2022-09-19 16:54:23 +00:00
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#include "xe_render_system.hpp"
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#include <vulkan/vulkan.h>
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#include "xe_device.hpp"
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#include "xe_pipeline.hpp"
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#include "xe_frame_info.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 <memory>
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#include <stdexcept>
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2022-09-19 20:35:45 +00:00
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#include <iostream>
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2022-09-19 16:54:23 +00:00
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namespace xe {
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XeRenderSystem::XeRenderSystem(
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XeDevice &device,
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XeRenderer &renderer,
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XeDescriptorPool &xeDescriptorPool,
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XeDescriptorSetLayout &xeDescriptorSetLayout,
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std::string vert,
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std::string frag,
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uint32_t pushCunstantDataSize,
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uint32_t uniformBufferDataSize)
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: xeDevice{device} {
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createUniformBuffers(xeDescriptorPool, xeDescriptorSetLayout, uniformBufferDataSize);
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createPipelineLayout(xeDescriptorSetLayout, pushCunstantDataSize, uniformBufferDataSize);
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createPipeline(renderer.getSwapChainRenderPass(), vert, frag);
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}
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XeRenderSystem::~XeRenderSystem() {};
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void XeRenderSystem::createUniformBuffers(XeDescriptorPool &xeDescriptorPool, XeDescriptorSetLayout &xeDescriptorSetLayout, uint32_t uniformBufferDataSize) {
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if(uniformBufferDataSize == 0) return;
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uboBuffers = std::vector<std::unique_ptr<XeBuffer>>(XeSwapChain::MAX_FRAMES_IN_FLIGHT);
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for (int i = 0; i < uboBuffers.size(); i++) {
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uboBuffers[i] = std::make_unique<XeBuffer>(
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xeDevice,
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uniformBufferDataSize,
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XeSwapChain::MAX_FRAMES_IN_FLIGHT,
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VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT);
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uboBuffers[i]->map();
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}
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descriptorSets = std::vector<VkDescriptorSet>(XeSwapChain::MAX_FRAMES_IN_FLIGHT);
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for (int i = 0; i < descriptorSets.size(); i++) {
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auto bufferInfo = uboBuffers[i]->descriptorInfo();
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XeDescriptorWriter(xeDescriptorSetLayout, xeDescriptorPool)
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.writeBuffer(0, &bufferInfo)
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.build(descriptorSets[i]);
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}
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}
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void XeRenderSystem::createPipelineLayout(XeDescriptorSetLayout &xeDescriptorSetLayout, uint32_t pushCunstantDataSize, uint32_t uniformBufferDataSize) {
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VkPushConstantRange pushConstantRange;
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pushConstantRange.stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT;
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pushConstantRange.offset = 0;
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pushConstantRange.size = pushCunstantDataSize;
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VkPipelineLayoutCreateInfo pipelineLayoutInfo{};
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pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
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if (pushCunstantDataSize > 0) {
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pipelineLayoutInfo.pushConstantRangeCount = 1;
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pipelineLayoutInfo.pPushConstantRanges = &pushConstantRange;
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} else {
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pipelineLayoutInfo.pushConstantRangeCount = 0;
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pipelineLayoutInfo.pPushConstantRanges = nullptr;
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}
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if (uniformBufferDataSize > 0) {
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std::vector<VkDescriptorSetLayout> descriptorSetLayouts{xeDescriptorSetLayout.getDescriptorSetLayout()};
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pipelineLayoutInfo.setLayoutCount = static_cast<uint32_t>(descriptorSetLayouts.size());
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pipelineLayoutInfo.pSetLayouts = descriptorSetLayouts.data();
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} else {
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pipelineLayoutInfo.setLayoutCount = 0;
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pipelineLayoutInfo.pSetLayouts = nullptr;
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}
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if(vkCreatePipelineLayout(xeDevice.device(), &pipelineLayoutInfo, nullptr, &pipelineLayout) != VK_SUCCESS) {
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std::runtime_error("failed to create pipeline layout!");
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}
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}
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void XeRenderSystem::createPipeline(VkRenderPass renderPass, std::string vert, std::string frag) {
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assert(pipelineLayout != nullptr && "Cannot create pipeline before pipeline layout");
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PipelineConfigInfo pipelineConfig{};
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XePipeline::defaultPipelineConfigInfo(pipelineConfig);
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pipelineConfig.renderPass = renderPass;
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pipelineConfig.pipelineLayout = pipelineLayout;
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xePipeline = std::make_unique<XePipeline>(
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xeDevice,
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vert,
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frag,
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pipelineConfig
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);
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}
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void XeRenderSystem::renderGameObjects(
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int frameIndex,
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VkCommandBuffer commandBuffer,
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std::vector<XeGameObject> &gameObjects,
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void *pushConstantData,
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uint32_t pushConstantSize,
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void* uniformBufferData,
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uint32_t uniformBufferSize) {
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uboBuffers[frameIndex]->writeToBuffer(uniformBufferData);
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uboBuffers[frameIndex]->flush();
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xePipeline->bind(commandBuffer);
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if(pushConstantData == NULL) {
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vkCmdBindDescriptorSets(
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commandBuffer,
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VK_PIPELINE_BIND_POINT_GRAPHICS,
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pipelineLayout,
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0,
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1,
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&descriptorSets[frameIndex],
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0,
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nullptr);
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}
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for (auto& obj: gameObjects) {
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if(pushConstantData == NULL) {
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vkCmdPushConstants(
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commandBuffer,
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pipelineLayout,
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VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT,
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0,
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pushConstantSize,
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&pushConstantData);
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}
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obj.model->bind(commandBuffer);
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obj.model->draw(commandBuffer);
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}
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}
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}
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