2023-08-22 22:41:08 +00:00
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#include "renderer.h"
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2023-08-29 21:10:05 +00:00
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#include <glm/mat4x4.hpp>
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#include <glm/trigonometric.hpp>
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#include <glm/ext/matrix_clip_space.hpp>
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2023-09-19 11:29:40 +00:00
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[[maybe_unused]] static glm::mat4 GenPerspectiveMatrix(float vertical_fov_radians,
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float aspect_ratio, float znear,
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float zfar) {
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float g = 1.0f / tan(vertical_fov_radians * 0.5);
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float k1 = zfar / (zfar - znear);
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float k2 = -(zfar * znear) / (znear - zfar);
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glm::mat4 m{1.0f};
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m[0][0] = g / aspect_ratio;
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m[1][1] = g;
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m[2][2] = k1;
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m[2][3] = -1.0f;
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m[3][2] = k2;
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m[3][3] = 0.0f;
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return m;
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}
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2023-08-22 22:41:08 +00:00
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namespace engine {
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2023-08-29 17:06:04 +00:00
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Renderer::Renderer(const char* app_name, const char* app_version,
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SDL_Window* window, gfx::GraphicsSettings settings) {
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device_ =
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std::make_unique<GFXDevice>(app_name, app_version, window, settings);
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// sort out descriptor set layouts:
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std::vector<gfx::DescriptorSetLayoutBinding> globalSetBindings;
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{
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auto& binding0 = globalSetBindings.emplace_back();
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binding0.descriptor_type = gfx::DescriptorType::kUniformBuffer;
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binding0.stage_flags = gfx::ShaderStageFlags::kVertex;
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}
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global_uniform.layout = device_->CreateDescriptorSetLayout(globalSetBindings);
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global_uniform.set = device_->AllocateDescriptorSet(global_uniform.layout);
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global_uniform.uniform_buffer_data.data = glm::mat4{1.0f};
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global_uniform.uniform_buffer =
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device_->CreateUniformBuffer(sizeof(global_uniform.uniform_buffer_data),
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&global_uniform.uniform_buffer_data);
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device_->UpdateDescriptorUniformBuffer(
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global_uniform.set, 0, global_uniform.uniform_buffer, 0,
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sizeof(global_uniform.uniform_buffer_data));
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std::vector<gfx::DescriptorSetLayoutBinding> frameSetBindings;
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{
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auto& binding0 = frameSetBindings.emplace_back();
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binding0.descriptor_type = gfx::DescriptorType::kUniformBuffer;
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binding0.stage_flags = gfx::ShaderStageFlags::kVertex;
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}
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frame_uniform.layout = device_->CreateDescriptorSetLayout(frameSetBindings);
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frame_uniform.set = device_->AllocateDescriptorSet(frame_uniform.layout);
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frame_uniform.uniform_buffer_data.data = glm::mat4{1.0f};
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frame_uniform.uniform_buffer =
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device_->CreateUniformBuffer(sizeof(frame_uniform.uniform_buffer_data),
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&frame_uniform.uniform_buffer_data);
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device_->UpdateDescriptorUniformBuffer(
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frame_uniform.set, 0, frame_uniform.uniform_buffer, 0,
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sizeof(frame_uniform.uniform_buffer_data));
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std::vector<gfx::DescriptorSetLayoutBinding> materialSetBindings;
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{
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auto& binding0 = materialSetBindings.emplace_back();
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binding0.descriptor_type = gfx::DescriptorType::kCombinedImageSampler;
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binding0.stage_flags = gfx::ShaderStageFlags::kFragment;
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}
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material_set_layout = device_->CreateDescriptorSetLayout(materialSetBindings);
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};
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Renderer::~Renderer() {
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for (const auto& [info, sampler] : samplers) {
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device_->DestroySampler(sampler);
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}
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device_->DestroyDescriptorSetLayout(material_set_layout);
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device_->DestroyUniformBuffer(frame_uniform.uniform_buffer);
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device_->DestroyDescriptorSetLayout(frame_uniform.layout);
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device_->DestroyUniformBuffer(global_uniform.uniform_buffer);
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device_->DestroyDescriptorSetLayout(global_uniform.layout);
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}
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2023-08-29 21:10:05 +00:00
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void Renderer::PreRender(bool window_is_resized, glm::mat4 camera_transform) {
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if (window_is_resized) {
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uint32_t w, h;
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device_->GetViewportSize(&w, &h);
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viewport_aspect_ratio_ = (float)w / (float)h;
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2023-09-19 11:29:40 +00:00
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const glm::mat4 proj_matrix = glm::perspectiveRH_ZO(
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2023-08-29 21:10:05 +00:00
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camera_settings_.vertical_fov_radians, viewport_aspect_ratio_,
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camera_settings_.clip_near, camera_settings_.clip_far);
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/* update SET 0 (rarely changing uniforms)*/
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global_uniform.uniform_buffer_data.data = proj_matrix;
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device_->WriteUniformBuffer(global_uniform.uniform_buffer, 0,
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sizeof(global_uniform.uniform_buffer_data),
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&global_uniform.uniform_buffer_data);
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}
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// set camera view matrix uniform
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/* update SET 1 (per frame uniforms) */
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const glm::mat4 view_matrix = glm::inverse(camera_transform);
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frame_uniform.uniform_buffer_data.data = view_matrix;
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device_->WriteUniformBuffer(frame_uniform.uniform_buffer, 0,
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sizeof(frame_uniform.uniform_buffer_data),
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&frame_uniform.uniform_buffer_data);
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}
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2023-09-02 18:14:12 +00:00
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void Renderer::Render(const RenderList& static_list,
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const RenderList& dynamic_list) {
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2023-08-31 13:18:42 +00:00
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last_bound_pipeline_ = nullptr;
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2023-08-29 21:10:05 +00:00
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gfx::DrawBuffer* draw_buffer = device_->BeginRender();
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2023-09-02 18:14:12 +00:00
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if (!static_list.empty()) {
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DrawRenderList(draw_buffer, static_list);
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2023-08-31 13:18:42 +00:00
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}
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2023-09-02 18:14:12 +00:00
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if (!dynamic_list.empty()) {
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DrawRenderList(draw_buffer, dynamic_list);
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2023-08-31 13:18:42 +00:00
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}
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device_->FinishRender(draw_buffer);
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}
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void Renderer::DrawRenderList(gfx::DrawBuffer* draw_buffer,
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const RenderList& render_list) {
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// if a pipeline hasn't been bound yet at all
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if (last_bound_pipeline_ == nullptr) {
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const gfx::Pipeline* first_pipeline = render_list.begin()->pipeline;
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// these bindings persist between all pipelines
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2023-08-31 09:51:12 +00:00
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device_->CmdBindDescriptorSet(draw_buffer, first_pipeline,
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global_uniform.set, 0);
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device_->CmdBindDescriptorSet(draw_buffer, first_pipeline,
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frame_uniform.set, 1);
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device_->CmdBindPipeline(draw_buffer, first_pipeline);
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2023-08-31 13:18:42 +00:00
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last_bound_pipeline_ = first_pipeline;
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2023-08-31 09:51:12 +00:00
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}
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2023-08-31 13:18:42 +00:00
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for (const auto& entry : render_list) {
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if (entry.pipeline != last_bound_pipeline_) {
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device_->CmdBindPipeline(draw_buffer, entry.pipeline);
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last_bound_pipeline_ = entry.pipeline;
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}
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device_->CmdBindDescriptorSet(draw_buffer, entry.pipeline,
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entry.base_colour_texture, 2);
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device_->CmdPushConstants(draw_buffer, entry.pipeline, 0,
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sizeof(entry.model_matrix), &entry.model_matrix);
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device_->CmdBindVertexBuffer(draw_buffer, 0, entry.vertex_buffer);
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device_->CmdBindIndexBuffer(draw_buffer, entry.index_buffer);
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device_->CmdDrawIndexed(draw_buffer, entry.index_count, 1, 0, 0, 0);
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}
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2023-08-29 21:10:05 +00:00
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}
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2023-09-02 18:14:12 +00:00
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} // namespace engine
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