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Copy pathScriptableRenderPass.cpp
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159 lines (147 loc) · 5.36 KB
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#include "ScriptableRenderPass.h"
#include "IRenderContext.h"
#include "Drawable.h"
#include "RenderTexture.h"
#include "MaterialData.h"
#include "Core/Logger.h"
#include "Core/Util.h"
namespace sh::render
{
ScriptableRenderPass::ScriptableRenderPass(const core::Name& passName, RenderQueue renderQueue) :
passName(passName),
renderQueue(renderQueue)
{
}
SH_RENDER_API auto ScriptableRenderPass::CreateRenderBatch(const core::Name& passName, const std::vector<Drawable*>& drawables) -> std::vector<RenderBatch>
{
std::vector<RenderBatch> groups;
struct GroupKey
{
const Material* mat;
Mesh::Topology topology;
bool bSkinned;
bool operator==(const GroupKey& other) const noexcept { return mat == other.mat && topology == other.topology && bSkinned == other.bSkinned; }
};
struct GroupKeyHash
{
std::size_t operator()(const GroupKey& k) const noexcept
{
const std::size_t hash0 = core::Util::CombineHash(std::hash<const Material*>{}(k.mat), std::hash<int>{}(static_cast<int>(k.topology)));
const std::size_t hash1 = core::Util::CombineHash(hash0, std::hash<bool>{}(k.bSkinned));
return hash1;
}
};
std::unordered_map<GroupKey, std::size_t, GroupKeyHash> groupIndex;
groupIndex.reserve(drawables.size());
std::map<const Material*, bool> materialFilter;
for (const Drawable* drawable : drawables)
{
if (!core::IsValid(drawable) || !drawable->CheckAssetValid())
continue;
const Material* const mat = drawable->GetMaterial();
if (auto it = materialFilter.find(mat); it == materialFilter.end())
{
if (mat->GetShader()->GetShaderPasses(passName) == nullptr)
{
materialFilter.insert({ mat, false });
continue;
}
materialFilter.insert({ mat, true });
}
else
{
if (!it->second)
continue;
}
Mesh::Topology topology = drawable->GetTopology(core::ThreadType::Render);
const bool bSkinned = drawable->IsSkinnedMesh();
GroupKey key{ mat, topology, bSkinned };
auto it = groupIndex.find(key);
if (it == groupIndex.end())
{
RenderBatch group{};
group.material = mat;
group.topology = topology;
group.bSkinned = bSkinned;
group.drawables.push_back(drawable);
groupIndex.emplace(key, groups.size());
groups.push_back(std::move(group));
}
else
{
groups[it->second].drawables.push_back(drawable);
}
}
return groups;
}
SH_RENDER_API void ScriptableRenderPass::Configure(const RenderData& renderData)
{
if (renderData.GetDrawablesPtr() != nullptr)
{
renderBatches = CreateRenderBatch(passName, *renderData.GetDrawablesPtr());
}
SetImageUsages(renderData);
}
SH_RENDER_API void ScriptableRenderPass::Record(CommandBuffer& cmd, const IRenderContext& ctx, const RenderData& renderData)
{
cmd.SetRenderData(renderData, true, true, true, true);
if (renderData.GetDrawablesPtr() == nullptr)
return;
std::size_t viewerIdx = 0;
for (const RenderViewer& viewer : renderData.renderViewers)
{
SetViewportScissor(cmd, ctx, viewer);
for (const RenderBatch& batch : renderBatches)
cmd.DrawMeshBatch(batch.drawables, passName, viewerIdx);
++viewerIdx;
}
//ctx.GetRenderImpl().RecordCommand(cmd, passName, renderTarget, drawList, bStoreImage);
}
SH_RENDER_API void ScriptableRenderPass::SetImageUsages(const RenderData& renderData)
{
renderTextures.clear();
SetRenderTargetImageUsages(renderData);
if (renderData.GetDrawablesPtr() != nullptr)
SetImageUsages(*renderData.GetDrawablesPtr());
}
SH_RENDER_API void ScriptableRenderPass::SetRenderTargetImageUsages(const RenderData& renderData)
{
for (const RenderTexture* target : renderData.GetRenderTargets())
{
if (target == nullptr)
{
renderTextures[nullptr] = ResourceUsage::ColorAttachment;
continue;
}
renderTextures[target] = target->IsDepthTexture() ? ResourceUsage::DepthStencilAttachment : ResourceUsage::ColorAttachment;
}
}
SH_RENDER_API void ScriptableRenderPass::SetImageUsages(const std::vector<Drawable*>& drawables)
{
for (const Drawable* drawable : drawables)
{
if (drawable == nullptr || !drawable->CheckAssetValid())
continue;
for (const MaterialData::CachedRT& cachedRT : IRenderThrMethod<MaterialData>::GetCachedRTs(drawable->GetMaterialData()))
{
if (cachedRT.rt.IsValid() && cachedRT.pass->GetLightingPassName() == passName)
renderTextures[cachedRT.rt.Get()] = cachedRT.rt->IsDepthTexture() ? ResourceUsage::DepthStencilSampledRead : ResourceUsage::SampledRead;
}
const Material* const mat = drawable->GetMaterial();
SetImageUsages(*mat);
}
}
SH_RENDER_API void ScriptableRenderPass::SetImageUsages(const Material& mat)
{
for (const MaterialData::CachedRT& cachedRT : IRenderThrMethod<MaterialData>::GetCachedRTs(mat.GetMaterialData()))
{
if (cachedRT.rt.IsValid() && cachedRT.pass->GetLightingPassName() == passName)
renderTextures[cachedRT.rt.Get()] = cachedRT.rt->IsDepthTexture() ? ResourceUsage::DepthStencilSampledRead : ResourceUsage::SampledRead;
}
}
SH_RENDER_API void ScriptableRenderPass::SetViewportScissor(CommandBuffer& cmd, const IRenderContext& ctx, const RenderViewer& renderViewer)
{
cmd.SetViewport(renderViewer.viewportRect.x, renderViewer.viewportRect.y, renderViewer.viewportRect.z, renderViewer.viewportRect.w);
cmd.SetScissor(renderViewer.viewportScissor.x, renderViewer.viewportScissor.y, renderViewer.viewportScissor.z, renderViewer.viewportScissor.w);
}
}//namespace