kale/src/renderer.cpp

320 lines
9.4 KiB
C++

#include "renderer.h"
#include "gpu.h"
#include <iostream>
#define TINYOBJLOADER_IMPLEMENTATION
#include "tiny_obj_loader.h"
bool Renderer::init(SDL_Window* w) {
win = w;
dev = SDL_CreateGPUDevice(SDL_GPU_SHADERFORMAT_SPIRV, true, NULL);
if (!dev) { std::cerr << "GPU device failed: " << SDL_GetError() << std::endl; return false; }
SDL_ClaimWindowForGPUDevice(dev, win);
load_obj();
render_sampler = create_linear_sampler(dev);
SDL_GPUSamplerCreateInfo depth_sampler_info {
.min_filter = SDL_GPU_FILTER_NEAREST,
.mag_filter = SDL_GPU_FILTER_NEAREST,
.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_NEAREST,
.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE,
.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE,
.compare_op = SDL_GPU_COMPAREOP_INVALID,
.enable_compare = false,
};
depth_sampler = SDL_CreateGPUSampler(dev, &depth_sampler_info);
resize_render_texture(960, 540);
scene.create(dev, win);
ray.create(dev, win);
post.create(dev, win);
return scene.pipeline && ray.pipeline;
}
void Renderer::destroy() {
if (render_tex) SDL_ReleaseGPUTexture(dev, render_tex);
if (post_tex) SDL_ReleaseGPUTexture(dev, post_tex);
if (render_sampler) SDL_ReleaseGPUSampler(dev, render_sampler);
if (vert_buff) SDL_ReleaseGPUBuffer(dev, vert_buff);
if (depth_tex) SDL_ReleaseGPUTexture(dev, depth_tex);
scene.destroy(dev);
ray.destroy(dev);
post.destroy(dev);
SDL_DestroyGPUDevice(dev);
}
bool Renderer::load_obj() {
const std::string& path = "assets/homer.obj";
tinyobj::attrib_t attrib;
std::vector<tinyobj::shape_t> shapes;
std::vector<tinyobj::material_t> materials;
std::string warn, err;
if(!tinyobj::LoadObj(&attrib, &shapes, &materials, &warn, &err, path.c_str())) {
std::cerr << "OBJ fail: " << warn << err << std::endl;
return false;
}
vertices.clear();
for(const auto& shape : shapes) {
const auto& indices = shape.mesh.indices;
for(size_t i = 0; i < indices.size(); i += 3) {
// Use OBJ normals if present, otherwise compute face normal
vec3 pos[3];
vec3 nor[3];
bool has_normals = true;
for(int v = 0; v < 3; v++) {
const auto& idx = indices[i + v];
pos[v] = vec3(
attrib.vertices[3 * idx.vertex_index + 0],
attrib.vertices[3 * idx.vertex_index + 1],
attrib.vertices[3 * idx.vertex_index + 2]
);
if(idx.normal_index >= 0) {
nor[v] = vec3(
attrib.normals[3 * idx.normal_index + 0],
attrib.normals[3 * idx.normal_index + 1],
attrib.normals[3 * idx.normal_index + 2]
);
} else {
has_normals = false;
}
}
if(!has_normals) {
vec3 face_normal = glm::normalize(glm::cross(pos[1] - pos[0], pos[2] - pos[0]));
nor[0] = nor[1] = nor[2] = face_normal;
}
for(int v = 0; v < 3; v++) {
vertices.push_back(Vertex {
.pos = pos[v],
.color = vec4(abs(sin(pos[v].x)), abs(cos(pos[v].y)), abs(sin(pos[v].z) * cos(pos[v].y)), 1.0f),
.normal = nor[v],
});
}
}
}
SDL_GPUBufferCreateInfo info {
.usage = SDL_GPU_BUFFERUSAGE_VERTEX,
.size = static_cast<uint32_t>(vertices.size() * sizeof(Vertex)),
};
vert_buff = SDL_CreateGPUBuffer(dev, &info);
upload_buffer(dev, vert_buff, vertices.data(), info.size);
return true;
}
void Renderer::resize_render_texture(uint32_t w, uint32_t h) {
SDL_WaitForGPUIdle(dev);
if (render_tex) SDL_ReleaseGPUTexture(dev, render_tex);
if (post_tex) SDL_ReleaseGPUTexture(dev, post_tex);
if (depth_tex) SDL_ReleaseGPUTexture(dev, depth_tex);
SDL_GPUTextureCreateInfo depth_info {
.type = SDL_GPU_TEXTURETYPE_2D,
.format = SDL_GPU_TEXTUREFORMAT_D32_FLOAT,
.usage = SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET | SDL_GPU_TEXTUREUSAGE_SAMPLER,
.width = w,
.height = h,
.layer_count_or_depth = 1,
.num_levels = 1,
};
depth_tex = SDL_CreateGPUTexture(dev, &depth_info);
render_tex = create_render_texture(dev, win, w, h);
post_tex = create_render_texture(dev, win, w, h);
render_w = w;
render_h = h;
}
void Renderer::pass_scene(SDL_GPUCommandBuffer* cmd, const CameraUBO& ubo) {
SDL_PushGPUVertexUniformData(cmd, 0, &ubo, sizeof(ubo));
SDL_GPUColorTargetInfo tgt {
.texture = render_tex,
.clear_color = { 0.0, 0.0, 0.0, 1.0},
.load_op = SDL_GPU_LOADOP_CLEAR,
.store_op = SDL_GPU_STOREOP_STORE,
};
SDL_GPUDepthStencilTargetInfo depth_tgt {
.texture = depth_tex,
.clear_depth = 1.0f,
.load_op = SDL_GPU_LOADOP_CLEAR,
.store_op = SDL_GPU_STOREOP_STORE,
.stencil_load_op = SDL_GPU_LOADOP_DONT_CARE,
.stencil_store_op = SDL_GPU_STOREOP_STORE,
};
SDL_GPURenderPass* pass = SDL_BeginGPURenderPass(cmd, &tgt, 1, &depth_tgt);
SDL_BindGPUGraphicsPipeline(pass, scene.pipeline);
SDL_GPUBufferBinding binding { .buffer = vert_buff, .offset = 0 };
SDL_BindGPUVertexBuffers(pass, 0, &binding, 1);
SDL_DrawGPUPrimitives(pass, vertices.size(), 1, 0, 0);
SDL_EndGPURenderPass(pass);
}
void Renderer::pass_ray(SDL_GPUCommandBuffer* cmd, const CameraUBO& ubo) {
SDL_PushGPUFragmentUniformData(cmd, 0, &ubo, sizeof(ubo));
SDL_GPUColorTargetInfo tgt {
.texture = post_tex,
.load_op = SDL_GPU_LOADOP_CLEAR,
.store_op = SDL_GPU_STOREOP_STORE,
};
SDL_GPURenderPass* pass = SDL_BeginGPURenderPass(cmd, &tgt, 1, NULL);
SDL_BindGPUGraphicsPipeline(pass, ray.pipeline);
SDL_GPUTextureSamplerBinding texs[2] = {
{ .texture = render_tex, .sampler = render_sampler },
{ .texture = depth_tex, .sampler = depth_sampler },
};
SDL_BindGPUFragmentSamplers(pass, 0, texs, 2);
SDL_DrawGPUPrimitives(pass, 3, 1, 0, 0);
SDL_EndGPURenderPass(pass);
}
void Renderer::pass_post(SDL_GPUCommandBuffer* cmd, SDL_GPUTexture* swapchain, const CameraUBO& ubo) {
SDL_PushGPUFragmentUniformData(cmd, 0, &ubo, sizeof(ubo));
SDL_GPUColorTargetInfo tgt {
.texture = swapchain,
.load_op = SDL_GPU_LOADOP_CLEAR,
.store_op = SDL_GPU_STOREOP_STORE,
};
SDL_GPURenderPass* pass = SDL_BeginGPURenderPass(cmd, &tgt, 1, NULL);
SDL_BindGPUGraphicsPipeline(pass, post.pipeline);
SDL_GPUTextureSamplerBinding tex { .texture = post_tex, .sampler = render_sampler };
SDL_BindGPUFragmentSamplers(pass, 0, &tex, 1);
SDL_DrawGPUPrimitives(pass, 3, 1, 0, 0);
SDL_EndGPURenderPass(pass);
}
static int neighbors(const std::array<uint8_t, 256*256>& grid, int x, int y) {
int count = 0;
for (int dy = -1; dy <= 1; dy++)
for (int dx = -1; dx <= 1; dx++)
if (dx || dy)
count += grid[((y + dy + 256) & 255) * 256 + ((x + dx + 256) & 255)];
return count;
}
std::array<std::array<uint8_t, 256*256>, 2> graph;
static void gol(std::array<std::array<uint8_t, 256*256>, 2>& graph, size_t frame) {
size_t src = (frame >> 8) & 1;
size_t dst = src ^ 1;
for (int y = 0; y < 256; y++) {
for (int x = 0; x < 256; x++) {
int n = neighbors(graph[src], x, y);
bool alive = graph[src][y * 256 + x];
graph[dst][y * 256 + x] = alive ? (n == 2 || n == 3) : (n == 3);
}
}
}
static vec4 int_to_color(int i) {
uint32_t x = static_cast<uint32_t>(i);
x ^= x >> 17;
x *= 0xed5ad4bb;
x ^= x >> 11;
x *= 0xac4c1b51;
x ^= x >> 15;
x *= 0x31848bab;
x ^= x >> 14;
float r = ((x >> 0) & 0xFF) / 255.0f;
float g = ((x >> 8) & 0xFF) / 255.0f;
float b = ((x >> 16) & 0xFF) / 255.0f;
return vec4(r, g, b, 1.0f);
}
void Renderer::add_gol_layer() {
size_t layerno = frame >> 8;
if (frame == 0) {
for (size_t i = 0; i < 256 * 256; i++) {
graph[0][i] = rand() & 1;
}
}
gol(graph, frame);
size_t src = ((frame >> 8) & 1) ^ 1;
float height = layerno * 10.0f;
for (int y = 0; y < 256; y++) {
for (int x = 0; x < 256; x++) {
if (graph[src][y * 256 + x]) {
float s = 0.01f;
vec3 p = vec3(x + s * sinf((float)frame), height, y + cosf((float)frame)) * s * 3.0f;
vec3 v0 = p + vec3(-s, -s, 0);
vec3 v1 = p + vec3( s, -s, 0);
vec3 v2 = p + vec3( s, s, 0);
vec3 v3 = p + vec3(-s, s, 0);
const vec4 color = int_to_color(layerno);
const vec3 normal = vec3(0.0, 1.0, 0.0);
vertices.push_back(Vertex {v0, color, normal});
vertices.push_back(Vertex {v1, color, normal});
vertices.push_back(Vertex {v2, color, normal});
vertices.push_back(Vertex {v2, color, normal});
vertices.push_back(Vertex {v3, color, normal});
vertices.push_back(Vertex {v0, color, normal});
}
}
}
if (vert_buff) SDL_ReleaseGPUBuffer(dev, vert_buff);
SDL_GPUBufferCreateInfo info {
.usage = SDL_GPU_BUFFERUSAGE_VERTEX,
.size = static_cast<uint32_t>(vertices.size() * sizeof(Vertex)),
};
vert_buff = SDL_CreateGPUBuffer(dev, &info);
upload_buffer(dev, vert_buff, vertices.data(), info.size);
}
void Renderer::draw(const CameraUBO& ubo) {
if(frame % 256 == 0 && (frame >> 8) < 20) {
add_gol_layer();
}
SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(dev);
SDL_GPUTexture* swapchain;
uint32_t sw_w, sw_h;
SDL_WaitAndAcquireGPUSwapchainTexture(cmd, win, &swapchain, &sw_w, &sw_h);
if (!swapchain) {
SDL_SubmitGPUCommandBuffer(cmd);
return;
}
if (sw_w != render_w || sw_h != render_h)
resize_render_texture(sw_w, sw_h);
pass_scene(cmd, ubo);
pass_ray(cmd, ubo);
pass_post(cmd, swapchain, ubo);
SDL_SubmitGPUCommandBuffer(cmd);
frame++;
}