157 lines
4.9 KiB
C++
Executable file
157 lines
4.9 KiB
C++
Executable file
#include "smaapass.hpp"
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#include "gfx_commandbuffer.hpp"
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#include "renderer.hpp"
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#include "engine.hpp"
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#include "gfx.hpp"
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#include "assertions.hpp"
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#include <AreaTex.h>
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#include <SearchTex.h>
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SMAAPass::SMAAPass(GFX* gfx, Renderer* renderer) : renderer(renderer), extent(renderer->get_render_extent()) {
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Expects(gfx != nullptr);
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Expects(renderer != nullptr);
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create_textures();
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create_render_pass();
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create_pipelines();
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create_offscreen_resources();
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}
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void SMAAPass::render(GFXCommandBuffer* command_buffer) {
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GFXRenderPassBeginInfo beginInfo = {};
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beginInfo.clear_color.a = 0.0f;
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beginInfo.render_area.extent = extent;
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beginInfo.render_pass = render_pass;
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struct PushConstant {
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Vector4 viewport;
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Matrix4x4 correction_matrix;
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} pc;
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pc.viewport = Vector4(1.0f / static_cast<float>(extent.width), 1.0f / static_cast<float>(extent.height), extent.width, extent.height);
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// edge
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{
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beginInfo.framebuffer = edge_framebuffer;
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command_buffer->set_render_pass(beginInfo);
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Viewport viewport = {};
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viewport.width = extent.width;
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viewport.height = extent.height;
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command_buffer->set_viewport(viewport);
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command_buffer->set_pipeline(edge_pipeline);
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command_buffer->set_push_constant(&pc, sizeof(PushConstant));
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command_buffer->bind_texture(renderer->offscreenColorTexture, 0); // color
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command_buffer->bind_texture(renderer->offscreenDepthTexture, 1); // depth
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command_buffer->draw(0, 3, 0, 1);
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}
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// blend
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{
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beginInfo.framebuffer = blend_framebuffer;
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command_buffer->set_render_pass(beginInfo);
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command_buffer->set_pipeline(blend_pipeline);
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command_buffer->set_push_constant(&pc, sizeof(PushConstant));
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command_buffer->bind_texture(edge_texture, 0);
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command_buffer->bind_texture(area_image, 1);
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command_buffer->bind_texture(search_image, 3);
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command_buffer->draw(0, 3, 0, 1);
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}
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}
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void SMAAPass::create_textures() {
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auto gfx = engine->get_gfx();
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//load area image
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GFXTextureCreateInfo areaInfo = {};
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areaInfo.width = AREATEX_WIDTH;
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areaInfo.height = AREATEX_HEIGHT;
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areaInfo.format = GFXPixelFormat::R8G8_UNORM;
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areaInfo.usage = GFXTextureUsage::Sampled;
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areaInfo.samplingMode = SamplingMode::ClampToEdge;
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area_image = gfx->create_texture(areaInfo);
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gfx->copy_texture(area_image, (void*)areaTexBytes, AREATEX_SIZE);
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// load search image
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GFXTextureCreateInfo searchInfo = {};
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searchInfo.width = SEARCHTEX_WIDTH;
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searchInfo.height = SEARCHTEX_HEIGHT;
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searchInfo.format = GFXPixelFormat::R8_UNORM;
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searchInfo.usage = GFXTextureUsage::Sampled;
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searchInfo.samplingMode = SamplingMode::ClampToEdge;
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search_image = gfx->create_texture(searchInfo);
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gfx->copy_texture(search_image, (void*)searchTexBytes, SEARCHTEX_SIZE);
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}
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void SMAAPass::create_render_pass() {
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GFXRenderPassCreateInfo createInfo = {};
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createInfo.attachments = {GFXPixelFormat::R16G16B16A16_SFLOAT};
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render_pass = engine->get_gfx()->create_render_pass(createInfo);
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}
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void SMAAPass::create_pipelines() {
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auto gfx = engine->get_gfx();
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GFXGraphicsPipelineCreateInfo createInfo = {};
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createInfo.label = "SMAA Edge";
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createInfo.shaders.vertex_path = "edge.vert";
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createInfo.shaders.fragment_path = "edge.frag";
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createInfo.render_pass = render_pass;
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createInfo.shader_input.push_constants = {
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{sizeof(Vector4) + sizeof(Matrix4x4), 0}
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};
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createInfo.shader_input.bindings = {
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{0, GFXBindingType::Texture},
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{1, GFXBindingType::Texture},
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{2, GFXBindingType::PushConstant}
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};
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edge_pipeline = gfx->create_graphics_pipeline(createInfo);
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createInfo.label = "SMAA Blend";
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createInfo.shaders.vertex_path = "blend.vert";
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createInfo.shaders.fragment_path = "blend.frag";
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createInfo.shader_input.bindings.push_back({3, GFXBindingType::Texture});
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blend_pipeline = gfx->create_graphics_pipeline(createInfo);
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}
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void SMAAPass::create_offscreen_resources() {
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auto gfx = engine->get_gfx();
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GFXTextureCreateInfo textureInfo = {};
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textureInfo.width = extent.width;
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textureInfo.height = extent.height;
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textureInfo.format = GFXPixelFormat::R16G16B16A16_SFLOAT;
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textureInfo.usage = GFXTextureUsage::Attachment | GFXTextureUsage::Sampled;
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edge_texture = gfx->create_texture(textureInfo);
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blend_texture = gfx->create_texture(textureInfo);
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GFXFramebufferCreateInfo framebufferInfo = {};
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framebufferInfo.attachments = {edge_texture};
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framebufferInfo.render_pass = render_pass;
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edge_framebuffer = gfx->create_framebuffer(framebufferInfo);
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framebufferInfo.attachments = {blend_texture};
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blend_framebuffer = gfx->create_framebuffer(framebufferInfo);
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}
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