engine/src/renderer.cpp

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#include "renderer.h"
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#include <array>
#include "application_component.h"
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#include "files.h"
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#include "log.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.h>
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namespace engine {
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Renderer::Renderer(Application& app, gfx::GraphicsSettings settings) : ApplicationComponent(app)
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{
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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();
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binding0.descriptor_type = gfx::DescriptorType::UNIFORM_BUFFER;
binding0.stage_flags = gfx::ShaderStageFlags::VERTEX;
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auto& binding1 = globalSetBindings.emplace_back();
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binding1.descriptor_type = gfx::DescriptorType::COMBINED_IMAGE_SAMPLER;
binding1.stage_flags = gfx::ShaderStageFlags::FRAGMENT;
auto& binding2 = globalSetBindings.emplace_back();
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binding2.descriptor_type = gfx::DescriptorType::COMBINED_IMAGE_SAMPLER;
binding2.stage_flags = gfx::ShaderStageFlags::FRAGMENT;
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}
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global_uniform.layout = device_->createDescriptorSetLayout(globalSetBindings);
global_uniform.set = device_->allocateDescriptorSet(global_uniform.layout);
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const glm::vec3 light_location = glm::vec3{-0.4278, 0.7923, 0.43502} * 40.0f;
// const glm::vec3 light_location = glm::vec3{10.0f, 0.0f, 10.0f};
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const glm::mat4 light_proj = glm::orthoRH_ZO(-24.0f, 24.0f, -15.0f, 15.0f, 10.0f, 65.0f);
// const glm::mat4 light_proj = glm::perspectiveFovRH_ZO(glm::radians(90.0f), 1.0f, 1.0f, 5.0f, 50.0f);
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const glm::mat4 light_view = glm::lookAtRH(light_location, glm::vec3{0.0f, 0.0f, 0.0f}, glm::vec3{0.0f, 0.0f, 1.0f});
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global_uniform.uniform_buffer_data.data.proj = light_proj;
global_uniform.uniform_buffer_data.data.lightSpaceMatrix = light_proj * light_view;
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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));
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// binding1 is updated towards the end of the constructor once the skybox texture is loaded
// binding2 is updated just after that
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std::vector<gfx::DescriptorSetLayoutBinding> frameSetBindings;
{
auto& binding0 = frameSetBindings.emplace_back();
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binding0.descriptor_type = gfx::DescriptorType::UNIFORM_BUFFER;
binding0.stage_flags = gfx::ShaderStageFlags::VERTEX;
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}
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frame_uniform.layout = device_->createDescriptorSetLayout(frameSetBindings);
frame_uniform.set = device_->allocateDescriptorSet(frame_uniform.layout);
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frame_uniform.uniform_buffer_data.data = light_view;
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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));
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std::vector<gfx::DescriptorSetLayoutBinding> materialSetBindings;
gfx::DescriptorSetLayoutBinding materialSetBinding{};
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materialSetBinding.descriptor_type = gfx::DescriptorType::COMBINED_IMAGE_SAMPLER;
materialSetBinding.stage_flags = gfx::ShaderStageFlags::FRAGMENT;
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materialSetBindings.push_back(materialSetBinding); // albedo
materialSetBindings.push_back(materialSetBinding); // normal
materialSetBindings.push_back(materialSetBinding); // occlusion
materialSetBindings.push_back(materialSetBinding); // metallic-roughness
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material_set_layout = device_->createDescriptorSetLayout(materialSetBindings);
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device_->setupImguiBackend();
gfx::VertexFormat debug_vertex_format{};
debug_vertex_format.stride = 0;
// debug_vertex_format.vertex_attrib_descriptions = empty
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{
gfx::PipelineInfo debug_pipeline_info{};
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debug_pipeline_info.vert_shader_path = getResourcePath("engine/shaders/debug.vert");
debug_pipeline_info.frag_shader_path = getResourcePath("engine/shaders/debug.frag");
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debug_pipeline_info.vertex_format = debug_vertex_format;
debug_pipeline_info.alpha_blending = false;
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debug_pipeline_info.face_cull_mode = gfx::CullMode::CULL_NONE; // probably ignored for line rendering
debug_pipeline_info.write_z = false; // lines don't need the depth buffer
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// debug_pipeline_info.descriptor_set_layouts = empty;
debug_pipeline_info.line_primitives = true;
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debug_rendering_things_.pipeline = device_->createPipeline(debug_pipeline_info);
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}
// create the skybox cubemap and update global skybox combined-image-sampler
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{
constexpr uint32_t cubemap_w = 2048;
constexpr uint32_t cubemap_h = 2048;
int w{}, h{};
std::array<std::unique_ptr<std::vector<uint8_t>>, 6> face_unq_ptrs{};
std::array<const void*, 6> face_unsafe_ptrs{};
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for (int face = 0; face < 6; ++face) {
std::string path = std::string("engine/textures/skybox") + std::to_string(face) + std::string(".jpg");
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face_unq_ptrs[face] = readImageFile(getResourcePath(path), w, h);
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if (cubemap_w != w || cubemap_h != h) throw std::runtime_error("Skybox textures must be 512x512!");
face_unsafe_ptrs[face] = face_unq_ptrs[face]->data();
}
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skybox_cubemap = device_->createImageCubemap(cubemap_w, cubemap_h, gfx::ImageFormat::SRGB, face_unsafe_ptrs);
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gfx::SamplerInfo sampler_info{};
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sampler_info.magnify = gfx::Filter::LINEAR;
sampler_info.minify = gfx::Filter::LINEAR;
sampler_info.mipmap = gfx::Filter::LINEAR;
sampler_info.wrap_u = gfx::WrapMode::CLAMP_TO_EDGE;
sampler_info.wrap_v = gfx::WrapMode::CLAMP_TO_EDGE;
sampler_info.wrap_w = gfx::WrapMode::CLAMP_TO_EDGE;
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sampler_info.anisotropic_filtering = true;
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skybox_sampler = device_->createSampler(sampler_info);
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device_->updateDescriptorCombinedImageSampler(global_uniform.set, 1, skybox_cubemap, skybox_sampler);
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}
// create skybox shader
{
gfx::VertexFormat vertex_format{};
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vertex_format.attribute_descriptions.emplace_back(0u, gfx::VertexAttribFormat::FLOAT3, 0u);
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vertex_format.stride = 3 * sizeof(float);
gfx::PipelineInfo pipeline_info{};
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pipeline_info.vert_shader_path = getResourcePath("engine/shaders/skybox.vert");
pipeline_info.frag_shader_path = getResourcePath("engine/shaders/skybox.frag");
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pipeline_info.vertex_format = vertex_format;
pipeline_info.alpha_blending = false;
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pipeline_info.face_cull_mode = gfx::CullMode::CULL_BACK;
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pipeline_info.write_z = false;
pipeline_info.line_primitives = false;
pipeline_info.descriptor_set_layouts.push_back(GetGlobalSetLayout());
pipeline_info.descriptor_set_layouts.push_back(GetFrameSetLayout());
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skybox_pipeline = device_->createPipeline(pipeline_info);
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}
// create skybox vertex buffer
{
std::vector<glm::vec3> v{};
v.push_back({0.0f, 0.0f, 2.0f});
v.push_back({0.0f, 0.0f, 0.0f});
v.push_back({2.0f, 0.0f, 0.0f});
v.push_back({2.0f, 0.0f, 0.0f});
v.push_back({2.0f, 0.0f, 2.0f});
v.push_back({0.0f, 0.0f, 2.0f});
// back
v.push_back({2.0f, 2.0f, 2.0f});
v.push_back({2.0f, 2.0f, 0.0f});
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v.push_back({0.0f, 2.0f, 0.0f});
v.push_back({0.0f, 2.0f, 0.0f});
v.push_back({0.0f, 2.0f, 2.0f});
v.push_back({2.0f, 2.0f, 2.0f});
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// left
v.push_back({0.0f, 2.0f, 2.0f});
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v.push_back({0.0f, 2.0f, 0.0f});
v.push_back({0.0f, 0.0f, 0.0f});
v.push_back({0.0f, 0.0f, 0.0f});
v.push_back({0.0f, 0.0f, 2.0f});
v.push_back({0.0f, 2.0f, 2.0f});
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// right
v.push_back({2.0f, 0.0f, 2.0f});
v.push_back({2.0f, 0.0f, 0.0f});
v.push_back({2.0f, 2.0f, 0.0f});
v.push_back({2.0f, 2.0f, 0.0f});
v.push_back({2.0f, 2.0f, 2.0f});
v.push_back({2.0f, 0.0f, 2.0f});
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// top
v.push_back({0.0f, 2.0f, 2.0f});
v.push_back({0.0f, 0.0f, 2.0f});
v.push_back({2.0f, 0.0f, 2.0f});
v.push_back({2.0f, 0.0f, 2.0f});
v.push_back({2.0f, 2.0f, 2.0f});
v.push_back({0.0f, 2.0f, 2.0f});
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// bottom
v.push_back({2.0f, 2.0f, 0.0f});
v.push_back({2.0f, 0.0f, 0.0f});
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v.push_back({0.0f, 0.0f, 0.0f});
v.push_back({0.0f, 0.0f, 0.0f});
v.push_back({0.0f, 2.0f, 0.0f});
v.push_back({2.0f, 2.0f, 0.0f});
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for (glm::vec3& pos : v) {
pos.x -= 1.0f;
pos.y -= 1.0f;
pos.z -= 1.0f;
}
for (size_t i = 0; i < v.size(); i += 3) {
std::swap(v[i], v[i + 2]);
}
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skybox_buffer = device_->createBuffer(gfx::BufferType::VERTEX, v.size() * sizeof(glm::vec3), v.data());
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}
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// shadow map pipeline
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gfx::VertexFormat shadowVertexFormat{};
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shadowVertexFormat.stride = sizeof(float) * 12; // using the full meshes so a lot of data is skipped
shadowVertexFormat.attribute_descriptions.emplace_back(0u, gfx::VertexAttribFormat::FLOAT3, 0u); // position
shadowVertexFormat.attribute_descriptions.emplace_back(1u, gfx::VertexAttribFormat::FLOAT2, static_cast<uint32_t>(sizeof(float)) * 10u); // uv
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gfx::PipelineInfo shadowPipelineInfo{};
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shadowPipelineInfo.vert_shader_path = getResourcePath("engine/shaders/shadow.vert");
shadowPipelineInfo.frag_shader_path = getResourcePath("engine/shaders/shadow.frag");
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shadowPipelineInfo.vertex_format = shadowVertexFormat;
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shadowPipelineInfo.face_cull_mode = gfx::CullMode::CULL_FRONT; // shadows care about back faces
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shadowPipelineInfo.alpha_blending = false;
shadowPipelineInfo.write_z = true;
shadowPipelineInfo.line_primitives = false;
shadowPipelineInfo.depth_attachment_only = true;
shadowPipelineInfo.descriptor_set_layouts.emplace_back(GetGlobalSetLayout());
shadowPipelineInfo.descriptor_set_layouts.emplace_back(GetFrameSetLayout());
shadowPipelineInfo.descriptor_set_layouts.emplace_back(GetMaterialSetLayout());
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shadow_pipeline = device_->createPipeline(shadowPipelineInfo);
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// shadow map image and sampler
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shadow_map = device_->createImageShadowmap();
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gfx::SamplerInfo sampler_info{};
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sampler_info.magnify = gfx::Filter::LINEAR;
sampler_info.minify = gfx::Filter::LINEAR;
sampler_info.mipmap = gfx::Filter::NEAREST; // bilinear is apparently good for shadow maps, mips aren't used anyway
sampler_info.wrap_u = gfx::WrapMode::CLAMP_TO_BORDER; // sampler reads 1.0 out of bounds which ensures no shadowing there
sampler_info.wrap_v = gfx::WrapMode::CLAMP_TO_BORDER;
sampler_info.wrap_w = gfx::WrapMode::CLAMP_TO_BORDER;
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sampler_info.anisotropic_filtering = false; // no mip-maps so aniso won't do anything
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shadow_map_sampler = device_->createSampler(sampler_info);
device_->updateDescriptorCombinedImageSampler(global_uniform.set, 2, shadow_map, shadow_map_sampler);
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};
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Renderer::~Renderer()
{
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device_->destroySampler(shadow_map_sampler);
device_->destroyImage(shadow_map);
device_->destroyPipeline(shadow_pipeline);
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device_->destroyBuffer(skybox_buffer);
device_->destroyPipeline(skybox_pipeline);
device_->destroySampler(skybox_sampler);
device_->destroyImage(skybox_cubemap);
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device_->destroyPipeline(debug_rendering_things_.pipeline);
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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);
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::Render(bool window_is_resized, glm::mat4 camera_transform, const RenderList* static_list, const RenderList* dynamic_list,
const std::vector<DebugLine>& debug_lines)
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{
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if (window_is_resized) {
uint32_t w, h;
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device_->getViewportSize(&w, &h);
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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 = proj_matrix;
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device_->writeUniformBuffer(global_uniform.uniform_buffer, 0, sizeof(global_uniform.uniform_buffer_data), &global_uniform.uniform_buffer_data);
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}
const glm::mat4 view_matrix = glm::inverse(camera_transform);
frame_uniform.uniform_buffer_data.data = view_matrix;
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device_->writeUniformBuffer(frame_uniform.uniform_buffer, 0, sizeof(frame_uniform.uniform_buffer_data), &frame_uniform.uniform_buffer_data);
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if (rendering_started == false) {
// render to shadow map
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gfx::DrawBuffer* shadow_draw = device_->beginShadowmapRender(shadow_map);
device_->cmdBindPipeline(shadow_draw, shadow_pipeline);
device_->cmdBindDescriptorSet(shadow_draw, shadow_pipeline, global_uniform.set, 0); // only need light space matrix
if (static_list) { // only create shadow map with static meshes
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for (const auto& entry : *static_list) {
device_->cmdPushConstants(shadow_draw, shadow_pipeline, 0, sizeof(entry.model_matrix), &entry.model_matrix);
device_->cmdBindDescriptorSet(shadow_draw, shadow_pipeline, entry.material_set, 2); // need to sample base color texture for alpha clipping
device_->cmdBindVertexBuffer(shadow_draw, 0, entry.vertex_buffer);
device_->cmdBindIndexBuffer(shadow_draw, entry.index_buffer);
device_->cmdDrawIndexed(shadow_draw, entry.index_count, 1, 0, 0, 0);
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}
}
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device_->finishShadowmapRender(shadow_draw, shadow_map);
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}
rendering_started = true;
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last_bound_pipeline_ = nullptr;
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gfx::DrawBuffer* draw_buffer = device_->beginRender(window_is_resized);
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// Draw static objects
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if (static_list) {
if (!static_list->empty()) {
DrawRenderList(draw_buffer, *static_list);
}
}
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// Draw moving objects
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if (dynamic_list) {
if (!dynamic_list->empty()) {
DrawRenderList(draw_buffer, *dynamic_list);
}
}
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// draw skybox
{
device_->cmdBindPipeline(draw_buffer, skybox_pipeline);
device_->cmdBindDescriptorSet(draw_buffer, skybox_pipeline, global_uniform.set, 0);
device_->cmdBindDescriptorSet(draw_buffer, skybox_pipeline, frame_uniform.set, 1);
device_->cmdBindVertexBuffer(draw_buffer, 0, skybox_buffer);
device_->cmdDraw(draw_buffer, 36, 1, 0, 0);
}
struct DebugPush {
glm::vec4 pos1;
glm::vec4 pos2;
glm::vec3 color;
};
// draw debug shit here
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device_->cmdBindPipeline(draw_buffer, debug_rendering_things_.pipeline);
DebugPush push{};
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for (const DebugLine& l : debug_lines) {
push.pos1 = global_uniform.uniform_buffer_data.data.proj * frame_uniform.uniform_buffer_data.data * glm::vec4(l.pos1, 1.0f);
push.pos2 = global_uniform.uniform_buffer_data.data.proj * frame_uniform.uniform_buffer_data.data * glm::vec4(l.pos2, 1.0f);
push.color = l.color;
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device_->cmdPushConstants(draw_buffer, debug_rendering_things_.pipeline, 0, sizeof(DebugPush), &push);
device_->cmdDraw(draw_buffer, 2, 1, 0, 0);
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}
// also make a lil crosshair
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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);
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device_->cmdPushConstants(draw_buffer, debug_rendering_things_.pipeline, 0, sizeof(DebugPush), &push);
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);
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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
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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;
}
for (const auto& entry : render_list) {
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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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