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/* Copyright (c) 2019-2025, Arm Limited and Contributors
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#pragma once
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#include "common/error.h"
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#include "common/glm_common.h"
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#include "rendering/subpass.h"
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namespace vkb
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{
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namespace core
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{
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template <vkb::BindingType bindingType>
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class CommandBuffer;
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using CommandBufferC = CommandBuffer<vkb::BindingType::C>;
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} // namespace core
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namespace sg
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{
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class Scene;
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class Node;
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class Mesh;
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class SubMesh;
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class Camera;
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} // namespace sg
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/**
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* @brief Global uniform structure for base shader
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*/
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struct alignas(16) GlobalUniform
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{
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glm::mat4 model;
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glm::mat4 camera_view_proj;
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glm::vec3 camera_position;
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};
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/**
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* @brief PBR material uniform for base shader
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*/
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struct PBRMaterialUniform
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{
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glm::vec4 base_color_factor;
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float metallic_factor;
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float roughness_factor;
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};
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/**
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* @brief This subpass is responsible for rendering a Scene
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*/
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class GeometrySubpass : public vkb::rendering::SubpassC
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{
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public:
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/**
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* @brief Constructs a subpass for the geometry pass of Deferred rendering
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* @param render_context Render context
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* @param vertex_shader Vertex shader source
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* @param fragment_shader Fragment shader source
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* @param scene Scene to render on this subpass
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* @param camera Camera used to look at the scene
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*/
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GeometrySubpass(RenderContext &render_context, ShaderSource &&vertex_shader, ShaderSource &&fragment_shader, sg::Scene &scene, sg::Camera &camera);
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virtual ~GeometrySubpass() = default;
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virtual void prepare() override;
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/**
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* @brief Record draw commands
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*/
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virtual void draw(vkb::core::CommandBufferC &command_buffer) override;
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/**
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* @brief Thread index to use for allocating resources
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*/
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void set_thread_index(uint32_t index);
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protected:
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virtual void update_uniform(vkb::core::CommandBufferC &command_buffer, sg::Node &node, size_t thread_index);
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void draw_submesh(vkb::core::CommandBufferC &command_buffer, sg::SubMesh &sub_mesh, VkFrontFace front_face = VK_FRONT_FACE_COUNTER_CLOCKWISE);
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virtual void prepare_pipeline_state(vkb::core::CommandBufferC &command_buffer, VkFrontFace front_face, bool double_sided_material);
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virtual PipelineLayout &prepare_pipeline_layout(vkb::core::CommandBufferC &command_buffer,
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const std::vector<ShaderModule *> &shader_modules);
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virtual void prepare_push_constants(vkb::core::CommandBufferC &command_buffer, sg::SubMesh &sub_mesh);
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virtual void draw_submesh_command(vkb::core::CommandBufferC &command_buffer, sg::SubMesh &sub_mesh);
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/**
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* @brief Sorts objects based on distance from camera and classifies them
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* into opaque and transparent in the arrays provided
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*/
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void get_sorted_nodes(std::multimap<float, std::pair<sg::Node *, sg::SubMesh *>> &opaque_nodes,
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std::multimap<float, std::pair<sg::Node *, sg::SubMesh *>> &transparent_nodes);
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sg::Camera &camera;
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std::vector<sg::Mesh *> meshes;
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sg::Scene &scene;
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uint32_t thread_index{0};
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vkb::RasterizationState base_rasterization_state{};
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};
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} // namespace vkb
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