Draw depth pass and portal occlusion test
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04493ade52
commit
57fe68c8a1
6 changed files with 71 additions and 14 deletions
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@ -789,25 +789,72 @@ void VulkanRenderDevice::DrawLevelMesh(const HWViewpointUniforms& viewpoint)
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matrices.TextureMatrix.loadIdentity();
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rsbuffers->MatrixBuffer->Write(matrices);
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PushConstants pushConstants = {};
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pushConstants.uDataIndex = 0;
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pushConstants.uLightIndex = -1;
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pushConstants.uBoneIndexBase = -1;
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auto submesh = GetRaytrace()->GetMesh()->StaticMesh.get();
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// Draw opaque scene into the depth buffer
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for (LevelSubmeshDrawRange& range : submesh->DrawList)
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{
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auto& pipelineKey = levelMeshPipelineKeys[range.PipelineID];
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VulkanPipelineLayout* layout = GetRenderPassManager()->GetPipelineLayout(pipelineKey.NumTextureLayers, pipelineKey.ShaderKey.UseLevelMesh);
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cmdbuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, passSetup->GetPipeline(pipelineKey));
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VkPipelineKey pipelineKey = levelMeshPipelineKeys[range.PipelineID];
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if (pipelineKey.ShaderKey.AlphaTest)
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continue;
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pipelineKey.ShaderKey.NoFragmentShader = true;
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VulkanPipelineLayout* layout = GetRenderPassManager()->GetPipelineLayout(pipelineKey.NumTextureLayers, pipelineKey.ShaderKey.UseLevelMesh);
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uint32_t viewpointOffset = viewpointIndex * rsbuffers->Viewpoint.BlockAlign;
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uint32_t matrixOffset = rsbuffers->MatrixBuffer->Offset();
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uint32_t lightsOffset = 0;
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uint32_t offsets[] = { viewpointOffset, matrixOffset, lightsOffset };
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cmdbuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, passSetup->GetPipeline(pipelineKey));
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cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 0, descriptors->GetFixedSet());
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cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 1, descriptors->GetLevelMeshSet(), 3, offsets);
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cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 2, descriptors->GetBindlessSet());
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cmdbuffer->pushConstants(layout, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, (uint32_t)sizeof(PushConstants), &pushConstants);
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PushConstants pushConstants = {};
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pushConstants.uDataIndex = 0;
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pushConstants.uLightIndex = -1;
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pushConstants.uBoneIndexBase = -1;
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cmdbuffer->drawIndexed(range.Count, 1, range.Start, 0, 0);
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}
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// Draw portal surface occlusion queries
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for (LevelSubmeshDrawRange& range : submesh->PortalList)
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{
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VkPipelineKey pipelineKey = levelMeshPipelineKeys[range.PipelineID];
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pipelineKey.ShaderKey.NoFragmentShader = true;
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VulkanPipelineLayout* layout = GetRenderPassManager()->GetPipelineLayout(pipelineKey.NumTextureLayers, pipelineKey.ShaderKey.UseLevelMesh);
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uint32_t viewpointOffset = viewpointIndex * rsbuffers->Viewpoint.BlockAlign;
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uint32_t matrixOffset = rsbuffers->MatrixBuffer->Offset();
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uint32_t lightsOffset = 0;
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uint32_t offsets[] = { viewpointOffset, matrixOffset, lightsOffset };
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cmdbuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, passSetup->GetPipeline(pipelineKey));
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cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 0, descriptors->GetFixedSet());
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cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 1, descriptors->GetLevelMeshSet(), 3, offsets);
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cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 2, descriptors->GetBindlessSet());
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cmdbuffer->pushConstants(layout, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, (uint32_t)sizeof(PushConstants), &pushConstants);
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// To do: add occlusion query
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cmdbuffer->drawIndexed(range.Count, 1, range.Start, 0, 0);
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}
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// Draw opaque scene
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for (LevelSubmeshDrawRange& range : submesh->DrawList)
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{
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auto& pipelineKey = levelMeshPipelineKeys[range.PipelineID];
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VulkanPipelineLayout* layout = GetRenderPassManager()->GetPipelineLayout(pipelineKey.NumTextureLayers, pipelineKey.ShaderKey.UseLevelMesh);
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uint32_t viewpointOffset = viewpointIndex * rsbuffers->Viewpoint.BlockAlign;
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uint32_t matrixOffset = rsbuffers->MatrixBuffer->Offset();
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uint32_t lightsOffset = 0;
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uint32_t offsets[] = { viewpointOffset, matrixOffset, lightsOffset };
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cmdbuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, passSetup->GetPipeline(pipelineKey));
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cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 0, descriptors->GetFixedSet());
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cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 1, descriptors->GetLevelMeshSet(), 3, offsets);
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cmdbuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, layout, 2, descriptors->GetBindlessSet());
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cmdbuffer->pushConstants(layout, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, (uint32_t)sizeof(PushConstants), &pushConstants);
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cmdbuffer->drawIndexed(range.Count, 1, range.Start, 0, 0);
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