2022-09-19 16:54:23 +00:00
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#pragma once
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#include "xe_device.hpp"
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#include "xe_pipeline.hpp"
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#include "xe_game_object.hpp"
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#include "xe_swap_chain.hpp"
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#include "xe_renderer.hpp"
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#include "xe_descriptors.hpp"
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#include "xe_engine.hpp"
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#include <vulkan/vulkan.h>
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#include <memory>
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#include <stdexcept>
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#include <iostream>
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#include <map>
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#include <vector>
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namespace xe {
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class RenderSystem {
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public:
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class Builder {
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public:
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Builder(Engine &xeEngine, std::string vert, std::string frag) : xeEngine{xeEngine}, vert{vert}, frag{frag} {}
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Builder& addVertexBindingf(uint32_t binding, uint32_t dimension, uint32_t offset){
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if(dimension == 1)
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attributeDescptions.push_back({binding, 0, VK_FORMAT_R32_SFLOAT, offset});
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if(dimension == 2)
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attributeDescptions.push_back({binding, 0, VK_FORMAT_R32G32_SFLOAT, offset});
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if(dimension == 3)
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attributeDescptions.push_back({binding, 0, VK_FORMAT_R32G32B32_SFLOAT, offset});
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return *this;
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}
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Builder& addVertexBindingi(uint32_t binding, uint32_t dimension, uint32_t offset){
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if(dimension == 1)
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attributeDescptions.push_back({binding, 0, VK_FORMAT_R32_SINT, offset});
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if(dimension == 2)
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attributeDescptions.push_back({binding, 0, VK_FORMAT_R32G32_SINT, offset});
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if(dimension == 3)
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attributeDescptions.push_back({binding, 0, VK_FORMAT_R32G32B32_SINT, offset});
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return *this;
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}
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Builder& setVertexSize(uint32_t size) {
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vertexSize = size;
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return *this;
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}
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Builder& addPushConstant(uint32_t size) {
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pushCunstantDataSize = size;
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return *this;
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}
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Builder& addUniformBinding(uint32_t binding, uint32_t size) {
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uniformBindings[binding] = size;
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return *this;
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}
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Builder& addTextureBinding(uint32_t binding, Image* image) {
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imageBindings[binding] = image;
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return *this;
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}
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Builder& addTextureArrayBinding(uint32_t binding, std::vector<Image*>& image) {
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imageArrayBindings[binding] = image;
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return *this;
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}
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Builder& setCulling(bool enabled) {
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cullingEnabled = enabled;
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return *this;
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}
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std::unique_ptr<RenderSystem> build() {
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return std::make_unique<RenderSystem>(xeEngine, std::move(vert), std::move(frag), std::move(uniformBindings), std::move(imageBindings), std::move(imageArrayBindings), std::move(pushCunstantDataSize), std::move(cullingEnabled), std::move(attributeDescptions), std::move(vertexSize));
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}
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private:
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std::map<uint32_t, uint32_t> uniformBindings{};
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std::map<uint32_t, Image*> imageBindings{};
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std::map<uint32_t, std::vector<Image*>> imageArrayBindings{};
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uint32_t pushCunstantDataSize{0};
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std::vector<VkVertexInputAttributeDescription> attributeDescptions{};
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uint32_t vertexSize;
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std::string vert;
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std::string frag;
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bool cullingEnabled{false};
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Engine &xeEngine;
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};
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RenderSystem(
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Engine &xeEngine,
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std::string vert,
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std::string frag,
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std::map<uint32_t, uint32_t> uniformBindings,
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std::map<uint32_t, Image*> imageBindings,
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std::map<uint32_t, std::vector<Image*>> imageArrayBindings,
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uint32_t pushCunstantDataSize,
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bool cullingEnabled,
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std::vector<VkVertexInputAttributeDescription> attributeDescptions,
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uint32_t vertexSize
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);
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~RenderSystem();
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RenderSystem(const RenderSystem &) = delete;
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RenderSystem operator=(const RenderSystem &) = delete;
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void start();
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void loadPushConstant(void *pushConstantData);
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void loadUniformObject(uint32_t binding, void *uniformBufferData);
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void loadTexture(uint32_t binding, Image *image);
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void loadTextureArray(uint32_t binding, std::vector<Image*> &images);
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void render(GameObject &gameObject);
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void stop();
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private:
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void createDescriptorSetLayout();
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void createUniformBuffers();
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void createDescriptorSets();
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void updateDescriptorSet(int frameIndex, bool allocate);
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void createPipelineLayout();
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void createPipeline(VkRenderPass renderPass, std::string vert, std::string frag, bool cullingEnabled, std::vector<VkVertexInputAttributeDescription> attributeDescptions, uint32_t vertexSize);
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bool boundPipeline{false};
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bool boundDescriptor{false};
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Device& xeDevice;
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Renderer& xeRenderer;
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std::map<uint32_t, std::vector<std::unique_ptr<Buffer>>> uboBuffers{};
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std::map<uint32_t, uint32_t> uniformBindings;
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std::map<uint32_t, Image*> imageBindings;
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std::map<uint32_t, std::vector<Image*>> imageArrayBindings{};
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std::vector<VkDescriptorSet> descriptorSets;
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uint32_t pushCunstantDataSize;
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VkPipelineLayout pipelineLayout;
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std::unique_ptr<Pipeline> xePipeline;
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std::unique_ptr<DescriptorPool> &xeDescriptorPool;
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std::unique_ptr<DescriptorSetLayout> xeDescriptorSetLayout;
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};
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}
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