engine/src/renderer.cpp

152 lines
6.3 KiB
C++
Raw Normal View History

#include "renderer.h"
2023-08-29 21:10:05 +00:00
#include <glm/mat4x4.hpp>
#include <glm/trigonometric.hpp>
#include <glm/ext/matrix_clip_space.hpp>
2023-10-01 10:38:27 +00:00
#include "imgui/imgui.h"
2023-11-05 01:04:05 +00:00
[[maybe_unused]] static glm::mat4 GenPerspectiveMatrix(float vertical_fov_radians, float aspect_ratio, float znear, float zfar)
{
float g = 1.0f / tanf(vertical_fov_radians * 0.5f);
float k1 = zfar / (zfar - znear);
float k2 = -(zfar * znear) / (znear - zfar);
glm::mat4 m{1.0f};
m[0][0] = g / aspect_ratio;
m[1][1] = g;
m[2][2] = k1;
m[2][3] = -1.0f;
m[3][2] = k2;
m[3][3] = 0.0f;
return m;
2023-09-19 11:29:40 +00:00
}
namespace engine {
2023-08-29 17:06:04 +00:00
2023-11-05 01:04:05 +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;
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();
2023-08-29 17:06:04 +00:00
};
2023-11-05 01:04:05 +00:00
Renderer::~Renderer()
{
for (const auto& [info, sampler] : samplers) {
device_->DestroySampler(sampler);
}
device_->DestroyDescriptorSetLayout(material_set_layout);
2023-08-29 17:06:04 +00:00
2023-11-05 01:04:05 +00:00
device_->DestroyUniformBuffer(frame_uniform.uniform_buffer);
device_->DestroyDescriptorSetLayout(frame_uniform.layout);
2023-08-29 17:06:04 +00:00
2023-11-05 01:04:05 +00:00
device_->DestroyUniformBuffer(global_uniform.uniform_buffer);
device_->DestroyDescriptorSetLayout(global_uniform.layout);
2023-08-29 17:06:04 +00:00
}
2023-11-05 01:04:05 +00:00
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);
2023-08-29 21:10:05 +00:00
}
2023-11-05 01:04:05 +00:00
void Renderer::Render(const RenderList* static_list, const RenderList* dynamic_list)
{
last_bound_pipeline_ = nullptr;
2023-08-31 13:18:42 +00:00
2023-11-05 01:04:05 +00:00
gfx::DrawBuffer* draw_buffer = device_->BeginRender();
2023-08-29 21:10:05 +00:00
2023-11-05 01:04:05 +00:00
if (static_list) {
if (!static_list->empty()) {
DrawRenderList(draw_buffer, *static_list);
}
}
if (dynamic_list) {
if (!dynamic_list->empty()) {
DrawRenderList(draw_buffer, *dynamic_list);
}
}
2023-08-31 13:18:42 +00:00
2023-11-05 01:04:05 +00:00
device_->CmdRenderImguiDrawData(draw_buffer, ImGui::GetDrawData());
2023-10-01 10:38:27 +00:00
2023-11-05 01:04:05 +00:00
device_->FinishRender(draw_buffer);
2023-08-31 13:18:42 +00:00
}
2023-11-05 01:04:05 +00:00
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);
2023-08-31 13:18:42 +00:00
}
2023-08-29 21:10:05 +00:00
}
2023-11-05 01:04:05 +00:00
} // namespace engine