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VkeGameRendererDynamic.h
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VkeGameRendererDynamic.h
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/*
* Copyright (c) 2014-2024, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2024 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
/* Contact [email protected] (Chris Hebert) for feedback */
#pragma once
#include "VkeCubeTexture.h"
#include "VkeMaterial.h"
#include "VkeRenderer.h"
#include "VkeScreenQuad.h"
#include "VkeTerrainQuad.h"
#include <memory>
#include <stdint.h>
class VkeCamera;
#define COMMAND_BUFFER_COUNT 2
struct FlightPath
{
glm::vec2 m_start_position;
glm::vec2 m_end_position;
glm::vec2 m_position;
glm::vec2 m_direction;
glm::vec2 m_range{};
float m_t;
float m_velocity;
float m_altitude;
FlightPath()
: m_start_position(0.0, 0.0)
, m_end_position(0.0, 0.0)
, m_position(0.0, 0.0)
, m_direction(0.0, 1.0)
, m_velocity(0.06f)
, m_altitude(10.0f)
, m_t(0.0f)
{
}
FlightPath(glm::vec2& initialPosition, glm::vec2& endPosition, float startT = 0.0, float inAltitude = 10, float inVelocity = 0.06)
: m_start_position(initialPosition)
, m_end_position(endPosition)
, m_position(0.0, 0.0)
, m_velocity(inVelocity)
, m_altitude(inAltitude)
{
m_t = startT;
m_range = m_end_position - m_start_position;
m_direction = glm::normalize(m_range);
}
~FlightPath() {}
void update(glm::mat4* inMat, float deltaTime)
{
m_t = fmodf(m_t + m_velocity * deltaTime, 1.f);
m_position = (m_range * m_t) + m_start_position;
float yRot = atan2(m_range.x, m_range.y);
glm::mat4 translation(1);
translation = glm::translate(translation, glm::vec3(m_position.x, m_altitude, m_position.y));
glm::mat4 rotation(1);
rotation = glm::rotate(rotation, yRot, glm::vec3(0.0, 1.0, 0.0));
rotation = glm::rotate(rotation, glm::radians(-90.f), glm::vec3(1.0, 0.0, 0.0));
*inMat = translation * rotation;
}
};
class vkeGameRendererDynamic;
class VkeDrawCall
{
public:
VkeDrawCall(vkeGameRendererDynamic* inRenderer);
~VkeDrawCall();
VkCommandBuffer getDrawCommand(const uint32_t inFrameIndex);
void initDescriptorPool();
void initDescriptor();
void initCommandPool();
void initDrawCommands(const uint32_t inCount, const uint32_t inBufferIndex, VkRenderPass parentRenderPass, uint32_t viewportWidth, uint32_t viewportHeight);
private:
vkeGameRendererDynamic* m_renderer;
VkDescriptorSet m_transform_descriptor_set;
VkDescriptorPool m_descriptor_pool;
VkCommandBuffer m_draw_command[COMMAND_BUFFER_COUNT];
VkCommandPool m_command_pool;
glm::mat4 m_draw_transform;
bool m_buffer_ready;
};
class vkeGameRendererDynamic : public VkeRenderer
{
public:
vkeGameRendererDynamic();
~vkeGameRendererDynamic();
void initRenderer();
void initIndirectCommands();
virtual void initDescriptorLayout();
virtual void initDescriptorSets();
virtual void initPipeline();
virtual void initRenderPass();
virtual void initFramebuffer(uint32_t inWidth, uint32_t inHeight);
virtual void releaseFramebuffer();
void initTerrainCommand();
void initDrawCalls();
void generateDrawCommands();
void setNodeData(VkeNodeData::List* inData);
void setMaterialData(VkeMaterial::List* inData);
virtual size_t getRequiredDescriptorCount();
void initCamera();
virtual void update();
virtual void present();
virtual void initShaders(nvvk::ShaderModuleManager& inShaderModuleManager);
virtual void setCameraLookAt(glm::mat4& inMat);
VkDescriptorSet getSceneDescriptorSet() { return m_scene_descriptor_set; }
VkDescriptorSet* getTextureDescriptorSets() { return m_texture_descriptor_sets; }
VkBuffer getSceneIndirectBuffer() { return m_scene_indirect_buffer; }
VkDescriptorSetLayout* getTransformDescriptorLayout() { return &m_transform_descriptor_layout; }
VkDescriptorBufferInfo* getTransformsDescriptor() { return &m_transforms_descriptor; }
bool drawCallsReady() { return (m_calls_generated == m_max_draw_calls); }
void incrementDrawCallsGenerated() { ++m_calls_generated; }
const uint32_t getCurrentBufferIndex() { return m_current_buffer_index; }
bool primaryCommandReady() { return m_primary_cmd_ready; }
protected:
bool m_primary_cmd_ready;
VkCommandPool m_primary_buffer_cmd_pool;
VkCommandBuffer m_primary_commands[2];
VkCommandBuffer m_update_commands[2];
std::vector<std::unique_ptr<FlightPath>> m_flight_paths;
uint32_t m_current_buffer_index;
uint32_t m_max_draw_calls;
uint32_t m_calls_generated;
DepthImageView m_depth_attachment;
ColorImageView m_color_attachment;
ColorImageView m_resolve_attachment[2];
VkeNodeData::List* m_node_data;
VkeMaterial::List* m_materials;
VkCommandBuffer m_scene_command[2];
VkCommandBuffer m_terrain_command[2];
VkSemaphore m_present_done[2];
VkSemaphore m_render_done[2];
VkFence m_update_fence[2];
/*
Will become part of the VkeDrawCall
*/
VkDescriptorSetLayout m_transform_descriptor_layout;
VkDescriptorSet m_transform_descriptor_set;
VkDescriptorBufferInfo m_transforms_descriptor;
/**/
std::vector<std::unique_ptr<VkeDrawCall>> m_draw_calls;
VkDescriptorSet m_scene_descriptor_set;
VkDescriptorSetLayout m_scene_descriptor_layout;
VkDescriptorSet* m_texture_descriptor_sets;
VkDescriptorSetLayout m_texture_descriptor_set_layout;
VkPipeline m_quad_pipeline;
VkPipelineLayout m_quad_pipeline_layout;
VkDescriptorSetLayout m_quad_descriptor_set_layout;
VkDescriptorSet m_quad_descriptor_set;
VkPipeline m_terrain_pipeline;
VkPipelineLayout m_terrain_pipeline_layout;
VkDescriptorSetLayout m_terrain_descriptor_set_layout;
VkDescriptorSet m_terrain_descriptor_set;
VkBuffer m_uniforms_buffer_staging;
VkDeviceMemory m_uniforms_staging;
VkBuffer m_uniforms_buffer;
VkDeviceMemory m_uniforms_memory;
VkDescriptorBufferInfo m_uniforms_descriptor;
float* m_uniforms_local;
VkBuffer m_material_buffer_staging;
VkDeviceMemory m_material_staging;
VkBuffer m_scene_indirect_buffer;
VkDeviceMemory m_scene_indirect_memory;
VkBuffer m_transforms_buffer;
VkDeviceMemory m_transforms_memory;
VkeCamera* m_camera;
VkeCamera* m_light;
VkeCubeTexture::List m_cube_textures;
VkeScreenQuad m_screen_quad;
VkeTerrainQuad m_terrain_quad;
VkCommandBuffer m_update_buffer;
uint32_t m_instance_count;
VkeTexture::List m_textures;
struct
{
VkShaderModule scene_vertex, scene_fragment, quad_vertex, quad_fragment, terrain_vertex, terrain_fragment, terrain_tcs, terrain_tes;
} m_shaders;
virtual void initDescriptorPool();
};