preparing RenderFramework

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

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#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"
};
/**
* 天光来源
*/
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
/**
* 环境光来源
*/
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;
/**
* 光照剔除模式
*/
enum class LightingCullingMode
{
None, ///<不剔除
/*
* 基于Tile的剔除模式
* 按屏幕XY坐标划分成多个Tile再配合znear/zfar形成一个Volume。所有光源和Volume计算相交性
*/
Tile, ///<瓦片剔除
/**
* 基于Tile的剔除模式的改进型
* 同Tile方法得出Tile后再通过Compute Shader遍历Tile内所有象素得出当前Tile的最远z值和最近z值。
* 根据XY与zNear/zFar得出一个Volume计算所有光源与Volume相交性。
*/
TileVolume, ///<瓦片体积剔除
/**
* 基于Tile的剔除模式的改进型
* 同TileVolume方法得出Volume后再将Volume按深度划分成多个Volume。
* 剔除掉没有象素的Volume再将剩下的Volume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
/**
* 渲染框架
*/
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 本帧时间间隔
*/
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;
/**
* 渲染模块基类
*/
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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#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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#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"
};
/**
* 天光来源
*/
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
{