104 lines
3.2 KiB
C++
104 lines
3.2 KiB
C++
// AMD AMDUtils code
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//
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// Copyright(c) 2017 Advanced Micro Devices, Inc.All rights reserved.
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files(the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions :
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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#pragma once
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#include "gltftechnique.h"
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#include "texturevk.h"
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#include <glm/matrix.hpp>
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#include <vulkan/vulkan.h>
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#include <vector>
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#include <string>
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// Forward declarations
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class DeviceVK;
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class DynamicBufferRingVK;
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class GLTFCommon;
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class ResourceViewHeapsVK;
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class StaticBufferPoolVK;
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class UploadHeapVK;
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// This class takes a GltfCommon class (that holds all the non-GPU specific data) as an input and loads all the GPU specific data
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//
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struct DepthMaterial {
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int m_textureCount = 0;
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VkDescriptorSet m_descriptorSet;
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VkDescriptorSetLayout m_descriptorSetLayout;
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std::map<std::string, std::string> m_defines;
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bool m_doubleSided;
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};
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struct DepthPrimitives : public Primitives {
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DepthMaterial* m_pMaterial = NULL;
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VkPipeline m_pipeline;
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VkPipelineCache m_pipelineCache;
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VkPipelineLayout m_pipelineLayout;
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VkDescriptorPool m_descriptorPool;
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VkDescriptorSet m_descriptorSet;
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VkDescriptorSetLayout m_descriptorSetLayout;
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};
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struct DepthMesh {
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std::vector<DepthPrimitives> m_pPrimitives;
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};
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class GltfDepthPass : public GltfTechnique {
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public:
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struct per_batch {
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glm::mat4x4 mViewProj;
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};
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struct per_object {
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glm::mat4x4 mWorld;
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};
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void OnCreate(
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DeviceVK* pDevice,
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VkRenderPass renderPass,
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UploadHeapVK* pUploadHeap,
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ResourceViewHeapsVK* pHeaps,
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DynamicBufferRingVK* pDynamicBufferRing,
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StaticBufferPoolVK* pStaticBufferPool,
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GLTFCommon* pGLTFData, void* pluginManager, void* msghandler);
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void OnDestroy();
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GltfDepthPass::per_batch* SetPerBatchConstants();
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private:
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DeviceVK* m_pDevice;
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ResourceViewHeapsVK* m_pResourceViewHeaps;
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std::vector<DepthMesh> m_meshes;
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std::vector<Texture> m_textures;
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VkSampler m_sampler;
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VkDescriptorBufferInfo m_perBatchDesc;
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void DrawMesh(VkCommandBuffer cmd_buf, int meshIndex, const glm::mat4x4& worldMatrix);
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void CreatePipeline(DeviceVK* pDevice, VkRenderPass renderPass, std::vector<std::string> semanticName, std::vector<VkVertexInputAttributeDescription> layout, DepthPrimitives* pPrimitive);
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};
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