mirror of
https://github.com/seekrs/MacroLibX.git
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152 lines
5.4 KiB
C++
152 lines
5.4 KiB
C++
#include <PreCompiled.h>
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#include <Renderer/RenderPasses/2DPass.h>
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#include <Renderer/Pipelines/Graphics.h>
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#include <Renderer/ViewerData.h>
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#include <Renderer/Renderer.h>
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#include <Graphics/Scene.h>
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#include <Maths/Mat4.h>
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namespace mlx
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{
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struct DrawableData
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{
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Mat4f model_matrix;
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Vec4f color;
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};
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void Render2DPass::Init()
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{
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MLX_PROFILE_FUNCTION();
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ShaderLayout vertex_shader_layout(
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{
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{ 0,
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ShaderSetLayout({
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{ 0, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER }
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})
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}
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}, { ShaderPushConstantLayout({ 0, sizeof(DrawableData) }) }
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);
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std::vector<std::uint8_t> vertex_shader_code = {
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#include <Embedded/Shader2DVertex.spv.h>
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};
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p_vertex_shader = std::make_shared<Shader>(vertex_shader_code, ShaderType::Vertex, std::move(vertex_shader_layout));
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ShaderLayout fragment_shader_layout(
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{
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{ 1,
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ShaderSetLayout({
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{ 0, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER }
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})
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}
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}, {}
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);
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std::vector<std::uint8_t> fragment_shader_code = {
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#include <Embedded/Shader2DFragment.spv.h>
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};
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p_fragment_shader = std::make_shared<Shader>(fragment_shader_code, ShaderType::Fragment, std::move(fragment_shader_layout));
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std::function<void(const EventBase&)> functor = [this](const EventBase& event)
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{
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if(event.What() == Event::ResizeEventCode)
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m_pipeline.Destroy();
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};
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EventBus::RegisterListener({ functor, "mlx_2d_render_pass_" + std::to_string(reinterpret_cast<std::uintptr_t>(this)) });
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p_viewer_data_set = RenderCore::Get().GetDescriptorPoolManager().GetAvailablePool(p_vertex_shader->GetShaderLayout().set_layouts[0].second, ShaderType::Vertex).RequestDescriptorSet(p_vertex_shader->GetShaderLayout().set_layouts[0].second, ShaderType::Vertex);
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p_texture_set = RenderCore::Get().GetDescriptorPoolManager().GetAvailablePool(p_fragment_shader->GetShaderLayout().set_layouts[0].second, ShaderType::Fragment).RequestDescriptorSet(p_fragment_shader->GetShaderLayout().set_layouts[0].second, ShaderType::Fragment);
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p_viewer_data_buffer = std::make_shared<UniformBuffer>();
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p_viewer_data_buffer->Init(sizeof(ViewerData), "mlx_2d_pass_viewer_data");
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for(std::size_t i = 0; i < MAX_FRAMES_IN_FLIGHT; i++)
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{
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p_viewer_data_set->SetUniformBuffer(i, 0, p_viewer_data_buffer->Get(i));
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p_viewer_data_set->Update(i);
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}
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}
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void Render2DPass::Pass(Scene& scene, Renderer& renderer, Texture& render_target)
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{
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MLX_PROFILE_FUNCTION();
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if(m_pipeline.GetPipeline() == VK_NULL_HANDLE)
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{
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GraphicPipelineDescriptor pipeline_descriptor;
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pipeline_descriptor.vertex_shader = p_vertex_shader;
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pipeline_descriptor.fragment_shader = p_fragment_shader;
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pipeline_descriptor.color_attachments = { &render_target };
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pipeline_descriptor.clear_color_attachments = false;
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#ifdef DEBUG
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if(renderer.GetWindow())
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m_pipeline.Init(pipeline_descriptor, "mlx_2D_pass_" + renderer.GetWindow()->GetName());
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else
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m_pipeline.Init(pipeline_descriptor, "mlx_2D_pass");
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#else
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m_pipeline.Init(pipeline_descriptor, {});
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#endif
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}
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std::uint32_t frame_index = renderer.GetCurrentFrameIndex();
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ViewerData viewer_data;
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viewer_data.projection_matrix = Mat4f::Ortho(0.0f, render_target.GetWidth(), render_target.GetHeight(), 0.0f, -1.0f, 1.0f);
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static CPUBuffer buffer(sizeof(ViewerData));
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std::memcpy(buffer.GetData(), &viewer_data, buffer.GetSize());
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p_viewer_data_buffer->SetData(buffer, frame_index);
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VkCommandBuffer cmd = renderer.GetActiveCommandBuffer();
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const auto& drawables = scene.GetDrawables();
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for(auto& drawable : drawables)
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{
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// Check every textures and update modified ones to GPU before starting the render pass
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if(!drawable->IsSetInit())
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drawable->UpdateDescriptorSet(p_texture_set);
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drawable->Update(cmd);
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}
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m_pipeline.BindPipeline(cmd, 0, {});
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for(auto& drawable : drawables)
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{
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DrawableData drawable_data;
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drawable_data.color = drawable->GetColor();
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Mat4f rotation_matrix = Mat4f::Identity();
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rotation_matrix.ApplyTranslation(Vec3f{ -drawable->GetCenter(), 0.0f });
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rotation_matrix.ApplyRotation(drawable->GetRotation());
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rotation_matrix.ApplyTranslation(Vec3f{ drawable->GetCenter(), 0.0f });
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Mat4f translation_matrix = Mat4f::Identity().ApplyTranslation(Vec3f{ drawable->GetPosition(), 0.0f });
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Mat4f scale_matrix = Mat4f::Identity().ApplyScale(Vec3f{ drawable->GetScale(), 1.0f });
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drawable_data.model_matrix = Mat4f::Identity();
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drawable_data.model_matrix.ConcatenateTransform(rotation_matrix);
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drawable_data.model_matrix.ConcatenateTransform(scale_matrix);
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drawable_data.model_matrix.ConcatenateTransform(translation_matrix);
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drawable->Bind(frame_index, cmd);
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std::array<VkDescriptorSet, 2> sets = { p_viewer_data_set->GetSet(frame_index), drawable->GetSet(frame_index) };
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RenderCore::Get().vkCmdPushConstants(cmd, m_pipeline.GetPipelineLayout(), VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(DrawableData), &drawable_data);
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RenderCore::Get().vkCmdBindDescriptorSets(cmd, m_pipeline.GetPipelineBindPoint(), m_pipeline.GetPipelineLayout(), 0, sets.size(), sets.data(), 0, nullptr);
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drawable->GetMesh()->Draw(cmd, renderer.GetDrawCallsCounterRef(), renderer.GetPolygonDrawnCounterRef());
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}
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m_pipeline.EndPipeline(cmd);
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}
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void Render2DPass::Destroy()
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{
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MLX_PROFILE_FUNCTION();
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m_pipeline.Destroy();
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p_vertex_shader.reset();
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p_fragment_shader.reset();
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p_viewer_data_set->ReturnDescriptorSetToPool();
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p_viewer_data_set.reset();
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p_viewer_data_buffer->Destroy();
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p_texture_set->ReturnDescriptorSetToPool();
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p_texture_set.reset();
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}
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}
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