minecraftvulkan/engine/xe_render_system.cpp

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#include "xe_render_system.hpp"
namespace xe {
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RenderSystem::RenderSystem(
Engine &xeEngine,
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std::string vert,
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std::string frag,
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,
std::vector<VkVertexInputAttributeDescription> attributeDescptions,
uint32_t vertexSize
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) : xeDevice{xeEngine.xeDevice},
xeRenderer{xeEngine.xeRenderer},
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xeDescriptorPool{xeEngine.xeDescriptorPool},
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pushCunstantDataSize{pushCunstantDataSize},
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uniformBindings{uniformBindings},
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imageBindings{imageBindings},
imageArrayBindings{imageArrayBindings} {
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createDescriptorSetLayout();
createUniformBuffers();
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createDescriptorSets();
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createPipelineLayout();
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createPipeline(xeRenderer.getSwapChainRenderPass(), vert, frag, cullingEnabled, attributeDescptions, vertexSize);
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}
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RenderSystem::~RenderSystem() {
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vkDestroyPipelineLayout(xeDevice.device(), pipelineLayout, nullptr);
};
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void RenderSystem::createDescriptorSetLayout() {
DescriptorSetLayout::Builder builder{xeDevice};
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for ( const auto &[binding, size]: uniformBindings) {
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builder.addBinding(binding, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_VERTEX_BIT, nullptr, 1);
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}
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for ( const auto &[binding, image]: imageBindings) {
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builder.addBinding(binding, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, &(image->textureSampler), 1);
}
for ( const auto &[binding, images]: imageArrayBindings) {
builder.addBinding(binding, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, VK_SHADER_STAGE_FRAGMENT_BIT, 0, images.size());
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}
xeDescriptorSetLayout = builder.build();
}
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void RenderSystem::createUniformBuffers() {
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for ( const auto &[binding, bufferSize]: uniformBindings) {
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uboBuffers[binding] = std::vector<std::unique_ptr<Buffer>>(SwapChain::MAX_FRAMES_IN_FLIGHT);
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for (int i = 0; i < uboBuffers[binding].size(); i++) {
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uboBuffers[binding][i] = std::make_unique<Buffer>(
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xeDevice,
bufferSize,
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SwapChain::MAX_FRAMES_IN_FLIGHT,
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VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
uboBuffers[binding][i]->map();
}
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}
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}
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void RenderSystem::createDescriptorSets() {
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descriptorSets = std::vector<VkDescriptorSet>(SwapChain::MAX_FRAMES_IN_FLIGHT);
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for (int i = 0; i < descriptorSets.size(); i++) {
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updateDescriptorSet(i, true);
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}
}
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void RenderSystem::updateDescriptorSet(int frameIndex, bool allocate) {
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DescriptorWriter writer{*xeDescriptorSetLayout, *xeDescriptorPool};
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std::vector<VkDescriptorBufferInfo> bufferInfos{};
int i = 0;
for ( const auto &[binding, size]: uniformBindings) {
bufferInfos.push_back(uboBuffers[binding][frameIndex]->descriptorInfo());
writer.writeBuffer(binding, &bufferInfos[i]);
i++;
}
for ( const auto &[binding, image]: imageBindings) {
VkDescriptorImageInfo imageInfo{};
imageInfo.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
imageInfo.imageView = image->textureImageView;
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imageInfo.sampler = image->textureSampler;
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writer.writeImage(binding, &imageInfo);
}
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std::vector<VkDescriptorImageInfo> imageInfos{};
for ( const auto &[binding, images]: imageArrayBindings) {
for( const auto &image: images) {
VkDescriptorImageInfo imageInfo{};
imageInfo.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
imageInfo.imageView = image->textureImageView;
imageInfo.sampler = image->textureSampler;
imageInfos.push_back(imageInfo);
}
writer.writeImageArray(binding, &imageInfos);
}
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if (allocate) {
writer.build(descriptorSets[frameIndex]);
} else {
writer.overwrite(descriptorSets[frameIndex]);
}
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}
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void RenderSystem::createPipelineLayout() {
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VkPushConstantRange pushConstantRange;
pushConstantRange.stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT;
pushConstantRange.offset = 0;
pushConstantRange.size = pushCunstantDataSize;
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std::vector<VkDescriptorSetLayout> descriptorSetLayouts{xeDescriptorSetLayout->getDescriptorSetLayout()};
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VkPipelineLayoutCreateInfo pipelineLayoutInfo{};
pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
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pipelineLayoutInfo.setLayoutCount = static_cast<uint32_t>(descriptorSetLayouts.size());
pipelineLayoutInfo.pSetLayouts = descriptorSetLayouts.data();
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if (pushCunstantDataSize > 0) {
pipelineLayoutInfo.pushConstantRangeCount = 1;
pipelineLayoutInfo.pPushConstantRanges = &pushConstantRange;
} else {
pipelineLayoutInfo.pushConstantRangeCount = 0;
pipelineLayoutInfo.pPushConstantRanges = nullptr;
}
if(vkCreatePipelineLayout(xeDevice.device(), &pipelineLayoutInfo, nullptr, &pipelineLayout) != VK_SUCCESS) {
std::runtime_error("failed to create pipeline layout!");
}
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}
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void RenderSystem::createPipeline(VkRenderPass renderPass, std::string vert, std::string frag, bool cullingEnabled, std::vector<VkVertexInputAttributeDescription> attributeDescptions, uint32_t vertexSize) {
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assert(pipelineLayout != nullptr && "Cannot create pipeline before pipeline layout");
PipelineConfigInfo pipelineConfig{};
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Pipeline::defaultPipelineConfigInfo(pipelineConfig, xeDevice);
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if (cullingEnabled) {
pipelineConfig.rasterizationInfo.cullMode = VK_CULL_MODE_BACK_BIT;
}
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pipelineConfig.renderPass = renderPass;
pipelineConfig.pipelineLayout = pipelineLayout;
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xePipeline = std::make_unique<Pipeline>(
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xeDevice,
vert,
frag,
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pipelineConfig,
attributeDescptions,
vertexSize
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);
}
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void RenderSystem::start() {
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xeRenderer.beginSwapChainRenderPass(xeRenderer.getCurrentCommandBuffer());
xePipeline->bind(xeRenderer.getCurrentCommandBuffer());
if(descriptorSets.size() > 0) {
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vkCmdBindDescriptorSets(
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xeRenderer.getCurrentCommandBuffer(),
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VK_PIPELINE_BIND_POINT_GRAPHICS,
pipelineLayout,
0,
1,
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&descriptorSets[xeRenderer.getFrameIndex()],
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0,
nullptr);
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}
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}
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void RenderSystem::loadPushConstant(void *pushConstantData) {
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vkCmdPushConstants(
xeRenderer.getCurrentCommandBuffer(),
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pipelineLayout,
VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT,
0,
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pushCunstantDataSize,
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pushConstantData);
}
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void RenderSystem::loadUniformObject(uint32_t binding, void *uniformBufferData) {
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uboBuffers[binding][xeRenderer.getFrameIndex()]->writeToBuffer(uniformBufferData);
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}
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void RenderSystem::loadTexture(uint32_t binding, Image *image) {
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imageBindings[binding] = image;
updateDescriptorSet(xeRenderer.getFrameIndex(), false);
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}
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void RenderSystem::loadTextureArray(uint32_t binding, std::vector<Image*>& images) {
imageArrayBindings[binding] = images;
updateDescriptorSet(xeRenderer.getFrameIndex(), false);
}
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void RenderSystem::render(GameObject &gameObject) {
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if(gameObject.model == nullptr) return;
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gameObject.model->bind(xeRenderer.getCurrentCommandBuffer());
gameObject.model->draw(xeRenderer.getCurrentCommandBuffer());
}
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void RenderSystem::stop() {
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xeRenderer.endSwapChainRenderPass(xeRenderer.getCurrentCommandBuffer());
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}
}