAT);
attachment_shadow_cascades[1] = m_renderGraph->addAttachment("Shadow Cascade 1", VK_FORMAT_D32_SFLOAT);
attachment_shadow_cascades[2] = m_renderGraph->addAttachment("Shadow Cascade 2", VK_FORMAT_D32_SFLOAT);
RenderPassInfo info{};
info.clearColor = true;
info.keepColor = true;
info.clearColorValue = Vector4::Zero();
info.colorFormat = selectedSurfaceFormat.format;
info.finalPass = false;
// info.type = RenderPassType::RENDER_PASS_PRESTREAM;
// m_renderGraph->addRenderPass(*device, info);
info.clearDepth = true;
info.keepDepth = true;
info.clearDepthValue = 1.0f;
for (int shadow_index = 0; shadow_index < shadow_buffer_count; shadow_index++) {
info.depthAttachment.id = attachment_shadow_cascades[shadow_index];
info.depthAttachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
info.depthAttachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
info.depthAttachment.clearVaue.depthStencil.depth = 1.0f;
info.depthAttachment.clearVaue.depthStencil.stencil = 0;
info.type = RenderPassType::RENDER_PASS_SHADOWMAP;
m_renderGraph->addRenderPass(*device, info);
}
info.clearStencil = true;
info.keepStencil = true;
info.clearStencilValue = 0;
info.depthStencilFormat = depthImageFormat;
info.finalPass = false;
info.type = RenderPassType::RENDER_PASS_FORWARD_OPAQUE;
m_renderGraph->addRenderPass(*device, info);
if (enable_deferred_lighting) {
// ----====---- Opaque Geometry, Deferred rendering Pass 1 ----====----
info.depthAttachment.id = attachment_compositeDepth;
info.depthAttachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
info.depthAttachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
info.depthAttachment.clearVaue.depthStencil.depth = 1.0f;
info.depthAttachment.clearVaue.depthStencil.stencil = 0;
info.colorAttachments[0].id = attachment_compositeColor;
info.colorAttachments[0].clearVaue.color.float32[0] = 0.0f;
info.colorAttachments[0].clearVaue.color.float32[1] = 0.0f;
info.colorAttachments[0].clearVaue.color.float32[2] = 0.0f;
info.colorAttachments[0].clearVaue.color.float32[3] = 0.0f;
info.colorAttachments[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
info.colorAttachments[0].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
info.type = RenderPassType::RENDER_PASS_DEFERRED_GBUFFER;
m_renderGraph->addRenderPass(*device, info);
// ----====---- Opaque Geometry, Deferred rendering Pass 2 ----====----
info.depthAttachment.loadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
info.colorAttachments[0].loadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
info.colorAttachments[1].id = attachment_lightAccumulation;
info.colorAttachments[1].clearVaue.color.float32[0] = 0.0f;
info.colorAttachments[1].clearVaue.color.float32[1] = 0.0f;
info.colorAttachments[1].clearVaue.color.float32[2] = 0.0f;
info.colorAttachments[1].clearVaue.color.float32[3] = 0.0f;
info.colorAttachments[1].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
info.colorAttachments[1].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
info.type = RenderPassType::RENDER_PASS_DEFERRED_LIGHTS;
m_renderGraph->addRenderPass(*device, info);
// ----====---- Opaque Geometry, Deferred rendering Pass 3 ----====----
info.colorAttachments[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
info.colorAttachments[1].loadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
info.type = RenderPassType::RENDER_PASS_DEFERRED_OPAQUE;
m_renderGraph->addRenderPass(*device, info);
info.colorAttachments[1] = {};
info.clearColor = true;
info.keepColor = true;
info.clearDepth = true;
info.keepDepth = true;
info.finalPass = false;
info.type = RenderPassType::RENDER_PASS_DEFERRED_GBUFFER;
m_renderGraph->addRenderPass(*device, info);
info.clearColor = false;
info.keepColor = true;
info.clearDepth = false;
info.keepDepth = true;
info.finalPass = false;
info.type = RenderPassType::RENDER_PASS_DEFERRED_LIGHTS;
} else {
// !enable_deferred_lighting
// ----====---- Opaque Geometry, Forward Rendering ----====----
info.depthAttachment.id = attachment_compositeDepth;
info.depthAttachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
info.depthAttachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
info.depthAttachment.clearVaue.depthStencil.depth = 1.0f;
info.depthAttachment.clearVaue.depthStencil.stencil = 0;
info.colorAttachments[0].id = attachment_compositeColor;
info.colorAttachments[0].clearVaue.color.float32[0] = 0.0f;
info.colorAttachments[0].clearVaue.color.float32[1] = 0.0f;
info.colorAttachments[0].clearVaue.color.float32[2] = 0.0f;
info.colorAttachments[0].clearVaue.color.float32[3] = 0.0f;
info.colorAttachments[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
info.colorAttachments[0].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
info.type = RenderPassType::RENDER_PASS_FORWARD_OPAQUE;
m_renderGraph->addRenderPass(*device, info);
}
// ----====---- Transparent Geometry, Forward Rendering ----====----
info.depthAttachment.id = attachment_compositeDepth;
info.depthAttachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
info.depthAttachment.loadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
info.depthAttachment.clearVaue.depthStencil.depth = 1.0f;
info.depthAttachment.clearVaue.depthStencil.stencil = 0;
info.colorAttachments[0].id = attachment_compositeColor;
info.colorAttachments[0].clearVaue.color.float32[0] = 0.0f;
info.colorAttachments[0].clearVaue.color.float32[1] = 0.0f;
info.colorAttachments[0].clearVaue.color.float32[2] = 0.0f;
info.colorAttachments[0].clearVaue.color.float32[3] = 0.0f;
info.colorAttachments[0].loadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
info.colorAttachments[0].stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
info.type = RenderPassType::RENDER_PASS_FORWARD_TRANSPARENT;
m_renderGraph->addRenderPass(*device, info);
info.clearColor = false;
info.keepColor = true;
info.clearDepth = false;
info.keepDepth = true;
info.finalPass = false;
info.type = RenderPassType::RENDER_PASS_DEFERRED_OPAQUE;
m_renderGraph->addRenderPass(*device, info);
info.clearColor = false;
info.keepColor = true;
info.clearDepth = false;
info.keepDepth = true;
info.finalPass = false;
info.type = RenderPassType::RENDER_PASS_DEBUG_OVERLAYS;
m_renderGraph->addRenderPass(*device, info);
info.clearColor = false;
info.keepColor = true;
info.clearDepth = false;
info.keepDepth = false;
info.finalPass = true;
info.type = RenderPassType::RENDER_PASS_POST_COMPOSITE;
m_renderGraph->addRenderPass(*device, info);
info.clearColor = true;
info.keepColor = true;
info.clearDepth = true;
info.keepDepth = false;
int attachment_blackFrameDepth = m_blackFrameRenderGraph->addAttachment("Composite Depth", depthImageFormat);
int attachment_blackFrameColor = m_blackFrameRenderGraph->addAttachment("Composite Color", selectedSurfaceFormat.format);
info.colorAttachments[0].id = attachment_blackFrameColor;
info.colorAttachments[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
info.depthAttachment.id = attachment_blackFrameDepth;
info.depthAttachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
info.finalPass = true;
info.type = RenderPassType::RENDER_PASS_BLACK_FRAME;
m_blackFrameRenderGraph->addRenderPass(*device, info);