Graphics/FramePass: Replace render rect parameter of CommandCallback by FramePassEnvironment
This commit is contained in:
parent
28531f5118
commit
8a097afb1b
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@ -840,14 +840,14 @@ int main()
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return Nz::FramePassExecution::Execute;
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return Nz::FramePassExecution::Execute;
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});
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});
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gbufferPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::Recti& renderArea)
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gbufferPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::FramePassEnvironment& env)
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{
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{
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builder.SetViewport(renderArea);
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builder.SetViewport(env.renderRect);
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std::vector<std::unique_ptr<Nz::RenderElement>> elements;
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std::vector<std::unique_ptr<Nz::RenderElement>> elements;
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spaceshipModel.BuildElement(forwardPassIndex, modelInstance1, elements, renderArea);
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spaceshipModel.BuildElement(forwardPassIndex, modelInstance1, elements, env.renderRect);
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spaceshipModel.BuildElement(forwardPassIndex, modelInstance2, elements, renderArea);
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spaceshipModel.BuildElement(forwardPassIndex, modelInstance2, elements, env.renderRect);
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planeModel.BuildElement(forwardPassIndex, planeInstance, elements, renderArea);
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planeModel.BuildElement(forwardPassIndex, planeInstance, elements, env.renderRect);
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std::vector<Nz::Pointer<const Nz::RenderElement>> elementPointers;
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std::vector<Nz::Pointer<const Nz::RenderElement>> elementPointers;
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std::vector<Nz::ElementRenderer::RenderStates> renderStates(elements.size());
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std::vector<Nz::ElementRenderer::RenderStates> renderStates(elements.size());
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@ -866,10 +866,10 @@ int main()
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return (lightUpdate) ? Nz::FramePassExecution::UpdateAndExecute : Nz::FramePassExecution::Execute;
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return (lightUpdate) ? Nz::FramePassExecution::UpdateAndExecute : Nz::FramePassExecution::Execute;
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});
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});
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lightingPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::Recti& renderArea)
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lightingPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::FramePassEnvironment& env)
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{
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{
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builder.SetScissor(renderArea);
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builder.SetScissor(env.renderRect);
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builder.SetViewport(renderArea);
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builder.SetViewport(env.renderRect);
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//builder.BindVertexBuffer(0, vertexBuffer.get());
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//builder.BindVertexBuffer(0, vertexBuffer.get());
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builder.BindIndexBuffer(*coneMeshGfx->GetIndexBuffer(0).get());
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builder.BindIndexBuffer(*coneMeshGfx->GetIndexBuffer(0).get());
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@ -897,10 +897,10 @@ int main()
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lightingPass.SetDepthStencilInput(depthBuffer1);
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lightingPass.SetDepthStencilInput(depthBuffer1);
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Nz::FramePass& forwardPass = graph.AddPass("Forward pass");
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Nz::FramePass& forwardPass = graph.AddPass("Forward pass");
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forwardPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::Recti& renderArea)
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forwardPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::FramePassEnvironment& env)
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{
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{
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builder.SetScissor(renderArea);
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builder.SetScissor(env.renderRect);
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builder.SetViewport(renderArea);
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builder.SetViewport(env.renderRect);
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builder.BindShaderBinding(0, *skyboxShaderBinding);
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builder.BindShaderBinding(0, *skyboxShaderBinding);
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@ -911,7 +911,7 @@ int main()
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builder.DrawIndexed(Nz::SafeCast<Nz::UInt32>(cubeMeshGfx->GetIndexCount(0)));
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builder.DrawIndexed(Nz::SafeCast<Nz::UInt32>(cubeMeshGfx->GetIndexCount(0)));
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std::vector<std::unique_ptr<Nz::RenderElement>> elements;
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std::vector<std::unique_ptr<Nz::RenderElement>> elements;
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flareSprite.BuildElement(forwardPassIndex, flareInstance, elements, renderArea);
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flareSprite.BuildElement(forwardPassIndex, flareInstance, elements, env.renderRect);
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std::vector<Nz::Pointer<const Nz::RenderElement>> elementPointers;
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std::vector<Nz::Pointer<const Nz::RenderElement>> elementPointers;
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std::vector<Nz::ElementRenderer::RenderStates> renderStates(elements.size());
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std::vector<Nz::ElementRenderer::RenderStates> renderStates(elements.size());
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@ -935,12 +935,12 @@ int main()
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Nz::FramePass& occluderPass = graph.AddPass("Occluder pass");
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Nz::FramePass& occluderPass = graph.AddPass("Occluder pass");
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occluderPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::Recti& renderArea)
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occluderPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::FramePassEnvironment& env)
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{
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{
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builder.SetViewport(renderArea);
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builder.SetViewport(env.renderRect);
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std::vector<std::unique_ptr<Nz::RenderElement>> elements;
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std::vector<std::unique_ptr<Nz::RenderElement>> elements;
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flareSprite.BuildElement(forwardPassIndex, flareInstance, elements, renderArea);
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flareSprite.BuildElement(forwardPassIndex, flareInstance, elements, env.renderRect);
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std::vector<Nz::Pointer<const Nz::RenderElement>> elementPointers;
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std::vector<Nz::Pointer<const Nz::RenderElement>> elementPointers;
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std::vector<Nz::ElementRenderer::RenderStates> renderStates(elements.size());
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std::vector<Nz::ElementRenderer::RenderStates> renderStates(elements.size());
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@ -959,10 +959,10 @@ int main()
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occluderPass.SetDepthStencilInput(depthBuffer1);
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occluderPass.SetDepthStencilInput(depthBuffer1);
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Nz::FramePass& godraysPass = graph.AddPass("Light scattering pass");
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Nz::FramePass& godraysPass = graph.AddPass("Light scattering pass");
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godraysPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::Recti& renderArea)
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godraysPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::FramePassEnvironment& env)
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{
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{
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builder.SetScissor(renderArea);
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builder.SetScissor(env.renderRect);
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builder.SetViewport(renderArea);
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builder.SetViewport(env.renderRect);
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builder.BindShaderBinding(0, *godRaysShaderBinding);
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builder.BindShaderBinding(0, *godRaysShaderBinding);
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@ -976,10 +976,10 @@ int main()
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godraysPass.AddOutput(godRaysTexture);
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godraysPass.AddOutput(godRaysTexture);
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Nz::FramePass& bloomBrightPass = graph.AddPass("Bloom pass - extract bright pixels");
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Nz::FramePass& bloomBrightPass = graph.AddPass("Bloom pass - extract bright pixels");
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bloomBrightPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::Recti& renderArea)
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bloomBrightPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::FramePassEnvironment& env)
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{
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{
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builder.SetScissor(renderArea);
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builder.SetScissor(env.renderRect);
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builder.SetViewport(renderArea);
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builder.SetViewport(env.renderRect);
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builder.BindShaderBinding(0, *bloomBrightShaderBinding);
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builder.BindShaderBinding(0, *bloomBrightShaderBinding);
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@ -1000,10 +1000,10 @@ int main()
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for (std::size_t i = 0; i < BloomSubdivisionCount; ++i)
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for (std::size_t i = 0; i < BloomSubdivisionCount; ++i)
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{
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{
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Nz::FramePass& bloomBlurPassHorizontal = graph.AddPass("Bloom pass - gaussian blur #" + std::to_string(i) + " - horizontal");
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Nz::FramePass& bloomBlurPassHorizontal = graph.AddPass("Bloom pass - gaussian blur #" + std::to_string(i) + " - horizontal");
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bloomBlurPassHorizontal.SetCommandCallback([&, i](Nz::CommandBufferBuilder& builder, const Nz::Recti& renderArea)
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bloomBlurPassHorizontal.SetCommandCallback([&, i](Nz::CommandBufferBuilder& builder, const Nz::FramePassEnvironment& env)
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{
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{
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builder.SetScissor(renderArea);
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builder.SetScissor(env.renderRect);
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builder.SetViewport(renderArea);
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builder.SetViewport(env.renderRect);
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builder.BindShaderBinding(0, *gaussianBlurShaderBinding[i * 2 + 0]);
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builder.BindShaderBinding(0, *gaussianBlurShaderBinding[i * 2 + 0]);
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builder.BindPipeline(*gaussianBlurPipeline);
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builder.BindPipeline(*gaussianBlurPipeline);
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@ -1021,10 +1021,10 @@ int main()
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bloomBlurPassHorizontal.AddOutput(bloomTextures[bloomTextureIndex]);
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bloomBlurPassHorizontal.AddOutput(bloomTextures[bloomTextureIndex]);
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Nz::FramePass& bloomBlurPassVertical = graph.AddPass("Bloom pass - gaussian blur #" + std::to_string(i) + " - vertical");
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Nz::FramePass& bloomBlurPassVertical = graph.AddPass("Bloom pass - gaussian blur #" + std::to_string(i) + " - vertical");
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bloomBlurPassVertical.SetCommandCallback([&, i](Nz::CommandBufferBuilder& builder, const Nz::Recti& renderArea)
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bloomBlurPassVertical.SetCommandCallback([&, i](Nz::CommandBufferBuilder& builder, const Nz::FramePassEnvironment& env)
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{
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{
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builder.SetScissor(renderArea);
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builder.SetScissor(env.renderRect);
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builder.SetViewport(renderArea);
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builder.SetViewport(env.renderRect);
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builder.BindShaderBinding(0, *gaussianBlurShaderBinding[i * 2 + 1]);
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builder.BindShaderBinding(0, *gaussianBlurShaderBinding[i * 2 + 1]);
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builder.BindPipeline(*gaussianBlurPipeline);
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builder.BindPipeline(*gaussianBlurPipeline);
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@ -1043,10 +1043,10 @@ int main()
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}
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}
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Nz::FramePass& bloomBlendPass = graph.AddPass("Bloom pass - blend");
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Nz::FramePass& bloomBlendPass = graph.AddPass("Bloom pass - blend");
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bloomBlendPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::Recti& renderArea)
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bloomBlendPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::FramePassEnvironment& env)
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{
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{
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builder.SetScissor(renderArea);
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builder.SetScissor(env.renderRect);
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builder.SetViewport(renderArea);
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builder.SetViewport(env.renderRect);
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builder.BindVertexBuffer(0, *fullscreenVertexBuffer);
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builder.BindVertexBuffer(0, *fullscreenVertexBuffer);
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// Blend bloom
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// Blend bloom
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@ -1079,10 +1079,10 @@ int main()
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Nz::FramePass& toneMappingPass = graph.AddPass("Tone mapping");
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Nz::FramePass& toneMappingPass = graph.AddPass("Tone mapping");
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toneMappingPass.AddInput(bloomOutput);
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toneMappingPass.AddInput(bloomOutput);
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toneMappingPass.AddOutput(toneMappingOutput);
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toneMappingPass.AddOutput(toneMappingOutput);
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toneMappingPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::Recti& renderArea)
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toneMappingPass.SetCommandCallback([&](Nz::CommandBufferBuilder& builder, const Nz::FramePassEnvironment& env)
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{
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{
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builder.SetScissor(renderArea);
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builder.SetScissor(env.renderRect);
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builder.SetViewport(renderArea);
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builder.SetViewport(env.renderRect);
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builder.BindShaderBinding(0, *toneMappingShaderBinding);
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builder.BindShaderBinding(0, *toneMappingShaderBinding);
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builder.BindPipeline(*toneMappingPipeline);
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builder.BindPipeline(*toneMappingPipeline);
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@ -19,8 +19,10 @@
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namespace Nz
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namespace Nz
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{
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{
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class BakedFrameGraph;
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class CommandBufferBuilder;
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class CommandBufferBuilder;
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class FrameGraph;
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class FrameGraph;
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class RenderFrame;
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enum class FramePassExecution
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enum class FramePassExecution
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{
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{
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@ -29,10 +31,17 @@ namespace Nz
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UpdateAndExecute
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UpdateAndExecute
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};
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};
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struct FramePassEnvironment
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{
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BakedFrameGraph& frameGraph;
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Recti renderRect;
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RenderFrame& renderFrame;
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};
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class NAZARA_GRAPHICS_API FramePass
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class NAZARA_GRAPHICS_API FramePass
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{
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{
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public:
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public:
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using CommandCallback = std::function<void(CommandBufferBuilder& builder, const Recti& renderRect)>;
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using CommandCallback = std::function<void(CommandBufferBuilder& builder, const FramePassEnvironment& env)>;
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using ExecutionCallback = std::function<FramePassExecution()>;
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using ExecutionCallback = std::function<FramePassExecution()>;
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struct DepthStencilClear;
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struct DepthStencilClear;
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struct Input;
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struct Input;
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@ -21,6 +21,7 @@ namespace Nz
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case PixelFormat::BGRA8: return GLTextureFormat{ GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_BYTE, GL_BLUE, GL_GREEN, GL_RED, GL_ALPHA };
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case PixelFormat::BGRA8: return GLTextureFormat{ GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_BYTE, GL_BLUE, GL_GREEN, GL_RED, GL_ALPHA };
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case PixelFormat::BGRA8_SRGB: return GLTextureFormat{ GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_BYTE, GL_BLUE, GL_GREEN, GL_RED, GL_ALPHA };
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case PixelFormat::BGRA8_SRGB: return GLTextureFormat{ GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_BYTE, GL_BLUE, GL_GREEN, GL_RED, GL_ALPHA };
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case PixelFormat::Depth16: return GLTextureFormat{ GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, GL_RED, GL_ZERO, GL_ZERO, GL_ZERO };
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case PixelFormat::Depth16: return GLTextureFormat{ GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, GL_RED, GL_ZERO, GL_ZERO, GL_ZERO };
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case PixelFormat::Depth24: return GLTextureFormat{ GL_DEPTH_COMPONENT24, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, GL_RED, GL_ZERO, GL_ZERO, GL_ZERO };
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case PixelFormat::Depth24Stencil8: return GLTextureFormat{ GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, GL_RED, GL_GREEN, GL_ZERO, GL_ZERO };
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case PixelFormat::Depth24Stencil8: return GLTextureFormat{ GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, GL_RED, GL_GREEN, GL_ZERO, GL_ZERO };
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case PixelFormat::Depth32F: return GLTextureFormat{ GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT, GL_RED, GL_ZERO, GL_ZERO, GL_ZERO };
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case PixelFormat::Depth32F: return GLTextureFormat{ GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_FLOAT, GL_RED, GL_ZERO, GL_ZERO, GL_ZERO };
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case PixelFormat::Depth32FStencil8: return GLTextureFormat{ GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, GL_RED, GL_GREEN, GL_ZERO, GL_ZERO };
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case PixelFormat::Depth32FStencil8: return GLTextureFormat{ GL_DEPTH32F_STENCIL8, GL_DEPTH_STENCIL, GL_FLOAT_32_UNSIGNED_INT_24_8_REV, GL_RED, GL_GREEN, GL_ZERO, GL_ZERO };
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@ -67,6 +67,12 @@ namespace Nz
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if (!passData.name.empty())
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if (!passData.name.empty())
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builder.BeginDebugRegion(passData.name, Color::Green);
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builder.BeginDebugRegion(passData.name, Color::Green);
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FramePassEnvironment env{
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*this,
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passData.renderRect,
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renderFrame
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};
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bool first = true;
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bool first = true;
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for (auto& subpass : passData.subpasses)
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for (auto& subpass : passData.subpasses)
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{
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{
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@ -75,7 +81,7 @@ namespace Nz
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first = false;
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first = false;
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subpass.commandCallback(builder, passData.renderRect);
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subpass.commandCallback(builder, env);
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}
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}
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if (!passData.name.empty())
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if (!passData.name.empty())
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@ -137,7 +137,7 @@ namespace Nz
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return (m_rebuildCommandBuffer) ? FramePassExecution::UpdateAndExecute : FramePassExecution::Execute;
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return (m_rebuildCommandBuffer) ? FramePassExecution::UpdateAndExecute : FramePassExecution::Execute;
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});
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});
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depthPrepass.SetCommandCallback([this](CommandBufferBuilder& builder, const Recti& /*renderRect*/)
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depthPrepass.SetCommandCallback([this](CommandBufferBuilder& builder, const FramePassEnvironment& /*env*/)
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{
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{
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Recti viewport = m_viewer->GetViewport();
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Recti viewport = m_viewer->GetViewport();
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@ -532,10 +532,10 @@ namespace Nz
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mergePass.AddOutput(renderTargetData.finalAttachment);
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mergePass.AddOutput(renderTargetData.finalAttachment);
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mergePass.SetClearColor(0, Color::Black);
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mergePass.SetClearColor(0, Color::Black);
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mergePass.SetCommandCallback([&targetViewers](CommandBufferBuilder& builder, const Recti& renderRect)
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mergePass.SetCommandCallback([&targetViewers](CommandBufferBuilder& builder, const Nz::FramePassEnvironment& env)
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{
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{
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builder.SetScissor(renderRect);
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builder.SetScissor(env.renderRect);
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builder.SetViewport(renderRect);
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builder.SetViewport(env.renderRect);
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Graphics* graphics = Graphics::Instance();
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Graphics* graphics = Graphics::Instance();
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builder.BindPipeline(*graphics->GetBlitPipeline(false));
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builder.BindPipeline(*graphics->GetBlitPipeline(false));
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@ -282,7 +282,7 @@ namespace Nz
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return (m_rebuildCommandBuffer) ? FramePassExecution::UpdateAndExecute : FramePassExecution::Execute;
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return (m_rebuildCommandBuffer) ? FramePassExecution::UpdateAndExecute : FramePassExecution::Execute;
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});
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});
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forwardPass.SetCommandCallback([this](CommandBufferBuilder& builder, const Recti& /*renderRect*/)
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forwardPass.SetCommandCallback([this](CommandBufferBuilder& builder, const FramePassEnvironment& /*env*/)
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{
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{
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Recti viewport = m_viewer->GetViewport();
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Recti viewport = m_viewer->GetViewport();
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