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novus/renderer/include/rendersystem.h
Joshua Goins fd61cfca26 "Implement" the directional lighting pass, fix GBuffer normal
Implement is in quotes because it doesn't work yet, the code is just
written. We still need actual framebuffers to do work in and not the
swapchain image we're reusing.

In other news, the GBuffer shader now works and outputs normals! I
forced it to simple texture mode for now so it makes development easier.
2024-04-21 11:52:30 -04:00

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// SPDX-FileCopyrightText: 2024 Joshua Goins <josh@redstrate.com>
// SPDX-License-Identifier: GPL-3.0-or-later
#pragma once
#include <QDebug>
#include <string_view>
#include <glm/glm.hpp>
#include <physis.hpp>
#include <spirv.hpp>
#include <spirv_cross.hpp>
#include <spirv_glsl.hpp>
#include <vulkan/vulkan.h>
class Renderer;
struct RenderModel;
class RenderSystem
{
public:
RenderSystem(Renderer &renderer, GameData *data);
void testInit(::RenderModel *m);
void render(uint32_t imageIndex, VkCommandBuffer commandBuffer);
void setSize(uint32_t width, uint32_t height);
private:
void beginPass(uint32_t imageIndex, VkCommandBuffer commandBuffer, std::string_view passName);
void endPass(VkCommandBuffer commandBuffer, std::string_view passName);
void bindPipeline(VkCommandBuffer commandBuffer, std::string_view passName, physis_Shader &vertexShader, physis_Shader &pixelShader);
VkShaderModule convertShaderModule(const physis_Shader &shader, spv::ExecutionModel executionModel);
spirv_cross::CompilerGLSL getShaderModuleResources(const physis_Shader &shader);
physis_SHPK directionalLightningShpk;
struct RenderModel {
physis_SHPK shpk;
::RenderModel *internal_model = nullptr;
};
std::vector<RenderModel> m_renderModels;
struct RequestedBinding {
VkDescriptorType type;
VkShaderStageFlags stageFlags;
bool used = false;
};
struct RequestedSet {
bool used = true;
VkDescriptorSetLayout layout = VK_NULL_HANDLE;
std::vector<RequestedBinding> bindings;
};
struct CachedPipeline {
VkPipeline pipeline = VK_NULL_HANDLE;
VkPipelineLayout pipelineLayout = VK_NULL_HANDLE;
std::vector<VkDescriptorSetLayout> setLayouts;
std::map<uint64_t, VkDescriptorSet> cachedDescriptors;
std::vector<RequestedSet> requestedSets;
physis_Shader vertexShader, pixelShader;
};
// combined vertex + pixel code length
std::unordered_map<uint32_t, CachedPipeline> m_cachedPipelines;
Renderer &m_renderer;
GameData *m_data = nullptr;
VkExtent2D m_extent = {640, 480};
VkDescriptorSet createDescriptorFor(const CachedPipeline &cachedPipeline, int i);
struct UniformBuffer {
VkBuffer buffer;
VkDeviceMemory memory;
size_t size;
};
UniformBuffer createUniformBuffer(size_t size);
void copyDataToUniform(UniformBuffer &uniformBuffer, void *data, size_t size);
// Structure definitions from https://github.com/Shaderlayan/Ouroboros
struct CameraParameter {
glm::mat3x4 m_ViewMatrix;
glm::mat3x4 m_InverseViewMatrix;
glm::mat4 m_InverseViewProjectionMatrix;
glm::mat4 m_InverseProjectionMatrix;
glm::mat4 m_ProjectionMatrix;
glm::mat4 m_ViewProjectionMatrix;
/*glm::mat4 m_MainViewToProjectionMatrix;
glm::vec3 m_EyePosition;
glm::vec3 m_LookAtVector;*/
};
UniformBuffer g_CameraParameter;
struct JointMatrixArray {
glm::mat3x4 g_JointMatrixArray[64];
};
UniformBuffer g_JointMatrixArray;
struct CameraLight {
glm::vec4 m_DiffuseSpecular;
glm::vec4 m_Rim;
};
struct InstanceParameterStruct {
glm::vec4 m_MulColor;
glm::vec4 m_EnvParameter;
CameraLight m_CameraLight;
glm::vec4 m_Wetness;
};
struct InstanceParameter {
InstanceParameterStruct g_InstanceParameter;
};
UniformBuffer g_InstanceParameter;
struct ModelParameterStruct {
glm::vec4 m_Params;
};
struct ModelParameter {
ModelParameterStruct g_ModelParameter;
};
UniformBuffer g_ModelParameter;
struct MaterialParameter {
glm::vec3 g_DiffuseColor;
float g_AlphaThreshold;
};
UniformBuffer g_MaterialParameter;
VkBuffer m_planeVertexBuffer;
VkDeviceMemory m_planeVertexMemory;
};