engine/src/renderer.cpp

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#include "renderer.h"
#include "application_component.h"
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#include <glm/mat4x4.hpp>
#include <glm/trigonometric.hpp>
#include <glm/ext/matrix_clip_space.hpp>
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#include "imgui/imgui.h"
namespace engine {
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Renderer::Renderer(Application& app, gfx::GraphicsSettings settings) : ApplicationComponent(app)
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{
device_ = std::make_unique<GFXDevice>(GetAppName(), GetAppVersion(), GetWindowHandle(), settings);
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// 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;
gfx::DescriptorSetLayoutBinding materialSetBinding{};
materialSetBinding.descriptor_type = gfx::DescriptorType::kCombinedImageSampler;
materialSetBinding.stage_flags = gfx::ShaderStageFlags::kFragment;
materialSetBindings.push_back(materialSetBinding); // albedo
materialSetBindings.push_back(materialSetBinding); // normal
materialSetBindings.push_back(materialSetBinding); // occlusion
materialSetBindings.push_back(materialSetBinding); // metallic-roughness
material_set_layout = device_->CreateDescriptorSetLayout(materialSetBindings);
device_->SetupImguiBackend();
gfx::VertexFormat debug_vertex_format{};
debug_vertex_format.stride = 0;
// debug_vertex_format.vertex_attrib_descriptions = empty
gfx::PipelineInfo debug_pipeline_info{};
debug_pipeline_info.vert_shader_path = GetResourcePath("engine/shaders/debug.vert");
debug_pipeline_info.frag_shader_path = GetResourcePath("engine/shaders/debug.frag");
debug_pipeline_info.vertex_format = debug_vertex_format;
debug_pipeline_info.alpha_blending = false;
debug_pipeline_info.backface_culling = false; // probably ignored for line rendering
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debug_pipeline_info.write_z = false; // lines don't need the depth buffer
// debug_pipeline_info.descriptor_set_layouts = empty;
debug_pipeline_info.line_primitives = true;
debug_rendering_things_.pipeline = device_->CreatePipeline(debug_pipeline_info);
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};
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Renderer::~Renderer()
{
device_->DestroyPipeline(debug_rendering_things_.pipeline);
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for (const auto& [info, sampler] : samplers) {
device_->DestroySampler(sampler);
}
device_->DestroyDescriptorSetLayout(material_set_layout);
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device_->DestroyUniformBuffer(frame_uniform.uniform_buffer);
device_->DestroyDescriptorSetLayout(frame_uniform.layout);
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device_->DestroyUniformBuffer(global_uniform.uniform_buffer);
device_->DestroyDescriptorSetLayout(global_uniform.layout);
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}
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void Renderer::PreRender(bool window_is_resized, glm::mat4 camera_transform)
{
if (window_is_resized) {
uint32_t w, h;
device_->GetViewportSize(&w, &h);
viewport_aspect_ratio_ = (float)w / (float)h;
const glm::mat4 proj_matrix =
glm::perspectiveRH_ZO(camera_settings_.vertical_fov_radians, viewport_aspect_ratio_, camera_settings_.clip_near, camera_settings_.clip_far);
/* update SET 0 (rarely changing uniforms)*/
global_uniform.uniform_buffer_data.data = proj_matrix;
device_->WriteUniformBuffer(global_uniform.uniform_buffer, 0, sizeof(global_uniform.uniform_buffer_data), &global_uniform.uniform_buffer_data);
}
// set camera view matrix uniform
/* update SET 1 (per frame uniforms) */
const glm::mat4 view_matrix = glm::inverse(camera_transform);
frame_uniform.uniform_buffer_data.data = view_matrix;
device_->WriteUniformBuffer(frame_uniform.uniform_buffer, 0, sizeof(frame_uniform.uniform_buffer_data), &frame_uniform.uniform_buffer_data);
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}
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void Renderer::Render(const RenderList* static_list, const RenderList* dynamic_list, const std::vector<Line>& debug_lines)
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{
last_bound_pipeline_ = nullptr;
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gfx::DrawBuffer* draw_buffer = device_->BeginRender();
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if (static_list) {
if (!static_list->empty()) {
DrawRenderList(draw_buffer, *static_list);
}
}
if (dynamic_list) {
if (!dynamic_list->empty()) {
DrawRenderList(draw_buffer, *dynamic_list);
}
}
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struct DebugPush {
glm::vec4 pos1;
glm::vec4 pos2;
glm::vec3 color;
};
// draw debug shit here
device_->CmdBindPipeline(draw_buffer, debug_rendering_things_.pipeline);
DebugPush push{};
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for (const Line& l : debug_lines) {
push.pos1 = global_uniform.uniform_buffer_data.data * frame_uniform.uniform_buffer_data.data * glm::vec4(l.pos1, 1.0f);
push.pos2 = global_uniform.uniform_buffer_data.data * frame_uniform.uniform_buffer_data.data * glm::vec4(l.pos2, 1.0f);
push.color = l.color;
device_->CmdPushConstants(draw_buffer, debug_rendering_things_.pipeline, 0, sizeof(DebugPush), &push);
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device_->CmdDraw(draw_buffer, 2, 1, 0, 0);
}
// also make a lil crosshair
push.color = glm::vec3{ 1.0f, 1.0f, 1.0f };
push.pos1 = glm::vec4(-0.05f, 0.0f, 0.0f, 1.0f);
push.pos2 = glm::vec4(0.05f, 0.0f, 0.0f, 1.0f);
device_->CmdPushConstants(draw_buffer, debug_rendering_things_.pipeline, 0, sizeof(DebugPush), &push);
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device_->CmdDraw(draw_buffer, 2, 1, 0, 0);
push.pos1 = glm::vec4(0.0f, -0.05f, 0.0f, 1.0f);
push.pos2 = glm::vec4(0.0f, 0.05f, 0.0f, 1.0f);
device_->CmdPushConstants(draw_buffer, debug_rendering_things_.pipeline, 0, sizeof(DebugPush), &push);
device_->CmdDraw(draw_buffer, 2, 1, 0, 0);
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device_->CmdRenderImguiDrawData(draw_buffer, ImGui::GetDrawData());
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device_->FinishRender(draw_buffer);
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}
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void Renderer::DrawRenderList(gfx::DrawBuffer* draw_buffer, const RenderList& render_list)
{
// if a pipeline hasn't been bound yet at all
if (last_bound_pipeline_ == nullptr) {
const gfx::Pipeline* first_pipeline = render_list.begin()->pipeline;
// these bindings persist between all pipelines
device_->CmdBindDescriptorSet(draw_buffer, first_pipeline, global_uniform.set, 0);
device_->CmdBindDescriptorSet(draw_buffer, first_pipeline, frame_uniform.set, 1);
device_->CmdBindPipeline(draw_buffer, first_pipeline);
last_bound_pipeline_ = first_pipeline;
}
for (const auto& entry : render_list) {
if (entry.pipeline != last_bound_pipeline_) {
device_->CmdBindPipeline(draw_buffer, entry.pipeline);
last_bound_pipeline_ = entry.pipeline;
}
device_->CmdBindDescriptorSet(draw_buffer, entry.pipeline, entry.material_set, 2);
device_->CmdPushConstants(draw_buffer, entry.pipeline, 0, sizeof(entry.model_matrix), &entry.model_matrix);
device_->CmdBindVertexBuffer(draw_buffer, 0, entry.vertex_buffer);
device_->CmdBindIndexBuffer(draw_buffer, entry.index_buffer);
device_->CmdDrawIndexed(draw_buffer, entry.index_count, 1, 0, 0, 0);
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}
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}
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} // namespace engine