refactor: move all caches to RenderResources object
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#include <../../include/destrum/Graphics/Caches/MaterialCache.h>
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#include <destrum/Graphics/GfxDevice.h>
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#include <destrum/Graphics/Util.h>
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#include "spdlog/spdlog.h"
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void MaterialCache::init(
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GfxDevice& gfxDevice,
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MaterialDefaultTextures defaults)
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{
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defaultTextures = defaults;
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materialDataBuffer = gfxDevice.createBuffer(
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MAX_MATERIALS * sizeof(MaterialData),
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VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT);
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vkutil::addDebugLabel(
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gfxDevice.getDevice(),
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materialDataBuffer.buffer,
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"material data");
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Material placeholderMaterial{};
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placeholderMaterial.name = "PLACEHOLDER_MATERIAL";
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placeholderMaterial.diffuseTexture = defaultTextures.white;
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placeholderMaterialId = addMaterial(placeholderMaterial);
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}
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void MaterialCache::cleanup(GfxDevice& gfxDevice)
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{
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gfxDevice.destroyBuffer(materialDataBuffer);
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}
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MaterialID MaterialCache::addMaterial(Material material)
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{
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const auto getTextureOrElse = [](ImageID imageId, ImageID placeholder)
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{
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return imageId != NULL_IMAGE_ID ? imageId : placeholder;
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};
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MaterialData* data = static_cast<MaterialData*>(materialDataBuffer.info.pMappedData);
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const auto id = getFreeMaterialId();
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assert(id < MAX_MATERIALS);
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data[id] = MaterialData{
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.baseColor = glm::vec4(material.baseColor, 1.0f),
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.metalRoughnessEmissive = glm::vec4{
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material.metallicFactor,
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material.roughnessFactor,
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material.emissiveFactor,
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0.f
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},
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.textureFilteringMode = static_cast<std::uint32_t>(material.textureFilteringMode),
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.diffuseTex = getTextureOrElse(
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material.diffuseTexture,
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defaultTextures.white),
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.normalTex = defaultTextures.normal,
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.metallicRoughnessTex = defaultTextures.metallicRoughness,
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.emissiveTex = defaultTextures.emissive,
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};
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materials.push_back(std::move(material));
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return id;
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}
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MaterialID MaterialCache::addSimpleTextureMaterial(ImageID textureID)
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{
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Material material{};
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material.name = "simple texture material";
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material.diffuseTexture = textureID;
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material.metallicFactor = 0.0f;
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material.roughnessFactor = 1.0f;
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return addMaterial(material);
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}
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const Material& MaterialCache::getMaterial(MaterialID id) const
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{
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return materials.at(id);
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}
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MaterialID MaterialCache::getFreeMaterialId() const
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{
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return materials.size();
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}
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MaterialID MaterialCache::getPlaceholderMaterialId() const
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{
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assert(placeholderMaterialId != NULL_MATERIAL_ID && "MaterialCache::init not called");
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return placeholderMaterialId;
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}
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Material& MaterialCache::getMaterialMutable(MaterialID id)
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{
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assert(id < materials.size());
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return materials.at(id);
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}
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void MaterialCache::updateMaterialGPU(MaterialID id)
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{
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assert(id < materials.size());
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assert(materialDataBuffer.info.pMappedData && "materialDataBuffer must be mapped");
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const auto getTextureOrElse = [](ImageID imageId, ImageID placeholder)
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{
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return imageId != NULL_IMAGE_ID ? imageId : placeholder;
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};
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Material& material = materials[id];
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MaterialData* data =
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reinterpret_cast<MaterialData*>(materialDataBuffer.info.pMappedData);
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data[id] = MaterialData{
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.baseColor = glm::vec4(material.baseColor, 1.0f),
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.metalRoughnessEmissive = glm::vec4{
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material.metallicFactor,
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material.roughnessFactor,
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material.emissiveFactor,
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0.f
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},
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.textureFilteringMode = static_cast<std::uint32_t>(material.textureFilteringMode),
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.diffuseTex = getTextureOrElse(material.diffuseTexture, defaultTextures.white),
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.normalTex = defaultTextures.normal,
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.metallicRoughnessTex = defaultTextures.metallicRoughness,
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.emissiveTex = defaultTextures.emissive,
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};
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}
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