Refactored Graphics #297

Merged
Xenosas1337 merged 13 commits from SP3-1-Rendering into main 2023-01-01 12:35:09 +08:00
31 changed files with 548 additions and 353 deletions
Showing only changes of commit 3bfec1e54f - Show all commits

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@ -16,8 +16,7 @@ layout(set = 2, binding = 0) uniform CameraData
vec4 position; vec4 position;
mat4 vpMat; mat4 vpMat;
mat4 viewMat; mat4 viewMat;
mat4 perspectiveMat; mat4 projMat;
mat4 orthoMat;
} cameraData; } cameraData;
void main() void main()

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@ -15,8 +15,7 @@ layout(set = 2, binding = 0) uniform CameraData
vec4 position; vec4 position;
mat4 vpMat; mat4 vpMat;
mat4 viewMat; mat4 viewMat;
mat4 perspectiveMat; mat4 projMat;
mat4 orthoMat;
} cameraData; } cameraData;
void main() void main()

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@ -39,8 +39,7 @@ layout(set = 2, binding = 0) uniform CameraData
vec4 position; vec4 position;
mat4 vpMat; mat4 vpMat;
mat4 viewMat; mat4 viewMat;
mat4 perspectiveMat; mat4 projMat;
mat4 orthoMat;
} cameraData; } cameraData;
layout (std430, set = 3, binding = 0) buffer MaterialProperties // For materials layout (std430, set = 3, binding = 0) buffer MaterialProperties // For materials

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@ -34,8 +34,7 @@ layout(set = 2, binding = 0) uniform CameraData
vec4 position; vec4 position;
mat4 vpMat; mat4 vpMat;
mat4 viewMat; mat4 viewMat;
mat4 perspectiveMat; mat4 projMat;
mat4 orthoMat;
} cameraData; } cameraData;
void main() void main()

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@ -30,8 +30,7 @@ layout(set = 2, binding = 0) uniform CameraData
vec4 position; vec4 position;
mat4 vpMat; mat4 vpMat;
mat4 viewMat; mat4 viewMat;
mat4 perspectiveMat; mat4 projMat;
mat4 orthoMat;
} cameraData; } cameraData;
// push constants // push constants
@ -96,6 +95,6 @@ void main()
Out2.textColor = testPushConstant.textColor; Out2.textColor = testPushConstant.textColor;
// transform the vertex position to font space // transform the vertex position to font space
gl_Position = cameraData.orthoMat * localModel * vec4(vertexPos, 1.0f); gl_Position = cameraData.projMat * localModel * vec4(vertexPos, 1.0f);
// gl_Position = vec4(vertexPos, 1.0f); // gl_Position = vec4(vertexPos, 1.0f);
} }

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@ -34,8 +34,7 @@ layout(set = 2, binding = 0) uniform CameraData
vec4 position; vec4 position;
mat4 vpMat; mat4 vpMat;
mat4 viewMat; mat4 viewMat;
mat4 perspectiveMat; mat4 projMat;
mat4 orthoMat;
} cameraData; } cameraData;
void main() void main()
@ -60,7 +59,7 @@ void main()
Out.normal.rgb = normalize (Out.normal.rgb); Out.normal.rgb = normalize (Out.normal.rgb);
// clip space for rendering // clip space for rendering
gl_Position = cameraData.orthoMat * worldTransform * vec4 (aVertexPos, 1.0f); gl_Position = cameraData.projMat * worldTransform * vec4 (aVertexPos, 1.0f);
gl_Position.z += 0.1f; // HAX gl_Position.z += 0.1f; // HAX
// gl_Position = vec4 (aVertexPos, 1.0f); // gl_Position = vec4 (aVertexPos, 1.0f);
} }

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@ -500,10 +500,7 @@ namespace SHADE
imguiCommandBuffer = imguiCommandPool->RequestCommandBuffer(SH_CMD_BUFFER_TYPE::PRIMARY); imguiCommandBuffer = imguiCommandPool->RequestCommandBuffer(SH_CMD_BUFFER_TYPE::PRIMARY);
//auto const& renderers = gfxSystem->GetDefaultViewport()->GetRenderers(); //auto const& renderers = gfxSystem->GetDefaultViewport()->GetRenderers();
auto const& renderers = gfxSystem->GetEditorViewport()->GetRenderers(); auto renderGraph = gfxSystem->GetRenderGraph();
SHASSERT(!renderers.empty(), "No Renderers available")
auto renderGraph = renderers[SHGraphicsConstants::RenderGraphIndices::EDITOR]->GetRenderGraph();
auto renderPass = renderGraph->GetNode("ImGui Node")->GetRenderpass(); auto renderPass = renderGraph->GetNode("ImGui Node")->GetRenderpass();
if(ImGui_ImplVulkan_Init(&initInfo, renderPass->GetVkRenderpass()) == false) if(ImGui_ImplVulkan_Init(&initInfo, renderPass->GetVkRenderpass()) == false)
@ -523,7 +520,7 @@ namespace SHADE
ImGui_ImplVulkan_DestroyFontUploadObjects(); ImGui_ImplVulkan_DestroyFontUploadObjects();
renderGraph->GetNode("ImGui Node")->GetSubpass("ImGui Draw")->AddExteriorDrawCalls([](Handle<SHVkCommandBuffer>& cmd, uint32_t frameIndex) renderGraph->GetNode("ImGui Node")->GetSubpass("ImGui Draw")->AddExteriorDrawCalls([](Handle<SHVkCommandBuffer> cmd, Handle<SHRenderer> renderer, uint32_t frameIndex)
{ {
cmd->BeginLabeledSegment("ImGui Draw"); cmd->BeginLabeledSegment("ImGui Draw");
ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), cmd->GetVkCommandBuffer()); ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), cmd->GetVkCommandBuffer());

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@ -367,7 +367,7 @@ namespace SHADE
} }
} }
void SHVkCommandBuffer::BindDescriptorSet(Handle<SHVkDescriptorSetGroup> descSetGroup, SH_PIPELINE_TYPE bindPoint, uint32_t firstSet, std::span<uint32_t> dynamicOffsets) void SHVkCommandBuffer::BindDescriptorSet(Handle<SHVkDescriptorSetGroup> descSetGroup, SH_PIPELINE_TYPE bindPoint, uint32_t firstSet, std::span<uint32_t> const dynamicOffsets)
{ {
uint32_t bindPointIndex = static_cast<uint32_t>(bindPoint); uint32_t bindPointIndex = static_cast<uint32_t>(bindPoint);
vkCommandBuffer.bindDescriptorSets(SHVkUtil::GetPipelineBindPointFromType(bindPoint), bindPointData[bindPointIndex].boundPipelineLayoutHdl->GetVkPipelineLayout(), firstSet, descSetGroup->GetVkHandle(), dynamicOffsets); vkCommandBuffer.bindDescriptorSets(SHVkUtil::GetPipelineBindPointFromType(bindPoint), bindPointData[bindPointIndex].boundPipelineLayoutHdl->GetVkPipelineLayout(), firstSet, descSetGroup->GetVkHandle(), dynamicOffsets);

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@ -125,7 +125,7 @@ namespace SHADE
void BindPipeline (Handle<SHVkPipeline> const& pipelineHdl) noexcept; void BindPipeline (Handle<SHVkPipeline> const& pipelineHdl) noexcept;
void BindVertexBuffer (uint32_t bindingPoint, Handle<SHVkBuffer> const& buffer, vk::DeviceSize offset) noexcept; void BindVertexBuffer (uint32_t bindingPoint, Handle<SHVkBuffer> const& buffer, vk::DeviceSize offset) noexcept;
void BindIndexBuffer (Handle<SHVkBuffer> const& buffer, uint32_t startingIndex) const noexcept; void BindIndexBuffer (Handle<SHVkBuffer> const& buffer, uint32_t startingIndex) const noexcept;
void BindDescriptorSet (Handle<SHVkDescriptorSetGroup> descSetGroup, SH_PIPELINE_TYPE bindPoint, uint32_t firstSet, std::span<uint32_t> dynamicOffsets); void BindDescriptorSet (Handle<SHVkDescriptorSetGroup> descSetGroup, SH_PIPELINE_TYPE bindPoint, uint32_t firstSet, std::span<uint32_t> const dynamicOffsets);
// Draw Commands // Draw Commands
void DrawArrays (uint32_t vertexCount, uint32_t instanceCount, uint32_t firstVertex, uint32_t firstInstance) const noexcept; void DrawArrays (uint32_t vertexCount, uint32_t instanceCount, uint32_t firstVertex, uint32_t firstInstance) const noexcept;

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@ -1,10 +1,31 @@
#include "SHpch.h" #include "SHpch.h"
#include "SHGlobalDescriptorSets.h" #include "SHGlobalDescriptorSets.h"
#include "Graphics/MiddleEnd/Lights/SHLightingSubSystem.h"
#include "Graphics/Commands/SHVkCommandBuffer.h"
namespace SHADE namespace SHADE
{ {
Handle<SHVkDescriptorSetGroup> SHGlobalDescriptorSets::lightDescriptorSet; Handle<SHVkDescriptorSetGroup> SHGlobalDescriptorSets::staticGlobalDataDescriptorSet;
Handle<SHLightingSubSystem> SHGlobalDescriptorSets::lightingSubSystem;
//void SHGlobalDescriptorSets::BindLightingData(Handle<SHVkCommandBuffer> cmdBuffer, SH_PIPELINE_TYPE pipelineType, uint32_t firstSet) noexcept
//{
// // Bind descriptor set for light data
// cmdBuffer->BindDescriptorSet(SHGlobalDescriptorSets::GetLightDescriptorSet(), SH_PIPELINE_TYPE::COMPUTE, descMappings[SHGraphicsConstants::PredefinedDescSetLayoutTypes::LIGHTS], const std::span{ TEX_DYNAMIC_OFFSET.data(), 1 });
//}
void SHGlobalDescriptorSets::BindLightingData(Handle<SHVkCommandBuffer> cmdBuffer, SH_PIPELINE_TYPE pipelineType, uint32_t setIndex, uint32_t frameIndex) noexcept
{
lightingSubSystem->BindDescSet(cmdBuffer, setIndex, frameIndex);
}
void SHGlobalDescriptorSets::BindStaticGlobalData(Handle<SHVkCommandBuffer> cmdBuffer, SH_PIPELINE_TYPE pipelineType, uint32_t setIndex) noexcept
{
// Bind descriptor set for static global data
static constexpr std::array<uint32_t, 1> TEX_DYNAMIC_OFFSET{ 0 };
cmdBuffer->BindDescriptorSet(staticGlobalDataDescriptorSet, pipelineType, setIndex, const std::span{ TEX_DYNAMIC_OFFSET.data(), 1 });
}
/***************************************************************************/ /***************************************************************************/
/*! /*!
@ -17,14 +38,14 @@ namespace SHADE
*/ */
/***************************************************************************/ /***************************************************************************/
void SHGlobalDescriptorSets::SetLightDescriptorSet(Handle<SHVkDescriptorSetGroup> lightDescSet) noexcept void SHGlobalDescriptorSets::SetLightingSubSystem(Handle<SHLightingSubSystem> system) noexcept
{ {
lightDescriptorSet = lightDescSet; lightingSubSystem = system;
} }
Handle<SHVkDescriptorSetGroup> SHGlobalDescriptorSets::GetLightDescriptorSet(void) noexcept void SHGlobalDescriptorSets::SetStaticGlobalDataDescriptorSet(Handle<SHVkDescriptorSetGroup> staticGlobalDescSet) noexcept
{ {
return lightDescriptorSet; staticGlobalDataDescriptorSet = staticGlobalDescSet;
} }
} }

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@ -2,23 +2,35 @@
#include "Graphics/Descriptors/SHVkDescriptorSetGroup.h" #include "Graphics/Descriptors/SHVkDescriptorSetGroup.h"
#include "Resource/SHHandle.h" #include "Resource/SHHandle.h"
#include "Graphics/Pipeline/SHPipelineType.h"
namespace SHADE namespace SHADE
{ {
class SHLightingSubSystem;
class SHVkCommandBuffer;
// This class is mainly for descriptors that are truly global, meaning they only come from 1 place and they are shared between many systems // This class is mainly for descriptors that are truly global, meaning they only come from 1 place and they are shared between many systems
class SHGlobalDescriptorSets class SHGlobalDescriptorSets
{ {
private: private:
//! Light data descriptor set
static Handle<SHVkDescriptorSetGroup> lightDescriptorSet; //! Static global descriptor sets for miscellaneous data and textures
static Handle<SHVkDescriptorSetGroup> staticGlobalDataDescriptorSet;
//! Lighting sub system required to get information to bind descriptor sets for light data
static Handle<SHLightingSubSystem> lightingSubSystem;
public: public:
/*-----------------------------------------------------------------------*/
/* PUBLIC MEMBER FUNCTIONS */
/*-----------------------------------------------------------------------*/
static void BindLightingData (Handle<SHVkCommandBuffer> cmdBuffer, SH_PIPELINE_TYPE pipelineType, uint32_t setIndex, uint32_t frameIndex) noexcept;
static void BindStaticGlobalData (Handle<SHVkCommandBuffer> cmdBuffer, SH_PIPELINE_TYPE pipelineType, uint32_t setIndex) noexcept;
/*-----------------------------------------------------------------------*/ /*-----------------------------------------------------------------------*/
/* SETTERS AND GETTERS */ /* SETTERS AND GETTERS */
/*-----------------------------------------------------------------------*/ /*-----------------------------------------------------------------------*/
static void SetLightDescriptorSet (Handle<SHVkDescriptorSetGroup> lightDescSet) noexcept; static void SetLightingSubSystem (Handle<SHLightingSubSystem> system) noexcept;
static void SetStaticGlobalDataDescriptorSet (Handle<SHVkDescriptorSetGroup> staticGlobalDescSet) noexcept;
static Handle<SHVkDescriptorSetGroup> GetLightDescriptorSet (void) noexcept;
}; };
} }

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@ -125,33 +125,33 @@ namespace SHADE
Handle<SHVkDescriptorSetLayout> materialDataPerInstanceLayout = logicalDevice->CreateDescriptorSetLayout({ materialDataBinding }); Handle<SHVkDescriptorSetLayout> materialDataPerInstanceLayout = logicalDevice->CreateDescriptorSetLayout({ materialDataBinding });
SET_VK_OBJ_NAME(logicalDevice, vk::ObjectType::eDescriptorSetLayout, materialDataPerInstanceLayout->GetVkHandle(), "[Descriptor Set Layout] Material Globals"); SET_VK_OBJ_NAME(logicalDevice, vk::ObjectType::eDescriptorSetLayout, materialDataPerInstanceLayout->GetVkHandle(), "[Descriptor Set Layout] Material Globals");
//// font bitmap data (texture) // font bitmap data (texture)
//SHVkDescriptorSetLayout::Binding fontBitmapBinding SHVkDescriptorSetLayout::Binding fontBitmapBinding
//{ {
// .Type = vk::DescriptorType::eCombinedImageSampler, .Type = vk::DescriptorType::eCombinedImageSampler,
// .Stage = vk::ShaderStageFlagBits::eFragment, .Stage = vk::ShaderStageFlagBits::eFragment,
// .BindPoint = SHGraphicsConstants::DescriptorSetBindings::FONT_BITMAP_DATA, .BindPoint = SHGraphicsConstants::DescriptorSetBindings::FONT_BITMAP_DATA,
// .DescriptorCount = 1, .DescriptorCount = 1,
//}; };
//// font data in the form of matrices // font data in the form of matrices
//SHVkDescriptorSetLayout::Binding fontMatrixBinding SHVkDescriptorSetLayout::Binding fontMatrixBinding
//{ {
// .Type = vk::DescriptorType::eStorageBuffer, .Type = vk::DescriptorType::eStorageBuffer,
// .Stage = vk::ShaderStageFlagBits::eVertex, .Stage = vk::ShaderStageFlagBits::eVertex,
// .BindPoint = SHGraphicsConstants::DescriptorSetBindings::FONT_MATRIX_DATA, .BindPoint = SHGraphicsConstants::DescriptorSetBindings::FONT_MATRIX_DATA,
// .DescriptorCount = 1, .DescriptorCount = 1,
//}; };
//Handle<SHVkDescriptorSetLayout> fontDataDescSetLayout = logicalDevice->CreateDescriptorSetLayout({ fontBitmapBinding, fontMatrixBinding }); Handle<SHVkDescriptorSetLayout> fontDataDescSetLayout = logicalDevice->CreateDescriptorSetLayout({ fontBitmapBinding, fontMatrixBinding });
//SET_VK_OBJ_NAME(logicalDevice, vk::ObjectType::eDescriptorSetLayout, fontDataDescSetLayout->GetVkHandle(), "[Descriptor Set Layout] Font Data"); SET_VK_OBJ_NAME(logicalDevice, vk::ObjectType::eDescriptorSetLayout, fontDataDescSetLayout->GetVkHandle(), "[Descriptor Set Layout] Font Data");
predefinedLayouts.push_back(staticGlobalLayout); predefinedLayouts.push_back(staticGlobalLayout);
predefinedLayouts.push_back(lightDataDescSetLayout); predefinedLayouts.push_back(lightDataDescSetLayout);
predefinedLayouts.push_back(cameraDataGlobalLayout); predefinedLayouts.push_back(cameraDataGlobalLayout);
predefinedLayouts.push_back(materialDataPerInstanceLayout); predefinedLayouts.push_back(materialDataPerInstanceLayout);
//predefinedLayouts.push_back(fontDataDescSetLayout); predefinedLayouts.push_back(fontDataDescSetLayout);
batchingSystemData.descSetLayouts = GetPredefinedDescSetLayouts batchingSystemData.descSetLayouts = GetPredefinedDescSetLayouts
( (
@ -163,7 +163,8 @@ namespace SHADE
textSystemData.descSetLayouts = GetPredefinedDescSetLayouts textSystemData.descSetLayouts = GetPredefinedDescSetLayouts
( (
SHGraphicsConstants::PredefinedDescSetLayoutTypes::STATIC_DATA | SHGraphicsConstants::PredefinedDescSetLayoutTypes::STATIC_DATA |
SHGraphicsConstants::PredefinedDescSetLayoutTypes::CAMERA SHGraphicsConstants::PredefinedDescSetLayoutTypes::CAMERA |
SHGraphicsConstants::PredefinedDescSetLayoutTypes::FONT
); );
} }

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@ -99,10 +99,10 @@ namespace SHADE
createMeshBatches(); createMeshBatches();
// Register function for subpass // Register function for subpass
auto const& RENDERERS = gfxSystem->GetDefaultViewport()->GetRenderers(); //auto const& RENDERERS = gfxSystem->GetDefaultViewport()->GetRenderers();
auto renderGraph = RENDERERS[SHGraphicsConstants::RenderGraphIndices::WORLD]->GetRenderGraph(); auto renderGraph = gfxSystem->GetRenderGraph();
auto subPass = renderGraph->GetNode("Debug Draw")->GetSubpass("Debug Draw"); auto subPass = renderGraph->GetNode("Debug Draw")->GetSubpass("Debug Draw");
subPass->AddExteriorDrawCalls([this](Handle<SHVkCommandBuffer>& cmdBuffer, uint32_t frameIndex) subPass->AddExteriorDrawCalls([this](Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHRenderer> renderer, uint32_t frameIndex)
{ {
const uint32_t FRAME_IDX = gfxSystem->GetCurrentFrameIndex(); const uint32_t FRAME_IDX = gfxSystem->GetCurrentFrameIndex();
cmdBuffer->BeginLabeledSegment("SHDebugDraw (No Depth Test)"); cmdBuffer->BeginLabeledSegment("SHDebugDraw (No Depth Test)");
@ -126,7 +126,7 @@ namespace SHADE
cmdBuffer->EndLabeledSegment(); cmdBuffer->EndLabeledSegment();
}); });
auto subPassWithDepth = renderGraph->GetNode("Debug Draw with Depth")->GetSubpass("Debug Draw with Depth"); auto subPassWithDepth = renderGraph->GetNode("Debug Draw with Depth")->GetSubpass("Debug Draw with Depth");
subPassWithDepth->AddExteriorDrawCalls([this](Handle<SHVkCommandBuffer>& cmdBuffer, uint32_t frameIndex) subPassWithDepth->AddExteriorDrawCalls([this](Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHRenderer> renderer, uint32_t frameIndex)
{ {
const uint32_t FRAME_IDX = gfxSystem->GetCurrentFrameIndex(); const uint32_t FRAME_IDX = gfxSystem->GetCurrentFrameIndex();
cmdBuffer->BeginLabeledSegment("SHDebugDraw (Depth Tested)"); cmdBuffer->BeginLabeledSegment("SHDebugDraw (Depth Tested)");

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@ -34,6 +34,7 @@ namespace SHADE
LIGHTS = 0x02, LIGHTS = 0x02,
CAMERA = 0x04, CAMERA = 0x04,
MATERIALS = 0x08, MATERIALS = 0x08,
FONT = 0x10,
}; };
// This enum is different from the one above in that it is used to initialize a hash table to // This enum is different from the one above in that it is used to initialize a hash table to

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@ -44,6 +44,7 @@ of DigiPen Institute of Technology is prohibited.
#include "../Meshes/SHPrimitiveGenerator.h" #include "../Meshes/SHPrimitiveGenerator.h"
#include "Graphics/MiddleEnd/TextRendering/SHFreetypeInstance.h" #include "Graphics/MiddleEnd/TextRendering/SHFreetypeInstance.h"
#include "Graphics/MiddleEnd/TextRendering/SHTextRenderingSubSystem.h" #include "Graphics/MiddleEnd/TextRendering/SHTextRenderingSubSystem.h"
#include "Graphics/MiddleEnd/GlobalData/SHGlobalDescriptorSets.h"
namespace SHADE namespace SHADE
{ {
@ -142,7 +143,7 @@ namespace SHADE
static constexpr AssetID RENDER_SC_FS = 36869006; renderToSwapchainFS = SHResourceManager::LoadOrGet<SHVkShaderModule>(RENDER_SC_FS); static constexpr AssetID RENDER_SC_FS = 36869006; renderToSwapchainFS = SHResourceManager::LoadOrGet<SHVkShaderModule>(RENDER_SC_FS);
} }
void SHGraphicsSystem::InitSceneRenderGraph(void) noexcept void SHGraphicsSystem::InitRenderGraph(void) noexcept
{ {
/*-----------------------------------------------------------------------*/ /*-----------------------------------------------------------------------*/
/* MIDDLE END SETUP /* MIDDLE END SETUP
@ -158,55 +159,66 @@ namespace SHADE
auto cameraSystem = SHSystemManager::GetSystem<SHCameraSystem>(); auto cameraSystem = SHSystemManager::GetSystem<SHCameraSystem>();
// Set Up Cameras // Set Up Cameras
screenCamera = resourceManager.Create<SHCamera>(); //screenCamera = resourceManager.Create<SHCamera>();
screenCamera->SetLookAt(SHVec3(0.0f, 0.0f, -1.0f), SHVec3(0.0f, 0.0f, 1.0f), SHVec3(0.0f, 1.0f, 0.0f)); //screenCamera->SetLookAt(SHVec3(0.0f, 0.0f, -1.0f), SHVec3(0.0f, 0.0f, 1.0f), SHVec3(0.0f, 1.0f, 0.0f));
screenCamera->SetOrthographic(static_cast<float>(windowDims.first), static_cast<float>(windowDims.second), 0.01f, 100.0f); //screenCamera->SetOrthographic(static_cast<float>(windowDims.first), static_cast<float>(windowDims.second), 0.01f, 100.0f);
worldCamera = resourceManager.Create<SHCamera>(); //worldCamera = resourceManager.Create<SHCamera>();
worldCamera->SetLookAt(SHVec3(0.0f, 0.0f, 0.0f), SHVec3(0.0f, 0.0f, -2.0f), SHVec3(0.0f, 1.0f, 0.0f)); //worldCamera->SetLookAt(SHVec3(0.0f, 0.0f, 0.0f), SHVec3(0.0f, 0.0f, -2.0f), SHVec3(0.0f, 1.0f, 0.0f));
worldCamera->SetPerspective(90.0f, static_cast<float>(windowDims.first), static_cast<float>(windowDims.second), 0.0f, 100.0f); //worldCamera->SetPerspective(90.0f, static_cast<float>(windowDims.first), static_cast<float>(windowDims.second), 0.0f, 100.0f);
worldCameraDirector = cameraSystem->CreateDirector(); worldCameraDirector = cameraSystem->CreateDirector();
/*-----------------------------------------------------------------------*/
/* PREPARE RENDERERS */
/*-----------------------------------------------------------------------*/
// Add world renderer to default viewport
worldRenderer = AddRenderer(SHRenderer::PROJECTION_TYPE::PERSPECTIVE);
worldRenderer->SetCameraDirector(worldCameraDirector);
// Add screen renderer to default viewport
screenRenderer = AddRenderer(SHRenderer::PROJECTION_TYPE::ORTHOGRAPHIC);
screenRenderer->SetCameraDirector(worldCameraDirector);
// Create Default Viewport // Create Default Viewport
worldViewport = AddViewport(vk::Viewport(0.0f, 0.0f, static_cast<float>(window->GetWindowSize().first), static_cast<float>(window->GetWindowSize().second), 0.0f, 1.0f)); worldViewport = AddViewport(vk::Viewport(0.0f, 0.0f, static_cast<float>(window->GetWindowSize().first), static_cast<float>(window->GetWindowSize().second), 0.0f, 1.0f));
// Get render graph from default viewport world renderer
worldRenderGraph = resourceManager.Create<SHRenderGraph>();
std::vector<Handle<SHVkCommandPool>> renderContextCmdPools{ swapchain->GetNumImages() }; std::vector<Handle<SHVkCommandPool>> renderContextCmdPools{ swapchain->GetNumImages() };
for (uint32_t i = 0; i < renderContextCmdPools.size(); ++i) for (uint32_t i = 0; i < renderContextCmdPools.size(); ++i)
{ {
renderContextCmdPools[i] = renderContext.GetFrameData(i).cmdPoolHdls[0]; renderContextCmdPools[i] = renderContext.GetFrameData(i).cmdPoolHdls[0];
} }
// Get render graph from default viewport world renderer
renderGraph = resourceManager.Create<SHRenderGraph>();
/*-----------------------------------------------------------------------*/ /*-----------------------------------------------------------------------*/
/* WORLD RENDER GRAPH RESOURCES */ /* WORLD RENDER GRAPH RESOURCES */
/*-----------------------------------------------------------------------*/ /*-----------------------------------------------------------------------*/
// Initialize world render graph // Initialize world render graph
worldRenderGraph->Init("World Render Graph", device, swapchain, &resourceManager); renderGraph->Init("World Render Graph", device, swapchain, &resourceManager, renderContextCmdPools);
worldRenderGraph->AddResource("Position", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, windowDims.first, windowDims.second, vk::Format::eR32G32B32A32Sfloat); renderGraph->AddResource("Position", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, windowDims.first, windowDims.second, vk::Format::eR32G32B32A32Sfloat);
worldRenderGraph->AddResource("Normals", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, windowDims.first, windowDims.second, vk::Format::eR32G32B32A32Sfloat); renderGraph->AddResource("Normals", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, windowDims.first, windowDims.second, vk::Format::eR32G32B32A32Sfloat);
//worldRenderGraph->AddResource("Tangents", { SH_ATT_DESC_TYPE_FLAGS::COLOR, SH_ATT_DESC_TYPE_FLAGS::INPUT, SH_ATT_DESC_TYPE_FLAGS::STORAGE }, windowDims.first, windowDims.second, vk::Format::eR32G32B32A32Sfloat); //worldRenderGraph->AddResource("Tangents", { SH_ATT_DESC_TYPE_FLAGS::COLOR, SH_ATT_DESC_TYPE_FLAGS::INPUT, SH_ATT_DESC_TYPE_FLAGS::STORAGE }, windowDims.first, windowDims.second, vk::Format::eR32G32B32A32Sfloat);
worldRenderGraph->AddResource("Albedo", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, windowDims.first, windowDims.second); renderGraph->AddResource("Albedo", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, windowDims.first, windowDims.second);
worldRenderGraph->AddResource("Depth Buffer", { SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH_STENCIL }, windowDims.first, windowDims.second, vk::Format::eD32SfloatS8Uint); renderGraph->AddResource("Depth Buffer", { SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH_STENCIL }, windowDims.first, windowDims.second, vk::Format::eD32SfloatS8Uint);
worldRenderGraph->AddResource("Entity ID", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::SHARED }, windowDims.first, windowDims.second, vk::Format::eR32Uint, 1, vk::ImageUsageFlagBits::eTransferSrc); renderGraph->AddResource("Entity ID", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::SHARED }, windowDims.first, windowDims.second, vk::Format::eR32Uint, 1, vk::ImageUsageFlagBits::eTransferSrc);
worldRenderGraph->AddResource("Light Layer Indices", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, windowDims.first, windowDims.second, vk::Format::eR32Uint, 1, vk::ImageUsageFlagBits::eTransferSrc); renderGraph->AddResource("Light Layer Indices", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, windowDims.first, windowDims.second, vk::Format::eR32Uint, 1, vk::ImageUsageFlagBits::eTransferSrc);
worldRenderGraph->AddResource("Scene", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE, SH_RENDER_GRAPH_RESOURCE_FLAGS::SHARED }, windowDims.first, windowDims.second); renderGraph->AddResource("Scene", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE, SH_RENDER_GRAPH_RESOURCE_FLAGS::SHARED }, windowDims.first, windowDims.second);
worldRenderGraph->AddResource("SSAO", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, windowDims.first, windowDims.second, vk::Format::eR8Unorm); renderGraph->AddResource("SSAO", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, windowDims.first, windowDims.second, vk::Format::eR8Unorm);
worldRenderGraph->AddResource("SSAO Blur", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, windowDims.first, windowDims.second, vk::Format::eR8Unorm); renderGraph->AddResource("SSAO Blur", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, windowDims.first, windowDims.second, vk::Format::eR8Unorm);
renderGraph->AddResource("Present", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR_PRESENT }, windowDims.first, windowDims.second, vk::Format::eR8Unorm);
/*-----------------------------------------------------------------------*/ /*-----------------------------------------------------------------------*/
/* MAIN NODE */ /* MAIN NODE */
/*-----------------------------------------------------------------------*/ /*-----------------------------------------------------------------------*/
auto gBufferNode = worldRenderGraph->AddNode("G-Buffer", auto gBufferNode = renderGraph->AddNode("G-Buffer",
{ {
"Position", "Position",
"Entity ID", "Entity ID",
"Light Layer Indices", "Light Layer Indices",
"Normals", "Normals",
//"Tangents",
"Albedo", "Albedo",
"Depth Buffer", "Depth Buffer",
"Scene", "Scene",
@ -218,20 +230,21 @@ namespace SHADE
/*-----------------------------------------------------------------------*/ /*-----------------------------------------------------------------------*/
/* G-BUFFER SUBPASS INIT */ /* G-BUFFER SUBPASS INIT */
/*-----------------------------------------------------------------------*/ /*-----------------------------------------------------------------------*/
auto gBufferSubpass = gBufferNode->AddSubpass("G-Buffer Write"); auto gBufferSubpass = gBufferNode->AddSubpass("G-Buffer Write", worldViewport, worldRenderer);
gBufferSubpass->AddColorOutput("Position"); gBufferSubpass->AddColorOutput("Position");
gBufferSubpass->AddColorOutput("Entity ID"); gBufferSubpass->AddColorOutput("Entity ID");
gBufferSubpass->AddColorOutput("Light Layer Indices"); gBufferSubpass->AddColorOutput("Light Layer Indices");
gBufferSubpass->AddColorOutput("Normals"); gBufferSubpass->AddColorOutput("Normals");
//gBufferSubpass->AddColorOutput("Tangents");
gBufferSubpass->AddColorOutput("Albedo"); gBufferSubpass->AddColorOutput("Albedo");
gBufferSubpass->AddDepthOutput("Depth Buffer", SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH_STENCIL); gBufferSubpass->AddDepthOutput("Depth Buffer", SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH_STENCIL);
/*-----------------------------------------------------------------------*/ /*-----------------------------------------------------------------------*/
/* SSAO PASS AND DATA INIT */ /* SSAO PASS AND DATA INIT */
/*-----------------------------------------------------------------------*/ /*-----------------------------------------------------------------------*/
ssaoStorage = resourceManager.Create<SHSSAO>(); ssaoStorage = resourceManager.Create<SHSSAO>();
// command buffer operation to transfer data for ssao
ssaoTransferCmdBuffer = graphicsCmdPool->RequestCommandBuffer(SH_CMD_BUFFER_TYPE::PRIMARY); ssaoTransferCmdBuffer = graphicsCmdPool->RequestCommandBuffer(SH_CMD_BUFFER_TYPE::PRIMARY);
SET_VK_OBJ_NAME(device, vk::ObjectType::eCommandBuffer, ssaoTransferCmdBuffer->GetVkCommandBuffer(), "[Command Buffer] SSAO Pass (Graphics)"); SET_VK_OBJ_NAME(device, vk::ObjectType::eCommandBuffer, ssaoTransferCmdBuffer->GetVkCommandBuffer(), "[Command Buffer] SSAO Pass (Graphics)");
ssaoTransferCmdBuffer->BeginRecording(); ssaoTransferCmdBuffer->BeginRecording();
@ -240,21 +253,12 @@ namespace SHADE
ssaoTransferCmdBuffer->EndRecording(); ssaoTransferCmdBuffer->EndRecording();
graphicsQueue->SubmitCommandBuffer({ ssaoTransferCmdBuffer }); graphicsQueue->SubmitCommandBuffer({ ssaoTransferCmdBuffer });
// Set up Debug Draw Passes
// - Depth Tested
auto debugDrawNodeDepth = worldRenderGraph->AddNode("Debug Draw with Depth", { "Scene", "Depth Buffer" }, {"G-Buffer"});
auto debugDrawDepthSubpass = debugDrawNodeDepth->AddSubpass("Debug Draw with Depth");
debugDrawDepthSubpass->AddColorOutput("Scene");
debugDrawDepthSubpass->AddDepthOutput("Depth Buffer");
// - No Depth Test
auto debugDrawNode = worldRenderGraph->AddNode("Debug Draw", { "Scene" }, { "Debug Draw with Depth" });
auto debugDrawSubpass = debugDrawNode->AddSubpass("Debug Draw");
debugDrawSubpass->AddColorOutput("Scene");
// wait for command buffer to finish executing
graphicsQueue->WaitIdle(); graphicsQueue->WaitIdle();
ssaoStorage->PrepareRotationVectorsVkData(device); ssaoStorage->PrepareRotationVectorsVkData(device);
// Add the pass to generate an image with just SSAO data
Handle<SHRenderGraphNodeCompute> ssaoPass = gBufferNode->AddNodeCompute("SSAO", ssaoShader, { "Position", "Normals", "SSAO" }); Handle<SHRenderGraphNodeCompute> ssaoPass = gBufferNode->AddNodeCompute("SSAO", ssaoShader, { "Position", "Normals", "SSAO" });
auto ssaoDataBuffer = ssaoStorage->GetBuffer(); auto ssaoDataBuffer = ssaoStorage->GetBuffer();
ssaoPass->ModifyWriteDescBufferComputeResource(SHGraphicsConstants::DescriptorSetIndex::RENDERGRAPH_NODE_COMPUTE_RESOURCE, SHSSAO::DESC_SET_BUFFER_BINDING, { &ssaoDataBuffer, 1 }, 0, ssaoStorage->GetBuffer()->GetSizeStored()); ssaoPass->ModifyWriteDescBufferComputeResource(SHGraphicsConstants::DescriptorSetIndex::RENDERGRAPH_NODE_COMPUTE_RESOURCE, SHSSAO::DESC_SET_BUFFER_BINDING, { &ssaoDataBuffer, 1 }, 0, ssaoStorage->GetBuffer()->GetSizeStored());
@ -262,7 +266,7 @@ namespace SHADE
ssaoPass->ModifyWriteDescImageComputeResource(SHGraphicsConstants::DescriptorSetIndex::RENDERGRAPH_NODE_COMPUTE_RESOURCE, SHSSAO::DESC_SET_IMAGE_BINDING, { &viewSamplerLayout, 1 }); ssaoPass->ModifyWriteDescImageComputeResource(SHGraphicsConstants::DescriptorSetIndex::RENDERGRAPH_NODE_COMPUTE_RESOURCE, SHSSAO::DESC_SET_IMAGE_BINDING, { &viewSamplerLayout, 1 });
// Add another pass to blur SSAO
Handle<SHRenderGraphNodeCompute> ssaoBlurPass = gBufferNode->AddNodeCompute("SSAO Blur Step", ssaoBlurShader, { "SSAO", "SSAO Blur" }); Handle<SHRenderGraphNodeCompute> ssaoBlurPass = gBufferNode->AddNodeCompute("SSAO Blur Step", ssaoBlurShader, { "SSAO", "SSAO Blur" });
/*-----------------------------------------------------------------------*/ /*-----------------------------------------------------------------------*/
@ -270,20 +274,59 @@ namespace SHADE
/*-----------------------------------------------------------------------*/ /*-----------------------------------------------------------------------*/
gBufferNode->AddNodeCompute("Deferred Composite", deferredCompositeShader, { "Position", "Normals", "Albedo", "Light Layer Indices", "SSAO Blur", "Scene" }); gBufferNode->AddNodeCompute("Deferred Composite", deferredCompositeShader, { "Position", "Normals", "Albedo", "Light Layer Indices", "SSAO Blur", "Scene" });
/*-----------------------------------------------------------------------*/
/* DEBUG DRAW PASS INIT */
/*-----------------------------------------------------------------------*/
// Set up Debug Draw Passes
// - Depth Tested
auto debugDrawNodeDepth = renderGraph->AddNode("Debug Draw with Depth", { "Scene", "Depth Buffer" }, {"G-Buffer"});
auto debugDrawDepthSubpass = debugDrawNodeDepth->AddSubpass("Debug Draw with Depth", worldViewport, worldRenderer);
debugDrawDepthSubpass->AddColorOutput("Scene");
debugDrawDepthSubpass->AddDepthOutput("Depth Buffer");
// - No Depth Test
auto debugDrawNode = renderGraph->AddNode("Debug Draw", { "Scene" }, { "Debug Draw with Depth" });
auto debugDrawSubpass = debugDrawNode->AddSubpass("Debug Draw", worldViewport, worldRenderer);
debugDrawSubpass->AddColorOutput("Scene");
/*-----------------------------------------------------------------------*/
/* SCREEN SPACE PASS */
/*-----------------------------------------------------------------------*/
auto screenSpaceNode = renderGraph->AddNode("Screen Space Pass", { "Scene", "Entity ID" }, {"G-Buffer", "Debug Draw" });
auto uiSubpass = screenSpaceNode->AddSubpass("UI", worldViewport, screenRenderer);
uiSubpass->AddColorOutput("Scene");
uiSubpass->AddColorOutput("Entity ID");
uiSubpass->AddExteriorDrawCalls([=](Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHRenderer> renderer, uint32_t frameIndex)
{ {
//// Dummy Node to transition scene render graph resource textRenderingSubSystem->Render(cmdBuffer, renderer, frameIndex);
//auto dummyNode = worldRenderGraph->AddNode("Dummy Pass", { "Scene" }, { "Debug Draw" }); // no predecessors });
//auto dummySubpass = dummyNode->AddSubpass("Dummy Subpass");
//dummySubpass->AddInput("Scene"); /*-----------------------------------------------------------------------*/
/* RENDER TO SWAPCHAIN IMAGE FOR PRESENT PASS */
/*-----------------------------------------------------------------------*/
#ifdef SHEDITOR
{
// Dummy Node to transition scene render graph resource
auto dummyNode = renderGraph->AddNode("Dummy Pass", { "Scene" }, { "Screen Space Pass" });
auto dummySubpass = dummyNode->AddSubpass("Dummy Subpass", {}, {});
dummySubpass->AddInput("Scene");
auto imGuiNode = renderGraph->AddNode("ImGui Node", { "Present" }, {});
auto imGuiSubpass = imGuiNode->AddSubpass("ImGui Draw", {}, {});
imGuiSubpass->AddColorOutput("Present");
} }
#else
renderGraph->AddRenderToSwapchainNode("Scene", "Present", { "Screen Space Pass" }, { renderToSwapchainVS, renderToSwapchainFS });
#endif
/*-----------------------------------------------------------------------*/ /*-----------------------------------------------------------------------*/
/* GENERATE WORLD RENDER GRAPH */ /* GENERATE RENDER GRAPH */
/*-----------------------------------------------------------------------*/ /*-----------------------------------------------------------------------*/
// Generate world render graph // Generate render graph
worldRenderGraph->Generate(); renderGraph->Generate();
#if 0
/*-----------------------------------------------------------------------*/ /*-----------------------------------------------------------------------*/
/* SCREEN RENDER GRAPH */ /* SCREEN RENDER GRAPH */
/*-----------------------------------------------------------------------*/ /*-----------------------------------------------------------------------*/
@ -317,18 +360,7 @@ namespace SHADE
screenRenderGraph->Generate(); screenRenderGraph->Generate();
/*-----------------------------------------------------------------------*/ #endif
/* BIND RENDER GRAPH TO RENDERER */
/*-----------------------------------------------------------------------*/
// Add world renderer to default viewport
worldRenderer = worldViewport->AddRenderer(resourceManager, swapchain->GetNumImages(), renderContextCmdPools, descPool, SHPredefinedData::GetPredefinedDescSetLayouts()[SHGraphicsConstants::DescriptorSetIndex::HIGH_FREQUENCY_GLOBALS], worldRenderGraph);
worldRenderer->SetCamera(worldCamera);
worldRenderer->SetCameraDirector(worldCameraDirector);
// Add screen renderer to default viewport
screenRenderer = worldViewport->AddRenderer(resourceManager, swapchain->GetNumImages(), renderContextCmdPools, descPool, SHPredefinedData::GetPredefinedDescSetLayouts()[SHGraphicsConstants::DescriptorSetIndex::HIGH_FREQUENCY_GLOBALS], screenRenderGraph);
screenRenderer->SetCamera(screenCamera);
screenRenderer->SetCameraDirector(worldCameraDirector);
// Create debug draw pipeline // Create debug draw pipeline
debugDrawPipeline = createDebugDrawPipeline(debugDrawNode->GetRenderpass(), debugDrawSubpass, false, false, false); debugDrawPipeline = createDebugDrawPipeline(debugDrawNode->GetRenderpass(), debugDrawSubpass, false, false, false);
@ -361,10 +393,12 @@ namespace SHADE
{ {
SHPredefinedData::Init(device); SHPredefinedData::Init(device);
InitSceneRenderGraph(); InitRenderGraph();
#if 0
#ifdef SHEDITOR #ifdef SHEDITOR
InitEditorRenderGraph(); InitEditorRenderGraph();
#endif
#endif #endif
// Create Semaphore // Create Semaphore
@ -377,7 +411,7 @@ namespace SHADE
void SHGraphicsSystem::InitSubsystems(void) noexcept void SHGraphicsSystem::InitSubsystems(void) noexcept
{ {
mousePickSystem = resourceManager.Create<SHMousePickSystem>(); mousePickSubSystem = resourceManager.Create<SHMousePickSystem>();
std::vector<Handle<SHVkCommandPool>> cmdPools; std::vector<Handle<SHVkCommandPool>> cmdPools;
cmdPools.reserve(swapchain->GetNumImages()); cmdPools.reserve(swapchain->GetNumImages());
@ -385,11 +419,11 @@ namespace SHADE
cmdPools.push_back(renderContext.GetFrameData(i).cmdPoolHdls[0]); cmdPools.push_back(renderContext.GetFrameData(i).cmdPoolHdls[0]);
// Mouse picking system for the editor (Will still run with editor disabled) // Mouse picking system for the editor (Will still run with editor disabled)
mousePickSystem->Init(device, cmdPools, worldRenderGraph->GetRenderGraphResource("Entity ID")); mousePickSubSystem->Init(device, cmdPools, renderGraph->GetRenderGraphResource("Entity ID"));
// Register the post offscreen render to the system // Register the post offscreen render to the system
postOffscreenRender = resourceManager.Create<SHPostOffscreenRenderSystem>(); postOffscreenRenderSubSystem = resourceManager.Create<SHPostOffscreenRenderSystem>();
postOffscreenRender->Init(device, worldRenderGraph->GetRenderGraphResource("Scene"), descPool); postOffscreenRenderSubSystem->Init(device, renderGraph->GetRenderGraphResource("Scene"), descPool);
lightingSubSystem = resourceManager.Create<SHLightingSubSystem>(); lightingSubSystem = resourceManager.Create<SHLightingSubSystem>();
lightingSubSystem->Init(device, descPool); lightingSubSystem->Init(device, descPool);
@ -397,11 +431,11 @@ namespace SHADE
textRenderingSubSystem = resourceManager.Create<SHTextRenderingSubSystem>(); textRenderingSubSystem = resourceManager.Create<SHTextRenderingSubSystem>();
// initialize the text renderer // initialize the text renderer
auto uiNode = screenRenderGraph->GetNode("Screen Space Pass"); auto uiNode = renderGraph->GetNode("Screen Space Pass");
textRenderingSubSystem->Init(device, uiNode->GetRenderpass(), uiNode->GetSubpass("UI"), descPool, textVS, textFS, [=](Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex) textRenderingSubSystem->Init(device, uiNode->GetRenderpass(), uiNode->GetSubpass("UI"), descPool, textVS, textFS);
{
screenRenderer->BindDescSet(cmdBuffer, frameIndex); SHGlobalDescriptorSets::SetStaticGlobalDataDescriptorSet(texLibrary.GetTextureDescriptorSetGroup());
}); SHGlobalDescriptorSets::SetLightingSubSystem(lightingSubSystem);
} }
@ -425,11 +459,12 @@ namespace SHADE
defaultMaterial = AddMaterial defaultMaterial = AddMaterial
( (
defaultVertShader, defaultFragShader, defaultVertShader, defaultFragShader,
worldRenderGraph->GetNode("G-Buffer")->GetSubpass("G-Buffer Write") renderGraph->GetNode("G-Buffer")->GetSubpass("G-Buffer Write")
); );
defaultMaterial->SetProperty("data.textureIndex", defaultTexture->TextureArrayIndex); defaultMaterial->SetProperty("data.textureIndex", defaultTexture->TextureArrayIndex);
} }
#if 0
#ifdef SHEDITOR #ifdef SHEDITOR
void SHGraphicsSystem::InitEditorRenderGraph(void) noexcept void SHGraphicsSystem::InitEditorRenderGraph(void) noexcept
{ {
@ -457,10 +492,10 @@ namespace SHADE
editorRenderGraph->Generate(); editorRenderGraph->Generate();
// Add world renderer to default viewport // Add world renderer to default viewport
editorRenderer = editorViewport->AddRenderer(resourceManager, swapchain->GetNumImages(), renderContextCmdPools, descPool, SHPredefinedData::GetPredefinedDescSetLayouts()[SHGraphicsConstants::DescriptorSetIndex::HIGH_FREQUENCY_GLOBALS], editorRenderGraph); editorRenderer = AddRenderer(SHRenderer::PROJECTION_TYPE::PERSPECTIVE);
editorRenderer->SetCamera(worldCamera);
} }
#endif #endif
#endif
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Constructor/Destructors */ /* Constructor/Destructors */
@ -547,6 +582,41 @@ namespace SHADE
textRenderingSubSystem->Run(frameIndex); textRenderingSubSystem->Run(frameIndex);
for (auto renderer : renderers)
{
#ifdef SHEDITOR
if (renderer == worldRenderer)
{
auto editorSystem = SHSystemManager::GetSystem<SHEditor>();
if (editorSystem->editorState != SHEditor::State::PLAY)
worldRenderer->UpdateDataManual(frameIndex, cameraSystem->GetEditorCamera()->GetViewMatrix(), cameraSystem->GetEditorCamera()->GetProjMatrix());
else
renderer->UpdateData(frameIndex);
}
else
renderer->UpdateData(frameIndex);
#else
renderers[renIndex]->UpdateDataAndBind(frameIndex);
#endif
}
renderGraph->Begin(frameIndex);
auto cmdBuffer = renderGraph->GetCommandBuffer(frameIndex);
// Bind all the buffers required for meshes
for (auto& [buffer, bindingPoint] : MESH_DATA)
{
if (buffer->GetUsageBits() & vk::BufferUsageFlagBits::eVertexBuffer)
cmdBuffer->BindVertexBuffer(bindingPoint, buffer, 0);
else if (buffer->GetUsageBits() & vk::BufferUsageFlagBits::eIndexBuffer)
cmdBuffer->BindIndexBuffer(buffer, 0);
}
renderGraph->Execute(frameIndex, descPool);
renderGraph->End(frameIndex);
#if 0
// For every viewport // For every viewport
for (int vpIndex = 0; vpIndex < static_cast<int>(viewports.size()); ++vpIndex) for (int vpIndex = 0; vpIndex < static_cast<int>(viewports.size()); ++vpIndex)
{ {
@ -564,10 +634,10 @@ namespace SHADE
// Begin recording the command buffer // Begin recording the command buffer
currentCmdBuffer->BeginRecording(); currentCmdBuffer->BeginRecording();
// set viewport and scissor //// set viewport and scissor
uint32_t w = static_cast<uint32_t>(viewports[vpIndex]->GetWidth()); //uint32_t w = static_cast<uint32_t>(viewports[vpIndex]->GetWidth());
uint32_t h = static_cast<uint32_t>(viewports[vpIndex]->GetHeight()); //uint32_t h = static_cast<uint32_t>(viewports[vpIndex]->GetHeight());
currentCmdBuffer->SetViewportScissor (static_cast<float>(w), static_cast<float>(h), w, h); //currentCmdBuffer->SetViewportScissor (static_cast<float>(w), static_cast<float>(h), w, h);
// Force set the pipeline layout // Force set the pipeline layout
currentCmdBuffer->ForceSetPipelineLayout(SHPredefinedData::GetDummyPipelineLayout(), SH_PIPELINE_TYPE::GRAPHICS); currentCmdBuffer->ForceSetPipelineLayout(SHPredefinedData::GetDummyPipelineLayout(), SH_PIPELINE_TYPE::GRAPHICS);
@ -601,20 +671,20 @@ namespace SHADE
// bind camera data // bind camera data
//renderers[renIndex]->UpdateDataAndBind(currentCmdBuffer, frameIndex); //renderers[renIndex]->UpdateDataAndBind(currentCmdBuffer, frameIndex);
#ifdef SHEDITOR //#ifdef SHEDITOR
if (renderers[renIndex] == worldRenderer) // if (renderers[renIndex] == worldRenderer)
{ // {
auto editorSystem = SHSystemManager::GetSystem<SHEditor>(); // auto editorSystem = SHSystemManager::GetSystem<SHEditor>();
if (editorSystem->editorState != SHEditor::State::PLAY) // if (editorSystem->editorState != SHEditor::State::PLAY)
worldRenderer->UpdateDataAndBind(currentCmdBuffer, frameIndex, cameraSystem->GetEditorCamera()->GetViewMatrix(), cameraSystem->GetEditorCamera()->GetProjMatrix(), cameraSystem->GetEditorCamera()->GetOrthoMatrix()); // worldRenderer->UpdateDataManual(currentCmdBuffer, frameIndex, cameraSystem->GetEditorCamera()->GetViewMatrix(), cameraSystem->GetEditorCamera()->GetProjMatrix(), cameraSystem->GetEditorCamera()->GetOrthoMatrix());
else // else
renderers[renIndex]->UpdateDataAndBind(currentCmdBuffer, frameIndex); // renderers[renIndex]->UpdateDataAndBind(currentCmdBuffer, frameIndex);
} // }
else // else
renderers[renIndex]->UpdateDataAndBind(currentCmdBuffer, frameIndex); // renderers[renIndex]->UpdateDataAndBind(currentCmdBuffer, frameIndex);
#else //#else
renderers[renIndex]->UpdateDataAndBind(currentCmdBuffer, frameIndex); // renderers[renIndex]->UpdateDataAndBind(currentCmdBuffer, frameIndex);
#endif //#endif
// Draw the scene // Draw the scene
renderers[renIndex]->Draw(frameIndex, descPool); renderers[renIndex]->Draw(frameIndex, descPool);
@ -638,8 +708,10 @@ namespace SHADE
semIndex = !semIndex; semIndex = !semIndex;
} }
} }
#endif
} }
/***************************************************************************/ /***************************************************************************/
/*! /*!
@ -677,12 +749,8 @@ namespace SHADE
// #BackEndTest: For for the fence initialized by queue submit // #BackEndTest: For for the fence initialized by queue submit
renderContext.WaitForFence(); renderContext.WaitForFence();
// Finalise all batches // finalize batches for render graph
for (auto vp : viewports) renderGraph->FinaliseBatch(renderContext.GetCurrentFrame(), descPool);
for (auto renderer : vp->GetRenderers())
{
renderer->GetRenderGraph()->FinaliseBatch(renderContext.GetCurrentFrame(), descPool);
}
// #BackEndTest: Acquire the next image in the swapchain available // #BackEndTest: Acquire the next image in the swapchain available
renderContext.AcquireNextIamge(); renderContext.AcquireNextIamge();
@ -723,7 +791,7 @@ namespace SHADE
const uint32_t CURR_FRAME_IDX = renderContext.GetCurrentFrame(); const uint32_t CURR_FRAME_IDX = renderContext.GetCurrentFrame();
auto& currFrameData = renderContext.GetCurrentFrameData(); auto& currFrameData = renderContext.GetCurrentFrameData();
mousePickSystem->Run(graphicsQueue, CURR_FRAME_IDX); mousePickSubSystem->Run(graphicsQueue, CURR_FRAME_IDX);
// #BackEndTest: queues an image for presentation // #BackEndTest: queues an image for presentation
if (auto result = graphicsQueue->Present(swapchain, { currFrameData.semRenderFinishHdl }, CURR_FRAME_IDX); result != vk::Result::eSuccess) if (auto result = graphicsQueue->Present(swapchain, { currFrameData.semRenderFinishHdl }, CURR_FRAME_IDX); result != vk::Result::eSuccess)
@ -763,6 +831,40 @@ namespace SHADE
viewports.erase(iter); viewports.erase(iter);
} }
/*---------------------------------------------------------------------------------*/
/* Renderer Registration Functions */
/*---------------------------------------------------------------------------------*/
Handle<SHRenderer> SHGraphicsSystem::AddRenderer(SHRenderer::PROJECTION_TYPE projectionType)
{
std::vector<Handle<SHVkCommandPool>> renderContextCmdPools{ swapchain->GetNumImages() };
for (uint32_t i = 0; i < renderContextCmdPools.size(); ++i)
{
renderContextCmdPools[i] = renderContext.GetFrameData(i).cmdPoolHdls[0];
}
// Create the renderer
auto renderer = resourceManager.Create<SHRenderer>(device, swapchain->GetNumImages(), renderContextCmdPools, descPool);
// Store
renderers.emplace_back(renderer);
// Return
return renderer;
}
void SHGraphicsSystem::RemoveRenderer(Handle<SHRenderer> renderer)
{
auto iter = std::find(renderers.begin(), renderers.end(), renderer);
if (iter == renderers.end())
{
SHLOG_WARNING("Attempted to remove a Renderer that does not belong to a viewport!");
return;
}
// Remove it
iter->Free();
renderers.erase(iter);
}
Handle<SHMaterial> SHGraphicsSystem::AddMaterial(Handle<SHVkShaderModule> vertShader, Handle<SHVkShaderModule> fragShader, Handle<SHSubpass> subpass) Handle<SHMaterial> SHGraphicsSystem::AddMaterial(Handle<SHVkShaderModule> vertShader, Handle<SHVkShaderModule> fragShader, Handle<SHSubpass> subpass)
{ {
// Retrieve pipeline from pipeline storage or create if unavailable // Retrieve pipeline from pipeline storage or create if unavailable
@ -1058,7 +1160,7 @@ namespace SHADE
renderContext.HandleResize(); renderContext.HandleResize();
worldRenderGraph->HandleResize(resizeWidth, resizeHeight); renderGraph->HandleResize(resizeWidth, resizeHeight);
#ifdef SHEDITOR #ifdef SHEDITOR
@ -1067,13 +1169,13 @@ namespace SHADE
//editorViewport->SetWidth(windowDims.first); //editorViewport->SetWidth(windowDims.first);
//editorViewport->SetHeight(windowDims.second); //editorViewport->SetHeight(windowDims.second);
editorRenderGraph->HandleResize(windowDims.first, windowDims.second); //editorRenderGraph->HandleResize(windowDims.first, windowDims.second);
#endif #endif
screenRenderGraph->HandleResize(resizeWidth, resizeHeight); //screenRenderGraph->HandleResize(resizeWidth, resizeHeight);
mousePickSystem->HandleResize(); mousePickSubSystem->HandleResize();
postOffscreenRender->HandleResize(); postOffscreenRenderSubSystem->HandleResize();
worldViewport->SetWidth(static_cast<float>(resizeWidth)); worldViewport->SetWidth(static_cast<float>(resizeWidth));
worldViewport->SetHeight(static_cast<float>(resizeHeight)); worldViewport->SetHeight(static_cast<float>(resizeHeight));
@ -1102,9 +1204,14 @@ namespace SHADE
} }
Handle<SHRenderGraph> SHGraphicsSystem::GetRenderGraph(void) const noexcept
{
return renderGraph;
}
Handle<SHRenderGraphNode> SHGraphicsSystem::GetPrimaryRenderpass() const noexcept Handle<SHRenderGraphNode> SHGraphicsSystem::GetPrimaryRenderpass() const noexcept
{ {
return worldRenderGraph->GetNode(G_BUFFER_RENDER_GRAPH_NODE_NAME.data()); return renderGraph->GetNode(G_BUFFER_RENDER_GRAPH_NODE_NAME.data());
} }
Handle<SHVkPipeline> SHGraphicsSystem::GetDebugDrawPipeline(DebugDrawPipelineType type) const noexcept Handle<SHVkPipeline> SHGraphicsSystem::GetDebugDrawPipeline(DebugDrawPipelineType type) const noexcept
@ -1137,7 +1244,7 @@ namespace SHADE
device, SHPipelineLayoutParams device, SHPipelineLayoutParams
{ {
.shaderModules = { (instanced ? debugMeshVertShader : debugVertShader) , debugFragShader }, .shaderModules = { (instanced ? debugMeshVertShader : debugVertShader) , debugFragShader },
.globalDescSetLayouts = SHPredefinedData::GetPredefinedDescSetLayouts(SHGraphicsConstants::PredefinedDescSetLayoutTypes::CAMERA) .predefinedDescSetLayouts = SHPredefinedData::GetPredefinedDescSetLayouts(SHGraphicsConstants::PredefinedDescSetLayoutTypes::CAMERA)
} }
); );
auto pipeline = resourceManager.Create<SHVkPipeline>(device, pipelineLayout, nullptr, renderPass, subpass); auto pipeline = resourceManager.Create<SHVkPipeline>(device, pipelineLayout, nullptr, renderPass, subpass);

View File

@ -34,6 +34,7 @@ of DigiPen Institute of Technology is prohibited.
#include "Graphics/MiddleEnd/PostProcessing/SHSSAO.h" #include "Graphics/MiddleEnd/PostProcessing/SHSSAO.h"
#include "Camera/SHCameraDirector.h" #include "Camera/SHCameraDirector.h"
#include "Graphics/MiddleEnd/TextRendering/SHFontLibrary.h" #include "Graphics/MiddleEnd/TextRendering/SHFontLibrary.h"
#include "Graphics/MiddleEnd/Interface/SHRenderer.h"
namespace SHADE namespace SHADE
{ {
@ -49,7 +50,6 @@ namespace SHADE
class SHVkImage; class SHVkImage;
class SHVkFramebuffer; class SHVkFramebuffer;
class SHVkCommandBuffer; class SHVkCommandBuffer;
class SHRenderer;
class SHViewport; class SHViewport;
class SHCamera; class SHCamera;
class SHVkShaderModule; class SHVkShaderModule;
@ -99,7 +99,7 @@ namespace SHADE
{ {
private: private:
void InitBoilerplate (void) noexcept; void InitBoilerplate (void) noexcept;
void InitSceneRenderGraph (void) noexcept; void InitRenderGraph (void) noexcept;
void InitMiddleEnd (void) noexcept; void InitMiddleEnd (void) noexcept;
void InitSubsystems (void) noexcept; void InitSubsystems (void) noexcept;
void InitBuiltInResources (void); void InitBuiltInResources (void);
@ -171,6 +171,13 @@ namespace SHADE
Handle<SHViewport> AddViewport(const vk::Viewport& viewport); Handle<SHViewport> AddViewport(const vk::Viewport& viewport);
void RemoveViewport(Handle<SHViewport> viewport); void RemoveViewport(Handle<SHViewport> viewport);
/*-----------------------------------------------------------------------------*/
/* Renderers Registration Functions */
/*-----------------------------------------------------------------------------*/
Handle<SHRenderer> AddRenderer(SHRenderer::PROJECTION_TYPE projectionType);
void RemoveRenderer(Handle<SHRenderer> renderer);
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
/* Material Functions */ /* Material Functions */
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
@ -382,8 +389,9 @@ namespace SHADE
#ifdef SHEDITOR #ifdef SHEDITOR
Handle<SHViewport> GetEditorViewport () const {return editorViewport;}; Handle<SHViewport> GetEditorViewport () const {return editorViewport;};
#endif #endif
Handle<SHMousePickSystem> GetMousePickSystem(void) const noexcept {return mousePickSystem;}; Handle<SHMousePickSystem> GetMousePickSystem(void) const noexcept {return mousePickSubSystem;};
Handle<SHPostOffscreenRenderSystem> GetPostOffscreenRenderSystem(void) const noexcept {return postOffscreenRender;}; Handle<SHPostOffscreenRenderSystem> GetPostOffscreenRenderSystem(void) const noexcept {return postOffscreenRenderSubSystem;};
Handle<SHRenderGraph> GetRenderGraph (void) const noexcept;
Handle<SHRenderGraphNode> GetPrimaryRenderpass() const noexcept; Handle<SHRenderGraphNode> GetPrimaryRenderpass() const noexcept;
Handle<SHVkPipeline> GetDebugDrawPipeline(DebugDrawPipelineType type) const noexcept; Handle<SHVkPipeline> GetDebugDrawPipeline(DebugDrawPipelineType type) const noexcept;
uint32_t GetCurrentFrameIndex(void) const noexcept { return renderContext.GetCurrentFrame(); } uint32_t GetCurrentFrameIndex(void) const noexcept { return renderContext.GetCurrentFrame(); }
@ -441,10 +449,8 @@ namespace SHADE
// Renderers // Renderers
Handle<SHRenderer> worldRenderer; Handle<SHRenderer> worldRenderer;
Handle<SHRenderer> screenRenderer; Handle<SHRenderer> screenRenderer;
std::vector<Handle<SHRenderer>> renderers;
// Temp Cameras
Handle<SHCamera> worldCamera;
Handle<SHCamera> screenCamera;
DirectorHandle worldCameraDirector; DirectorHandle worldCameraDirector;
@ -483,15 +489,15 @@ namespace SHADE
std::array<Handle<SHMesh>, MAX_PRIMITIVE_TYPES> primitiveMeshes; std::array<Handle<SHMesh>, MAX_PRIMITIVE_TYPES> primitiveMeshes;
// Render Graphs // Render Graphs
Handle<SHRenderGraph> worldRenderGraph; Handle<SHRenderGraph> renderGraph;
Handle<SHRenderGraph> screenRenderGraph; //Handle<SHRenderGraph> screenRenderGraph;
#ifdef SHEDITOR #ifdef SHEDITOR
Handle<SHRenderGraph> editorRenderGraph; //Handle<SHRenderGraph> editorRenderGraph;
#endif #endif
// Sub systems // Sub systems
Handle<SHMousePickSystem> mousePickSystem; Handle<SHMousePickSystem> mousePickSubSystem;
Handle<SHPostOffscreenRenderSystem> postOffscreenRender; Handle<SHPostOffscreenRenderSystem> postOffscreenRenderSubSystem;
Handle<SHLightingSubSystem> lightingSubSystem; Handle<SHLightingSubSystem> lightingSubSystem;
Handle<SHTextRenderingSubSystem> textRenderingSubSystem; Handle<SHTextRenderingSubSystem> textRenderingSubSystem;
Handle<SHSSAO> ssaoStorage; Handle<SHSSAO> ssaoStorage;

View File

@ -14,7 +14,6 @@ of DigiPen Institute of Technology is prohibited.
#include "SHRenderer.h" #include "SHRenderer.h"
#include "Graphics/Devices/SHVkLogicalDevice.h" #include "Graphics/Devices/SHVkLogicalDevice.h"
#include "SHViewport.h"
#include "Graphics/Buffers/SHVkBuffer.h" #include "Graphics/Buffers/SHVkBuffer.h"
#include "Graphics/Framebuffer/SHVkFramebuffer.h" #include "Graphics/Framebuffer/SHVkFramebuffer.h"
#include "SHMaterial.h" #include "SHMaterial.h"
@ -22,22 +21,22 @@ of DigiPen Institute of Technology is prohibited.
#include "Graphics/Descriptors/SHVkDescriptorSetGroup.h" #include "Graphics/Descriptors/SHVkDescriptorSetGroup.h"
#include "Graphics/Buffers/SHVkBuffer.h" #include "Graphics/Buffers/SHVkBuffer.h"
#include "Camera/SHCameraDirector.h" #include "Camera/SHCameraDirector.h"
#include "Graphics/MiddleEnd/GlobalData/SHPredefinedData.h"
namespace SHADE namespace SHADE
{ {
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
/* Constructor/Destructors */ /* Constructor/Destructors */
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
SHRenderer::SHRenderer(Handle<SHVkLogicalDevice> logicalDevice, uint32_t numFrames, std::vector<Handle<SHVkCommandPool>>& cmdPools, Handle<SHVkDescriptorPool> descriptorPool, Handle<SHVkDescriptorSetLayout> cameraDescLayout, Handle<SHViewport> viewport, Handle<SHRenderGraph> renderGraph) SHRenderer::SHRenderer(Handle<SHVkLogicalDevice> logicalDevice, uint32_t numFrames, Handle<SHVkDescriptorPool> descriptorPool, PROJECTION_TYPE type)
: viewport { viewport } : projectionType{type}
, renderGraph { renderGraph }
{ {
commandBuffers.resize(static_cast<std::size_t>(numFrames)); //commandBuffers.resize(static_cast<std::size_t>(numFrames));
for (uint32_t i = 0; i < commandBuffers.size(); ++i) //for (uint32_t i = 0; i < commandBuffers.size(); ++i)
commandBuffers[i] = cmdPools[i]->RequestCommandBuffer(SH_CMD_BUFFER_TYPE::PRIMARY); // commandBuffers[i] = cmdPools[i]->RequestCommandBuffer(SH_CMD_BUFFER_TYPE::PRIMARY);
cameraDescriptorSet = descriptorPool->Allocate({ cameraDescLayout }, { 1 }); cameraDescriptorSet = descriptorPool->Allocate(SHPredefinedData::GetPredefinedDescSetLayouts(SHGraphicsConstants::PredefinedDescSetLayoutTypes::CAMERA), { 1 });
#ifdef _DEBUG #ifdef _DEBUG
const auto& CAM_DESC_SETS = cameraDescriptorSet->GetVkHandle(); const auto& CAM_DESC_SETS = cameraDescriptorSet->GetVkHandle();
@ -61,18 +60,6 @@ namespace SHADE
SHRenderer::~SHRenderer(void) SHRenderer::~SHRenderer(void)
{ {
//for (auto& cmdBuffer : commandBuffers)
//{
// cmdBuffer.Free();
//}
}
/*-----------------------------------------------------------------------------------*/
/* Camera Registration */
/*-----------------------------------------------------------------------------------*/
void SHRenderer::SetCamera(Handle<SHCamera> _camera)
{
camera = _camera;
} }
void SHRenderer::SetCameraDirector(Handle<SHCameraDirector> director) noexcept void SHRenderer::SetCameraDirector(Handle<SHCameraDirector> director) noexcept
@ -80,63 +67,55 @@ namespace SHADE
cameraDirector = director; cameraDirector = director;
} }
/*-----------------------------------------------------------------------------------*/ void SHRenderer::UpdateData(uint32_t frameIndex) noexcept
/* Drawing Functions */
/*-----------------------------------------------------------------------------------*/
void SHRenderer::Draw(uint32_t frameIndex, Handle<SHVkDescriptorPool> descPool) noexcept
{ {
renderGraph->Execute(frameIndex, commandBuffers[frameIndex], descPool); if (cameraDirector)
{
switch (projectionType)
{
case PROJECTION_TYPE::DEFAULT:
UpdateDataManual(frameIndex, cameraDirector->GetViewMatrix(), cameraDirector->GetProjMatrix());
break;
case PROJECTION_TYPE::PERSPECTIVE:
UpdateDataManual(frameIndex, cameraDirector->GetViewMatrix(), cameraDirector->GetPerspectiveMatrix());
break;
case PROJECTION_TYPE::ORTHOGRAPHIC:
UpdateDataManual(frameIndex, cameraDirector->GetViewMatrix(), cameraDirector->GetOrthoMatrix());
break;
default:
UpdateDataManual(frameIndex, cameraDirector->GetViewMatrix(), cameraDirector->GetProjMatrix());
break;
} }
void SHRenderer::UpdateDataAndBind(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex) noexcept
{
if (camera && cameraDirector)
{
//UpdateDataAndBind(cmdBuffer, frameIndex, SHMatrix::Transpose(cameraDirector->GetVPMatrix()));
UpdateDataAndBind(cmdBuffer, frameIndex, cameraDirector->GetViewMatrix(), cameraDirector->GetProjMatrix(), cameraDirector->GetOrthoMatrix());
} }
} }
void SHRenderer::UpdateDataAndBind(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex, SHMatrix const& viewMatrix, SHMatrix const& projMatrix, SHMatrix const& orthoMatrix) noexcept void SHRenderer::UpdateDataManual(uint32_t frameIndex, SHMatrix const& viewMatrix, SHMatrix const& projMatrix) noexcept
{ {
SetViewProjectionMatrix(viewMatrix, projMatrix, orthoMatrix); SetViewProjectionMatrix(viewMatrix, projMatrix);
//cpuCameraData.viewProjectionMatrix = camera->GetViewProjectionMatrix();
cameraBuffer->WriteToMemory(&cpuCameraData, sizeof(SHShaderCameraData), 0, cameraDataAlignedSize * frameIndex); cameraBuffer->WriteToMemory(&cpuCameraData, sizeof(SHShaderCameraData), 0, cameraDataAlignedSize * frameIndex);
BindDescSet(cmdBuffer, frameIndex); //BindDescSet(cmdBuffer, frameIndex);
} }
void SHRenderer::BindDescSet(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex) noexcept void SHRenderer::BindDescriptorSet(Handle<SHVkCommandBuffer> cmdBuffer, SH_PIPELINE_TYPE pipelineType, uint32_t setIndex, uint32_t frameIndex) noexcept
{ {
std::array<uint32_t, 1> dynamicOffsets{ frameIndex * cameraDataAlignedSize }; std::array<uint32_t, 1> dynamicOffsets{ frameIndex * cameraDataAlignedSize };
cmdBuffer->BindDescriptorSet(cameraDescriptorSet, SH_PIPELINE_TYPE::GRAPHICS, SHGraphicsConstants::DescriptorSetIndex::HIGH_FREQUENCY_GLOBALS, std::span{ dynamicOffsets.data(), 1 }); cmdBuffer->BindDescriptorSet(cameraDescriptorSet, pipelineType, setIndex, std::span{ dynamicOffsets.data(), 1 });
cmdBuffer->BindDescriptorSet(cameraDescriptorSet, SH_PIPELINE_TYPE::COMPUTE, SHGraphicsConstants::DescriptorSetIndex::HIGH_FREQUENCY_GLOBALS, std::span{ dynamicOffsets.data(), 1 });
} }
void SHRenderer::UpdateCameraDataToBuffer(void) noexcept void SHRenderer::SetViewProjectionMatrix(SHMatrix const& viewMatrix, SHMatrix const& projMatrix) noexcept
{ {
}
void SHRenderer::SetViewProjectionMatrix(SHMatrix const& viewMatrix, SHMatrix const& projMatrix, SHMatrix const& orthoMatrix) noexcept
{
//cpuCameraData.viewProjectionMatrix = camera->GetViewMatrix() * camera->GetProjectionMatrix();
cpuCameraData.viewProjectionMatrix = SHMatrix::Transpose(projMatrix * viewMatrix); cpuCameraData.viewProjectionMatrix = SHMatrix::Transpose(projMatrix * viewMatrix);
cpuCameraData.viewMatrix = SHMatrix::Transpose(viewMatrix); cpuCameraData.viewMatrix = SHMatrix::Transpose(viewMatrix);
cpuCameraData.projectionMatrix = SHMatrix::Transpose(projMatrix); cpuCameraData.projectionMatrix = SHMatrix::Transpose(projMatrix);
cpuCameraData.orthoMatrix = SHMatrix::Transpose (orthoMatrix);
} }
Handle<SHRenderGraph> SHRenderer::GetRenderGraph(void) const noexcept //Handle<SHVkCommandBuffer> SHRenderer::GetCommandBuffer(uint32_t frameIndex) const noexcept
{ //{
return renderGraph; // return commandBuffers[frameIndex];
} //}
Handle<SHVkCommandBuffer> SHRenderer::GetCommandBuffer(uint32_t frameIndex) const noexcept
{
return commandBuffers[frameIndex];
}
Handle<SHCameraDirector> SHRenderer::GetCameraDirector(void) const noexcept Handle<SHCameraDirector> SHRenderer::GetCameraDirector(void) const noexcept
{ {

View File

@ -32,7 +32,6 @@ namespace SHADE
class SHVkFramebuffer; class SHVkFramebuffer;
class SHMaterial; class SHMaterial;
class SHVkLogicalDevice; class SHVkLogicalDevice;
class SHViewport;
class SHVkImageView; class SHVkImageView;
class SHVkCommandBuffer; class SHVkCommandBuffer;
class SHCamera; class SHCamera;
@ -48,7 +47,6 @@ namespace SHADE
SHMatrix viewProjectionMatrix; SHMatrix viewProjectionMatrix;
SHMatrix viewMatrix; SHMatrix viewMatrix;
SHMatrix projectionMatrix; SHMatrix projectionMatrix;
SHMatrix orthoMatrix;
}; };
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
@ -64,35 +62,36 @@ namespace SHADE
/***********************************************************************************/ /***********************************************************************************/
class SHRenderer class SHRenderer
{ {
public: public:
enum class PROJECTION_TYPE
{
DEFAULT,
PERSPECTIVE,
ORTHOGRAPHIC
};
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
/* Constructor/Destructors */ /* Constructor/Destructors */
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
SHRenderer(Handle<SHVkLogicalDevice> logicalDevice, uint32_t numFrames, std::vector<Handle<SHVkCommandPool>>& cmdPools, Handle<SHVkDescriptorPool> descriptorPool, Handle<SHVkDescriptorSetLayout> cameraDescLayout, Handle<SHViewport> viewport, Handle<SHRenderGraph> renderGraph); SHRenderer(Handle<SHVkLogicalDevice> logicalDevice, uint32_t numFrames, Handle<SHVkDescriptorPool> descriptorPool, PROJECTION_TYPE type);
~SHRenderer(void); ~SHRenderer(void);
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
/* Camera Registration */ /* Camera Registration */
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
void SetCamera(Handle<SHCamera> _camera);
void SetCameraDirector (Handle<SHCameraDirector> director) noexcept; void SetCameraDirector (Handle<SHCameraDirector> director) noexcept;
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
/* Drawing Functions */ /* Drawing Functions */
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
void Draw(uint32_t frameIndex, Handle<SHVkDescriptorPool> descPool) noexcept; void UpdateData(uint32_t frameIndex) noexcept;
void UpdateDataAndBind(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex) noexcept; void UpdateDataManual(uint32_t frameIndex, SHMatrix const& viewMatrix, SHMatrix const& projMatrix) noexcept;
void UpdateDataAndBind(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex, SHMatrix const& viewMatrix, SHMatrix const& projMatrix, SHMatrix const& orthoMatrix) noexcept; void BindDescriptorSet (Handle<SHVkCommandBuffer> cmdBuffer, SH_PIPELINE_TYPE pipelineType, uint32_t setIndex, uint32_t frameIndex) noexcept;
void BindDescSet (Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex) noexcept; void SetViewProjectionMatrix (SHMatrix const& viewMatrix, SHMatrix const& projMatrix) noexcept;
void UpdateCameraDataToBuffer (void) noexcept;
void SetViewProjectionMatrix (SHMatrix const& viewMatrix, SHMatrix const& projMatrix, SHMatrix const& orthoMatrix) noexcept;
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
/* Setters and Getters */ /* Setters and Getters */
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
Handle<SHRenderGraph> GetRenderGraph (void) const noexcept;
Handle<SHVkCommandBuffer> GetCommandBuffer(uint32_t frameIndex) const noexcept;
Handle<SHCameraDirector> GetCameraDirector (void) const noexcept; Handle<SHCameraDirector> GetCameraDirector (void) const noexcept;
private: private:
@ -102,9 +101,6 @@ namespace SHADE
//! Vulkan UBOs need to be aligned, this is pad SHShaderCameraData struct //! Vulkan UBOs need to be aligned, this is pad SHShaderCameraData struct
uint32_t cameraDataAlignedSize; uint32_t cameraDataAlignedSize;
Handle<SHViewport> viewport;
Handle<SHCamera> camera;
Handle<SHRenderGraph> renderGraph;
Handle<SHVkDescriptorSetGroup> cameraDescriptorSet; Handle<SHVkDescriptorSetGroup> cameraDescriptorSet;
Handle<SHVkBuffer> cameraBuffer; Handle<SHVkBuffer> cameraBuffer;
@ -114,10 +110,10 @@ namespace SHADE
// GPU. // GPU.
SHShaderCameraData cpuCameraData; SHShaderCameraData cpuCameraData;
//! Command buffers for the render graph ////! Command buffers for the render graph
std::vector<Handle<SHVkCommandBuffer>> commandBuffers; //std::vector<Handle<SHVkCommandBuffer>> commandBuffers;
PROJECTION_TYPE projectionType;
}; };
} }

View File

@ -46,34 +46,6 @@ namespace SHADE
); );
} }
/*---------------------------------------------------------------------------------*/
/* Renderer Registration Functions */
/*---------------------------------------------------------------------------------*/
Handle<SHRenderer> SHViewport::AddRenderer(SHResourceHub& resourceManager, uint32_t numFrames, std::vector<Handle<SHVkCommandPool>>& cmdPools, Handle<SHVkDescriptorPool> descriptorPool, Handle<SHVkDescriptorSetLayout> cameraDescLayout, Handle<SHRenderGraph> renderGraph)
{
// Create the renderer
auto renderer = resourceManager.Create<SHRenderer>(device, numFrames, cmdPools, descriptorPool, cameraDescLayout, GetHandle(), renderGraph);
// Store
renderers.emplace_back(renderer);
// Return
return renderer;
}
void SHViewport::RemoveRenderer(Handle<SHRenderer> renderer)
{
auto iter = std::find(renderers.begin(), renderers.end(), renderer);
if (iter == renderers.end())
{
SHLOG_WARNING("Attempted to remove a Renderer that does not belong to a viewport!");
return;
}
// Remove it
iter->Free();
renderers.erase(iter);
}
void SHViewport::SetWidth(float w) noexcept void SHViewport::SetWidth(float w) noexcept
{ {
viewport.width = w; viewport.width = w;

View File

@ -56,11 +56,11 @@ namespace SHADE
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
void SetUp(Handle<SHVkCommandBuffer> commandBuffer); void SetUp(Handle<SHVkCommandBuffer> commandBuffer);
/*-----------------------------------------------------------------------------*/ ///*-----------------------------------------------------------------------------*/
/* Renderers Registration Functions */ ///* Renderers Registration Functions */
/*-----------------------------------------------------------------------------*/ ///*-----------------------------------------------------------------------------*/
Handle<SHRenderer> AddRenderer(SHResourceHub& resourceManager, uint32_t numFrames, std::vector<Handle<SHVkCommandPool>>& cmdPools, Handle<SHVkDescriptorPool> descriptorPool, Handle<SHVkDescriptorSetLayout> cameraDescLayout, Handle<SHRenderGraph> renderGraph); //Handle<SHRenderer> AddRenderer(SHResourceHub& resourceManager, uint32_t numFrames, std::vector<Handle<SHVkCommandPool>>& cmdPools, Handle<SHVkDescriptorPool> descriptorPool, Handle<SHVkDescriptorSetLayout> cameraDescLayout, Handle<SHRenderGraph> renderGraph);
void RemoveRenderer(Handle<SHRenderer> renderer); //void RemoveRenderer(Handle<SHRenderer> renderer);
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
/* Setters */ /* Setters */
@ -79,7 +79,7 @@ namespace SHADE
float GetHeight() const { return viewport.height; } float GetHeight() const { return viewport.height; }
float GetMinDepth() const { return viewport.minDepth; } float GetMinDepth() const { return viewport.minDepth; }
float GetMaxDepth() const { return viewport.maxDepth; } float GetMaxDepth() const { return viewport.maxDepth; }
std::vector<Handle<SHRenderer>>& GetRenderers() { return renderers; } //std::vector<Handle<SHRenderer>>& GetRenderers() { return renderers; }
private: private:
@ -88,7 +88,7 @@ namespace SHADE
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
Handle<SHVkLogicalDevice> device; Handle<SHVkLogicalDevice> device;
vk::Viewport viewport; vk::Viewport viewport;
std::vector<Handle<SHRenderer>> renderers; //std::vector<Handle<SHRenderer>> renderers;
}; };
} }

View File

@ -385,7 +385,7 @@ namespace SHADE
std::fill (variableSizes.begin(), variableSizes.end(), 1); std::fill (variableSizes.begin(), variableSizes.end(), 1);
// Create the descriptor set // Create the descriptor set
lightingDataDescSet = descPool->Allocate({ SHPredefinedData::GetPredefinedDescSetLayouts()[SHGraphicsConstants::DescriptorSetIndex::DYNAMIC_GLOBALS] }, variableSizes); lightingDataDescSet = descPool->Allocate({ SHPredefinedData::GetPredefinedDescSetLayouts(SHGraphicsConstants::PredefinedDescSetLayoutTypes::LIGHTS) }, variableSizes);
#ifdef _DEBUG #ifdef _DEBUG
const auto& CAM_DESC_SETS = lightingDataDescSet->GetVkHandle(); const auto& CAM_DESC_SETS = lightingDataDescSet->GetVkHandle();
for (int i = 0; i < static_cast<int>(CAM_DESC_SETS.size()); ++i) for (int i = 0; i < static_cast<int>(CAM_DESC_SETS.size()); ++i)
@ -517,11 +517,16 @@ namespace SHADE
} }
void SHLightingSubSystem::BindDescSet(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex) noexcept void SHLightingSubSystem::BindDescSet(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t setIndex, uint32_t frameIndex) noexcept
{ {
//Bind descriptor set(We bind at an offset because the buffer holds NUM_FRAME_BUFFERS sets of data). //Bind descriptor set(We bind at an offset because the buffer holds NUM_FRAME_BUFFERS sets of data).
cmdBuffer->BindDescriptorSet(lightingDataDescSet, SH_PIPELINE_TYPE::COMPUTE, SHGraphicsConstants::DescriptorSetIndex::DYNAMIC_GLOBALS, { dynamicOffsets[frameIndex] }); cmdBuffer->BindDescriptorSet(lightingDataDescSet, SH_PIPELINE_TYPE::COMPUTE, setIndex, { dynamicOffsets[frameIndex] });
} }
Handle<SHVkDescriptorSetGroup> SHLightingSubSystem::GetLightDataDescriptorSet(void) const noexcept
{
return lightingDataDescSet;
}
} }

View File

@ -4,6 +4,7 @@
#include "Math/Vector/SHVec3.h" #include "Math/Vector/SHVec3.h"
#include "Math/Vector/SHVec4.h" #include "Math/Vector/SHVec4.h"
#include "SHLightData.h" #include "SHLightData.h"
#include <array>
#include "Graphics/MiddleEnd/Interface/SHGraphicsConstants.h" #include "Graphics/MiddleEnd/Interface/SHGraphicsConstants.h"
namespace SHADE namespace SHADE
@ -57,8 +58,11 @@ namespace SHADE
class SH_API SHLightingSubSystem class SH_API SHLightingSubSystem
{ {
private: public:
using DynamicOffsetArray = std::array<std::vector<uint32_t>, static_cast<uint32_t>(SHGraphicsConstants::NUM_FRAME_BUFFERS)>;
private:
class PerTypeData class PerTypeData
{ {
private: private:
@ -130,7 +134,7 @@ namespace SHADE
std::array<PerTypeData, static_cast<uint32_t>(SH_LIGHT_TYPE::NUM_TYPES)> perTypeData; std::array<PerTypeData, static_cast<uint32_t>(SH_LIGHT_TYPE::NUM_TYPES)> perTypeData;
//! Container to store dynamic offsets for binding descriptor sets //! Container to store dynamic offsets for binding descriptor sets
std::array<std::vector<uint32_t>, static_cast<uint32_t>(SHGraphicsConstants::NUM_FRAME_BUFFERS)> dynamicOffsets; DynamicOffsetArray dynamicOffsets;
//! holds the data that represents how many lights are in the scene //! holds the data that represents how many lights are in the scene
std::array<uint32_t, static_cast<uint32_t>(SH_LIGHT_TYPE::NUM_TYPES)> lightCountsData; std::array<uint32_t, static_cast<uint32_t>(SH_LIGHT_TYPE::NUM_TYPES)> lightCountsData;
@ -162,7 +166,8 @@ namespace SHADE
void Run (SHMatrix const& viewMat, uint32_t frameIndex) noexcept; void Run (SHMatrix const& viewMat, uint32_t frameIndex) noexcept;
void Exit (void) noexcept; void Exit (void) noexcept;
void BindDescSet (Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex) noexcept; void BindDescSet (Handle<SHVkCommandBuffer> cmdBuffer, uint32_t setIndex, uint32_t frameIndex) noexcept;
Handle<SHVkDescriptorSetGroup> GetLightDataDescriptorSet (void) const noexcept;
}; };
} }

View File

@ -11,6 +11,8 @@
#include "Graphics/SHVkUtil.h" #include "Graphics/SHVkUtil.h"
#include "Graphics/RenderGraph/SHSubpass.h" #include "Graphics/RenderGraph/SHSubpass.h"
#include "Math/Transform/SHTransformComponent.h" #include "Math/Transform/SHTransformComponent.h"
#include "Graphics/MiddleEnd/GlobalData/SHGlobalDescriptorSets.h"
#include "Graphics/MiddleEnd/Interface/SHRenderer.h"
namespace SHADE namespace SHADE
{ {
@ -91,12 +93,10 @@ namespace SHADE
} }
void SHTextRenderingSubSystem::Init(Handle<SHVkLogicalDevice> device, Handle<SHVkRenderpass> compatibleRenderpass, Handle<SHSubpass> subpass, Handle<SHVkDescriptorPool> descPool, Handle<SHVkShaderModule> textVS, Handle<SHVkShaderModule> textFS, std::function<void(Handle<SHVkCommandBuffer>, uint32_t)> const& bindFunction) noexcept void SHTextRenderingSubSystem::Init(Handle<SHVkLogicalDevice> device, Handle<SHVkRenderpass> compatibleRenderpass, Handle<SHSubpass> subpass, Handle<SHVkDescriptorPool> descPool, Handle<SHVkShaderModule> textVS, Handle<SHVkShaderModule> textFS) noexcept
{ {
SHComponentManager::CreateComponentSparseSet<SHTextRenderableComponent>(); SHComponentManager::CreateComponentSparseSet<SHTextRenderableComponent>();
cameraDescSetBind = bindFunction;
logicalDevice = device; logicalDevice = device;
// prepare pipeline layout params // prepare pipeline layout params
@ -174,9 +174,14 @@ namespace SHADE
} }
} }
void SHTextRenderingSubSystem::Render(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex) noexcept void SHTextRenderingSubSystem::Render(Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHRenderer> renderer, uint32_t frameIndex) noexcept
{ {
auto& textRendererComps = SHComponentManager::GetDense<SHTextRenderableComponent>(); auto& textRendererComps = SHComponentManager::GetDense<SHTextRenderableComponent>();
auto const& mappings = SHPredefinedData::GetTextSystemData().descMappings;
uint32_t fontSetIndex = mappings.GetMappings().at(SHGraphicsConstants::DescriptorSetTypes::FONT);
uint32_t staticGlobalSetIndex = mappings.GetMappings().at(SHGraphicsConstants::DescriptorSetTypes::STATIC_DATA);
uint32_t cameraSetIndex = mappings.GetMappings().at(SHGraphicsConstants::DescriptorSetTypes::CAMERA);
for (auto& comp : textRendererComps) for (auto& comp : textRendererComps)
{ {
auto* transform = SHComponentManager::GetComponent<SHTransformComponent>(comp.GetEID()); auto* transform = SHComponentManager::GetComponent<SHTransformComponent>(comp.GetEID());
@ -187,16 +192,19 @@ namespace SHADE
// bind the pipeline // bind the pipeline
cmdBuffer->BindPipeline(pipeline); cmdBuffer->BindPipeline(pipeline);
// Bind global data
SHGlobalDescriptorSets::BindStaticGlobalData(cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, staticGlobalSetIndex);
// Bind camera data
renderer->BindDescriptorSet(cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, cameraSetIndex, frameIndex);
// bind descriptors for font (matrices)
cmdBuffer->BindDescriptorSet(fontHandle->GetDescriptorSet(), SH_PIPELINE_TYPE::GRAPHICS, fontSetIndex, {});
// bind VBO (position and indices) // bind VBO (position and indices)
cmdBuffer->BindVertexBuffer(SHGraphicsConstants::VertexBufferBindings::CALCULATED_GLYPH_POSITION, comp.charPositionDataBuffer, 0); cmdBuffer->BindVertexBuffer(SHGraphicsConstants::VertexBufferBindings::CALCULATED_GLYPH_POSITION, comp.charPositionDataBuffer, 0);
cmdBuffer->BindVertexBuffer(SHGraphicsConstants::VertexBufferBindings::GLYPH_INDEX, comp.indexingDataBuffer, 0); cmdBuffer->BindVertexBuffer(SHGraphicsConstants::VertexBufferBindings::GLYPH_INDEX, comp.indexingDataBuffer, 0);
// bind camera desc set (again). Necessary because pipeline layout is not compatible.
cameraDescSetBind(cmdBuffer, frameIndex);
// bind descriptors for font (matrices)
cmdBuffer->BindDescriptorSet(fontHandle->GetDescriptorSet(), SH_PIPELINE_TYPE::GRAPHICS, SHGraphicsConstants::DescriptorSetIndex::FONT_DATA, {});
cmdBuffer->SetPushConstantVariable("TestPushConstant.worldTransform", transform->GetTRS(), SH_PIPELINE_TYPE::GRAPHICS); cmdBuffer->SetPushConstantVariable("TestPushConstant.worldTransform", transform->GetTRS(), SH_PIPELINE_TYPE::GRAPHICS);
cmdBuffer->SetPushConstantVariable("TestPushConstant.eid", comp.GetEID(), SH_PIPELINE_TYPE::GRAPHICS); cmdBuffer->SetPushConstantVariable("TestPushConstant.eid", comp.GetEID(), SH_PIPELINE_TYPE::GRAPHICS);
cmdBuffer->SetPushConstantVariable("TestPushConstant.textColor", SHVec3 (1.0f, 1.0f, 1.0f), SH_PIPELINE_TYPE::GRAPHICS); cmdBuffer->SetPushConstantVariable("TestPushConstant.textColor", SHVec3 (1.0f, 1.0f, 1.0f), SH_PIPELINE_TYPE::GRAPHICS);
@ -206,9 +214,7 @@ namespace SHADE
// call draw call // call draw call
cmdBuffer->DrawArrays(4, comp.text.size(), 0, 0); cmdBuffer->DrawArrays(4, comp.text.size(), 0, 0);
//glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, static_cast<GLsizei>(textComp.lastRenderedCharacterIndex) + 1); //glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, static_cast<GLsizei>(textComp.lastRenderedCharacterIndex) + 1);
} }
} }
} }

View File

@ -43,18 +43,14 @@ namespace SHADE
//! Descriptor set for font data access in shaders //! Descriptor set for font data access in shaders
//Handle<SHVkDescriptorSetLayout> fontDataDescSetLayout; //Handle<SHVkDescriptorSetLayout> fontDataDescSetLayout;
//! Super temporary. Global descriptor set needs to be revamped along with
//! entire graphics system.
std::function<void(Handle<SHVkCommandBuffer>, uint32_t)> cameraDescSetBind;
private: private:
void RecomputePositions(SHTextRenderableComponent& textComp) noexcept; void RecomputePositions(SHTextRenderableComponent& textComp) noexcept;
public: public:
void Init(Handle<SHVkLogicalDevice> device, Handle<SHVkRenderpass> compatibleRenderpass, Handle<SHSubpass> subpass, Handle<SHVkDescriptorPool> descPool, Handle<SHVkShaderModule> textVS, Handle<SHVkShaderModule> textFS, std::function<void(Handle<SHVkCommandBuffer>, uint32_t)> const& bindFunction) noexcept; void Init(Handle<SHVkLogicalDevice> device, Handle<SHVkRenderpass> compatibleRenderpass, Handle<SHSubpass> subpass, Handle<SHVkDescriptorPool> descPool, Handle<SHVkShaderModule> textVS, Handle<SHVkShaderModule> textFS) noexcept;
void Run(uint32_t frameIndex) noexcept; void Run(uint32_t frameIndex) noexcept;
void Render (Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex) noexcept; void Render (Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHRenderer> renderer, uint32_t frameIndex) noexcept;
void Exit(void) noexcept; void Exit(void) noexcept;

View File

@ -14,6 +14,8 @@
#include "Tools/Utilities/SHUtilities.h" #include "Tools/Utilities/SHUtilities.h"
#include "Graphics/MiddleEnd/GlobalData/SHPredefinedData.h" #include "Graphics/MiddleEnd/GlobalData/SHPredefinedData.h"
#include "Graphics/RenderGraph/SHRenderToSwapchainImageSystem.h" #include "Graphics/RenderGraph/SHRenderToSwapchainImageSystem.h"
#include "Graphics/MiddleEnd/GlobalData/SHGlobalDescriptorSets.h"
namespace SHADE namespace SHADE
{ {
@ -424,7 +426,7 @@ namespace SHADE
*/ */
/***************************************************************************/ /***************************************************************************/
void SHRenderGraph::Init(std::string graphName, Handle<SHVkLogicalDevice> logicalDevice, Handle<SHVkSwapchain> swapchain, SHResourceHub* resourceHub) noexcept void SHRenderGraph::Init(std::string graphName, Handle<SHVkLogicalDevice> logicalDevice, Handle<SHVkSwapchain> swapchain, SHResourceHub* resourceHub, std::vector<Handle<SHVkCommandPool>>& cmdPools) noexcept
{ {
//resourceHub = std::make_shared<SHResourceHub>(); //resourceHub = std::make_shared<SHResourceHub>();
@ -437,6 +439,11 @@ namespace SHADE
renderGraphStorage->resourceHub = resourceHub; renderGraphStorage->resourceHub = resourceHub;
renderGraphStorage->descriptorPool = logicalDevice->CreateDescriptorPools(); renderGraphStorage->descriptorPool = logicalDevice->CreateDescriptorPools();
commandBuffers.resize(static_cast<std::size_t>(swapchain->GetNumImages()));
for (uint32_t i = 0; i < commandBuffers.size(); ++i)
commandBuffers[i] = cmdPools[i]->RequestCommandBuffer(SH_CMD_BUFFER_TYPE::PRIMARY);
name = std::move(graphName); name = std::move(graphName);
} }
@ -555,16 +562,22 @@ namespace SHADE
if (renderGraphStorage->graphResources->contains(toSwapchainResource) && renderGraphStorage->graphResources->contains(swapchainResource)) if (renderGraphStorage->graphResources->contains(toSwapchainResource) && renderGraphStorage->graphResources->contains(swapchainResource))
{ {
auto newNode = AddNode("Render To Present", { ResourceInstruction (toSwapchainResource.c_str()), ResourceInstruction(swapchainResource.c_str()) }, predecessorNodes); auto newNode = AddNode("Render To Present", { ResourceInstruction (toSwapchainResource.c_str()), ResourceInstruction(swapchainResource.c_str()) }, predecessorNodes);
auto newSubpass = newNode->AddSubpass("Render"); auto newSubpass = newNode->AddSubpass("Render", {}, {});
newSubpass->AddColorOutput(swapchainResource); newSubpass->AddColorOutput(swapchainResource);
newSubpass->AddInput(toSwapchainResource); newSubpass->AddInput(toSwapchainResource);
renderToSwapchainImageSystem = renderGraphStorage->resourceHub->Create<SHRenderToSwapchainImageSystem> (newNode, newSubpass, shaderModules); renderToSwapchainImageSystem = renderGraphStorage->resourceHub->Create<SHRenderToSwapchainImageSystem> (newNode, newSubpass, shaderModules);
newSubpass->AddExteriorDrawCalls([=](Handle<SHVkCommandBuffer>& cmdBuffer, uint32_t frameIndex) newSubpass->AddExteriorDrawCalls([=](Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHRenderer> renderer, uint32_t frameIndex)
{ {
cmdBuffer->BindPipeline(renderToSwapchainImageSystem->GetPipeline()); cmdBuffer->BindPipeline(renderToSwapchainImageSystem->GetPipeline());
// If we are rendering to present image, the width and height will be the dimensions of that image. So we need to set viewport scissor.
auto resource = renderGraphStorage->graphResources->at(swapchainResource);
uint32_t w = static_cast<uint32_t>(resource->GetWidth());
uint32_t h = static_cast<uint32_t>(resource->GetHeight());
cmdBuffer->SetViewportScissor(static_cast<float>(w), static_cast<float>(h), w, h);
newSubpass->BindDescriptorInputDescriptorSets (cmdBuffer, frameIndex); newSubpass->BindDescriptorInputDescriptorSets (cmdBuffer, frameIndex);
// draw a quad. // draw a quad.
@ -616,14 +629,39 @@ namespace SHADE
// TODO: The graph scope buffers were meant to bind vertex buffers and index buffers for meshes. Find a // TODO: The graph scope buffers were meant to bind vertex buffers and index buffers for meshes. Find a
// better way to manage these // better way to manage these
void SHRenderGraph::Execute(uint32_t frameIndex, Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHVkDescriptorPool> descPool) noexcept void SHRenderGraph::Execute(uint32_t frameIndex, Handle<SHVkDescriptorPool> descPool) noexcept
{ {
auto cmdBuffer = commandBuffers[frameIndex];
cmdBuffer->BeginLabeledSegment(name); cmdBuffer->BeginLabeledSegment(name);
// Force bind pipeline layout
cmdBuffer->ForceSetPipelineLayout(SHPredefinedData::GetBatchingSystemData().dummyPipelineLayout, SH_PIPELINE_TYPE::GRAPHICS);
cmdBuffer->ForceSetPipelineLayout(SHPredefinedData::GetBatchingSystemData().dummyPipelineLayout, SH_PIPELINE_TYPE::COMPUTE);
auto const& descMappings = SHPredefinedData::GetBatchingSystemData().descMappings;
for (auto& node : nodes) for (auto& node : nodes)
{
// bind static global data
SHGlobalDescriptorSets::BindStaticGlobalData(cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, descMappings.GetMappings().at(SHGraphicsConstants::DescriptorSetTypes::STATIC_DATA));
node->Execute(cmdBuffer, descPool, frameIndex); node->Execute(cmdBuffer, descPool, frameIndex);
}
cmdBuffer->EndLabeledSegment(); cmdBuffer->EndLabeledSegment();
} }
void SHRenderGraph::Begin(uint32_t frameIndex) noexcept
{
commandBuffers[frameIndex]->BeginRecording();
}
void SHRenderGraph::End(uint32_t frameIndex) noexcept
{
commandBuffers[frameIndex]->EndRecording();
}
void SHRenderGraph::FinaliseBatch(uint32_t frameIndex, Handle<SHVkDescriptorPool> descPool) void SHRenderGraph::FinaliseBatch(uint32_t frameIndex, Handle<SHVkDescriptorPool> descPool)
{ {
for (auto& node : nodes) for (auto& node : nodes)
@ -670,4 +708,9 @@ namespace SHADE
return {}; return {};
} }
Handle<SHVkCommandBuffer> SHRenderGraph::GetCommandBuffer(uint32_t frameIndex) const noexcept
{
return commandBuffers[frameIndex];
}
} }

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@ -74,6 +74,9 @@ namespace SHADE
//! For rendering onto the swapchain //! For rendering onto the swapchain
Handle<SHRenderToSwapchainImageSystem> renderToSwapchainImageSystem; Handle<SHRenderToSwapchainImageSystem> renderToSwapchainImageSystem;
//! Command buffer to issue rendering commands
std::vector<Handle<SHVkCommandBuffer>> commandBuffers;
public: public:
/*-----------------------------------------------------------------------*/ /*-----------------------------------------------------------------------*/
/* CTORS AND DTORS */ /* CTORS AND DTORS */
@ -86,7 +89,7 @@ namespace SHADE
/*-----------------------------------------------------------------------*/ /*-----------------------------------------------------------------------*/
/* PUBLIC MEMBER FUNCTIONS */ /* PUBLIC MEMBER FUNCTIONS */
/*-----------------------------------------------------------------------*/ /*-----------------------------------------------------------------------*/
void Init (std::string graphName, Handle<SHVkLogicalDevice> logicalDevice, Handle<SHVkSwapchain> swapchain, SHResourceHub* resourceHub) noexcept; void Init (std::string graphName, Handle<SHVkLogicalDevice> logicalDevice, Handle<SHVkSwapchain> swapchain, SHResourceHub* resourceHub, std::vector<Handle<SHVkCommandPool>>& cmdPools) noexcept;
void AddResource(std::string resourceName, std::initializer_list<SH_RENDER_GRAPH_RESOURCE_FLAGS> typeFlags, uint32_t w = static_cast<uint32_t>(-1), uint32_t h = static_cast<uint32_t>(-1), vk::Format format = vk::Format::eB8G8R8A8Unorm, uint8_t levels = 1, vk::ImageUsageFlagBits usageFlags = {}, vk::ImageCreateFlagBits createFlags = {}); void AddResource(std::string resourceName, std::initializer_list<SH_RENDER_GRAPH_RESOURCE_FLAGS> typeFlags, uint32_t w = static_cast<uint32_t>(-1), uint32_t h = static_cast<uint32_t>(-1), vk::Format format = vk::Format::eB8G8R8A8Unorm, uint8_t levels = 1, vk::ImageUsageFlagBits usageFlags = {}, vk::ImageCreateFlagBits createFlags = {});
void LinkNonOwningResource (Handle<SHRenderGraph> resourceOrigin, std::string resourceName) noexcept; void LinkNonOwningResource (Handle<SHRenderGraph> resourceOrigin, std::string resourceName) noexcept;
Handle<SHRenderGraphNode> AddNode (std::string nodeName, std::initializer_list<ResourceInstruction> resourceInstruction, std::initializer_list<std::string> predecessorNodes) noexcept; Handle<SHRenderGraphNode> AddNode (std::string nodeName, std::initializer_list<ResourceInstruction> resourceInstruction, std::initializer_list<std::string> predecessorNodes) noexcept;
@ -94,7 +97,9 @@ namespace SHADE
void Generate (void) noexcept; void Generate (void) noexcept;
void CheckForNodeComputes (void) noexcept; void CheckForNodeComputes (void) noexcept;
void Execute (uint32_t frameIndex, Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHVkDescriptorPool> descPool) noexcept; void Execute (uint32_t frameIndex, Handle<SHVkDescriptorPool> descPool) noexcept;
void Begin (uint32_t frameIndex) noexcept;
void End (uint32_t frameIndex) noexcept;
void FinaliseBatch (uint32_t frameIndex, Handle<SHVkDescriptorPool> descPool); void FinaliseBatch (uint32_t frameIndex, Handle<SHVkDescriptorPool> descPool);
void HandleResize (uint32_t newWidth, uint32_t newHeight) noexcept; void HandleResize (uint32_t newWidth, uint32_t newHeight) noexcept;
@ -104,6 +109,7 @@ namespace SHADE
Handle<SHRenderGraphNode> GetNode (std::string const& nodeName) const noexcept; Handle<SHRenderGraphNode> GetNode (std::string const& nodeName) const noexcept;
std::vector<Handle<SHRenderGraphNode>> const& GetNodes (void) const noexcept; std::vector<Handle<SHRenderGraphNode>> const& GetNodes (void) const noexcept;
Handle<SHRenderGraphResource> GetRenderGraphResource (std::string const& resourceName) const noexcept; Handle<SHRenderGraphResource> GetRenderGraphResource (std::string const& resourceName) const noexcept;
Handle<SHVkCommandBuffer> GetCommandBuffer (uint32_t frameIndex) const noexcept;
}; };
} }

View File

@ -9,6 +9,8 @@
#include "SHRenderGraphStorage.h" #include "SHRenderGraphStorage.h"
#include "Graphics/RenderGraph/SHRenderGraphNodeCompute.h" #include "Graphics/RenderGraph/SHRenderGraphNodeCompute.h"
#include "Graphics/SHVkUtil.h" #include "Graphics/SHVkUtil.h"
#include "Graphics/MiddleEnd/GlobalData/SHGlobalDescriptorSets.h"
#include "Graphics/MiddleEnd/GlobalData/SHPredefinedData.h"
namespace SHADE namespace SHADE
{ {
@ -238,7 +240,7 @@ namespace SHADE
*/ */
/***************************************************************************/ /***************************************************************************/
Handle<SHSubpass> SHRenderGraphNode::AddSubpass(std::string subpassName) noexcept Handle<SHSubpass> SHRenderGraphNode::AddSubpass(std::string subpassName, Handle<SHViewport> viewport, Handle<SHRenderer> renderer) noexcept
{ {
// if subpass already exists, don't add. // if subpass already exists, don't add.
if (subpassIndexing.contains(subpassName)) if (subpassIndexing.contains(subpassName))
@ -253,6 +255,8 @@ namespace SHADE
graphStorage->resourceHub->Create<SHSubpass> graphStorage->resourceHub->Create<SHSubpass>
( (
subpassName, subpassName,
viewport,
renderer,
graphStorage, GetHandle(), static_cast<uint32_t>(subpasses.size()), graphStorage, GetHandle(), static_cast<uint32_t>(subpasses.size()),
resourceAttachmentMapping.get() resourceAttachmentMapping.get()
) )
@ -318,7 +322,7 @@ namespace SHADE
} }
// insert them all for a subpass to transition them. This subpass is the last subpass // insert them all for a subpass to transition them. This subpass is the last subpass
auto dummySubpass = AddSubpass("dummy"); auto dummySubpass = AddSubpass("dummy", {}, {});
for (auto& resource : resourcesInvolved) for (auto& resource : resourcesInvolved)
{ {
dummySubpass->AddGeneralInput(resource); dummySubpass->AddGeneralInput(resource);
@ -331,7 +335,7 @@ namespace SHADE
} }
} }
void SHRenderGraphNode::Execute(Handle<SHVkCommandBuffer>& commandBuffer, Handle<SHVkDescriptorPool> descPool, uint32_t frameIndex) noexcept void SHRenderGraphNode::Execute(Handle<SHVkCommandBuffer> commandBuffer, Handle<SHVkDescriptorPool> descPool, uint32_t frameIndex) noexcept
{ {
uint32_t framebufferIndex = (framebuffers.size() > 1) ? frameIndex : 0; uint32_t framebufferIndex = (framebuffers.size() > 1) ? frameIndex : 0;
commandBuffer->BeginRenderpass(renderpass, framebuffers[framebufferIndex]); commandBuffer->BeginRenderpass(renderpass, framebuffers[framebufferIndex]);
@ -347,10 +351,14 @@ namespace SHADE
commandBuffer->EndRenderpass(); commandBuffer->EndRenderpass();
auto const& descMappings = SHPredefinedData::GetBatchingSystemData().descMappings;
// Execute all subpass computes // Execute all subpass computes
for (auto& sbCompute : nodeComputes) for (auto& sbCompute : nodeComputes)
{ {
// bind lighting data
SHGlobalDescriptorSets::BindLightingData(commandBuffer, SH_PIPELINE_TYPE::COMPUTE, descMappings.GetMappings().at(SHGraphicsConstants::DescriptorSetTypes::LIGHTS), frameIndex);
sbCompute->Execute(commandBuffer, frameIndex); sbCompute->Execute(commandBuffer, frameIndex);
} }
} }

View File

@ -22,6 +22,8 @@ namespace SHADE
class SHPredefinedData; class SHPredefinedData;
class SHRenderGraphStorage; class SHRenderGraphStorage;
class SHRenderGraphNodeCompute; class SHRenderGraphNodeCompute;
class SHRenderer;
class SHViewport;
class SH_API SHRenderGraphNode : public ISelfHandle<SHRenderGraphNode> class SH_API SHRenderGraphNode : public ISelfHandle<SHRenderGraphNode>
{ {
@ -102,12 +104,12 @@ namespace SHADE
/*-----------------------------------------------------------------------*/ /*-----------------------------------------------------------------------*/
/* PUBLIC MEMBER FUNCTIONS */ /* PUBLIC MEMBER FUNCTIONS */
/*-----------------------------------------------------------------------*/ /*-----------------------------------------------------------------------*/
Handle<SHSubpass> AddSubpass(std::string subpassName) noexcept; Handle<SHSubpass> AddSubpass(std::string subpassName, Handle<SHViewport> viewport, Handle<SHRenderer> renderer) noexcept;
Handle<SHRenderGraphNodeCompute> AddNodeCompute(std::string nodeName, Handle<SHVkShaderModule> computeShaderModule, std::initializer_list<std::string> resources, std::unordered_set<BindingAndSetHash>&& dynamicBufferBindings = {}, float numWorkGroupScale = 1.0f) noexcept; Handle<SHRenderGraphNodeCompute> AddNodeCompute(std::string nodeName, Handle<SHVkShaderModule> computeShaderModule, std::initializer_list<std::string> resources, std::unordered_set<BindingAndSetHash>&& dynamicBufferBindings = {}, float numWorkGroupScale = 1.0f) noexcept;
void AddDummySubpassIfNeeded (void) noexcept; void AddDummySubpassIfNeeded (void) noexcept;
// TODO: RemoveSubpass() // TODO: RemoveSubpass()
void Execute(Handle<SHVkCommandBuffer>& commandBuffer, Handle<SHVkDescriptorPool> descPool, uint32_t frameIndex) noexcept; void Execute(Handle<SHVkCommandBuffer> commandBuffer, Handle<SHVkDescriptorPool> descPool, uint32_t frameIndex) noexcept;
Handle<SHVkPipeline> GetOrCreatePipeline(std::pair<Handle<SHVkShaderModule>, Handle<SHVkShaderModule>> const& vsFsPair, Handle<SHSubpass> subpass) noexcept; Handle<SHVkPipeline> GetOrCreatePipeline(std::pair<Handle<SHVkShaderModule>, Handle<SHVkShaderModule>> const& vsFsPair, Handle<SHSubpass> subpass) noexcept;
void FinaliseBatch(uint32_t frameIndex, Handle<SHVkDescriptorPool> descPool); void FinaliseBatch(uint32_t frameIndex, Handle<SHVkDescriptorPool> descPool);

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@ -50,6 +50,8 @@ namespace SHADE
//! Compute resources //! Compute resources
Handle<ComputeResource> computeResource; Handle<ComputeResource> computeResource;
//!
//! vector of resources needed by the subpass compute //! vector of resources needed by the subpass compute
std::vector<Handle<SHRenderGraphResource>> resources; std::vector<Handle<SHRenderGraphResource>> resources;

View File

@ -11,6 +11,9 @@
#include "Graphics/Swapchain/SHVkSwapchain.h" #include "Graphics/Swapchain/SHVkSwapchain.h"
#include "Graphics/Images/SHVkSampler.h" #include "Graphics/Images/SHVkSampler.h"
#include "SHRenderGraphResource.h" #include "SHRenderGraphResource.h"
#include "Graphics/MiddleEnd/Interface/SHViewport.h"
#include "Graphics/MiddleEnd/Interface/SHRenderer.h"
#include "Graphics/MiddleEnd/GlobalData/SHPredefinedData.h"
namespace SHADE namespace SHADE
{ {
@ -30,7 +33,7 @@ namespace SHADE
*/ */
/***************************************************************************/ /***************************************************************************/
SHSubpass::SHSubpass(const std::string& name, Handle<SHRenderGraphStorage> renderGraphStorage, Handle<SHRenderGraphNode> const& parent, uint32_t index, std::unordered_map<uint64_t, uint32_t> const* mapping) noexcept SHSubpass::SHSubpass(const std::string& name, Handle<SHViewport> inViewport, Handle<SHRenderer> inRenderer, Handle<SHRenderGraphStorage> renderGraphStorage, Handle<SHRenderGraphNode> const& parent, uint32_t index, std::unordered_map<uint64_t, uint32_t> const* mapping) noexcept
: resourceAttachmentMapping{ mapping } : resourceAttachmentMapping{ mapping }
, parentNode{ parent } , parentNode{ parent }
, subpassIndex{ index } , subpassIndex{ index }
@ -41,6 +44,8 @@ namespace SHADE
, name { name } , name { name }
, graphStorage{ renderGraphStorage } , graphStorage{ renderGraphStorage }
, inputImageDescriptorSets{} , inputImageDescriptorSets{}
, viewport {inViewport}
, renderer {inRenderer}
{ {
} }
@ -71,6 +76,8 @@ namespace SHADE
, inputDescriptorLayout{ rhs.inputDescriptorLayout } , inputDescriptorLayout{ rhs.inputDescriptorLayout }
, inputSamplers{ rhs.inputSamplers } , inputSamplers{ rhs.inputSamplers }
, name { rhs.name } , name { rhs.name }
, viewport {rhs.viewport}
, renderer {rhs.renderer}
{ {
} }
@ -106,6 +113,9 @@ namespace SHADE
inputDescriptorLayout = rhs.inputDescriptorLayout; inputDescriptorLayout = rhs.inputDescriptorLayout;
inputSamplers = rhs.inputSamplers; inputSamplers = rhs.inputSamplers;
name = std::move(rhs.name); name = std::move(rhs.name);
renderer = rhs.renderer;
viewport = rhs.viewport;
return *this; return *this;
} }
@ -199,21 +209,33 @@ namespace SHADE
inputReferences.push_back({ resourceAttachmentMapping->at(graphStorage->graphResources->at(resourceToReference).GetId().Raw), vk::ImageLayout::eGeneral }); inputReferences.push_back({ resourceAttachmentMapping->at(graphStorage->graphResources->at(resourceToReference).GetId().Raw), vk::ImageLayout::eGeneral });
} }
void SHSubpass::Execute(Handle<SHVkCommandBuffer>& commandBuffer, Handle<SHVkDescriptorPool> descPool, uint32_t frameIndex) noexcept void SHSubpass::Execute(Handle<SHVkCommandBuffer> commandBuffer, Handle<SHVkDescriptorPool> descPool, uint32_t frameIndex) noexcept
{ {
commandBuffer->BeginLabeledSegment(name); commandBuffer->BeginLabeledSegment(name);
// Ensure correct transforms are provided // Ensure correct transforms are provided
superBatch->UpdateBuffers(frameIndex, descPool); superBatch->UpdateBuffers(frameIndex, descPool);
if (viewport)
{
// set viewport and scissor
uint32_t w = static_cast<uint32_t>(viewport->GetWidth());
uint32_t h = static_cast<uint32_t>(viewport->GetHeight());
commandBuffer->SetViewportScissor(static_cast<float>(w), static_cast<float>(h), w, h);
}
auto const& descMappings = SHPredefinedData::GetBatchingSystemData().descMappings;
if (renderer)
renderer->BindDescriptorSet(commandBuffer, SH_PIPELINE_TYPE::GRAPHICS, descMappings.GetMappings().at(SHGraphicsConstants::DescriptorSetTypes::CAMERA), frameIndex);
// Draw all the batches // Draw all the batches
superBatch->Draw(commandBuffer, frameIndex); superBatch->Draw(commandBuffer, frameIndex);
// Draw all the exterior draw calls // Draw all the exterior draw calls
for (auto& drawCall : exteriorDrawCalls) for (auto& drawCall : exteriorDrawCalls)
{ {
drawCall(commandBuffer, frameIndex); drawCall(commandBuffer, renderer, frameIndex);
} }
commandBuffer->EndLabeledSegment(); commandBuffer->EndLabeledSegment();
} }
@ -231,7 +253,7 @@ namespace SHADE
} }
} }
void SHSubpass::AddExteriorDrawCalls(std::function<void(Handle<SHVkCommandBuffer>&, uint32_t)> const& newDrawCall) noexcept void SHSubpass::AddExteriorDrawCalls(ExteriorDrawCallFunction const& newDrawCall) noexcept
{ {
exteriorDrawCalls.push_back(newDrawCall); exteriorDrawCalls.push_back(newDrawCall);
} }
@ -266,7 +288,7 @@ namespace SHADE
} }
// We build a new descriptor set layout to store our images // We build a new descriptor set layout to store our images
inputDescriptorLayout = graphStorage->logicalDevice->CreateDescriptorSetLayout(SHGraphicsConstants::DescriptorSetIndex::RENDERGRAPH_RESOURCE, bindings); inputDescriptorLayout = graphStorage->logicalDevice->CreateDescriptorSetLayout(bindings);
// we store a sampler if its an input attachment. if it is storage image, no need sampler, store an empty handle. // we store a sampler if its an input attachment. if it is storage image, no need sampler, store an empty handle.
for (uint32_t i = 0; i < bindings.size(); ++i) for (uint32_t i = 0; i < bindings.size(); ++i)

View File

@ -19,15 +19,28 @@ namespace SHADE
class SHRenderGraphStorage; class SHRenderGraphStorage;
class SHVkShaderModule; class SHVkShaderModule;
class SHVkSampler; class SHVkSampler;
class SHRenderer;
class SHViewport;
class SH_API SHSubpass : public ISelfHandle<SHSubpass> class SH_API SHSubpass : public ISelfHandle<SHSubpass>
{ {
public:
using ExteriorDrawCallFunction = std::function<void(Handle<SHVkCommandBuffer>, Handle<SHRenderer>, uint32_t)>;
private: private:
/*---------------------------------------------------------------------*/ /*---------------------------------------------------------------------*/
/* PRIVATE MEMBER VARIABLES */ /* PRIVATE MEMBER VARIABLES */
/*---------------------------------------------------------------------*/ /*---------------------------------------------------------------------*/
Handle<SHRenderGraphStorage> graphStorage; Handle<SHRenderGraphStorage> graphStorage;
//! Viewport to specify what part of the screen we want to draw on. This
//! will be used in vkCmdSetViewport/Scissor.
Handle<SHViewport> viewport;
//! Renderer used during the subpass execution. This dictates what matrix gets
//! passed to the shaders.
Handle<SHRenderer> renderer;
//! The index of the subpass in the render graph //! The index of the subpass in the render graph
uint32_t subpassIndex; uint32_t subpassIndex;
@ -79,8 +92,9 @@ namespace SHADE
//! after we draw everything from the batch. Because of this, these draw calls //! after we draw everything from the batch. Because of this, these draw calls
//! are always the last things drawn, so DO NOT USE THIS FUNCTIONALITY FOR ANYTHING //! are always the last things drawn, so DO NOT USE THIS FUNCTIONALITY FOR ANYTHING
//! COMPLEX. //! COMPLEX.
std::vector<std::function<void(Handle<SHVkCommandBuffer>&, uint32_t)>> exteriorDrawCalls; std::vector<ExteriorDrawCallFunction> exteriorDrawCalls;
/// For identifying subpasses
// For identifying subpasses
std::string name; std::string name;
@ -88,7 +102,7 @@ namespace SHADE
/*-----------------------------------------------------------------------*/ /*-----------------------------------------------------------------------*/
/* CTORS AND DTORS */ /* CTORS AND DTORS */
/*-----------------------------------------------------------------------*/ /*-----------------------------------------------------------------------*/
SHSubpass(const std::string& name, Handle<SHRenderGraphStorage> renderGraphStorage, Handle<SHRenderGraphNode> const& parent, uint32_t index, std::unordered_map<uint64_t, uint32_t> const* mapping) noexcept; SHSubpass(const std::string& name, Handle<SHViewport> inViewport, Handle<SHRenderer> inRenderer, Handle<SHRenderGraphStorage> renderGraphStorage, Handle<SHRenderGraphNode> const& parent, uint32_t index, std::unordered_map<uint64_t, uint32_t> const* mapping) noexcept;
SHSubpass(SHSubpass&& rhs) noexcept; SHSubpass(SHSubpass&& rhs) noexcept;
SHSubpass& operator=(SHSubpass&& rhs) noexcept; SHSubpass& operator=(SHSubpass&& rhs) noexcept;
@ -102,10 +116,10 @@ namespace SHADE
void AddGeneralDepthOutput(std::string resourceToReference) noexcept; void AddGeneralDepthOutput(std::string resourceToReference) noexcept;
void AddInput(std::string resourceToReference) noexcept; void AddInput(std::string resourceToReference) noexcept;
void AddGeneralInput (std::string resourceToReference) noexcept; void AddGeneralInput (std::string resourceToReference) noexcept;
void AddExteriorDrawCalls(std::function<void(Handle<SHVkCommandBuffer>&, uint32_t)> const& newDrawCall) noexcept; void AddExteriorDrawCalls(ExteriorDrawCallFunction const& newDrawCall) noexcept;
// Runtime functions // Runtime functions
void Execute(Handle<SHVkCommandBuffer>& commandBuffer, Handle<SHVkDescriptorPool> descPool, uint32_t frameIndex) noexcept; void Execute(Handle<SHVkCommandBuffer> commandBuffer, Handle<SHVkDescriptorPool> descPool, uint32_t frameIndex) noexcept;
void HandleResize (void) noexcept; void HandleResize (void) noexcept;
void BindDescriptorInputDescriptorSets (Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex) const noexcept; void BindDescriptorInputDescriptorSets (Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex) const noexcept;