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3.1 KiB
C++

#include "../renderer_interface.h"
#include "../render_scene.h"
#include "../renderer.h"
#include "../scene_textures.h"
#include "../../../editor/editor.h"
namespace engine
{
// TODO: Occlusion state optimize. also custom draw gizmo.
class SelectionOutlinePass : public PassInterface
{
public:
VkDescriptorSetLayout setLayout = VK_NULL_HANDLE;
std::unique_ptr<ComputePipeResources> pipe;
public:
virtual void onInit() override
{
// Config code.
getContext()->descriptorFactoryBegin()
.bindNoInfo(VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, VK_SHADER_STAGE_COMPUTE_BIT, 0) // inColor
.bindNoInfo(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, VK_SHADER_STAGE_COMPUTE_BIT, 1) // inId
.bindNoInfo(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, VK_SHADER_STAGE_COMPUTE_BIT, 2) // inId
.bindNoInfo(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_COMPUTE_BIT, 3)
.bindNoInfo(VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, VK_SHADER_STAGE_COMPUTE_BIT, 4) // inId
.buildNoInfoPush(setLayout);
pipe = std::make_unique<ComputePipeResources>("shader/selection_outline.comp.spv", 0, std::vector<VkDescriptorSetLayout>{ setLayout, getContext()->getSamplerCache().getCommonDescriptorSetLayout() });
}
virtual void release() override
{
pipe.reset();
}
};
void RendererInterface::renderSelectionOutline(VkCommandBuffer cmd, GBufferTextures* inGBuffers, BufferParameterHandle perFrameGPU)
{
if (Editor::get()->getSceneNodeSelections().getNum() == 0)
{
return;
}
auto& ldrSceneColor = inGBuffers->hdrSceneColor->getImage();
ldrSceneColor.transitionLayout(cmd, VK_IMAGE_LAYOUT_GENERAL, buildBasicImageSubresource());
auto& selectionOutlineMask = inGBuffers->selectionOutlineMask->getImage();
selectionOutlineMask.transitionLayout(cmd, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, buildBasicImageSubresource());
auto& idTexture = inGBuffers->idTexture->getImage();
idTexture.transitionLayout(cmd, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, buildBasicImageSubresource());
{
ScopePerframeMarker tonemapperMarker(cmd, "SelectionOutline", { 1.0f, 1.0f, 0.0f, 1.0f });
auto* pass = getContext()->getPasses().get<SelectionOutlinePass>();
pass->pipe->bind(cmd);
PushSetBuilder(cmd)
.addUAV(ldrSceneColor)
.addSRV(selectionOutlineMask)
.addSRV(idTexture)
.addBuffer(perFrameGPU)
.addSRV(m_averageLum ? m_averageLum : inGBuffers->hdrSceneColorUpscale)
.push(pass->pipe.get());
pass->pipe->bindSet(cmd, std::vector<VkDescriptorSet>{ getContext()->getSamplerCache().getCommonDescriptorSet() }, 1);
vkCmdDispatch(cmd, getGroupCount(ldrSceneColor.getExtent().width, 8), getGroupCount(ldrSceneColor.getExtent().height, 8), 1);
m_gpuTimer.getTimeStamp(cmd, "SelectionOutline");
}
}
}