Files
Copium/CopiumEngine/src/copium/renderer/Renderer.cpp
T
2023-04-04 21:14:01 +02:00

156 lines
4.7 KiB
C++

#include "copium/renderer/Renderer.h"
#include "copium/core/Vulkan.h"
#include "copium/pipeline/PipelineCreator.h"
#include "copium/renderer/RendererVertex.h"
namespace Copium
{
static constexpr int MAX_NUM_QUADS = 10000;
static constexpr int MAX_NUM_VERTICES = 4 * MAX_NUM_QUADS;
static constexpr int MAX_NUM_INDICES = 6 * MAX_NUM_QUADS;
static constexpr int MAX_NUM_TEXTURES = 32;
Renderer::Renderer(VkRenderPass renderPass)
: descriptorPool{},
ibo{MAX_NUM_INDICES},
emptyTexture{{0, 0, 0, 255}, 1, 1},
samplers{MAX_NUM_TEXTURES, &emptyTexture}
{
InitializeIndexBuffer();
InitializeGraphicsPipeline(renderPass);
}
void Renderer::Quad(const glm::vec2& pos, const glm::vec2& size, const glm::vec3& color)
{
AllocateQuad();
AddVertex(glm::vec2{pos.x, pos.y + size.y}, color, -1, glm::vec2{0, 0});
AddVertex(pos + size, color, -1, glm::vec2{0, 0});
AddVertex(glm::vec2{pos.x + size.x, pos.y}, color, -1, glm::vec2{0, 0});
AddVertex(pos, color, -1, glm::vec2{0, 0});
}
void Renderer::Quad(const glm::vec2& pos, const glm::vec2& size, const Sampler& sampler, const glm::vec2& texCoord1, const glm::vec2& texCoord2)
{
AllocateQuad();
int texIndex = AllocateSampler(sampler);
AddVertex(glm::vec2{pos.x, pos.y + size.y}, glm::vec3{1, 1, 1}, texIndex, glm::vec2{texCoord1.x, texCoord2.y});
AddVertex(pos + size, glm::vec3{1,1,1}, texIndex, texCoord2);
AddVertex(glm::vec2{pos.x + size.x, pos.y}, glm::vec3{1, 1, 1}, texIndex, glm::vec2{texCoord2.x, texCoord1.y});
AddVertex(pos, glm::vec3{1,1,1}, texIndex, texCoord1);
}
void Renderer::AddVertex(const glm::vec2& position, const glm::vec3& color, int texindex, const glm::vec2& texCoord)
{
RendererVertex* vertex = (RendererVertex*)mappedVertexBuffer;
vertex->position = position;
vertex->color = color;
vertex->texCoord = texCoord;
vertex->texIndex = texindex;
mappedVertexBuffer = (RendererVertex*)mappedVertexBuffer + 1;
}
void Renderer::Begin(CommandBuffer& commandBuffer)
{
graphicsPipeline->Bind(commandBuffer);
ibo.Bind(commandBuffer);
batchIndex = -1;
NextBatch();
currentCommandBuffer = &commandBuffer;
}
void Renderer::End()
{
Flush();
}
Pipeline& Renderer::GetGraphicsPipeline()
{
return *graphicsPipeline;
}
void Renderer::SetDescriptorSet(const DescriptorSet& descriptorSet)
{
graphicsPipeline->SetDescriptorSet(descriptorSet);
}
void Renderer::InitializeIndexBuffer()
{
CP_ASSERT(MAX_NUM_INDICES < std::numeric_limits<uint16_t>::max(), "Renderer : Maximum number of indices too big");
std::vector<uint16_t> indices;
indices.resize(MAX_NUM_INDICES);
for (int i = 0; i < MAX_NUM_QUADS; i++)
{
indices[i * 6] = i * 4;
indices[i * 6 + 1] = i * 4 + 1;
indices[i * 6 + 2] = i * 4 + 2;
indices[i * 6 + 3] = i * 4;
indices[i * 6 + 4] = i * 4 + 2;
indices[i * 6 + 5] = i * 4 + 3;
}
ibo.UpdateStaging(indices.data());
}
void Renderer::InitializeGraphicsPipeline(VkRenderPass renderPass)
{
PipelineCreator creator{renderPass, "res/shaders/renderer.vert", "res/shaders/renderer.frag"};
creator.SetVertexDescriptor(RendererVertex::GetDescriptor());
creator.SetDepthTest(false);
graphicsPipeline = std::make_unique<Pipeline>(creator);
}
int Renderer::AllocateSampler(const Sampler& sampler)
{
for (size_t i = 0; i < textureCount; i++)
{
if (*samplers[i] == sampler)
{
return i;
}
}
if (textureCount == MAX_NUM_TEXTURES)
{
Flush();
NextBatch();
}
batches[batchIndex]->GetDescriptorSet().SetSamplerDynamic(sampler, 0, textureCount);
samplers[textureCount] = &sampler;
textureCount++;
return textureCount - 1;
}
void Renderer::AllocateQuad()
{
if (quadCount + 1 > MAX_NUM_QUADS)
{
Flush();
NextBatch();
}
quadCount++;
}
void Renderer::Flush()
{
batches[batchIndex]->GetVertexBuffer().Unmap();
batches[batchIndex]->GetVertexBuffer().Bind(*currentCommandBuffer);
graphicsPipeline->SetDescriptorSet(batches[batchIndex]->GetDescriptorSet());
graphicsPipeline->BindDescriptorSets(*currentCommandBuffer);
ibo.Draw(*currentCommandBuffer, quadCount * 6);
}
void Renderer::NextBatch()
{
batchIndex++;
std::fill(samplers.begin(), samplers.end(), &emptyTexture);
if (batchIndex >= batches.size())
{
batches.emplace_back(std::make_unique<Batch>(*graphicsPipeline, descriptorPool, MAX_NUM_VERTICES, samplers));
}
mappedVertexBuffer = (char*)batches[batchIndex]->GetVertexBuffer().Map() + batches[batchIndex]->GetVertexBuffer().GetPosition(Vulkan::GetSwapChain().GetFlightIndex());
quadCount = 0;
textureCount = 0;
}
}