depth_normal.cpp

cross platform rendering playground

src/passes/depth_pre/depth_normal.cpp

4.19 KB
#include "depth_normal.h"

#include "renderer.h"
#include "shaders/renderer_types.h"

namespace depth_normal {

Resources record(
    rhi::Device &device,
    Pipelines &pipelines,
    rhi::ShaderCompiler &sc,
    FrameGraph &fg,
    BufferHandle indirect,
    BufferHandle draw_count,
    BufferHandle visible
) {
    rhi::RenderPipelineDesc pd;
    pd.device = &device;
    pd.set_shaders(sc, "src/passes/depth_pre/depth_normal.slang", "vsMain", "fsMain");
    pd.set_depth_testing(true, true, rhi::PipelineCompareOp::GREATER_EQUAL);
    pd.set_cull_mode(rhi::PipelineCullMode::BACK, rhi::PipelineTriangleWindingOrder::CW);
    pd.set_color_format(rhi::ImageFormat::RGBA16_FLOAT);
    pd.set_depth_format(rhi::ImageFormat::D32_FLOAT);
    pipelines.add_render("DepthNormal", pd);

    Resources res;
    res.normal = fg.add_image({
        .desc = {.format = rhi::ImageFormat::RGBA16_FLOAT},
        .name = "fg/depth/normal",
        .size_class = SizeOp::Swapchain,
        .view = {.type = rhi::ImageViewType::Sampled},
    });
    res.depth = fg.add_image({
        .desc = {.format = rhi::ImageFormat::D32_FLOAT},
        .name = "fg/depth/depth",
        .size_class = SizeOp::Swapchain,
        .view = {.aspect = rhi::ImageAspect::Depth, .type = rhi::ImageViewType::Sampled, .mip_count = 1},
    });

    auto &builder = fg.add_pass("DepthNormal");
    builder.read(indirect, rhi::ResourceState::IndirectFetch);
    builder.read(draw_count, rhi::ResourceState::IndirectFetch);
    builder.read(visible, rhi::ResourceState::StorageRead);
    builder.write(res.normal, rhi::ResourceState::ColorDraw);
    builder.write(res.depth, rhi::ResourceState::DepthDraw);

    rhi::RenderPipeline &pipeline = pipelines.get_render("DepthNormal");

    builder.execute([=, &pipeline](PassContext &ctx) {
        auto &frame = ctx.frame_data[ctx.frame_index];

        auto normal_view = ctx.image_view(res.normal, {.aspect = rhi::ImageAspect::Color, .mip_count = 1});
        auto depth_view = ctx.image_view(res.depth, {.aspect = rhi::ImageAspect::Depth, .mip_count = 1});

        rhi::RenderingInfo ri{};
        ri.colorAttachmentCount = 1;
        ri.colorAttachments[0].img = &normal_view;
        ri.colorAttachments[0].loadOp = rhi::LoadOp::CLEAR;
        ri.colorAttachments[0].storeOp = rhi::StoreOp::STORE;
        ri.colorAttachments[0].clearValue.color.float32[0] = 0.0f;
        ri.colorAttachments[0].clearValue.color.float32[1] = 0.0f;
        ri.colorAttachments[0].clearValue.color.float32[2] = 0.0f;
        ri.colorAttachments[0].clearValue.color.float32[3] = 0.0f;

        ri.depthAttachment.img = &depth_view;
        ri.depthAttachment.loadOp = rhi::LoadOp::CLEAR;
        ri.depthAttachment.storeOp = rhi::StoreOp::STORE;
        ri.depthAttachment.clearValue.depthStencil = {0.0f, 0};
        ri.width = ctx.render_width;
        ri.height = ctx.render_height;

        rhi::begin_rendering(ctx.cmd, ri);

        rhi::set_pipeline(ctx.cmd, pipeline);

        rhi::Viewport vp{};
        vp.width = (f32)ctx.render_width;
        vp.height = (f32)ctx.render_height;
        rhi::set_viewports(ctx.cmd, &vp);
        rhi::Rect scissor{};
        scissor.width = (i32)ctx.render_width;
        scissor.height = (i32)ctx.render_height;
        rhi::set_scissors(ctx.cmd, &scissor);

        FwdDrawPushConstants pc{};
        pc.frame = (u64)ctx.render_data->frame_ubo_view[ctx.frame_index].slot;
        pc.vertex = (u64)ctx.render_data->vertex_view.slot;
        pc.visible_items = rhi::buffer_device_address(ctx.device, ctx.get_buffer(visible));

        {
            static_assert(sizeof(pc) <= 128, "push constants exceed global 128B range");
            char pc128[128] = {};
            std::memcpy(pc128, &pc, sizeof(pc));
            rhi::set_constants(ctx.cmd, pipeline, rhi::ShaderStage::ALL, sizeof(pc128), pc128);
        }

        rhi::set_index_buffer(ctx.cmd, ctx.render_data->index_buffer);
        rhi::draw_indexed_indirect(
            ctx.cmd,
            ctx.get_buffer(indirect),
            &ctx.get_buffer(draw_count),
            ctx.render_data->render_item_count,
            rhi::DRAW_INDEXED_INDIRECT_STRIDE,
            0,
            0
        );

        rhi::end_rendering(ctx.cmd);
    });

    return res;
}
} // namespace depth_normal