/* Copyright (c) 2019-2025, Arm Limited and Contributors * * SPDX-License-Identifier: Apache-2.0 * * Licensed under the Apache License, Version 2.0 the "License"; * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #include "lighting_subpass.h" #include "buffer_pool.h" #include "rendering/render_context.h" #include "scene_graph/components/camera.h" #include "scene_graph/scene.h" namespace vkb { LightingSubpass::LightingSubpass(RenderContext &render_context, ShaderSource &&vertex_shader, ShaderSource &&fragment_shader, sg::Camera &cam, sg::Scene &scene_) : Subpass{render_context, std::move(vertex_shader), std::move(fragment_shader)}, camera{cam}, scene{scene_} { } void LightingSubpass::prepare() { // Build all shaders upfront auto &resource_cache = get_render_context().get_device().get_resource_cache(); resource_cache.request_shader_module(VK_SHADER_STAGE_VERTEX_BIT, get_vertex_shader(), lighting_variant); resource_cache.request_shader_module(VK_SHADER_STAGE_FRAGMENT_BIT, get_fragment_shader(), lighting_variant); } void LightingSubpass::draw(vkb::core::CommandBufferC &command_buffer) { allocate_lights(scene.get_components(), MAX_DEFERRED_LIGHT_COUNT); command_buffer.bind_lighting(get_lighting_state(), 0, 4); // Get shaders from cache auto &resource_cache = command_buffer.get_device().get_resource_cache(); auto &vert_shader_module = resource_cache.request_shader_module(VK_SHADER_STAGE_VERTEX_BIT, get_vertex_shader(), lighting_variant); auto &frag_shader_module = resource_cache.request_shader_module(VK_SHADER_STAGE_FRAGMENT_BIT, get_fragment_shader(), lighting_variant); std::vector shader_modules{&vert_shader_module, &frag_shader_module}; // Create pipeline layout and bind it auto &pipeline_layout = resource_cache.request_pipeline_layout(shader_modules); command_buffer.bind_pipeline_layout(pipeline_layout); // we know, that the lighting subpass does not have any vertex stage input -> reset the vertex input state assert(pipeline_layout.get_resources(ShaderResourceType::Input, VK_SHADER_STAGE_VERTEX_BIT).empty()); command_buffer.set_vertex_input_state({}); // Get image views of the attachments auto &render_target = get_render_context().get_active_frame().get_render_target(); auto &target_views = render_target.get_views(); assert(3 < target_views.size()); // Bind depth, albedo, and normal as input attachments auto &depth_view = target_views[1]; command_buffer.bind_input(depth_view, 0, 0, 0); auto &albedo_view = target_views[2]; command_buffer.bind_input(albedo_view, 0, 1, 0); auto &normal_view = target_views[3]; command_buffer.bind_input(normal_view, 0, 2, 0); // Set cull mode to front as full screen triangle is clock-wise RasterizationState rasterization_state; rasterization_state.cull_mode = VK_CULL_MODE_FRONT_BIT; command_buffer.set_rasterization_state(rasterization_state); // Populate uniform values LightUniform light_uniform; // Inverse resolution light_uniform.inv_resolution.x = 1.0f / render_target.get_extent().width; light_uniform.inv_resolution.y = 1.0f / render_target.get_extent().height; // Inverse view projection light_uniform.inv_view_proj = glm::inverse(vkb::rendering::vulkan_style_projection(camera.get_projection()) * camera.get_view()); // Allocate a buffer using the buffer pool from the active frame to store uniform values and bind it auto &render_frame = get_render_context().get_active_frame(); auto allocation = render_frame.allocate_buffer(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, sizeof(LightUniform)); allocation.update(light_uniform); command_buffer.bind_buffer(allocation.get_buffer(), allocation.get_offset(), allocation.get_size(), 0, 3, 0); // Draw full screen triangle triangle command_buffer.draw(3, 1, 0, 0); } } // namespace vkb