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ShadowRenderer.cpp
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class ShadowRenderer
{
public:
ShadowRenderer(ResourceManager* rm, TempRingUniformBuffer& uniformRingBuffer) : m_uniformRingBuffer(uniformRingBuffer)
// TODO: Use GPU temp allocator instead of pre-allocated uniformRingBuffer. Requires BindGroup update.
{
auto timer = ScopedTimer("ShadowRenderer init");
List<uint8> shadowShaderVS = ReadFile("../data/pack/gen/shader/hyper/mesh_shadow_vert.spv");
// Render pass
m_renderPassLayout = rm->createRenderPassLayout({
.depthTargetFormat = FORMAT::D32_FLOAT,
.subpasses = { {.depthTarget = true} } });
m_renderPass = rm->createRenderPass({
.layout = m_renderPassLayout,
.depthTarget = {.nextUsage = TEXTURE_LAYOUT::SAMPLED, .clearZ = 0.0f} // inverse Z for better quality
});
// Bindings layouts
m_globalsBindingsLayout = rm->createBindGroupLayout({
.buffers = {
{.slot = 0} // Global uniforms (camera matrices, etc)
} });
m_drawBindingsLayout = ResourceManager::ptr->createBindGroupLayout(BindGroupLayoutDesc{
.buffers = {
{.slot = 0, .type = BindGroupLayoutDesc::BufferBinding::TYPE::UNIFORM_DYNAMIC_OFFSET, .stages = BindGroupLayoutDesc::STAGE_FLAGS::VERTEX} // Transform matrices
} });
// Shader
m_shader = rm->createShader({
.VS {.byteCode = shadowShaderVS, .entryFunc = "main"},
.bindGroups = {
{ m_globalsBindingsLayout }, // Globals bind group (0)
{ }, // Not used (1)
{ }, // Not used (2)
{ m_drawBindingsLayout } // Per draw bind group (3)
},
.graphicsState = {
.depthTest = COMPARE::GREATER_OR_EQUAL, // inverse Z for better quality
.vertexBufferBindings {
{
// Position vertex buffer (0)
.byteStride = 12, .attributes = {
{.byteOffset = 0,.format = FORMAT::RGB32_FLOAT}
}
}
},
.renderPassLayout = m_renderPassLayout
} });
// Shadow map texture
auto shadowDimensions = Vector3I(4096, 4096, 1);
m_shadowMap = rm->createTexture({
.dimensions = shadowDimensions,
.mips = 1,
.format = FORMAT::D32_FLOAT,
.usage = TextureDesc::USAGE_DEPTH_STENCIL | TextureDesc::USAGE_SAMPLED,
.sampler = {.compare = COMPARE::LESS_OR_EQUAL} });
m_framebuffer = rm->createFramebuffer({
.dimensions = shadowDimensions,
.renderPassLayout = m_renderPassLayout,
.depthTarget = m_shadowMap });
// Uniform buffer
m_globalUniforms = rm->createBuffer({ .byteSize = sizeof(ShadowGlobalUniforms) });
m_uniforms = (ShadowGlobalUniforms*)rm->getBufferData(m_globalUniforms);
// Bindings
m_globalBindings = rm->createBindGroup({
.layout = m_globalsBindingsLayout,
.buffers = {{.buffer = m_globalUniforms}} });
m_drawBindings = rm->createBindGroup({
.layout = m_drawBindingsLayout,
.buffers = {{.buffer = uniformRingBuffer.getBuffer(), .byteSize = (uint32)sizeof(ShadowDrawUniforms)}} });
}
void destroy(ResourceManager* rm)
{
auto timer = ScopedTimer("ShadowRenderer destroy");
rm->deleteBindGroup(m_drawBindings);
rm->deleteBindGroup(m_globalBindings);
rm->deleteBuffer(m_globalUniforms);
rm->deleteFramebuffer(m_framebuffer);
rm->deleteTexture(m_shadowMap);
rm->deleteShader(m_shader);
rm->deleteBindGroupLayout(m_drawBindingsLayout);
rm->deleteBindGroupLayout(m_globalsBindingsLayout);
rm->deleteRenderPass(m_renderPass);
rm->deleteRenderPassLayout(m_renderPassLayout);
}
void render(Span<const SceneObject> sceneObjects, const SunLight& light)
{
// Update uniforms
// TODO/FIXME: Needs to be double buffered!
m_uniforms->viewProj = light.viewProj;
CommandBuffer* commandBuffer = Renderer::ptr->beginCommandRecording(COMMAND_BUFFER_TYPE::OFFSCREEN);
RenderPassRenderer* passRenderer = commandBuffer->beginRenderPass(m_renderPass, m_framebuffer);
// Draws
// TODO: Implement culling
List<Draw> draws((uint32)sceneObjects.size);
for (const SceneObject& sceneObject : sceneObjects)
{
auto alloc = m_uniformRingBuffer.bumpAlloc<ShadowDrawUniforms>();
alloc.ptr->model = Matrix3x4::translate(sceneObject.position);
draws.insert({
.shader = m_shader,
.mesh = sceneObject.mesh,
.bindGroup1 = Handle<BindGroup>(),
.dynamicBufferOffset0 = alloc.offset });
}
DrawArea drawArea{ .bindGroup0 = m_globalBindings, .bindGroupDynamicOffsetBuffers = m_drawBindings, .drawOffset = 0, .drawCount = (uint32)sceneObjects.size };
passRenderer->drawSubpass(drawArea, draws);
commandBuffer->endRenderPass(passRenderer);
commandBuffer->submit();
}
Handle<Texture> getShadowMap() const { return m_shadowMap; }
private:
TempRingUniformBuffer& m_uniformRingBuffer;
ShadowGlobalUniforms* m_uniforms;
Handle<RenderPassLayout> m_renderPassLayout;
Handle<RenderPass> m_renderPass;
Handle<BindGroupLayout> m_globalsBindingsLayout;
Handle<BindGroupLayout> m_drawBindingsLayout;
Handle<Shader> m_shader;
Handle<Texture> m_shadowMap;
Handle<Framebuffer> m_framebuffer;
Handle<Buffer> m_globalUniforms;
Handle<BindGroup> m_globalBindings;
Handle<BindGroup> m_drawBindings;
};