engine/src/renderer.cpp

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#include "renderer.h"
namespace engine {
2023-08-29 17:06:04 +00:00
Renderer::Renderer(const char* app_name, const char* app_version,
SDL_Window* window, gfx::GraphicsSettings settings) {
device_ =
std::make_unique<GFXDevice>(app_name, app_version, window, settings);
// sort out descriptor set layouts:
std::vector<gfx::DescriptorSetLayoutBinding> globalSetBindings;
{
auto& binding0 = globalSetBindings.emplace_back();
binding0.descriptor_type = gfx::DescriptorType::kUniformBuffer;
binding0.stage_flags = gfx::ShaderStageFlags::kVertex;
}
global_uniform.layout = device_->CreateDescriptorSetLayout(globalSetBindings);
global_uniform.set = device_->AllocateDescriptorSet(global_uniform.layout);
global_uniform.uniform_buffer_data.data = glm::mat4{1.0f};
global_uniform.uniform_buffer =
device_->CreateUniformBuffer(sizeof(global_uniform.uniform_buffer_data),
&global_uniform.uniform_buffer_data);
device_->UpdateDescriptorUniformBuffer(
global_uniform.set, 0, global_uniform.uniform_buffer, 0,
sizeof(global_uniform.uniform_buffer_data));
std::vector<gfx::DescriptorSetLayoutBinding> frameSetBindings;
{
auto& binding0 = frameSetBindings.emplace_back();
binding0.descriptor_type = gfx::DescriptorType::kUniformBuffer;
binding0.stage_flags = gfx::ShaderStageFlags::kVertex;
}
frame_uniform.layout = device_->CreateDescriptorSetLayout(frameSetBindings);
frame_uniform.set = device_->AllocateDescriptorSet(frame_uniform.layout);
frame_uniform.uniform_buffer_data.data = glm::mat4{1.0f};
frame_uniform.uniform_buffer =
device_->CreateUniformBuffer(sizeof(frame_uniform.uniform_buffer_data),
&frame_uniform.uniform_buffer_data);
device_->UpdateDescriptorUniformBuffer(
frame_uniform.set, 0, frame_uniform.uniform_buffer, 0,
sizeof(frame_uniform.uniform_buffer_data));
std::vector<gfx::DescriptorSetLayoutBinding> materialSetBindings;
{
auto& binding0 = materialSetBindings.emplace_back();
binding0.descriptor_type = gfx::DescriptorType::kCombinedImageSampler;
binding0.stage_flags = gfx::ShaderStageFlags::kFragment;
}
material_set_layout = device_->CreateDescriptorSetLayout(materialSetBindings);
};
Renderer::~Renderer() {
for (const auto& [info, sampler] : samplers) {
device_->DestroySampler(sampler);
}
device_->DestroyDescriptorSetLayout(material_set_layout);
device_->DestroyUniformBuffer(frame_uniform.uniform_buffer);
device_->DestroyDescriptorSetLayout(frame_uniform.layout);
device_->DestroyUniformBuffer(global_uniform.uniform_buffer);
device_->DestroyDescriptorSetLayout(global_uniform.layout);
}
} // namespace engine