This commit is contained in:
2025-05-13 02:24:09 +03:00
commit 46337bdeec
149 changed files with 15503 additions and 0 deletions
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/.vs
/Test/VulkanWrapperSandbox/build
/Test/VulkanWrapperSandbox/x64
/build
/out
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[submodule "Dependencies/LMath"]
path = Dependencies/LMath
url = https://github.com/L-proger/LMath.git
branch = master
[submodule "Dependencies/LFramework"]
path = Dependencies/LFramework
url = https://github.com/L-proger/LFramework.git
branch = main
[submodule "Dependencies/glslang"]
path = Dependencies/glslang
url = https://github.com/KhronosGroup/glslang.git
branch = main
[submodule "Dependencies/SPIRV-Tools"]
path = Dependencies/SPIRV-Tools
url = https://github.com/KhronosGroup/SPIRV-Tools.git
branch = main
[submodule "Dependencies/SPIRV-Headers"]
path = Dependencies/SPIRV-Headers
url = https://github.com/KhronosGroup/SPIRV-Headers.git
branch = main
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{
"version": "0.2.0",
"configurations": [
{
"name": "(msvc) Launch",
"type": "cppvsdbg",
"request": "launch",
// Resolved by CMake Tools:
"program": "${command:cmake.launchTargetPath}",
"args": [],
"stopAtEntry": false,
"cwd": "${workspaceFolder}",
"console": "externalTerminal"
}
]
}
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{
"files.associations": {
"chrono": "cpp",
"system_error": "cpp",
"xlocale": "cpp",
"xtr1common": "cpp",
"iostream": "cpp",
"algorithm": "cpp",
"array": "cpp",
"atomic": "cpp",
"bit": "cpp",
"cctype": "cpp",
"charconv": "cpp",
"clocale": "cpp",
"cmath": "cpp",
"codecvt": "cpp",
"compare": "cpp",
"concepts": "cpp",
"cstddef": "cpp",
"cstdint": "cpp",
"cstdio": "cpp",
"cstdlib": "cpp",
"cstring": "cpp",
"ctime": "cpp",
"cwchar": "cpp",
"exception": "cpp",
"expected": "cpp",
"filesystem": "cpp",
"format": "cpp",
"forward_list": "cpp",
"fstream": "cpp",
"functional": "cpp",
"initializer_list": "cpp",
"iomanip": "cpp",
"ios": "cpp",
"iosfwd": "cpp",
"istream": "cpp",
"iterator": "cpp",
"limits": "cpp",
"list": "cpp",
"locale": "cpp",
"map": "cpp",
"memory": "cpp",
"new": "cpp",
"optional": "cpp",
"ostream": "cpp",
"ratio": "cpp",
"set": "cpp",
"span": "cpp",
"sstream": "cpp",
"stdexcept": "cpp",
"stop_token": "cpp",
"streambuf": "cpp",
"string": "cpp",
"thread": "cpp",
"tuple": "cpp",
"type_traits": "cpp",
"typeinfo": "cpp",
"unordered_map": "cpp",
"utility": "cpp",
"vector": "cpp",
"xfacet": "cpp",
"xhash": "cpp",
"xiosbase": "cpp",
"xlocbuf": "cpp",
"xlocinfo": "cpp",
"xlocmes": "cpp",
"xlocmon": "cpp",
"xlocnum": "cpp",
"xloctime": "cpp",
"xmemory": "cpp",
"xstring": "cpp",
"xtree": "cpp",
"xutility": "cpp",
"condition_variable": "cpp",
"deque": "cpp",
"future": "cpp",
"mutex": "cpp",
"ranges": "cpp",
"stack": "cpp",
"unordered_set": "cpp",
"bitset": "cpp",
"cinttypes": "cpp",
"cstdarg": "cpp",
"numeric": "cpp",
"queue": "cpp",
"random": "cpp",
"regex": "cpp",
"variant": "cpp"
}
}
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macro(Vulkan_isDeviceFunction outVar funcName funcParams)
string(FIND "${funcParams}" "VkDevice" out1)
if(("${out1}" EQUAL 0) AND NOT("${funcName}" STREQUAL "PFN_vkGetDeviceProcAddr"))
set(${outVar} 1)
else()
set(${outVar} 0)
endif()
endmacro()
macro(Vulkan_isDeviceCmdFunction outVar funcName funcParams)
string(FIND "${funcParams}" "VkCommandBuffer" out1)
if("${out1}" EQUAL 0)
set(${outVar} 1)
else()
set(${outVar} 0)
endif()
endmacro()
macro(Vulkan_isDeviceQueueFunction outVar funcName funcParams)
string(FIND "${funcParams}" "VkQueue" out1)
if("${out1}" EQUAL 0)
set(${outVar} 1)
else()
set(${outVar} 0)
endif()
endmacro()
macro(Vulkan_isInstanceFunction outVar funcName funcParams)
string(FIND "${funcParams}" "VkInstance" out1)
string(FIND "${funcParams}" "VkPhysicalDevice" out2)
if(("${out1}" EQUAL 0) OR ("${out2}" EQUAL 0) OR ("${funcName}" STREQUAL "PFN_vkGetDeviceProcAddr"))
set(${outVar} 1)
else()
set(${outVar} 0)
endif()
endmacro()
macro(Vulkan_isGlobalFunction outVar funcName funcParams)
if(NOT(${funcName} MATCHES ".*MyFolderName$") AND NOT(${funcName} MATCHES ".*Function$") AND NOT(${funcName} MATCHES ".*Notification$"))
set(${outVar} 1)
else()
set(${outVar} 0)
endif()
endmacro()
set(Vulkan_paramNameRegex "([^* ]+)[ ]*$")
set(Vulkan_paramSplitFirstRestRegex "([ ]*[^,]+)[ ]*\,*[ ]*(.*)")
macro(Vulkan_functionsFile_function className funcResultType funcName funcParams contextVarName)
string(REPLACE "PFN_" "" cleanFuncName ${funcName})
string(APPEND ${className}Loaders " _${cleanFuncName} = reinterpret_cast<${funcName}>(loader(\"${cleanFuncName}\"))\;\n" )
set(callArgs "")
if (NOT("${contextVarName}" STREQUAL ""))
string(REGEX MATCH "${Vulkan_paramSplitFirstRestRegex}" matchResultVar "${funcParams}")
set(InputCallParams "${CMAKE_MATCH_2}")
list(APPEND callArgs "_${contextVarName}")
else()
set(InputCallParams "${funcParams}")
endif()
string(APPEND ${className}Pointers " ${funcName} _${cleanFuncName}\;\n")
string(REPLACE "," ";" SplittedParams "${InputCallParams}")
foreach(param ${SplittedParams})
string(REGEX MATCH "${Vulkan_paramNameRegex}" matchResultVar "${param}")
set(ParamName ${CMAKE_MATCH_1})
#Clean param name
string(REGEX MATCH "[ ]*([^ \[]+)" matchResultVar "${ParamName}")
#[ ]*([^ ]+)[ ]*\[.\]*[ ]*$
list(APPEND callArgs ${CMAKE_MATCH_1})
endforeach()
list(JOIN callArgs ", " callArgsStr)
if("${funcResultType}" STREQUAL "void")
set(returnString "")
else()
set(returnString "return ")
endif()
string(APPEND ${className}Functions " ${funcResultType} ${cleanFuncName}(${InputCallParams}) const {\n")
string(APPEND ${className}Functions " ${returnString}_${cleanFuncName}(${callArgsStr})\;\n")
string(APPEND ${className}Functions " }\n")
endmacro()
macro(Vulkan_functionsFile_make className contextVarName contextVarType outFilePath )
#File begin
set(${className}Result "")
string(APPEND ${className}Result "#pragma once\n")
string(APPEND ${className}Result "#include <vulkan/vulkan.h>\n")
string(APPEND ${className}Result "#include <functional>\n")
#string(APPEND ${className}Result "#include \"VulkanInstance.h\"\n")
string(APPEND ${className}Result "class ${className} { \n")
#File constructor
string(APPEND ${className}Result "public:\n")
if (NOT("${contextVarType}" STREQUAL ""))
set(ctroArgSuffix ", ${contextVarType} ${contextVarName}")
set(CtorInit " : _${contextVarName}(${contextVarName})")
else()
set(ctroArgSuffix "")
set(CtorInit "")
endif()
string(APPEND ${className}Result " ${className}(std::function<void*(const char*)> loader${ctroArgSuffix})${CtorInit}{\n")
string(APPEND ${className}Result "${${className}Loaders}\n")
string(APPEND ${className}Result " }\n")
string(APPEND ${className}Result " ${className}(){}\n")
#Public functions
string(APPEND ${className}Result "${${className}Functions}\n")
#Private fields
string(APPEND ${className}Result "private:\n")
string(APPEND ${className}Result "${${className}Pointers}\n")
#Context object
if (NOT("${contextVarType}" STREQUAL ""))
string(APPEND ${className}Result " ${contextVarType} _${contextVarName} = {}\;\n")
endif()
#File end
string(APPEND ${className}Result "}\;\n") #End class
#File save
file(WRITE "${outFilePath}" ${${className}Result})
endmacro()
function(Vulkan_generateFunctionsFile outFileDir)
set(VULKAN_CORE_H "${Vulkan_INCLUDE_DIR}/vulkan/vulkan_core.h")
file(STRINGS "${VULKAN_CORE_H}" VULKAN_CORE_H_STRINGS)
foreach(STR ${VULKAN_CORE_H_STRINGS})
string(REGEX MATCH ".*typedef[ ]+([^ ]+)[ ]+\\([ ]*VKAPI_PTR[ ]+\\*([^\\)]+)\\)[ ]*\\(([^\\)]+)\\)" matchResultVar "${STR}")
if(NOT("${CMAKE_MATCH_2}" STREQUAL ""))
set(FN_RESULT "${CMAKE_MATCH_1}")
set(FN_NAME "${CMAKE_MATCH_2}")
set(FN_PARAMS "${CMAKE_MATCH_3}")
Vulkan_isDeviceFunction("found" "${FN_NAME}" "${FN_PARAMS}")
if("${found}" EQUAL 1)
Vulkan_functionsFile_function(VulkanDeviceFunctions "${FN_RESULT}" "${FN_NAME}" "${FN_PARAMS}" "device")
endif()
Vulkan_isDeviceCmdFunction("found" "${FN_NAME}" "${FN_PARAMS}")
if("${found}" EQUAL 1)
Vulkan_functionsFile_function(VulkanDeviceFunctions "${FN_RESULT}" "${FN_NAME}" "${FN_PARAMS}" "")
endif()
Vulkan_isDeviceQueueFunction("found" "${FN_NAME}" "${FN_PARAMS}")
if("${found}" EQUAL 1)
Vulkan_functionsFile_function(VulkanDeviceFunctions "${FN_RESULT}" "${FN_NAME}" "${FN_PARAMS}" "")
endif()
Vulkan_isInstanceFunction("found" "${FN_NAME}" "${FN_PARAMS}")
if("${found}" EQUAL 1)
Vulkan_functionsFile_function(VulkanInstanceFunctions "${FN_RESULT}" "${FN_NAME}" "${FN_PARAMS}" "")
endif()
Vulkan_isGlobalFunction("found" "${FN_NAME}" "${FN_PARAMS}")
if("${found}" EQUAL 1)
Vulkan_functionsFile_function(VulkanGlobalFunctions "${FN_RESULT}" "${FN_NAME}" "${FN_PARAMS}" "")
endif()
endif()
endforeach()
Vulkan_functionsFile_make(VulkanDeviceFunctions "device" "VkDevice" "${outFileDir}/VulkanDeviceFunctions.h")
Vulkan_functionsFile_make(VulkanInstanceFunctions "" "" "${outFileDir}/VulkanInstanceFunctions.h")
Vulkan_functionsFile_make(VulkanGlobalFunctions "" "" "${outFileDir}/VulkanGlobalFunctions.h")
endfunction()
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cmake_minimum_required(VERSION 3.24)
list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_LIST_DIR}/CMake")
project(RenderFramework C CXX)
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_C_STANDARD 11)
if(MSVC_VERSION GREATER 1500)
include(ProcessorCount)
ProcessorCount(N)
if(NOT N EQUAL 0)
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} /MP${N}" CACHE STRING "" FORCE)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /bigobj /MP${N}" CACHE STRING "" FORCE)
set(CMAKE_CSharp_FLAGS "${CMAKE_CSharp_FLAGS} /m:${N}" CACHE STRING "" FORCE)
endif()
endif()
add_subdirectory(Dependencies/LFramework)
add_subdirectory(Dependencies/LMath)
set(ENABLE_GLSLANG_BINARIES OFF)
set(ALLOW_EXTERNAL_SPIRV_TOOLS ON)
set(ENABLE_EXCEPTIONS ON)
find_package(Vulkan REQUIRED)
set(SPIRV_TOOLS_BUILD_STATIC ON)
set(SPIRV_SKIP_EXECUTABLES 1)
add_subdirectory(Dependencies/SPIRV-Headers)
add_subdirectory(Dependencies/SPIRV-Tools)
#
add_subdirectory(Dependencies/glslang)
add_subdirectory(Src)
add_subdirectory(Examples/GameEditor)
Vendored Submodule
+1
Submodule Dependencies/LFramework added at 3f509a23c4
Vendored Submodule
+1
Submodule Dependencies/LMath added at 428185341b
Vendored Submodule
+1
Vendored Submodule
+1
Vendored Submodule
+1
Submodule Dependencies/glslang added at 963588074b
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# 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware
# File Created: 22.09.2015 22:34:25
newmtl RedCube
Ns 9.999999
Ni 1.500000
d 1.000000
Tr 0.000000
Tf 1.000000 1.000000 1.000000
illum 2
Ka 1.000000 0.000000 0.000000
Kd 1.000000 0.000000 0.000000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
newmtl BlueCube
Ns 9.999999
Ni 1.500000
d 1.000000
Tr 0.000000
Tf 1.000000 1.000000 1.000000
illum 2
Ka 0.047059 0.000000 1.000000
Kd 0.047059 0.000000 1.000000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
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# 3dA Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware
# File Created: 22.09.2015 22:34:25
mtllib Boxes.mtl
#
# object RedBox
#
v -0.500000 0.000000 0.500000
v -0.500000 0.000000 -0.500000
v 0.500000 0.000000 -0.500000
v 0.500000 0.000000 0.500000
v -0.500000 1.000000 0.500000
v 0.500000 1.000000 0.500000
v 0.500000 1.000000 -0.500000
v -0.500000 1.000000 -0.500000
# 8 vertices
vn 0.000000 -1.000000 -0.000000
vn 0.000000 1.000000 -0.000000
vn 0.000000 0.000000 1.000000
vn 1.000000 0.000000 -0.000000
vn 0.000000 0.000000 -1.000000
vn -1.000000 0.000000 -0.000000
# 6 vertex normals
vt 1.000000 0.000000 0.000000
vt 1.000000 1.000000 0.000000
vt 0.000000 1.000000 0.000000
vt 0.000000 0.000000 0.000000
# 4 texture coords
g RedBox
usemtl RedCube
s 2
f 1/1/1 2/2/1 3/3/1
f 3/3/1 4/4/1 1/1/1
s 4
f 5/4/2 6/1/2 7/2/2
f 7/2/2 8/3/2 5/4/2
s 8
f 1/4/3 4/1/3 6/2/3
f 6/2/3 5/3/3 1/4/3
s 16
f 4/4/4 3/1/4 7/2/4
f 7/2/4 6/3/4 4/4/4
s 32
f 3/4/5 2/1/5 8/2/5
f 8/2/5 7/3/5 3/4/5
s 64
f 2/4/6 1/1/6 5/2/6
f 5/2/6 8/3/6 2/4/6
# 12 faces
#
# object BlueBox
#
v -0.500000 0.000000 1.978305
v -0.500000 0.000000 0.978305
v 0.500000 0.000000 0.978305
v 0.500000 0.000000 1.978305
v -0.500000 1.000000 1.978305
v 0.500000 1.000000 1.978305
v 0.500000 1.000000 0.978305
v -0.500000 1.000000 0.978305
# 8 vertices
vn 0.000000 -1.000000 -0.000000
vn 0.000000 1.000000 -0.000000
vn 0.000000 0.000000 1.000000
vn 1.000000 0.000000 -0.000000
vn 0.000000 0.000000 -1.000000
vn -1.000000 0.000000 -0.000000
# 6 vertex normals
vt 1.000000 0.000000 0.000000
vt 1.000000 1.000000 0.000000
vt 0.000000 1.000000 0.000000
vt 0.000000 0.000000 0.000000
# 4 texture coords
g BlueBox
usemtl BlueCube
s 2
f 9/5/7 10/6/7 11/7/7
f 11/7/7 12/8/7 9/5/7
s 4
f 13/8/8 14/5/8 15/6/8
f 15/6/8 16/7/8 13/8/8
s 8
f 9/8/9 12/5/9 14/6/9
f 14/6/9 13/7/9 9/8/9
s 16
f 12/8/10 11/5/10 15/6/10
f 15/6/10 14/7/10 12/8/10
s 32
f 11/8/11 10/5/11 16/6/11
f 16/6/11 15/7/11 11/8/11
s 64
f 10/8/12 9/5/12 13/6/12
f 13/6/12 16/7/12 10/8/12
# 12 faces
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1.0
{6799A53E-CBB1-451A-82C7-E5F10C33EBCA}
14435573237290376
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struct VS_INPUT {
float4 vPosition : POSITION;
float3 normal : NORMAL;
float2 uv0 : UV0;
float2 uv1 : UV1;
};
struct VS_OUTPUT {
float4 vPosition : SV_POSITION;
float3 normal : TEXCOORD0;
float2 uv0 : TEXCOORD1;
float2 uv1 : TEXCOORD2;
float3 worldPos : TEXCOORD3;
};
cbuffer TestBuffer : register(b3) {
float4x4 mWorld;
float4x4 mView;
float4x4 mProjection;
float4 cameraWorldPos;
}
Texture2D diffuse : register(t0);
Texture2D tex2 : register(t1);
SamplerState MeshTextureSampler;
VS_OUTPUT main_vs(VS_INPUT v) {
VS_OUTPUT o;
float4x4 wvp = mul(mul(mProjection, mView), mWorld);
o.vPosition = mul(wvp, float4(v.vPosition.xyz, 1));
o.normal = mul((float3x3)mWorld, v.normal);
o.uv0 = v.uv0;
o.uv1 = v.uv1;
o.worldPos = mul((float3x3)mWorld, v.vPosition.xyz);
return o;
}
#include "lighting/cook_torrance_term.inc"
float4 main_ps(VS_OUTPUT input) : SV_Target
{
float3 ambient = float3(0.3f, 0.3f, 0.4f);
float4 diffuseColor = 1.0f;// diffuse.Sample(MeshTextureSampler, input.uv0);
float3 worldPos = input.worldPos;
float3 camPos = cameraWorldPos.xyz;
float3 viewDir = normalize(camPos - worldPos);
float3 sun = normalize(float3(-1, 1, -1));
float3 surfaceColor = cook_torrance(normalize(input.normal), viewDir, sun, 0.1f, 1.0f, float3(1,1,1), diffuseColor.rgb);
return float4(surfaceColor + ambient * diffuseColor, 1);
}
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struct VS_INPUT
{
float4 vPosition : POSITION;
float3 normal : NORMAL;
float2 uv0 : UV0;
float2 uv1 : UV1;
};
struct VS_OUTPUT {
float4 vPosition : SV_POSITION;
float3 normal : TEXCOORD0;
float2 uv0 : TEXCOORD1;
float2 uv1 : TEXCOORD2;
float3 worldPos : TEXCOORD3;
float3 viewPos : TEXCOORD4;
};
cbuffer TestBuffer : register(b3) {
float4x4 mWorld;
float4x4 mView;
float4x4 mProjection;
float4 cameraWorldPos;
float4 _DiffuseColor;
}
Texture2D diffuse : register(t0);
Texture2D tex2 : register(t1);
SamplerState MeshTextureSampler;
VS_OUTPUT main_vs(VS_INPUT v){
VS_OUTPUT o;
float4x4 wv = mul(mView, mWorld);
float4x4 wvp = mul(mul(mProjection, mView), mWorld);
o.vPosition = mul(wvp, float4(v.vPosition.xyz,1));
o.normal = mul((float3x3)mWorld, v.normal);
o.uv0 = v.uv0;
o.uv1 = v.uv1;
o.worldPos = mul((float3x3)mWorld, v.vPosition.xyz);
o.viewPos = mul(wv, float4(v.vPosition.xyz, 1));
return o;
}
#include "lighting/cook_torrance_term.inc"
float4 main_ps(VS_OUTPUT input) : SV_Target
{
float3 ambient = float3(0.3f, 0.3f, 0.4f);
float4 diffuseColor = _DiffuseColor * diffuse.Sample(MeshTextureSampler, input.uv0);
float3 worldPos = input.worldPos;
float3 camPos = cameraWorldPos.xyz;
float3 viewDir = normalize(camPos - worldPos);
float3 sun = normalize(float3(-1, 1, -1));
float3 surfaceColor = cook_torrance(normalize(input.normal), viewDir, sun, 0.7f, 0.1f, diffuseColor.rgb, diffuseColor.rgb);
return float4(surfaceColor + ambient * diffuseColor, 1);
}
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struct VS_INPUT
{
float4 position : POSITION;
float4 color : COLOR;
};
struct VS_OUTPUT {
float4 position : SV_POSITION;
float4 color : TEXCOORD0;
};
cbuffer TestBuffer : register(b3) {
float4x4 mWorld;
float4x4 mView;
float4x4 mProjection;
float alphaMul;
}
VS_OUTPUT main_vs(VS_INPUT v) {
VS_OUTPUT o;
float4x4 wvp = mul(mul(mProjection, mView), mWorld);
o.position = mul(wvp, float4(v.position.xyz, 1));
o.color = v.color;
return o;
}
float4 main_ps(VS_OUTPUT input) : SV_Target{
float4 color = input.color;
color *= alphaMul;
return color;
}
@@ -0,0 +1,70 @@
#ifndef COOK_TORRANCE_TERM
#define COOK_TORRANCE_TERM
float4 cook_torrance(
in float3 normal,
in float3 viewer,
in float3 light, float roughness_value, float ref_at_norm_incidence, float3 cSpecular, float3 cDiffuse)
{
// Compute any aliases and intermediary values
// -------------------------------------------
float3 half_vector = normalize( light + viewer );
float NdotL = saturate( dot( normal, light ) );
float NdotH = max( dot( normal, half_vector ) , 1.0e-7);
float NdotV = saturate( dot( normal, viewer ) );
float VdotH = saturate( dot( viewer, half_vector ) );
float r_sq = roughness_value * roughness_value;
// Evaluate the geometric term
// --------------------------------
float geo_numerator = 2.0f * NdotH;
float geo_denominator = VdotH;
float geo_b = (geo_numerator * NdotV ) / geo_denominator;
float geo_c = (geo_numerator * NdotL ) / geo_denominator;
float geo = min( 1.0f, min( geo_b, geo_c ) );
// Now evaluate the roughness term
// -------------------------------
float roughness;
float roughness_a = 1.0f / ( 4.0f * r_sq * pow( NdotH, 4 ) );
float roughness_b = NdotH * NdotH - 1.0f;
float roughness_c = r_sq * NdotH * NdotH;
roughness = roughness_a * exp( roughness_b / roughness_c );
// Next evaluate the Fresnel value
// -------------------------------
float fresnel = pow( 1.0f - VdotH, 5.0f );
fresnel *= ( 1.0f - ref_at_norm_incidence );
fresnel += ref_at_norm_incidence;
// Put all the terms together to compute
// the specular term in the equation
// -------------------------------------
float3 Rs_numerator = ( fresnel * geo * roughness );
float Rs_denominator = max(1.0e-7, NdotV * NdotL);
float3 Rs = Rs_numerator/ Rs_denominator;
// Put all the parts together to generate
// the final colour
// --------------------------------------
Rs = max(0, Rs);
float3 final = max(0.0f, NdotL) *cDiffuse + (1 * Rs );
// Return the result
// -----------------
return float4( final, 1.0f );
}
#endif
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struct VS_INPUT
{
float4 vPosition : POSITION;
float3 normal : NORMAL;
float2 uv0 : UV0;
float2 uv1 : UV1;
};
struct VS_OUTPUT {
float4 vPosition : SV_POSITION;
float3 normal : TEXCOORD0;
float2 uv0 : TEXCOORD1;
float2 uv1 : TEXCOORD2;
};
cbuffer TestBuffer : register(b3) {
float4x4 mWorld;
float4x4 mView;
float4x4 mProjection;
}
Texture2D tex : register(t0);
Texture2D tex2 : register(t1);
SamplerState MeshTextureSampler;
VS_OUTPUT main_vs(VS_INPUT v) {
VS_OUTPUT o;
float4x4 wvp = mul(mul(mProjection, mView), mWorld);
o.vPosition = mul(wvp, float4(v.vPosition.xyz, 1));
o.normal = mul((float3x3)mWorld, v.normal);
o.uv0 = v.uv0;
o.uv1 = v.uv1;
return o;
}
float4 main_ps(VS_OUTPUT input) : SV_Target
{
float3 sun = normalize(float3(-1,1,-1));
float lit = dot(sun, input.normal);
float3 diffuse = float3(1, 0, 0);
return float4(diffuse * lit, 1);
}
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struct VS_INPUT
{
float4 vPosition : POSITION;
float3 normal : NORMAL;
float2 uv0 : UV0;
float2 uv1 : UV1;
};
struct VS_OUTPUT {
float4 vPosition : SV_POSITION;
float3 normal : TEXCOORD0;
float2 uv0 : TEXCOORD1;
float2 uv1 : TEXCOORD2;
float3 worldPos : TEXCOORD3;
float3 viewPos : TEXCOORD4;
};
cbuffer TestBuffer : register(b3) {
float4x4 mWorld;
float4x4 mView;
float4x4 mProjection;
float4 cameraWorldPos;
}
Texture2D diffuse : register(t0);
SamplerState MeshTextureSampler : register(s0);
VS_OUTPUT main_vs(VS_INPUT v){
VS_OUTPUT o;
float4x4 wv = mul(mView, mWorld);
float4x4 wvp = mul(mul(mProjection, mView), mWorld);
o.vPosition = mul(wvp, float4(v.vPosition.xyz,1));
o.normal = mul((float3x3)mWorld, v.normal);
o.uv0 = v.uv0;
o.uv1 = v.uv1;
o.worldPos = mul((float3x3)mWorld, v.vPosition.xyz);
o.viewPos = mul(wv, float4(v.vPosition.xyz, 1));
return o;
}
#include "lighting/cook_torrance_term.inc"
float4 main_ps(VS_OUTPUT input) : SV_Target
{
float3 ambient = float3(0.3f, 0.3f, 0.4f);
float4 diffuseColor = diffuse.Sample(MeshTextureSampler, input.uv0);
return diffuseColor;
float3 worldPos = input.worldPos;
float3 camPos = cameraWorldPos.xyz;
float3 viewDir = normalize(camPos - worldPos);
float3 sun = normalize(float3(-1, 1, -1));
float3 surfaceColor = cook_torrance(normalize(input.normal), viewDir, sun, 0.7f, 0.1f, diffuseColor.rgb, diffuseColor.rgb);
return float4(surfaceColor + ambient * diffuseColor, 1);
}
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#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(location = 0) in vec3 fragColor;
layout(location = 0) out vec4 outColor;
void main() {
outColor = vec4(fragColor, 1.0);
}
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#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(binding = 0) uniform UniformBufferObject {
mat4 model;
mat4 view;
mat4 proj;
} ubo;
layout(location = 0) in vec3 inPosition;
layout(location = 2) in vec3 inColor;
layout(location = 0) out vec3 fragColor;
void main() {
gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition.xyz, 1.0);
fragColor = vec3(inColor.xyz);
}
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#ifndef BoundsView_h__
#define BoundsView_h__
#include <RenderFramework/ObjectsFactory.h>
LOBJECT(BoundsView, Component)
public:
void tick(float deltaTime) override {
LEngine::Instance()->GetActiveScene()->GetGizmos().SetMatrix(transform()->GetGlobalTransform());
LEngine::Instance()->GetActiveScene()->GetGizmos().DrawBounds(gameObject->GetComponent<MeshRenderer>()->GetMesh()->GetBounds());
}
};
#endif // BoundsView_h__
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cmake_minimum_required(VERSION 3.16)
add_executable(GameEditor)
target_sources(GameEditor
PRIVATE
BoundsView.h
FreeCameraController.h
GameEditor.cpp
GameEditor.h
LFrameworkConfig.h
)
#target_include_directories(GameEditor
#PRIVATE
#
#)
target_link_libraries(GameEditor
PRIVATE
RenderFramework
LFramework
LFramework::Input
)
target_compile_definitions(GameEditor
PRIVATE
ASSETS_DIR=L"${CMAKE_CURRENT_LIST_DIR}/../Assets"
)
@@ -0,0 +1,65 @@
#pragma once
#include <RenderFramework/Component.h>
#include "lframework/Input/Input.h"
#include <iostream>
#include <RenderFramework/Transform.h>
#include <RenderFramework/ObjectsFactory.h>
LOBJECT(FreeCameraController, Component)
public:
float mouse_speed;
float move_speed = 3.0f;
static constexpr float pi = 3.14159265358979f;
FreeCameraController() : mouse_speed(0.01f){
_angle_x = _angle_y = 0.0f;
}
virtual void tick(float deltaTime) override {
auto mice = Input::Instance()->mice();
auto mouse = mice[0];
_angle_x += mouse_speed * mouse->GetDx();
_angle_y += mouse_speed * mouse->GetDy();
_angle_y = clamp(_angle_y, -pi / 2.0f, pi / 2.0f);
auto rv = Quaternion_f::angleAxis(_angle_y, float3(1.0f, 0.0f, 0.0f));
auto rh = Quaternion_f::angleAxis(_angle_x, float3(0.0f, 1.0f, 0.0f));
/* if (mouse->GetDx() != 0) {
std::cout << "Mouse DX: " << mouse->GetDx() << std::endl;
}
if (mouse->GetDy() != 0) {
std::cout << "Mouse DY: " << mouse->GetDy() << std::endl;
}*/
gameObject->transform->SetLocalRotation(lm::mul(rh, rv));
auto keyboards = Input::Instance()->keyboards();
auto keyboard = keyboards[0];
if(keyboard->GetKeyState(0x57)){
gameObject->transform->SetLocalPosition(gameObject->transform->GetLocalPosition() + gameObject->transform->forward() * (deltaTime * move_speed));
}
if (keyboard->GetKeyState(0x53)) {
gameObject->transform->SetLocalPosition(gameObject->transform->GetLocalPosition() - gameObject->transform->forward() * (deltaTime * move_speed));
}
if (keyboard->GetKeyState(0x41)) {
gameObject->transform->SetLocalPosition(gameObject->transform->GetLocalPosition() - gameObject->transform->right() * (deltaTime * move_speed));
}
if (keyboard->GetKeyState(0x44)) {
gameObject->transform->SetLocalPosition(gameObject->transform->GetLocalPosition() + gameObject->transform->right() * (deltaTime * move_speed));
}
}
private:
float _angle_x;
float _angle_y;
};
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#pragma once
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#pragma once
#define LF_INPUT
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# RenderFramework
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add_subdirectory(RenderFramework/Vulkan)
add_library(RenderFramework STATIC)
target_sources(RenderFramework
PRIVATE
RenderFramework/Archive.cpp
RenderFramework/Archive.h
RenderFramework/Asset.h
RenderFramework/AssetDatabase.cpp
RenderFramework/AssetDatabase.h
RenderFramework/AssetFile.h
RenderFramework/AssetImporter.h
RenderFramework/AssetManager.cpp
RenderFramework/AssetManager.h
RenderFramework/AssetMetadata.cpp
RenderFramework/AssetMetadata.h
RenderFramework/Bounds.h
RenderFramework/Camera.cpp
RenderFramework/Camera.h
RenderFramework/Component.cpp
RenderFramework/Component.h
RenderFramework/FatalError.h
RenderFramework/File.h
RenderFramework/Filesystem.h
RenderFramework/ForwardDeclarations.h
RenderFramework/ForwardListItem.h
RenderFramework/GameObject.cpp
RenderFramework/GameObject.h
RenderFramework/Gizmos.cpp
RenderFramework/Gizmos.h
RenderFramework/GizmoVertex.h
RenderFramework/Guid.h
RenderFramework/InputArchive.h
RenderFramework/LEngine.cpp
RenderFramework/LEngine.h
RenderFramework/Material.cpp
RenderFramework/Material.h
RenderFramework/Mathf.h
RenderFramework/Mesh.cpp
RenderFramework/Mesh.h
RenderFramework/MeshGenerator.cpp
RenderFramework/MeshGenerator.h
RenderFramework/MeshRenderer.cpp
RenderFramework/MeshRenderer.h
RenderFramework/ModelImporter.h
RenderFramework/Object.cpp
RenderFramework/Object.h
RenderFramework/ObjectsFactory.cpp
RenderFramework/ObjectsFactory.h
RenderFramework/ObjMeshLoader.h
RenderFramework/OutputArchive.h
RenderFramework/Renderer.cpp
RenderFramework/Renderer.h
RenderFramework/RenderOutput.h
RenderFramework/RenderTargetOutput.cpp
RenderFramework/RenderTargetOutput.h
RenderFramework/Scene.cpp
RenderFramework/Scene.h
RenderFramework/SceneRenderer.cpp
RenderFramework/SceneRenderer.h
RenderFramework/Shader.cpp
RenderFramework/Shader.h
RenderFramework/ShaderInclude.h
RenderFramework/ShaderParametersBlock.h
RenderFramework/Submesh.h
RenderFramework/SwapChainOutput.h
RenderFramework/Texture.h
RenderFramework/TextureImporter.h
RenderFramework/Transform.h
RenderFramework/Vertex.h
RenderFramework/WindowRenderOutput.cpp
RenderFramework/WindowRenderOutput.h
)
target_link_libraries(RenderFramework
PUBLIC
VulkanWrapper
LMath
)
target_include_directories(RenderFramework
PUBLIC
./
)
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#include "Archive.h"
Archive& Archive::operator << (AssetFileLink& value) {
serialize(&value, sizeof(value)); return *this;
}
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#ifndef Archive_h__
#define Archive_h__
#include <iostream>
#include <string>
#include <functional>
#include <memory>
#include "Asset.h"
#include <lmath/lmath.h>
#include <type_traits>
#include "Object.h"
#include <cstdint>
#define POD_SERIALIZE(_type) Archive& operator << (_type& value) { serialize(&value, sizeof(value)); return *this; }
class Object;
class Archive {
public:
typedef uint64_t size_type;
std::function<void(std::shared_ptr<Object>)> SaveReferenceCallback;
std::function<std::shared_ptr<Object>(const AssetFileLink&)> LoadReferenceCallback;
Archive():SaveReferenceCallback(nullptr){
}
virtual ~Archive() {}
virtual bool is_loading() const = 0;
virtual void serialize(void* data, size_t size) = 0;
virtual size_type get_offset() const = 0;
virtual void set_offset(size_type offset) = 0;
virtual void flush() {}
POD_SERIALIZE(uint8_t);
POD_SERIALIZE(uint16_t);
POD_SERIALIZE(uint32_t);
POD_SERIALIZE(uint64_t);
POD_SERIALIZE(int8_t);
POD_SERIALIZE(int16_t);
POD_SERIALIZE(int32_t);
POD_SERIALIZE(int64_t);
POD_SERIALIZE(float);
POD_SERIALIZE(double);
POD_SERIALIZE(lm::float2);
POD_SERIALIZE(lm::float3);
POD_SERIALIZE(lm::float4);
POD_SERIALIZE(lm::double2);
POD_SERIALIZE(lm::double3);
POD_SERIALIZE(lm::double4);
POD_SERIALIZE(lm::Quaternion_f);
Archive& operator << (std::string& value) {
uint32_t string_len = 0;
if (is_loading()) {
serialize(&string_len, sizeof(string_len));
value.resize(string_len);
serialize(&value[0], string_len);
} else {
string_len = value.size();
serialize(&string_len, sizeof(string_len));
serialize(&value[0], string_len);
}
return *this;
}
Archive& operator << (std::wstring& value) {
uint32_t string_len = 0;
if (is_loading()) {
serialize(&string_len, sizeof(string_len));
value.resize(string_len);
serialize(&value[0], string_len * sizeof(std::wstring::value_type));
} else {
string_len = value.size();
serialize(&string_len, sizeof(string_len));
serialize(&value[0], string_len * sizeof(std::wstring::value_type));
}
return *this;
}
template<typename T, typename = typename std::enable_if<std::is_base_of<Object, T>::value>::type>
Archive& operator << (std::shared_ptr<T>& value) {
if (is_loading()) {
AssetFileLink link;
(*this) << link;
if(link.localId == -1)
{
value = nullptr;
}else
{
auto pos = get_offset();
value = LoadReferenceCallback == nullptr ? nullptr : std::dynamic_pointer_cast<T>(LoadReferenceCallback(link));
set_offset(pos);
}
} else {
if (SaveReferenceCallback != nullptr) {
SaveReferenceCallback(value);
}
AssetFileLink link = value == nullptr ? AssetFileLink() : value->GetFileLink();
(*this) << link;
}
return *this;
}
private:
Archive& operator << (AssetFileLink& value);
};
#endif // Archive_h__
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#ifndef Asset_h__
#define Asset_h__
#include <Windows.h>
#include <cstdint>
#include <array>
#include <algorithm>
#include "Guid.h"
class AssetFileLink {
public:
using LocalFileID = std::uint32_t;
static constexpr LocalFileID InvalidID = -1;
Guid fileGuid;
LocalFileID localId;
AssetFileLink():localId(InvalidID){}
AssetFileLink(const AssetFileLink& link) :fileGuid(link.fileGuid), localId(link.localId) {}
AssetFileLink(Guid _fileGuid, LocalFileID _localId) :fileGuid(_fileGuid), localId(_localId) {}
AssetFileLink& operator=(const AssetFileLink& link) {
fileGuid = link.fileGuid;
localId = link.localId;
return *this;
}
bool operator==(const AssetFileLink& link) const {
return (fileGuid == link.fileGuid) && (localId == link.localId);
}
bool operator!=(const AssetFileLink& link) const {
return (fileGuid != link.fileGuid) || (localId != link.localId);
}
bool IsValid() const{
return (localId != InvalidID) && !fileGuid.IsZero();
}
};
#endif // Asset_h__
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#include "AssetDatabase.h"
#include <filesystem>
#include <iostream>
#include "ModelImporter.h"
#include "TextureImporter.h"
#include <algorithm>
AssetDatabase::AssetDatabase()
{
_importers.push_back(std::make_shared<ModelImporter>());
//_importers.push_back(std::make_shared<TextureImporter>());
}
void AssetDatabase::setRootPath(const std::wstring& path)
{
_rootAssetsPath = path;
}
std::wstring AssetDatabase::getFullAssetPath(const std::string& localPathStr) {
std::filesystem::path rootPath(_rootAssetsPath);
std::filesystem::path localPath(localPathStr);
auto fullPath = rootPath / localPath;
auto result = fullPath.wstring();
return result;
}
std::wstring AssetDatabase::asset_to_meta_path(const std::wstring& asset_path)
{
std::filesystem::path src(asset_path);
return src.parent_path().append(src.filename().wstring() + L".meta").wstring();
}
void AssetDatabase::register_importer(std::shared_ptr<AssetImporter> importer)
{
}
std::vector<std::shared_ptr<Object>> AssetDatabase::load_all_objects(std::shared_ptr<AssetFile> asset)
{
std::vector<std::shared_ptr<Object>> result;
auto table = asset->objectsTable;
for (auto& obj : table.objects)
{
result.push_back(LoadObject(AssetFileLink(asset->guid(), obj.localId)));
}
return result;
}
std::shared_ptr<AssetImporter> AssetDatabase::find_importer(const std::wstring& asset_path) const
{
auto importer = std::find_if(_importers.begin(), _importers.end(), [asset_path](std::shared_ptr<AssetImporter> im) { return im->can_import(asset_path); });
if (importer != _importers.end())
{
return *importer;
}
return nullptr;
}
Guid AssetDatabase::file_to_guid(const std::wstring& path) const
{
return AssetMetadata(path).get_guid();
}
std::shared_ptr<AssetFile> AssetDatabase::open_asset_file(const std::wstring& path)
{
return std::make_shared<AssetFile>(file_to_guid(path), path);
}
std::shared_ptr<Object> AssetDatabase::LoadReference(const AssetFileLink& link)
{
return LoadObject(link);
}
std::wstring guid_to_path(Guid guid)
{//TODO: fix hardcode
return LR"(C:\Users\Sergey\Desktop\Assets\test.asset)";
}
std::shared_ptr<AssetFile> AssetDatabase::OpenArchive(Guid guid)
{ //TODO: fix hardcode
if (open_archives.empty())
{
auto a = std::make_shared<AssetFile>(guid, guid_to_path(guid));
a->input->LoadReferenceCallback = std::bind(&AssetDatabase::LoadReference, this, std::placeholders::_1);
open_archives.push_back(a);
}
return open_archives[0];
}
std::shared_ptr<Object> AssetDatabase::LoadObject(AssetFileLink link)
{
auto f = Object::Find(link);
if (f != nullptr) { return f; }
auto archive = OpenArchive(link.fileGuid);
archive->SeekToFile(link.localId);
std::wstring type_name;
(*archive->input) << type_name;
auto obj = ObjectsFactory::instance().create_object(type_name);
obj->SetLink(link);
obj->serialize(*archive->input);
return obj;
}
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#ifndef AssetDatabase_h__
#define AssetDatabase_h__
#include <string>
#include <memory>
#include <vector>
#include "AssetMetadata.h"
#include "AssetImporter.h"
#include "AssetFile.h"
class AssetDatabase{
public:
static AssetDatabase& get() {
static AssetDatabase instance;
return instance;
}
static std::wstring asset_to_meta_path(const std::wstring& asset_path);
Guid file_to_guid(const std::wstring& path) const;
std::shared_ptr<AssetFile> open_asset_file(const std::wstring& path);
void setRootPath(const std::wstring& path);
static void register_importer(std::shared_ptr<AssetImporter> importer);
std::shared_ptr<AssetImporter> find_importer(const std::wstring& asset_path) const;
std::shared_ptr<Object> LoadReference(const AssetFileLink& link);
std::shared_ptr<AssetFile> OpenArchive(Guid guid);
std::shared_ptr<Object> LoadObject(AssetFileLink link);
std::vector<std::shared_ptr<Object>> load_all_objects(std::shared_ptr<AssetFile> asset);
std::wstring getFullAssetPath(const std::string& localPath);
private:
std::vector<std::shared_ptr<AssetFile>> open_archives;
AssetDatabase();
std::vector<std::shared_ptr<AssetImporter>> _importers;
std::wstring _rootAssetsPath;
};
#endif // AssetDatabase_h__
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#ifndef AssetFile_h__
#define AssetFile_h__
#include "InputArchive.h"
#include "OutputArchive.h"
#include "Asset.h"
#include <vector>
#include <sstream>
#include <filesystem>
namespace fs = std::experimental::filesystem::v1;
class AssetObjectDescriptor : public Object {
public:
uint64_t localId;
int64_t offset;
uint64_t length;
AssetObjectDescriptor():localId(0), offset(0), length(0)
{
}
AssetObjectDescriptor(uint64_t _localId, int64_t _offset, uint64_t _length):localId(_localId), offset(_offset), length(_length){
}
virtual void serialize(Archive& archive) override {
archive << localId << offset << length;
}
virtual std::wstring get_type_name() const override {
return L"AssetObjectDescriptor";
}
};
class AssetObjectsTable : public Object{
public:
uint64_t lastId;
std::vector<AssetObjectDescriptor> objects;
AssetObjectsTable():lastId(0)
{
}
bool GetFileDescriptor(uint64_t localId, AssetObjectDescriptor& desc){
for (auto& o : objects) {
if (o.localId == localId) {
desc = o;
return true;
}
}
return false;
}
bool Contains(uint64_t localId) const {
for (auto& o : objects) {
if (o.localId == localId) {
return true;
}
}
return false;
}
virtual void serialize(Archive& archive) override {
archive << lastId;
if(archive.is_loading()){
uint64_t objectsCount = 0;
archive << objectsCount;
objects.clear();
for(uint64_t i = 0; i < objectsCount; ++i){
AssetObjectDescriptor d;
d.serialize(archive);
objects.push_back(d);
}
}else{
uint64_t objectsCount = objects.size();
archive << objectsCount;
for (auto& o : objects){
o.serialize(archive);
}
}
}
virtual std::wstring get_type_name() const override {
return L"AssetObjectsTable";
}
};
inline std::shared_ptr<OutputArchive> CreateMemoryOutArchive(){
return std::make_shared<OutputArchive>(std::make_shared<std::stringstream>(std::ios::in | std::ios::out | std::ios::binary));
}
class AssetFile {
public:
typedef uint64_t table_offset_t;
AssetObjectsTable objectsTable;
std::shared_ptr<InputArchive> input;
std::shared_ptr<OutputArchive> output;
std::shared_ptr<std::fstream> stream;
AssetFile(Guid fileGuid, const std::wstring& path):_fileGuid(fileGuid), _path(path){
OpenFile(false);
if(stream->is_open()){
stream->seekg(0, std::ios::end);
if((int)stream->tellg() == 0){
std::cout << "Empty asset created!" << std::endl;
SaveFooter();
}
ReadFooter();
}
//input = std::make_shared<InputArchive>(path);
}
void OpenFile(bool trunc){
input = nullptr;
output = nullptr;
stream = std::make_shared<std::fstream>(_path, (trunc ? std::ios::trunc : std::ios::app) | std::ios::in | std::ios::out | std::ios::binary);
if (stream->is_open()) {
input = std::make_shared<InputArchive>(stream);
output = std::make_shared<OutputArchive>(stream);
}
}
void CloseFile()
{
input = nullptr;
output = nullptr;
if(stream != nullptr && stream->is_open()){
stream->close();
}
stream = nullptr;
}
void Save(){
auto tmpOut = CreateMemoryOutArchive();
//save objects
int64_t objectOffset = 0;
for(auto& v : objectsTable.objects){
auto object = Object::Find(AssetFileLink(_fileGuid, v.localId));
v.offset = objectOffset;
auto startOffset = objectOffset = tmpOut->GetStream()->tellp();
//save all loaded objects, copy not loaded
if(object != nullptr){
auto typeName = object->get_type_name();
(*tmpOut) << typeName;
object->serialize(*tmpOut);
}else{
stream->seekg(v.offset, std::ios::beg);
std::vector<uint8_t> objectBytes(v.length);
stream->read((char*)&objectBytes[0], objectBytes.size());
tmpOut->GetStream()->write((char*)&objectBytes[0], objectBytes.size());
}
objectOffset = tmpOut->GetStream()->tellp();
v.length = objectOffset - startOffset;
}
CloseFile();
OpenFile(true);
auto content = std::static_pointer_cast<std::stringstream>(tmpOut->GetStream())->str();
stream->write(&content[0], content.size());
stream->seekg(0, std::ios::end);
//save footer
SaveFooter();
}
bool SeekToFile(uint64_t fileId) {
AssetObjectDescriptor desc;
if (objectsTable.GetFileDescriptor(fileId, desc)) {
if (desc.offset >= 0) {
stream->seekg(desc.offset, std::ios::beg);
return true;
}
}
return false;
}
void ReadFooter()
{
std::cout << "Read footer" << std::endl;
//read table offset
auto off = -((std::streamoff)sizeof(table_offset_t));
stream->seekg(off, std::ios::end);
table_offset_t offset = 0;
(*input) << offset;
auto table_file_offset = off - (std::streamoff)offset;
stream->seekg(table_file_offset, std::ios::end);
objectsTable.serialize(*input);
}
void SaveFooter(){
std::cout << "Save footer" << std::endl;
stream->seekg(0, std::ios::end);
auto tmpArchive = CreateMemoryOutArchive();
objectsTable.serialize(*tmpArchive);
auto data = std::static_pointer_cast<std::stringstream>(tmpArchive->GetStream())->str();
table_offset_t size = data.size();
stream->write(&data[0], size);
(*output) << size;
output->flush();
}
void AddObject(std::shared_ptr<Object> obj){
if (obj->GetFileLink().IsValid()) {
if (obj->GetFileLink().fileGuid == _fileGuid) {
std::wcout << "Object " << obj->get_name() << " is already in current asset. Can't add twice" << std::endl;
} else {
std::wcout << "Object " << obj->get_name() << " is already in another asset. Can't add." << std::endl;
}
} else {
obj->SetLink(AssetFileLink(_fileGuid, objectsTable.lastId++));
objectsTable.objects.push_back(AssetObjectDescriptor(obj->GetFileLink().localId, 0, 0));
}
}
const Guid& guid() const
{
return _fileGuid;
}
private:
Guid _fileGuid;
std::wstring _path;
};
#endif // AssetFile_h__
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#pragma once
#include <string>
#include <vector>
#include <filesystem>
class AssetImporter {
public:
virtual void import(std::wstring asset_path) = 0;
virtual bool can_import(const std::wstring& path) const = 0;
virtual bool set_parameters(std::wstring params) = 0;
virtual std::wstring get_parameters() const = 0;
virtual std::wstring name() = 0;
};
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#include "AssetManager.h"
#include "LEngine.h"
#include "Texture.h"
std::shared_ptr<AssetManager> AssetManager::_instance = nullptr;
TexturePtr AssetManager::LoadTexture(const std::wstring& path) const
{
return {};
/*
auto renderer = LEngine::Instance()->GetRenderer();
auto device = renderer->GetDevice();
ID3D12ResourcePtr resource;
std::unique_ptr<uint8_t[]> data;
std::vector<D3D12_SUBRESOURCE_DATA> srData;
DirectX::LoadDDSTextureFromFile(device.Get(), GetFullAssetPath(path).c_str(), &resource, data, srData);
//auto cmdList = renderer->BeginCommandList();
//create upload heap
D3D12_RESOURCE_DESC desc;
desc = resource->GetDesc();
UINT64 textureUploadBufferSize;
device->GetCopyableFootprints(&desc, 0, srData.size(), 0, nullptr, nullptr, nullptr, &textureUploadBufferSize);
// now we create an upload heap to upload our texture to the GPU
ID3D12ResourcePtr textureBufferUploadHeap;
auto hr = device->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD), // upload heap
D3D12_HEAP_FLAG_NONE, // no flags
&CD3DX12_RESOURCE_DESC::Buffer(textureUploadBufferSize), // resource description for a buffer (storing the image data in this heap just to copy to the default heap)
D3D12_RESOURCE_STATE_GENERIC_READ, // We will copy the contents from this heap to the default heap above
nullptr,
IID_PPV_ARGS(&textureBufferUploadHeap));
if (FAILED(hr))
{
FatalError(L"Failed to create upload heap");
}
textureBufferUploadHeap->SetName(L"Texture Buffer Upload Resource Heap");
auto commandList = renderer->BeginCommandList();
//copy subresource
UpdateSubresources(commandList.Get(), resource.Get(), textureBufferUploadHeap.Get(), 0, 0, srData.size(), &srData[0]);
commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(resource.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE));
renderer->EndCommandList();
renderer->WaitCommandsQueue();
//create shader resource view
auto srvMemory = renderer->getSrvDescriptorsAllocator()->alloc();
D3D12_RESOURCE_DESC texDesc;
texDesc = resource->GetDesc();
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
srvDesc.Format = texDesc.Format;
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = texDesc.MipLevels;
device->CreateShaderResourceView(resource.Get(), &srvDesc, srvMemory);
auto result = std::make_shared<Texture>(resource, srvMemory);
//DirectX::CreateTexture(renderer->GetDevice(), image.GetImages(), image.GetImageCount(), metadata, &resource);
return result;*/
}
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#pragma once
#include <memory>
#include <string>
#include "Texture.h"
#include "ForwardDeclarations.h"
class AssetManager {
public:
static std::shared_ptr<AssetManager> Instance() {
if (_instance == nullptr) {
_instance = std::make_shared<AssetManager>();
}
return _instance;
}
void SetAssetsFolder(const std::wstring& folder) {
_assetsFolder = folder;
}
std::wstring GetFullAssetPath(const std::wstring& relativePath) const
{
return _assetsFolder + relativePath;
}
TexturePtr LoadTexture(const std::wstring& path) const;
private:
static std::shared_ptr<AssetManager> _instance;
std::wstring _assetsFolder;
};
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#include "AssetMetadata.h"
#include <fstream>
#include <combaseapi.h>
#include <iostream>
#include <string>
#include <sstream>
#include "AssetDatabase.h"
#include <Windows.h>
#include <wrl.h>
using namespace Microsoft::WRL;
AssetMetadata::AssetMetadata(const std::wstring& asset_path) : _asset_path(asset_path) {
_meta_path = AssetDatabase::asset_to_meta_path(_asset_path);
if (std::filesystem::exists(std::filesystem::path(_meta_path))) {
Load();
} else {
create();
Save();
}
}
void AssetMetadata::create() {
CoCreateGuid((GUID*)&_guid);
_modification_time = std::filesystem::last_write_time(std::filesystem::path(_asset_path)).time_since_epoch().count();
_importer = AssetDatabase::get().find_importer(_asset_path);
}
void AssetMetadata::Load() {
std::wifstream file(_meta_path);
std::wstring v;
std::getline(file, v);
std::wstring guid_str;
std::getline(file, guid_str);
_guid = str_to_guid(guid_str);
std::wstring time_str;
std::getline(file, time_str);
_modification_time = std::stoull(time_str);
file.close();
}
void AssetMetadata::Save() {
std::wofstream file;
file.open(_meta_path, std::ios::trunc);
file << version << std::endl;
file << guid_to_str(_guid) << std::endl;
file << _modification_time << std::endl;
//file << _importer->name();
file.close();
}
Guid AssetMetadata::str_to_guid(const std::wstring& guid) {
Guid iid;
IIDFromString(guid.c_str(), (GUID*)&iid);
return iid;
}
std::wstring AssetMetadata::guid_to_str(const Guid& guid) {
LPOLESTR guid_str = nullptr;
StringFromIID(*((const GUID*)&guid), &guid_str);
//Microsoft::WRL::Wrappers::HStringReference
std::wstring result(guid_str);
CoTaskMemFree(guid_str);
return result;
}
const Guid& AssetMetadata::get_guid() const {
return _guid;
}
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#ifndef AssetMetadata_h__
#define AssetMetadata_h__
#include <filesystem>
#include <cstdint>
#include <memory>
#include "Guid.h"
#include "AssetImporter.h"
class AssetMetadata {
public:
typedef uint64_t file_time_t;
const std::wstring version = L"1.0";
AssetMetadata(const std::wstring& asset_path);
void Save();
void Load();
static std::wstring guid_to_str(const Guid& guid);
static Guid str_to_guid(const std::wstring& guid);
const Guid& get_guid() const;
private:
std::shared_ptr<AssetImporter> _importer;
void create();
std::wstring _asset_path;
std::wstring _meta_path;
file_time_t _modification_time;
Guid _guid;
};
#endif // AssetMetadata_h__
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#ifndef Bounds_h__
#define Bounds_h__
#include <lmath/lmath.h>
using namespace lm;
class Bounds {
public:
Bounds()
:_center(0.0f,0.0f,0.0f), _size(0.0f,0.0f,0.0f) {
}
Bounds(float3 center, float3 size)
:_center(center), _size(size)
{
}
float3 GetSize() {
return _size;
}
float3 GetCenter() {
return _center;
}
void SetSize(const float3& size) {
_size = size;
}
void SetCenter(const float3& center) {
_center = center;
}
void Scale(float value) {
_size *= value;
}
float3 Minimum() const {
return _size * -0.5f + _center;
}
float3 Maximum() const {
return _size * 0.5f + _center;
}
private:
float3 _center;
float3 _size;
};
#endif // Bounds_h__
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#include "Camera.h"
#include "Transform.h"
#include "Mathf.h"
#include "Archive.h"
float4x4 Camera::worldToCameraMatrix() {
auto world = transform()->GetGlobalTransform();
//TODO: why not affine ?
world = inverse(world, false);
// auto test = lookatlh(transform()->GetGlobalPosition(), float3(0, 1, 1), float3(0, 1, 0));
return world;
}
void Camera::serialize(Archive& archive) {
Component::serialize(archive);
archive << nearClipPlane << farClipPlane << fov << aspect;
}
void Camera::UpdateProjectionMatrix() {
_projection = matrix4x4Perspective(fov * Mathf::DegToRad(), aspect, nearClipPlane, farClipPlane);
}
float4x4 Camera::projectionMatrix() {
UpdateProjectionMatrix();
return _projection;
}
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#ifndef Camera_h__
#define Camera_h__
#include "ObjectsFactory.h"
#include <lmath/lmath.h>
#include "Component.h"
using namespace lm;
LOBJECT(Camera, Component)
public:
float nearClipPlane = 0.03f;
float farClipPlane = 100.0f;
float fov = 45.0f;
float aspect = 1.333333333f;
virtual void serialize(Archive& archive) override;
float4x4 worldToCameraMatrix();
float4x4 projectionMatrix();
void test() {
construct();
}
private:
float4x4 _projection;
void UpdateProjectionMatrix();
};
typedef std::shared_ptr<Camera> CameraPtr;
#endif // Camera_h__
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#include "Component.h"
#include "GameObject.h"
TransformPtr Component::transform() {
return gameObject->transform;
}
void Component::serialize(Archive& archive) {
auto ptr = std::static_pointer_cast<Object>(gameObject);
archive << ptr;
if (archive.is_loading()) {
gameObject = std::static_pointer_cast<GameObject>(ptr);
}
}
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#ifndef Component_h__
#define Component_h__
#include <memory>
#include "ObjectsFactory.h"
LOBJECT(Component, Object)
public:
GameObjectPtr gameObject;
TransformPtr transform();
virtual void tick(float deltaTime) {}
Component(){}
void serialize(Archive& archive) override;
};
#endif // Component_h__
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#ifndef FatalError_h__
#define FatalError_h__
#include <Windows.h>
inline void FatalError(const TCHAR* message) {
int b1 = 12750;
int b2 = 4750;
int len = 80;
for(int i = 0; i < 2; ++i) {
Beep(b1, len);
Beep(b2, len);
}
MessageBox(NULL, message, TEXT("Error"), MB_OK);
exit(0);
}
#endif // FatalError_h__
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#ifndef File_h__
#define File_h__
#include <fstream>
#include <stdint.h>
#include <vector>
uint32_t FileSize(const std::wstring& path) {
std::ifstream file(path, std::ios_base::binary);
if (!file.good()) {
return 0;
}
std::streampos current_position = file.tellg();
file.seekg(0, std::ios::end);
std::streampos ending_position = file.tellg();
file.seekg(current_position);
file.close();
return (uint32_t)(ending_position - current_position);
}
uint32_t FileSize(const std::string& path) {
std::ifstream file(path, std::ios_base::binary);
if (!file.good()) {
return 0;
}
std::streampos current_position = file.tellg();
file.seekg(0, std::ios::end);
std::streampos ending_position = file.tellg();
file.seekg(current_position);
file.close();
return (uint32_t)(ending_position - current_position);
}
void FileReadAllText(const std::wstring& path, std::string& result) {
auto size = FileSize(path);
if (size == 0) {
return;
}
std::ifstream file(path, std::ios::in);
result.reserve(size);
result.assign(std::istreambuf_iterator<char>(file), std::istreambuf_iterator<char>());
file.close();
}
void FileReadAllBytes(const std::wstring& path, std::vector<char>& result) {
auto size = FileSize(path);
if (size == 0) {
return;
}
std::ifstream file(path, std::ios::in | std::ios::binary);
result.reserve(size);
result.assign(std::istreambuf_iterator<char>(file), std::istreambuf_iterator<char>());
file.close();
}
void FileReadAllBytes(const std::string& path, std::vector<char>& result) {
auto size = FileSize(path);
if (size == 0) {
return;
}
std::ifstream file(path, std::ios::in | std::ios::binary);
result.reserve(size);
result.assign(std::istreambuf_iterator<char>(file), std::istreambuf_iterator<char>());
file.close();
}
#endif // File_h__
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#ifndef Filesystem_h__
#define Filesystem_h__
#include <memory>
#include <string>
class Filesystem {
public:
//static std::shared_ptr<Filesystem> Create(const std::string& assetsFolder);
private:
//Filesystem();
};
#endif // Filesystem_h__
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#pragma once
#include <vector>
#include <memory>
#include <lmath/lmath.h>
class GameObject;
typedef std::shared_ptr<GameObject> GameObjectPtr;
class Component;
typedef std::shared_ptr<Component> ComponentPtr;
class Scene;
typedef std::shared_ptr<Scene> ScenePtr;
class Transform;
typedef std::shared_ptr<Transform> TransformPtr;
class Shader;
typedef std::shared_ptr<Shader> ShaderPtr;
class Mesh;
typedef std::shared_ptr<Mesh> MeshPtr;
class Material;
typedef std::shared_ptr<Material> MaterialPtr;
class Mouse;
typedef std::shared_ptr<Mouse> MousePtr;
class Keyboard;
typedef std::shared_ptr<Keyboard> KeyboardPtr;
class Texture;
typedef std::shared_ptr<Texture> TexturePtr;
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#ifndef ForwardListItem_h__
#define ForwardListItem_h__
class ForwardListItem{
public:
ForwardListItem* next;
};
#endif // ForwardListItem_h__
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#include "Transform.h"
#include "LEngine.h"
#include "Component.h"
#include "GameObject.h"
void GameObject::tick(float deltaTime) {
for (auto c : components) {
c->tick(deltaTime);
}
}
void GameObject::construct2() {
Object::construct();
auto this_ptr = std::static_pointer_cast<GameObject>(shared_from_this());
LEngine::Instance()->GetActiveScene()->objects.push_back(this_ptr);
this_ptr->transform = this_ptr->AddComponent<Transform>();
}
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#ifndef GameObject___h__
#define GameObject___h__
#include "ForwardDeclarations.h"
#include <memory>
#include <vector>
#include <typeinfo>
#include "ObjectsFactory.h"
#include "OutputArchive.h"
#include "Transform.h"
LOBJECT(GameObject, Object)
public:
TransformPtr transform;
void tick(float deltaTime);
virtual void serialize(Archive& archive) override {
Object::serialize(archive);
if (archive.is_loading()) {
components.clear();
transform = nullptr;
}
Archive::size_type cnt = components.size();
archive << cnt;
if (archive.is_loading()) {
for (Archive::size_type i = 0; i < cnt; ++i) {
std::shared_ptr<Object> obj;
archive << obj;
components.push_back(std::static_pointer_cast<Component>(obj));
auto tp = std::dynamic_pointer_cast<Transform>(obj);
if (tp != nullptr) {
transform = tp;
}
}
} else {
for (auto component : components) {
auto ptr = std::static_pointer_cast<Object>(component);
archive << ptr;
}
}
}
std::shared_ptr<GameObject> as_game_object() {
return std::static_pointer_cast<GameObject>(shared_from_this());
}
template<typename T>
std::shared_ptr<T> AddComponent() {
auto component = T::create();
component->gameObject = as_game_object();
components.push_back(component);
return component;
}
template<typename T>
std::shared_ptr<T> GetComponent() {
for (auto c : components) {
auto tmp = std::dynamic_pointer_cast<T>(c);
if (tmp != nullptr) {
return tmp;
}
}
return nullptr;
}
template<typename T>
std::vector<std::shared_ptr<T>> GetComponents() {
std::vector<std::shared_ptr<T>> result;
for (auto c : components) {
auto tmp = std::dynamic_pointer_cast<T>(c);
if (tmp != nullptr) {
result.push_back(tmp);
}
}
return result;
}
void construct() override {
construct2();
}
void construct2();
private:
GameObject() {}
std::vector<ComponentPtr> components;
};
#endif // GameObject___h__
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#ifndef GizmoVertex_h__
#define GizmoVertex_h__
#include <lmath/lmath.h>
using namespace lm;
struct GizmoVertex {
float4 position;
float4 color;
GizmoVertex(float4 _position, float4 _color)
:position(_position), color(_color)
{
}
GizmoVertex(float3 _position, float4 _color)
:position(_position.x(), _position.y(), _position.z(), 1.0f), color(_color)
{
}
};
#endif // GizmoVertex_h__
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#include "Gizmos.h"
#include "GameObject.h"
#include "LEngine.h"
#include "LEngine.h"
Gizmos::Gizmos()
:_color(0.0f, 1.0f, 0.0f, 1.0f)
{
_matrix = float4x4::identity();
}
void Gizmos::SetMatrix(const float4x4& matrix) {
_matrix = matrix;
}
float4x4 Gizmos::GetMatrix() {
return _matrix;
}
void Gizmos::DrawBounds(const Bounds& bounds) {
auto b = bounds;
b.Scale(1.01f);
auto bMin = b.Minimum();
auto bMax = b.Maximum();
DrawLine(float3(bMin.x(), bMax.y(), bMax.z()), float3(bMax.x(), bMax.y(), bMax.z()));
DrawLine(float3(bMin.x(), bMax.y(), bMin.z()), float3(bMax.x(), bMax.y(), bMin.z()));
DrawLine(float3(bMin.x(), bMax.y(), bMax.z()), float3(bMin.x(), bMax.y(), bMin.z()));
DrawLine(float3(bMax.x(), bMax.y(), bMax.z()), float3(bMax.x(), bMax.y(), bMin.z()));
DrawLine(float3(bMin.x(), bMin.y(), bMax.z()), float3(bMax.x(), bMin.y(), bMax.z()));
DrawLine(float3(bMin.x(), bMin.y(), bMin.z()), float3(bMax.x(), bMin.y(), bMin.z()));
DrawLine(float3(bMin.x(), bMin.y(), bMax.z()), float3(bMin.x(), bMin.y(), bMin.z()));
DrawLine(float3(bMax.x(), bMin.y(), bMax.z()), float3(bMax.x(), bMin.y(), bMin.z()));
DrawLine(float3(bMin.x(), bMin.y(), bMin.z()), float3(bMin.x(), bMax.y(), bMin.z()));
DrawLine(float3(bMax.x(), bMin.y(), bMin.z()), float3(bMax.x(), bMax.y(), bMin.z()));
DrawLine(float3(bMin.x(), bMin.y(), bMax.z()), float3(bMin.x(), bMax.y(), bMax.z()));
DrawLine(float3(bMax.x(), bMin.y(), bMax.z()), float3(bMax.x(), bMax.y(), bMax.z()));
}
void Gizmos::Init() {
/*_backMaterial = Material::Create(Shader::Create(L"shaders/gizmos.fx"), "gizmo_back");
_frontMaterial = Material::Create(_backMaterial->GetShader(), "gizmo_front");
_backMaterial->GetParametersBlock().SetValue("alphaMul", 0.2f);
_frontMaterial->GetParametersBlock().SetValue("alphaMul", 1.0f);
D3D11_INPUT_ELEMENT_DESC ied[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
auto vs = _backMaterial->GetShader()->GetShader(ShaderType::Vs);
auto device = LEngine::Instance()->GetRenderer()->GetDevice();
auto hr = device->CreateInputLayout(ied, 2, vs->blob->GetBufferPointer(), vs->blob->GetBufferSize(), &_inputLayout);
D3D11_DEPTH_STENCIL_DESC desc;
d3d11_helper::DefaultDepthStencilDesc(desc);
hr = device->CreateDepthStencilState(&desc, &_frontLineDepthState);
desc.DepthFunc = D3D11_COMPARISON_GREATER;
hr = device->CreateDepthStencilState(&desc, &_backLineDepthState);*/
}
void Gizmos::DrawLine(const float3& from, const float3& to) {
/*_vertices.push_back(GizmoVertex(lm::mul(_matrix, from), _color));
_vertices.push_back(GizmoVertex(lm::mul(_matrix, to), _color));*/
}
void Gizmos::DrawAll(CameraPtr camera) {
/*auto renderer = LEngine::Instance()->GetRenderer();
renderer->GetImmediateContext()->OMSetDepthStencilState(_frontLineDepthState, 0);
DrawImpl(camera, _frontMaterial);
renderer->GetImmediateContext()->OMSetDepthStencilState(_backLineDepthState, 0);
DrawImpl(camera, _backMaterial);
renderer->GetImmediateContext()->OMSetDepthStencilState(_frontLineDepthState, 0);*/
}
void Gizmos::DrawImpl(CameraPtr camera, MaterialPtr material) {
/*if (_vertices.size() < 2) {
return;
}
//set system variables
auto& params = material->GetParametersBlock();
float4x4 matrix = float4x4::identity();
params.SetValue("mWorld", matrix);
params.SetValue("mView", camera->worldToCameraMatrix());
params.SetValue("mProjection", camera->projectionMatrix());
auto renderer = LEngine::Instance()->GetRenderer();
material->Apply(renderer->GetImmediateContext());
ID3D11Buffer* vb[1] = { _vertexBuffer };
UINT stride = sizeof(GizmoVertex);
UINT offset = 0;
renderer->GetImmediateContext()->IASetInputLayout(_inputLayout);
renderer->GetImmediateContext()->IASetVertexBuffers(0, 1, vb, &stride, &offset);
renderer->GetImmediateContext()->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
renderer->GetImmediateContext()->Draw(_vertices.size(), 0);*/
}
void Gizmos::Clear() {
/*_vertices.clear();
_matrix = float4x4::identity();*/
}
void Gizmos::PrepareRender() {
/*_vertexBuffer = nullptr;
if (_vertices.size() < 2) {
return;
}
//vertex buffer
D3D11_BUFFER_DESC desc = { 0 };
desc.Usage = D3D11_USAGE_DEFAULT;
desc.ByteWidth = sizeof(_vertices[0])* _vertices.size();
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA data;
data.pSysMem = &_vertices[0];
data.SysMemPitch = 0;
_vertexBuffer = nullptr;
LEngine::Instance()->GetRenderer()->GetDevice()->CreateBuffer(&desc, &data, &_vertexBuffer);*/
}
float4 Gizmos::GetColor() {
return _color;
}
void Gizmos::SetColor(float4 color) {
_color = color;
}
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#pragma once
#include "GizmoVertex.h"
#include <vector>
#include "Material.h"
#include "Shader.h"
#include <lmath/lmath.h>
#include "Camera.h"
#include "Bounds.h"
using namespace lm;
class Gizmos {
public:
Gizmos();
void Init();
void DrawLine(const float3& from, const float3& to);
void DrawBounds(const Bounds& bounds);
void DrawAll(CameraPtr camera);
void Clear();
void PrepareRender();
float4 GetColor();
void SetColor(float4 color);
void SetMatrix(const float4x4& matrix);
float4x4 GetMatrix();
private:
void DrawImpl(CameraPtr camera, MaterialPtr material);
//ID3D11InputLayoutPtr _inputLayout;
//ID3D11BufferPtr _vertexBuffer;
//ID3D11DepthStencilStatePtr _backLineDepthState;
//ID3D11DepthStencilStatePtr _frontLineDepthState;
MaterialPtr _backMaterial;
MaterialPtr _frontMaterial;
float4 _color;
float4x4 _matrix;
std::vector<GizmoVertex> _vertices;
};
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#ifndef Guid_h__
#define Guid_h__
#include <array>
#include <cstdint>
struct Guid {
union {
std::array<uint8_t, 16> data;
std::array<uint32_t, 4> datai;
};
Guid() :datai{ 0,0,0,0 } {
}
Guid(uint32_t i0, uint32_t i1, uint32_t i2, uint32_t i3) : datai{ i0,i1,i2,i3 } {
}
Guid(const std::array<uint32_t, 4>& data_i) : datai(data_i) {
}
Guid(const std::array<uint8_t, 16>& data) : data(data) {
}
Guid(const Guid& guid) : data(guid.data) {
}
Guid& operator =(const Guid& right) {
data = right.data;
return *this;
}
bool operator ==(const Guid& right) const {
return std::equal(data.begin(), data.end(), right.data.begin());
}
bool operator !=(const Guid& right) const {
return !std::equal(data.begin(), data.end(), right.data.begin());
}
bool IsZero() const {
return (datai[0] == 0) && (datai[1] == 0) && (datai[2] == 0) && (datai[3] == 0);
}
};
#endif // Guid_h__
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#ifndef InputArchive_h__
#define InputArchive_h__
#include "Archive.h"
#include "Object.h"
#include <vector>
#include <cstdint>
#include <algorithm>
#include <fstream>
class InputArchive : public Archive {
public:
InputArchive(std::shared_ptr<std::istream> stream)
:_stream(stream) {
}
virtual bool is_loading() const override {
return true;
}
virtual void serialize(void* data, size_t size) override {
_stream->read(reinterpret_cast<char*>(data), size);
if(!_stream)
{
}
}
size_type get_offset() const override
{
return _stream->tellg();
}
void set_offset(size_type offset) override {
_stream->seekg(offset, std::ios::beg);
}
~InputArchive() {}
std::shared_ptr<std::istream> GetStream(){
return _stream;
}
private:
std::shared_ptr<std::istream> _stream;
};
#endif // InputArchive_h__
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#include "LEngine.h"
#include "AssetManager.h"
std::shared_ptr<LEngine> LEngine::_instance = nullptr;
std::shared_ptr<LEngine> LEngine::Instance() {
if (_instance == nullptr) {
_instance = std::shared_ptr<LEngine>(new LEngine());
}
return _instance;
}
ScenePtr LEngine::GetActiveScene() {
return _activeScene;
}
void LEngine::Init(const std::wstring& assetsPath) {
AssetManager::Instance()->SetAssetsFolder(assetsPath);
_renderer->Init();
}
void LEngine::LoadScene(const std::string& path) {
_activeScene = nullptr;
_activeScene = std::make_shared<Scene>();
_activeScene->SetName("New scene");
}
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#ifndef Application_h__
#define Application_h__
#include "Scene.h"
#include "ForwardDeclarations.h"
#include <string>
#include "Renderer.h"
#include "RenderOutput.h"
class LEngine {
public:
static std::shared_ptr<LEngine> Instance();
friend class Scene;
ScenePtr GetActiveScene();
void LoadScene(const std::string& path);
void Init(const std::wstring& assetsPath);
RendererPtr& GetRenderer() {
return _renderer;
}
void AddOutput(RenderOutputPtr output) {
_outputs.push_back(output);
}
std::vector<RenderOutputPtr> GetOutputs() {
return _outputs;
}
private:
LEngine()
{
_renderer = std::make_shared<Renderer>();
}
RendererPtr _renderer;
ScenePtr _activeScene;
static std::shared_ptr<LEngine> _instance;
std::vector<RenderOutputPtr> _outputs;
};
#endif // Application_h__
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#include "Material.h"
#include <d3d11.h>
#include <stdint.h>
//#include <NativeLINQ/NativeLINQ.h>
#include <cassert>
#include <cstring>
#include "FatalError.h"
void Material::SetShader(ShaderPtr _shader) {
shader = _shader;
RebuildBuffers();
}
std::string Material::DiffuseMapName() {
return "_DiffuseMap";
}
std::string Material::NormalMapName() {
return "_NormalMap";
}
std::string Material::DiffuseColorName() {
return "_DiffuseColor";
}
MaterialPtr Material::Create(std::string name) {
return std::shared_ptr<Material>(new Material(name));
}
MaterialPtr Material::Create(ShaderPtr shader, std::string name) {
auto material = Create(name);
material->SetShader(shader);
return material;
}
void Material::Apply() {
for(int i = 0; i < (int)ShaderType::Count; ++i) {
auto s = shader->GetShader((ShaderType)i);
if(s != nullptr) {
//apply shaders
//s->Apply(context);
auto& p = shaderParameters[i];
//update and apply buffers
for (auto& bufferCtx : p.buffers) {
D3D12_RANGE range;
range.Begin = range.End = 0;
uint8_t* data = nullptr;
// auto hr = bufferCtx.buffer->Map(0, &range, (void**)&data);
// assert(hr == S_OK);
//write all variables
for (auto& variable : bufferCtx.variables) {
auto param = parameters.GetParameterByName(variable.name);
if (param != nullptr) {
memcpy(data + variable.offset, param->GetPointer(), variable.size);
}
}
range.End = bufferCtx.size;
// bufferCtx.buffer->Unmap(0, &range);
// assert(hr == S_OK);
/*context->Unmap(bufferCtx.buffer, 0);
ID3D11Buffer* buffers[1] = { bufferCtx.buffer };
switch ((ShaderType)i)
{
case ShaderType::Vs:
context->VSSetConstantBuffers(bufferCtx.bindPoint, 1, buffers);
break;
case ShaderType::Ps:
context->PSSetConstantBuffers(bufferCtx.bindPoint, 1, buffers);
break;
default:
assert(false && "not implemented");
}*/
//sr.pData
}
//apply shader resources
/*for (auto& resourceCtx : p.resources) {
auto param = parameters.GetParameterByName(resourceCtx.name);
if (param != nullptr) {
auto resourceParam = std::dynamic_pointer_cast<ShaderResourceParameter>(param);
ID3D11ShaderResourceView* resources[1] = { resourceParam->value };
switch ((ShaderType)i)
{
case ShaderType::Vs:
context->VSSetShaderResources(resourceCtx.bindPoint, 1, resources);
break;
case ShaderType::Ps:
context->PSSetShaderResources(resourceCtx.bindPoint, 1, resources);
break;
default:
assert(false && "not implemented");
}
}
}*/
} else {
}
}
}
void Material::RebuildShaderParameters(ShaderParametersContext& params, ComPtr<ID3D12ShaderReflection> reflection) {
D3D12_SHADER_DESC d;
reflection->GetDesc(&d);
params.Clear();
//get resource variables
for(uint32_t i = 0; i < d.BoundResources; ++i) {
D3D12_SHADER_INPUT_BIND_DESC bindDesc;
reflection->GetResourceBindingDesc(i, &bindDesc);
ShaderResourceVariable var;
var.bindPoint = bindDesc.BindPoint;
var.name = bindDesc.Name;
var.type = bindDesc.Type;
params.resources.push_back(var);
}
//get constant buffers
for(uint32_t i = 0; i < d.ConstantBuffers; ++i) {
ShaderBufferContext ctx;
ID3D12ShaderReflectionConstantBuffer* cb = reflection->GetConstantBufferByIndex(i);
auto device = shader->GetDevice();
D3D12_SHADER_BUFFER_DESC bufferDesc;
cb->GetDesc(&bufferDesc);
ctx.name = bufferDesc.Name;
D3D11_BUFFER_DESC cbDesc;
cbDesc.ByteWidth = bufferDesc.Size;
cbDesc.Usage = D3D11_USAGE_DYNAMIC;
cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
cbDesc.MiscFlags = 0;
cbDesc.StructureByteStride = 0;
// auto hr = device->CreateCommittedResource(
// &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD), // this heap will be used to upload the constant buffer data
// D3D12_HEAP_FLAG_NONE, // no flags
// &CD3DX12_RESOURCE_DESC::Buffer(1024 * 64), // Must be a multiple of 64KB for single-textures and constant buffers. TODO: handle size overflow o_O Maybe.
// D3D12_RESOURCE_STATE_GENERIC_READ,
// nullptr,
// IID_PPV_ARGS(&ctx.buffer));
// ctx.buffer->SetName(L"Constant Buffer Upload Resource Heap");
//device->CreateBuffer(&cbDesc, nullptr, &ctx.buffer);
for(uint32_t j = 0; j < bufferDesc.Variables; ++j) {
auto variable = cb->GetVariableByIndex(j);
D3D12_SHADER_VARIABLE_DESC varDesc;
variable->GetDesc(&varDesc);
ctx.variables.push_back(ShaderBufferVariable(varDesc.Name, varDesc.StartOffset, varDesc.Size));
}
//find buffer's bind point
// auto res = Where(params.resources, [ctx](ShaderResourceVariable srv) {return srv.name == ctx.name && srv.type == D3D_SIT_CBUFFER; })->ToVector();
// ctx.bindPoint = res[0].bindPoint;
// ctx.type = res[0].type;
// ctx.size = cbDesc.ByteWidth;
// params.buffers.push_back(ctx);
}
}
void Material::RebuildBuffers() {
ComPtr<ID3D12ShaderReflection> reflection;
for(int i = 0; i < (int)ShaderType::Count; ++i) {
auto vs = shader->GetShader((ShaderType)i);
if(vs != nullptr) {
reflection = nullptr;
D3DReflect(vs->blob->GetBufferPointer(), vs->blob->GetBufferSize(), __uuidof(reflection), (void**)&reflection);
RebuildShaderParameters(shaderParameters[i], reflection);
}
}
}
void Material::SetParametersBlock(ShaderParametersBlock& block) {
parameters = block;
}
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#ifndef Material_h__
#define Material_h__
#include "Shader.h"
#include <vector>
#include <stdint.h>
#include <d3dcompiler.h>
#include "ForwardDeclarations.h"
#include "ShaderParametersBlock.h"
#include "Object.h"
#include <wrl.h>
using namespace Microsoft::WRL;
class Material : public Object {
public:
std::wstring class_name() const {
return L"Material";
}
void SetShader(ShaderPtr _shader);
ShaderPtr GetShader() {
return shader;
}
void SetParametersBlock(ShaderParametersBlock& block);
ShaderParametersBlock& GetParametersBlock() {
return parameters;
}
void Apply();
static MaterialPtr Create(std::string name);
static MaterialPtr Create(ShaderPtr shader, std::string name);
static std::string DiffuseMapName();
static std::string NormalMapName();
static std::string DiffuseColorName();
ShaderParametersContext& GetCompiledParameters(ShaderType shader_type)
{
return shaderParameters[(uint32_t)shader_type];
}
private:
Material(std::string name)
:_name(name)
{
}
std::string _name;
ShaderPtr shader;
ShaderParametersContext shaderParameters[(uint32_t)ShaderType::Count];
ShaderParametersBlock parameters;
void RebuildBuffers();
void RebuildShaderParameters(ShaderParametersContext& params, ComPtr<ID3D12ShaderReflection> reflection);
};
#endif // Material_h__
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#pragma once
class Mathf {
public:
static float Pi() {
return 3.1415926535897932384626f;
}
static float RadToDeg() {
return 180.0f / Pi();
}
static float DegToRad() {
return Pi() / 180.0f;
}
};
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#include "Mesh.h"
#include "LEngine.h"
#include <string.h>
// Mesh::Mesh(ID3D12DevicePtr dev) {
// _device = dev;
// SetSubmeshCount(1);
// }
MeshPtr Mesh::Create() {
return nullptr;//std::shared_ptr<Mesh>(new Mesh(LEngine::Instance()->GetRenderer()->GetDevice()));
}
// ID3D12ResourcePtr Mesh::GetVertexBuffer() {
// return _vertexBuffer;
// }
// ID3D12DevicePtr Mesh::GetDevice() {
// return _device;
// }
MeshPtr Mesh::Create(MeshProcessFunction initFunction) {
auto mesh = Create();
if (initFunction != nullptr) {
initFunction(mesh);
mesh->RecalculateBounds();
}
return mesh;
}
Bounds Mesh::GetBounds() const {
return _bounds;
}
std::vector<Vertex> Mesh::GetVertices() {
std::vector<Vertex> result;
/*if (_vertexBuffer == nullptr) {
return result;
}
D3D11_BUFFER_DESC desc;
_vertexBuffer->GetDesc(&desc);
desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
desc.Usage = D3D11_USAGE_STAGING;
desc.BindFlags = 0;
ID3D11BufferPtr stagingBuffer;
_device->CreateBuffer(&desc, nullptr, &stagingBuffer);
ID3D11DeviceContextPtr ctx;
_device->GetImmediateContext(&ctx);
ctx->CopyResource(stagingBuffer, _vertexBuffer);
D3D11_MAPPED_SUBRESOURCE sr;
ctx->Map(stagingBuffer, 0, D3D11_MAP_READ, 0, &sr);
result.resize(desc.ByteWidth / sizeof(Vertex));
memcpy_s(&result[0], desc.ByteWidth, sr.pData, desc.ByteWidth);
ctx->Unmap(stagingBuffer, 0);*/
return result;
}
D3D12_VERTEX_BUFFER_VIEW Mesh::GetVertexBufferView(){
D3D12_VERTEX_BUFFER_VIEW result;
// result.BufferLocation = _vertexBuffer->GetGPUVirtualAddress();
result.SizeInBytes = _vertexCount * sizeof(Vertex);
result.StrideInBytes = sizeof(Vertex);
return result;
}
void Mesh::SetVertices(const std::vector<Vertex>& vertices) {
auto bytesCount = sizeof(vertices[0])* vertices.size();
_vertexCount = vertices.size();
//create vertex buffer
// _device->CreateCommittedResource(
// &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
// D3D12_HEAP_FLAG_NONE,
// &CD3DX12_RESOURCE_DESC::Buffer(bytesCount),
// D3D12_RESOURCE_STATE_COPY_DEST,
// nullptr,
// IID_PPV_ARGS(&_vertexBuffer));
//create upload buffer
ComPtr<ID3D12Resource> vBufferUploadHeap;
// _device->CreateCommittedResource(
// &CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
// D3D12_HEAP_FLAG_NONE,
// &CD3DX12_RESOURCE_DESC::Buffer(bytesCount),
// D3D12_RESOURCE_STATE_GENERIC_READ,
// nullptr,
// IID_PPV_ARGS(&vBufferUploadHeap));
// vBufferUploadHeap->SetName(L"Vertex Buffer Upload Resource Heap");
D3D12_SUBRESOURCE_DATA vertexData = {};
vertexData.pData = reinterpret_cast<const BYTE*>(&vertices[0]); // pointer to our vertex array
vertexData.RowPitch = bytesCount; // size of all our triangle vertex data
vertexData.SlicePitch = bytesCount; // also the size of our triangle vertex data
auto renderer = LEngine::Instance()->GetRenderer();
// auto cl = renderer->BeginCommandList();
// UpdateSubresources(cl.Get(), _vertexBuffer.Get(), vBufferUploadHeap.Get(), 0, 0, 1, &vertexData);
// cl->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(_vertexBuffer.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER));
renderer->EndCommandList();
renderer->WaitCommandsQueue();
}
void Mesh::SetIndices(const Submesh::index_array_t& indices, MeshTopology topology, uint32_t submeshId) {
if (submeshId >= GetSubmeshCount()) {
return;
}
_submeshes[submeshId]->Set(indices, topology);
}
uint32_t Mesh::GetSubmeshCount() const {
return _submeshes.size();
}
void Mesh::SetSubmeshCount(uint32_t count) {
auto oldSize = _submeshes.size();
_submeshes.resize(count);
for (auto i = oldSize; i < count; ++i) {
_submeshes[i] = std::make_shared<Submesh>();
}
}
const std::vector<SubmeshPtr>& Mesh::GetSubmeshes() {
return _submeshes;
}
void Mesh::RecalculateBounds() {
/*auto vertices = GetVertices();
if (vertices.size() == 0) {
_bounds.SetSize(float3(0, 0, 0));
_bounds.SetCenter(float3(0, 0, 0));
}
float3 minPoint = vertices[0].position.xyz;
float3 maxPoint = vertices[0].position.xyz;
for (size_t i = 1; i < vertices.size(); ++i) {
minPoint = lm::min(minPoint, vertices[i].position.xyz);
maxPoint = lm::max(maxPoint, vertices[i].position.xyz);
}
_bounds.SetCenter((minPoint + maxPoint) * 0.5f);
_bounds.SetSize(maxPoint - minPoint);*/
}
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#ifndef Mesh_h__
#define Mesh_h__
#include <vector>
#include <stdint.h>
#include <memory>
#include <functional>
#include "ForwardDeclarations.h"
#include "Vertex.h"
#include "Submesh.h"
#include "Bounds.h"
#include "Object.h"
#include <wrl.h>
using namespace Microsoft::WRL;
typedef std::function<void(MeshPtr)> MeshProcessFunction;
class Mesh : public Object {
public:
Mesh():_vertexCount(0)
{
}
std::vector<Vertex> GetVertices();
void SetVertices(const std::vector<Vertex>& vertices);
void SetIndices(const Submesh::index_array_t& indices, MeshTopology topology, uint32_t submeshId);
void RecalculateBounds();
// ID3D12ResourcePtr GetVertexBuffer();
// ID3D12DevicePtr GetDevice();
static MeshPtr Create();
static MeshPtr Create(MeshProcessFunction initFunction);
uint32_t GetSubmeshCount() const;
void SetSubmeshCount(uint32_t count);
const std::vector<SubmeshPtr>& GetSubmeshes();
Bounds GetBounds() const;
D3D12_VERTEX_BUFFER_VIEW GetVertexBufferView();
private:
size_t _vertexCount;
Bounds _bounds;
// Mesh(ID3D12DevicePtr dev);
// ID3D12ResourcePtr _vertexBuffer;
// ID3D12DevicePtr _device;
std::vector<SubmeshPtr> _submeshes;
};
#endif // Mesh_h__
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#include "MeshGenerator.h"
#include <vector>
void MeshGenerator::Cube(MeshPtr mesh, bool splitFaces){
if (mesh == nullptr) {
return;
}
std::vector<Vertex> vertices;
std::vector<uint32_t> indices;
float3 corners[8];
for (int i = 0; i < 2; ++i) {
for (int j = 0; j < 4; ++j) {
int id = i * 4 + j;
corners[id].x() = ((j == 0) || (j == 3)) ? -0.5f : 0.5f;
corners[id].y() = -((float)(j >> 1) - 0.5f);
corners[id].z() =(float)i - 0.5f;
}
}
int vid[] = { 0,1,2,3, 5,4,7,6, 1,5,6,2, 4,0,3,7, 4,5,1,0, 3,2,6,7 };
for (int i = 0; i < 24; ++i) {
Vertex v;
v.position.x() = corners[vid[i]].x();
v.position.y() = corners[vid[i]].y();
v.position.z() = corners[vid[i]].z();
vertices.push_back(v);
}
float3 normals[6] = { float3(0.0f,0.0f,-1.0f), float3(0.0f,0.0f,1.0f), float3(1.0f,0.0f,0.0f), float3(-1.0f,0.0f,0.0f), float3(0.0f,1.0f,0.0f), float3(0.0f,-1.0f,0.0f) };
int indicesBase[] = { 0,1,3,1,2,3 };
float2 uvBase[] = { float2(0.0f,0.0f), float2(1.0f,0.0f), float2(1.0f,1.0f), float2(0.0f,1.0f) };
mesh->SetSubmeshCount(splitFaces ? 6 : 1);
for (int i = 0; i < 6; ++i) {
for (int j = 0; j < 4; ++j) {
vertices[i * 4 + j].normal = normals[i];
vertices[i * 4 + j].uv0 = uvBase[j];
}
for (int j = 0; j < 6; ++j) {
indices.push_back(indicesBase[j] + i * 4);
}
if (splitFaces) {
mesh->SetIndices(indices, MeshTopology::TriangleList, i);
indices.resize(0);
}
}
mesh->SetVertices(vertices);
if (!splitFaces) {
mesh->SetIndices(indices, MeshTopology::TriangleList, 0);
}
}
void MeshGenerator::Plane(MeshPtr mesh) {
if (mesh == nullptr) {
return;
}
float3 normal(0.0f, 1.0f, 0.0f);
float extend = 0.5f;
std::vector<Vertex> vertices = {
Vertex(float4(-extend, 0.0f, extend, 1.0f), normal, float2(0.0f,0.0f)),
Vertex(float4(extend, 0.0f, extend, 1.0f), normal, float2(1.0f,0.0f)),
Vertex(float4(extend, 0.0f, -extend, 1.0f), normal, float2(1.0f,1.0f)),
Vertex(float4(-extend, 0.0f, -extend, 1.0f), normal, float2(0.0f,1.0f)),
};
std::vector<uint32_t> indices = { 0,1,3,1,2,3 };
mesh->SetSubmeshCount(1);
mesh->SetVertices(vertices);
mesh->SetIndices(indices, MeshTopology::TriangleList, 0);
}
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#ifndef MeshGenerator_h__
#define MeshGenerator_h__
#include "Mesh.h"
#include "ForwardDeclarations.h"
class MeshGenerator
{
public:
static void Cube(MeshPtr mesh, bool splitFaces);
static void Plane(MeshPtr mesh);
};
#endif // MeshGenerator_h__
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#include "MeshRenderer.h"
#include <cassert>
void MeshRenderer::SyncMaterialSlots() {
if (mesh == nullptr) {
_materials.resize(0);
}
else {
_materials.resize(mesh->GetSubmeshCount());
}
}
std::shared_ptr<MeshRenderer> MeshRenderer::SetMesh(MeshPtr m) {
mesh = m;
SyncMaterialSlots();
UpdateInputLayouts();
return std::static_pointer_cast<MeshRenderer>(shared_from_this());
}
MeshPtr MeshRenderer::GetMesh() {
return mesh;
}
void MeshRenderer::SetMaterial(MaterialPtr material, int id){
SyncMaterialSlots();
_materials[id] = material;
UpdateInputLayouts();
}
void MeshRenderer::UpdateInputLayouts(){
if (mesh == nullptr) {
return;
}
if (_materials.size() == 0 || _materials[0] == nullptr) {
return;
}
//D3D12_APPEND_ALIGNED_ELEMENT
_inputElements.clear();
_inputElements.push_back({ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 });
_inputElements.push_back({ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 16, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 });
_inputElements.push_back({ "UV", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 28, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 });
_inputElements.push_back({ "UV", 1, DXGI_FORMAT_R32G32_FLOAT, 0, 36, D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 });
_inputLayoutDesc.NumElements = _inputElements.size();
_inputLayoutDesc.pInputElementDescs = &_inputElements[0];
//auto vs = _materials[0]->GetShader()->GetShader(ShaderType::Vs);
//auto hr = mesh->GetDevice()->CreateInputLayout(ied, 4, vs->blob->GetBufferPointer(), vs->blob->GetBufferSize(), &_inputLayout);
//assert(hr == S_OK);
}
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#ifndef MeshRenderer_h__
#define MeshRenderer_h__
#include "ObjectsFactory.h"
#include "Mesh.h"
#include "Material.h"
#include <vector>
#include "ForwardDeclarations.h"
#include <memory>
LOBJECT(MeshRenderer, Component)
public:
std::shared_ptr<MeshRenderer> SetMesh(MeshPtr m);
MeshPtr GetMesh();
void SetMaterial(MaterialPtr material, int id);
std::vector<MaterialPtr> GetMaterials() {
return _materials;
}
D3D12_INPUT_LAYOUT_DESC GetInputLayout() {
return _inputLayoutDesc;
}
private:
void UpdateInputLayouts();
void SyncMaterialSlots();
MeshPtr mesh;
std::vector<MaterialPtr> _materials;
std::vector<D3D12_INPUT_ELEMENT_DESC> _inputElements;
D3D12_INPUT_LAYOUT_DESC _inputLayoutDesc;
};
#endif // MeshRenderer_h__
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#pragma once
#include "AssetImporter.h"
#include <filesystem>
#include <vector>
#include <string>
#include "ObjMeshLoader.h"
#include "AssetDatabase.h"
class ModelImporter : public AssetImporter {
public:
virtual bool can_import(const std::wstring& path) const override {
std::filesystem::path src_path(path);
return src_path.extension() == ".obj";
}
virtual std::wstring name() override {
return L"ModelImporter";
}
virtual bool set_parameters(std::wstring params) override {
return false;
}
virtual std::wstring get_parameters() const override {
return L"";
}
virtual void import(std::wstring asset_path) override {
ObjMeshLoader loader;
loader.Load(asset_path);
}
};
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#pragma once
#include "Mesh.h"
#include "GameObject.h"
#include <fstream>
#include <iostream>
#include <lmath/lmath.h>
#include <stack>
#include <sstream>
#include <array>
#include <tuple>
#include <map>
#include <cstdio>
#include <filesystem>
#include "MeshRenderer.h"
using namespace lm;
struct ObjVertex {
int32_t vid;
int32_t tid;
int32_t nid;
};
struct ObjFace {
int32_t sid;
int32_t mid;
std::array<ObjVertex, 3> vertices;
};
class ObjGroup {
public:
ObjGroup(std::string objName)
:name(objName), smoothGroupsEnabled(true), activeSmoothGroup(0)
{
}
void AddFace(int32_t matId, const ObjVertex& v0, const ObjVertex& v1, const ObjVertex& v2) {
ObjFace f;
f.vertices[0] = v0;
f.vertices[1] = v1;
f.vertices[2] = v2;
f.mid = matId;
f.sid = activeSmoothGroup;
faces.push_back(f);
if (std::find(materials.begin(), materials.end(), matId) == materials.end()) {
materials.push_back(matId);
}
}
std::vector<uint32_t> materials;
std::string name;
std::vector<ObjFace> faces;
int32_t activeSmoothGroup;
bool smoothGroupsEnabled;
};
class ObjMeshLoader {
public:
friend class ObjGroup;
ObjMeshLoader() : _activeMatId(-1){
}
std::string read_file(std::wstring path)
{
FILE* file = nullptr;
auto err = _wfopen_s(&file, path.c_str(), L"rb");
fseek(file, 0, SEEK_END);
auto file_size = ftell(file);
std::string str;
str.resize(file_size);
fseek(file, 0, SEEK_SET);
auto done = fread_s(&str[0], file_size, 1, file_size, file);
fclose(file);
return str;
}
std::vector<GameObjectPtr> Load(const std::wstring& path) {
std::vector<GameObjectPtr> result;
/*if (!file1.good()) {
return result;
}*/
auto str = read_file(path);
std::stringstream buffer(str);
std::vector<char> line_buffer;
line_buffer.resize(8192);
std::string previous_line;
std::string line;
//while (buffer.getline(&line_buffer[0], line_buffer.size())) {
while (std::getline(buffer, line)) {
//std::string line(&line_buffer[0]);
if (line.size() < 3) {
continue;
}
switch(line[0]){
case 'v':
switch (line[1]) {
case ' ': {
float3 v;
sscanf_s(&line[2], "%f%f%f", &v.x(), &v.y(), &v.z());
_vertices.push_back(v);
break;
}
case 'n': {
float3 n;
sscanf_s(&line[2], "%f%f%f", &n.x(), &n.y(), &n.z());
_normals.push_back(n);
break;
}
case 't':
float3 t;
sscanf_s(&line[2], "%f%f%f", &t.x(), &t.y(), &t.z());
_texcoords.push_back(t);
break;
}
break;
case 'f': {
bool is_open = false;
size_t start = 2;
int slash_pos_0 = 0;
int slash_pos_1 = 0;
if(line[line.size() - 1] == '\r')
{
line[line.size() - 1] = ' ';
}else
{
line += " ";
}
std::vector<ObjVertex> fVertices;
for (size_t i = 2; i < line.size(); ++i) {
if (line[i] == ' ') {
if (is_open) { //finalize chunk
is_open = false;
ObjVertex v;
if (slash_pos_0 == -1) {
auto pos2 = (int)buffer.tellg();
sscanf_s(&line[start], "%d", &v.vid);
v.tid = v.nid = -1;
} else if (slash_pos_1 == -1) {
sscanf_s(&line[start], "%d/%d", &v.vid, &v.tid);
v.nid = -1;
} else {
if (slash_pos_1 - slash_pos_0 == 1) {
sscanf_s(&line[start], "%d//%d", &v.vid, &v.nid);
v.tid = -1;
} else {
sscanf_s(&line[start], "%d/%d/%d", &v.vid, &v.tid, &v.nid);
}
}
fVertices.push_back(v);
}
} else {
if (!is_open) {
start = i;
slash_pos_0 = -1;
slash_pos_1 = -1;
is_open = true;
} else {
if (line[i] == '/') {
if (slash_pos_0 == -1) {
slash_pos_0 = i;
} else {
slash_pos_1 = i;
}
}
}
}
}
//emit triangles (split if quads)
if (fVertices.size() == 3) {
_groups[_groups.size() - 1].AddFace(_activeMatId, fVertices[0], fVertices[1], fVertices[2]);
} else if (fVertices.size() == 4) {
_groups[_groups.size() - 1].AddFace(_activeMatId, fVertices[0], fVertices[1], fVertices[2]);
_groups[_groups.size() - 1].AddFace(_activeMatId, fVertices[0], fVertices[2], fVertices[3]);
}
break;
}
case 'g': {
auto name = line.substr(2);
_groups.push_back(ObjGroup(name));
break;
}
case 's':
if (line.find("off") != std::string::npos) {
_groups[_groups.size() - 1].smoothGroupsEnabled = false;
} else {
sscanf_s(&line[2], "%d", &_groups[_groups.size() - 1].activeSmoothGroup);
}
break;
case 'm': {
std::stringstream ss(line);
std::string key, value;
ss >> key;
ss >> value;
_mtlLibName = value;
std::cout << "Found material library: " << value << std::endl;
break;
}
case 'u': {
std::stringstream ss(line);
std::string key, value;
ss >> key;
ss >> value;
SetActiveMaterial(value);
break;
}
}
previous_line = line;
}
auto mtllib_path = obj_to_mtl_path(path);
_mats = load_mtllib(mtllib_path);
for (auto& group : _groups) {
result.push_back(UnpackGroup(group));
}
return result;
}
private:
std::vector<MaterialPtr> _mats;
std::wstring obj_to_mtl_path(const std::wstring& obj_path){
std::filesystem::path src(obj_path);
auto dst = src.parent_path();
return dst.append(_mtlLibName).wstring();
}
std::vector<MaterialPtr> load_mtllib(const std::wstring& path){
std::vector<MaterialPtr> result;
auto text = std::ifstream(path);
std::string line;
auto default_shader = Shader::Create(L"Shaders/default.fx");
MaterialPtr active_material;
while(std::getline(text, line))
{
if(line[0] == '#' || line.empty()){
continue;
}
std::string word;
std::stringstream ls(line);
ls >> word;
if (word == "newmtl") {
std::string mat_name;
ls >> mat_name;
if(active_material != nullptr)
{
result.push_back(active_material);
}
active_material = Material::Create(default_shader, mat_name);
} else {
if (active_material == nullptr) {
continue;
} else {
if(word == "Kd")
{
std::vector<float> color;
float tmp = 0.0f;
while(ls >> tmp)
{
color.push_back(tmp);
}
if(color.size() == 3)
{
active_material->GetParametersBlock().SetValue(Material::DiffuseColorName(), float4(color[0], color[1], color[2], 1.0f));
}
}
}
}
}
if (active_material != nullptr) {
result.push_back(active_material);
}
return result;
}
typedef std::tuple<ObjVertex, Vertex> VertexPair;
GameObjectPtr UnpackGroup(const ObjGroup& group) {
std::vector<std::vector<ObjFace*>> facesTable;
facesTable.resize(_vertices.size());
std::vector<Vertex> vertices;
std::map<size_t, std::vector<uint32_t>> submeshes;
//EmitGeometry(group, vertices, submeshes);
EmitGeometrySimple(group, vertices, submeshes);
auto mesh = Mesh::Create();
mesh->SetSubmeshCount(group.materials.size());
mesh->SetVertices(vertices);
int id = 0;
for(auto& p : submeshes)
{
mesh->SetIndices(p.second, MeshTopology::TriangleList, id);
id++;
}
auto obj = GameObject::create();
obj->AddComponent<MeshRenderer>()->SetMesh(mesh);
for (size_t i = 0; i < group.materials.size(); ++i){
auto mat_id = group.materials[i];
obj->GetComponent<MeshRenderer>()->SetMaterial(_mats[mat_id], i);
}
mesh->RecalculateBounds();
return obj;
}
/*MeshPtr BuildMesh(ObjGroup& group) {
std::vector<Vertex> vertices;
std::vector<int32_t> indices;
EmitGeometry(group, vertices, indices);
auto mesh = Mesh::Create();
mesh->SetSubmeshCount(group.materials.size());
return mesh;
}*/
void EmitGeometry(const ObjGroup& group, std::vector<Vertex>& vertices, std::map<size_t, std::vector<uint32_t>>& submeshes) {
auto vComp = [](ObjVertex v1, ObjVertex v2) {
return (v1.vid == v2.vid) && (v1.tid == v2.tid) && (v1.nid && v2.nid);
};
std::vector<ObjVertex> tmpVertices;
for (auto& f : group.faces) {
for (auto& v : f.vertices) {
int id = -1;
for (size_t i = 0; i < tmpVertices.size(); ++i) {
if (vComp(tmpVertices[i], v)) {
id = i;
break;
}
}
if (id == -1) {
id = tmpVertices.size();
tmpVertices.push_back(v);
Vertex vertex;
vertex.position = float4(_vertices[v.vid - 1], 1.0f);
vertex.normal = _normals[v.nid - 1];
vertex.uv0 = _texcoords[v.tid - 1].xy();
vertices.push_back(vertex);
}
submeshes[f.mid].push_back(id);
}
}
}
void EmitGeometrySimple(const ObjGroup& group, std::vector<Vertex>& vertices, std::map<size_t, std::vector<uint32_t>>& submeshes) {
int id = 0;
for (auto& f : group.faces) {
for (auto& v : f.vertices) {
Vertex vertex;
vertex.position = float4(_vertices[v.vid - 1], 1.0f);
vertex.normal = _normals[v.nid - 1];
vertex.uv0 = _texcoords[v.tid - 1].xy();
vertices.push_back(vertex);
submeshes[f.mid].push_back(id);
++id;
}
}
}
void SetActiveMaterial(const std::string& name) {
for (size_t i = 0; i < _materials.size(); ++i) {
if (_materials[i] == name) {
_activeMatId = i;
return;
}
}
_activeMatId = _materials.size();
_materials.push_back(name);
}
int _activeMatId;
std::string _mtlLibName;
std::vector<float3> _vertices;
std::vector<float3> _normals;
std::vector<float3> _texcoords;
std::vector<std::string> _materials;
std::vector<ObjGroup> _groups;
};
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#include "Object.h"
#include "Archive.h"
std::map<ObjectRegistry::instance_id_t, std::weak_ptr<Object>> ObjectRegistry::_registry;
std::atomic<ObjectRegistry::instance_id_t> ObjectRegistry::_last_index = 0;
Object::Object():_instance_id(-1){
}
std::shared_ptr<Object> Object::create(){
auto result = std::shared_ptr<Object>(new Object());
result->Register();
return result;
}
Object::~Object(){
ObjectRegistry::remove_object(_instance_id);
}
void Object::Register(){
_instance_id = ObjectRegistry::add_object(shared_from_this());
}
void Object::serialize(Archive& archive) {
archive << _name;
}
ObjectRegistry::instance_id_t ObjectRegistry::add_object(std::shared_ptr<Object> object) {
auto result = _last_index++;
_registry[result] = object;
return result;
}
void ObjectRegistry::remove_object(instance_id_t object) {
_registry.erase(object);
}
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#ifndef Object_h__
#define Object_h__
#include <cstdint>
#include <string>
#include <fstream>
#include <memory>
#include <windows.h>
#include <functional>
#include <map>
#include <vector>
#include <atomic>
#include "Asset.h"
class Object;
class OutputArchive;
class ObjectRegistry {
public:
using instance_id_t = uint64_t;
friend class Object;
private:
static instance_id_t add_object(std::shared_ptr<Object> object);
static void remove_object(instance_id_t object);
static std::map<instance_id_t, std::weak_ptr<Object>> _registry;
static std::atomic<instance_id_t> _last_index;
};
class Archive;
class Object : public std::enable_shared_from_this<Object>{
public:
using instance_id_t = ObjectRegistry::instance_id_t;
virtual void serialize(Archive& archive);
virtual void construct() {
}
virtual std::wstring get_type_name() const{
return L"Object";
}
std::shared_ptr<Object> as_object(){
return shared_from_this();
}
template<typename T>
static std::vector<std::shared_ptr<T>> FindObjectsOfType() {
std::vector<std::shared_ptr<T>> result;
auto& registry = ObjectRegistry::_registry;
for(auto& pair : registry){
auto obj = pair.second.lock();
auto targetObj = std::dynamic_pointer_cast<T>(obj);
if(targetObj != nullptr){
result.push_back(targetObj);
}
}
return result;
}
static std::shared_ptr<Object> Find(const AssetFileLink& link)
{
auto& registry = ObjectRegistry::_registry;
for (auto& pair : registry) {
auto obj = pair.second.lock();
if(obj != nullptr && obj->GetFileLink() == link)
{
return obj;
}
}
return nullptr;
}
static std::shared_ptr<Object> create();
virtual ~Object();
const std::wstring& get_name() const{
return _name;
}
void SetName(const std::wstring& name){
_name = name;
}
instance_id_t GetInstanceId() const{
return _instance_id;
}
const AssetFileLink& GetFileLink() const{
return _fileLink;
}
void SetLink(const AssetFileLink& link){
_fileLink = link;
}
protected:
void Register();
Object();
AssetFileLink _fileLink;
instance_id_t _instance_id;
private:
std::wstring _name;
};
#endif // Object_h__
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#include "ObjectsFactory.h"
void ObjectsFactory::register_factory(factory_function factory, const std::wstring& class_name) {
_factory_functions[class_name] = factory;
}
ObjectsFactory& ObjectsFactory::instance()
{
static ObjectsFactory instance;
return instance;
}
std::shared_ptr<Object> ObjectsFactory::create_object(const std::wstring& class_name) const {
try {
return _factory_functions.at(class_name)();
} catch (...) {
return nullptr;
}
}
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#ifndef ComponentFactory_h__
#define ComponentFactory_h__
#include "ForwardDeclarations.h"
#include <functional>
#include <map>
#include "Object.h"
class ObjectsFactory {
public:
typedef std::function<std::shared_ptr<Object>()> factory_function;
typedef std::map<std::wstring, factory_function> factory_container;
static ObjectsFactory& instance();
void register_factory(factory_function factory, const std::wstring& class_name);
std::shared_ptr<Object> create_object(const std::wstring& class_name) const;
template<typename T>
std::shared_ptr<T> create_object(){
return std::dynamic_pointer_cast<T>(create_object(T::type_name(), game_object));
}
private:
factory_container _factory_functions;
};
template<typename T>
struct ObjectFactory {
typedef std::shared_ptr<T> object_pointer_t;
ObjectFactory() {
ObjectsFactory::instance().register_factory(&factory_func, T::type_name());
}
static std::shared_ptr<Object> factory_func() {
return std::static_pointer_cast<Object>(T::create());
}
};
#define LOBJECT(__type_name, __base_type) \
class __type_name;\
static ObjectFactory<__type_name> __type_name##_factory;\
class __type_name : public __base_type {\
public:\
static std::wstring type_name() {\
return L#__type_name;\
}\
std::wstring get_type_name() const override{\
return L#__type_name;\
}\
static std::shared_ptr<__type_name> create() {\
auto result = std::shared_ptr<__type_name>(new __type_name());\
result->Register();\
result->construct();\
return result;\
}
#endif // ComponentFactory_h__
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#ifndef OutputArchive_h__
#define OutputArchive_h__
#include "Archive.h"
#include "Object.h"
#include <vector>
#include <cstdint>
#include <algorithm>
#include <fstream>
class OutputArchive : public Archive {
public:
OutputArchive(std::shared_ptr<std::ostream> stream)
:_stream(stream) {
// _stream = std::ofstream(path, std::ios::binary);
}
virtual bool is_loading() const override {
return false;
}
size_type get_offset() const override {
return _stream->tellp();
}
void set_offset(size_type offset) override {
_stream->seekp(offset, std::ios::beg);
}
virtual void serialize(void* data, size_t size) override {
_stream->write(reinterpret_cast<char*>(data), size);
}
virtual void flush() override {
if(_stream->good()){
_stream->flush();
}
}
~OutputArchive() {
flush();
}
std::shared_ptr<std::ostream> GetStream()
{
return _stream;
}
private:
std::shared_ptr<std::ostream> _stream;
std::vector<std::shared_ptr<Object>> _processed_objects;
};
#endif // OutputArchive_h__
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#pragma once
#include <cassert>
#include <stdint.h>
#include "Renderer.h"
#include <memory>
#include <vector>
class RenderOutput {
public:
virtual ~RenderOutput() {
}
virtual uint32_t GetWidth() = 0;
virtual uint32_t GetHeight() = 0;
//virtual CD3DX12_CPU_DESCRIPTOR_HANDLE GetRenderTargetDescriptor(uint32_t id) = 0;
//virtual CD3DX12_CPU_DESCRIPTOR_HANDLE GetDepthStencilDescriptor(uint32_t id) = 0;
//virtual ID3D12ResourcePtr GetRenderTarget(uint32_t id) = 0;
//virtual ID3D12ResourcePtr GetDepthBuffer(uint32_t id) = 0;
virtual void Present() = 0;
virtual void OnPreRender(RendererPtr renderer) = 0;
virtual uint32_t GetCurrentBufferIndex() = 0;
virtual uint32_t GetBuffersCount() = 0;
protected:
};
typedef std::shared_ptr<RenderOutput> RenderOutputPtr;
@@ -0,0 +1,81 @@
#include "RenderTargetOutput.h"
/*
std::shared_ptr<RenderTargetOutput> RenderTargetOutput::Create(RendererPtr renderer) {
return std::shared_ptr<RenderTargetOutput>(new RenderTargetOutput(renderer));
}
RenderTargetOutput::RenderTargetOutput(RendererPtr renderer)
:_renderer(renderer) {
}
uint32_t RenderTargetOutput::GetWidth() {
if (_rt == nullptr) {
return 0;
}
D3D11_TEXTURE2D_DESC desc;
_rt->GetDesc(&desc);
return desc.Width;
}
uint32_t RenderTargetOutput::GetHeight() {
if (_rt == nullptr) {
return 0;
}
D3D11_TEXTURE2D_DESC desc;
_rt->GetDesc(&desc);
return desc.Height;
}
ID3D11RenderTargetViewPtr RenderTargetOutput::GetRenderTargetView() {
return _rtView;
}
ID3D11DepthStencilViewPtr RenderTargetOutput::GetDepthStencilView() {
return _dsView;
}
void RenderTargetOutput::Present() {
}
void RenderTargetOutput::OnPreRender(RendererPtr renderer) {
}
void RenderTargetOutput::Resize(uint32_t width, uint32_t height) {
if (_rt != nullptr) {
D3D11_TEXTURE2D_DESC desc;
_rt->GetDesc(&desc);
if (desc.Width == width && desc.Height == height) {
return;
}
}
_rt = nullptr;
_ds = nullptr;
_rtView = nullptr;
_dsView = nullptr;
D3D11_TEXTURE2D_DESC desc = { 0 };
desc.Width = width;
desc.Height = height;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
auto hr = _renderer->GetDevice()->CreateTexture2D(&desc, nullptr, &_rt);
hr = _renderer->GetDevice()->CreateRenderTargetView(_rt, nullptr, &_rtView);
D3D11_TEXTURE2D_DESC descDepth;
descDepth.Width = width;
descDepth.Height = height;
descDepth.MipLevels = 1;
descDepth.ArraySize = 1;
descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
descDepth.SampleDesc.Count = 1;
descDepth.SampleDesc.Quality = 0;
descDepth.Usage = D3D11_USAGE_DEFAULT;
descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
descDepth.CPUAccessFlags = 0;
descDepth.MiscFlags = 0;
hr = _renderer->GetDevice()->CreateTexture2D(&descDepth, NULL, &_ds);
hr = _renderer->GetDevice()->CreateDepthStencilView(_ds, nullptr, &_dsView);
}*/
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#pragma once
#include "RenderOutput.h"
#include "Renderer.h"
/*
class RenderTargetOutput : public RenderOutput {
public:
static std::shared_ptr<RenderTargetOutput> Create(RendererPtr renderer);
virtual uint32_t GetWidth() override;
virtual uint32_t GetHeight() override;
virtual ID3D11RenderTargetViewPtr GetRenderTargetView() override;
virtual ID3D11DepthStencilViewPtr GetDepthStencilView() override;
virtual void Present() override;
virtual void OnPreRender(RendererPtr renderer) override;
void Resize(uint32_t width, uint32_t height);
private:
RenderTargetOutput(RendererPtr renderer);
ID3D11DepthStencilViewPtr _dsView;
ID3D11RenderTargetViewPtr _rtView;
ID3D11Texture2DPtr _ds;
ID3D11Texture2DPtr _rt;
RendererPtr _renderer;
};*/
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#include "Renderer.h"
#include <iostream>
#ifdef WIN32
#include <vulkan/vulkan_win32.h>
#endif
bool Renderer::Init() {
_vulkanLibrary = std::make_shared<VulkanDynamicLibrary>();
auto layers = _vulkanLibrary->getSupportedLayers();
if (std::find_if(layers.begin(), layers.end(), [](VkLayerProperties& layer) { return std::string(layer.layerName) == "VK_LAYER_KHRONOS_validation"; }) == layers.end()) {
throw std::runtime_error("Validation layer not found");
}
std::vector<std::string> instanceLayers;
instanceLayers.push_back("VK_LAYER_KHRONOS_validation");
VulkanApplicationInfo appInfo("Test project", 1, "Test");
std::vector<std::string> requiredExtensions;
requiredExtensions.push_back(VK_KHR_SURFACE_EXTENSION_NAME);
#ifdef WIN32
requiredExtensions.push_back(VK_KHR_WIN32_SURFACE_EXTENSION_NAME);
#endif
_vulkanInstance = _vulkanLibrary->createInstance(appInfo, 0, instanceLayers, requiredExtensions);
auto physicalDevices = _vulkanInstance->enumeratePhysicalDevices();
auto physicalDevice = physicalDevices[0];
auto families = physicalDevice->getQueueFamilyProperties();
//Find queues
for (std::uint32_t i = 0; i < static_cast<std::uint32_t>(families.size()); ++i) {
if (!_presentQueueFamilyIndex.has_value() && families[i].queueCount > 0 && physicalDevice->getPresentationSupport(i)) {
_presentQueueFamilyIndex = i;
std::cout << "Found present queue: " << i << std::endl;
}
if (!_graphicsQueueFamilyIndex.has_value() && families[i].isGraphics() && families[i].queueCount > 0) {
std::cout << "Found render queue: " << i << std::endl;
_graphicsQueueFamilyIndex = i;
}
if (_graphicsQueueFamilyIndex.has_value() && _presentQueueFamilyIndex.has_value()) {
break;
}
}
if (!_graphicsQueueFamilyIndex.has_value()) {
throw std::runtime_error("Failed to find graphics queue family");
}
if (!_presentQueueFamilyIndex.has_value()) {
throw std::runtime_error("Failed to find present queue family");
}
std::vector<VulkanQueueCreateInfo> queueDescriptions;
if (_graphicsQueueFamilyIndex.has_value()) {
queueDescriptions.push_back(VulkanQueueCreateInfo(_graphicsQueueFamilyIndex.value(), { 1.0f }));
}
if (_presentQueueFamilyIndex.has_value()) {
if (_graphicsQueueFamilyIndex.value() != _presentQueueFamilyIndex.value()) {
queueDescriptions.push_back(VulkanQueueCreateInfo(_presentQueueFamilyIndex.value(), { 1.0f }));
}
}
auto deviceExtensions = physicalDevice->getExtensions();
std::vector<const char*> requiredDeviceExtensions = { VK_KHR_SWAPCHAIN_EXTENSION_NAME };
auto swapChainExt = std::find_if(deviceExtensions.begin(), deviceExtensions.end(), [&requiredDeviceExtensions](VkExtensionProperties ext) { return std::string(requiredDeviceExtensions[0]) == ext.extensionName; });
if (swapChainExt == deviceExtensions.end()) {
throw std::runtime_error("Failed to find device with swap chain extension");
}
_logicalDevice = PVulkanLogicalDevice(new VulkanLogicalDevice(physicalDevice, requiredDeviceExtensions, {}, queueDescriptions));
//PFN_vkGetPhysicalDeviceWin32PresentationSupportKHR p;
//_vulkanInstance->functions().
/*
// Describe and create the command queue.
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&_directCommandQueue));
device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&_directCommandAllocator));
device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, _directCommandAllocator.Get(), nullptr, IID_PPV_ARGS(&_directCommandList));
//create descriptor heaps
constexpr size_t descriptorHeapsSize = 512;
D3D12_DESCRIPTOR_HEAP_DESC srvHeapDesc = {};
srvHeapDesc.NumDescriptors = descriptorHeapsSize;
srvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
srvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
hr = device->CreateDescriptorHeap(&srvHeapDesc, IID_PPV_ARGS(&_srvDescriptorsHeap));
if (FAILED(hr))
{
FatalError(L"Failed to create SRV descriptors heap");
}
_srvDescriptorsHeap->SetName(L"SRV Heap");
_srvDescriptorAllocator = std::make_shared<D3d12DescriptorHeapAllocator>(_srvDescriptorsHeap);
*/
return true;
}
//std::shared_ptr<D3d12DescriptorHeapAllocator> Renderer::getSrvDescriptorsAllocator(){
// return _srvDescriptorAllocator;
//}
//ComPtr<ID3D12GraphicsCommandList> Renderer::BeginCommandList(){
// auto HR = _directCommandAllocator->Reset();
// HR = _directCommandList->Reset(_directCommandAllocator.Get(), nullptr);
// return _directCommandList;
//}
void Renderer::EndCommandList(){
//_directCommandList->Close();
//ID3D12CommandList* ppCommandLists[] = { _directCommandList.Get()};
//_directCommandQueue->ExecuteCommandLists(_countof(ppCommandLists), ppCommandLists);
}
void Renderer::WaitCommandsQueue(){
//ID3D12Fence* fence = nullptr;
//HRESULT hr = device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
//if (hr)
// return;
//
//auto eventHandle = CreateEvent(NULL, FALSE, FALSE, NULL);
//
//_directCommandQueue->Signal(fence, 1);
//fence->SetEventOnCompletion(1, eventHandle);
//WaitForSingleObject(eventHandle, INFINITE);
//
//CloseHandle(eventHandle);
//fence->Release();
}
PVulkanLogicalDevice Renderer::GetLogicalDevice() {
return _logicalDevice;
}
//std::vector<IDXGIOutput1Ptr> Renderer::EnumOutputs() {
// IDXGIOutput1Ptr pOutput;
// std::vector<IDXGIOutput1Ptr> vOutputs;
// int outputId = 0;
//
// IDXGIOutputPtr o;
// while (GetAdapter()->EnumOutputs(outputId, &o) != DXGI_ERROR_NOT_FOUND) {
// o->QueryInterface(IID_PPV_ARGS(&pOutput));
// vOutputs.push_back(pOutput);
// pOutput = nullptr;
// o = nullptr;
// ++outputId;
// }
// return vOutputs;
//}
// IDXGISwapChain1Ptr Renderer::CreateSwapChain(HWND window, bool windowed, uint32_t width, uint32_t height, uint32_t buffers_count, bool stereo) {
// DXGI_SWAP_CHAIN_DESC1 swapChainDesc = { 0 };
// swapChainDesc.Width = width;
// swapChainDesc.Height = height;
// swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
// swapChainDesc.Stereo = stereo;
// swapChainDesc.SampleDesc.Count = 1;
// swapChainDesc.SampleDesc.Quality = 0;
// swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
// swapChainDesc.BufferCount = buffers_count;
// swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
// swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
// swapChainDesc.Flags = 0;
// swapChainDesc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
// /*DXGI_SWAP_CHAIN_FULLSCREEN_DESC fullscreenDesc = { 0 };
// fullscreenDesc.RefreshRate = {60 ,0};
// fullscreenDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
// fullscreenDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
// fullscreenDesc.Windowed = windowed;*/
// IDXGISwapChain1Ptr result;
// auto hr = GetFactory()->CreateSwapChainForHwnd(_directCommandQueue.Get(), window, &swapChainDesc, nullptr, nullptr, &result);
// if (S_OK != hr){
// FatalError(TEXT("Failed to create swap chain"));
// }
// return result;
// }
//auto backBufferFormat = DXGI_FORMAT_B8G8R8A8_UNORM;
//std::vector<DXGI_MODE_DESC1> Renderer::GetDisplayModes(DXGI_FORMAT format, IDXGIOutput1Ptr output) {
// std::vector<DXGI_MODE_DESC1> result;
// UINT numStereoModes = 0;
// DXGI_MODE_DESC1 modes[1024];
// auto enumFlags = DXGI_ENUM_MODES_STEREO;
//
// output->GetDisplayModeList1(format, enumFlags, &numStereoModes, 0);
// output->GetDisplayModeList1(format, enumFlags, &numStereoModes, modes);
//
// for (UINT i = 0; i < numStereoModes; ++i) {
// result.push_back(modes[i]);
// }
// return result;
//}
//std::vector<DXGI_MODE_DESC1> Renderer::GetStereoModes(std::vector<DXGI_MODE_DESC1>& modes) {
// std::vector<DXGI_MODE_DESC1> result;
// for (auto& m : modes) {
// if (m.Stereo) {
// result.push_back(m);
// }
// }
// return result;
//}
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#pragma once
#include <dxgi1_3.h>
#include <dxgi1_4.h>
#include <dxgi1_5.h>
#include <d3d11.h>
#include <d3d12.h>
#include <vector>
#include "FatalError.h"
#include <memory>
#include <dxgidebug.h>
#include <sstream>
#include <RenderFramework/Vulkan/VulkanDynamicLibrary.h>
#include <RenderFramework/Vulkan/VulkanLogicalDevice.h>
#include <wrl.h>
#include <optional>
using namespace Microsoft::WRL;
class Renderer {
public:
bool Init();
PVulkanLogicalDevice GetLogicalDevice();
//ComPtr<IDXGIAdapter1> GetAdapter() {
// return dxgiAdapter;
//}
//ComPtr<IDXGIFactory4> GetFactory() {
// return dxgiFactory;
//}
//ComPtr<ID3D12GraphicsCommandList> BeginCommandList();
void EndCommandList();
//std::vector<IDXGIOutput1Ptr> EnumOutputs();
//IDXGISwapChain1Ptr CreateSwapChain(HWND window, bool windowed, uint32_t width, uint32_t height, uint32_t buffers_count, bool stereo);
//std::vector<DXGI_MODE_DESC1> GetDisplayModes(DXGI_FORMAT format, IDXGIOutput1Ptr output);
//std::vector<DXGI_MODE_DESC1> GetStereoModes(std::vector<DXGI_MODE_DESC1>& modes);
void WaitCommandsQueue();
//std::shared_ptr<D3d12DescriptorHeapAllocator> getSrvDescriptorsAllocator();
private:
std::shared_ptr<VulkanDynamicLibrary> _vulkanLibrary;
IntrusivePtr<VulkanInstance> _vulkanInstance;
PVulkanLogicalDevice _logicalDevice;
std::optional<std::uint32_t> _graphicsQueueFamilyIndex;
std::optional<std::uint32_t> _presentQueueFamilyIndex;
//ComPtr<IDXGIInfoQueue> dxgiInfoQueue;
//ID3D12DevicePtr device;
//IDXGIAdapter1Ptr dxgiAdapter;
//IDXGIFactory4Ptr dxgiFactory;
//
//ComPtr<ID3D12CommandQueue> _directCommandQueue;
//ComPtr<ID3D12GraphicsCommandList> _directCommandList;
//ComPtr<ID3D12CommandAllocator> _directCommandAllocator;
//
//ComPtr<ID3D12DescriptorHeap> _srvDescriptorsHeap;
//std::shared_ptr<D3d12DescriptorHeapAllocator> _srvDescriptorAllocator;
};
typedef std::shared_ptr<Renderer> RendererPtr;
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#include "Scene.h"
#include "GameObject.h"
void Scene::tick(float deltaTime) {
for (auto go : objects) {
go->tick(deltaTime);
}
}
void Scene::SetName(const std::string& name) {
_name = name;
}
std::string Scene::GetName() {
return _name;
}
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#ifndef Scene_h__
#define Scene_h__
#include <vector>
#include "ForwardDeclarations.h"
#include <string>
#include "Gizmos.h"
class Scene {
public:
Scene() {
_gizmos.Init();
}
std::vector<GameObjectPtr> objects;
void tick(float deltaTime);
void SetName(const std::string& name);
std::string GetName();
Gizmos& GetGizmos() {
return _gizmos;
}
private:
Gizmos _gizmos;
std::string _name;
};
#endif // Scene_h__
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#include "SceneRenderer.h"
#include "GameObject.h"
#include "Transform.h"
#include "Texture.h"
SceneRenderer::SceneRenderer()
{
auto renderer = LEngine::Instance()->GetRenderer();
auto device = renderer->GetLogicalDevice();
//create samplers heap
//D3D12_DESCRIPTOR_HEAP_DESC samplers_heap_desc;
//samplers_heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
//samplers_heap_desc.NodeMask = 0;
//samplers_heap_desc.NumDescriptors = 1;
//samplers_heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_SAMPLER;
// HR_ASSERT(device->CreateDescriptorHeap(&samplers_heap_desc, IID_PPV_ARGS(&samplers_heap)));
//samplers_heap->SetName(L"Samplers heap");
//create texture sampler
/*D3D12_SAMPLER_DESC sampler_desc = {};
sampler_desc.Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR;
sampler_desc.AddressU = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
sampler_desc.AddressV = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
sampler_desc.AddressW = D3D12_TEXTURE_ADDRESS_MODE_WRAP;
sampler_desc.MinLOD = 0;
sampler_desc.MaxLOD = D3D12_FLOAT32_MAX;
sampler_desc.MipLODBias = 0.0f;
sampler_desc.MaxAnisotropy = 1;
sampler_desc.ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS;*/
// renderer->GetDevice()->CreateSampler(&sampler_desc, samplers_heap->GetCPUDescriptorHandleForHeapStart());
}
void SceneRenderer::RenderScene(RendererPtr renderer, ScenePtr scene, CameraPtr camera, std::shared_ptr<RenderOutput> renderScreen) {
camera->aspect = (float)renderScreen->GetWidth() / (float)renderScreen->GetHeight();
renderScreen->OnPreRender(renderer);
D3D12_VIEWPORT viewport = {};
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = (float)renderScreen->GetWidth();
viewport.Height = (float)renderScreen->GetHeight();
viewport.MinDepth = 0;
viewport.MaxDepth = 1;
D3D12_RECT scissorRect = {};
scissorRect.left = 0;
scissorRect.top = 0;
scissorRect.right = renderScreen->GetWidth();
scissorRect.bottom = renderScreen->GetHeight();
// auto commandList = renderer->BeginCommandList();
// auto rt = renderScreen->GetRenderTarget(renderScreen->GetCurrentBufferIndex());
// commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(rt.Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET));
// auto rtvHandle = renderScreen->GetRenderTargetDescriptor(renderScreen->GetCurrentBufferIndex());
// auto dsvHandle = renderScreen->GetDepthStencilDescriptor(renderScreen->GetCurrentBufferIndex());
// commandList->OMSetRenderTargets(1, &rtvHandle, FALSE, &dsvHandle);
//
// const float clearColor[] = { 0.1f, 0.1f, 0.14f, 1.0f };
// commandList->ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr);
// commandList->ClearDepthStencilView(dsvHandle, D3D12_CLEAR_FLAG_DEPTH | D3D12_CLEAR_FLAG_STENCIL, 1.0f, 0, 0, nullptr);
//renderer->EndCommandList();
// renderer->WaitCommandsQueue();
// commandList->RSSetViewports(1, &viewport);
// commandList->RSSetScissorRects(1, &scissorRect);
std::vector<ComPtr<ID3D12RootSignature>> signatures;
std::vector<ComPtr<ID3D12PipelineState>> pso;
//draw all objects
for (auto obj : scene->objects) {
auto mr = obj->GetComponent<MeshRenderer>();
if (mr != nullptr) {
auto mesh = mr->GetMesh();
if (mesh != nullptr) {
for (uint32_t i = 0; i < mesh->GetSubmeshCount(); ++i) {
auto mat = mr->GetMaterials()[i];
auto submesh = mesh->GetSubmeshes()[i];
if (mat == nullptr || submesh == nullptr) {
continue;
}
auto& params = mat->GetParametersBlock();
//params.SetShaderResource()
//set system variables
auto tf = obj->transform->GetGlobalTransform();
auto view = camera->worldToCameraMatrix();
auto proj = camera->projectionMatrix();
params.SetValue("mWorld", transpose(tf));
params.SetValue("mView", transpose(view));
params.SetValue("mProjection", transpose(proj));
auto camPos = camera->transform()->GetGlobalPosition();
params.SetValue("cameraWorldPos", float4(camPos.x(), camPos.y(), camPos.z(), 0.0f));
mat->Apply();
//create single element ranges for constant buffers
std::vector<D3D12_ROOT_PARAMETER> root_parameters;
auto compiled_params = mat->GetCompiledParameters(ShaderType::Vs);
for(auto p : compiled_params.buffers)
{
D3D12_ROOT_DESCRIPTOR rootCBVDescriptor;
rootCBVDescriptor.RegisterSpace = 0;
rootCBVDescriptor.ShaderRegister = p.bindPoint;
D3D12_ROOT_PARAMETER root_param = {};
root_param.ParameterType = D3D12_ROOT_PARAMETER_TYPE_CBV;
root_param.Descriptor = rootCBVDescriptor;
root_parameters.push_back(root_param);
}
size_t srvParamOffset = root_parameters.size();
size_t srvParamCount = 0;
// auto srvHeapAllocator = renderer->getSrvDescriptorsAllocator();
// auto srvHeap = srvHeapAllocator->getHeap();
std::vector<D3D12_DESCRIPTOR_RANGE> srvRanges[2];
//size_t srvParamCount =
//VS + PS
for(int id = 0; id < 2; ++id){
auto shader_params = mat->GetCompiledParameters((ShaderType)id);
for(auto r : shader_params.resources){
if(r.type == D3D_SIT_TEXTURE)
{
auto param = mat->GetParametersBlock().GetParameterByName(r.name);
auto texParam = std::static_pointer_cast<ShaderTextureParameter>(param);
auto tex = texParam == nullptr ? nullptr : texParam->value;
D3D12_DESCRIPTOR_RANGE range{};
range.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
range.RegisterSpace = 0;
range.NumDescriptors = 1;
range.BaseShaderRegister = r.bindPoint;
// range.OffsetInDescriptorsFromTableStart = srvHeapAllocator->getDescriptorId(tex->srvDescriptor);
srvRanges[id].push_back(range);
}
}
}
//for each shader => create root table parameter
for(size_t s = 0; s < 2; ++s)
{
auto& ranges = srvRanges[s];
if(!ranges.empty())
{
D3D12_ROOT_DESCRIPTOR_TABLE srvTable;
srvTable.NumDescriptorRanges = ranges.size();
srvTable.pDescriptorRanges = &ranges[0];
D3D12_ROOT_PARAMETER srvParameter;
srvParameter.ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE;
srvParameter.ShaderVisibility = ((ShaderType)s == ShaderType::Vs) ? D3D12_SHADER_VISIBILITY_VERTEX : D3D12_SHADER_VISIBILITY_PIXEL;
srvParameter.DescriptorTable = srvTable;
root_parameters.push_back(srvParameter);
srvParamCount++;
}
}
// create a static sampler
D3D12_STATIC_SAMPLER_DESC sampler = {};
sampler.Filter = D3D12_FILTER_MIN_MAG_MIP_POINT;
sampler.AddressU = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
sampler.AddressV = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
sampler.AddressW = D3D12_TEXTURE_ADDRESS_MODE_BORDER;
sampler.MipLODBias = 0;
sampler.MaxAnisotropy = 0;
sampler.ComparisonFunc = D3D12_COMPARISON_FUNC_NEVER;
sampler.BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK;
sampler.MinLOD = 0.0f;
sampler.MaxLOD = D3D12_FLOAT32_MAX;
sampler.ShaderRegister = 0;
sampler.RegisterSpace = 0;
sampler.ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL;
//create root signature
// CD3DX12_ROOT_SIGNATURE_DESC rootSignatureDesc;
// rootSignatureDesc.Init(root_parameters.size(), // we have 1 root parameter
// &root_parameters[0], // a pointer to the beginning of our root parameters array
// 1,
// &sampler,
// D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT | // we can deny shader stages here for better performance
// D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS |
// D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS |
// D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS);
ComPtr<ID3DBlob> signature;
ComPtr<ID3DBlob> signatureErrors;
// auto hr = D3D12SerializeRootSignature(&rootSignatureDesc, D3D_ROOT_SIGNATURE_VERSION_1, &signature, &signatureErrors);
// if (FAILED(hr)) {
// FatalError(L"Failed to serialize root signature");
// }
ComPtr<ID3D12RootSignature> rootSignature;
// hr = renderer->GetDevice()->CreateRootSignature(0, signature->GetBufferPointer(), signature->GetBufferSize(), IID_PPV_ARGS(&rootSignature));
// if (FAILED(hr)) {
// FatalError(L"Failed to create root signature");
// }
signatures.push_back(rootSignature);
//create PSO
DXGI_SAMPLE_DESC sampleDesc = {};
sampleDesc.Count = 1;
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
psoDesc.pRootSignature = rootSignature.Get();
psoDesc.InputLayout = mr->GetInputLayout();
psoDesc.VS = mat->GetShader()->GetShader(ShaderType::Vs)->get_bytecode();
psoDesc.PS = mat->GetShader()->GetShader(ShaderType::Ps)->get_bytecode();
psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
psoDesc.RTVFormats[0] = DXGI_FORMAT_B8G8R8A8_UNORM;
psoDesc.SampleDesc = sampleDesc;
psoDesc.SampleMask = 0xffffffff;
// psoDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT);
// psoDesc.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
// psoDesc.NumRenderTargets = 1;
// psoDesc.DepthStencilState = CD3DX12_DEPTH_STENCIL_DESC(D3D12_DEFAULT);
// psoDesc.DSVFormat = DXGI_FORMAT_D24_UNORM_S8_UINT;
auto device = renderer->GetLogicalDevice();
// if (FAILED(hr)) {
// FatalError(L"Failed to create PSO");
// }
ComPtr<ID3D12PipelineState> pipelineStateObject;
// hr = device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&pipelineStateObject));
pipelineStateObject->SetName(L"PSO");
pso.push_back(pipelineStateObject);
//commandList = renderer->BeginCommandList();
// commandList->SetPipelineState(pipelineStateObject.Get());
// commandList->SetGraphicsRootSignature(rootSignature.Get());
// commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
// auto vbView = mesh->GetVertexBufferView();
// commandList->IASetVertexBuffers(0, 1, &vbView);
// auto ibView = submesh->GetIndexBufferView();
// commandList->IASetIndexBuffer(&ibView);
//commandList->SetGraphicsRootShaderResourceView()
// ID3D12DescriptorHeap* descriptorHeaps[] = { srvHeap.Get() };
// commandList->SetDescriptorHeaps(_countof(descriptorHeaps), descriptorHeaps);
// for (size_t p = srvParamOffset; p < srvParamOffset + srvParamCount; ++p) {
// commandList->SetGraphicsRootDescriptorTable(p, srvHeap->GetGPUDescriptorHandleForHeapStart());
// }
// //apply constant buffers
// for (size_t k = 0; k < compiled_params.buffers.size(); ++k) {
// commandList->SetGraphicsRootConstantBufferView(k, compiled_params.buffers[k].buffer->GetGPUVirtualAddress());
// }
// commandList->DrawIndexedInstanced(submesh->GetIndicesCount(), 1, 0, 0, 0);
//renderer->EndCommandList();
//renderer->WaitCommandsQueue();
}
}
}
}
//commandList = renderer->BeginCommandList();
// commandList->ResourceBarrier(1, &CD3DX12_RESOURCE_BARRIER::Transition(rt.Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT));
renderer->EndCommandList();
renderer->WaitCommandsQueue();
renderScreen->Present();
//signatures.clear();
//renderer->reportLiveObjects();
scene->GetGizmos().PrepareRender();
scene->GetGizmos().DrawAll(camera);
scene->GetGizmos().Clear();
}
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#pragma once
#include "LEngine.h"
#include "Mesh.h"
#include "MeshGenerator.h"
#include "Scene.h"
#include "Renderer.h"
#include "Camera.h"
#include "FatalError.h"
#include "MeshRenderer.h"
#pragma comment(lib, "d3d11.lib")
class SceneRenderer {
public:
SceneRenderer();
void RenderScene(RendererPtr renderer, ScenePtr scene, CameraPtr camera, std::shared_ptr<RenderOutput> renderScreen);
private:
ComPtr<ID3D12DescriptorHeap> samplers_heap;
};
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#include "Shader.h"
#include <d3dcompiler.h>
#include <fstream>
#include "File.h"
#include "LEngine.h"
#include "AssetManager.h"
#include "ShaderInclude.h"
#include <filesystem>
#include <SPIRV/GlslangToSpv.h>
#include <glslang/Public/ShaderLang.h>
#include <glslang/Public/ResourceLimits.h>
#pragma comment(lib, "D3dcompiler.lib")
static TBuiltInResource getShaderResources() {
TBuiltInResource resources = {};
resources.maxLights = 32;
resources.maxClipPlanes = 6;
resources.maxTextureUnits = 32;
resources.maxTextureCoords = 32;
resources.maxVertexAttribs = 64;
resources.maxVertexUniformComponents = 4096;
resources.maxVaryingFloats = 64;
resources.maxVertexTextureImageUnits = 32;
resources.maxCombinedTextureImageUnits = 80;
resources.maxTextureImageUnits = 32;
resources.maxFragmentUniformComponents = 4096;
resources.maxDrawBuffers = 32;
resources.maxVertexUniformVectors = 128;
resources.maxVaryingVectors = 8;
resources.maxFragmentUniformVectors = 16;
resources.maxVertexOutputVectors = 16;
resources.maxFragmentInputVectors = 15;
resources.minProgramTexelOffset = -8;
resources.maxProgramTexelOffset = 7;
resources.maxClipDistances = 8;
resources.maxComputeWorkGroupCountX = 65535;
resources.maxComputeWorkGroupCountY = 65535;
resources.maxComputeWorkGroupCountZ = 65535;
resources.maxComputeWorkGroupSizeX = 1024;
resources.maxComputeWorkGroupSizeY = 1024;
resources.maxComputeWorkGroupSizeZ = 64;
resources.maxComputeUniformComponents = 1024;
resources.maxComputeTextureImageUnits = 16;
resources.maxComputeImageUniforms = 8;
resources.maxComputeAtomicCounters = 8;
resources.maxComputeAtomicCounterBuffers = 1;
resources.maxVaryingComponents = 60;
resources.maxVertexOutputComponents = 64;
resources.maxGeometryInputComponents = 64;
resources.maxGeometryOutputComponents = 128;
resources.maxFragmentInputComponents = 128;
resources.maxImageUnits = 8;
resources.maxCombinedImageUnitsAndFragmentOutputs = 8;
resources.maxCombinedShaderOutputResources = 8;
resources.maxImageSamples = 0;
resources.maxVertexImageUniforms = 0;
resources.maxTessControlImageUniforms = 0;
resources.maxTessEvaluationImageUniforms = 0;
resources.maxGeometryImageUniforms = 0;
resources.maxFragmentImageUniforms = 8;
resources.maxCombinedImageUniforms = 8;
resources.maxGeometryTextureImageUnits = 16;
resources.maxGeometryOutputVertices = 256;
resources.maxGeometryTotalOutputComponents = 1024;
resources.maxGeometryUniformComponents = 1024;
resources.maxGeometryVaryingComponents = 64;
resources.maxTessControlInputComponents = 128;
resources.maxTessControlOutputComponents = 128;
resources.maxTessControlTextureImageUnits = 16;
resources.maxTessControlUniformComponents = 1024;
resources.maxTessControlTotalOutputComponents = 4096;
resources.maxTessEvaluationInputComponents = 128;
resources.maxTessEvaluationOutputComponents = 128;
resources.maxTessEvaluationTextureImageUnits = 16;
resources.maxTessEvaluationUniformComponents = 1024;
resources.maxTessPatchComponents = 120;
resources.maxPatchVertices = 32;
resources.maxTessGenLevel = 64;
resources.maxViewports = 16;
resources.maxVertexAtomicCounters = 0;
resources.maxTessControlAtomicCounters = 0;
resources.maxTessEvaluationAtomicCounters = 0;
resources.maxGeometryAtomicCounters = 0;
resources.maxFragmentAtomicCounters = 8;
resources.maxCombinedAtomicCounters = 8;
resources.maxAtomicCounterBindings = 1;
resources.maxVertexAtomicCounterBuffers = 0;
resources.maxTessControlAtomicCounterBuffers = 0;
resources.maxTessEvaluationAtomicCounterBuffers = 0;
resources.maxGeometryAtomicCounterBuffers = 0;
resources.maxFragmentAtomicCounterBuffers = 1;
resources.maxCombinedAtomicCounterBuffers = 1;
resources.maxAtomicCounterBufferSize = 16384;
resources.maxTransformFeedbackBuffers = 4;
resources.maxTransformFeedbackInterleavedComponents = 64;
resources.maxCullDistances = 8;
resources.maxCombinedClipAndCullDistances = 8;
resources.maxSamples = 4;
resources.limits.nonInductiveForLoops = true;
resources.limits.whileLoops = true;
resources.limits.doWhileLoops = true;
resources.limits.generalUniformIndexing = true;
resources.limits.generalAttributeMatrixVectorIndexing = true;
resources.limits.generalVaryingIndexing = true;
resources.limits.generalSamplerIndexing = true;
resources.limits.generalVariableIndexing = true;
resources.limits.generalConstantMatrixVectorIndexing = true;
return resources;
}
static EShLanguage getShaderLanguage(ShaderType stage) {
switch(stage){
case ShaderType::Vs:
return EShLanguage::EShLangVertex;
case ShaderType::Ps:
return EShLanguage::EShLangFragment;
default:
throw std::runtime_error("Not yet implemented");
}
}
void* Shader::CompileSHader(const std::filesystem::path& filePath, ShaderType stage) {
auto filePathString = filePath.string();
std::string shaderCode;
FileReadAllText(filePath.wstring(), shaderCode);
auto language = getShaderLanguage(stage);
glslang::TProgram program;
glslang::TShader shader(language);
const char* moduleSource = shaderCode.c_str();
const char* moduleName = filePathString.c_str();
shader.setStringsWithLengthsAndNames(&moduleSource, nullptr, &moduleName, 1);
shader.setEnvInput(glslang::EShSourceGlsl, language, glslang::EShClientVulkan, 110);
auto clientVersion = glslang::EShTargetVulkan_1_1;
shader.setEnvClient(glslang::EShClientVulkan, clientVersion);
shader.setEnvTarget(glslang::EShTargetSpv, glslang::EShTargetSpv_1_0);
ShaderInclude includer;
auto resources = getShaderResources();
std::string processedShader;
auto messages = static_cast<EShMessages>(EShMsgSpvRules | EShMsgVulkanRules | EShMsgDefault | EShMsgDebugInfo);
if (!shader.preprocess(&resources, clientVersion, ENoProfile, false, false, messages, &processedShader, includer)) {
std::cout << "Shader preprocess failed" << std::endl;
std::cout << shader.getInfoLog() << std::endl;
std::cout << shader.getInfoDebugLog() << std::endl;
throw std::runtime_error("Shader preprocess failed");
}
if (!shader.parse(&resources, clientVersion, true, messages, includer)) {
std::cout << "Shader parse failed" << std::endl;
std::cout << shader.getInfoLog() << std::endl;
std::cout << shader.getInfoDebugLog() << std::endl;
throw std::runtime_error("Shader parse failed");
}
program.addShader(&shader);
if (!program.link(messages) || !program.mapIO()) {
throw std::runtime_error("Shader link failed");
}
program.buildReflection();
program.dumpReflection();
glslang::SpvOptions spvOptions;
//DEBUG
//spvOptions.generateDebugInfo = true;
//spvOptions.disableOptimizer = true;
//spvOptions.optimizeSize = false;
spvOptions.generateDebugInfo = false;
spvOptions.disableOptimizer = false;
spvOptions.optimizeSize = true;
spv::SpvBuildLogger logger;
std::vector<uint32_t> spirv;
GlslangToSpv(*program.getIntermediate(static_cast<EShLanguage>(language)), spirv, &logger, &spvOptions);
//program.get
std::cout << "SPIR-V generation messages: " << logger.getAllMessages() << std::endl;
return nullptr;
}
Shader::Shader(ComPtr<ID3D12Device> dev) :device(dev) {
}
ShaderPtr Shader::Create() {
return std::shared_ptr<Shader>(nullptr);
}
ShaderPtr Shader::Create(const std::filesystem::path& filePath) {
auto shader = Create();
shader->FromFile(AssetManager::Instance()->GetFullAssetPath(filePath));
return shader;
}
void Shader::FromFile(const std::filesystem::path& shaderFilePath) {
CompileSHader(shaderFilePath, ShaderType::Vs);
//auto vsBlob = CompileSHader(shaderFilePath, "main_vs", "vs_5_0");
//if(vsBlob != nullptr) {
// ShaderDataPtr shader(new ShaderData());
// shader->blob = vsBlob;
// shaders[(int)ShaderType::Vs] = shader;
//}
//
//auto psBlob = CompileSHader(shaderFilePath, "main_ps", "ps_5_0");
//if(psBlob != nullptr) {
// ShaderDataPtr shader(new ShaderData());
// shader->blob = psBlob;
// shaders[(int)ShaderType::Ps] = shader;
//}
}
ShaderDataPtr Shader::GetShader(ShaderType type) {
return shaders[(uint32_t)type];
}
ComPtr<ID3D12Device> Shader::GetDevice() {
return device;
}
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#pragma once
#include <string>
#include <memory>
#include <cassert>
#include "ForwardDeclarations.h"
#include <d3d12.h>
#include <d3d11.h>
#include <wrl.h>
#include <filesystem>
using namespace Microsoft::WRL;
class ShaderData {
public:
ComPtr<ID3DBlob> blob;
D3D12_SHADER_BYTECODE get_bytecode() {
D3D12_SHADER_BYTECODE bytecode = {};
bytecode.BytecodeLength = blob->GetBufferSize();
bytecode.pShaderBytecode = blob->GetBufferPointer();
return bytecode;
}
};
typedef std::shared_ptr<ShaderData> ShaderDataPtr;
enum class ShaderType {
Vs,
Ps,
Gs,
Hull,
Domain,
Count
};
class Shader {
public:
std::wstring class_name() const {
return L"Shader";
}
static ShaderPtr Create();
static ShaderPtr Create(const std::filesystem::path& filePath);
void FromFile(const std::filesystem::path& shaderFilePath);
ShaderDataPtr GetShader(ShaderType type);
ComPtr<ID3D12Device> GetDevice();
private:
Shader(ComPtr<ID3D12Device> dev);
ShaderDataPtr shaders[(uint32_t)ShaderType::Count];
ComPtr<ID3D12Device> device;
void* CompileSHader(const std::filesystem::path& filename, ShaderType stage);
};
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#pragma once
#include <d3dcommon.h>
#include <vector>
#include <cstdint>
#include <string>
#include <codecvt>
#include <locale>
#include "File.h"
#include <memory>
#include <stack>
#include <filesystem>
#include <SPIRV/GlslangToSpv.h>
#include <glslang/Public/ShaderLang.h>
class ShaderInclude : public glslang::TShader::Includer {
public:
//ShaderInclude(std::wstring localDirectory){
// _localPathStack.push(localDirectory);
//}
struct IncludeContext {
std::filesystem::path path;
std::vector<char> data;
};
IncludeResult *includeLocal(const char *headerName, const char *includerName, size_t inclusionDepth) override {
std::filesystem::path includerPath(includerName);
auto includerDirectory = includerPath.parent_path();
auto fullIncludePath = includerDirectory / headerName;
IncludeContext* context = new IncludeContext();
FileReadAllBytes(fullIncludePath.string(), context->data);
IncludeResult* result = new IncludeResult(fullIncludePath.string(), context->data.data(), context->data.size(), context);
_files.push(result);
return result;
}
IncludeResult* includeSystem(const char* /*headerName*/, const char* /*includerName*/, size_t /*inclusionDepth*/) override {
throw std::runtime_error("Not implemented");
return nullptr;
}
void releaseInclude(IncludeResult* inc) override {
auto* context = reinterpret_cast<IncludeContext*>(inc->userData);
if (context != nullptr) {
delete context;
}
if (_files.top() == inc) {
_files.pop();
delete inc;
}
else {
throw std::runtime_error("Something went wrong");
}
}
private:
std::stack<IncludeResult*> _files;
};
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#pragma once
#include "Shader.h"
#include <vector>
#include <stdint.h>
#include <d3dcompiler.h>
#include "ForwardDeclarations.h"
class ShaderBufferVariable {
public:
std::string name;
uint32_t offset;
uint32_t size;
ShaderBufferVariable() {
}
ShaderBufferVariable(const std::string& _name, uint32_t _offset, uint32_t _size)
:name(_name), size(_size), offset(_offset){
}
};
class ShaderResourceVariable {
public:
std::string name;
uint32_t bindPoint;
D3D_SHADER_INPUT_TYPE type;
};
class ShaderBufferContext {
public:
//ID3D12ResourcePtr buffer;
size_t size;
std::vector<ShaderBufferVariable> variables;
std::string name;
uint32_t bindPoint;
D3D_SHADER_INPUT_TYPE type;
};
class ShaderParametersContext {
public:
void Clear() {
buffers.clear();
resources.clear();
}
std::vector<ShaderBufferContext> buffers;
std::vector<ShaderResourceVariable> resources;
};
class ShaderParameter {
public:
virtual ~ShaderParameter()
{
}
ShaderParameter(const std::string& _name) :name(_name) {
}
virtual void* GetPointer() = 0;
std::string name;
};
typedef std::shared_ptr<ShaderParameter> ShaderParameterPtr;
template<typename T>
class ShaderValueParameter : public ShaderParameter {
public:
ShaderValueParameter(const std::string& _name) :ShaderParameter(_name)
{
}
void* GetPointer() override {
return &value;
}
T value;
};
class ShaderResourceParameter : public ShaderParameter {
public:
ShaderResourceParameter(const std::string& _name) :ShaderParameter(_name) {
}
// ShaderResourceParameter(const std::string& _name, ID3D11ShaderResourceViewPtr view) : value(view), ShaderParameter(_name) {
// name = _name;
// }
//ID3D11ShaderResourceViewPtr value;
void* GetPointer() override {
return nullptr;
}
};
class ShaderTextureParameter : public ShaderParameter {
public:
ShaderTextureParameter(const std::string& _name) :ShaderParameter(_name) {
}
ShaderTextureParameter(const std::string& _name, TexturePtr view) : ShaderParameter(_name), value(view){
name = _name;
}
TexturePtr value;
void* GetPointer() override {
return nullptr;
}
};
typedef std::shared_ptr<ShaderResourceParameter> ShaderResourceParameterPtr;
typedef std::shared_ptr<ShaderTextureParameter> ShaderTextureParameterPtr;
class ShaderParametersBlock {
public:
void SetTexture(const std::string& name, TexturePtr texture) {
/*ID3D11ResourcePtr resourcePtr;
D3D11_TEXTURE2D_DESC desc;
texture->GetDesc(&desc);
texture.QueryInterface(&resourcePtr);
SetShaderResource(name, resourcePtr);*/
ShaderTextureParameterPtr parameter(new ShaderTextureParameter(name, texture));
for (auto it = parameters.begin(); it != parameters.end(); ++it) {
if ((*it)->name == name) {
*it = parameter;
return;
}
}
parameters.push_back(parameter);
}
template<typename T>
void SetValue(const std::string& name, const T& value) {
std::shared_ptr<ShaderValueParameter<T>> param(new ShaderValueParameter<T>(name));
param->value = value;
for (auto it = parameters.begin(); it != parameters.end(); ++it) {
if ((*it)->name == name) {
*it = param;
return;
}
}
parameters.push_back(param);
}
ShaderParameterPtr GetParameterByName(const std::string& name) {
for (auto p : parameters) {
if (p->name == name) {
return p;
}
}
return nullptr;
}
private:
std::vector<ShaderParameterPtr> parameters;
};
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#pragma once
#include <vector>
#include "LEngine.h"
#include <memory>
enum class MeshTopology {
TriangleList,
TriangleStrip,
LineList,
LineStrip
};
class Submesh {
public:
typedef uint32_t index_count_t;
typedef uint32_t index_t;
typedef std::vector<index_t> index_array_t;
Submesh()
:_indexCount(0)
{
}
//ID3D12ResourcePtr GetIndexBuffer() const{
// return _indexBuffer;
//}
MeshTopology GetTopology() const{
return _topology;
}
D3D12_INDEX_BUFFER_VIEW GetIndexBufferView()
{
return _indexBufferView;
}
void Set(index_array_t indices, MeshTopology topology) {
// _indexCount = indices.size();
// _topology = topology;
//_indexBuffer = nullptr;
// if (_indexCount == 0) {
// return;
// }
// D3D11_BUFFER_DESC desc = { 0 };
// D3D11_SUBRESOURCE_DATA data = { 0 };
//index buffer
// desc.Usage = D3D11_USAGE_DEFAULT;
// desc.ByteWidth = sizeof(indices[0]) * indices.size();
// desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
// desc.CPUAccessFlags = 0;
// desc.MiscFlags = 0;
// data.pSysMem = &indices[0];
// data.SysMemPitch = 0;
// data.SysMemSlicePitch = 0;
// auto renderer = LEngine::Instance()->GetRenderer();
// auto device = renderer->GetDevice();
// auto cmdList = renderer->BeginCommandList();
//create temporal upload resource
// ComPtr<ID3D12Resource> uploadBuffer;
// device->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_UPLOAD),
// D3D12_HEAP_FLAG_ALLOW_ALL_BUFFERS_AND_TEXTURES,
// &CD3DX12_RESOURCE_DESC::Buffer(desc.ByteWidth),
// D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&uploadBuffer));
//upload data to temporal resource
// void* p;
// uploadBuffer->Map(0, nullptr, &p);
// memcpy(p, &indices[0], desc.ByteWidth);
// uploadBuffer->Unmap(0, nullptr);
// device->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
// D3D12_HEAP_FLAG_NONE,
// &CD3DX12_RESOURCE_DESC::Buffer(desc.ByteWidth),
// D3D12_RESOURCE_STATE_COPY_DEST,
// nullptr,
// IID_PPV_ARGS(&_indexBuffer));
// _indexBufferView.BufferLocation = _indexBuffer->GetGPUVirtualAddress();
// _indexBufferView.SizeInBytes = desc.ByteWidth;
// _indexBufferView.Format = DXGI_FORMAT_R32_UINT;
// cmdList->CopyBufferRegion(_indexBuffer.Get(), 0, uploadBuffer.Get(), 0, desc.ByteWidth);
// CD3DX12_RESOURCE_BARRIER barriers[1] = {
// CD3DX12_RESOURCE_BARRIER::Transition(_indexBuffer.Get(),
// D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_INDEX_BUFFER)
// };
// cmdList->ResourceBarrier(1, barriers);
// renderer->EndCommandList();
// renderer->WaitCommandsQueue();
}
index_count_t GetIndicesCount() const {
return _indexCount;
}
private:
index_count_t _indexCount;
MeshTopology _topology;
//ID3D12ResourcePtr _indexBuffer;
D3D12_INDEX_BUFFER_VIEW _indexBufferView;
};
typedef std::shared_ptr<Submesh> SubmeshPtr;
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#pragma once
#include "RenderOutput.h"
#include "Renderer.h"
class SwapChainOutput : public RenderOutput {
public:
SwapChainOutput(RendererPtr renderer, HWND window, uint32_t width, uint32_t height, bool stereo) : _activeBuffer(0){
/*_buffersCount = 2;
_swapChain = renderer->CreateSwapChain(window, true, width, height, _buffersCount, stereo);
auto device = renderer->GetDevice();
//create RTV descriptors heap
D3D12_DESCRIPTOR_HEAP_DESC heap_desc = {};
heap_desc.NumDescriptors = _buffersCount;
heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
heap_desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
HR_ASSERT_MSG(device->CreateDescriptorHeap(&heap_desc, IID_PPV_ARGS(&rtvDescriptorHeap)), L"Failed to allocate RTV descriptors heap");
rtvDescriptorHeap->SetName(L"RTV Heap");
rtvDescSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart());
//create DSV descriptors heap
heap_desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_DSV;
HR_ASSERT_MSG(device->CreateDescriptorHeap(&heap_desc, IID_PPV_ARGS(&dsvDescriptorHeap)), L"Failed to allocate DSV descriptors heap");
dsvDescriptorHeap->SetName(L"DSV Heap");
dsvDescSize = device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_DSV);
CD3DX12_CPU_DESCRIPTOR_HANDLE dsvHandle(dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart());
for(uint32_t i = 0; i < _buffersCount; ++i){
//get back buffer
ID3D12ResourcePtr _backBuffer;
if (FAILED(_swapChain->GetBuffer(i, IID_PPV_ARGS(&_backBuffer)))){
FatalError(TEXT("Failed to get swap chain's bffer"));
}
device->CreateRenderTargetView(_backBuffer.Get(), nullptr, rtvHandle);
//create depth buffer
D3D12_CLEAR_VALUE depthOptimizedClearValue = {};
depthOptimizedClearValue.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
depthOptimizedClearValue.DepthStencil.Depth = 1.0f;
depthOptimizedClearValue.DepthStencil.Stencil = 0;
ComPtr<ID3D12Resource> depthStencilBuffer;
device->CreateCommittedResource(
&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT),
D3D12_HEAP_FLAG_NONE,
&CD3DX12_RESOURCE_DESC::Tex2D(DXGI_FORMAT_D24_UNORM_S8_UINT, width, height, 1, 0, 1, 0, D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL),
D3D12_RESOURCE_STATE_DEPTH_WRITE,
&depthOptimizedClearValue,
IID_PPV_ARGS(&depthStencilBuffer)
);
device->CreateDepthStencilView(depthStencilBuffer.Get(), nullptr, dsvHandle);
rtvHandle.Offset(1, rtvDescSize);
dsvHandle.Offset(1, dsvDescSize);
_buffers.push_back({ _backBuffer, depthStencilBuffer });
} */
}
virtual uint32_t GetWidth() override{
return GetDesc().Width;
}
virtual uint32_t GetHeight() override
{
return GetDesc().Height;
}
// CD3DX12_CPU_DESCRIPTOR_HANDLE GetRenderTargetDescriptor(uint32_t id) override {
// return CD3DX12_CPU_DESCRIPTOR_HANDLE(rtvDescriptorHeap->GetCPUDescriptorHandleForHeapStart(), id, rtvDescSize);
// }
// CD3DX12_CPU_DESCRIPTOR_HANDLE GetDepthStencilDescriptor(uint32_t id) override {
// return CD3DX12_CPU_DESCRIPTOR_HANDLE(dsvDescriptorHeap->GetCPUDescriptorHandleForHeapStart(), id, dsvDescSize);
// }
// ID3D12ResourcePtr GetRenderTarget(uint32_t id) override{
// return _buffers[id].first;
// }
// ID3D12ResourcePtr GetDepthBuffer(uint32_t id) override {
// return _buffers[id].second;
// }
virtual void Present() override{
//_swapChain->Present(0, 0);
_activeBuffer = (_activeBuffer + 1) % _buffersCount;
}
virtual void OnPreRender(RendererPtr renderer) override{
}
DXGI_SWAP_CHAIN_DESC1 GetDesc() {
DXGI_SWAP_CHAIN_DESC1 desc;
//_swapChain->GetDesc1(&desc);
return desc;
}
uint32_t GetCurrentBufferIndex() override{
return _activeBuffer;
}
uint32_t GetBuffersCount() override{
return _buffersCount;
}
private:
// std::vector<std::pair<ID3D12ResourcePtr, ID3D12ResourcePtr>> _buffers;
uint32_t _activeBuffer;
uint32_t _buffersCount;
UINT rtvDescSize;
UINT dsvDescSize;
// ComPtr<ID3D12DescriptorHeap> rtvDescriptorHeap;
// ComPtr<ID3D12DescriptorHeap> dsvDescriptorHeap;
// IDXGISwapChain1Ptr _swapChain;
};
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#pragma once
class Texture
{
public:
Texture(/*ID3D12ResourcePtr _resource, D3D12_CPU_DESCRIPTOR_HANDLE _srvDescriptor*/)
/*:resource(_resource), srvDescriptor(_srvDescriptor)*/
{
}
//ID3D12ResourcePtr resource;
//D3D12_CPU_DESCRIPTOR_HANDLE srvDescriptor;
};
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#ifndef TextureImporter_h__
#define TextureImporter_h__
#include "AssetImporter.h"
#include <filesystem>
/*
class TextureImporter : public AssetImporter {
public:
virtual bool can_import(const std::wstring& path) const override {
std::tr2::sys::path file_path(path);
if (!file_path.has_extension()) {
return false;
} else {
return file_path.extension() == ".bmp";
}
}
virtual bool load_parameters(const std::wstring& params) override {
throw std::logic_error("The method or operation is not implemented.");
}
virtual std::wstring save_parameters() override {
throw std::logic_error("The method or operation is not implemented.");
}
virtual std::wstring name() override {
return L"TextureImporter";
}
};*/
#endif // TextureImporter_h__
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#ifndef Transform_h__
#define Transform_h__
#include <lmath/lmath.h>
#include "Mathf.h"
#include "ObjectsFactory.h"
#include "Component.h"
#include "Archive.h"
using namespace lm;
LOBJECT(Transform, Component)
public:
std::shared_ptr<Transform> parent;
Quaternion_f _rotation;
float3 _position;
float3 _scale;
Transform()
:_scale(1.0f,1.0f,1.0f), _position(0.0f,0.0f,0.0f), _rotation(0.0f,0.0f,0.0f,1.0f){
}
void serialize(Archive& archive) override{
Component::serialize(archive);
archive << parent;
archive << _rotation << _position << _scale;
}
std::wstring class_name() const {
return L"Transform";
}
void SetLocalPosition(const float3& position) {
_position = position;
}
float3 GetLocalPosition() {
return _position;
}
float3 forward() const{
return GetGlobalTransform().z().xyz();
}
float3 right() const {
return GetGlobalTransform().x().xyz();
}
float3 up() const {
return GetGlobalTransform().y().xyz();
}
void SetLocalRotation(const Quaternion_f& rotation) {
_rotation = rotation;
}
Quaternion_f GetLocalRotation() {
return _rotation;
}
void SetLocalScale(const float3& scale) {
_scale = scale;
}
float3 GetLocalScale() {
return _scale;
}
float4x4 GetLocalTransform() const{
auto scaleMatrix = matrix4x4Scale(_scale);
auto rotationMatrix = matrix4x4RotationQuaternion(_rotation);
auto positionMatrix = matrix4x4Translation(_position);
return lm::mul(lm::mul(scaleMatrix, rotationMatrix), positionMatrix);
}
float4x4 GetGlobalTransform() const{
if(parent == nullptr) {
return GetLocalTransform();
}
return lm::mul(GetLocalTransform(), parent->GetGlobalTransform());
}
float3 GetGlobalPosition() {
auto tf = GetGlobalTransform();
return float3(tf[0][3], tf[1][3], tf[2][3]);
}
void RotateLocal(const Quaternion_f& rotation) {
_rotation = lm::mul(_rotation, rotation);
}
};
#endif // Transform_h__
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#ifndef Vertex_h__
#define Vertex_h__
#include <lmath/lmath.h>
using namespace lm;
struct Vertex {
float4 position;
float3 normal;
float2 uv0;
float2 uv1;
Vertex() {
}
Vertex(float4 _pos, float3 _norm) {
position = _pos;
normal = _norm;
}
Vertex(float4 _pos, float3 _norm, float2 _uv0) {
position = _pos;
normal = _norm;
uv0 = _uv0;
}
};
#endif // Vertex_h__
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#include "Application.h"
#include "VertexShader_unknown.h"
#include "FragmentShader_unknown.h"
#include <glm/gtc/matrix_transform.hpp>
#include "VulkanDeviceFunctions.h"
Application::Application() {
vulkan = std::make_shared<VulkanDynamicLibrary>();
auto extensions = vulkan->getSupportedExtensions();
auto layers = vulkan->getSupportedLayers();
if(std::find_if(layers.begin(), layers.end(), [](VkLayerProperties& layer){ return std::string(layer.layerName) == "VK_LAYER_KHRONOS_validation"; } ) == layers.end()){
throw std::runtime_error("Validation layer not found");
}
VulkanApplicationInfo appInfo("Test project", 1, "Test");
std::vector<std::string> instanceLayers;
instanceLayers.push_back("VK_LAYER_KHRONOS_validation");
auto instance = vulkan->createInstance(appInfo, 0, instanceLayers, RenderWindow::getRequiredExtensionNames());
auto physicalDevices = instance->enumeratePhysicalDevices();
device = physicalDevices[0];
auto properties = device->getProperties();
auto features = device->getFeatures();
auto families = device->getQueueFamilyProperties();
window = new RenderWindow(instance, "VulkanWrapperSandbox");
std::cout << "Device queue families count: " << device->getQueueFamiliesCount() << std::endl;
//Find queues
for (uint32_t i = 0; i < device->getQueueFamiliesCount(); ++i) {
if (presentQueueFamilyIndex == -1 && families[i].queueCount > 0 && window->canPresent(device, i)) {
presentQueueFamilyIndex = i;
std::cout << "Found present queue: " << i << std::endl;
}
if (renderQueueFamilyIndex == -1 && families[i].isGraphics() && families[i].queueCount > 0) {
std::cout << "Found render queue: " << i << std::endl;
renderQueueFamilyIndex = i;
}
if (renderQueueFamilyIndex != -1 && presentQueueFamilyIndex != -1) {
break;
}
}
std::vector<VulkanQueueCreateInfo> queueDescriptions;
queueDescriptions.push_back(VulkanQueueCreateInfo(presentQueueFamilyIndex, { 1.0f }));
if (presentQueueFamilyIndex != renderQueueFamilyIndex) {
queueDescriptions.push_back(VulkanQueueCreateInfo(renderQueueFamilyIndex, { 1.0f }));
}
auto deviceExtensions = device->getExtensions();
std::vector<const char*> requiredDeviceExtensions = { VK_KHR_SWAPCHAIN_EXTENSION_NAME };
auto swapChainExt = std::find_if(deviceExtensions.begin(), deviceExtensions.end(), [&requiredDeviceExtensions](VkExtensionProperties ext) { return std::string(requiredDeviceExtensions[0]) == ext.extensionName; });
if (swapChainExt == deviceExtensions.end()) {
throw std::runtime_error("Failed to find device with swap chain extension");
}
logicalDevice = IntrusivePtr<VulkanLogicalDevice>(new VulkanLogicalDevice(device, requiredDeviceExtensions, {}, queueDescriptions));
VkCommandPoolCreateInfo poolCreateInfo = {};
poolCreateInfo.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
poolCreateInfo.queueFamilyIndex = presentQueueFamilyIndex;
poolCreateInfo.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;
if (logicalDevice->functions().vkCreateCommandPool(&poolCreateInfo, nullptr, &presentCommandPool) != VK_SUCCESS) {
std::cerr << "failed to create command queue for presentation queue family" << std::endl;
exit(1);
}
else {
std::cout << "created command pool for presentation queue family" << std::endl;
}
if (renderQueueFamilyIndex == presentQueueFamilyIndex) {
renderCommandPool = presentCommandPool;
}
else {
poolCreateInfo.queueFamilyIndex = renderQueueFamilyIndex;
if (logicalDevice->functions().vkCreateCommandPool(&poolCreateInfo, nullptr, &renderCommandPool) != VK_SUCCESS) {
std::cerr << "failed to create command queue for render queue family" << std::endl;
exit(1);
}
else {
std::cout << "created command pool for render queue family" << std::endl;
}
}
queues = logicalDevice->queues();
std::vector<Vertex> vertexData =
{
{ { 1.0f, 0.0f, 0.0f }, { 1.0f, 0.0f, 0.0f } },
{ { -1.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f } },
{ { 0.0f, 1.0f, 0.0f }, { 0.0f, 0.0f, 1.0f } }
};
_vertexBuffer = createBuffer(VK_BUFFER_USAGE_VERTEX_BUFFER_BIT, vertexData.data(), sizeof(vertexData[0]) * vertexData.size(), logicalDevice, device, queues[0], renderCommandPool);
std::vector<uint32_t> indexData = { 0, 1, 2 };
_indexBuffer = createBuffer(VK_BUFFER_USAGE_VERTEX_BUFFER_BIT, indexData.data(), sizeof(indexData[0]) * indexData.size(), logicalDevice, device, queues[0], renderCommandPool);
createSwapChain();
//for(std::size_t i = 0; i < swapChain->images)
//_frameBuffers
//logicalDevice->functions().vkGetDeviceQueue()
for (auto image : swapChain->images()) {
_imageViews.push_back(IntrusivePtr<VulkanImageView>(new VulkanImageView(logicalDevice, VulkanImageViewCreateInfo::image2D(image, swapChain->format()))));
}
presentCommandBuffers.resize(swapChain->images().size());
VkCommandBufferAllocateInfo allocInfo = {};
allocInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
allocInfo.commandPool = presentCommandPool;
allocInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
allocInfo.commandBufferCount = static_cast<uint32_t>(swapChain->images().size());
if (logicalDevice->functions().vkAllocateCommandBuffers(&allocInfo, presentCommandBuffers.data()) != VK_SUCCESS) {
std::cerr << "failed to allocate presentation command buffers" << std::endl;
exit(1);
}
VkFenceCreateInfo fenceInfo{};
fenceInfo.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
fenceInfo.flags = VK_FENCE_CREATE_SIGNALED_BIT;
_cmdBufferFences.resize(swapChain->images().size());
for(std::size_t i = 0; i < swapChain->images().size(); ++i){
if(logicalDevice->functions().vkCreateFence(&fenceInfo, nullptr, &_cmdBufferFences[i]) != VK_SUCCESS) {
throw std::runtime_error("failed to create synchronization objects for a frame!");
}
_uniformBuffers.push_back(IntrusivePtr<UniformBuffer>(new UniformBuffer(logicalDevice, sizeof(UboPerObjectData))));
}
//
compileShaders();
VkAttachmentDescription colorAttachment = {};
colorAttachment.format = swapChain->format();
colorAttachment.samples = VK_SAMPLE_COUNT_1_BIT;
colorAttachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
colorAttachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
colorAttachment.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
colorAttachment.finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
VkAttachmentReference colorAttachmentRef = {};
colorAttachmentRef.attachment = 0;
colorAttachmentRef.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
VkSubpassDescription subpass = {};
subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpass.colorAttachmentCount = 1;
subpass.pColorAttachments = &colorAttachmentRef;
VkRenderPassCreateInfo renderPassInfo = {};
renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
renderPassInfo.attachmentCount = 1;
renderPassInfo.pAttachments = &colorAttachment;
renderPassInfo.subpassCount = 1;
renderPassInfo.pSubpasses = &subpass;
//Create render pass
if (logicalDevice->functions().vkCreateRenderPass(&renderPassInfo, nullptr, &_renderPass) != VK_SUCCESS) {
throw std::runtime_error("failed to create render pass!");
}
for (auto& imageView : _imageViews) {
VkImageView attachments[] = {
imageView->native()
};
VkFramebufferCreateInfo framebufferInfo{};
framebufferInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
framebufferInfo.renderPass = _renderPass;
framebufferInfo.attachmentCount = 1;
framebufferInfo.pAttachments = attachments;
framebufferInfo.width = swapChain->extent().width;
framebufferInfo.height = swapChain->extent().height;
framebufferInfo.layers = 1;
//
_frameBuffers.push_back(IntrusivePtr<VulkanFrameBuffer>(new VulkanFrameBuffer(logicalDevice, framebufferInfo)));
}
//Descriptor set layout for UBO
VkDescriptorSetLayoutBinding uboLayoutBinding{};
uboLayoutBinding.binding = 0;
uboLayoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
uboLayoutBinding.descriptorCount = 1;
uboLayoutBinding.stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
uboLayoutBinding.pImmutableSamplers = nullptr; // Optional
VkDescriptorSetLayoutCreateInfo layoutInfo{};
layoutInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
layoutInfo.bindingCount = 1;
layoutInfo.pBindings = &uboLayoutBinding;
_uboDescriptorSetLayout = IntrusivePtr<VulkanDescriptorSetLayout>(new VulkanDescriptorSetLayout(logicalDevice, layoutInfo));
//Create pipeline
createPipeline();
}
void Application::createPipeline(){
VkPipelineShaderStageCreateInfo vertShaderStageInfo{};
vertShaderStageInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
vertShaderStageInfo.stage = VK_SHADER_STAGE_VERTEX_BIT;
vertShaderStageInfo.module = vs->native();
vertShaderStageInfo.pName = "main";
vertShaderStageInfo.pSpecializationInfo = nullptr;
VkPipelineShaderStageCreateInfo fragShaderStageInfo{};
fragShaderStageInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
fragShaderStageInfo.stage = VK_SHADER_STAGE_FRAGMENT_BIT;
fragShaderStageInfo.module = ps->native();
fragShaderStageInfo.pName = "main";
VkPipelineShaderStageCreateInfo shaderStages[] = {vertShaderStageInfo, fragShaderStageInfo};
//Bind vertex data
VkPipelineVertexInputStateCreateInfo vertexInputInfo{};
vertexInputInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
auto bindingDescription = Vertex::getBindingDescription();
vertexInputInfo.vertexBindingDescriptionCount = 1;
vertexInputInfo.pVertexBindingDescriptions = &bindingDescription; // Optional
auto attributeDescriptions = Vertex::getAttributeDescriptions();
vertexInputInfo.vertexAttributeDescriptionCount = attributeDescriptions.size();
vertexInputInfo.pVertexAttributeDescriptions = attributeDescriptions.data(); // Optional
//Input assembly
VkPipelineInputAssemblyStateCreateInfo inputAssembly{};
inputAssembly.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
inputAssembly.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
inputAssembly.primitiveRestartEnable = VK_FALSE;
//Viewport
VkViewport viewport = {};
viewport.x = 0.0f;
viewport.y = 0.0f;
viewport.width = (float)swapChain->extent().width;
viewport.height = (float)swapChain->extent().height;
viewport.minDepth = 0.0f;
viewport.maxDepth = 1.0f;
//Scissor
VkRect2D scissor = {};
scissor.offset = { 0, 0 };
scissor.extent = swapChain->extent();
//Pipeline Viewport State
VkPipelineViewportStateCreateInfo viewportState = {};
viewportState.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
viewportState.viewportCount = 1;
viewportState.pViewports = &viewport;
viewportState.scissorCount = 1;
viewportState.pScissors = &scissor;
//Rasterizer
VkPipelineRasterizationStateCreateInfo rasterizer = {};
rasterizer.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
rasterizer.depthClampEnable = VK_FALSE;
rasterizer.rasterizerDiscardEnable = VK_FALSE;
rasterizer.polygonMode = VK_POLYGON_MODE_FILL;
rasterizer.lineWidth = 1.0f;
rasterizer.cullMode = VK_CULL_MODE_NONE; //VK_CULL_MODE_BACK_BIT;
rasterizer.frontFace = VK_FRONT_FACE_CLOCKWISE;
rasterizer.depthBiasEnable = VK_FALSE;
rasterizer.depthBiasConstantFactor = 0.0f; // Optional
rasterizer.depthBiasClamp = 0.0f; // Optional
rasterizer.depthBiasSlopeFactor = 0.0f; // Optional
//Multisample
VkPipelineMultisampleStateCreateInfo multisampling = {};
multisampling.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
multisampling.sampleShadingEnable = VK_FALSE;
multisampling.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
multisampling.minSampleShading = 1.0f; // Optional
multisampling.pSampleMask = nullptr; // Optional
multisampling.alphaToCoverageEnable = VK_FALSE; // Optional
multisampling.alphaToOneEnable = VK_FALSE; // Optional
//Pipeline layout
VkPipelineLayoutCreateInfo pipelineLayoutInfo{};
pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
pipelineLayoutInfo.setLayoutCount = 1;
VkDescriptorSetLayout layout = _uboDescriptorSetLayout->native();
pipelineLayoutInfo.pSetLayouts = &layout;
pipelineLayoutInfo.pushConstantRangeCount = 0;
auto pipelineLayout = IntrusivePtr<VulkanPipelineLayout>(new VulkanPipelineLayout(logicalDevice, pipelineLayoutInfo));
//Blend state attachment
VkPipelineColorBlendAttachmentState colorBlendAttachment = {};
colorBlendAttachment.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
colorBlendAttachment.blendEnable = VK_FALSE;
colorBlendAttachment.srcColorBlendFactor = VK_BLEND_FACTOR_ONE; // Optional
colorBlendAttachment.dstColorBlendFactor = VK_BLEND_FACTOR_ZERO; // Optional
colorBlendAttachment.colorBlendOp = VK_BLEND_OP_ADD; // Optional
colorBlendAttachment.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE; // Optional
colorBlendAttachment.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO; // Optional
colorBlendAttachment.alphaBlendOp = VK_BLEND_OP_ADD; // Optional
//Blend state
VkPipelineColorBlendStateCreateInfo colorBlending{};
colorBlending.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
colorBlending.logicOpEnable = VK_FALSE;
colorBlending.logicOp = VK_LOGIC_OP_COPY;
colorBlending.attachmentCount = 1;
colorBlending.pAttachments = &colorBlendAttachment;
colorBlending.blendConstants[0] = 0.0f;
colorBlending.blendConstants[1] = 0.0f;
colorBlending.blendConstants[2] = 0.0f;
colorBlending.blendConstants[3] = 0.0f;
//Pipeline
VkGraphicsPipelineCreateInfo pipelineInfo{};
pipelineInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
pipelineInfo.stageCount = 2;
pipelineInfo.pStages = shaderStages;
pipelineInfo.pVertexInputState = &vertexInputInfo;
pipelineInfo.pInputAssemblyState = &inputAssembly;
pipelineInfo.pViewportState = &viewportState;
pipelineInfo.pRasterizationState = &rasterizer;
pipelineInfo.pMultisampleState = &multisampling;
pipelineInfo.pColorBlendState = &colorBlending;
pipelineInfo.pDynamicState = nullptr;
pipelineInfo.layout = pipelineLayout->native();
pipelineInfo.renderPass = _renderPass;
pipelineInfo.subpass = 0;
pipelineInfo.basePipelineHandle = VK_NULL_HANDLE;
_pipeline = IntrusivePtr<VulkanPipeline>(new VulkanPipeline(logicalDevice, pipelineLayout, pipelineInfo));
}
void Application::compileShaders() {
auto vertexBinary = ShaderCompiler::compile(vert, ShaderCompilerStage::vert);
spv_reflect::ShaderModule sm(vertexBinary.binary.size(), vertexBinary.binary.data());
auto name = sm.GetEntryPointName();
uint32_t count = 0;
auto res = sm.EnumerateDescriptorSets(&count, nullptr);
std::vector<SpvReflectDescriptorSet*> descriptorSets(count);
res = sm.EnumerateDescriptorSets(&count, descriptorSets.data());
for(uint32_t i = 0; i < count; ++i){
SpvReflectDescriptorSet* v = descriptorSets[i];
std::cout << "V" << std::endl;
}
auto fragmentBinary = ShaderCompiler::compile(frag, ShaderCompilerStage::frag);
vs = IntrusivePtr<VulkanShaderModule>(new VulkanShaderModule(logicalDevice, vertexBinary.binary.data(), vertexBinary.binary.size()));
ps = IntrusivePtr<VulkanShaderModule>(new VulkanShaderModule(logicalDevice, fragmentBinary.binary.data(), fragmentBinary.binary.size()));
}
void Application::createSwapChain() {
auto formats = VulkanSwapChain::getSurfaceFormats(device, window->getSurface());
auto caps = VulkanSwapChain::getSurfaceCapabilities(device, window->getSurface());
auto presentModes = VulkanSwapChain::getPresentModes(device, window->getSurface());
VkSwapchainCreateInfoKHR createInfo = {};
createInfo.sType = VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR;
createInfo.pNext = NULL;
createInfo.surface = window->getSurface();
createInfo.imageFormat = formats[0].format;
createInfo.imageColorSpace = formats[0].colorSpace;
createInfo.minImageCount = caps.minImageCount + 1;
createInfo.imageExtent = caps.currentExtent;
createInfo.preTransform = caps.currentTransform;
createInfo.presentMode = VK_PRESENT_MODE_MAILBOX_KHR;
createInfo.imageArrayLayers = 1;
createInfo.imageUsage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT;
std::vector<uint32_t> swapChainQueueFamilies;
swapChainQueueFamilies.push_back(renderQueueFamilyIndex);
swapChainQueueFamilies.push_back(presentQueueFamilyIndex);
if (presentQueueFamilyIndex == renderQueueFamilyIndex) {
createInfo.imageSharingMode = VK_SHARING_MODE_EXCLUSIVE;
createInfo.queueFamilyIndexCount = 0; // Optional
createInfo.pQueueFamilyIndices = nullptr; // Optional
}
else {
createInfo.imageSharingMode = VK_SHARING_MODE_CONCURRENT;
createInfo.queueFamilyIndexCount = 2;
createInfo.pQueueFamilyIndices = &swapChainQueueFamilies[0];
}
createInfo.compositeAlpha = VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR;
createInfo.clipped = VK_TRUE;
createInfo.oldSwapchain = VK_NULL_HANDLE;
swapChain = new VulkanSwapChain(logicalDevice, createInfo);
}
void Application::recordCommandBuffer(VkCommandBuffer cmdBuffer, uint32_t cmdBufferIndex, uint32_t imageIndex){
VkCommandBufferBeginInfo beginInfo = {};
beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
beginInfo.flags = VK_COMMAND_BUFFER_USAGE_SIMULTANEOUS_USE_BIT;
VkImageSubresourceRange subResourceRange = {};
subResourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
subResourceRange.baseMipLevel = 0;
subResourceRange.levelCount = 1;
subResourceRange.baseArrayLayer = 0;
subResourceRange.layerCount = 1;
VkImageMemoryBarrier presentToClearBarrier = {};
presentToClearBarrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
presentToClearBarrier.srcAccessMask = VK_ACCESS_MEMORY_READ_BIT;
presentToClearBarrier.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
presentToClearBarrier.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
presentToClearBarrier.newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
presentToClearBarrier.srcQueueFamilyIndex = presentQueueFamilyIndex;
presentToClearBarrier.dstQueueFamilyIndex = presentQueueFamilyIndex;
presentToClearBarrier.image = swapChain->images()[imageIndex];
presentToClearBarrier.subresourceRange = subResourceRange;
// Change layout of image to be optimal for presenting
VkImageMemoryBarrier clearToPresentBarrier = {};
clearToPresentBarrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
clearToPresentBarrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
clearToPresentBarrier.dstAccessMask = VK_ACCESS_MEMORY_READ_BIT;
clearToPresentBarrier.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED; // VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
clearToPresentBarrier.newLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
clearToPresentBarrier.srcQueueFamilyIndex = presentQueueFamilyIndex;
clearToPresentBarrier.dstQueueFamilyIndex = presentQueueFamilyIndex;
clearToPresentBarrier.image = swapChain->images()[imageIndex];
clearToPresentBarrier.subresourceRange = subResourceRange;
// Record command buffer
logicalDevice->functions().vkBeginCommandBuffer(presentCommandBuffers[imageIndex], &beginInfo);
logicalDevice->functions().vkCmdPipelineBarrier(presentCommandBuffers[imageIndex], VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0, nullptr, 1, &presentToClearBarrier);
//logicalDevice->functions().vkCmdClearColorImage(presentCommandBuffers[i], swapChain->images()[i], VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, &clearColors[i % 3], 1, &subResourceRange);
VkClearColorValue clearColors[3] = {
{{ 1.0f, 0, 0, 1.0f }},
{{ 0, 1, 0, 1.0f }},
{{ 0, 0, 1, 1.0f }}
};
VkRenderPassBeginInfo renderPassInfo{};
renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
renderPassInfo.renderPass = _renderPass;
renderPassInfo.framebuffer = _frameBuffers[imageIndex]->native();
renderPassInfo.renderArea.offset = {0, 0};
renderPassInfo.renderArea.extent = swapChain->extent();
VkClearValue clearColor = {{{0.0f, 0.0f, 1.0f, 1.0f}}};
renderPassInfo.clearValueCount = 1;
renderPassInfo.pClearValues = &clearColor;
logicalDevice->functions().vkCmdBeginRenderPass(cmdBuffer, &renderPassInfo, VK_SUBPASS_CONTENTS_INLINE);
logicalDevice->functions().vkCmdBindPipeline(cmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, _pipeline->native());
//VkViewport viewport{};
//viewport.x = 0.0f;
//viewport.y = 0.0f;
//viewport.width = (float) swapChain->extent().width;
//viewport.height = (float) swapChain->extent().height;
//viewport.minDepth = 0.0f;
//viewport.maxDepth = 1.0f;
//logicalDevice->functions().vkCmdSetViewport(cmdBuffer, 0, 1, &viewport);
//
//VkRect2D scissor{};
//scissor.offset = {0, 0};
//scissor.extent = swapChain->extent();
//logicalDevice->functions().vkCmdSetScissor(cmdBuffer, 0, 1, &scissor);
VkBuffer vertexBuffers[] = {_vertexBuffer->native()};
VkDeviceSize offsets[] = {0};
logicalDevice->functions().vkCmdBindVertexBuffers(cmdBuffer, 0, 1, vertexBuffers, offsets);
logicalDevice->functions().vkCmdBindDescriptorSets(cmdBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, _pipeline->layout()->native(), 0, 1, &descriptorSets[cmdBufferIndex], 0, nullptr);
auto vertexCount = _vertexBuffer->size() / sizeof(Vertex);
logicalDevice->functions().vkCmdDraw(cmdBuffer, static_cast<uint32_t>(vertexCount), 1, 0, 0);
logicalDevice->functions().vkCmdEndRenderPass(cmdBuffer);
logicalDevice->functions().vkCmdPipelineBarrier(presentCommandBuffers[imageIndex], VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, 0, 0, nullptr, 0, nullptr, 1, &clearToPresentBarrier);
if (logicalDevice->functions().vkEndCommandBuffer(presentCommandBuffers[imageIndex]) != VK_SUCCESS) {
std::cerr << "failed to record command buffer" << std::endl;
exit(1);
}
else {
std::cout << "recorded command buffer for image " << imageIndex << std::endl;
}
}
void Application::updateUniformBuffer(uint32_t currentImage){
static auto startTime = std::chrono::high_resolution_clock::now();
auto currentTime = std::chrono::high_resolution_clock::now();
float time = std::chrono::duration<float, std::chrono::seconds::period>(currentTime - startTime).count();
UboPerObjectData ubo{};
ubo.model = glm::rotate(glm::mat4(1.0f), time * glm::radians(90.0f), glm::vec3(0.0f, 1.0f, 0.0f));
ubo.view = glm::lookAtLH(glm::vec3(0.0f, 2.0f, -2.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
ubo.proj = glm::perspectiveLH(glm::radians(90.0f), swapChain->extent().width / (float) swapChain->extent().height, 0.1f, 10.0f);
ubo.proj[1][1] *= -1;
memcpy(_uniformBuffers[currentImage]->mappedMemory(), &ubo, sizeof(ubo));
}
void Application::run() {
auto swapChainImageCount = swapChain->images().size();
std::vector<IntrusivePtr<VulkanSemaphore>> imageAvailableSemaphores;
std::vector<IntrusivePtr<VulkanSemaphore>> renderingFinishedSemaphores;
for(std::size_t i = 0; i < _cmdBufferFences.size(); ++i){
imageAvailableSemaphores.push_back(IntrusivePtr<VulkanSemaphore>(new VulkanSemaphore(logicalDevice)));
renderingFinishedSemaphores.push_back(IntrusivePtr<VulkanSemaphore>(new VulkanSemaphore(logicalDevice)));
}
auto uboDescriptorPool = createDescriptorPool(_cmdBufferFences.size());
std::vector<VkDescriptorSetLayout> layouts(_cmdBufferFences.size(), _uboDescriptorSetLayout->native());
VkDescriptorSetAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO;
allocInfo.descriptorPool = uboDescriptorPool;
allocInfo.descriptorSetCount = static_cast<uint32_t>(_cmdBufferFences.size());
allocInfo.pSetLayouts = layouts.data();
descriptorSets.resize(_cmdBufferFences.size());
if (logicalDevice->functions().vkAllocateDescriptorSets(&allocInfo, descriptorSets.data()) != VK_SUCCESS) {
throw std::runtime_error("failed to allocate descriptor sets!");
}
for (size_t i = 0; i < _cmdBufferFences.size(); i++) {
VkDescriptorBufferInfo bufferInfo{};
bufferInfo.buffer = _uniformBuffers[i]->buffer()->native();
bufferInfo.offset = 0;
bufferInfo.range = sizeof(UboPerObjectData);
VkWriteDescriptorSet descriptorWrite{};
descriptorWrite.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
descriptorWrite.dstSet = descriptorSets[i];
descriptorWrite.dstBinding = 0;
descriptorWrite.dstArrayElement = 0;
descriptorWrite.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
descriptorWrite.descriptorCount = 1;
descriptorWrite.pBufferInfo = &bufferInfo;
descriptorWrite.pImageInfo = nullptr; // Optional
descriptorWrite.pTexelBufferView = nullptr; // Optional
logicalDevice->functions().vkUpdateDescriptorSets(1, &descriptorWrite, 0, nullptr);
}
std::cout << "allocated presentation command buffers" << std::endl;
int cmdBufferIndex = 0;
while (window->update()) {
//Wait cmd buffer to finish it's job to use it again
logicalDevice->functions().vkWaitForFences(1, &_cmdBufferFences[cmdBufferIndex], VK_TRUE, UINT64_MAX);
std::uint32_t imageIndex = 0;
auto result = logicalDevice->functions().vkAcquireNextImageKHR(swapChain->native(), UINT64_MAX, imageAvailableSemaphores[cmdBufferIndex]->native(), nullptr, &imageIndex);
if (result != VK_SUCCESS && result != VK_SUBOPTIMAL_KHR) {
std::cerr << "failed to acquire image" << std::endl;
exit(1);
}
updateUniformBuffer(cmdBufferIndex);
logicalDevice->functions().vkResetFences(1, &_cmdBufferFences[cmdBufferIndex]);
logicalDevice->functions().vkResetCommandBuffer(presentCommandBuffers[cmdBufferIndex], /*VkCommandBufferResetFlagBits*/ 0);
recordCommandBuffer(presentCommandBuffers[cmdBufferIndex], cmdBufferIndex, imageIndex);
VkSubmitInfo submitInfo = {};
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo.waitSemaphoreCount = 1;
submitInfo.pWaitSemaphores = &imageAvailableSemaphores[cmdBufferIndex]->native();
submitInfo.signalSemaphoreCount = 1;
submitInfo.pSignalSemaphores = &renderingFinishedSemaphores[cmdBufferIndex]->native();
// This is the stage where the queue should wait on the semaphore (it doesn't have to wait with drawing, for example)
VkPipelineStageFlags waitDstStageMask = VK_PIPELINE_STAGE_TRANSFER_BIT;
submitInfo.pWaitDstStageMask = &waitDstStageMask;
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &presentCommandBuffers[cmdBufferIndex];
if (logicalDevice->functions().vkQueueSubmit(queues[0].queue, 1, &submitInfo, _cmdBufferFences[cmdBufferIndex]) != VK_SUCCESS) {
std::cerr << "failed to submit draw command buffer" << std::endl;
exit(1);
}
// std::cout << "submitted draw command buffer" << std::endl;
// Present drawn image
// Note: semaphore here is not strictly necessary, because commands are processed in submission order within a single queue
VkPresentInfoKHR presentInfo = {};
presentInfo.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
presentInfo.waitSemaphoreCount = 1;
presentInfo.pWaitSemaphores = &renderingFinishedSemaphores[cmdBufferIndex]->native();
auto nativeSwapChain = swapChain->native();
presentInfo.swapchainCount = 1;
presentInfo.pSwapchains = &nativeSwapChain;
presentInfo.pImageIndices = &imageIndex;
auto res = logicalDevice->functions().vkQueuePresentKHR(queues[0].queue, &presentInfo);
if (res != VK_SUCCESS) {
std::cerr << "failed to submit present command buffer" << std::endl;
exit(1);
}
cmdBufferIndex = (cmdBufferIndex + 1) % _cmdBufferFences.size();
//std::cout << "submitted presentation command buffer for image " << imageIndex << std::endl;
//std::this_thread::sleep_for(std::chrono::milliseconds(100));
}
std::cout << "Test" << std::endl;
}
void Application::copyBufferHostToDevice(IntrusivePtr<VulkanLogicalDevice> device, VulkanQueue queue, VkCommandPool pool, IntrusivePtr<VulkanBuffer> hostBuffer, IntrusivePtr<VulkanBuffer> deviceBuffer) {
VkCommandBuffer cmdBuffer;
VkCommandBufferAllocateInfo allocInfo = {};
allocInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
allocInfo.commandPool = pool;
allocInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
allocInfo.commandBufferCount = 1;
if (device->functions().vkAllocateCommandBuffers(&allocInfo, &cmdBuffer) != VK_SUCCESS) {
throw std::runtime_error("Failed to allocate command buffer");
}
// If requested, also start the new command buffer
VkCommandBufferBeginInfo beginInfo = {};
beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
beginInfo.flags = VK_COMMAND_BUFFER_USAGE_SIMULTANEOUS_USE_BIT;
device->functions().vkBeginCommandBuffer(cmdBuffer, &beginInfo);
VkBufferCopy copyRegion = {};
copyRegion.size = hostBuffer->getMemoryRequirements().size;
device->functions().vkCmdCopyBuffer(cmdBuffer, hostBuffer->native(), deviceBuffer->native(), 1, &copyRegion);
device->functions().vkEndCommandBuffer(cmdBuffer);
VkSubmitInfo submitInfo = {};
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &cmdBuffer;
// Create fence to ensure that the command buffer has finished executing
VkFenceCreateInfo fenceCreateInfo = {};
fenceCreateInfo.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
fenceCreateInfo.flags = 0;
VkFence fence;
device->functions().vkCreateFence(&fenceCreateInfo, nullptr, &fence);
// Submit to the queue
device->functions().vkQueueSubmit(queue.queue, 1, &submitInfo, fence);
// Wait for the fence to signal that command buffer has finished executing
device->functions().vkWaitForFences(1, &fence, VK_TRUE, DEFAULT_FENCE_TIMEOUT);
device->functions().vkDestroyFence(fence, nullptr);
device->functions().vkFreeCommandBuffers(pool, 1, &cmdBuffer);
}
IntrusivePtr<VulkanBuffer> Application::createBuffer(VkBufferUsageFlagBits usage, const void* data, VkDeviceSize size, IntrusivePtr<VulkanLogicalDevice> logicalDevice, IntrusivePtr<VulkanPhysicalDevice> device, VulkanQueue queue, VkCommandPool commandPool) {
auto memoryProps = device->getMemoryProperties();
auto stagingBuffer = IntrusivePtr<VulkanBuffer>(new VulkanBuffer(logicalDevice, size, VK_BUFFER_USAGE_TRANSFER_SRC_BIT));
auto memoryRequirements = stagingBuffer->getMemoryRequirements();
auto suitableIndices = memoryProps.findSuitableMemoryTypeIndices(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, memoryRequirements.memoryTypeBits);
auto stagingBufferMemory = IntrusivePtr<VulkanMemory>(new VulkanMemory(logicalDevice, memoryRequirements.size, suitableIndices[0]));
stagingBufferMemory->write(data, size);
stagingBuffer->bindMemory(stagingBufferMemory);
auto result = IntrusivePtr<VulkanBuffer>(new VulkanBuffer(logicalDevice, size, usage | VK_BUFFER_USAGE_TRANSFER_DST_BIT));
memoryRequirements = result->getMemoryRequirements();
suitableIndices = memoryProps.findSuitableMemoryTypeIndices(VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, memoryRequirements.memoryTypeBits);
auto resultMemory = IntrusivePtr<VulkanMemory>(new VulkanMemory(logicalDevice, memoryRequirements.size, suitableIndices[0]));
result->bindMemory(resultMemory);
copyBufferHostToDevice(logicalDevice, queue, commandPool, stagingBuffer, result);
return result;
}
VkDescriptorPool Application::createDescriptorPool(std::size_t descriptorCount)
{
// We need to tell the API the number of max. requested descriptors per type
VkDescriptorPoolSize typeCounts[1];
// This example only uses one descriptor type (uniform buffer) and only requests one descriptor of this type
typeCounts[0].type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER;
typeCounts[0].descriptorCount = descriptorCount;
// For additional types you need to add new entries in the type count list
// E.g. for two combined image samplers :
// typeCounts[1].type = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
// typeCounts[1].descriptorCount = 2;
// Create the global descriptor pool
// All descriptors used in this example are allocated from this pool
VkDescriptorPoolCreateInfo descriptorPoolInfo = {};
descriptorPoolInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
descriptorPoolInfo.pNext = nullptr;
descriptorPoolInfo.poolSizeCount = 1;
descriptorPoolInfo.pPoolSizes = typeCounts;
// Set the max. number of descriptor sets that can be requested from this pool (requesting beyond this limit will result in an error)
descriptorPoolInfo.maxSets = descriptorCount;
VkDescriptorPool result;
if (logicalDevice->functions().vkCreateDescriptorPool(&descriptorPoolInfo, nullptr, &result) != VK_SUCCESS)
{
throw std::runtime_error("Failed to create descriptor pool");
}
return result;
}
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#pragma once
#include <iostream>
#include <vulkan/vulkan.h>
#include <Windows.h>
#include "DynamicLibrary.h"
#include "VulkanInstance.h"
#include "VulkanDynamicLibrary.h"
#include "VulkanLogicalDevice.h"
#include "VulkanImageView.h"
#include "VulkanSwapChain.h"
#include "VulkanImageView.h"
#include "VulkanShaderModule.h"
#include "VulkanSemaphore.h"
#include "VulkanDescriptorSetLayout.h"
#include "VulkanMemory.h"
#include "VulkanBuffer.h"
#include "VulkanPipeline.h"
#include "VulkanFrameBuffer.h"
#include "UboPerObjectData.h"
#include "RenderWindow.h"
#include "TempFile.h"
#include "ShaderCompiler.h"
#include <chrono>
#include <thread>
#include <optional>
#include "Vertex.h"
#include "UniformBuffer.h"
#include <spirv_reflect.h>
#define DEFAULT_FENCE_TIMEOUT 100000000000
class Application {
public:
Application();
void createSwapChain();
void run();
void copyBufferHostToDevice(IntrusivePtr<VulkanLogicalDevice> device, VulkanQueue queue, VkCommandPool pool, IntrusivePtr<VulkanBuffer> hostBuffer, IntrusivePtr<VulkanBuffer> deviceBuffer);
IntrusivePtr<VulkanBuffer> createBuffer(VkBufferUsageFlagBits usage, const void* data, VkDeviceSize size, IntrusivePtr<VulkanLogicalDevice> logicalDevice, IntrusivePtr<VulkanPhysicalDevice> device, VulkanQueue queue, VkCommandPool commandPool);
VkDescriptorPool createDescriptorPool(std::size_t descriptorCount);
void createPipeline();
void recordCommandBuffer(VkCommandBuffer cmdBuffer, uint32_t cmdBufferIndex, uint32_t imageIndex);
void updateUniformBuffer(uint32_t currentImage);
private:
std::shared_ptr<VulkanDynamicLibrary> vulkan;
IntrusivePtr<VulkanPhysicalDevice> device;
IntrusivePtr<VulkanLogicalDevice> logicalDevice;
std::vector<VulkanQueue> queues;
VulkanSwapChain* swapChain;
RenderWindow* window;
VkCommandPool presentCommandPool;
VkCommandPool renderCommandPool;
uint32_t presentQueueFamilyIndex = -1;
uint32_t renderQueueFamilyIndex = -1;
IntrusivePtr<VulkanShaderModule> vs;
IntrusivePtr<VulkanShaderModule> ps;
IntrusivePtr<VulkanBuffer> _vertexBuffer;
IntrusivePtr<VulkanBuffer> _indexBuffer;
IntrusivePtr<VulkanPipeline> _pipeline;
std::vector<IntrusivePtr<VulkanFrameBuffer>> _frameBuffers;
std::vector<IntrusivePtr<VulkanImageView>> _imageViews;
std::vector<IntrusivePtr<UniformBuffer>> _uniformBuffers;
IntrusivePtr<VulkanDescriptorSetLayout> _uboDescriptorSetLayout;
std::vector<VkDescriptorSet> descriptorSets;
VkRenderPass _renderPass;
std::vector<VkCommandBuffer> presentCommandBuffers;
std::vector<VkFence> _cmdBufferFences;
void compileShaders();
};
+86
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include(VulkanTools)
Vulkan_generateFunctionsFile("${CMAKE_CURRENT_LIST_DIR}")
add_library(VulkanWrapper INTERFACE)
target_compile_definitions(VulkanWrapper
INTERFACE
VK_NO_PROTOTYPES
)
target_sources(VulkanWrapper
INTERFACE
Application.cpp
Application.h
CMakeLists.txt
DynamicLibrary.cpp
DynamicLibrary.h
FragmentShader_unknown.h
FunctionTraits.h
IntrusivePtr.h
main.cpp
RefCountedObject.h
RenderWindow.h
RenderWindowWindows.cpp
ShaderCompiler.h
TempFile.h
VertexShader_unknown.h
VulkanApplicationInfo.h
VulkanBuffer.h
VulkanCommon.h
VulkanDynamicLibrary.h
VulkanFunctions.h
VulkanImageView.h
VulkanInstance.cpp
VulkanInstance.h
VulkanLibrary.cpp
VulkanLibrary.h
VulkanLogicalDevice.cpp
VulkanLogicalDevice.h
VulkanMemory.h
VulkanMemoryProperties.h
VulkanPhysicalDevice.cpp
VulkanPhysicalDevice.h
VulkanQueueFamilyProperties.h
VulkanSemaphore.h
VulkanShaderModule.h
VulkanSwapChain.h
WindowWindows.h
VulkanDeviceFunctions.h
VulkanInstanceFunctions.h
VulkanGlobalFunctions.h
Vertex.h
VulkanPipelineLayout.h
VulkanPipelineLayout.cpp
VulkanPipeline.h
VulkanPipeline.cpp
VulkanFrameBuffer.h
VulkanFrameBuffer.cpp
VulkanDescriptorSetLayout.h
VulkanDescriptorSetLayout.cpp
UboPerObjectData.h
UniformBuffer.h
${Vulkan_INCLUDE_DIR}/../Source/SPIRV-Reflect/spirv_reflect.h
${Vulkan_INCLUDE_DIR}/../Source/SPIRV-Reflect/spirv_reflect.c
)
target_include_directories(VulkanWrapper
INTERFACE
${Vulkan_INCLUDE_DIR}/../Source/SPIRV-Reflect
)
target_link_libraries(VulkanWrapper
INTERFACE
Vulkan::Vulkan
glslang::glslang
)
@@ -0,0 +1,18 @@
#include "DynamicLibrary.h"
DynamicLibrary::DynamicLibrary(const std::filesystem::path& path) {
_library = LoadLibraryW(path.c_str());
if (_library == NULL) {
throw std::runtime_error("Failed to load library");
}
}
void DynamicLibrary::addSearchPath(const std::filesystem::path& path) {
SetDllDirectoryW(path.c_str());
}
void* DynamicLibrary::getFunction(const std::string& name) {
return GetProcAddress(_library, name.c_str());
}

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