#include #include #include #include #include #include #include namespace mlx { struct SpriteData { Vec4f color; Vec4f position; }; void Render2DPass::Init(Renderer& renderer) { MLX_PROFILE_FUNCTION(); ShaderLayout vertex_shader_layout( { { 0, ShaderSetLayout({ { 0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER } }) } }, { ShaderPushConstantLayout({ 0, sizeof(SpriteData) }) } ); std::vector vertex_shader_code = { #include }; p_vertex_shader = std::make_shared(vertex_shader_code, ShaderType::Vertex, std::move(vertex_shader_layout)); ShaderLayout fragment_shader_layout( { { 1, ShaderSetLayout({ { 0, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER } }) } }, {} ); std::vector fragment_shader_code = { #include }; p_fragment_shader = std::make_shared(fragment_shader_code, ShaderType::Fragment, std::move(fragment_shader_layout)); func::function functor = [this, &renderer](const EventBase& event) { if(event.What() == Event::ResizeEventCode) m_pipeline.Destroy(); if(event.What() == Event::DescriptorPoolResetEventCode) { std::uint32_t frame_index = renderer.GetCurrentFrameIndex(); p_texture_set->Reallocate(frame_index); p_viewer_data_set->Reallocate(frame_index); p_viewer_data_set->SetUniformBuffer(frame_index, 0, p_viewer_data_buffer->Get(frame_index)); p_viewer_data_set->Update(frame_index); } }; EventBus::RegisterListener({ functor, "__MlxRender2DPass" }); p_viewer_data_set = std::make_shared(renderer.GetDescriptorPoolManager(), p_vertex_shader->GetShaderLayout().set_layouts[0].second, p_vertex_shader->GetPipelineLayout().set_layouts[0], ShaderType::Vertex); p_texture_set = std::make_shared(renderer.GetDescriptorPoolManager(), p_fragment_shader->GetShaderLayout().set_layouts[0].second, p_fragment_shader->GetPipelineLayout().set_layouts[0], ShaderType::Fragment); p_viewer_data_buffer = std::make_shared(); p_viewer_data_buffer->Init(sizeof(ViewerData), "mlx_2d_pass_viewer_data"); for(std::size_t i = 0; i < MAX_FRAMES_IN_FLIGHT; i++) { p_viewer_data_set->SetUniformBuffer(i, 0, p_viewer_data_buffer->Get(i)); p_viewer_data_set->Update(i); } } void Render2DPass::Pass(Scene& scene, Renderer& renderer, Texture& render_target) { MLX_PROFILE_FUNCTION(); if(m_pipeline.GetPipeline() == VK_NULL_HANDLE) { GraphicPipelineDescriptor pipeline_descriptor; pipeline_descriptor.vertex_shader = p_vertex_shader; pipeline_descriptor.fragment_shader = p_fragment_shader; pipeline_descriptor.color_attachments = { &render_target }; pipeline_descriptor.clear_color_attachments = false; #ifdef DEBUG m_pipeline.Init(pipeline_descriptor, "mlx_2D_pass"); #else m_pipeline.Init(pipeline_descriptor, {}); #endif } std::uint32_t frame_index = renderer.GetCurrentFrameIndex(); ViewerData viewer_data; viewer_data.projection_matrix = Mat4f::Ortho(0.0f, render_target.GetWidth(), render_target.GetHeight(), 0.0f, -1.0f, 1.0f); static CPUBuffer buffer(sizeof(ViewerData)); std::memcpy(buffer.GetData(), &viewer_data, buffer.GetSize()); p_viewer_data_buffer->SetData(buffer, frame_index); VkCommandBuffer cmd = renderer.GetActiveCommandBuffer(); const auto& sprites = scene.GetSprites(); for(auto sprite : sprites) { // Check every textures and update modified ones to GPU before starting the render pass if(!sprite->IsSetInit()) sprite->UpdateDescriptorSet(*p_texture_set); Verify((bool)sprite->GetTexture(), "a sprite has no texture attached (internal mlx issue, please report to the devs)"); sprite->GetTexture()->Update(cmd); } m_pipeline.BindPipeline(cmd, 0, {}); for(auto sprite : sprites) { SpriteData sprite_data; sprite_data.position = Vec4f{ sprite->GetPosition(), 0.0f, 1.0f }; sprite_data.color = sprite->GetColor(); sprite->Bind(frame_index, cmd); std::array sets = { p_viewer_data_set->GetSet(frame_index), sprite->GetSet(frame_index) }; RenderCore::Get().vkCmdPushConstants(cmd, m_pipeline.GetPipelineLayout(), VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(SpriteData), &sprite_data); RenderCore::Get().vkCmdBindDescriptorSets(cmd, m_pipeline.GetPipelineBindPoint(), m_pipeline.GetPipelineLayout(), 0, sets.size(), sets.data(), 0, nullptr); sprite->GetMesh()->Draw(cmd, renderer.GetDrawCallsCounterRef(), renderer.GetPolygonDrawnCounterRef()); } m_pipeline.EndPipeline(cmd); } void Render2DPass::Destroy() { MLX_PROFILE_FUNCTION(); m_pipeline.Destroy(); p_vertex_shader.reset(); p_fragment_shader.reset(); p_viewer_data_set.reset(); p_viewer_data_buffer->Destroy(); p_texture_set.reset(); } }