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https://github.com/redstrate/Novus.git
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118 lines
No EOL
3.6 KiB
C++
118 lines
No EOL
3.6 KiB
C++
#pragma once
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#include <vulkan/vulkan.h>
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#include <vector>
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#include <array>
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#include <glm/ext/matrix_float4x4.hpp>
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#include <map>
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#include <physis.hpp>
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struct RenderPart {
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size_t numIndices;
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VkBuffer vertexBuffer, indexBuffer;
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VkDeviceMemory vertexMemory, indexMemory;
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int materialIndex = 0;
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};
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struct RenderTexture {
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VkImage handle = VK_NULL_HANDLE;
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VkDeviceMemory memory = VK_NULL_HANDLE;
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VkImageView view = VK_NULL_HANDLE;
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VkSampler sampler = VK_NULL_HANDLE;
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};
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enum class MaterialType {
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Object,
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Skin
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};
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struct RenderMaterial {
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MaterialType type = MaterialType::Object;
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RenderTexture* diffuseTexture = nullptr;
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RenderTexture* normalTexture = nullptr;
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RenderTexture* specularTexture = nullptr;
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RenderTexture* multiTexture = nullptr;
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};
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struct RenderModel {
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physis_MDL model;
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std::vector<RenderPart> parts;
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std::array<glm::mat4, 128> boneData;
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std::vector<RenderMaterial> materials;
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VkBuffer boneInfoBuffer = VK_NULL_HANDLE;
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VkDeviceMemory boneInfoMemory = VK_NULL_HANDLE;
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};
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class Renderer {
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public:
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Renderer();
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void initPipeline();
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void initDescriptors();
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void initDepth(int width, int height);
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bool initSwapchain(VkSurfaceKHR surface, int width, int height);
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void resize(VkSurfaceKHR surface, int width, int height);
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RenderModel addModel(const physis_MDL& model, int lod);
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RenderTexture addTexture(uint32_t width, uint32_t height, const uint8_t* data, uint32_t data_size);
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void render(std::vector<RenderModel> models);
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VkInstance instance = VK_NULL_HANDLE;
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VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
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VkDevice device = VK_NULL_HANDLE;
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VkQueue graphicsQueue = VK_NULL_HANDLE, presentQueue = VK_NULL_HANDLE;
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VkCommandPool commandPool = VK_NULL_HANDLE;
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VkSwapchainKHR swapchain = VK_NULL_HANDLE;
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VkExtent2D swapchainExtent;
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std::vector<VkImage> swapchainImages;
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std::vector<VkImageView> swapchainViews;
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std::vector<VkFramebuffer> swapchainFramebuffers;
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VkRenderPass renderPass;
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std::array<VkCommandBuffer, 3> commandBuffers;
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std::array<VkFence, 3> inFlightFences;
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std::array<VkSemaphore, 3> imageAvailableSemaphores, renderFinishedSemaphores;
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uint32_t currentFrame = 0;
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VkImage depthImage;
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VkDeviceMemory depthMemory;
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VkImageView depthView;
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VkDescriptorPool descriptorPool = VK_NULL_HANDLE;
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VkDescriptorSetLayout setLayout = VK_NULL_HANDLE;
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std::map<int, VkDescriptorSet> cachedDescriptors;
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VkPipeline pipeline;
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VkPipelineLayout pipelineLayout;
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std::tuple<VkBuffer, VkDeviceMemory> createBuffer(size_t size, VkBufferUsageFlags usageFlags);
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uint32_t findMemoryType(uint32_t typeFilter, VkMemoryPropertyFlags properties);
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VkShaderModule createShaderModule(const uint32_t *code, const int length);
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VkShaderModule loadShaderFromDisk(const std::string_view path);
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VkCommandBuffer beginSingleTimeCommands();
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void endSingleTimeCommands(VkCommandBuffer pT);
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void inlineTransitionImageLayout(VkCommandBuffer commandBuffer, VkImage image, VkFormat format,
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VkImageAspectFlags aspect, VkImageSubresourceRange range,
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VkImageLayout oldLayout, VkImageLayout newLayout,
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VkPipelineStageFlags src_stage_mask = VK_PIPELINE_STAGE_ALL_COMMANDS_BIT,
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VkPipelineStageFlags dst_stage_mask = VK_PIPELINE_STAGE_ALL_COMMANDS_BIT);
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VkDescriptorSet createDescriptorFor(const RenderModel& model, const RenderMaterial& material);
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int hash(const RenderModel& model, const RenderMaterial& material);
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glm::mat4 view;
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}; |