1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
|
#pragma once
#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 <vulkan/vulkan.h>
#include <memory>
#include <stdexcept>
#include <iostream>
#include <map>
#include <vector>
namespace xe {
class RenderSystem {
public:
class Builder {
public:
Builder(std::string vert, std::string frag) : vert{vert}, frag{frag} {}
Builder& addVertexBindingf(uint32_t binding, uint32_t dimension, uint32_t offset){
if(dimension == 1)
attributeDescptions.push_back({binding, 0, VK_FORMAT_R32_SFLOAT, offset});
if(dimension == 2)
attributeDescptions.push_back({binding, 0, VK_FORMAT_R32G32_SFLOAT, offset});
if(dimension == 3)
attributeDescptions.push_back({binding, 0, VK_FORMAT_R32G32B32_SFLOAT, offset});
return *this;
}
Builder& addVertexBindingi(uint32_t binding, uint32_t dimension, uint32_t offset){
if(dimension == 1)
attributeDescptions.push_back({binding, 0, VK_FORMAT_R32_SINT, offset});
if(dimension == 2)
attributeDescptions.push_back({binding, 0, VK_FORMAT_R32G32_SINT, offset});
if(dimension == 3)
attributeDescptions.push_back({binding, 0, VK_FORMAT_R32G32B32_SINT, offset});
return *this;
}
Builder& setVertexSize(uint32_t size) {
vertexSize = size;
return *this;
}
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, Image* image) {
imageBindings[binding] = image;
return *this;
}
Builder& addTextureArrayBinding(uint32_t binding, std::vector<Image*>& image) {
imageArrayBindings[binding] = image;
return *this;
}
Builder& setCulling(bool enabled) {
cullingEnabled = enabled;
return *this;
}
Builder& setWireframe(bool enabled) {
wireframeEnabled = enabled;
return *this;
}
std::unique_ptr<RenderSystem> build() {
return std::make_unique<RenderSystem>(
std::move(vert),
std::move(frag),
std::move(uniformBindings),
std::move(imageBindings),
std::move(imageArrayBindings),
std::move(pushCunstantDataSize),
std::move(cullingEnabled),
std::move(wireframeEnabled),
std::move(attributeDescptions),
std::move(vertexSize)
);
}
private:
std::map<uint32_t, uint32_t> uniformBindings{};
std::map<uint32_t, Image*> imageBindings{};
std::map<uint32_t, std::vector<Image*>> imageArrayBindings{};
uint32_t pushCunstantDataSize{0};
std::vector<VkVertexInputAttributeDescription> attributeDescptions{};
uint32_t vertexSize;
std::string vert;
std::string frag;
bool cullingEnabled{false};
bool wireframeEnabled{false};
};
RenderSystem(
std::string vert,
std::string frag,
std::map<uint32_t, uint32_t> uniformBindings,
std::map<uint32_t, Image*> imageBindings,
std::map<uint32_t, std::vector<Image*>> imageArrayBindings,
uint32_t pushCunstantDataSize,
bool cullingEnabled,
bool wireframeEnabled,
std::vector<VkVertexInputAttributeDescription> attributeDescptions,
uint32_t vertexSize
);
~RenderSystem();
RenderSystem(const RenderSystem &) = delete;
RenderSystem operator=(const RenderSystem &) = delete;
void start();
void loadPushConstant(void *pushConstantData);
void loadUniformObject(uint32_t binding, void *uniformBufferData);
void loadTexture(uint32_t binding, Image *image);
void loadTextureArray(uint32_t binding, std::vector<Image*> &images);
void render(GameObject &gameObject);
void stop();
private:
void createDescriptorPool();
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 cullingEnabled, bool wireframeEnabled, std::vector<VkVertexInputAttributeDescription> attributeDescptions, uint32_t vertexSize);
bool boundPipeline{false};
bool boundDescriptor{false};
Device& xeDevice;
Renderer& xeRenderer;
std::map<uint32_t, std::vector<std::unique_ptr<Buffer>>> uboBuffers{};
std::map<uint32_t, uint32_t> uniformBindings;
std::map<uint32_t, Image*> imageBindings;
std::map<uint32_t, std::vector<Image*>> imageArrayBindings{};
std::vector<VkDescriptorSet> descriptorSets;
uint32_t pushCunstantDataSize;
VkPipelineLayout pipelineLayout;
std::unique_ptr<Pipeline> xePipeline;
std::unique_ptr<DescriptorPool> xeDescriptorPool;
std::unique_ptr<DescriptorSetLayout> xeDescriptorSetLayout;
};
}
|