mirror of
https://github.com/redstrate/Novus.git
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185 lines
No EOL
5.1 KiB
C++
185 lines
No EOL
5.1 KiB
C++
// SPDX-FileCopyrightText: 2024 Joshua Goins <josh@redstrate.com>
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// SPDX-License-Identifier: GPL-3.0-or-later
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#pragma once
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#include <QDebug>
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#include <string_view>
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#include <glm/glm.hpp>
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#include <physis.hpp>
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#include <spirv.hpp>
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#include <spirv_cross.hpp>
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#include <spirv_glsl.hpp>
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#include <vulkan/vulkan.h>
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class Renderer;
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struct RenderModel;
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class RenderSystem
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{
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public:
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RenderSystem(Renderer &renderer, GameData *data);
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void testInit(::RenderModel *m);
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void render(uint32_t imageIndex, VkCommandBuffer commandBuffer);
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void setSize(uint32_t width, uint32_t height);
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private:
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void beginPass(uint32_t imageIndex, VkCommandBuffer commandBuffer, std::string_view passName);
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void endPass(VkCommandBuffer commandBuffer, std::string_view passName);
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void bindPipeline(VkCommandBuffer commandBuffer, std::string_view passName, physis_Shader &vertexShader, physis_Shader &pixelShader);
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VkShaderModule convertShaderModule(const physis_Shader &shader, spv::ExecutionModel executionModel);
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spirv_cross::CompilerGLSL getShaderModuleResources(const physis_Shader &shader);
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void createImageResources();
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physis_SHPK directionalLightningShpk;
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physis_SHPK createViewPositionShpk;
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struct RenderModel {
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physis_SHPK shpk;
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::RenderModel *internal_model = nullptr;
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};
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std::vector<RenderModel> m_renderModels;
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struct RequestedBinding {
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VkDescriptorType type;
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VkShaderStageFlags stageFlags;
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bool used = false;
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};
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struct RequestedSet {
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bool used = true;
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VkDescriptorSetLayout layout = VK_NULL_HANDLE;
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std::vector<RequestedBinding> bindings;
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};
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struct CachedPipeline {
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VkPipeline pipeline = VK_NULL_HANDLE;
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VkPipelineLayout pipelineLayout = VK_NULL_HANDLE;
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std::vector<VkDescriptorSetLayout> setLayouts;
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std::map<uint64_t, VkDescriptorSet> cachedDescriptors;
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std::vector<RequestedSet> requestedSets;
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physis_Shader vertexShader, pixelShader;
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};
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// combined vertex + pixel code length
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std::unordered_map<uint32_t, CachedPipeline> m_cachedPipelines;
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Renderer &m_renderer;
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GameData *m_data = nullptr;
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VkExtent2D m_extent = {640, 480};
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VkDescriptorSet createDescriptorFor(const CachedPipeline &cachedPipeline, int i);
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struct UniformBuffer {
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VkBuffer buffer;
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VkDeviceMemory memory;
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size_t size;
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};
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UniformBuffer createUniformBuffer(size_t size);
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void copyDataToUniform(UniformBuffer &uniformBuffer, void *data, size_t size);
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// Structure definitions from https://github.com/Shaderlayan/Ouroboros
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struct CameraParameter {
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glm::mat3x4 m_ViewMatrix; // TODO: does it need alignment?
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glm::mat3x4 m_InverseViewMatrix;
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glm::mat4 m_ViewProjectionMatrix;
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glm::mat4 m_InverseViewProjectionMatrix;
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glm::mat4 m_InverseProjectionMatrix; // used for view position recalc
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glm::mat4 m_ProjectionMatrix; // FIXME: ourburos is wrong, this is actually viewProjection
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glm::mat4 m_MainViewToProjectionMatrix;
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glm::vec3 m_EyePosition;
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glm::vec3 m_LookAtVector;
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};
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UniformBuffer g_CameraParameter;
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struct JointMatrixArray {
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glm::mat3x4 g_JointMatrixArray[64];
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};
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UniformBuffer g_JointMatrixArray;
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struct CameraLight {
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glm::vec4 m_DiffuseSpecular;
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glm::vec4 m_Rim;
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};
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struct InstanceParameterStruct {
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glm::vec4 m_MulColor;
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glm::vec4 m_EnvParameter;
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CameraLight m_CameraLight;
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glm::vec4 m_Wetness;
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};
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struct InstanceParameter {
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InstanceParameterStruct g_InstanceParameter;
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};
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UniformBuffer g_InstanceParameter;
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struct ModelParameterStruct {
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glm::vec4 m_Params;
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};
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struct ModelParameter {
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ModelParameterStruct g_ModelParameter;
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};
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UniformBuffer g_ModelParameter;
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struct MaterialParameter {
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glm::vec3 g_DiffuseColor; // TODO: align to vec4
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float g_AlphaThreshold;
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};
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UniformBuffer g_MaterialParameter;
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struct CommonParameter {
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glm::vec4 m_RenderTarget;
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glm::vec4 m_Viewport;
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glm::vec4 m_Misc;
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glm::vec4 m_Misc2;
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};
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UniformBuffer g_CommonParameter;
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struct LightParam {
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glm::vec4 m_Position;
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glm::vec4 m_Direction;
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glm::vec4 m_DiffuseColor;
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glm::vec4 m_SpecularColor;
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glm::vec4 m_Attenuation;
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/*glm::vec4 m_ClipMin;
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glm::vec3 m_ClipMax;
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glm::vec3 m_FadeScale;
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glm::vec4 m_ShadowTexMask;
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glm::vec4 m_PlaneRayDirection;
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glm::mat3x4 m_PlaneInversMatrix;
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glm::mat3x4 m_WorldViewInversMatrix;
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glm::mat4 m_LightMapMatrix;
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glm::mat4 m_WorldViewProjectionMatrix;*/
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};
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UniformBuffer g_LightParam;
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VkBuffer m_planeVertexBuffer;
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VkDeviceMemory m_planeVertexMemory;
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struct VulkanImage {
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VkImage image;
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VkImageView imageView;
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VkDeviceMemory imageMemory;
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};
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VulkanImage createImage(int width, int height, VkFormat format, VkImageUsageFlags usage);
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VulkanImage normalGBuffer;
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VulkanImage viewPositionBuffer;
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}; |