#pragma once #include #include #include #include #include #include struct RenderPart { size_t numIndices; VkBuffer vertexBuffer, indexBuffer; VkDeviceMemory vertexMemory, indexMemory; int materialIndex = 0; }; struct RenderTexture { VkImage handle = VK_NULL_HANDLE; VkDeviceMemory memory = VK_NULL_HANDLE; VkImageView view = VK_NULL_HANDLE; VkSampler sampler = VK_NULL_HANDLE; }; enum class MaterialType { Object, Skin }; struct RenderMaterial { MaterialType type = MaterialType::Object; RenderTexture* diffuseTexture = nullptr; RenderTexture* normalTexture = nullptr; RenderTexture* specularTexture = nullptr; RenderTexture* multiTexture = nullptr; }; struct RenderModel { physis_MDL model; std::vector parts; std::array boneData; std::vector materials; VkBuffer boneInfoBuffer = VK_NULL_HANDLE; VkDeviceMemory boneInfoMemory = VK_NULL_HANDLE; }; class Renderer { public: Renderer(); void initPipeline(); void initDescriptors(); void initDepth(int width, int height); bool initSwapchain(VkSurfaceKHR surface, int width, int height); void resize(VkSurfaceKHR surface, int width, int height); RenderModel addModel(const physis_MDL& model, int lod); RenderTexture addTexture(uint32_t width, uint32_t height, const uint8_t* data, uint32_t data_size); void render(std::vector models); VkInstance instance = VK_NULL_HANDLE; VkPhysicalDevice physicalDevice = VK_NULL_HANDLE; VkDevice device = VK_NULL_HANDLE; VkQueue graphicsQueue = VK_NULL_HANDLE, presentQueue = VK_NULL_HANDLE; VkCommandPool commandPool = VK_NULL_HANDLE; VkSwapchainKHR swapchain = VK_NULL_HANDLE; VkExtent2D swapchainExtent; std::vector swapchainImages; std::vector swapchainViews; std::vector swapchainFramebuffers; VkRenderPass renderPass; std::array commandBuffers; std::array inFlightFences; std::array imageAvailableSemaphores, renderFinishedSemaphores; uint32_t currentFrame = 0; VkImage depthImage; VkDeviceMemory depthMemory; VkImageView depthView; VkDescriptorPool descriptorPool = VK_NULL_HANDLE; VkDescriptorSetLayout setLayout = VK_NULL_HANDLE; std::map cachedDescriptors; VkPipeline pipeline; VkPipelineLayout pipelineLayout; std::tuple createBuffer(size_t size, VkBufferUsageFlags usageFlags); uint32_t findMemoryType(uint32_t typeFilter, VkMemoryPropertyFlags properties); VkShaderModule createShaderModule(const uint32_t *code, const int length); VkShaderModule loadShaderFromDisk(const std::string_view path); VkCommandBuffer beginSingleTimeCommands(); void endSingleTimeCommands(VkCommandBuffer pT); void inlineTransitionImageLayout(VkCommandBuffer commandBuffer, VkImage image, VkFormat format, VkImageAspectFlags aspect, VkImageSubresourceRange range, VkImageLayout oldLayout, VkImageLayout newLayout, VkPipelineStageFlags src_stage_mask = VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, VkPipelineStageFlags dst_stage_mask = VK_PIPELINE_STAGE_ALL_COMMANDS_BIT); VkDescriptorSet createDescriptorFor(const RenderModel& model, const RenderMaterial& material); int hash(const RenderModel& model, const RenderMaterial& material); };