preparing RenderFramework

This commit is contained in:
hyzboy 2024-10-19 13:08:05 +08:00
parent 2c67990daa
commit 59b3ec6bf3
17 changed files with 527 additions and 59 deletions

2
CMCore

@ -1 +1 @@
Subproject commit 09d777261f4249ccdba5bef44d794742f4e3237a
Subproject commit ca8517f146b08bb4df1669218579223ac7bfbcae

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@ -0,0 +1,73 @@
#pragma once
#include<hgl/graph/VK.h>
VK_NAMESPACE_BEGIN
enum class LightingModel:uint8
{
Unlit,
Gizmo, ///<Gizmo专用(Blinnphong的特定版本内置假的太阳光方向、高光系数等使其不需要外部UBO传入)
Blinnphong, ///<Blinnphong光照模型
FakePBR, ///<假PBR(使用Blinnphong+HalfLambert模拟)
MicroPBR, ///<微型PBR(只有BaseColor/Normal/Metallic/Roughness四个基础数据的PBR)
WebPBR, ///<Khronos为WebGL提供的PBR
FilamentPBR, ///<Filament引擎所提供的PBR
AMDPBR, ///<AMD Caulrdon框架所提供的PBR
BlenderPBR, ///<Blender所提供的PBR
ENUM_CLASS_RANGE(Unlit,BlenderPBR)
};//enum class LightingModel:uint8
constexpr const char *LightingModelName[]=
{
"Unlit",
"Gizmo",
"Blinnphong",
"FakePBR",
"MicroPBR",
"WebPBR",
"FilamentPBR",
"AMDPBR",
"BlenderPBR"
};
/**
*
*/
enum class SkyLightSource:uint8
{
PureColor, ///<纯色
GradientColor, ///<过渡色
Cubemap, ///<立方体贴图
IBL, ///<IBL立方体贴图
ENUM_CLASS_RANGE(PureColor,IBL)
};//enum class SkyLightSource:uint8
/**
*
*/
enum class AmbientLightSource:uint8
{
PureColor, ///<纯色
Distance, ///<距离(用于显示深邃场景比如峡谷、深井、管道越远越黑。理论等同AO)
LightProbe, ///<光线探针(也许也是Cubemap也许不是)
Cubemap, ///<本地Cubemap
};//enum class AmbientLightSource:uint8
VK_NAMESPACE_END

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#pragma once
#include<hgl/graph/VK.h>
#include<hgl/type/List.h>
#include<hgl/graph/ViewportInfo.h>
VK_NAMESPACE_BEGIN
class RenderModule;
/**
*
*/
enum class LightingCullingMode
{
None, ///<不剔除
/*
* Tile的剔除模式
* XY坐标划分成多个Tileznear/zfar形成一个VolumeVolume计算相交性
*/
Tile, ///<瓦片剔除
/**
* Tile的剔除模式的改进型
* Tile方法Tile后Compute Shader遍历Tile内所有象素Tile的最远z值和最近z值
* XY与zNear/zFar得出一个VolumeVolume相交性
*/
TileVolume, ///<瓦片体积剔除
/**
* Tile的剔除模式的改进型
* TileVolume方法得出Volume后Volume按深度划分成多个Volume
* VolumeVolume与光源计算相交性
*/
Cluster, ///<集簇剔除
ENUM_CLASS_RANGE(None,Cluster)
};//enum class LightingCullingMode
enum class RenderingMode
{
Forward, ///<前向渲染
Deferred, ///<延迟渲染
ENUM_CLASS_RANGE(Forward,Deferred)
};//enum class RenderingMode
enum class RenderPhase
{
PreRender, ///<渲染前
Physics, ///<物理
Anim, ///<动画前
Depth, ///<渲染深度(一般用于Early-Z pass)
GBuffer, ///<生成GBuffer
Transparent, ///<渲染透明物件
PostProcess, ///<后处理
Submit, ///<提交指令队列
Present, ///<呈现
ENUM_CLASS_RANGE(PreRender,Present)
};//enum class RenderPhase
/**
*
*/
class RenderFramework
{
ObjectList<RenderModule> module_list;
protected:
ViewportInfo viewport_info;
int swap_chain_count =0;
protected:
GPUDevice * device =nullptr;
RenderPass * device_render_pass =nullptr;
RTSwapchain * default_rt =nullptr;
RenderCmdBuffer ** render_cmd_buffers =nullptr;
private:
uint64 frame_count =0;
public:
const uint64 GetFrameCount ()const noexcept{return frame_count;} ///<取得当前帧数
void RestartFrameCount ()noexcept{frame_count=0;} ///<重新开始统计帧数
public:
NO_COPY_NO_MOVE(RenderFramework)
RenderFramework(){}
virtual ~RenderFramework()=default;
/**
* @pragma delta_time
*/
virtual void Update(const double delta_time){}
virtual void BeginFrame(){}; ///<开始当前帧
virtual void EndFrame(){}; ///<当前帧结束
virtual void MainLoop(); ///<主循环
};//class RenderFramework
VK_NAMESPACE_END

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#pragma once
#include<hgl/graph/VK.h>
#include<hgl/type/Size2.h>
VK_NAMESPACE_BEGIN
class RenderCmdBuffer;
/**
*
*/
class RenderModule
{
OSString module_name;
VkExtent2D current_extent;
bool module_enable;
bool module_ready;
protected:
virtual void SetModuleEnable(bool e){module_enable=e;}
virtual void SetModuleReady(bool r){module_ready=r;}
public:
const OSString &GetModuleName()const{return module_name;}
const bool IsEnable ()const noexcept{return module_enable;}
const bool IsReady ()const noexcept{return module_ready;}
public:
NO_COPY_NO_MOVE(RenderModule)
RenderModule(const OSString &name)
{
module_name=name;
}
virtual ~RenderModule()=default;
virtual bool Init(){return true;}
virtual void Execute(const double,RenderCmdBuffer *){}
virtual void OnResize(const VkExtent2D &ext){current_extent=ext;}
virtual void OnFocusLost(){}
virtual void OnPreFrame(){}
virtual void OnPostFrame(){}
};//class RenderModule
template<typename T> RenderModule *Create()
{
return new T();
}
typedef RenderModule *(*RenderModuleCreateFunc)();
bool RegistryRenderModule(const OSString &,RenderModuleCreateFunc);
RenderModule *GetRenderModule(const OSString &);
VK_NAMESPACE_END

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#pragma once
#include<hgl/type/TypeInfo.h>
#include<hgl/graph/VK.h>
VK_NAMESPACE_BEGIN
class SceneNode;
class SceneComponentData
{
};//class SceneComponentData
class SceneComponentManager;
class SceneComponent
{
SceneComponentManager *manager;
SceneNode *owner;
public:
SceneComponentManager *GetManager()const{return manager;}
SceneNode *GetOwner()const{return owner;}
virtual const size_t GetTypeHash()=0;
public:
};//class SceneComponent
class SceneComponentManager
{
};//class SceneComponentManager
VK_NAMESPACE_END

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#pragma once
#include<hgl/type/TypeInfo.h>
#include<hgl/graph/VK.h>
VK_NAMESPACE_BEGIN
class SceneNode;
class ComponentData
{
};//class ComponentData
class ComponentManager;
class Component
{
ComponentManager *manager;
SceneNode *owner;
public:
ComponentManager *GetManager()const{return manager;}
SceneNode *GetOwner()const{return owner;}
virtual const size_t GetTypeHash()=0;
public:
};//class Component
class ComponentManager
{
};//class ComponentManager
VK_NAMESPACE_END

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@ -0,0 +1,63 @@
#pragma once
#include<hgl/graph/VK.h>
VK_NAMESPACE_BEGIN
/**
/
//Material models from Google Filament
//@see https://google.github.io/filament/Materials.html
enum class MaterialModels:uint8
{
Unlit=0,
Lit,
Subsurface,
Cloth,
};
struct GBufferFormat
{
VkFormat ShadingModel; ///<着色模式
VkFormat BaseColor; ///<颜色缓冲区格式
VkFormat Depth; ///<深度缓冲区格式
VkFormat Stencil; ///<模板缓冲区格式
VkFormat Normal; ///<法线缓冲区格式
VkFormat Metallic; ///<金属度
VkFormat Roughness; ///<粗糙度(glossiness)
VkFormat Reflectance; ///<反射率(Specular for non-metals)
VkFormat ClearCoat;
VkFormat ClearCoatRoughness;
VkFormat Anisotropy;
VkFormat Emissive; ///<自发光
VkFormat AmbientOcclusion; ///<环境光遮蔽
VkFormat MotionVector; ///<运动向量
};//struct GBufferFormat
void InitGBufferFormat(GBufferFormat &bf)
{
bf.BaseColor =PF_A2BGR10UN;
bf.Depth =PF_D24UN_S8U;
bf.Stencil =PF_D24UN_S8U;
bf.Normal =PF_RG8UN;
bf.MetallicRoughness=PF_RG8UN;
bf.Emissive =PF_A2BGR10UN;
bf.AmbientOcclusion =PF_R8UN;
bf.MotionVector =PF_RG16SN;
}
VK_NAMESPACE_END

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@ -1,7 +1,7 @@
#pragma once
#include<hgl/graph/VKNamespace.h>
#include<hgl/graph/StaticMeshLODPolicy.h>
#include<hgl/graph/mesh/StaticMeshLODPolicy.h>
#include<hgl/graph/ShadowPolicy.h>
VK_NAMESPACE_BEGIN

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@ -0,0 +1,17 @@
#pragma once
#include<hgl/graph/SceneNode.h>
VK_NAMESPACE_BEGIN
class StaticMeshNode:public SceneNode
{
StaticMesh *sm;
public:
};//class StaticMeshNode
VK_NAMESPACE_END

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@ -5,56 +5,6 @@
#include<hgl/graph/VertexAttrib.h>
STD_MTL_NAMESPACE_BEGIN
enum class LightingModel:uint8
{
Unlit,
Gizmo, ///<Gizmo专用(Blinnphong的特定版本内置假的太阳光方向、高光系数等使其不需要外部UBO传入)
Blinnphong, ///<Blinnphong光照模型
FakePBR, ///<假PBR(使用Blinnphong+HalfLambert模拟)
MicroPBR, ///<微型PBR(只有BaseColor/Normal/Metallic/Roughness四个基础数据的PBR)
WebPBR, ///<Khronos为WebGL提供的PBR
FilamentPBR, ///<Filament引擎所使用的PBR
AMDPBR, ///<AMD Caulrdon框架所使用的PBR
BlenderPBR, ///<Blender所使用的PBR
ENUM_CLASS_RANGE(Unlit,BlenderPBR)
};
constexpr const char *LightingModelName[]=
{
"Unlit",
"Gizmo",
"Blinnphong",
"FakePBR",
"MicroPBR",
"WebPBR",
"FilamentPBR",
"AMDPBR",
"BlenderPBR"
};
/**
*
*/
enum class SkyLightSource:uint8
{
PureColor, ///<纯色
Simplest, ///<极简(一行代码)
Cubemap, ///<立方体贴图
IBL, ///<IBL立方体贴图
ENUM_CLASS_RANGE(PureColor,IBL)
};
struct Material3DCreateConfig:public MaterialCreateConfig
{

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@ -64,12 +64,21 @@ SET(SCENE_GRAPH_SOURCE RenderList.cpp
SOURCE_GROUP("Scene Graph" FILES ${SCENE_GRAPH_HEADER} ${SCENE_GRAPH_SOURCE})
SET(STATIC_MESH_HEADER_FILES ${SG_INCLUDE_PATH}/StaticMesh.h
${SG_INCLUDE_PATH}/StaticMeshLODPolicy.h)
SET(SGC_HEADER_PATH ${SG_INCLUDE_PATH}/component)
SET(SGC_SOURCE_PATH component)
SET(STATIC_MESH_SOURCE_FILES StaticMesh.cpp)
SET(SG_COMPONENT_HEADER ${SGC_HEADER_PATH}/SceneComponent.h)
SOURCE_GROUP("Scene Graph\\Static Mesh" FILES ${STATIC_MESH_HEADER_FILES} ${STATIC_MESH_SOURCE_FILES})
SOURCE_GROUP("Scene Graph\\Component" FILES ${SG_COMPONENT_HEADER})
SET(STATIC_MESH_HEADER_FILES ${SG_INCLUDE_PATH}/mesh/StaticMesh.h
${SG_INCLUDE_PATH}/mesh/StaticMeshLODPolicy.h
${SG_INCLUDE_PATH}/mesh/StaticMeshNode.h
)
SET(STATIC_MESH_SOURCE_FILES mesh/StaticMesh.cpp)
SOURCE_GROUP("Scene Graph\\Mesh\\Static Mesh" FILES ${STATIC_MESH_HEADER_FILES} ${STATIC_MESH_SOURCE_FILES})
SET(FONT_MANAGE_SOURCE ${SG_INCLUDE_PATH}/font/Font.h
${SG_INCLUDE_PATH}/font/FontManage.h
@ -259,6 +268,21 @@ SET(VK_RENDERABLE_SOURCE ${SG_INCLUDE_PATH}/VKRenderable.h
SOURCE_GROUP("Vulkan\\Renderable" FILES ${VK_RENDERABLE_SOURCE})
SET(RENDER_MODULE_HEADER ${SG_INCLUDE_PATH}/RenderModule.h)
SET(RENDER_MODULE_SOURCE RenderModule/RenderModule.cpp)
SET(RENDER_FRAMEWORK_FILES ${SG_INCLUDE_PATH}/RenderFramework.h
RenderFramework.cpp)
SOURCE_GROUP("RenderModule" FILES ${RENDER_MODULE_HEADER}
${RENDER_MODULE_SOURCE}
${RENDER_FRAMEWORK_FILES})
SET(DEFERRED_RENDER_HEADER ${SG_INCLUDE_PATH}/deferred/GBufferFormat.h)
SET(DEFERRED_RENDER_SOURCE deferred/GBufferFormat.cpp)
SOURCE_GROUP("RenderModule\\Deferred Rendering" FILES ${DEFERRED_RENDER_HEADER} ${DEFERRED_RENDER_SOURCE})
IF(WIN32)
OPTION(FORCE_DISCETE_GPU "Force Discrete GPU" OFF)
@ -319,6 +343,8 @@ add_cm_library(ULRE.SceneGraph "ULRE" ${SCENE_GRAPH_HEADER}
${TILE_SOURCE}
${SG_VDM_SOURCE}
${SG_COMPONENT_HEADER}
${STATIC_MESH_HEADER_FILES}
${STATIC_MESH_SOURCE_FILES}
@ -330,4 +356,8 @@ add_cm_library(ULRE.SceneGraph "ULRE" ${SCENE_GRAPH_HEADER}
# ${TEXT_RENDERABLE_SOURCE}
${VULKAN_RENDER_SOURCE}
${VULKAN_SURFACE_SOURCE})
${VULKAN_SURFACE_SOURCE}
${RENDER_MODULE_HEADER} ${RENDER_MODULE_SOURCE} ${RENDER_FRAMEWORK_FILES}
${DEFERRED_RENDER_HEADER} ${DEFERRED_RENDER_SOURCE}
)

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@ -248,6 +248,7 @@ void MaterialRenderList::WriteICB(VkDrawIndirectCommand *dicp,RenderItem *ri)
dicp->firstVertex =ri->prd->vertex_offset;
dicp->firstInstance =ri->first_instance;
}
void MaterialRenderList::WriteICB(VkDrawIndexedIndirectCommand *diicp,RenderItem *ri)
{
diicp->indexCount =ri->prd->index_count;
@ -432,7 +433,7 @@ void MaterialRenderList::Render(RenderItem *ri)
BindVAB(ri->pdb,ri->first_instance);
if(ri->pdb->ibo)
cmd_buf->BindIBO(ri->pdb->ibo);
cmd_buf->BindIBO(ri->pdb->ibo);
}
if(ri->pdb->vdm)

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@ -0,0 +1,31 @@
#include<hgl/graph/RenderFramework.h>
#include<hgl/graph/RenderModule.h>
VK_NAMESPACE_BEGIN
void RenderFramework::MainLoop()
{
for(auto rm:module_list)
{
if(rm->IsEnable())
rm->OnPreFrame();
}
BeginFrame();
for(auto rm:module_list)
{
if(rm->IsEnable())
rm->Execute(0,nullptr);
}
for(auto rm:module_list)
{
if(rm->IsEnable())
rm->OnPostFrame();
}
EndFrame();
}
VK_NAMESPACE_END

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@ -0,0 +1,39 @@
#include<hgl/graph/RenderModule.h>
#include<hgl/type/Map.h>
VK_NAMESPACE_BEGIN
namespace
{
using RenderModuleMap=Map<OSString,RenderModuleCreateFunc>;
RenderModuleMap render_module_map;
}//namespace
bool RegistryRenderModule(const OSString &name,RenderModuleCreateFunc func)
{
if(name.IsEmpty()||!func)
return(false);
if(render_module_map.ContainsKey(name))
return(false);
render_module_map.Add(name,func);
return(true);
}
RenderModule *GetRenderModule(const OSString &name)
{
if(name.IsEmpty())
return(nullptr);
RenderModuleCreateFunc func;
if(!render_module_map.Get(name,func))
return(nullptr);
return func();
}
VK_NAMESPACE_END

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@ -1,4 +1,4 @@
#include<hgl/graph/StaticMesh.h>
#include<hgl/graph/mesh/StaticMesh.h>
#include<hgl/graph/VKRenderResource.h>
VK_NAMESPACE_BEGIN