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Copy pathscene_renderer.cpp
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174 lines (157 loc) · 7.06 KB
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#include <facade/engine/scene_renderer.hpp>
#include <facade/util/error.hpp>
#include <facade/util/zip_ranges.hpp>
#include <facade/vk/skybox.hpp>
namespace facade {
namespace {
using Bmp1x1 = FixedBitmap<1, 1>;
struct DirLightSSBO {
alignas(16) glm::vec3 direction{front_v};
alignas(16) glm::vec3 ambient{0.04f};
alignas(16) glm::vec3 diffuse{1.0f};
static DirLightSSBO make(DirLight const& light) {
return {
.direction = glm::normalize(light.direction * front_v),
.diffuse = light.rgb.to_vec4(),
};
}
};
constexpr vk::PrimitiveTopology to_primitive_topology(Topology topology) {
switch (topology) {
case Topology::ePoints: return vk::PrimitiveTopology::ePointList;
case Topology::eLines: return vk::PrimitiveTopology::eLineList;
case Topology::eLineStrip: return vk::PrimitiveTopology::eLineStrip;
case Topology::eTriangles: return vk::PrimitiveTopology::eTriangleList;
case Topology::eTriangleStrip: return vk::PrimitiveTopology::eTriangleStrip;
case Topology::eTriangleFan: return vk::PrimitiveTopology::eTriangleFan;
}
throw Error{"Unsupported primitive topology: " + std::to_string(static_cast<int>(topology))};
}
} // namespace
SceneRenderer::SceneRenderer(Gfx const& gfx)
: m_gfx(gfx), m_material(Material{LitMaterial{}, "default"}), m_instances(Buffer::Type::eInstance), m_joints(Buffer::Type::eStorage), m_sampler(gfx),
m_view_proj(gfx, Buffer::Type::eUniform), m_dir_lights(gfx, Buffer::Type::eStorage),
m_white(gfx, m_sampler.sampler(), Bmp1x1{0xff_B, 0xff_B, 0xff_B, 0xff_B}.view(), Texture::CreateInfo{.mip_mapped = false}),
m_black(gfx, m_sampler.sampler(), Bmp1x1{0x0_B, 0x0_B, 0x0_B, 0xff_B}.view(), Texture::CreateInfo{.mip_mapped = false}) {}
void SceneRenderer::render(Scene const& scene, Ptr<Skybox const> skybox, Renderer& renderer, vk::CommandBuffer cb) {
m_scene = &scene;
m_info = {};
m_global_mats.clear();
write_view(renderer.framebuffer_extent());
if (skybox) { render(renderer, cb, *skybox); }
for (auto const& node : m_scene->roots()) { render(renderer, cb, m_scene->resources().nodes[node]); }
m_instances.rotate();
m_joints.rotate();
}
void SceneRenderer::write_view(glm::vec2 const extent) {
auto const& cam_node = m_scene->camera();
auto const cam_id = cam_node.find<Camera>();
assert(cam_id);
auto const& cam = m_scene->resources().cameras[*cam_id];
struct ViewSSBO {
glm::mat4x4 mat_v;
glm::mat4x4 mat_p;
glm::vec4 vpos_exposure;
} view{
.mat_v = cam.view(cam_node.transform),
.mat_p = cam.projection(extent),
.vpos_exposure = {cam_node.transform.position(), cam.exposure},
};
m_view_proj.write<ViewSSBO>({&view, 1});
auto dir_lights = FlexArray<DirLightSSBO, 4>{};
for (auto const& light : m_scene->lights.dir_lights.span()) { dir_lights.insert(DirLightSSBO::make(light)); }
m_dir_lights.write(dir_lights.span());
}
void SceneRenderer::update_view(Pipeline& out_pipeline) const {
auto& set0 = out_pipeline.next_set(0);
set0.update(0, m_view_proj.descriptor_buffer());
set0.update(1, m_dir_lights.descriptor_buffer());
out_pipeline.bind(set0);
}
BufferView SceneRenderer::make_instance_mats(std::span<Transform const> instances, glm::mat4x4 const& parent) {
auto rewrite = [&](std::vector<glm::mat4x4>& mats) {
if (instances.empty()) {
mats.push_back(parent);
} else {
mats.reserve(instances.size());
for (auto const& transform : instances) { mats.push_back(parent * transform.matrix()); }
}
};
return m_instances.rewrite(m_gfx, instances.empty() ? 1u : instances.size(), rewrite).view();
}
DescriptorBuffer SceneRenderer::make_joint_mats(Skin const& skin, glm::mat4x4 const& parent) {
auto const& resources = m_scene->resources();
auto rewrite = [&](std::vector<glm::mat4x4>& mats) {
for (auto const& [j, ibm] : zip_ranges(skin.joints, skin.inverse_bind_matrices)) { mats.push_back(parent * get_global_mat(resources.nodes[j]) * ibm); }
};
return m_joints.rewrite(m_gfx, skin.joints.size(), rewrite).descriptor_buffer();
}
glm::mat4x4 SceneRenderer::compute_global_mat(Node const& node) const {
auto ret = node.transform.matrix();
if (auto const* parent = m_scene->parent(node.self)) {
if (auto const it = m_global_mats.find(parent->self); it != m_global_mats.end()) { return it->second * ret; }
return compute_global_mat(*parent) * ret;
}
return ret;
}
glm::mat4 const& SceneRenderer::get_global_mat(Node const& node) {
if (auto it = m_global_mats.find(node.self); it != m_global_mats.end()) { return it->second; }
auto [it, _] = m_global_mats.emplace(node.self, compute_global_mat(node));
return it->second;
}
void SceneRenderer::render(Renderer& renderer, vk::CommandBuffer cb, Skybox const& skybox) {
auto const& vlayout = skybox.mesh().vertex_layout();
auto pipeline = renderer.bind_pipeline(cb, vlayout, {.depth_test = false}, "skybox.frag");
pipeline.set_line_width(1.0f);
update_view(pipeline);
auto& set1 = pipeline.next_set(1);
set1.update(0, skybox.cubemap().descriptor_image());
pipeline.bind(set1);
auto const mat = glm::translate(matrix_identity_v, m_scene->camera().transform.position());
draw(cb, skybox.mesh(), make_instance_mats({}, mat));
}
void SceneRenderer::render(Renderer& renderer, vk::CommandBuffer cb, Node const& node, glm::mat4 parent) {
auto const frag_shader = [](Material const& mat) -> Shader::Id {
if (std::holds_alternative<UnlitMaterial>(mat.instance)) { return "unlit.frag"; }
return "lit.frag";
};
auto const& resources = m_scene->resources();
auto const store = TextureStore{resources.textures, m_white, m_black};
parent = parent * node.transform.matrix();
if (auto mesh_id = node.find<Mesh>()) {
auto const& mesh = resources.meshes[*mesh_id];
for (auto const& primitive : mesh.primitives) {
auto const state = Pipeline::State{
.mode = m_scene->render_mode.type == RenderMode::Type::eWireframe ? vk::PolygonMode::eLine : vk::PolygonMode::eFill,
.topology = to_primitive_topology(primitive.topology),
};
auto const& mesh_primitive = resources.primitives[primitive.primitive];
VertexLayout const& vlayout = mesh_primitive.vertex_layout();
auto const& material = primitive.material ? resources.materials[primitive.material->value()] : m_material;
auto pipeline = renderer.bind_pipeline(cb, vlayout, state, frag_shader(material));
pipeline.set_line_width(m_scene->render_mode.line_width);
update_view(pipeline);
material.write_sets(pipeline, store);
if (auto const joints_set = mesh_primitive.joints_set()) {
auto& set3 = pipeline.next_set(*joints_set);
set3.update(0, make_joint_mats(resources.skins[*node.find<Skin>()], parent));
pipeline.bind(set3);
draw(cb, mesh_primitive, {});
} else {
draw(cb, mesh_primitive, make_instance_mats(node.instances, parent));
}
}
}
for (auto const& id : node.children) { render(renderer, cb, m_scene->resources().nodes[id], parent); }
}
void SceneRenderer::draw(vk::CommandBuffer cb, MeshPrimitive const& mesh, BufferView instances) {
if (instances.buffer) {
cb.bindVertexBuffers(mesh.instance_binding(), instances.buffer, vk::DeviceSize{0});
mesh.draw(cb, instances.count);
} else {
mesh.draw(cb, 1u);
}
m_info.triangles_drawn += mesh.info().vertices / 3;
++m_info.draw_calls;
}
} // namespace facade