#include "renderer.h" #include #include #include #include "imgui/imgui.h" [[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; } namespace engine { Renderer::Renderer(const char* app_name, const char* app_version, SDL_Window* window, gfx::GraphicsSettings settings) { device_ = std::make_unique(app_name, app_version, window, settings); // sort out descriptor set layouts: std::vector 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 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 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(); }; 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); } 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); } void Renderer::Render(const RenderList* static_list, const RenderList* dynamic_list) { last_bound_pipeline_ = nullptr; gfx::DrawBuffer* draw_buffer = device_->BeginRender(); if (static_list) { if (!static_list->empty()) { DrawRenderList(draw_buffer, *static_list); } } if (dynamic_list) { if (!dynamic_list->empty()) { DrawRenderList(draw_buffer, *dynamic_list); } } device_->CmdRenderImguiDrawData(draw_buffer, ImGui::GetDrawData()); 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 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); } } } // namespace engine