We be kinda rendering
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#include <destrum/Graphics/Renderer.h>
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#include <destrum/Graphics/Util.h>
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GameRenderer::GameRenderer(MeshCache& meshCache): meshCache{meshCache} {
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}
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void GameRenderer::init(GfxDevice& gfxDevice, const glm::ivec2& drawImageSize) {
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sceneDataBuffer.init(
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gfxDevice,
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VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT,
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sizeof(GPUSceneData),
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"scene data");
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createDrawImage(gfxDevice, drawImageSize, true);
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meshPipeline = std::make_unique<MeshPipeline>();
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meshPipeline->init(gfxDevice, drawImageFormat, depthImageFormat);
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}
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void GameRenderer::beginDrawing(GfxDevice& gfxDevice) {
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meshDrawCommands.clear();
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}
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void GameRenderer::endDrawing() {
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//Sort the drawlist
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}
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void GameRenderer::draw(VkCommandBuffer cmd, GfxDevice& gfxDevice, const Camera& camera, const SceneData& sceneData) {
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const auto gpuSceneData = GPUSceneData{
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.view = sceneData.camera.GetViewMatrix(),
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.proj = sceneData.camera.GetProjectionMatrix(),
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.viewProj = sceneData.camera.GetViewProjectionMatrix(),
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.cameraPos = glm::vec4{sceneData.camera.m_position, 1.f},
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.ambientColor = {sceneData.ambientColor},
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.ambientIntensity = sceneData.ambientIntensity,
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.fogColor = {sceneData.fogColor},
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.fogDensity = sceneData.fogDensity,
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.materialsBuffer = materialCache.getMaterialDataBufferAddress(),
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};
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sceneDataBuffer.uploadNewData(
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cmd, gfxDevice.getCurrentFrameIndex(), (void*)&gpuSceneData, sizeof(GPUSceneData));
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const auto& drawImage = gfxDevice.getImage(drawImageId);
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const auto& depthImage = gfxDevice.getImage(depthImageId);
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// vkutil::cmdBeginLabel(cmd, "Geometry");
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vkutil::transitionImage(
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cmd,
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drawImage.image,
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VK_IMAGE_LAYOUT_UNDEFINED,
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
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vkutil::transitionImage(
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cmd,
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depthImage.image,
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VK_IMAGE_LAYOUT_UNDEFINED,
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VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_OPTIMAL);
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const auto renderInfo = vkutil::createRenderingInfo({
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.renderExtent = drawImage.getExtent2D(),
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.colorImageView = drawImage.imageView,
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.colorImageClearValue = glm::vec4{0.f, 0.f, 0.f, 1.f},
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.depthImageView = depthImage.imageView,
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.depthImageClearValue = 0.f,
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});
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vkCmdBeginRendering(cmd, &renderInfo.renderingInfo);
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meshPipeline->draw(
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cmd,
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drawImage.getExtent2D(),
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gfxDevice,
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meshCache,
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materialCache,
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camera,
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sceneDataBuffer.getBuffer(),
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meshDrawCommands,
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sortedMeshDrawCommands);
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vkCmdEndRendering(cmd);
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// vkutil::cmdEndLabel(cmd);
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}
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void GameRenderer::cleanup() {
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}
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void GameRenderer::drawMesh(MeshID id, const glm::mat4& transform, MaterialId materialId) {
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const auto& mesh = meshCache.getMesh(id);
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// const auto worldBoundingSphere = edge::calculateBoundingSphereWorld(transform, mesh.boundingSphere, false);
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assert(materialId != NULL_MATERIAL_ID);
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meshDrawCommands.push_back(MeshDrawCommand{
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.meshId = id,
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.transformMatrix = transform,
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.materialId = materialId,
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});
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}
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void GameRenderer::createDrawImage(GfxDevice& gfxDevice,
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const glm::ivec2& drawImageSize,
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bool firstCreate)
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{
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const VkExtent3D drawImageExtent{
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.width = (std::uint32_t)drawImageSize.x,
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.height = (std::uint32_t)drawImageSize.y,
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.depth = 1,
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};
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constexpr VkSampleCountFlagBits noMsaa = VK_SAMPLE_COUNT_1_BIT;
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{ // setup draw image (single-sampled)
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VkImageUsageFlags usages{};
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usages |= VK_IMAGE_USAGE_TRANSFER_SRC_BIT;
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usages |= VK_IMAGE_USAGE_TRANSFER_DST_BIT;
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usages |= VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
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usages |= VK_IMAGE_USAGE_SAMPLED_BIT;
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auto createImageInfo = vkutil::CreateImageInfo{
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.format = drawImageFormat,
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.usage = usages,
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.extent = drawImageExtent,
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.samples = noMsaa,
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};
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// reuse the same id if creating again
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drawImageId = gfxDevice.createImage(createImageInfo, "draw image", nullptr, drawImageId);
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if (firstCreate) {
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// Optional: a separate post-fx target (ping-pong)
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// postFXDrawImageId = gfxDevice.createImage(createImageInfo, "post FX draw image");
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}
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}
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{ // setup depth image (single-sampled)
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auto createInfo = vkutil::CreateImageInfo{
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.format = depthImageFormat,
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.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT,
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.extent = drawImageExtent,
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.samples = noMsaa,
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};
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depthImageId = gfxDevice.createImage(createInfo, "depth image", nullptr, depthImageId);
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}
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}
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