feat: revamp 2D pipeline to use SDF's for rendering

This commit is contained in:
2026-10-16 23:23:26 +02:00
parent 469bb287b7
commit faba4171ec
19 changed files with 676 additions and 502 deletions
@@ -1,31 +0,0 @@
#include <destrum/Graphics/Managers/QuadRenderingManager.h>
void QuadRenderingManager::SubmitQuad(
const glm::vec2& position,
const glm::vec2& size,
const glm::vec4& color,
ImageID textureId)
{
SubmitQuad(position, size, 0.0f, color, textureId);
}
void QuadRenderingManager::SubmitQuad(
const glm::vec2& position,
const glm::vec2& size,
float rotation,
const glm::vec4& color,
ImageID textureId)
{
quads.push_back(QuadSubmission{
.position = position,
.size = size,
.rotation = rotation,
.color = color,
.textureId = textureId,
});
}
void QuadRenderingManager::ClearQuads()
{
quads.clear();
}
@@ -0,0 +1,133 @@
#include <destrum/Graphics/Managers/Renderer2D.h>
#include <algorithm>
#include <cmath>
void Renderer2D::DrawRect(const glm::vec2& topLeft, const glm::vec2& size, const glm::vec4& color)
{
DrawRect(topLeft, size, ShapeStyle{.color = color});
}
void Renderer2D::DrawRect(const glm::vec2& topLeft, const glm::vec2& size, const ShapeStyle& style)
{
submit(Shape2DType::Rect, topLeft + size * 0.5f, size * 0.5f, style);
}
void Renderer2D::DrawRectOutline(
const glm::vec2& topLeft,
const glm::vec2& size,
float thickness,
const glm::vec4& color)
{
DrawRect(topLeft, size, ShapeStyle{.color = color, .outline = thickness});
}
void Renderer2D::DrawTexturedRect(
const glm::vec2& topLeft,
const glm::vec2& size,
ImageID texture,
const glm::vec4& tint)
{
DrawRect(topLeft, size, ShapeStyle{.color = tint, .texture = {.id = texture}});
}
void Renderer2D::DrawEllipse(const glm::vec2& center, const glm::vec2& radii, const glm::vec4& color)
{
DrawEllipse(center, radii, ShapeStyle{.color = color});
}
void Renderer2D::DrawEllipse(const glm::vec2& center, const glm::vec2& radii, const ShapeStyle& style)
{
submit(Shape2DType::Ellipse, center, radii, style);
}
void Renderer2D::DrawEllipseOutline(
const glm::vec2& center,
const glm::vec2& radii,
float thickness,
const glm::vec4& color)
{
DrawEllipse(center, radii, ShapeStyle{.color = color, .outline = thickness});
}
void Renderer2D::DrawCircle(const glm::vec2& center, float radius, const glm::vec4& color)
{
DrawEllipse(center, glm::vec2{radius}, color);
}
void Renderer2D::DrawTriangle(const glm::vec2& a, const glm::vec2& b, const glm::vec2& c, const glm::vec4& color)
{
DrawTriangle(a, b, c, ShapeStyle{.color = color});
}
void Renderer2D::DrawTriangle(const glm::vec2& a, const glm::vec2& b, const glm::vec2& c, const ShapeStyle& style)
{
const glm::vec2 min = glm::min(a, glm::min(b, c));
const glm::vec2 max = glm::max(a, glm::max(b, c));
const glm::vec2 center = (min + max) * 0.5f;
submit(Shape2DType::Triangle, center, (max - min) * 0.5f, style);
shapes.back().p0 = a - center;
shapes.back().p1 = b - center;
shapes.back().p2 = c - center;
}
void Renderer2D::DrawTriangleOutline(
const glm::vec2& a,
const glm::vec2& b,
const glm::vec2& c,
float thickness,
const glm::vec4& color)
{
DrawTriangle(a, b, c, ShapeStyle{.color = color, .outline = thickness});
}
void Renderer2D::DrawLine(
const glm::vec2& from,
const glm::vec2& to,
float thickness,
const glm::vec4& color,
LineCap cap)
{
const glm::vec2 delta = to - from;
const float halfThickness = thickness * 0.5f;
const float capExtension = cap == LineCap::Butt ? 0.0f : halfThickness;
submit(
Shape2DType::Rect,
(from + to) * 0.5f,
{glm::length(delta) * 0.5f + capExtension, halfThickness},
ShapeStyle{
.color = color,
.rotation = std::atan2(delta.y, delta.x),
.cornerRadius = cap == LineCap::Round ? halfThickness : 0.0f,
});
}
void Renderer2D::Clear()
{
shapes.clear();
}
void Renderer2D::submit(
Shape2DType type,
const glm::vec2& center,
const glm::vec2& halfSize,
const ShapeStyle& style)
{
shapes.push_back(Shape2D{
.center = center,
.halfSize = glm::abs(halfSize),
.color = style.color,
.uvRect = {style.texture.uvMin.x, style.texture.uvMin.y, style.texture.uvMax.x, style.texture.uvMax.y},
.p0 = {},
.p1 = {},
.p2 = {},
.rotation = style.rotation,
.outline = std::max(style.outline, 0.0f),
.cornerRadius = std::max(style.cornerRadius, 0.0f),
.type = type,
.textureId = style.texture.id,
.filter = style.texture.filter,
});
}
@@ -1,338 +0,0 @@
#include <destrum/Graphics/Pipelines/QuadRendererPass.h>
#include <algorithm>
#include <array>
#include <cmath>
#include <cstdint>
#include <cstring>
#include <limits>
#include <stdexcept>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <destrum/FS/AssetFS.h>
#include <destrum/Graphics/GfxDevice.h>
#include <destrum/Graphics/GPUImage.h>
#include <destrum/Graphics/Pipeline.h>
#include <destrum/Graphics/RenderResources.h>
#include <destrum/Graphics/Util.h>
#include <destrum/Graphics/Managers/QuadRenderingManager.h>
#include "volk.h"
namespace {
constexpr std::size_t InitialQuadCapacity = 256;
constexpr std::size_t VerticesPerQuad = 4;
constexpr std::size_t IndicesPerQuad = 6;
glm::vec2 rotatePoint(const glm::vec2& point, float cosA, float sinA) {
return glm::vec2{
point.x * cosA - point.y * sinA,
point.x * sinA + point.y * cosA,
};
}
}
void QuadRendererPass::init(GfxDevice& gfxDevice, RenderResources& resources, VkFormat drawImageFormat)
{
try {
const std::size_t vertexBytes = InitialQuadCapacity * VerticesPerQuad * sizeof(QuadVertex);
vertexBuffer = gfxDevice.createBuffer(
vertexBytes,
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
VMA_MEMORY_USAGE_AUTO_PREFER_HOST);
vkutil::addDebugLabel(gfxDevice.getDevice(), vertexBuffer.buffer, "quad vertices");
const std::size_t indexBytes = InitialQuadCapacity * IndicesPerQuad * sizeof(std::uint32_t);
indexBuffer = gfxDevice.createBuffer(
indexBytes,
VK_BUFFER_USAGE_INDEX_BUFFER_BIT,
VMA_MEMORY_USAGE_AUTO_PREFER_HOST);
vkutil::addDebugLabel(gfxDevice.getDevice(), indexBuffer.buffer, "quad indices");
quadCapacity = InitialQuadCapacity;
const auto vertexShader =
AssetFS::GetInstance().GetCookedPathForFile("engine://shaders/quad.vert");
const auto fragmentShader =
AssetFS::GetInstance().GetCookedPathForFile("engine://shaders/quad.frag");
const auto pushConstantRange = VkPushConstantRange{
.stageFlags = VK_SHADER_STAGE_VERTEX_BIT,
.offset = 0,
.size = sizeof(glm::mat4),
};
const auto layouts = std::array{
resources.getBindlessDescSetLayout()
};
const auto pipelineLayoutInfo = VkPipelineLayoutCreateInfo{
.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO,
.setLayoutCount = static_cast<std::uint32_t>(layouts.size()),
.pSetLayouts = layouts.data(),
.pushConstantRangeCount = 1,
.pPushConstantRanges = &pushConstantRange,
};
VK_CHECK(vkCreatePipelineLayout(
gfxDevice.getDevice(),
&pipelineLayoutInfo,
nullptr,
&pipelineLayout));
PipelineConfigInfo pipelineConfig{};
Pipeline::DefaultPipelineConfigInfo(pipelineConfig);
pipelineConfig.name = "Quad Rendering Pipeline";
pipelineConfig.pipelineLayout = pipelineLayout;
pipelineConfig.inputAssemblyInfo.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
pipelineConfig.rasterizationInfo.cullMode = VK_CULL_MODE_NONE;
pipelineConfig.depthStencilInfo.depthTestEnable = VK_FALSE;
pipelineConfig.depthStencilInfo.depthWriteEnable = VK_FALSE;
pipelineConfig.depthStencilInfo.depthCompareOp = VK_COMPARE_OP_ALWAYS;
pipelineConfig.colorAttachments = {drawImageFormat};
pipelineConfig.depthAttachment = VK_FORMAT_UNDEFINED;
pipelineConfig.vertexBindingDescriptions = {
VkVertexInputBindingDescription{
.binding = 0,
.stride = sizeof(QuadVertex),
.inputRate = VK_VERTEX_INPUT_RATE_VERTEX,
}
};
pipelineConfig.vertexAttributeDescriptions = {
VkVertexInputAttributeDescription{
.location = 0,
.binding = 0,
.format = VK_FORMAT_R32G32_SFLOAT,
.offset = offsetof(QuadVertex, position),
},
VkVertexInputAttributeDescription{
.location = 1,
.binding = 0,
.format = VK_FORMAT_R32G32_SFLOAT,
.offset = offsetof(QuadVertex, uv),
},
VkVertexInputAttributeDescription{
.location = 2,
.binding = 0,
.format = VK_FORMAT_R32G32B32A32_SFLOAT,
.offset = offsetof(QuadVertex, color),
},
VkVertexInputAttributeDescription{
.location = 3,
.binding = 0,
.format = VK_FORMAT_R32_UINT,
.offset = offsetof(QuadVertex, textureId),
},
};
pipelineConfig.colorBlendAttachment.blendEnable = VK_TRUE;
pipelineConfig.colorBlendAttachment.srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
pipelineConfig.colorBlendAttachment.dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
pipelineConfig.colorBlendAttachment.colorBlendOp = VK_BLEND_OP_ADD;
pipelineConfig.colorBlendAttachment.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
pipelineConfig.colorBlendAttachment.dstAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
pipelineConfig.colorBlendAttachment.alphaBlendOp = VK_BLEND_OP_ADD;
pipeline = std::make_unique<Pipeline>(
gfxDevice,
vertexShader.string(),
fragmentShader.string(),
pipelineConfig);
} catch (...) {
cleanup(gfxDevice);
throw;
}
}
void QuadRendererPass::draw(
VkCommandBuffer cmd,
GfxDevice& gfxDevice,
RenderResources& resources,
const GPUImage& target,
const glm::mat4& projection)
{
auto& quadManager = QuadRenderingManager::GetInstance();
const auto& quads = quadManager.GetQuads();
if (!pipeline || quads.empty()) {
quadManager.ClearQuads();
return;
}
const std::size_t numQuads = quads.size();
if (numQuads > std::numeric_limits<std::size_t>::max() / VerticesPerQuad) {
throw std::overflow_error("Too many quads submitted for rendering");
}
const std::size_t numVertices = numQuads * VerticesPerQuad;
const std::size_t numIndices = numQuads * IndicesPerQuad;
if (numVertices > std::numeric_limits<std::uint32_t>::max()) {
throw std::overflow_error("Too many quad vertices submitted for rendering");
}
ensureCapacity(gfxDevice, numQuads);
const ImageID whiteTextureId = resources.getWhiteTextureID();
auto* vertexMapped = reinterpret_cast<std::uint8_t*>(vertexBuffer.info.pMappedData);
auto* indexMapped = reinterpret_cast<std::uint8_t*>(indexBuffer.info.pMappedData);
constexpr std::array<glm::vec2, 4> localCorners = {{
glm::vec2{-0.5f, -0.5f},
glm::vec2{ 0.5f, -0.5f},
glm::vec2{ 0.5f, 0.5f},
glm::vec2{-0.5f, 0.5f},
}};
constexpr std::array<glm::vec2, 4> uvs = {{
glm::vec2{0.0f, 1.0f},
glm::vec2{1.0f, 1.0f},
glm::vec2{1.0f, 0.0f},
glm::vec2{0.0f, 0.0f},
}};
auto* vertWrite = reinterpret_cast<QuadVertex*>(vertexMapped);
auto* idxWrite = reinterpret_cast<std::uint32_t*>(indexMapped);
std::uint32_t vertexBase = 0;
for (const auto& quad : quads) {
const float cosA = std::cos(quad.rotation);
const float sinA = std::sin(quad.rotation);
const glm::vec2 halfSize = quad.size * 0.5f;
const ImageID texId = (quad.textureId == NULL_IMAGE_ID) ? whiteTextureId : quad.textureId;
for (std::size_t v = 0; v < VerticesPerQuad; ++v) {
glm::vec2 localPos = localCorners[v] * halfSize;
glm::vec2 rotatedPos = rotatePoint(localPos, cosA, sinA);
glm::vec2 worldPos = quad.position + rotatedPos;
vertWrite[vertexBase + v] = QuadVertex{
.position = worldPos,
.uv = uvs[v],
.color = quad.color,
.textureId = static_cast<std::uint32_t>(texId),
};
}
const std::uint32_t idxOffset = vertexBase / 4 * 6;
idxWrite[idxOffset + 0] = vertexBase + 0;
idxWrite[idxOffset + 1] = vertexBase + 1;
idxWrite[idxOffset + 2] = vertexBase + 2;
idxWrite[idxOffset + 3] = vertexBase + 0;
idxWrite[idxOffset + 4] = vertexBase + 2;
idxWrite[idxOffset + 5] = vertexBase + 3;
vertexBase += VerticesPerQuad;
}
auto& memMgr = gfxDevice.getMemoryManager();
memMgr.flushAllocation(vertexBuffer, 0, numVertices * sizeof(QuadVertex));
memMgr.flushAllocation(indexBuffer, 0, numIndices * sizeof(std::uint32_t));
auto renderInfo = vkutil::createRenderingInfo({
.renderExtent = target.getExtent2D(),
.colorImageView = target.imageView,
});
vkCmdBeginRendering(cmd, &renderInfo.renderingInfo);
pipeline->bind(cmd);
resources.bindBindlessDescSet(cmd, pipelineLayout);
const auto viewport = VkViewport{
.x = 0.0f,
.y = 0.0f,
.width = static_cast<float>(target.extent.width),
.height = static_cast<float>(target.extent.height),
.minDepth = 0.0f,
.maxDepth = 1.0f,
};
vkCmdSetViewport(cmd, 0, 1, &viewport);
const auto scissor = VkRect2D{
.offset = {},
.extent = target.getExtent2D(),
};
vkCmdSetScissor(cmd, 0, 1, &scissor);
vkCmdSetPolygonModeEXT(cmd, VK_POLYGON_MODE_FILL);
vkCmdPushConstants(
cmd,
pipelineLayout,
VK_SHADER_STAGE_VERTEX_BIT,
0,
sizeof(glm::mat4),
&projection);
const VkBuffer vertexBufferHandle = vertexBuffer.buffer;
const VkDeviceSize vertexBufferOffset = 0;
vkCmdBindVertexBuffers(cmd, 0, 1, &vertexBufferHandle, &vertexBufferOffset);
const VkBuffer indexBufferHandle = indexBuffer.buffer;
vkCmdBindIndexBuffer(cmd, indexBufferHandle, 0, VK_INDEX_TYPE_UINT32);
vkCmdDrawIndexed(cmd, static_cast<std::uint32_t>(numIndices), 1, 0, 0, 0);
vkCmdEndRendering(cmd);
quadManager.ClearQuads();
}
void QuadRendererPass::cleanup(GfxDevice& gfxDevice)
{
pipeline.reset();
if (pipelineLayout != VK_NULL_HANDLE && gfxDevice.getDevice() != VK_NULL_HANDLE) {
vkDestroyPipelineLayout(gfxDevice.getDevice(), pipelineLayout, nullptr);
}
pipelineLayout = VK_NULL_HANDLE;
if (vertexBuffer.buffer != VK_NULL_HANDLE) {
gfxDevice.destroyBuffer(vertexBuffer);
}
if (indexBuffer.buffer != VK_NULL_HANDLE) {
gfxDevice.destroyBuffer(indexBuffer);
}
quadCapacity = 0;
}
void QuadRendererPass::ensureCapacity(
GfxDevice& gfxDevice,
std::size_t requiredQuads)
{
if (requiredQuads <= quadCapacity) {
return;
}
std::size_t newCapacity = std::max(quadCapacity, InitialQuadCapacity);
while (newCapacity < requiredQuads) {
if (newCapacity > std::numeric_limits<std::size_t>::max() / 2) {
newCapacity = requiredQuads;
break;
}
newCapacity *= 2;
}
gfxDevice.waitIdle();
if (vertexBuffer.buffer != VK_NULL_HANDLE) {
gfxDevice.destroyBuffer(vertexBuffer);
}
vertexBuffer = gfxDevice.createBuffer(
newCapacity * VerticesPerQuad * sizeof(QuadVertex),
VK_BUFFER_USAGE_VERTEX_BUFFER_BIT,
VMA_MEMORY_USAGE_AUTO_PREFER_HOST);
vkutil::addDebugLabel(gfxDevice.getDevice(), vertexBuffer.buffer, "quad vertices");
if (indexBuffer.buffer != VK_NULL_HANDLE) {
gfxDevice.destroyBuffer(indexBuffer);
}
indexBuffer = gfxDevice.createBuffer(
newCapacity * IndicesPerQuad * sizeof(std::uint32_t),
VK_BUFFER_USAGE_INDEX_BUFFER_BIT,
VMA_MEMORY_USAGE_AUTO_PREFER_HOST);
vkutil::addDebugLabel(gfxDevice.getDevice(), indexBuffer.buffer, "quad indices");
quadCapacity = newCapacity;
}
@@ -0,0 +1,217 @@
#include <destrum/Graphics/Pipelines/Renderer2DPass.h>
#include <algorithm>
#include <array>
#include <cstdint>
#include <limits>
#include <stdexcept>
#include <vector>
#include <glm/gtc/matrix_transform.hpp>
#include <destrum/FS/AssetFS.h>
#include <destrum/Graphics/GfxDevice.h>
#include <destrum/Graphics/GPUImage.h>
#include <destrum/Graphics/Pipeline.h>
#include <destrum/Graphics/RenderResources.h>
#include <destrum/Graphics/Util.h>
#include <destrum/Graphics/Managers/Renderer2D.h>
#include "volk.h"
namespace {
constexpr std::size_t InitialShapeCapacity = 256;
constexpr std::uint32_t VerticesPerShape = 6;
struct PushConstants {
glm::mat4 projection;
VkDeviceAddress shapes;
};
constexpr VkShaderStageFlags PushConstantStages = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT;
constexpr VkBufferUsageFlags ShapeBufferUsage =
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT | VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT;
}
void Renderer2DPass::init(GfxDevice& gfxDevice, RenderResources& resources, VkFormat drawImageFormat)
{
try {
shapeBuffer.init(gfxDevice, ShapeBufferUsage, InitialShapeCapacity * sizeof(Shape2D), "2d shapes");
shapeCapacity = InitialShapeCapacity;
const auto vertexShader =
AssetFS::GetInstance().GetCookedPathForFile("engine://shaders/shape2d.vert");
const auto fragmentShader =
AssetFS::GetInstance().GetCookedPathForFile("engine://shaders/shape2d.frag");
const auto pushConstantRange = VkPushConstantRange{
.stageFlags = PushConstantStages,
.offset = 0,
.size = sizeof(PushConstants),
};
const auto layouts = std::array{
resources.getBindlessDescSetLayout()
};
const auto pipelineLayoutInfo = VkPipelineLayoutCreateInfo{
.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO,
.setLayoutCount = static_cast<std::uint32_t>(layouts.size()),
.pSetLayouts = layouts.data(),
.pushConstantRangeCount = 1,
.pPushConstantRanges = &pushConstantRange,
};
VK_CHECK(vkCreatePipelineLayout(
gfxDevice.getDevice(),
&pipelineLayoutInfo,
nullptr,
&pipelineLayout));
PipelineConfigInfo pipelineConfig{};
Pipeline::DefaultPipelineConfigInfo(pipelineConfig);
pipelineConfig.name = "2D Shape Pipeline";
pipelineConfig.pipelineLayout = pipelineLayout;
pipelineConfig.inputAssemblyInfo.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
pipelineConfig.rasterizationInfo.cullMode = VK_CULL_MODE_NONE;
pipelineConfig.depthStencilInfo.depthTestEnable = VK_FALSE;
pipelineConfig.depthStencilInfo.depthWriteEnable = VK_FALSE;
pipelineConfig.depthStencilInfo.depthCompareOp = VK_COMPARE_OP_ALWAYS;
pipelineConfig.colorAttachments = {drawImageFormat};
pipelineConfig.depthAttachment = VK_FORMAT_UNDEFINED;
pipelineConfig.vertexBindingDescriptions = {};
pipelineConfig.vertexAttributeDescriptions = {};
pipelineConfig.colorBlendAttachment.blendEnable = VK_TRUE;
pipelineConfig.colorBlendAttachment.srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
pipelineConfig.colorBlendAttachment.dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
pipelineConfig.colorBlendAttachment.colorBlendOp = VK_BLEND_OP_ADD;
pipelineConfig.colorBlendAttachment.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
pipelineConfig.colorBlendAttachment.dstAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
pipelineConfig.colorBlendAttachment.alphaBlendOp = VK_BLEND_OP_ADD;
pipeline = std::make_unique<Pipeline>(
gfxDevice,
vertexShader.string(),
fragmentShader.string(),
pipelineConfig);
} catch (...) {
cleanup(gfxDevice);
throw;
}
}
void Renderer2DPass::draw(
VkCommandBuffer cmd,
GfxDevice& gfxDevice,
RenderResources& resources,
const GPUImage& target,
const glm::mat4& projection)
{
auto& renderer2D = Renderer2D::GetInstance();
if (!pipeline || renderer2D.GetShapes().empty()) {
renderer2D.Clear();
return;
}
std::vector<Shape2D> shapes = renderer2D.GetShapes();
renderer2D.Clear();
if (shapes.size() > std::numeric_limits<std::uint32_t>::max()) {
throw std::overflow_error("Too many 2D shapes submitted for rendering");
}
const auto whiteTextureId = static_cast<std::uint32_t>(resources.getWhiteTextureID());
for (auto& shape : shapes) {
if (shape.textureId == NULL_IMAGE_ID) {
shape.textureId = whiteTextureId;
}
}
ensureCapacity(gfxDevice, shapes.size());
shapeBuffer.uploadNewData(
cmd,
gfxDevice.getCurrentFrameIndex(),
shapes.data(),
shapes.size() * sizeof(Shape2D));
auto renderInfo = vkutil::createRenderingInfo({
.renderExtent = target.getExtent2D(),
.colorImageView = target.imageView,
});
vkCmdBeginRendering(cmd, &renderInfo.renderingInfo);
pipeline->bind(cmd);
resources.bindBindlessDescSet(cmd, pipelineLayout);
const auto viewport = VkViewport{
.x = 0.0f,
.y = 0.0f,
.width = static_cast<float>(target.extent.width),
.height = static_cast<float>(target.extent.height),
.minDepth = 0.0f,
.maxDepth = 1.0f,
};
vkCmdSetViewport(cmd, 0, 1, &viewport);
const auto scissor = VkRect2D{
.offset = {},
.extent = target.getExtent2D(),
};
vkCmdSetScissor(cmd, 0, 1, &scissor);
vkCmdSetPolygonModeEXT(cmd, VK_POLYGON_MODE_FILL);
const auto pushConstants = PushConstants{
.projection = projection,
.shapes = shapeBuffer.getBuffer().address,
};
vkCmdPushConstants(cmd, pipelineLayout, PushConstantStages, 0, sizeof(PushConstants), &pushConstants);
vkCmdDraw(cmd, VerticesPerShape, static_cast<std::uint32_t>(shapes.size()), 0, 0);
vkCmdEndRendering(cmd);
}
void Renderer2DPass::cleanup(GfxDevice& gfxDevice)
{
pipeline.reset();
if (pipelineLayout != VK_NULL_HANDLE && gfxDevice.getDevice() != VK_NULL_HANDLE) {
vkDestroyPipelineLayout(gfxDevice.getDevice(), pipelineLayout, nullptr);
}
pipelineLayout = VK_NULL_HANDLE;
shapeBuffer.cleanup(gfxDevice);
shapeCapacity = 0;
}
glm::mat4 Renderer2DPass::screenProjection(const GPUImage& target)
{
// Vulkan clip space has +y pointing down, so bottom = 0 puts the origin top left
return glm::ortho(
0.0f, static_cast<float>(target.extent.width),
0.0f, static_cast<float>(target.extent.height),
-1.0f, 1.0f);
}
void Renderer2DPass::ensureCapacity(GfxDevice& gfxDevice, std::size_t requiredShapes)
{
if (requiredShapes <= shapeCapacity) {
return;
}
std::size_t newCapacity = std::max(shapeCapacity, InitialShapeCapacity);
while (newCapacity < requiredShapes) {
if (newCapacity > std::numeric_limits<std::size_t>::max() / 2) {
newCapacity = requiredShapes;
break;
}
newCapacity *= 2;
}
gfxDevice.waitIdle();
shapeBuffer.cleanup(gfxDevice);
shapeBuffer.init(gfxDevice, ShapeBufferUsage, newCapacity * sizeof(Shape2D), "2d shapes");
shapeCapacity = newCapacity;
}
+13 -16
View File
@@ -1,7 +1,7 @@
#include <destrum/Graphics/Renderer.h>
#include <destrum/Graphics/Managers/LineRenderingManager.h>
#include <destrum/Graphics/Managers/QuadRenderingManager.h>
#include <destrum/Graphics/Managers/Renderer2D.h>
#include <destrum/Graphics/Util.h>
#include <algorithm>
@@ -50,8 +50,8 @@ void GameRenderer::init(GfxDevice& gfxDevice, RenderResources& _resources, glm::
lineRenderingPass = std::make_unique<LineRenderingPass>();
lineRenderingPass->init(gfxDevice, drawImageFormat);
quadRendererPass = std::make_unique<QuadRendererPass>();
quadRendererPass->init(gfxDevice, _resources, drawImageFormat);
renderer2DPass = std::make_unique<Renderer2DPass>();
renderer2DPass->init(gfxDevice, _resources, drawImageFormat);
GameState::GetInstance().SetRenderer(this);
initialized = true;
@@ -70,7 +70,7 @@ void GameRenderer::beginDrawing(GfxDevice& gfxDevice)
skinningPipeline->beginDrawing(gfxDevice.getCurrentFrameIndex());
lightCullingPipeline->beginDrawing(gfxDevice.getCurrentFrameIndex());
shadowLightDirection.reset();
QuadRenderingManager::GetInstance().ClearQuads();
Renderer2D::GetInstance().Clear();
}
void GameRenderer::endDrawing()
@@ -330,28 +330,25 @@ void GameRenderer::draw(VkCommandBuffer cmd, GfxDevice& gfxDevice, const Camera&
}
{
TracyVkZone(gfxDevice.getTracyVkCtx(), cmd, "QuadRendererPass::draw");
vkutil::ScopedCmdLabel label(cmd, "QuadRendererPass::draw", vkutil::labelColors::ui);
TracyVkZone(gfxDevice.getTracyVkCtx(), cmd, "Renderer2DPass::draw");
vkutil::ScopedCmdLabel label(cmd, "Renderer2DPass::draw", vkutil::labelColors::ui);
quadRendererPass->draw(
renderer2DPass->draw(
cmd,
gfxDevice,
*resources,
drawImage,
glm::ortho(0.0f,
static_cast<float>(drawImage.extent.width),
static_cast<float>(drawImage.extent.height),
0.0f, -1.0f, 1.0f));
Renderer2DPass::screenProjection(drawImage));
}
}
void GameRenderer::drawQuads(
void GameRenderer::draw2D(
VkCommandBuffer cmd,
GfxDevice& gfxDevice,
const glm::mat4& projection)
{
const auto& drawImage = resources->getImage(drawImageId);
quadRendererPass->draw(cmd, gfxDevice, *resources, drawImage, projection);
renderer2DPass->draw(cmd, gfxDevice, *resources, drawImage, projection);
}
void GameRenderer::cleanup(GfxDevice& gfxDevice)
@@ -369,8 +366,8 @@ void GameRenderer::cleanup(GfxDevice& gfxDevice)
if (lineRenderingPass)
lineRenderingPass->cleanup(gfxDevice);
if (quadRendererPass)
quadRendererPass->cleanup(gfxDevice);
if (renderer2DPass)
renderer2DPass->cleanup(gfxDevice);
if (lightCullingPipeline)
lightCullingPipeline->cleanup(gfxDevice);
@@ -399,7 +396,7 @@ void GameRenderer::cleanup(GfxDevice& gfxDevice)
skyboxPipeline.reset();
skinningPipeline.reset();
lineRenderingPass.reset();
quadRendererPass.reset();
renderer2DPass.reset();
lightCullingPipeline.reset();
shadowMapPipeline.reset();
shadowLightDirection.reset();