#pragma once #include #include "xe_device.hpp" #include "xe_pipeline.hpp" #include "xe_game_object.hpp" #include "xe_descriptors.hpp" #include "xe_renderer.hpp" #include "xe_engine.hpp" #include "xe_image.hpp" #include #include namespace xe { class XeRenderSystem { public: class Builder { public: Builder(XeEngine &xeEngine, std::string vert, std::string frag) : xeEngine{xeEngine}, vert{vert}, frag{frag} {} Builder& addPushConstant(uint32_t size) { pushCunstantDataSize = size; return *this; } Builder& addUniformBinding(uint32_t binding, uint32_t size) { uniformBindings[binding] = size; return *this; } Builder& addTextureBinding(uint32_t binding, XeImage* image) { imageBindings[binding] = image; return *this; } std::unique_ptr build() { return std::make_unique(xeEngine, std::move(vert), std::move(frag), std::move(uniformBindings), std::move(imageBindings), std::move(pushCunstantDataSize)); } private: std::map uniformBindings{}; std::map imageBindings{}; uint32_t pushCunstantDataSize{0}; std::string vert; std::string frag; XeEngine &xeEngine; }; XeRenderSystem( XeEngine &xeEngine, std::string vert, std::string frag, std::map uniformBindings, std::map imageBindings, uint32_t pushCunstantDataSize ); ~XeRenderSystem(); XeRenderSystem(const XeRenderSystem &) = delete; XeRenderSystem operator=(const XeRenderSystem &) = delete; void start(); void loadPushConstant(void *pushConstantData); void loadUniformObject(uint32_t binding, void *uniformBufferData); void loadTexture(uint32_t binding, XeImage *image); void render(XeGameObject &gameObject); void stop(); private: void createTextureSampler(); void createDescriptorSetLayout(); void createUniformBuffers(); void createDescriptorSets(); void updateDescriptorSet(int frameIndex, bool allocate); void createPipelineLayout(); void createPipeline(VkRenderPass renderPass, std::string vert, std::string frag); bool boundPipeline{false}; bool boundDescriptor{false}; XeDevice& xeDevice; XeRenderer& xeRenderer; std::map>> uboBuffers{}; std::map uniformBindings; std::map imageBindings; std::vector descriptorSets; uint32_t pushCunstantDataSize; VkSampler textureSampler; VkPipelineLayout pipelineLayout; std::unique_ptr xePipeline; std::unique_ptr &xeDescriptorPool; std::unique_ptr xeDescriptorSetLayout; }; }