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Vulkan-Samples/framework/rendering/subpasses/geometry_subpass.h
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2025-09-04 10:54:47 +08:00

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/* 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.
*/
#pragma once
#include "common/error.h"
#include "common/glm_common.h"
#include "rendering/subpass.h"
namespace vkb
{
namespace core
{
template <vkb::BindingType bindingType>
class CommandBuffer;
using CommandBufferC = CommandBuffer<vkb::BindingType::C>;
} // namespace core
namespace sg
{
class Scene;
class Node;
class Mesh;
class SubMesh;
class Camera;
} // namespace sg
/**
* @brief Global uniform structure for base shader
*/
struct alignas(16) GlobalUniform
{
glm::mat4 model;
glm::mat4 camera_view_proj;
glm::vec3 camera_position;
};
/**
* @brief PBR material uniform for base shader
*/
struct PBRMaterialUniform
{
glm::vec4 base_color_factor;
float metallic_factor;
float roughness_factor;
};
/**
* @brief This subpass is responsible for rendering a Scene
*/
class GeometrySubpass : public vkb::rendering::SubpassC
{
public:
/**
* @brief Constructs a subpass for the geometry pass of Deferred rendering
* @param render_context Render context
* @param vertex_shader Vertex shader source
* @param fragment_shader Fragment shader source
* @param scene Scene to render on this subpass
* @param camera Camera used to look at the scene
*/
GeometrySubpass(RenderContext &render_context, ShaderSource &&vertex_shader, ShaderSource &&fragment_shader, sg::Scene &scene, sg::Camera &camera);
virtual ~GeometrySubpass() = default;
virtual void prepare() override;
/**
* @brief Record draw commands
*/
virtual void draw(vkb::core::CommandBufferC &command_buffer) override;
/**
* @brief Thread index to use for allocating resources
*/
void set_thread_index(uint32_t index);
protected:
virtual void update_uniform(vkb::core::CommandBufferC &command_buffer, sg::Node &node, size_t thread_index);
void draw_submesh(vkb::core::CommandBufferC &command_buffer, sg::SubMesh &sub_mesh, VkFrontFace front_face = VK_FRONT_FACE_COUNTER_CLOCKWISE);
virtual void prepare_pipeline_state(vkb::core::CommandBufferC &command_buffer, VkFrontFace front_face, bool double_sided_material);
virtual PipelineLayout &prepare_pipeline_layout(vkb::core::CommandBufferC &command_buffer,
const std::vector<ShaderModule *> &shader_modules);
virtual void prepare_push_constants(vkb::core::CommandBufferC &command_buffer, sg::SubMesh &sub_mesh);
virtual void draw_submesh_command(vkb::core::CommandBufferC &command_buffer, sg::SubMesh &sub_mesh);
/**
* @brief Sorts objects based on distance from camera and classifies them
* into opaque and transparent in the arrays provided
*/
void get_sorted_nodes(std::multimap<float, std::pair<sg::Node *, sg::SubMesh *>> &opaque_nodes,
std::multimap<float, std::pair<sg::Node *, sg::SubMesh *>> &transparent_nodes);
sg::Camera &camera;
std::vector<sg::Mesh *> meshes;
sg::Scene &scene;
uint32_t thread_index{0};
vkb::RasterizationState base_rasterization_state{};
};
} // namespace vkb