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C++

#include "../deferred_renderer.h"
#include "../render_scene.h"
#include "../renderer.h"
#include "../scene_textures.h"
#include "../../scene/component/reflection_probe_component.h"
namespace engine
{
class GIReflectionPass : public PassInterface
{
public:
std::unique_ptr<ComputePipeResources> reflectionPipe;
public:
virtual void onInit() override
{
VkDescriptorSetLayout setLayout = VK_NULL_HANDLE;
getContext()->descriptorFactoryBegin()
.bindNoInfo(VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 0) // Hdr
.bindNoInfo(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1) // inDepth
.bindNoInfo(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 2) // inGbufferA
.bindNoInfo(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 3) // inGbufferB
.bindNoInfo(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 4) // inGbufferS
.bindNoInfo(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 5) // inFrameData
.bindNoInfo(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 6) // inGbufferS
.bindNoInfo(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 7) // inSkyIrradiance
.buildNoInfoPush(setLayout);
std::vector<VkDescriptorSetLayout> setLayouts = {
setLayout,
m_context->getSamplerCache().getCommonDescriptorSetLayout()
};
ShaderVariant shaderVariant("shader/gi_reflection.glsl");
shaderVariant.setStage(EShaderStage::eComputeShader);
{
auto copyVariant = shaderVariant;
copyVariant.setMacro(L"REFLECTION_COMPOSITE_PASS");
reflectionPipe = std::make_unique<ComputePipeResources>(copyVariant, 0, setLayouts);
}
}
virtual void release() override
{
reflectionPipe.reset();
}
};
void engine::renderGIReflection(
VkCommandBuffer cmd,
GBufferTextures* inGBuffers,
RenderScene* scene,
const PerFrameData& perframe,
BufferParameterHandle perFrameGPU,
SkyLightRenderContext& skylightContext,
GPUTimestamps* timer)
{
if (!skylightContext.skylightReflection)
{
return;
}
auto* rtPool = &getContext()->getRenderTargetPools();
auto* pass = getContext()->getPasses().get<GIReflectionPass>();
auto& hdrSceneColor = inGBuffers->hdrSceneColor->getImage();
auto& gbufferA = inGBuffers->gbufferA->getImage();
auto& gbufferB = inGBuffers->gbufferB->getImage();
auto& gbufferS = inGBuffers->gbufferS->getImage();
auto& sceneDepthZ = inGBuffers->depthTexture->getImage();
sceneDepthZ.transitionLayout(cmd, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
RHIDefaultImageSubresourceRange(VK_IMAGE_ASPECT_DEPTH_BIT));
gbufferA.transitionLayout(cmd,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, buildBasicImageSubresource());
gbufferB.transitionLayout(cmd,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, buildBasicImageSubresource());
gbufferS.transitionLayout(cmd,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, buildBasicImageSubresource());
hdrSceneColor.transitionGeneral(cmd);
auto probe = skylightContext.skylightReflection;
{
ScopePerframeMarker marker(cmd, "GIGlossy", { 1.0f, 1.0f, 0.0f, 1.0f }, timer);
pass->reflectionPipe->bind(cmd);
PushSetBuilder(cmd)
.addUAV(hdrSceneColor)
.addSRV(sceneDepthZ, RHIDefaultImageSubresourceRange(VK_IMAGE_ASPECT_DEPTH_BIT))
.addSRV(gbufferA)
.addSRV(gbufferB)
.addSRV(gbufferS)
.addBuffer(perFrameGPU)
.addSRV(*getRenderer()->getSharedTextures().brdfLut)
.addSRV(probe, buildBasicImageSubresourceCube(), VK_IMAGE_VIEW_TYPE_CUBE)
.push(pass->reflectionPipe.get());
pass->reflectionPipe->bindSet(cmd, std::vector<VkDescriptorSet>{
getContext()->getSamplerCache().getCommonDescriptorSet() }, 1);
vkCmdDispatch(cmd, getGroupCount(hdrSceneColor.getExtent().width, 8), getGroupCount(hdrSceneColor.getExtent().height, 8), 1);
}
hdrSceneColor.transitionShaderReadOnly(cmd);
}
}