#include "xe_render_system.hpp" #include #include "xe_device.hpp" #include "xe_pipeline.hpp" #include "xe_game_object.hpp" #include "xe_swap_chain.hpp" #include "xe_renderer.hpp" #include "xe_descriptors.hpp" #include "xe_engine.hpp" #include #include #include namespace xe { XeRenderSystem::XeRenderSystem( XeEngine &xeEngine, std::string vert, std::string frag, uint32_t pushCunstantDataSize, uint32_t uniformBufferDataSize) : xeDevice{xeEngine.xeDevice}, xeRenderer{xeEngine.xeRenderer} { createUniformBuffers(*xeEngine.xeDescriptorPool, *xeEngine.xeDescriptorSetLayout, uniformBufferDataSize); createPipelineLayout(*xeEngine.xeDescriptorSetLayout, pushCunstantDataSize, uniformBufferDataSize); createPipeline(xeRenderer.getSwapChainRenderPass(), vert, frag); } XeRenderSystem::~XeRenderSystem() { vkDestroyPipelineLayout(xeDevice.device(), pipelineLayout, nullptr); }; void XeRenderSystem::createUniformBuffers(XeDescriptorPool &xeDescriptorPool, XeDescriptorSetLayout &xeDescriptorSetLayout, uint32_t uniformBufferDataSize) { if(uniformBufferDataSize == 0) return; uboBuffers = std::vector>(XeSwapChain::MAX_FRAMES_IN_FLIGHT); for (int i = 0; i < uboBuffers.size(); i++) { uboBuffers[i] = std::make_unique( xeDevice, uniformBufferDataSize, XeSwapChain::MAX_FRAMES_IN_FLIGHT, VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT); uboBuffers[i]->map(); } descriptorSets = std::vector(XeSwapChain::MAX_FRAMES_IN_FLIGHT); for (int i = 0; i < descriptorSets.size(); i++) { auto bufferInfo = uboBuffers[i]->descriptorInfo(); XeDescriptorWriter(xeDescriptorSetLayout, xeDescriptorPool) .writeBuffer(0, &bufferInfo) .build(descriptorSets[i]); } } void XeRenderSystem::createPipelineLayout(XeDescriptorSetLayout &xeDescriptorSetLayout, uint32_t pushCunstantDataSize, uint32_t uniformBufferDataSize) { VkPushConstantRange pushConstantRange; pushConstantRange.stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT; pushConstantRange.offset = 0; pushConstantRange.size = pushCunstantDataSize; VkPipelineLayoutCreateInfo pipelineLayoutInfo{}; pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO; if (pushCunstantDataSize > 0) { pipelineLayoutInfo.pushConstantRangeCount = 1; pipelineLayoutInfo.pPushConstantRanges = &pushConstantRange; } else { pipelineLayoutInfo.pushConstantRangeCount = 0; pipelineLayoutInfo.pPushConstantRanges = nullptr; } std::vector descriptorSetLayouts{xeDescriptorSetLayout.getDescriptorSetLayout()}; if (uniformBufferDataSize > 0) { pipelineLayoutInfo.setLayoutCount = static_cast(descriptorSetLayouts.size()); pipelineLayoutInfo.pSetLayouts = descriptorSetLayouts.data(); } else { pipelineLayoutInfo.setLayoutCount = 0; pipelineLayoutInfo.pSetLayouts = nullptr; } if(vkCreatePipelineLayout(xeDevice.device(), &pipelineLayoutInfo, nullptr, &pipelineLayout) != VK_SUCCESS) { std::runtime_error("failed to create pipeline layout!"); } } void XeRenderSystem::createPipeline(VkRenderPass renderPass, std::string vert, std::string frag) { assert(pipelineLayout != nullptr && "Cannot create pipeline before pipeline layout"); PipelineConfigInfo pipelineConfig{}; XePipeline::defaultPipelineConfigInfo(pipelineConfig); pipelineConfig.renderPass = renderPass; pipelineConfig.pipelineLayout = pipelineLayout; xePipeline = std::make_unique( xeDevice, vert, frag, pipelineConfig ); } void XeRenderSystem::loadPushConstant(void *pushConstantData, uint32_t pushConstantSize) { if(!boundPipeline) { xeRenderer.beginSwapChainRenderPass(xeRenderer.getCurrentCommandBuffer()); xePipeline->bind(xeRenderer.getCurrentCommandBuffer()); boundPipeline = true; } if(!boundDescriptor) { vkCmdBindDescriptorSets( xeRenderer.getCurrentCommandBuffer(), VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, 1, &descriptorSets[xeRenderer.getFrameIndex()], 0, nullptr); boundDescriptor = true; } vkCmdPushConstants( xeRenderer.getCurrentCommandBuffer(), pipelineLayout, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, pushConstantSize, pushConstantData); } void XeRenderSystem::loadUniformObject(void *uniformBufferData, uint32_t uniformBufferSize) { uboBuffers[xeRenderer.getFrameIndex()]->writeToBuffer(uniformBufferData); uboBuffers[xeRenderer.getFrameIndex()]->flush(); } void XeRenderSystem::render(XeGameObject &gameObject) { if(!boundPipeline){ xeRenderer.beginSwapChainRenderPass(xeRenderer.getCurrentCommandBuffer()); xePipeline->bind(xeRenderer.getCurrentCommandBuffer()); boundPipeline = true; } gameObject.model->bind(xeRenderer.getCurrentCommandBuffer()); gameObject.model->draw(xeRenderer.getCurrentCommandBuffer()); } void XeRenderSystem::stop() { boundPipeline = false; boundDescriptor = false; xeRenderer.endSwapChainRenderPass(xeRenderer.getCurrentCommandBuffer()); } }