engine/src/renderer.cpp

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#include "renderer.h"
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#include <glm/mat4x4.hpp>
#include <glm/trigonometric.hpp>
#include <glm/ext/matrix_clip_space.hpp>
namespace engine {
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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);
}
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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::perspectiveZO(
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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void Renderer::Render(const RenderList& static_list,
const RenderList& dynamic_list) {
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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.empty()) {
DrawRenderList(draw_buffer, static_list);
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}
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if (!dynamic_list.empty()) {
DrawRenderList(draw_buffer, dynamic_list);
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}
device_->FinishRender(draw_buffer);
}
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
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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);
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last_bound_pipeline_ = first_pipeline;
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}
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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.base_colour_texture, 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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} // namespace engine