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
+2 -2
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@@ -73,7 +73,7 @@ set(SRC_FILES
"src/Graphics/Managers/FrameManager.cpp" "src/Graphics/Managers/FrameManager.cpp"
"src/Graphics/Managers/ImageManager.cpp" "src/Graphics/Managers/ImageManager.cpp"
"src/Graphics/Managers/LineRenderingManager.cpp" "src/Graphics/Managers/LineRenderingManager.cpp"
"src/Graphics/Managers/QuadRenderingManager.cpp" "src/Graphics/Managers/Renderer2D.cpp"
"src/Graphics/Resources/GPUImage.cpp" "src/Graphics/Resources/GPUImage.cpp"
"src/Graphics/Resources/NBuffer.cpp" "src/Graphics/Resources/NBuffer.cpp"
@@ -82,7 +82,7 @@ set(SRC_FILES
"src/Graphics/Pipelines/MeshPipeline.cpp" "src/Graphics/Pipelines/MeshPipeline.cpp"
"src/Graphics/Pipelines/LineRenderingPass.cpp" "src/Graphics/Pipelines/LineRenderingPass.cpp"
"src/Graphics/Pipelines/QuadRendererPass.cpp" "src/Graphics/Pipelines/Renderer2DPass.cpp"
"src/Graphics/Pipelines/SkyboxPipeline.cpp" "src/Graphics/Pipelines/SkyboxPipeline.cpp"
"src/Graphics/Pipelines/LightCullingPipeline.cpp" "src/Graphics/Pipelines/LightCullingPipeline.cpp"
"src/Graphics/Pipelines/ShadowMapPipeline.cpp" "src/Graphics/Pipelines/ShadowMapPipeline.cpp"
-16
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@@ -1,16 +0,0 @@
#version 460
#extension GL_GOOGLE_include_directive : require
#extension GL_EXT_nonuniform_qualifier : enable
#include "bindless.glsl"
layout(location = 0) in vec2 inUV;
layout(location = 1) in vec4 inColor;
layout(location = 2) flat in uint inTexId;
layout(location = 0) out vec4 outFragColor;
void main() {
vec4 texColor = sampleTexture2DLinear(inTexId, inUV);
outFragColor = texColor * inColor;
}
-22
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@@ -1,22 +0,0 @@
#version 460
#extension GL_GOOGLE_include_directive : require
layout(location = 0) in vec2 inPosition;
layout(location = 1) in vec2 inUV;
layout(location = 2) in vec4 inColor;
layout(location = 3) in uint inTexId;
layout(location = 0) out vec2 outUV;
layout(location = 1) out vec4 outColor;
layout(location = 2) flat out uint outTexId;
layout(push_constant) uniform QuadPushConstants {
mat4 viewProjection;
} pcs;
void main() {
gl_Position = pcs.viewProjection * vec4(inPosition, 0.0, 1.0);
outUV = inUV;
outColor = inColor;
outTexId = inTexId;
}
+70
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@@ -0,0 +1,70 @@
#version 460
#extension GL_GOOGLE_include_directive : require
#extension GL_EXT_nonuniform_qualifier : enable
#include "bindless.glsl"
#include "shape2d.glsl"
layout (location = 0) in vec2 inLocalPos;
layout (location = 1) in vec2 inQuadPos;
layout (location = 2) flat in uint inShapeIndex;
layout (location = 0) out vec4 outFragColor;
float sdRoundedRect(vec2 p, vec2 halfSize, float radius)
{
radius = min(radius, min(halfSize.x, halfSize.y));
vec2 q = abs(p) - halfSize + radius;
return length(max(q, 0.0)) + min(max(q.x, q.y), 0.0) - radius;
}
// Approximate, but exact on the boundary which is what the edge and outline need
float sdEllipse(vec2 p, vec2 radii)
{
radii = max(radii, vec2(1e-4));
float k0 = length(p / radii);
float k1 = length(p / (radii * radii));
return k0 < 1e-4 ? -min(radii.x, radii.y) : k0 * (k0 - 1.0) / k1;
}
float sdTriangle(vec2 p, vec2 p0, vec2 p1, vec2 p2)
{
vec2 e0 = p1 - p0, e1 = p2 - p1, e2 = p0 - p2;
vec2 v0 = p - p0, v1 = p - p1, v2 = p - p2;
vec2 pq0 = v0 - e0 * clamp(dot(v0, e0) / max(dot(e0, e0), 1e-8), 0.0, 1.0);
vec2 pq1 = v1 - e1 * clamp(dot(v1, e1) / max(dot(e1, e1), 1e-8), 0.0, 1.0);
vec2 pq2 = v2 - e2 * clamp(dot(v2, e2) / max(dot(e2, e2), 1e-8), 0.0, 1.0);
float winding = sign(e0.x * e2.y - e0.y * e2.x);
vec2 d = min(min(vec2(dot(pq0, pq0), winding * (v0.x * e0.y - v0.y * e0.x)),
vec2(dot(pq1, pq1), winding * (v1.x * e1.y - v1.y * e1.x))),
vec2(dot(pq2, pq2), winding * (v2.x * e2.y - v2.y * e2.x)));
return -sqrt(d.x) * sign(d.y);
}
void main()
{
Shape2D shape = pcs.shapeBuffer.shapes[inShapeIndex];
float dist;
if (shape.type == SHAPE_ELLIPSE) {
dist = sdEllipse(inLocalPos, shape.halfSize);
} else if (shape.type == SHAPE_TRIANGLE) {
dist = sdTriangle(inLocalPos, shape.p0, shape.p1, shape.p2);
} else {
dist = sdRoundedRect(inLocalPos, shape.halfSize, shape.cornerRadius);
}
// Outlines grow inwards so the outer edge matches the filled shape
if (shape.outline > 0.0) {
dist = abs(dist + shape.outline * 0.5) - shape.outline * 0.5;
}
float edgeWidth = max(fwidth(dist), 1e-4);
float coverage = clamp(0.5 - dist / edgeWidth, 0.0, 1.0);
vec2 uv = mix(shape.uvRect.xy, shape.uvRect.zw, clamp(inQuadPos, 0.0, 1.0));
vec4 texColor = sampleTexture2D(shape.textureId, shape.samplerId, uv);
outFragColor = texColor * shape.color;
outFragColor.a *= coverage;
}
+32
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@@ -0,0 +1,32 @@
#extension GL_EXT_buffer_reference : require
#extension GL_EXT_scalar_block_layout : require
#define SHAPE_RECT 0
#define SHAPE_ELLIPSE 1
#define SHAPE_TRIANGLE 2
// Mirrors Shape2D in Renderer2D.h
struct Shape2D {
vec2 center;
vec2 halfSize;
vec4 color;
vec4 uvRect;
vec2 p0;
vec2 p1;
vec2 p2;
float rotation;
float outline;
float cornerRadius;
uint type;
uint textureId;
uint samplerId;
};
layout (buffer_reference, scalar) readonly buffer Shape2DBuffer {
Shape2D shapes[];
};
layout (push_constant, scalar) uniform Shape2DPushConstants {
mat4 projection;
Shape2DBuffer shapeBuffer;
} pcs;
+33
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@@ -0,0 +1,33 @@
#version 460
#extension GL_GOOGLE_include_directive : require
#include "shape2d.glsl"
layout (location = 0) out vec2 outLocalPos;
layout (location = 1) out vec2 outQuadPos;
layout (location = 2) flat out uint outShapeIndex;
// Room for the antialiased edge outside the shape's bounds
const float EDGE_MARGIN = 1.0;
const vec2 CORNERS[6] = vec2[](
vec2(-1.0, -1.0), vec2(1.0, -1.0), vec2(1.0, 1.0),
vec2(-1.0, -1.0), vec2(1.0, 1.0), vec2(-1.0, 1.0)
);
void main()
{
Shape2D shape = pcs.shapeBuffer.shapes[gl_InstanceIndex];
vec2 corner = CORNERS[gl_VertexIndex];
vec2 localPos = corner * (shape.halfSize + EDGE_MARGIN);
float c = cos(shape.rotation);
float s = sin(shape.rotation);
vec2 rotated = vec2(localPos.x * c - localPos.y * s, localPos.x * s + localPos.y * c);
gl_Position = pcs.projection * vec4(shape.center + rotated, 0.0, 1.0);
outLocalPos = localPos;
outQuadPos = localPos / max(shape.halfSize, vec2(1e-6)) * 0.5 + 0.5;
outShapeIndex = gl_InstanceIndex;
}
@@ -1,45 +0,0 @@
#ifndef DESTRUM_QUADRENDERINGMANAGER_H
#define DESTRUM_QUADRENDERINGMANAGER_H
#include <vector>
#include <glm/glm.hpp>
#include <destrum/Graphics/ids.h>
#include <destrum/Singleton.h>
struct QuadSubmission {
glm::vec2 position;
glm::vec2 size;
float rotation;
glm::vec4 color;
ImageID textureId;
};
class QuadRenderingManager final : public Singleton<QuadRenderingManager> {
public:
friend class Singleton<QuadRenderingManager>;
void SubmitQuad(
const glm::vec2& position,
const glm::vec2& size,
const glm::vec4& color = glm::vec4{1.0f},
ImageID textureId = NULL_IMAGE_ID);
void SubmitQuad(
const glm::vec2& position,
const glm::vec2& size,
float rotation,
const glm::vec4& color = glm::vec4{1.0f},
ImageID textureId = NULL_IMAGE_ID);
[[nodiscard]] const std::vector<QuadSubmission>& GetQuads() const { return quads; }
void ClearQuads();
private:
QuadRenderingManager() = default;
std::vector<QuadSubmission> quads;
};
#endif // DESTRUM_QUADRENDERINGMANAGER_H
@@ -0,0 +1,108 @@
#ifndef DESTRUM_RENDERER2D_H
#define DESTRUM_RENDERER2D_H
#include <cstdint>
#include <vector>
#include <glm/glm.hpp>
#include <destrum/Graphics/ids.h>
#include <destrum/Singleton.h>
enum class Shape2DType : std::uint32_t {
Rect = 0,
Ellipse = 1,
Triangle = 2,
};
enum class TextureFilter : std::uint32_t {
Nearest = 0,
Linear = 1,
};
enum class LineCap {
Butt,
Square,
Round,
};
struct Texture2D {
ImageID id{NULL_IMAGE_ID};
glm::vec2 uvMin{0.0f, 0.0f};
glm::vec2 uvMax{1.0f, 1.0f};
TextureFilter filter{TextureFilter::Linear};
};
struct ShapeStyle {
glm::vec4 color{1.0f};
float outline{0.0f};
float rotation{0.0f};
float cornerRadius{0.0f};
Texture2D texture{};
};
// Mirrors Shape2D in shape2d.glsl (scalar layout)
struct Shape2D {
glm::vec2 center;
glm::vec2 halfSize;
glm::vec4 color;
glm::vec4 uvRect;
glm::vec2 p0;
glm::vec2 p1;
glm::vec2 p2;
float rotation;
float outline;
float cornerRadius;
Shape2DType type;
std::uint32_t textureId;
TextureFilter filter;
};
static_assert(sizeof(Shape2D) == 96);
// Screen space, in draw image pixels, origin top left, y down. Drawn in submission order.
class Renderer2D final : public Singleton<Renderer2D> {
public:
friend class Singleton<Renderer2D>;
void DrawRect(const glm::vec2& topLeft, const glm::vec2& size, const glm::vec4& color);
void DrawRect(const glm::vec2& topLeft, const glm::vec2& size, const ShapeStyle& style);
void DrawRectOutline(const glm::vec2& topLeft, const glm::vec2& size, float thickness, const glm::vec4& color);
void DrawTexturedRect(
const glm::vec2& topLeft,
const glm::vec2& size,
ImageID texture,
const glm::vec4& tint = glm::vec4{1.0f});
void DrawEllipse(const glm::vec2& center, const glm::vec2& radii, const glm::vec4& color);
void DrawEllipse(const glm::vec2& center, const glm::vec2& radii, const ShapeStyle& style);
void DrawEllipseOutline(const glm::vec2& center, const glm::vec2& radii, float thickness, const glm::vec4& color);
void DrawCircle(const glm::vec2& center, float radius, const glm::vec4& color);
void DrawTriangle(const glm::vec2& a, const glm::vec2& b, const glm::vec2& c, const glm::vec4& color);
void DrawTriangle(const glm::vec2& a, const glm::vec2& b, const glm::vec2& c, const ShapeStyle& style);
void DrawTriangleOutline(
const glm::vec2& a,
const glm::vec2& b,
const glm::vec2& c,
float thickness,
const glm::vec4& color);
void DrawLine(
const glm::vec2& from,
const glm::vec2& to,
float thickness,
const glm::vec4& color,
LineCap cap = LineCap::Butt);
[[nodiscard]] const std::vector<Shape2D>& GetShapes() const { return shapes; }
void Clear();
private:
Renderer2D() = default;
void submit(Shape2DType type, const glm::vec2& center, const glm::vec2& halfSize, const ShapeStyle& style);
std::vector<Shape2D> shapes;
};
#endif // DESTRUM_RENDERER2D_H
@@ -1,5 +1,5 @@
#ifndef DESTRUM_QUADRENDERERPASS_H #ifndef DESTRUM_RENDERER2DPASS_H
#define DESTRUM_QUADRENDERERPASS_H #define DESTRUM_RENDERER2DPASS_H
#include <cstddef> #include <cstddef>
#include <memory> #include <memory>
@@ -8,15 +8,14 @@
#include <vulkan/vulkan.h> #include <vulkan/vulkan.h>
#include <destrum/Graphics/Resources/Buffer.h> #include <destrum/Graphics/Resources/NBuffer.h>
class GfxDevice; class GfxDevice;
class Pipeline; class Pipeline;
struct GPUImage; struct GPUImage;
class RenderResources; class RenderResources;
class QuadRendererPass final { class Renderer2DPass final {
public: public:
void init(GfxDevice& gfxDevice, RenderResources& resources, VkFormat drawImageFormat); void init(GfxDevice& gfxDevice, RenderResources& resources, VkFormat drawImageFormat);
void draw( void draw(
@@ -27,21 +26,16 @@ public:
const glm::mat4& projection); const glm::mat4& projection);
void cleanup(GfxDevice& gfxDevice); void cleanup(GfxDevice& gfxDevice);
private: // Top left origin, y down, in target pixels
struct QuadVertex { [[nodiscard]] static glm::mat4 screenProjection(const GPUImage& target);
glm::vec2 position;
glm::vec2 uv;
glm::vec4 color;
std::uint32_t textureId;
};
void ensureCapacity(GfxDevice& gfxDevice, std::size_t requiredQuads); private:
void ensureCapacity(GfxDevice& gfxDevice, std::size_t requiredShapes);
VkPipelineLayout pipelineLayout{VK_NULL_HANDLE}; VkPipelineLayout pipelineLayout{VK_NULL_HANDLE};
std::unique_ptr<Pipeline> pipeline; std::unique_ptr<Pipeline> pipeline;
GPUBuffer vertexBuffer{}; NBuffer shapeBuffer;
GPUBuffer indexBuffer{}; std::size_t shapeCapacity{0};
std::size_t quadCapacity{0};
}; };
#endif // DESTRUM_QUADRENDERERPASS_H #endif // DESTRUM_RENDERER2DPASS_H
+3 -3
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@@ -9,7 +9,7 @@
#include <destrum/Graphics/Pipelines/LightCullingPipeline.h> #include <destrum/Graphics/Pipelines/LightCullingPipeline.h>
#include <destrum/Graphics/Pipelines/LineRenderingPass.h> #include <destrum/Graphics/Pipelines/LineRenderingPass.h>
#include <destrum/Graphics/Pipelines/MeshPipeline.h> #include <destrum/Graphics/Pipelines/MeshPipeline.h>
#include <destrum/Graphics/Pipelines/QuadRendererPass.h> #include <destrum/Graphics/Pipelines/Renderer2DPass.h>
#include <destrum/Graphics/Pipelines/ShadowMapPipeline.h> #include <destrum/Graphics/Pipelines/ShadowMapPipeline.h>
#include <destrum/Graphics/ids.h> #include <destrum/Graphics/ids.h>
#include <destrum/Graphics/MeshDrawCommand.h> #include <destrum/Graphics/MeshDrawCommand.h>
@@ -105,7 +105,7 @@ public:
return resources; return resources;
} }
void drawQuads( void draw2D(
VkCommandBuffer cmd, VkCommandBuffer cmd,
GfxDevice& gfxDevice, GfxDevice& gfxDevice,
const glm::mat4& projection); const glm::mat4& projection);
@@ -163,7 +163,7 @@ private:
std::unique_ptr<MeshPipeline> meshPipeline; std::unique_ptr<MeshPipeline> meshPipeline;
std::unique_ptr<SkyboxPipeline> skyboxPipeline; std::unique_ptr<SkyboxPipeline> skyboxPipeline;
std::unique_ptr<LineRenderingPass> lineRenderingPass; std::unique_ptr<LineRenderingPass> lineRenderingPass;
std::unique_ptr<QuadRendererPass> quadRendererPass; std::unique_ptr<Renderer2DPass> renderer2DPass;
std::unique_ptr<SkinningPipeline> skinningPipeline; std::unique_ptr<SkinningPipeline> skinningPipeline;
std::unique_ptr<LightCullingPipeline> lightCullingPipeline; std::unique_ptr<LightCullingPipeline> lightCullingPipeline;
@@ -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/Renderer.h>
#include <destrum/Graphics/Managers/LineRenderingManager.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 <destrum/Graphics/Util.h>
#include <algorithm> #include <algorithm>
@@ -50,8 +50,8 @@ void GameRenderer::init(GfxDevice& gfxDevice, RenderResources& _resources, glm::
lineRenderingPass = std::make_unique<LineRenderingPass>(); lineRenderingPass = std::make_unique<LineRenderingPass>();
lineRenderingPass->init(gfxDevice, drawImageFormat); lineRenderingPass->init(gfxDevice, drawImageFormat);
quadRendererPass = std::make_unique<QuadRendererPass>(); renderer2DPass = std::make_unique<Renderer2DPass>();
quadRendererPass->init(gfxDevice, _resources, drawImageFormat); renderer2DPass->init(gfxDevice, _resources, drawImageFormat);
GameState::GetInstance().SetRenderer(this); GameState::GetInstance().SetRenderer(this);
initialized = true; initialized = true;
@@ -70,7 +70,7 @@ void GameRenderer::beginDrawing(GfxDevice& gfxDevice)
skinningPipeline->beginDrawing(gfxDevice.getCurrentFrameIndex()); skinningPipeline->beginDrawing(gfxDevice.getCurrentFrameIndex());
lightCullingPipeline->beginDrawing(gfxDevice.getCurrentFrameIndex()); lightCullingPipeline->beginDrawing(gfxDevice.getCurrentFrameIndex());
shadowLightDirection.reset(); shadowLightDirection.reset();
QuadRenderingManager::GetInstance().ClearQuads(); Renderer2D::GetInstance().Clear();
} }
void GameRenderer::endDrawing() void GameRenderer::endDrawing()
@@ -330,28 +330,25 @@ void GameRenderer::draw(VkCommandBuffer cmd, GfxDevice& gfxDevice, const Camera&
} }
{ {
TracyVkZone(gfxDevice.getTracyVkCtx(), cmd, "QuadRendererPass::draw"); TracyVkZone(gfxDevice.getTracyVkCtx(), cmd, "Renderer2DPass::draw");
vkutil::ScopedCmdLabel label(cmd, "QuadRendererPass::draw", vkutil::labelColors::ui); vkutil::ScopedCmdLabel label(cmd, "Renderer2DPass::draw", vkutil::labelColors::ui);
quadRendererPass->draw( renderer2DPass->draw(
cmd, cmd,
gfxDevice, gfxDevice,
*resources, *resources,
drawImage, drawImage,
glm::ortho(0.0f, Renderer2DPass::screenProjection(drawImage));
static_cast<float>(drawImage.extent.width),
static_cast<float>(drawImage.extent.height),
0.0f, -1.0f, 1.0f));
} }
} }
void GameRenderer::drawQuads( void GameRenderer::draw2D(
VkCommandBuffer cmd, VkCommandBuffer cmd,
GfxDevice& gfxDevice, GfxDevice& gfxDevice,
const glm::mat4& projection) const glm::mat4& projection)
{ {
const auto& drawImage = resources->getImage(drawImageId); 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) void GameRenderer::cleanup(GfxDevice& gfxDevice)
@@ -369,8 +366,8 @@ void GameRenderer::cleanup(GfxDevice& gfxDevice)
if (lineRenderingPass) if (lineRenderingPass)
lineRenderingPass->cleanup(gfxDevice); lineRenderingPass->cleanup(gfxDevice);
if (quadRendererPass) if (renderer2DPass)
quadRendererPass->cleanup(gfxDevice); renderer2DPass->cleanup(gfxDevice);
if (lightCullingPipeline) if (lightCullingPipeline)
lightCullingPipeline->cleanup(gfxDevice); lightCullingPipeline->cleanup(gfxDevice);
@@ -399,7 +396,7 @@ void GameRenderer::cleanup(GfxDevice& gfxDevice)
skyboxPipeline.reset(); skyboxPipeline.reset();
skinningPipeline.reset(); skinningPipeline.reset();
lineRenderingPass.reset(); lineRenderingPass.reset();
quadRendererPass.reset(); renderer2DPass.reset();
lightCullingPipeline.reset(); lightCullingPipeline.reset();
shadowMapPipeline.reset(); shadowMapPipeline.reset();
shadowLightDirection.reset(); shadowLightDirection.reset();
+2 -2
View File
@@ -49,13 +49,13 @@ private:
std::unique_ptr<CubeMap> skyboxCubemap; std::unique_ptr<CubeMap> skyboxCubemap;
MainSceneObjects mainScene{}; MainSceneObjects mainScene{};
ImageID debugQuadTexture{NULL_IMAGE_ID}; ImageID debug2DTexture{NULL_IMAGE_ID};
char scenePath[512]{"scenes/debug_scene.json"}; char scenePath[512]{"scenes/debug_scene.json"};
char newSceneName[128]{"EmptyScene"}; char newSceneName[128]{"EmptyScene"};
std::string sceneStatus; std::string sceneStatus;
bool renderColliders{false}; bool renderColliders{false};
bool renderQuads{true}; bool render2DShapes{true};
bool renderDebugLines{true}; bool renderDebugLines{true};
bool showTestWindow{true}; bool showTestWindow{true};
bool useFreeCamera{false}; bool useFreeCamera{false};
+1 -1
View File
@@ -37,7 +37,7 @@ void LightKeeper::customInit()
auto& scene = SceneManager::GetInstance().CreateScene("Main"); auto& scene = SceneManager::GetInstance().CreateScene("Main");
mainScene = BuildMainScene(scene, gfxDevice, resources); mainScene = BuildMainScene(scene, gfxDevice, resources);
debugQuadTexture = resources.loadImageFromFile( debug2DTexture = resources.loadImageFromFile(
gfxDevice, AssetFS::GetInstance().GetFullPath("engine://textures/kobe.png")); gfxDevice, AssetFS::GetInstance().GetFullPath("engine://textures/kobe.png"));
} }
+2 -8
View File
@@ -7,7 +7,7 @@
#include <destrum/Components/Physics/SphereCollider.h> #include <destrum/Components/Physics/SphereCollider.h>
#include <destrum/FS/AssetFS.h> #include <destrum/FS/AssetFS.h>
#include <destrum/Graphics/Managers/LineRenderingManager.h> #include <destrum/Graphics/Managers/LineRenderingManager.h>
#include <destrum/Graphics/Managers/QuadRenderingManager.h> #include <destrum/Graphics/Managers/Renderer2D.h>
#include <destrum/Input/InputManager.h> #include <destrum/Input/InputManager.h>
#include <destrum/Scene/Scene.h> #include <destrum/Scene/Scene.h>
#include <destrum/Serialization/SceneSerializer.h> #include <destrum/Serialization/SceneSerializer.h>
@@ -127,7 +127,7 @@ void LightKeeper::drawDebugMenuBar()
if (ImGui::BeginMenu("Render")) { if (ImGui::BeginMenu("Render")) {
ImGui::MenuItem("Colliders", nullptr, &renderColliders); ImGui::MenuItem("Colliders", nullptr, &renderColliders);
ImGui::MenuItem("2D Quads", nullptr, &renderQuads); ImGui::MenuItem("2D Shapes", nullptr, &render2DShapes);
ImGui::MenuItem("Debug Lines", nullptr, &renderDebugLines); ImGui::MenuItem("Debug Lines", nullptr, &renderDebugLines);
bool lightHeatmap = renderer.getRenderLightHeatmap(); bool lightHeatmap = renderer.getRenderLightHeatmap();
@@ -246,12 +246,6 @@ void LightKeeper::submitDebugDraws()
if (renderDebugLines) { if (renderDebugLines) {
LineRenderingManager::GetInstance().SubmitLine({0, 0, 0}, {0, 10, 0}, {255, 0, 0, 255}); LineRenderingManager::GetInstance().SubmitLine({0, 0, 0}, {0, 10, 0}, {255, 0, 0, 255});
} }
if (renderQuads && debugQuadTexture != NULL_IMAGE_ID) {
QuadRenderingManager::GetInstance().SubmitQuad(
glm::vec2{100.0f, 100.0f}, glm::vec2{200.0f, 200.0f}, 0.0f,
glm::vec4{1.0f}, debugQuadTexture);
}
} }
// Triggers orange, then colored by body type: static blue, dynamic green, kinematic purple // Triggers orange, then colored by body type: static blue, dynamic green, kinematic purple
+49 -1
View File
@@ -7,6 +7,7 @@
#include <memory> #include <memory>
#include <string> #include <string>
#include <glm/gtc/constants.hpp>
#include <glm/gtc/packing.hpp> #include <glm/gtc/packing.hpp>
#include <destrum/Event.h> #include <destrum/Event.h>
@@ -31,7 +32,7 @@
#include <destrum/Components/Animator.h> #include <destrum/Components/Animator.h>
#include <destrum/Components/CameraComponent.h> #include <destrum/Components/CameraComponent.h>
#include <destrum/Graphics/Resources/PrimitiveMeshes.h> #include <destrum/Graphics/Resources/PrimitiveMeshes.h>
#include <destrum/Graphics/Managers/LineRenderingManager.h> #include <destrum/Graphics/Managers/Renderer2D.h>
#include <destrum/Components/LightComponent.h> #include <destrum/Components/LightComponent.h>
#include <destrum/Components/Physics/Rigidbody.h> #include <destrum/Components/Physics/Rigidbody.h>
#include <destrum/Graphics/Material.h> #include <destrum/Graphics/Material.h>
@@ -431,6 +432,52 @@ namespace {
SceneManager::GetInstance().Destroy(); SceneManager::GetInstance().Destroy();
} }
void testRenderer2DShapes()
{
auto& r2d = Renderer2D::GetInstance();
r2d.Clear();
r2d.DrawRect({10.0f, 20.0f}, {30.0f, 40.0f}, glm::vec4{0.5f});
const Shape2D& rect = r2d.GetShapes().back();
check(rect.type == Shape2DType::Rect &&
rect.center == glm::vec2{25.0f, 40.0f} &&
rect.halfSize == glm::vec2{15.0f, 20.0f} &&
rect.textureId == NULL_IMAGE_ID &&
rect.outline == 0.0f,
"rects must be anchored at their top left corner and filled by default");
r2d.DrawEllipseOutline({50.0f, 50.0f}, {20.0f, 10.0f}, 2.0f, glm::vec4{1.0f});
const Shape2D& ellipse = r2d.GetShapes().back();
check(ellipse.type == Shape2DType::Ellipse &&
ellipse.center == glm::vec2{50.0f} &&
ellipse.halfSize == glm::vec2{20.0f, 10.0f} &&
ellipse.outline == 2.0f,
"ellipses must be centered with their radii as half size");
r2d.DrawTriangle({0.0f, 10.0f}, {5.0f, 0.0f}, {10.0f, 10.0f}, glm::vec4{1.0f});
const Shape2D& triangle = r2d.GetShapes().back();
check(triangle.type == Shape2DType::Triangle &&
triangle.center == glm::vec2{5.0f} &&
triangle.halfSize == glm::vec2{5.0f} &&
triangle.p0 == glm::vec2{-5.0f, 5.0f} &&
triangle.p1 == glm::vec2{0.0f, -5.0f} &&
triangle.p2 == glm::vec2{5.0f, 5.0f},
"triangle points must be stored relative to their bounding box center");
r2d.DrawLine({0.0f, 0.0f}, {0.0f, 10.0f}, 4.0f, glm::vec4{1.0f}, LineCap::Round);
const Shape2D& line = r2d.GetShapes().back();
check(line.type == Shape2DType::Rect &&
line.center == glm::vec2{0.0f, 5.0f} &&
close(line.halfSize.x, 7.0f) && close(line.halfSize.y, 2.0f) &&
close(line.rotation, glm::half_pi<float>()) &&
close(line.cornerRadius, 2.0f),
"round capped lines must be rotated rects extended by half their thickness");
check(r2d.GetShapes().size() == 4, "every draw call must submit exactly one shape");
r2d.Clear();
check(r2d.GetShapes().empty(), "clear must drop all submitted shapes");
}
void testCapsuleColliderDebugLines() void testCapsuleColliderDebugLines()
{ {
GameObject object{"capsule"}; GameObject object{"capsule"};
@@ -1131,6 +1178,7 @@ int main()
testPrimitiveBoxMesh(); testPrimitiveBoxMesh();
testColliderCenterOffset(); testColliderCenterOffset();
testCapsuleColliderDebugLines(); testCapsuleColliderDebugLines();
testRenderer2DShapes();
std::cout << "destrum tests passed\n"; std::cout << "destrum tests passed\n";
return EXIT_SUCCESS; return EXIT_SUCCESS;
} }