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Just a Vulkan triangle

tmp
May B. 2020-09-27 00:05:43 +02:00
parent ba8405e51f
commit 41eb636826
54 changed files with 2063 additions and 379 deletions

2
.gitattributes vendored
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@ -9,3 +9,5 @@
*.tga filter=lfs diff=lfs merge=lfs -text
*.tiff filter=lfs diff=lfs merge=lfs -text
*.BMP filter=lfs diff=lfs merge=lfs -text
# Shaders
*.spv filter=lfs diff=lfs merge=lfs -text

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@ -41,8 +41,8 @@ file(GLOB_RECURSE CORE_SOURCES "src/core/*.cpp" "include/tracy/TracyClient.cpp")
set(CORE_HEADERS "include/toml++" "include/robin_hood" "include/libguarded" "include/tracy")
set(CORE_LIBS pthread dl glm::glm_static enet::enet_static zstd::zstd_static)
file(GLOB_RECURSE CLIENT_SOURCES "src/client/*.cpp" "include/imgui/*.cpp" "include/meshoptimizer/*.cpp" "include/gl3w/gl3w.c")
set(CLIENT_HEADERS "include/imgui" "include/meshoptimizer" "include/gl3w")
file(GLOB_RECURSE CLIENT_SOURCES "src/client/*.cpp" "include/imgui/*.cpp" "include/meshoptimizer/*.cpp" "include/gl3w/gl3w.c" "include/volk/volk.c")
set(CLIENT_HEADERS "include/imgui" "include/meshoptimizer" "include/gl3w" "include/volk")
set(CLIENT_LIBS glfw)
file(GLOB_RECURSE SERVER_SOURCES "src/server/*.cpp" "include/FastNoiseSIMD/*.cpp")

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@ -54,6 +54,7 @@ To get a local copy up and running, follow these simple steps.
* Python: utility scripts
* Tracy v0.7: profiling
* glslc: compile vk shaders
### Installation

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@ -3,7 +3,8 @@
## Hello screen again
- [~] Extract OpenGL
- [ ] Minimal Vulkan
- Rename Passes/Programs as Pipelines
- [~] Minimal Vulkan
- [ ] ImGui
- [ ] Config (yaml)

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resource/content/shaders/Tris.fs.spv (Stored with Git LFS) Normal file

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resource/content/shaders/Tris.vs.spv (Stored with Git LFS) Normal file

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@ -0,0 +1,10 @@
#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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@ -0,0 +1,21 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(location = 0) out vec3 fragColor;
vec2 positions[3] = vec2[](
vec2(0.0, -0.5),
vec2(0.5, 0.5),
vec2(-0.5, 0.5)
);
vec3 colors[3] = vec3[](
vec3(1.0, 0.0, 0.0),
vec3(0.0, 1.0, 0.0),
vec3(0.0, 0.0, 1.0)
);
void main() {
gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
fragColor = colors[gl_VertexIndex];
}

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@ -0,0 +1,227 @@
#version 450 core
layout (constant_id = 0) const bool FOG = true;
layout (constant_id = 1) const bool PBR = true;
layout (constant_id = 2) const bool TRIPLANAR = false;
layout (constant_id = 3) const bool STOCHASTIC = false;
layout (constant_id = 4) const bool BLEND = true;
layout (constant_id = 16) UNIT_SIZE = 8;
// Ouput data
layout(location = 0) out vec3 color;
uniform sampler2DArray TextureAtlas;
uniform sampler2DArray NormalAtlas;
uniform sampler2DArray HOSAtlas;
uniform mat4 View;
uniform vec3 FogColor;
#ifdef GEOMETRY
in GeometryData
#else
in VertexData
#endif
{
vec3 Position_modelspace;
#ifdef GEOMETRY
flat uint Textures[3];
vec3 TextureRatio;
#else
flat uint Texture;
#endif
vec3 FaceNormal_modelspace;
vec3 FaceNormal_worldspace;
vec3 EyeDirection_cameraspace;
vec3 LightDirection_cameraspace;
float Depth;
} vs;
vec3 expand(vec3 v) {
return (v - 0.5) * 2;
}
vec2 hash2D(vec2 s) {
// magic numbers
return fract(sin(mod(vec2(dot(s, vec2(127.1, 311.7)), dot(s, vec2(269.5, 183.3))), 3.14159)) * 43758.5453);
}
vec4 textureStochastic(sampler2DArray sample, vec3 UV) {
if(STOCHASTIC) {
// triangular by approx 2*sqrt(3)
vec2 skewUV = mat2(1.0, 0.0, -0.57735027, 1.15470054) * (UV.xy * 3.46400);
// vertex id and barrycentric coords
vec2 vxID = vec2(floor(skewUV));
vec3 barry = vec3(fract(skewUV), 0);
barry.z = 1.0 - barry.x - barry.y;
vec3 BW_vx0;
vec3 BW_vx1;
vec3 BW_vx2;
vec3 BW_vx3;
if(barry.z > 0) {
BW_vx0 = vec3(vxID, 0);
BW_vx1 = vec3(vxID + vec2(0, 1), 0);
BW_vx2 = vec3(vxID + vec2(1, 0), 0);
BW_vx3 = barry.zyx;
} else {
BW_vx0 = vec3(vxID + vec2(1, 1), 0);
BW_vx1 = vec3(vxID + vec2(1, 0), 0);
BW_vx2 = vec3(vxID + vec2(0, 1), 0);
BW_vx3 = vec3(-barry.z, 1.0 - barry.y, 1.0 - barry.x);
}
vec2 dx = dFdx(UV.xy);
vec2 dy = dFdy(UV.xy);
return textureGrad(sample, vec3(UV.xy + hash2D(BW_vx0.xy), UV.z), dx, dy) * BW_vx3.x +
textureGrad(sample, vec3(UV.xy + hash2D(BW_vx1.xy), UV.z), dx, dy) * BW_vx3.y +
textureGrad(sample, vec3(UV.xy + hash2D(BW_vx2.xy), UV.z), dx, dy) * BW_vx3.z;
} else {
return texture(sample, UV);
}
}
vec4 getTexture(sampler2DArray sample, vec2 UV) {
#ifdef GEOMETRY
if(BLEND) {
vec4 colx = textureStochastic(sample, vec3(UV, vs.Textures[0]));
if(vs.Textures[1] == vs.Textures[0]) {
return vs.Textures[2] == vs.Textures[0] ? colx :
mix(colx, textureStochastic(sample, vec3(UV, vs.Textures[2])), vs.TextureRatio.z);
} else {
vec4 coly = textureStochastic(sample, vec3(UV, vs.Textures[1]));
return vs.Textures[2] == vs.Textures[0] ? mix(colx, coly, vs.TextureRatio.y) : (
vs.Textures[2] == vs.Textures[1] ? mix(coly, colx, vs.TextureRatio.x) :
colx * vs.TextureRatio.x + coly * vs.TextureRatio.y + textureStochastic(sample, vec3(UV, vs.Textures[2])) * vs.TextureRatio.z);
}
} else {
int mainTexture = vs.TextureRatio.x >= vs.TextureRatio.y ?
(vs.TextureRatio.x >= vs.TextureRatio.z ? 0 : 2) :
(vs.TextureRatio.y >= vs.TextureRatio.z ? 1 : 2);
return textureStochastic(sample, vec3(UV, vs.Textures[mainTexture]));
}
#else
return textureStochastic(sample, vec3(UV, vs.Texture));
#endif
}
vec3 getTriTexture(sampler2DArray sample, vec2 crdx, vec2 crdy, vec2 crdz, vec3 weights) {
return getTexture(sample, crdx).rgb * weights.x +
getTexture(sample, crdy).rgb * weights.y +
getTexture(sample, crdz).rgb * weights.z;
}
void main() {
float texScale = 1. / UNIT_SIZE;
if(TRIPLANAR) {
// Triplanar
float plateauSize = 0.001;
float transitionSpeed = 2;
vec3 blendWeights = abs(vs.FaceNormal_modelspace);
blendWeights = blendWeights - plateauSize;
blendWeights = pow(max(blendWeights, 0), vec3(transitionSpeed));
vec2 UVx = vs.Position_modelspace.yz * texScale;
vec2 UVy = vs.Position_modelspace.zx * texScale;
vec2 UVz = vs.Position_modelspace.xy * texScale;
vec3 tex = getTriTexture(TextureAtlas, UVx, UVy, UVz, blendWeights);
if(PBR) {
// Whiteout normal blend
vec3 texNx = expand(getTexture(NormalAtlas, UVx).rgb);
vec3 texNy = expand(getTexture(NormalAtlas, UVy).rgb);
vec3 texNz = expand(getTexture(NormalAtlas, UVz).rgb);
// Swizzle world normals into tangent space and apply Whiteout blend
texNx = vec3(texNx.xy + vs.FaceNormal_worldspace.zy, abs(texNx.z) * vs.FaceNormal_worldspace.x);
texNy = vec3(texNy.xy + vs.FaceNormal_worldspace.xz, abs(texNy.z) * vs.FaceNormal_worldspace.y);
texNz = vec3(texNz.xy + vs.FaceNormal_worldspace.xy, abs(texNz.z) * vs.FaceNormal_worldspace.z);
// Swizzle tangent normals to match world orientation and triblend
vec3 worldNormal = normalize(texNx.zyx * blendWeights.x + texNy.xzy * blendWeights.y +texNz.xyz * blendWeights.z);
vec3 texHOS = getTriTexture(HOSAtlas, UVx, UVy, UVz, blendWeights);
}
} else {
// Cheap planar
vec3 blendWeights = abs(vs.FaceNormal_modelspace);
vec3 nrm = normalize(pow(blendWeights, vec3(80 / sqrt(UNIT_SIZE))));
vec2 UV = (vec2(vs.Position_modelspace.xy * nrm.z) + vec2(vs.Position_modelspace.yz * nrm.x) + vec2(vs.Position_modelspace.zx * nrm.y)) * texScale;
vec3 tex = getTexture(TextureAtlas, UV).rgb;
if(PBR) {
vec3 texN = expand(getTexture(NormalAtlas, UV).rgb);
// Swizzle world normals into tangent space and apply Whiteout blend
// Swizzle tangent normals to match world orientation and triblend
vec3 worldNormal = normalize(vec3(texN.xy + vs.FaceNormal_worldspace.zy, abs(texN.z) * vs.FaceNormal_worldspace.x).zyx * blendWeights.x +
vec3(texN.xy + vs.FaceNormal_worldspace.xz, abs(texN.z) * vs.FaceNormal_worldspace.y).xzy * blendWeights.y +
vec3(texN.xy + vs.FaceNormal_worldspace.xy, abs(texN.z) * vs.FaceNormal_worldspace.z).xyz * blendWeights.z);
vec3 texHOS = getTexture(HOSAtlas, UV).rgb;
}
}
// Colors
if(PBR) {
// Texture properties
vec3 TextureDiffuseColor = tex;
vec3 TextureAmbientColor = vec3(.1) * TextureDiffuseColor * texHOS.y;
vec3 TextureSpecularColor = vec3(.8) * texHOS.z;
vec3 Normal_cameraspace = normalize((View * vec4(worldNormal,0)).xyz);
// Light emission properties
// You probably want to put them as uniforms
vec3 LightColor = vec3(1, 0.9, 0.9);
float LightPower = 1.2f;
// Distance to the light
float distance = 1.0f;//length( LightPosition_worldspace - Position_worldspace );
// Direction of the light (from the fragment to the light)
vec3 l = normalize(vs.LightDirection_cameraspace);
// Cosine of the angle between the normal and the light direction,
// clamped above 0
// - light is at the vertical of the triangle -> 1
// - light is perpendiular to the triangle -> 0
// - light is behind the triangle -> 0
float cosTheta = clamp(dot(Normal_cameraspace,l), 0,1 );
// Eye vector (towards the camera)
vec3 E = normalize(vs.EyeDirection_cameraspace);
// Direction in which the triangle reflects the light
vec3 R = reflect(-l,Normal_cameraspace);
// Cosine of the angle between the Eye vector and the Reflect vector,
// clamped to 0
// - Looking into the reflection -> 1
// - Looking elsewhere -> < 1
float cosAlpha = clamp( dot( E,R ), 0,1 );
float visibility=1.0;
// MAYBE: shadow
color =
// Ambient : simulates indirect lighting
TextureAmbientColor +
// Diffuse : "color" of the object
visibility * TextureDiffuseColor * LightColor * LightPower * cosTheta / (distance * distance) +
// Specular : reflective highlight, like a mirror
visibility * TextureSpecularColor * LightColor * LightPower * pow(cosAlpha,5) / (distance * distance);
} else {
color = tex;
}
if(FOG) {
float ratio = exp(vs.Depth * 0.69)-1;
color = mix(color, pow(FogColor, vec3(2.2)), clamp(ratio, 0, 1));
}
color = pow(color, vec3(1.0 / 2.2));
if(color.r > 1 || color.g > 1 || color.b > 1) {
color = vec3(1, 0, 0); //TODO: bloom
}
}

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@ -0,0 +1,71 @@
#version 450 core
layout (constant_id = 0) const bool FOG = true;
layout (constant_id = 1) const bool PBR = true;
layout (triangles) in;
layout (triangle_strip, max_vertices = 3) out;
in VertexData {
vec3 Position_modelspace;
flat uint Texture;
vec3 FaceNormal_modelspace;
vec3 FaceNormal_worldspace;
vec3 EyeDirection_cameraspace;
vec3 LightDirection_cameraspace;
float Depth;
} vs_in[];
out GeometryData {
vec3 Position_modelspace;
flat uint Textures[3];
vec3 TextureRatio;
vec3 FaceNormal_modelspace;
vec3 FaceNormal_worldspace;
vec3 EyeDirection_cameraspace;
vec3 LightDirection_cameraspace;
float Depth;
} gs;
void main() {
for(int i = 0; i < gl_in.length(); i++) {
gl_Position = gl_in[i].gl_Position;
gs.Position_modelspace = vs_in[i].Position_modelspace;
gs.FaceNormal_modelspace = vs_in[i].FaceNormal_modelspace;
gs.Textures[i] = vs_in[i].Texture;
switch(int(mod(i,3))) {
case 0:
gs.TextureRatio = vec3(1,0,0);
break;
case 1:
gs.TextureRatio = vec3(0,1,0);
break;
case 2:
gs.TextureRatio = vec3(0,0,1);
break;
default:
gs.TextureRatio = vec3(0);
break;
};
if(PBR) {
gs.FaceNormal_worldspace = vs_in[i].FaceNormal_worldspace;
gs.EyeDirection_cameraspace = vs_in[i].EyeDirection_cameraspace;
gs.LightDirection_cameraspace = vs_in[i].LightDirection_cameraspace;
}
#ifdef SHADOW
gs.ShadowCoord = vs_in[i].ShadowCoord;
#endif
if(FOG) {
gs.Depth = vs_in[i].Depth;
}
EmitVertex();
}
EndPrimitive();
}

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@ -0,0 +1,76 @@
#version 450 core
layout (constant_id = 0) const bool FOG = true;
layout (constant_id = 1) const bool PBR = true;
// FS spe
layout (constant_id = 5) const bool DO_CURVATURE = false;
layout (constant_id = 6) const bool CURV_DEPTH = true;
layout(location = 0) in vec3 Position_modelspace;
layout(location = 1) in uint Texture_model;
layout(location = 2) in vec3 Normal_modelspace;
out VertexData {
vec3 Position_modelspace;
flat uint Texture;
vec3 FaceNormal_modelspace;
vec3 FaceNormal_worldspace;
vec3 EyeDirection_cameraspace;
vec3 LightDirection_cameraspace;
float Depth;
} vs;
#ifdef INSTANCED
layout(location = 6) in mat4 Model;
#else
uniform mat4 Model;
#endif
uniform mat4 View;
uniform mat4 Proj;
uniform vec4 SphereProj;
uniform float Curvature;
uniform vec3 LightInvDirection_worldspace;
uniform float FogDepth;
void main(){
vs.Position_modelspace = Position_modelspace;
if(DO_CURVATURE) {
if(Curvature > 0) {
vec3 Position_areaspace = Position_modelspace + SphereProj.xyz;
vec2 sph = vec2(acos(Position_areaspace.z / length(Position_areaspace.xyz)), atan(Position_areaspace.y, Position_areaspace.x));
if(CURV_DEPTH) {
float radius = max(max(abs(Position_areaspace.x), abs(Position_areaspace.y)), abs(Position_areaspace.z));
} else {
float radius = SphereProj.w;
}
vs.Position_modelspace = mix(vs.Position_modelspace, vec3(sin(sph.x)*cos(sph.y), sin(sph.x)*sin(sph.y), cos(sph.x)) * radius - SphereProj.xyz, Curvature);
}
}
vec4 Position_cameraspace = View * Model * vec4(vs.Position_modelspace, 1);
gl_Position = Proj * Position_cameraspace;
if(FOG) {
vs.Depth = length(Position_cameraspace.xyz) / FogDepth;
}
vs.Texture = Texture_model;
vs.FaceNormal_modelspace = normalize(Normal_modelspace);
if(PBR)
// TODO: correct normal curvature
vs.FaceNormal_worldspace = normalize((Model * vec4(vs.FaceNormal_modelspace, 0)).xyz);
// Vector that goes from the vertex to the camera, in camera space.
// In camera space, the camera is at the origin (0,0,0).
vs.EyeDirection_cameraspace = vec3(0,0,0) - Position_cameraspace.xyz;
// Vector that goes from the vertex to the light, in camera space
vs.LightDirection_cameraspace = (View * vec4(LightInvDirection_worldspace,0)).xyz;
}
}

29
resource/shaders-src/compile.sh Executable file
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@ -0,0 +1,29 @@
#!/usr/bin/env bash
BASEDIR=$(dirname "$0")
TARGETDIR="$BASEDIR/../content/shaders"
# Tris
glslc -fshader-stage=vertex $BASEDIR/Tris.vs -o $TARGETDIR/Tris.vs.spv
glslc -fshader-stage=fragment $BASEDIR/Tris.fs -o $TARGETDIR/Tris.fs.spv
# Color
glslc -fshader-stage=vertex $TARGETDIR/Color.vs -o $TARGETDIR/Color.vs.spv
glslc -fshader-stage=fragment $TARGETDIR/Color.fs -o $TARGETDIR/Color.fs.spv
# Sky
glslc -fshader-stage=vertex $TARGETDIR/Sky.vs -o $TARGETDIR/Sky.vs.spv
glslc -fshader-stage=fragment $TARGETDIR/Sky.fs -o $TARGETDIR/Sky.fs.spv
# Voxel
glslc -fshader-stage=vertex $BASEDIR/Voxel.vs -o $TARGETDIR/Voxel.vs.spv
glslc -fshader-stage=fragment $BASEDIR/Voxel.fs -o $TARGETDIR/Voxel.fs.spv
glslc -fshader-stage=vertex $BASEDIR/Voxel.vs -DINSTANCED -o $TARGETDIR/Voxel.vs.ins.spv
glslc -fshader-stage=fragment $BASEDIR/Voxel.fs -DINSTANCED -o $TARGETDIR/Voxel.fs.ins.spv
glslc -fshader-stage=vertex $BASEDIR/Voxel.vs -DGEOMETRY -o $TARGETDIR/Voxel.vs.geo.spv
glslc -fshader-stage=geometry $BASEDIR/Voxel.gs -DGEOMETRY -o $TARGETDIR/Voxel.gs.geo.spv
glslc -fshader-stage=fragment $BASEDIR/Voxel.fs -DGEOMETRY -o $TARGETDIR/Voxel.fs.geo.spv
glslc -fshader-stage=vertex $BASEDIR/Voxel.vs -DGEOMETRY -DINSTANCED -o $TARGETDIR/Voxel.vs.geo.ins.spv
glslc -fshader-stage=geometry $BASEDIR/Voxel.gs -DGEOMETRY -DINSTANCED -o $TARGETDIR/Voxel.gs.geo.ins.spv
glslc -fshader-stage=fragment $BASEDIR/Voxel.fs -DGEOMETRY -DINSTANCED -o $TARGETDIR/Voxel.fs.geo.ins.spv

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@ -1,8 +1,8 @@
#include "Client.hpp"
#include "render/gl/Renderer.hpp"
#include "render/gl/UI.hpp"
#include "render/gl/Pipeline.hpp"
#include "render/index.hpp"
#include "render/UI.hpp"
#include "InputMap.hpp"
#include "world/index.hpp"
#include <glm/gtc/matrix_transform.hpp>
@ -13,7 +13,7 @@ Client::Client(config::client::options& options): options(options) { }
Client::~Client() { }
void Client::run(server_handle* const localHandle) {
if (!render::gl::Renderer::Load(window, {options.renderer.clear_color}))
if (!render::Load(window, options.preferVulkan, options.renderer))
return;
window.setTargetFPS(options.window.targetFPS);
@ -23,7 +23,7 @@ void Client::run(server_handle* const localHandle) {
Controllable player(window.getPtr(), inputs, options.control);
Camera camera(&player, options.camera);
auto *pipeline = static_cast<render::gl::Pipeline*>(render::Renderer::Get()->createPipeline(options.renderer));
auto pipeline = render::Renderer::Get();
pipeline->LightInvDir = glm::normalize(glm::vec3(-.5f, 2, -2));
render::Renderer::Get()->loadUI(window);
@ -119,7 +119,6 @@ void Client::run(server_handle* const localHandle) {
world->setContouring(contouring::load(options.contouring.idx, options.contouring.data));
state.contouring = world->getContouring();
}
pipeline->SkyEnable = options.renderer.skybox;
}
{ // Rendering
ZoneScopedN("Render");
@ -135,8 +134,7 @@ void Client::run(server_handle* const localHandle) {
{ // Chunks
const auto pass = pipeline->beginWorldPass();
const auto draw = [&](glm::mat4 model, buffer::Abstract *const buffer, const contouring::Abstract::area_info &area, const voxel_pos &pos) {
pipeline->SphereProj = glm::vec4(pos, std::get<1>(area));
pipeline->Curvature = std::get<2>(area);
pipeline->setCurvature(glm::vec4(pos, std::get<1>(area)), std::get<2>(area));
reports.models_count++;
reports.tris_count += buffer->draw(pass(model));
};
@ -160,10 +158,10 @@ void Client::run(server_handle* const localHandle) {
}
{ // Entities
const auto pass = pipeline->beginEntityPass();
const auto draw = [&](const std::vector<glm::mat4>& models, buffer::Abstract *const buffer) {
/*const auto draw = [&](const std::vector<glm::mat4>& models, buffer::Abstract *const buffer) {
reports.models_count += models.size();
reports.tris_count += buffer->draw(pass(models));
};
};*/
//world->getEntitiesModels(draw, frustum, offset, options.voxel_density);
}
if(state.look_at.has_value()) { // Indicator
@ -178,7 +176,7 @@ void Client::run(server_handle* const localHandle) {
{ // Swap buffers
ZoneScopedN("Swap");
pipeline->swapBuffer(window.getPtr());
pipeline->swapBuffer(window);
inputs.poll();
FrameMarkNamed("Client");
}
@ -187,7 +185,6 @@ void Client::run(server_handle* const localHandle) {
} while (!(inputs.isDown(Input::Quit) || window.shouldClose()));
render::UI::Unload();
delete pipeline;
render::Renderer::Unload();
window.destroy();

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@ -42,6 +42,11 @@ bool Window::create(const CreateInfo &opt) {
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
break;
case CreateInfo::Client::Type::VK:
LOG_W("WIP client type");
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
break;
default:
FATAL("Unsupported client type");
break;
@ -105,6 +110,7 @@ void Window::waitTargetFPS() {
}
void Window::destroy() {
glfwDestroyWindow(ptr);
ptr = nullptr;
}
bool Window::shouldClose() { return glfwWindowShouldClose(ptr); }

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@ -1,6 +1,7 @@
#pragma once
#include "../core/flags.hpp"
#include <tuple>
typedef struct GLFWwindow GLFWwindow;
typedef void (*GLFWframebuffersizefun)(GLFWwindow*, int, int);

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@ -5,7 +5,7 @@
#include <limits.h>
#include <iomanip>
#include "world/Universe.hpp"
#include "render/Pipeline.hpp"
#include "render/Renderer.hpp"
#include "contouring/index.hpp"
#include "control/Camera.hpp"
@ -31,6 +31,7 @@ public:
window.targetFPS = config["window"]["target_fps"].value_or(window.targetFPS);
window.samples = config["window"]["samples"].value_or(window.samples);
window.fullscreen = config["window"]["fullscreen"].value_or(window.fullscreen);
renderer.inFlightFrames = config["window"]["parallel_frames"].value_or(renderer.inFlightFrames);
preferVulkan = config["render"]["prefer_vulkan"].value_or(preferVulkan);
renderer.textures = config["render"]["textures"].value_or(renderer.textures);
@ -99,7 +100,8 @@ public:
config.insert_or_assign("window", toml::table({
{"target_fps", window.targetFPS},
{"samples", window.samples},
{"fullscreen", window.fullscreen}
{"fullscreen", window.fullscreen},
{"parallel_frames", renderer.inFlightFrames}
}));
config.insert_or_assign("render", toml::table({
{"prefer_vulkan", preferVulkan},
@ -194,7 +196,7 @@ public:
} window;
bool preferVulkan = true;
render::Pipeline::options renderer;
render::renderOptions renderer;
int culling = 0;
struct {
@ -219,6 +221,6 @@ public:
int corner = 3;
} overlay;
std::optional<world::client::Universe::connection> connection;
std::optional<world::client::Universe::connection> connection = {};
};
}

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@ -1,45 +0,0 @@
#pragma once
#include "gl/pass/VoxelProgram.hpp"
struct GLFWwindow;
class Camera;
namespace render {
/// Handle rendering passes and params
class Pipeline {
public:
/// Rendering options
struct options {
/// Voxel passes
pass::VoxelProgram::options voxel;
/// Display skybox
bool skybox = true;
/// Display only wires
bool wireframe = false;
/// Texture pack name
std::string textures = "1024-realistic";
/// Textures quality
float mipMapLOD = -.5;
/// Textures anisotropic mapping
int anisotropy = 0;
/// Depth color
glm::vec4 clear_color;
};
virtual ~Pipeline() { }
/// Start new frame and setup
virtual void beginFrame() = 0;
/// Apply postprocessing
virtual void endPass() = 0;
/// Swap displayed image
virtual void swapBuffer(GLFWwindow*) = 0;
/// Apply camera matrices
virtual void lookFrom(const Camera&) = 0;
virtual void setClearColor(glm::vec4) = 0;
};
}

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@ -1,17 +1,85 @@
#pragma once
#include "../Window.hpp"
#include "Pipeline.hpp"
#include "../../core/flags.hpp"
#include "buffer/Abstract.hpp"
#include <cassert>
#include <memory>
#include <string>
#include <glm/glm.hpp>
#include <functional>
class Window;
class Camera;
namespace render {
/// Pass options
struct passOptions {
/// Apply light properties
bool pbr = true;
/// Triplanar texture mapping
bool triplanar = false;
/// Transform texture UV
bool stochastic = false;
/// Active geometry pass
bool geometry = false;
/// Blend voxel with mixed materials (requires geometry)
bool blend = true;
/// Depth fog
bool fog = true;
/// Map planets to sphere
bool curvature = true;
/// Keep depth in sphere
bool curv_depth = true;
};
/// Rendering options
struct renderOptions {
/// Voxel passes
passOptions voxel;
/// Display skybox
bool skybox = true;
/// Display only wires
bool wireframe = false;
/// Texture pack name
std::string textures = "1024-realistic";
/// Textures quality
float mipMapLOD = -.5;
/// Textures anisotropic mapping
int anisotropy = 0;
/// Depth color
glm::vec4 clear_color;
/// Parallel processing frames
/// Incease FPS but also a bit latency (Vulkan only)
int inFlightFrames = 2;
};
/// Rendering plateform interface
class Renderer {
public:
virtual ~Renderer() { }
virtual Pipeline* createPipeline(const Pipeline::options&) = 0;
glm::vec3 LightInvDir = glm::vec3(0.5f, 2, 2);
/// Start new frame and setup
virtual void beginFrame() = 0;
/// Get started world program
virtual std::function<buffer::params(glm::mat4)> beginWorldPass() = 0;
/// Get started entity program
virtual std::function<buffer::params(const std::vector<glm::mat4> &)> beginEntityPass() = 0;
/// Draw cube indicator
virtual size_t drawIndicatorCube(glm::mat4 model) = 0;
/// Apply postprocessing
virtual void endPass() = 0;
/// Swap displayed image
virtual void swapBuffer(Window &) = 0;
/// Apply camera matrices
virtual void lookFrom(const Camera &) = 0;
virtual void setClearColor(glm::vec4) = 0;
virtual void setCurvature(glm::vec4, float) = 0;
virtual void reloadShaders(const passOptions &) = 0;
virtual void reloadTextures(const std::string &, float mipMapLOD, float anisotropy) = 0;
virtual void loadUI(Window&) = 0;

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@ -0,0 +1,14 @@
#pragma once
#include <GL/gl3w.h>
#include <sys/types.h>
namespace buffer {
/// Draw options
struct params {
/// Bind only vertices positions
bool vertexOnly;
/// Draw instanced model
size_t instances = 1;
};
}

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@ -1,128 +0,0 @@
#include "Pipeline.hpp"
#include "../../../core/world/materials.hpp"
#include "../../control/Camera.hpp"
#include <TracyOpenGL.hpp>
using namespace render::gl;
Pipeline::Pipeline(const Pipeline::options& options):
IndicatorCubeBuffer(GL_LINES, 24, {
glm::vec3(0, 0, 0), glm::vec3(0, 0, 1),
glm::vec3(0, 0, 1), glm::vec3(0, 1, 1),
glm::vec3(0, 1, 1), glm::vec3(0, 1, 0),
glm::vec3(0, 1, 0), glm::vec3(0, 0, 0),
glm::vec3(1, 0, 0), glm::vec3(1, 0, 1),
glm::vec3(1, 0, 1), glm::vec3(1, 1, 1),
glm::vec3(1, 1, 1), glm::vec3(1, 1, 0),
glm::vec3(1, 1, 0), glm::vec3(1, 0, 0),
glm::vec3(0, 0, 0), glm::vec3(1, 0, 0),
glm::vec3(0, 0, 1), glm::vec3(1, 0, 1),
glm::vec3(0, 1, 1), glm::vec3(1, 1, 1),
glm::vec3(0, 1, 0), glm::vec3(1, 1, 0),
}, {
glm::vec4(1, 1, 1, 1), glm::vec4(1, 1, 1, 1),
glm::vec4(1, 1, 1, 1), glm::vec4(1, 1, 1, 1),
glm::vec4(1, 1, 1, 1), glm::vec4(1, 1, 1, 1),
glm::vec4(1, 1, 1, 1), glm::vec4(1, 1, 1, 1),
glm::vec4(1, 1, 1, 1), glm::vec4(1, 1, 1, 1),
glm::vec4(1, 1, 1, 1), glm::vec4(1, 1, 1, 1),
glm::vec4(1, 1, 1, 1), glm::vec4(1, 1, 1, 1),
glm::vec4(1, 1, 1, 1), glm::vec4(1, 1, 1, 1),
glm::vec4(1, 1, 1, 1), glm::vec4(1, 1, 1, 1),
glm::vec4(1, 1, 1, 1), glm::vec4(1, 1, 1, 1),
glm::vec4(1, 1, 1, 1), glm::vec4(1, 1, 1, 1),
glm::vec4(1, 1, 1, 1), glm::vec4(1, 1, 1, 1),
}) {
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);
reloadShaders(options.voxel);
SkyPass = std::make_unique<pass::SkyProgram>();
SkyEnable = options.skybox;
IndicatorPass = std::make_unique<pass::ColorProgram>();
FogColor = glm::vec3(options.clear_color.x, options.clear_color.y, options.clear_color.z);
loadTextures(options.textures, options.mipMapLOD, options.anisotropy);
}
Pipeline::~Pipeline() {
unloadTextures();
glDeleteVertexArrays(1, &VertexArrayID);
}
void Pipeline::beginFrame() {
TracyGpuZone("Render");
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
std::function<buffer::params(glm::mat4)> Pipeline::beginWorldPass() {
WorldPass->useIt();
WorldPass->start(this);
return [&](glm::mat4 model) {
return WorldPass->setup(this, model);
};
}
std::function<buffer::params(const std::vector<glm::mat4> &)> Pipeline::beginEntityPass() {
EntityPass->useIt();
EntityPass->start(this);
return [&](const std::vector<glm::mat4>& models) {
return EntityPass->setup(this, models);
};
}
size_t Pipeline::drawIndicatorCube(glm::mat4 model) {
IndicatorPass->useIt();
return IndicatorCubeBuffer.draw(IndicatorPass->setup(this, model));
}
void Pipeline::endPass() {
if(SkyEnable) {
SkyPass->draw(this);
}
}
void Pipeline::swapBuffer(GLFWwindow* ptr) {
TracyGpuZone("Swap");
glfwSwapBuffers(ptr);
TracyGpuCollect;
}
void Pipeline::reloadShaders(const pass::VoxelProgram::options& options) {
WorldPass = std::make_unique<pass::WorldProgram>(options);
EntityPass = std::make_unique<pass::EntityProgram>(options);
}
void Pipeline::reloadTextures(const std::string& texturePath, float mipMapLOD, float anisotropy) {
unloadTextures();
loadTextures(texturePath, mipMapLOD, anisotropy);
}
void Pipeline::unloadTextures() {
glDeleteTextures(1, &HOSAtlas);
glDeleteTextures(1, &NormalAtlas);
glDeleteTextures(1, &TextureAtlas);
}
void Pipeline::loadTextures(const std::string& texturePath, float mipMapLOD, float anisotropy) {
std::vector<std::string> terrainTextures;
for(const auto& texture: world::materials::textures) {
terrainTextures.emplace_back(texturePath + "/terrain/" + texture);
}
const auto ani = anisotropy >= 1 ? (1 << (static_cast<int>(anisotropy)-1)) : 0;
TextureAtlas = pass::Program::loadTextureArray(terrainTextures, "", mipMapLOD, ani);
NormalAtlas = pass::Program::loadTextureArray(terrainTextures, ".nrm", mipMapLOD, ani);
HOSAtlas = pass::Program::loadTextureArray(terrainTextures, ".hos", mipMapLOD, ani);
Skybox = pass::Program::loadTextureCube(texturePath + "/sky/Space_tray");
}
void Pipeline::lookFrom(const Camera& camera) {
ProjectionMatrix = camera.getProjectionMatrix();
ViewMatrix = camera.getViewMatrix();
FogDepth = camera.getDepth();
}
void Pipeline::setClearColor(glm::vec4 c) {
FogColor = c;
glClearColor(c.r, c.g, c.b, c.a);
}

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@ -1,97 +0,0 @@
#pragma once
#include "../Pipeline.hpp"
#include <functional>
#include <memory>
#include <GL/gl3w.h>
#include "pass/WorldProgram.hpp"
#include "pass/EntityProgram.hpp"
#include "pass/SkyProgram.hpp"
#include "pass/ColorProgram.hpp"
#include "buffer/Colored.hpp"
namespace render::gl {
/// Handle OpenGL rendering passes and params
class Pipeline final: public render::Pipeline {
public:
Pipeline(const options&);
Pipeline(Pipeline &&) = delete;
Pipeline(const Pipeline &) = delete;
Pipeline &operator=(Pipeline &&) = delete;
Pipeline &operator=(const Pipeline &) = delete;
~Pipeline();
glm::vec3 LightInvDir = glm::vec3(0.5f, 2, 2);
glm::vec3 FogColor;
GLfloat FogDepth;
/// Sphere bending
/// offset.xyz radius.w
glm::vec4 SphereProj;
/// Ratio between spherical and cartesian
float Curvature;
bool SkyEnable;
glm::mat4 getProjectionMatrix() const {
return ProjectionMatrix;
}
glm::mat4 getViewMatrix() const {
return ViewMatrix;
}
GLuint getTextureAtlas() const {
return TextureAtlas;
}
GLuint getNormalAtlas() const {
return NormalAtlas;
}
GLuint getHOSAtlas() const {
return HOSAtlas;
}
GLuint getSkyTexture() const {
return Skybox;
}
/// Start new frame and setup
void beginFrame() override;
/// Get started world program
std::function<buffer::params(glm::mat4)> beginWorldPass();
/// Get started entity program
std::function<buffer::params(const std::vector<glm::mat4>&)> beginEntityPass();
/// Draw cube indicator
size_t drawIndicatorCube(glm::mat4 model);
/// Apply postprocessing
void endPass() override;
void swapBuffer(GLFWwindow *) override;
void setClearColor(glm::vec4) override;
/// Apply camera matrices
void lookFrom(const Camera&) override;
void reloadShaders(const pass::VoxelProgram::options &);
void reloadTextures(const std::string &, float mipMapLOD, float anisotropy);
private:
GLuint VertexArrayID;
std::unique_ptr<pass::WorldProgram> WorldPass;
std::unique_ptr<pass::EntityProgram> EntityPass;
std::unique_ptr<pass::SkyProgram> SkyPass;
std::unique_ptr<pass::ColorProgram> IndicatorPass;
buffer::Colored IndicatorCubeBuffer;
glm::mat4 ProjectionMatrix;
glm::mat4 ViewMatrix;
GLuint TextureAtlas;
GLuint NormalAtlas;
GLuint HOSAtlas;
GLuint Skybox;
void loadTextures(const std::string &, float mipMapLOD, float anisotropy);
void unloadTextures();
};
}

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@ -1,7 +1,9 @@
#include "Renderer.hpp"
#include "UI.hpp"
#include "Pipeline.hpp"
#include "../../../core/world/materials.hpp"
#include "../../control/Camera.hpp"
#include "../../Window.hpp"
#include "../../../core/utils/logger.hpp"
#include <GL/gl3w.h>
@ -12,11 +14,59 @@ using namespace render::gl;
constexpr auto GL_MAJOR = 4;
constexpr auto GL_MINOR = 6;
Renderer::Renderer(const Options& options): options(options) { }
Renderer::~Renderer() { }
Renderer::Renderer(const renderOptions& options):
IndicatorCubeBuffer(GL_LINES, 24, {
glm::vec3(0, 0, 0), glm::vec3(0, 0, 1),
glm::vec3(0, 0, 1), glm::vec3(0, 1, 1),
glm::vec3(0, 1, 1), glm::vec3(0, 1, 0),
glm::vec3(0, 1, 0), glm::vec3(0, 0, 0),
glm::vec3(1, 0, 0), glm::vec3(1, 0, 1),
glm::vec3(1, 0, 1), glm::vec3(1, 1, 1),
glm::vec3(1, 1, 1), glm::vec3(1, 1, 0),
glm::vec3(1, 1, 0), glm::vec3(1, 0, 0),
glm::vec3(0, 0, 0), glm::vec3(1, 0, 0),
glm::vec3(0, 0, 1), glm::vec3(1, 0, 1),
glm::vec3(0, 1, 1), glm::vec3(1, 1, 1),
glm::vec3(0, 1, 0), glm::vec3(1, 1, 0),
}, {
glm::vec4(1, 1, 1, 1), glm::vec4(1, 1, 1, 1),
glm::vec4(1, 1, 1, 1), glm::vec4(1, 1, 1, 1),
glm::vec4(1, 1, 1, 1), glm::vec4(1, 1, 1, 1),
glm::vec4(1, 1, 1, 1), glm::vec4(1, 1, 1, 1),
glm::vec4(1, 1, 1, 1), glm::vec4(1, 1, 1, 1),
glm::vec4(1, 1, 1, 1), glm::vec4(1, 1, 1, 1),
glm::vec4(1, 1, 1, 1), glm::vec4(1, 1, 1, 1),
glm::vec4(1, 1, 1, 1), glm::vec4(1, 1, 1, 1),
glm::vec4(1, 1, 1, 1), glm::vec4(1, 1, 1, 1),
glm::vec4(1, 1, 1, 1), glm::vec4(1, 1, 1, 1),
glm::vec4(1, 1, 1, 1), glm::vec4(1, 1, 1, 1),
glm::vec4(1, 1, 1, 1), glm::vec4(1, 1, 1, 1),
}) {
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);
bool Renderer::Load(Window& window, const Options& options) {
auto windowInfo = GetWindowInfo();
reloadShaders(options.voxel);
SkyPass = std::make_unique<pass::SkyProgram>();
SkyEnable = options.skybox;
IndicatorPass = std::make_unique<pass::ColorProgram>();
FogColor = glm::vec3(options.clear_color.x, options.clear_color.y, options.clear_color.z);
loadTextures(options.textures, options.mipMapLOD, options.anisotropy);
}
Renderer::~Renderer() {
unloadTextures();
glDeleteVertexArrays(1, &VertexArrayID);
}
void framebuffer_size_callback(GLFWwindow *, int width, int height) {
glViewport(0, 0, width, height);
}
bool Renderer::Load(Window& window, const renderOptions& opt) {
Window::CreateInfo windowInfo;
windowInfo.pfnResize = framebuffer_size_callback;
windowInfo.client = {Window::CreateInfo::Client::Type::GL, GL_MAJOR, GL_MINOR};
windowInfo.samples = 1;
if (!window.create(windowInfo))
return false;
@ -30,21 +80,7 @@ bool Renderer::Load(Window& window, const Options& options) {
return false;
}
LOG_D("OpenGL " << glGetString(GL_VERSION) << ", GLSL " << glGetString(GL_SHADING_LANGUAGE_VERSION));
sInstance = new Renderer(options);
return true;
}
void framebuffer_size_callback(GLFWwindow *, int width, int height) {
glViewport(0, 0, width, height);
}
Window::CreateInfo Renderer::GetWindowInfo() {
Window::CreateInfo windowInfo;
windowInfo.pfnResize = framebuffer_size_callback;
windowInfo.client = { Window::CreateInfo::Client::Type::GL, GL_MAJOR, GL_MINOR };
return windowInfo;
}
render::Pipeline *Renderer::createPipeline(const render::Pipeline::options &opt) {
// Enable depth test
glEnable(GL_DEPTH_TEST);
// Accept fragment if it closer to the camera than the former one
@ -60,12 +96,95 @@ render::Pipeline *Renderer::createPipeline(const render::Pipeline::options &opt)
glEnable(GL_MULTISAMPLE);
}
glClearColor(options.clear_color.x, options.clear_color.y, options.clear_color.z, options.clear_color.w);
glClearColor(opt.clear_color.x, opt.clear_color.y, opt.clear_color.z, opt.clear_color.w);
TracyGpuContext;
return new Pipeline(opt);
sInstance = new Renderer(opt);
return true;
}
void Renderer::loadUI(Window& w) {
UI::Load(w);
}
void Renderer::beginFrame() {
TracyGpuZone("Render");
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
std::function<buffer::params(glm::mat4)> Renderer::beginWorldPass() {
WorldPass->useIt();
WorldPass->start(this);
return [&](glm::mat4 model) {
return WorldPass->setup(this, model);
};
}
std::function<buffer::params(const std::vector<glm::mat4> &)> Renderer::beginEntityPass() {
EntityPass->useIt();
EntityPass->start(this);
return [&](const std::vector<glm::mat4>& models) {
return EntityPass->setup(this, models);
};
}
size_t Renderer::drawIndicatorCube(glm::mat4 model) {
IndicatorPass->useIt();
return IndicatorCubeBuffer.draw(IndicatorPass->setup(this, model));
}
void Renderer::endPass() {
if(SkyEnable) {
SkyPass->draw(this);
}
}
void Renderer::swapBuffer(Window& w) {
TracyGpuZone("Swap");
glfwSwapBuffers(w.getPtr());
TracyGpuCollect;
}
void Renderer::reloadShaders(const pass::VoxelProgram::options& options) {
WorldPass = std::make_unique<pass::WorldProgram>(options);
EntityPass = std::make_unique<pass::EntityProgram>(options);
}
void Renderer::reloadTextures(const std::string& texturePath, float mipMapLOD, float anisotropy) {
unloadTextures();
loadTextures(texturePath, mipMapLOD, anisotropy);
}
void Renderer::unloadTextures() {
glDeleteTextures(1, &HOSAtlas);
glDeleteTextures(1, &NormalAtlas);
glDeleteTextures(1, &TextureAtlas);
}
void Renderer::loadTextures(const std::string& texturePath, float mipMapLOD, float anisotropy) {
std::vector<std::string> terrainTextures;
for(const auto& texture: world::materials::textures) {
terrainTextures.emplace_back(texturePath + "/terrain/" + texture);
}
const auto ani = anisotropy >= 1 ? (1 << (static_cast<int>(anisotropy)-1)) : 0;
TextureAtlas = pass::Program::loadTextureArray(terrainTextures, "", mipMapLOD, ani);
NormalAtlas = pass::Program::loadTextureArray(terrainTextures, ".nrm", mipMapLOD, ani);
HOSAtlas = pass::Program::loadTextureArray(terrainTextures, ".hos", mipMapLOD, ani);
Skybox = pass::Program::loadTextureCube(texturePath + "/sky/Space_tray");
}
void Renderer::lookFrom(const Camera& camera) {
ProjectionMatrix = camera.getProjectionMatrix();
ViewMatrix = camera.getViewMatrix();
FogDepth = camera.getDepth();
}
void Renderer::setClearColor(glm::vec4 c) {
FogColor = c;
glClearColor(c.r, c.g, c.b, c.a);
}
void Renderer::setCurvature(glm::vec4 sp, float c) {
SphereProj = sp;
Curvature = c;
}

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@ -1,7 +1,12 @@
#pragma once
#include "../Renderer.hpp"
#include <glm/vec4.hpp>
#include <GL/gl3w.h>
#include <memory>
#include "pass/WorldProgram.hpp"
#include "pass/EntityProgram.hpp"
#include "pass/SkyProgram.hpp"
#include "pass/ColorProgram.hpp"
#include "buffer/Colored.hpp"
namespace render::gl {
@ -10,23 +15,85 @@ class Renderer final: public render::Renderer {
public:
virtual ~Renderer();
struct Options {
/// Depth color
glm::vec4 clear_color;
};
static bool Load(Window& window, const renderOptions& options);
static bool Load(Window& window, const Options &options);
glm::vec3 FogColor;
GLfloat FogDepth;
render::Pipeline *createPipeline(const render::Pipeline::options &) override;
glm::mat4 getProjectionMatrix() const {
return ProjectionMatrix;
}
glm::mat4 getViewMatrix() const {
return ViewMatrix;
}
GLuint getTextureAtlas() const {
return TextureAtlas;
}
GLuint getNormalAtlas() const {
return NormalAtlas;
}
GLuint getHOSAtlas() const {
return HOSAtlas;
}
GLuint getSkyTexture() const {
return Skybox;
}
void beginFrame() override;
std::function<buffer::params(glm::mat4)> beginWorldPass() override;
std::function<buffer::params(const std::vector<glm::mat4>&)> beginEntityPass() override;
size_t drawIndicatorCube(glm::mat4 model) override;
void endPass() override;
void swapBuffer(Window&) override;
void setClearColor(glm::vec4) override;
void setCurvature(glm::vec4, float) override;
glm::vec4 getSphereProj() const {
return SphereProj;
}
float getCurvature() const {
return Curvature;
}
/// Apply camera matrices
void lookFrom(const Camera&) override;
void reloadShaders(const pass::VoxelProgram::options &) override;
void reloadTextures(const std::string &, float mipMapLOD, float anisotropy) override;
void loadUI(Window &) override;
static _FORCE_INLINE_ Renderer *Get() { return static_cast<Renderer*>(render::Renderer::Get()); }
private:
Renderer(const Options &options);
static Window::CreateInfo GetWindowInfo();
Renderer(const renderOptions &options);
Options options;
GLuint VertexArrayID;
std::unique_ptr<pass::WorldProgram> WorldPass;
std::unique_ptr<pass::EntityProgram> EntityPass;
std::unique_ptr<pass::SkyProgram> SkyPass;
std::unique_ptr<pass::ColorProgram> IndicatorPass;
buffer::Colored IndicatorCubeBuffer;
glm::mat4 ProjectionMatrix;
glm::mat4 ViewMatrix;
GLuint TextureAtlas;
GLuint NormalAtlas;
GLuint HOSAtlas;
GLuint Skybox;
/// Sphere bending
/// offset.xyz radius.w
glm::vec4 SphereProj;
/// Ratio between spherical and cartesian
float Curvature;
/// Draw skybox
bool SkyEnable;
void loadTextures(const std::string &, float mipMapLOD, float anisotropy);
void unloadTextures();
};
}

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@ -1,5 +1,6 @@
#include "UI.hpp"
#include "../../Window.hpp"
#include <GL/gl3w.h>
#include <imgui_impl_glfw.h>
#include <imgui_impl_opengl3.h>

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@ -1,7 +1,8 @@
#pragma once
#include "../UI.hpp"
#include "../../Window.hpp"
struct GLFWwindow;
class Window;
namespace render::gl {

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@ -1,17 +1,8 @@
#pragma once
#include <GL/gl3w.h>
#include <sys/types.h>
#include "../../buffer/Abstract.hpp"
namespace buffer {
/// Draw options
struct params {
/// Bind only vertices positions
bool vertexOnly;
/// Draw instanced model
size_t instances = 1;
};
/// Abstract OpenGL Buffer
class Abstract {
public:

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@ -1,6 +1,6 @@
#include "ColorProgram.hpp"
#include "../Pipeline.hpp"
#include "../Renderer.hpp"
using namespace pass;
@ -20,7 +20,7 @@ ColorProgram::~ColorProgram() { }
std::string ColorProgram::getName() const {
return "Color";
}
buffer::params ColorProgram::setup(render::gl::Pipeline *renderer, glm::mat4 modelMatrix) {
buffer::params ColorProgram::setup(render::gl::Renderer *renderer, glm::mat4 modelMatrix) {
const auto mvp = renderer->getProjectionMatrix() * renderer->getViewMatrix() * modelMatrix;
setMVP(&mvp[0][0]);
return buffer::params{.vertexOnly = false};

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@ -9,7 +9,7 @@ namespace pass {
ColorProgram();
~ColorProgram();
buffer::params setup(render::gl::Pipeline *, glm::mat4 modelMatrix);
buffer::params setup(render::gl::Renderer *, glm::mat4 modelMatrix);
protected:
std::string getName() const override;

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@ -1,6 +1,6 @@
#include "EntityProgram.hpp"
#include "../Pipeline.hpp"
#include "../Renderer.hpp"
using namespace pass;
@ -17,7 +17,7 @@ EntityProgram::EntityProgram(const EntityProgram::options &opts) : VoxelProgram(
}
EntityProgram::~EntityProgram() { }
buffer::params EntityProgram::setup(render::gl::Pipeline *renderer, const std::vector<glm::mat4>& modelsMatrices) {
buffer::params EntityProgram::setup(render::gl::Renderer *renderer, const std::vector<glm::mat4>& modelsMatrices) {
setModels(&modelsMatrices[0][0][0], modelsMatrices.size());
auto params = VoxelProgram::setup(renderer);
params.instances = modelsMatrices.size();

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@ -11,7 +11,7 @@ namespace pass {
static constexpr auto LOCATION = 6;
buffer::params setup(render::gl::Pipeline *, const std::vector<glm::mat4> &modelsMatrices);
buffer::params setup(render::gl::Renderer *, const std::vector<glm::mat4> &modelsMatrices);
void disable();
protected:

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@ -8,8 +8,11 @@
#include "Shader.hpp"
#include "../buffer/Abstract.hpp"
namespace render {
struct passOptions;
}
namespace render::gl {
class Pipeline;
class Renderer;
}
/// OpenGL programs
namespace pass {

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@ -1,6 +1,6 @@
#include "SkyProgram.hpp"
#include "../Pipeline.hpp"
#include "../Renderer.hpp"
using namespace pass;
@ -65,7 +65,7 @@ SkyProgram::~SkyProgram() { }
std::string SkyProgram::getName() const {
return "Sky";
}
void SkyProgram::start(render::gl::Pipeline *renderer) {
void SkyProgram::start(render::gl::Renderer *renderer) {
const auto fixedView = glm::mat4(glm::mat3(renderer->getViewMatrix()));
setView(&fixedView[0][0]);
setProjection(&renderer->getProjectionMatrix()[0][0]);
@ -75,7 +75,7 @@ void SkyProgram::start(render::gl::Pipeline *renderer) {
buffer::params SkyProgram::setup() {
return buffer::params{.vertexOnly = true};
}
void SkyProgram::draw(render::gl::Pipeline *renderer) {
void SkyProgram::draw(render::gl::Renderer *renderer) {
useIt();
start(renderer);
CubeBuffer.draw(setup());

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@ -10,11 +10,11 @@ namespace pass {
SkyProgram();
~SkyProgram();
void start(render::gl::Pipeline *);
void start(render::gl::Renderer *);
buffer::params setup();
/// Direct draw using internal buffer
void draw(render::gl::Pipeline *);
void draw(render::gl::Renderer *);
protected:
std::string getName() const override;

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@ -1,6 +1,6 @@
#include "VoxelProgram.hpp"
#include "../Pipeline.hpp"
#include "../Renderer.hpp"
using namespace pass;
@ -53,7 +53,7 @@ VoxelProgram::~VoxelProgram() { }
std::string VoxelProgram::getName() const {
return "Voxel";
}
void VoxelProgram::start(render::gl::Pipeline *renderer) {
void VoxelProgram::start(render::gl::Renderer *renderer) {
bindTexture(renderer->getTextureAtlas());
bindNormal(renderer->getNormalAtlas());
bindHOS(renderer->getHOSAtlas());
@ -62,9 +62,9 @@ void VoxelProgram::start(render::gl::Pipeline *renderer) {
setView(&renderer->getViewMatrix()[0][0]);
setProj(&renderer->getProjectionMatrix()[0][0]);
}
buffer::params VoxelProgram::setup(render::gl::Pipeline *renderer) {
setSphereProj(&renderer->SphereProj[0]);
setCurvature(renderer->Curvature);
buffer::params VoxelProgram::setup(render::gl::Renderer *renderer) {
setSphereProj(&renderer->getSphereProj()[0]);
setCurvature(renderer->getCurvature());
return buffer::params{.vertexOnly = false};
}

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@ -6,33 +6,15 @@ namespace pass {
/// Abstract voxels pass
class VoxelProgram: public Program {
public:
/// Pass options
struct options {
/// Apply light properties
bool pbr = true;
/// Triplanar texture mapping
bool triplanar = false;
/// Transform texture UV
bool stochastic = false;
/// Active geometry pass
bool geometry = false;
/// Blend voxel with mixed materials (requires geometry)
bool blend = true;
/// Depth fog
bool fog = true;
/// Map planets to sphere
bool curvature = true;
/// Keep depth in sphere
bool curv_depth = true;
};
using options = render::passOptions;
VoxelProgram(const options &opts, std::vector<std::string> flags = {});
~VoxelProgram();
void start(render::gl::Pipeline *);
void start(render::gl::Renderer *);
protected:
buffer::params setup(render::gl::Pipeline *);
buffer::params setup(render::gl::Renderer *);
std::string getName() const override;
void setView(const GLfloat *matrix);

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@ -1,6 +1,6 @@
#include "WorldProgram.hpp"
#include "../Pipeline.hpp"
#include "../Renderer.hpp"
using namespace pass;
@ -11,7 +11,7 @@ WorldProgram::WorldProgram(const WorldProgram::options& opts): VoxelProgram(opts
WorldProgram::~WorldProgram() { }
buffer::params WorldProgram::setup(render::gl::Pipeline *renderer, glm::mat4 modelMatrix) {
buffer::params WorldProgram::setup(render::gl::Renderer *renderer, glm::mat4 modelMatrix) {
setModel(&modelMatrix[0][0]);
return VoxelProgram::setup(renderer);
}

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@ -9,7 +9,7 @@ namespace pass {
WorldProgram(const options &opts);
~WorldProgram();
buffer::params setup(render::gl::Pipeline *, glm::mat4 modelMatrix);
buffer::params setup(render::gl::Renderer *, glm::mat4 modelMatrix);
protected:
void setModel(const GLfloat *matrix);

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@ -0,0 +1,28 @@
#include "gl/Renderer.hpp"
#include "vk/Renderer.hpp"
#include "../../core/utils/logger.hpp"
#include "../Window.hpp"
namespace render {
bool Load(Window& window, bool preferVulkan, const renderOptions& options) {
if(!preferVulkan) {
LOG_D("Trying OpenGL");
if(gl::Renderer::Load(window, options))
return true;
window.destroy();
}
LOG_D("Trying Vulkan");
if(vk::Renderer::Load(window, options))
return true;
window.destroy();
if(preferVulkan) {
LOG_I("Fallback to OpenGL");
if(gl::Renderer::Load(window, options))
return true;
}
LOG_E("No available graphics library");
return false;
}
}

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@ -0,0 +1,8 @@
#pragma once
class Window;
namespace render {
struct renderOptions;
bool Load(Window& window, bool preferVulkan, const renderOptions& options);
}

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@ -0,0 +1,129 @@
#include "CommandPool.hpp"
#include "shared.hpp"
#include "../Renderer.hpp"
using namespace render::vk;
CommandPool::CommandPool(VkDevice device, const std::vector<VkImageView>& views, PipelineRef pipe, const PhysicalDeviceInfo& info, const renderOptions& opt):
device(device) {
VkCommandPoolCreateInfo poolInfo{};
poolInfo.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
poolInfo.queueFamilyIndex = info.queueIndices.graphicsFamily.value();
poolInfo.flags = 0; // Optional
if (vkCreateCommandPool(device, &poolInfo, ALLOC, &graphicsPool) != VK_SUCCESS) {
FATAL("Failed to create command pool!");
}
allocate(views, pipe, info.swapDetails.capabilities.currentExtent, opt);
}
CommandPool::~CommandPool() {
if(!freed)
free();
vkDestroyCommandPool(device, graphicsPool, ALLOC);
}
void CommandPool::allocate(const std::vector<VkImageView>& views, PipelineRef pipe, VkExtent2D extent, const renderOptions& opt) {
assert(freed);
framebuffers.resize(views.size());
for (size_t i = 0; i < views.size(); i++) {
VkImageView attachments[] = { views[i] };
VkFramebufferCreateInfo framebufferInfo{};
framebufferInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
framebufferInfo.renderPass = pipe.first;
framebufferInfo.attachmentCount = 1;
framebufferInfo.pAttachments = attachments;
framebufferInfo.width = extent.width;
framebufferInfo.height = extent.height;
framebufferInfo.layers = 1;
if (vkCreateFramebuffer(device, &framebufferInfo, ALLOC, &framebuffers[i]) != VK_SUCCESS) {
FATAL("Failed to create framebuffer!");
}
}
graphicsBuffers.resize(framebuffers.size());
VkCommandBufferAllocateInfo allocInfo{};
allocInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
allocInfo.commandPool = graphicsPool;
allocInfo.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY;
allocInfo.commandBufferCount = (uint32_t) graphicsBuffers.size();
if (vkAllocateCommandBuffers(device, &allocInfo, graphicsBuffers.data()) != VK_SUCCESS) {
FATAL("Failed to allocate command buffers!");
}
for (size_t i = 0; i < graphicsBuffers.size(); i++) {
VkCommandBufferBeginInfo beginInfo{};
beginInfo.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
beginInfo.flags = 0;
beginInfo.pInheritanceInfo = nullptr;
if (vkBeginCommandBuffer(graphicsBuffers[i], &beginInfo) != VK_SUCCESS) {
FATAL("Failed to begin recording command buffer!");
}
VkRenderPassBeginInfo renderPassInfo{};
renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
renderPassInfo.renderPass = pipe.first;
renderPassInfo.framebuffer = framebuffers[i];
renderPassInfo.renderArea.offset = {0, 0};
renderPassInfo.renderArea.extent = extent;
VkClearValue clearColor = {opt.clear_color.x, opt.clear_color.y, opt.clear_color.z, opt.clear_color.a};
renderPassInfo.clearValueCount = 1; //TODO: clear depth
renderPassInfo.pClearValues = &clearColor;
vkCmdBeginRenderPass(graphicsBuffers[i], &renderPassInfo, VK_SUBPASS_CONTENTS_INLINE);
vkCmdBindPipeline(graphicsBuffers[i], VK_PIPELINE_BIND_POINT_GRAPHICS, pipe.second);
vkCmdDraw(graphicsBuffers[i], 3, 1, 0, 0);
vkCmdEndRenderPass(graphicsBuffers[i]);
if (vkEndCommandBuffer(graphicsBuffers[i]) != VK_SUCCESS) {
FATAL("Failed to record command buffer!");
}
}
freed = false;
}
void CommandPool::free() {
assert(!freed);
for (size_t i = 0; i < framebuffers.size(); i++) {
vkDestroyFramebuffer(device, framebuffers[i], nullptr);
}
vkFreeCommandBuffers(device, graphicsPool, static_cast<uint32_t>(graphicsBuffers.size()), graphicsBuffers.data());
freed = true;
}
void CommandPool::submitGraphics(uint32_t idx, VkQueue graphicsQueue, VkSemaphore waitSemaphore, VkSemaphore signalSemaphore, VkFence submittedFence) {
assert(!freed);
VkSubmitInfo submitInfo{};
submitInfo.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
VkSemaphore waitSemaphores[] = {waitSemaphore};
VkPipelineStageFlags waitStages[] = {VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT};
submitInfo.waitSemaphoreCount = 1;
submitInfo.pWaitSemaphores = waitSemaphores;
submitInfo.pWaitDstStageMask = waitStages;
submitInfo.commandBufferCount = 1;
submitInfo.pCommandBuffers = &graphicsBuffers[idx];
VkSemaphore signalSemaphores[] = {signalSemaphore};
submitInfo.signalSemaphoreCount = 1;
submitInfo.pSignalSemaphores = signalSemaphores;
vkResetFences(device, 1, &submittedFence);
if (vkQueueSubmit(graphicsQueue, 1, &submitInfo, submittedFence) != VK_SUCCESS) {
FATAL("Failed to submit draw command buffer!");
}
}

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@ -0,0 +1,29 @@
#pragma once
#include "forward.hpp"
#include <vector>
namespace render::vk {
class SwapChain;
class Pipeline;
class CommandPool {
public:
CommandPool(VkDevice, const std::vector<VkImageView>&, PipelineRef, const PhysicalDeviceInfo&, const renderOptions&);
~CommandPool();
void submitGraphics(uint32_t, VkQueue, VkSemaphore, VkSemaphore, VkFence);
void allocate(const std::vector<VkImageView>&, PipelineRef, VkExtent2D, const renderOptions&);
void free();
private:
VkDevice device;
std::vector<VkFramebuffer> framebuffers;
VkCommandPool graphicsPool;
std::vector<VkCommandBuffer> graphicsBuffers;
bool freed = true;
};
}

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@ -0,0 +1,238 @@
#include "Pipeline.hpp"
#include "shared.hpp"
#include "../../../core/data/file.hpp"
#include "../Renderer.hpp"
#define CONTENT_DIR "content/"
#define SHADER_DIR CONTENT_DIR "shaders/"
#define TEXTURES_DIR CONTENT_DIR "textures/"
constexpr auto BLENDING = true;
using namespace render::vk;
Pipeline::Pipeline(VkDevice device, const PhysicalDeviceInfo &info, const renderOptions &options): device(device) {
{ // Render pass
VkAttachmentDescription colorAttachment{};
colorAttachment.format = info.surfaceFormat.format;
colorAttachment.samples = VK_SAMPLE_COUNT_1_BIT;
colorAttachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
colorAttachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
colorAttachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
colorAttachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
colorAttachment.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
colorAttachment.finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
//TODO: subpasses (world, entities, colors, sky, ui)
VkAttachmentReference colorAttachmentRef{};
colorAttachmentRef.attachment = 0; //TODO: layouts bind
colorAttachmentRef.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
VkSubpassDescription subpass{};
subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
subpass.colorAttachmentCount = 1;
subpass.pColorAttachments = &colorAttachmentRef;
VkSubpassDependency dependency{};
dependency.srcSubpass = VK_SUBPASS_EXTERNAL;
dependency.dstSubpass = 0;
dependency.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
dependency.srcAccessMask = 0;
dependency.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
dependency.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
VkRenderPassCreateInfo renderPassInfo{};
renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
renderPassInfo.attachmentCount = 1;
renderPassInfo.pAttachments = &colorAttachment;
renderPassInfo.subpassCount = 1;
renderPassInfo.pSubpasses = &subpass;
renderPassInfo.dependencyCount = 1;
renderPassInfo.pDependencies = &dependency;
if (vkCreateRenderPass(device, &renderPassInfo, ALLOC, &renderPass) != VK_SUCCESS) {
FATAL("Failed to create render pass!");
}
}
{
VkPipelineLayoutCreateInfo pipelineLayoutInfo{};
pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
pipelineLayoutInfo.setLayoutCount = 0; // TODO: setup layouts
pipelineLayoutInfo.pSetLayouts = nullptr;
pipelineLayoutInfo.pushConstantRangeCount = 0;
pipelineLayoutInfo.pPushConstantRanges = nullptr;
if (vkCreatePipelineLayout(device, &pipelineLayoutInfo, ALLOC, &pipelineLayout) != VK_SUCCESS) {
FATAL("Failed to create pipeline layout!");
}
}
{ // Pipeline
{ // Modules
data::file_content vsFile({SHADER_DIR "Tris.vs.spv"});
data::file_content fsFile({SHADER_DIR "Tris.fs.spv"});
auto createShaderModule = [&](const data::file_content &code) {
VkShaderModuleCreateInfo createInfo{};
createInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
createInfo.codeSize = code.size();
createInfo.pCode = reinterpret_cast<const uint32_t *>(code.data());
VkShaderModule shaderModule;
if (vkCreateShaderModule(device, &createInfo, ALLOC, &shaderModule) != VK_SUCCESS) {
FATAL("Failed to create shader module!");
}
return shaderModule;
};
vsShader = createShaderModule(vsFile);
fsShader = createShaderModule(fsFile);
}
VkPipelineShaderStageCreateInfo vertShaderStageInfo{};
vertShaderStageInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
vertShaderStageInfo.stage = VK_SHADER_STAGE_VERTEX_BIT;
vertShaderStageInfo.module = vsShader;
vertShaderStageInfo.pName = "main";
vertShaderStageInfo.pSpecializationInfo = nullptr; //TODO: pass constants
VkPipelineShaderStageCreateInfo fragShaderStageInfo{};
fragShaderStageInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
fragShaderStageInfo.stage = VK_SHADER_STAGE_FRAGMENT_BIT;
fragShaderStageInfo.module = fsShader;
fragShaderStageInfo.pName = "main";
fragShaderStageInfo.pSpecializationInfo = nullptr; //TODO: pass constants
//TODO: geometry
VkPipelineShaderStageCreateInfo shaderStages[] = {vertShaderStageInfo, fragShaderStageInfo};
VkPipelineVertexInputStateCreateInfo vertexInputInfo{};
vertexInputInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
vertexInputInfo.vertexBindingDescriptionCount = 0;
vertexInputInfo.pVertexBindingDescriptions = nullptr; // TODO: uniforms, and buffers
vertexInputInfo.vertexAttributeDescriptionCount = 0;
vertexInputInfo.pVertexAttributeDescriptions = nullptr; // TODO: uniforms, and buffers
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)info.swapDetails.capabilities.currentExtent.width;
viewport.height = (float)info.swapDetails.capabilities.currentExtent.height;
viewport.minDepth = 0.0f;
viewport.maxDepth = 1.0f;
VkRect2D scissor{};
scissor.offset = {0, 0};
scissor.extent = info.swapDetails.capabilities.currentExtent;
VkPipelineViewportStateCreateInfo viewportState{};
viewportState.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
viewportState.viewportCount = 1;
viewportState.pViewports = &viewport;
viewportState.scissorCount = 1;
viewportState.pScissors = &scissor;
VkPipelineRasterizationStateCreateInfo rasterizer{};
rasterizer.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
rasterizer.depthClampEnable = VK_FALSE;
rasterizer.rasterizerDiscardEnable = VK_FALSE;
rasterizer.polygonMode = options.wireframe ? VK_POLYGON_MODE_LINE : VK_POLYGON_MODE_FILL;
rasterizer.lineWidth = 1.0f;
rasterizer.cullMode = VK_CULL_MODE_BACK_BIT;
rasterizer.frontFace = VK_FRONT_FACE_CLOCKWISE;
rasterizer.depthBiasEnable = VK_FALSE;
rasterizer.depthBiasConstantFactor = 0.0f;
rasterizer.depthBiasClamp = 0.0f;
rasterizer.depthBiasSlopeFactor = 0.0f;
VkPipelineMultisampleStateCreateInfo multisampling{}; //TODO: multisampling NOTE: requires gpu feature
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;
multisampling.pSampleMask = nullptr;
multisampling.alphaToCoverageEnable = VK_FALSE;
multisampling.alphaToOneEnable = VK_FALSE;
VkPipelineDepthStencilStateCreateInfo depthStencil{};
depthStencil.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
depthStencil.stencilTestEnable = VK_FALSE;
depthStencil.depthTestEnable = VK_FALSE; // TODO: depth filter NOTE: set as null if create info
VkPipelineColorBlendAttachmentState colorBlendAttachment{};
colorBlendAttachment.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
if constexpr (BLENDING) {
colorBlendAttachment.blendEnable = VK_TRUE;
colorBlendAttachment.srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
colorBlendAttachment.dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
colorBlendAttachment.colorBlendOp = VK_BLEND_OP_ADD;
colorBlendAttachment.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
colorBlendAttachment.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO;
colorBlendAttachment.alphaBlendOp = VK_BLEND_OP_ADD;
} else {
colorBlendAttachment.blendEnable = VK_FALSE;
}
VkPipelineColorBlendStateCreateInfo colorBlending{};
colorBlending.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
colorBlending.attachmentCount = 1; //MAYBE: deferred multitarget
colorBlending.pAttachments = &colorBlendAttachment;
colorBlending.logicOpEnable = VK_FALSE;
colorBlending.logicOp = VK_LOGIC_OP_COPY;
colorBlending.blendConstants[0] = 0.0f;
colorBlending.blendConstants[1] = 0.0f;
colorBlending.blendConstants[2] = 0.0f;
colorBlending.blendConstants[3] = 0.0f;
/* MAYBE: dynamic state
VkDynamicState dynamicStates[] = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_LINE_WIDTH};
VkPipelineDynamicStateCreateInfo dynamicState{};
dynamicState.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
dynamicState.dynamicStateCount = 2;
dynamicState.pDynamicStates = dynamicStates;
*/
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.pDepthStencilState = nullptr; //FIXME: depthTest
pipelineInfo.pColorBlendState = &colorBlending;
pipelineInfo.pDynamicState = nullptr;
pipelineInfo.layout = pipelineLayout;
pipelineInfo.renderPass = renderPass;
pipelineInfo.subpass = 0;
pipelineInfo.basePipelineHandle = VK_NULL_HANDLE;
pipelineInfo.basePipelineIndex = -1;
if (vkCreateGraphicsPipelines(device, VK_NULL_HANDLE, 1, &pipelineInfo, ALLOC, &graphicsPipeline) != VK_SUCCESS) {
FATAL("Failed to create graphics pipeline!");
}
}
}
Pipeline::~Pipeline() {
vkDestroyPipeline(device, graphicsPipeline, ALLOC);
vkDestroyPipelineLayout(device, pipelineLayout, ALLOC);
vkDestroyRenderPass(device, renderPass, ALLOC);
vkDestroyShaderModule(device, fsShader, ALLOC);
vkDestroyShaderModule(device, vsShader, ALLOC);
}

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@ -0,0 +1,25 @@
#pragma once
#include "forward.hpp"
namespace render::vk {
class Pipeline {
public:
Pipeline(VkDevice, const PhysicalDeviceInfo&, const renderOptions&);
~Pipeline();
PipelineRef getRef() { return std::make_pair(renderPass, graphicsPipeline); }
private:
VkDevice device;
VkShaderModule vsShader;
VkShaderModule fsShader;
VkRenderPass renderPass;
VkPipelineLayout pipelineLayout;
VkPipeline graphicsPipeline;
};
}

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@ -0,0 +1,476 @@
#include "Renderer.hpp"
#include "UI.hpp"
#include "../../Window.hpp"
#include "shared.hpp"
#include "SwapChain.hpp"
#include "Pipeline.hpp"
#include "CommandPool.hpp"
#include <GLFW/glfw3.h>
#include <string.h>
#include <algorithm>
#include <set>
using namespace render::vk;
constexpr auto LOAD_DEVICE = true;
constexpr auto VALIDATION_LAYER = true;
void set_current_extent(VkSurfaceCapabilitiesKHR &capabilities, GLFWwindow *ptr);
Renderer::Renderer(VkInstance instance, VkDevice device, const PhysicalDeviceInfo& info, const renderOptions& opt):
options(opt), instance(instance), surface(info.surface), device(device),
physicalInfo(std::make_unique<PhysicalDeviceInfo>(info)) {
vkGetDeviceQueue(device, info.queueIndices.graphicsFamily.value(), 0, &graphicsQueue);
vkGetDeviceQueue(device, info.queueIndices.presentFamily.value(), 0, &presentQueue);
set_current_extent(physicalInfo->swapDetails.capabilities, physicalInfo->window);
physicalInfo->surfaceFormat = [&]() {
for(const auto& format: info.swapDetails.formats) {
if (format.format == VK_FORMAT_B8G8R8A8_SRGB && format.colorSpace == VK_COLOR_SPACE_SRGB_NONLINEAR_KHR) {
return format;
}
}
LOG_W("Using suboptimal surface format");
return info.swapDetails.formats[0];
}();
swapChain = std::make_unique<SwapChain>(device, *physicalInfo.get());
pipeline = std::make_unique<Pipeline>(device, *physicalInfo.get(), options);
commandPool = std::make_unique<CommandPool>(device, swapChain->getImageViews(), pipeline->getRef(), *physicalInfo.get(), options);
{
imageAvailableSemaphores.resize(opt.inFlightFrames);
renderFinishedSemaphores.resize(opt.inFlightFrames);
inFlightFences.resize(opt.inFlightFrames);
VkSemaphoreCreateInfo semaphoreInfo{};
semaphoreInfo.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO;
VkFenceCreateInfo fenceInfo{};
fenceInfo.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
fenceInfo.flags = VK_FENCE_CREATE_SIGNALED_BIT;
for (int i = 0; i < opt.inFlightFrames; i++) {
if (vkCreateSemaphore(device, &semaphoreInfo, ALLOC, &imageAvailableSemaphores[i]) != VK_SUCCESS ||
vkCreateSemaphore(device, &semaphoreInfo, ALLOC, &renderFinishedSemaphores[i]) != VK_SUCCESS ||
vkCreateFence(device, &fenceInfo, ALLOC, &inFlightFences[i]) != VK_SUCCESS)
{
FATAL("Failed to create synchronization objects!");
}
}
vkResetFences(device, 1, &inFlightFences[currentFrame]);
}
}
Renderer::~Renderer() {
vkDeviceWaitIdle(device);
destroySwapChain();
for(size_t i = 0; i < renderFinishedSemaphores.size(); i++) {
vkDestroyFence(device, inFlightFences[i], ALLOC);
vkDestroySemaphore(device, renderFinishedSemaphores[i], ALLOC);
vkDestroySemaphore(device, imageAvailableSemaphores[i], ALLOC);
}
commandPool.reset();
vkDestroyDevice(device, ALLOC);
vkDestroySurfaceKHR(instance, surface, ALLOC);
vkDestroyInstance(instance, ALLOC);
}
void Renderer::recreateSwapChain() {
LOG_D("Recreating swapchain");
vkDeviceWaitIdle(device);
destroySwapChain();
physicalInfo->swapDetails = SwapChainSupportDetails::Query(physicalInfo->device, physicalInfo->surface);
set_current_extent(physicalInfo->swapDetails.capabilities, physicalInfo->window);
swapChain = std::make_unique<SwapChain>(device, *physicalInfo.get());
pipeline = std::make_unique<Pipeline>(device, *physicalInfo.get(), options);
commandPool->allocate(swapChain->getImageViews(), pipeline->getRef(), physicalInfo->swapDetails.capabilities.currentExtent, options);
}
void Renderer::destroySwapChain() {
commandPool->free();
pipeline.reset();
swapChain.reset();
}
void on_resize_callback(GLFWwindow *, int, int) {
Renderer::Get()->setResized();
}
void set_current_extent(VkSurfaceCapabilitiesKHR &capabilities, GLFWwindow* ptr) {
if(capabilities.currentExtent.width != INT32_MAX) {
return;
}
auto windowSize = std::make_pair<int, int>(0, 0);
glfwGetFramebufferSize(ptr, &windowSize.first, &windowSize.second);
capabilities.currentExtent = VkExtent2D{
std::max(capabilities.minImageExtent.width, std::min<uint32_t>(capabilities.maxImageExtent.width, windowSize.first)),
std::max(capabilities.minImageExtent.height, std::min<uint32_t>(capabilities.maxImageExtent.height, windowSize.second))};
};
bool Renderer::Load(Window& window, const renderOptions& opt) {
Window::CreateInfo windowInfo;
windowInfo.pfnResize = on_resize_callback;
windowInfo.client = {Window::CreateInfo::Client::Type::VK, 0, 0};
windowInfo.samples = 1;
if (!window.create(windowInfo))
return false;
if (volkInitialize() != VK_SUCCESS) {
LOG_E("Failed to initialize Vulkan");
return false;
}
VkInstance instance;
std::vector<const char *> layers;
{
VkApplicationInfo appInfo{};
appInfo.sType = VK_STRUCTURE_TYPE_APPLICATION_INFO;
appInfo.pApplicationName = "Univerxel";
appInfo.applicationVersion = VK_MAKE_VERSION(0, 0, 1);
appInfo.pEngineName = "No Engine";
appInfo.engineVersion = VK_MAKE_VERSION(1, 0, 0);
appInfo.apiVersion = VK_API_VERSION_1_2;
VkInstanceCreateInfo createInfo{};
createInfo.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
createInfo.pApplicationInfo = &appInfo;
std::vector<const char *> extensions;
{ // Check extensions
uint32_t availableExtensionCount = 0;
vkEnumerateInstanceExtensionProperties(nullptr, &availableExtensionCount, nullptr);
std::vector<VkExtensionProperties> availableExtensions(availableExtensionCount);
vkEnumerateInstanceExtensionProperties(nullptr, &availableExtensionCount, availableExtensions.data());
#if DEBUG
LOG_D("Available extensions:");
for (const auto &extension : availableExtensions) {
LOG_D('\t' << extension.extensionName << " : " << extension.specVersion);
}
#endif
uint32_t glfwExtensionCount = 0;
const char **glfwExtensions = glfwGetRequiredInstanceExtensions(&glfwExtensionCount);
extensions.reserve(glfwExtensionCount);
for (uint32_t i = 0; i < glfwExtensionCount; i++) {
if (std::none_of(availableExtensions.begin(), availableExtensions.end(), [&](const VkExtensionProperties &ex) { return strcmp(ex.extensionName, glfwExtensions[i]) == 0; })) {
LOG_E("Missing required glfw extension " << glfwExtensions[i]);
return false;
}
extensions.push_back(glfwExtensions[i]);
}
}
createInfo.enabledExtensionCount = extensions.size();
createInfo.ppEnabledExtensionNames = extensions.data();
{ // Check layers
uint32_t availableLayerCount = 0;
vkEnumerateInstanceLayerProperties(&availableLayerCount, nullptr);
std::vector<VkLayerProperties> availableLayers(availableLayerCount);
vkEnumerateInstanceLayerProperties(&availableLayerCount, availableLayers.data());
#if DEBUG
LOG_D("Available layers:");
for (const auto &layer : availableLayers) {
LOG_D('\t' << layer.layerName << " : " << layer.specVersion);
}
#endif
const auto hasLayer = [&availableLayers](const char *layer) {
return std::any_of(availableLayers.begin(), availableLayers.end(), [&layer](const VkLayerProperties &l) { return strcmp(l.layerName, layer) == 0; });
};
if constexpr (VALIDATION_LAYER) {
constexpr auto VALIDATION_LAYER_NAME = "VK_LAYER_KHRONOS_validation";
if (hasLayer(VALIDATION_LAYER_NAME)) {
layers.push_back(VALIDATION_LAYER_NAME);
} else {
LOG_W("Validation layer unavailable");
}
if (hasLayer(VK_EXT_DEBUG_UTILS_EXTENSION_NAME)) {
layers.push_back(VK_EXT_DEBUG_UTILS_EXTENSION_NAME);
} else {
LOG_W("Debug utils layer unavailable");
}
}
}
createInfo.enabledLayerCount = layers.size();
createInfo.ppEnabledLayerNames = layers.data();
if (vkCreateInstance(&createInfo, ALLOC, &instance) != VK_SUCCESS) {
LOG_E("Failed to create Vulkan instance");
return false;
}
}
if constexpr(LOAD_DEVICE) {
volkLoadInstanceOnly(instance);
} else {
volkLoadInstance(instance);
}
const auto version = volkGetInstanceVersion();
LOG_D("Vulkan " << VK_VERSION_MAJOR(version) << '.' << VK_VERSION_MINOR(version) << '.' << VK_VERSION_PATCH(version) << ", GLSL TODO:");
VkSurfaceKHR surface;
if (glfwCreateWindowSurface(instance, window.getPtr(), ALLOC, &surface) != VK_SUCCESS) {
LOG_E("Failed to create window surface!");
return false;
}
PhysicalDeviceInfo physicalInfo;
std::vector<const char *> requiredExtensions = {VK_KHR_SWAPCHAIN_EXTENSION_NAME};
{
uint32_t deviceCount = 0;
vkEnumeratePhysicalDevices(instance, &deviceCount, nullptr);
if (deviceCount == 0) {
LOG_E("Any GPU with Vulkan support");
return false;
}
std::vector<VkPhysicalDevice> devices(deviceCount);
vkEnumeratePhysicalDevices(instance, &deviceCount, devices.data());
uint bestScore = 0;
for(const auto& device: devices) {
uint score = 1;
VkPhysicalDeviceProperties deviceProperties;
VkPhysicalDeviceFeatures deviceFeatures;
vkGetPhysicalDeviceProperties(device, &deviceProperties);
vkGetPhysicalDeviceFeatures(device, &deviceFeatures);
if (!deviceFeatures.geometryShader)
continue;
{
uint32_t availableExtensionsCount;
vkEnumerateDeviceExtensionProperties(device, nullptr, &availableExtensionsCount, nullptr);
std::vector<VkExtensionProperties> availableExtensions(availableExtensionsCount);
vkEnumerateDeviceExtensionProperties(device, nullptr, &availableExtensionsCount, availableExtensions.data());
if (std::any_of(requiredExtensions.begin(), requiredExtensions.end(), [&](const char *required) {
return std::none_of(availableExtensions.begin(), availableExtensions.end(), [&](const VkExtensionProperties &ex) {
return strcmp(ex.extensionName, required) == 0;
});
}))
continue;
}
if (deviceProperties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU)
score += 10000;
score += deviceProperties.limits.maxImageDimension2D;
//TODO: check others limits
auto infos = PhysicalDeviceInfo{device, window.getPtr(),
SwapChainSupportDetails::Query(device, surface), QueueFamilyIndices::Query(device, surface),
VkSurfaceFormatKHR(), surface};
if (!infos.queueIndices.isComplete())
continue;
if (!infos.swapDetails.isValid())
continue;
if (score > bestScore) {
bestScore = score;
physicalInfo = infos;
}
}
if (physicalInfo.device == VK_NULL_HANDLE) {
LOG_E("Any GPU matching requirements");
return false;
}
VkPhysicalDeviceProperties deviceProperties;
vkGetPhysicalDeviceProperties(physicalInfo.device, &deviceProperties);
LOG_D("Using " << deviceProperties.deviceName);
}
VkDevice device;
{
std::vector<VkDeviceQueueCreateInfo> queueCreateInfos;
{
std::set<uint32_t> uniqueQueueFamilies = {physicalInfo.queueIndices.graphicsFamily.value(), physicalInfo.queueIndices.presentFamily.value()};
const float queuePriority = 1.0f;
for (uint32_t queueFamily : uniqueQueueFamilies)
{
VkDeviceQueueCreateInfo queueCreateInfo{};
queueCreateInfo.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
queueCreateInfo.queueFamilyIndex = queueFamily;
queueCreateInfo.queueCount = 1;
queueCreateInfo.pQueuePriorities = &queuePriority;
queueCreateInfos.push_back(queueCreateInfo);
}
}
VkPhysicalDeviceFeatures deviceFeatures{};
//TODO:
VkDeviceCreateInfo createInfo{};
createInfo.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
createInfo.pQueueCreateInfos = queueCreateInfos.data();
createInfo.queueCreateInfoCount = queueCreateInfos.size();
createInfo.pEnabledFeatures = &deviceFeatures;
createInfo.enabledLayerCount = layers.size();
createInfo.ppEnabledLayerNames = layers.data();
createInfo.enabledExtensionCount = requiredExtensions.size();
createInfo.ppEnabledExtensionNames = requiredExtensions.data();
if (vkCreateDevice(physicalInfo.device, &createInfo, ALLOC, &device) != VK_SUCCESS) {
LOG_E("Failed to bind graphic device");
return false;
}
}
if constexpr(LOAD_DEVICE) {
volkLoadDevice(device);
}
sInstance = new Renderer(instance, device, physicalInfo, opt);
return true;
}
void Renderer::loadUI(Window& w) {
UI::Load(w);
}
SwapChainSupportDetails SwapChainSupportDetails::Query(VkPhysicalDevice device, VkSurfaceKHR surface) {
SwapChainSupportDetails swapDetails;
vkGetPhysicalDeviceSurfaceCapabilitiesKHR(device, surface, &swapDetails.capabilities);
uint32_t formatCount;
vkGetPhysicalDeviceSurfaceFormatsKHR(device, surface, &formatCount, nullptr);
if (formatCount != 0) {
swapDetails.formats.resize(formatCount);
vkGetPhysicalDeviceSurfaceFormatsKHR(device, surface, &formatCount, swapDetails.formats.data());
}
uint32_t presentModeCount;
vkGetPhysicalDeviceSurfacePresentModesKHR(device, surface, &presentModeCount, nullptr);
if (presentModeCount != 0) {
swapDetails.presentModes.resize(presentModeCount);
vkGetPhysicalDeviceSurfacePresentModesKHR(device, surface, &presentModeCount, swapDetails.presentModes.data());
}
return swapDetails;
}
QueueFamilyIndices QueueFamilyIndices::Query(VkPhysicalDevice device, VkSurfaceKHR surface) {
QueueFamilyIndices queueIndices;
uint32_t queueFamilyCount = 0;
vkGetPhysicalDeviceQueueFamilyProperties(device, &queueFamilyCount, nullptr);
std::vector<VkQueueFamilyProperties> queueFamilies(queueFamilyCount);
vkGetPhysicalDeviceQueueFamilyProperties(device, &queueFamilyCount, queueFamilies.data());
int i = 0;
for(const auto& queueFamily: queueFamilies) {
if (queueFamily.queueFlags & VK_QUEUE_GRAPHICS_BIT) {
queueIndices.graphicsFamily = i;
}
VkBool32 presentSupport = false;
vkGetPhysicalDeviceSurfaceSupportKHR(device, i, surface, &presentSupport);
if (presentSupport) {
queueIndices.presentFamily = i;
}
#if DEBUG
LOG_D("Queue " << i << ' ' << (queueFamily.queueFlags & VK_QUEUE_GRAPHICS_BIT ? "graphics " : "")
<< (queueFamily.queueFlags & VK_QUEUE_COMPUTE_BIT ? "compute " : "")
<< (queueFamily.queueFlags & VK_QUEUE_TRANSFER_BIT ? "transfer " : "")
<< (queueFamily.queueFlags & VK_QUEUE_PROTECTED_BIT ? "protected " : "")
<< 'x' << queueFamily.queueCount);
#endif
i++;
}
return queueIndices;
}
void Renderer::beginFrame() {
assert(currentImage == UINT32_MAX);
//FIXME: TracyGpuZone("Render");
if (auto newImage = swapChain->acquireNextImage(imageAvailableSemaphores[currentFrame], inFlightFences[currentFrame])) {
currentImage = newImage.value();
} else {
recreateSwapChain();
beginFrame();
}
}
std::function<buffer::params(glm::mat4)> Renderer::beginWorldPass() {
assert(currentImage < swapChain->getImageViews().size());
commandPool->submitGraphics(currentImage, graphicsQueue, imageAvailableSemaphores[currentFrame],
renderFinishedSemaphores[currentFrame], inFlightFences[currentFrame]);
/*WorldPass->useIt();
WorldPass->start(this);*/
return [&](glm::mat4) {
return buffer::params{}; //WorldPass->setup(this, model);
};
}
std::function<buffer::params(const std::vector<glm::mat4> &)> Renderer::beginEntityPass() {
/*EntityPass->useIt();
EntityPass->start(this);*/
return [&](const std::vector<glm::mat4>&) {
return buffer::params{}; //EntityPass->setup(this, models);
};
}
size_t Renderer::drawIndicatorCube(glm::mat4) {
/*IndicatorPass->useIt();
return IndicatorCubeBuffer.draw(IndicatorPass->setup(this, model));*/
return 0;
}
void Renderer::endPass() {
/*if(SkyEnable) {
SkyPass->draw(this);
}*/
}
void Renderer::swapBuffer(Window&) {
/*TracyGpuZone("Swap");
glfwSwapBuffers(ptr);
TracyGpuCollect;*/
if(!swapChain->presentImage(currentImage, presentQueue, renderFinishedSemaphores[currentFrame]) || framebufferResized) {
framebufferResized = false;
recreateSwapChain();
}
currentFrame = (currentFrame + 1) % renderFinishedSemaphores.size();
currentImage = UINT32_MAX;
vkWaitForFences(device, 1, &inFlightFences[currentFrame], VK_TRUE, UINT64_MAX);
}
void Renderer::reloadShaders(const passOptions&) {
/*WorldPass = std::make_unique<pass::WorldProgram>(options);
EntityPass = std::make_unique<pass::EntityProgram>(options);*/
}
void Renderer::reloadTextures(const std::string&, float, float) {
/*unloadTextures();
loadTextures(texturePath, mipMapLOD, anisotropy);*/
}
void Renderer::lookFrom(const Camera&) {
/*ProjectionMatrix = camera.getProjectionMatrix();
ViewMatrix = camera.getViewMatrix();
FogDepth = camera.getDepth();*/
}
void Renderer::setClearColor(glm::vec4) {
/*FogColor = c;
glClearColor(c.r, c.g, c.b, c.a);*/
}
void Renderer::setCurvature(glm::vec4, float) {
/*SphereProj = sp;
Curvature = c;*/
}

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@ -0,0 +1,64 @@
#pragma once
#include "../Renderer.hpp"
#include "forward.hpp"
namespace render::vk {
class SwapChain;
class Pipeline;
class CommandPool;
/// Vulkan rendering
class Renderer final: public render::Renderer {
public:
virtual ~Renderer();
static bool Load(Window& window, const renderOptions& options);
void loadUI(Window &) override;
static _FORCE_INLINE_ Renderer *Get() { return static_cast<Renderer*>(render::Renderer::Get()); }
void beginFrame() override;
std::function<buffer::params(glm::mat4)> beginWorldPass() override;
std::function<buffer::params(const std::vector<glm::mat4> &)> beginEntityPass() override;
size_t drawIndicatorCube(glm::mat4 model) override;
void endPass() override;
void swapBuffer(Window&) override;
void setClearColor(glm::vec4) override;
void setCurvature(glm::vec4, float) override;
/// Apply camera matrices
void lookFrom(const Camera &) override;
void reloadShaders(const passOptions &) override;
void reloadTextures(const std::string &, float mipMapLOD, float anisotropy) override;
void setResized() { framebufferResized = true; }
private:
Renderer(VkInstance, VkDevice, const PhysicalDeviceInfo &, const renderOptions &);
renderOptions options;
VkInstance instance;
VkSurfaceKHR surface;
VkDevice device;
VkQueue graphicsQueue;
VkQueue presentQueue;
std::unique_ptr<PhysicalDeviceInfo> physicalInfo;
std::unique_ptr<SwapChain> swapChain;
std::unique_ptr<Pipeline> pipeline;
std::unique_ptr<CommandPool> commandPool;
size_t currentFrame = 0;
uint32_t currentImage = UINT32_MAX;
std::vector<VkSemaphore> imageAvailableSemaphores;
std::vector<VkSemaphore> renderFinishedSemaphores;
std::vector<VkFence> inFlightFences;
bool framebufferResized = false;
void recreateSwapChain();
void destroySwapChain();
};
}

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@ -0,0 +1,136 @@
#include "SwapChain.hpp"
#include "shared.hpp"
using namespace render::vk;
SwapChain::SwapChain(VkDevice device, const PhysicalDeviceInfo& info): device(device) {
{ // Swapchain
VkPresentModeKHR presentMode = [&]() {
// MAYBE: add prefer no triple buffering options
for (const auto& availablePresentMode: info.swapDetails.presentModes) {
if (availablePresentMode == VK_PRESENT_MODE_MAILBOX_KHR) {
return availablePresentMode;
}
}
return VK_PRESENT_MODE_FIFO_KHR;
}();
uint32_t imageCount = info.swapDetails.capabilities.minImageCount + 1;
if (info.swapDetails.capabilities.maxImageCount > 0 && imageCount > info.swapDetails.capabilities.maxImageCount) {
imageCount = info.swapDetails.capabilities.maxImageCount;
}
VkSwapchainCreateInfoKHR createInfo{};
createInfo.sType = VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR;
createInfo.surface = info.surface;
createInfo.minImageCount = imageCount;
createInfo.imageFormat = info.surfaceFormat.format;
createInfo.imageColorSpace = info.surfaceFormat.colorSpace;
createInfo.imageExtent = info.swapDetails.capabilities.currentExtent;
createInfo.imageArrayLayers = 1;
createInfo.imageUsage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT; //VK_IMAGE_USAGE_TRANSFER_DST_BIT
if (info.queueIndices.graphicsFamily != info.queueIndices.presentFamily) {
uint32_t queueFamilyIndices[] = {info.queueIndices.graphicsFamily.value(), info.queueIndices.presentFamily.value()};
createInfo.imageSharingMode = VK_SHARING_MODE_CONCURRENT;
createInfo.queueFamilyIndexCount = 2;
createInfo.pQueueFamilyIndices = queueFamilyIndices;
} else {
createInfo.imageSharingMode = VK_SHARING_MODE_EXCLUSIVE;
createInfo.queueFamilyIndexCount = 0;
createInfo.pQueueFamilyIndices = nullptr;
}
createInfo.preTransform = info.swapDetails.capabilities.currentTransform;
createInfo.compositeAlpha = VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR;
createInfo.presentMode = presentMode;
createInfo.clipped = VK_TRUE;
createInfo.oldSwapchain = chain;
if (vkCreateSwapchainKHR(device, &createInfo, ALLOC, &chain) != VK_SUCCESS) {
FATAL("Failed to create swap chain!");
}
}
{ // Images
uint32_t imageCount;
vkGetSwapchainImagesKHR(device, chain, &imageCount, nullptr);
images.resize(imageCount);
vkGetSwapchainImagesKHR(device, chain, &imageCount, images.data());
imageViews.resize(images.size());
for (size_t i = 0; i < images.size(); i++) {
VkImageViewCreateInfo createInfo{};
createInfo.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
createInfo.image = images[i];
createInfo.viewType = VK_IMAGE_VIEW_TYPE_2D;
createInfo.format = info.surfaceFormat.format;
createInfo.components.r = VK_COMPONENT_SWIZZLE_IDENTITY;
createInfo.components.g = VK_COMPONENT_SWIZZLE_IDENTITY;
createInfo.components.b = VK_COMPONENT_SWIZZLE_IDENTITY;
createInfo.components.a = VK_COMPONENT_SWIZZLE_IDENTITY;
createInfo.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
createInfo.subresourceRange.baseMipLevel = 0;
createInfo.subresourceRange.levelCount = 1;
createInfo.subresourceRange.baseArrayLayer = 0;
createInfo.subresourceRange.layerCount = 1;
if (vkCreateImageView(device, &createInfo, ALLOC, &imageViews[i]) != VK_SUCCESS) {
FATAL("Failed to create image views!");
}
}
}
imagesInFlight.resize(imageViews.size(), VK_NULL_HANDLE);
}
SwapChain::~SwapChain() {
for (auto imageView: imageViews) {
vkDestroyImageView(device, imageView, ALLOC);
}
vkDestroySwapchainKHR(device, chain, ALLOC);
}
std::optional<uint32_t> SwapChain::acquireNextImage(VkSemaphore semaphore, VkFence fence) {
uint32_t imageIndex;
auto result = vkAcquireNextImageKHR(device, chain, UINT64_MAX, semaphore, VK_NULL_HANDLE, &imageIndex);
if (result == VK_ERROR_OUT_OF_DATE_KHR)
return {};
if (result != VK_SUCCESS && result != VK_SUBOPTIMAL_KHR) {
FATAL("Failed to acquire swap chain image!");
}
// Check if a previous frame is using this image (i.e. there is its fence to wait on)
if (imagesInFlight[imageIndex] != VK_NULL_HANDLE) {
vkWaitForFences(device, 1, &imagesInFlight[imageIndex], VK_TRUE, UINT64_MAX);
}
// Mark the image as now being in use by this frame
imagesInFlight[imageIndex] = fence;
return imageIndex;
}
bool SwapChain::presentImage(uint32_t idx, VkQueue queue, VkSemaphore signalSemaphore) {
VkSemaphore signalSemaphores[] = {signalSemaphore};
VkPresentInfoKHR presentInfo{};
presentInfo.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
presentInfo.waitSemaphoreCount = 1;
presentInfo.pWaitSemaphores = signalSemaphores;
VkSwapchainKHR swapChains[] = {chain};
presentInfo.swapchainCount = 1;
presentInfo.pSwapchains = swapChains;
presentInfo.pImageIndices = &idx;
presentInfo.pResults = nullptr;
auto result = vkQueuePresentKHR(queue, &presentInfo);
if (result == VK_ERROR_OUT_OF_DATE_KHR || result == VK_SUBOPTIMAL_KHR) {
return false;
} else if (result != VK_SUCCESS) {
FATAL("Failed to present swap chain image!");
}
return true;
}

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@ -0,0 +1,28 @@
#pragma once
#include "forward.hpp"
#include <vector>
#include <optional>
namespace render::vk {
class SwapChain {
public:
SwapChain(VkDevice, const PhysicalDeviceInfo &);
~SwapChain();
const std::vector<VkImageView> &getImageViews() { return imageViews; }
std::optional<uint32_t> acquireNextImage(VkSemaphore, VkFence);
bool presentImage(uint32_t, VkQueue, VkSemaphore);
private:
VkDevice device;
VkSwapchainKHR chain;
std::vector<VkImage> images;
std::vector<VkImageView> imageViews;
std::vector<VkFence> imagesInFlight;
};
}

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@ -0,0 +1,30 @@
#include "UI.hpp"
#include "../../Window.hpp"
#include <GL/gl3w.h>
using namespace render::vk;
UI::UI(GLFWwindow *window): render::UI() {
// Setup Platform/Renderer bindings
/*ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init("#version 130");
aim = Texture::CreatePtr("ui/Aim", false);*/
}
UI::~UI() {
/*ImGui_ImplGlfw_Shutdown();
ImGui_ImplOpenGL3_Shutdown();*/
}
UI::Actions UI::draw(config::client::options &o, state::state &s, const state::reports &r) {
/*ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();*/
return UI::Actions::None; //render::UI::draw(o, s, r, aim);
}
void UI::render() {
//ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
}
void UI::Load(Window& w) {
UI::sInstance = new UI(w.getPtr());
}

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@ -0,0 +1,24 @@
#pragma once
#include "../UI.hpp"
struct GLFWwindow;
class Window;
namespace render::vk {
/// ImGui Vulkan/GLFW interface
class UI final: public render::UI {
private:
UI(GLFWwindow *window);
public:
~UI();
static void Load(Window &);
Actions draw(config::client::options &, state::state &, const state::reports &) override;
void render() override;
private:
intptr_t aim;
};
}

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@ -0,0 +1,10 @@
#pragma once
#include <volk.h>
#include <tuple>
namespace render { struct renderOptions; }
namespace render::vk {
struct PhysicalDeviceInfo;
using PipelineRef = std::pair<VkRenderPass, VkPipeline>;
constexpr VkAllocationCallbacks *ALLOC = nullptr;
}

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@ -0,0 +1,31 @@
#pragma once
#include "forward.hpp"
#include "../../../core/utils/logger.hpp"
#include <vector>
#include <optional>
struct GLFWwindow;
namespace render::vk {
struct SwapChainSupportDetails {
VkSurfaceCapabilitiesKHR capabilities;
std::vector<VkSurfaceFormatKHR> formats;
std::vector<VkPresentModeKHR> presentModes;
static SwapChainSupportDetails Query(VkPhysicalDevice, VkSurfaceKHR);
bool isValid() const { return !formats.empty() && !presentModes.empty(); }
};
struct QueueFamilyIndices {
std::optional<uint32_t> graphicsFamily;
std::optional<uint32_t> presentFamily;
static QueueFamilyIndices Query(VkPhysicalDevice, VkSurfaceKHR);
bool isComplete() const { return graphicsFamily.has_value() && presentFamily.has_value(); }
};
struct PhysicalDeviceInfo {
VkPhysicalDevice device = VK_NULL_HANDLE;
GLFWwindow *window;
SwapChainSupportDetails swapDetails;
QueueFamilyIndices queueIndices;
VkSurfaceFormatKHR surfaceFormat;
VkSurfaceKHR surface;
};
}

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@ -11,6 +11,7 @@ namespace world::client {
return std::make_unique<DistantUniverse>(ct.value(), distOpts);
#ifndef STANDALONE
} else if(localHandle != nullptr) {
LOG_D("Using local universe");
return std::make_unique<LocalUniverse>(localHandle);
#endif
} else {

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@ -4,6 +4,8 @@
#include <fstream>
#include <filesystem>
#include <optional>
#include "../server/config.hpp"
#include "../client/config.hpp"
namespace config {
@ -21,8 +23,7 @@ public:
LOG_E("Config file " << path << " not found. Creating default");
return toml::table();
}();
if (config["server"]["enabled"].value_or(false))
{
if (config["server"]["enabled"].value_or(false)) {
_server = server::options(config["server"]);
}
if(config["client"]["enabled"].value_or(false)) {

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@ -15,7 +15,7 @@ public:
if(auto addr = ct.toAddress())
return addr.value();
FATAL("Invalid ip server address format");
FATAL("Invalid server address format");
}();
host = enet_host_create(NULL, 1, CHANNEL_COUNT, 0, 0);