pleascach/Renderer/Renderer.cpp

450 lines
13 KiB
C++

#include <Renderer/Renderer.hpp>
#include <Resources/Texture.hpp>
#include <Window/Window.hpp>
#include <util/log.hpp>
#include <Memory/Memory.hpp>
#include <util/Timer.hpp>
#include <util/geo.hpp>
#include <Renderer/Pipeline.hpp>
#include <Renderer/Shader.hpp>
#include <Renderer/UniformBuffer.hpp>
#include <Renderer/VertexBuffer.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <UI/UI.hpp>
using namespace std::string_literals;
Renderer::Renderer(Window& win) : win(win) {
/* Create Instance object */
auto app_info = vk::ApplicationInfo{
.pApplicationName = "Pléascach Demo",
.applicationVersion = VK_MAKE_API_VERSION(0, 0, 1, 0),
.pEngineName = "Pléascach",
.engineVersion = VK_MAKE_API_VERSION(0, 0, 1, 0),
.apiVersion = VK_API_VERSION_1_1,
};
auto req_instance_extensions = win.requiredExtensions();
auto extensions = vk::enumerateInstanceExtensionProperties();
std::vector<const char*> extension_names(extensions.size());
for (size_t i = 0; i < extensions.size(); i++) {
extension_names[i] = extensions[i].extensionName;
}
Log::info("%u Required extensions:\n", (u32)req_instance_extensions.size());
for (const auto& ext : req_instance_extensions) {
Log::info("\t- \"%s\"\n", ext);
}
/* query and enable available layers if in DEBUG mode */
#ifdef _DEBUG
auto layers = vk::enumerateInstanceLayerProperties();
Log::info("%zu available instance layers\n", layers.size());
for (const auto& layer : layers) {
Log::info("\t\"%s\"\n", layer.layerName.data());
}
vk::ValidationFeatureEnableEXT enabled[] = { vk::ValidationFeatureEnableEXT::eDebugPrintf, vk::ValidationFeatureEnableEXT::eBestPractices };
vk::ValidationFeaturesEXT validation_features{ };
validation_features.disabledValidationFeatureCount = 0;
validation_features.enabledValidationFeatureCount = std::size(enabled);
validation_features.pDisabledValidationFeatures = nullptr;
validation_features.pEnabledValidationFeatures = enabled;
const char* my_layers[] = {
// "VK_LAYER_LUNARG_api_dump",
"VK_LAYER_KHRONOS_validation",
};
auto inst_info = vk::InstanceCreateInfo{
.pNext = &validation_features,
.pApplicationInfo = &app_info,
.enabledLayerCount = std::size(my_layers),
.ppEnabledLayerNames = my_layers,
.enabledExtensionCount = static_cast<u32>(req_instance_extensions.size()),
.ppEnabledExtensionNames = req_instance_extensions.data(),
};
#else
auto inst_info = vk::InstanceCreateInfo{
.pApplicationInfo = &app_info,
.enabledLayerCount = 0,
.ppEnabledLayerNames = nullptr,
.enabledExtensionCount = static_cast<u32>(req_instance_extensions.size()),
.ppEnabledExtensionNames = req_instance_extensions.data(),
};
#endif
instance = vk::createInstance(inst_info);
/* use instance object to obtain physical device, then logical device */
auto phys_devs = instance.enumeratePhysicalDevices();
Log::info("Found %u physical device(s)\n", (u32)phys_devs.size());
int discrete_idx = -1;
size_t i = 0;
for (const auto& phys_dev : phys_devs) {
auto props = phys_dev.getProperties();
Log::info("\t%zu. \""s + props.deviceName.operator std::string() + "\"\n", i);
Log::info("\t\t[" + vk::to_string(props.deviceType) + "]\n");
if (discrete_idx == -1 && props.deviceType == vk::PhysicalDeviceType::eDiscreteGpu)
discrete_idx = i;
i++;
}
if (discrete_idx == -1)
discrete_idx = 0;
phys_dev = phys_devs[discrete_idx];
Log::info("Selected device: \"%s\" (#%zu)\n", phys_dev.getProperties().deviceName.data(), discrete_idx);
/* find queue family */
auto queue_family_props = phys_dev.getQueueFamilyProperties();
queue_family = -1;
i = 0;
Log::info("Device has %zu queue families:\n", queue_family_props.size());
for (const auto& prop : queue_family_props) {
Log::info("\t%zu. (n: %u) "s + vk::to_string(prop.queueFlags) + "\n", i, prop.queueCount);
if (queue_family == -1 && prop.queueFlags & vk::QueueFlagBits::eGraphics)
queue_family = i;
i++;
}
if (queue_family == -1) {
Log::error("No graphics queues supported\n");
}
Log::info("Selected queue family: %i\n", queue_family);
float priorities[] = { 1.0f };
auto queue_info = vk::DeviceQueueCreateInfo{
.queueFamilyIndex = static_cast<u32>(queue_family),
.queueCount = 1,
.pQueuePriorities = priorities,
};
std::vector<const char*> req_dev_extensions;
req_dev_extensions.push_back("VK_KHR_swapchain");
req_dev_extensions.push_back(VK_KHR_MAINTENANCE1_EXTENSION_NAME);
req_dev_extensions.push_back("VK_KHR_shader_non_semantic_info");
auto dev_extentions = phys_dev.enumerateDeviceExtensionProperties();
Log::info("%zu available device extensions\n", dev_extentions.size());
for (const auto& ext : dev_extentions) {
Log::info("\t\"%s\"\n", ext.extensionName.data());
}
auto dev_layers = phys_dev.enumerateDeviceLayerProperties();
Log::info("%zu available device layers\n", dev_layers.size());
for (const auto& layer : dev_layers) {
Log::info("\t\"%s\"\n", layer.layerName.data());
}
std::vector<const char*> dev_layer_names = {
"VK_LAYER_KHRONOS_validation"
};
const auto features = vk::PhysicalDeviceFeatures{
.geometryShader = vk::True,
.tessellationShader = vk::True,
.fillModeNonSolid = vk::True,
};
auto dev_info = vk::DeviceCreateInfo{
.flags = vk::DeviceCreateFlagBits(0),
.queueCreateInfoCount = 1,
.pQueueCreateInfos = &queue_info,
.enabledLayerCount = static_cast<u32>(dev_layer_names.size()),
.ppEnabledLayerNames = dev_layer_names.data(),
.enabledExtensionCount = static_cast<u32>(req_dev_extensions.size()),
.ppEnabledExtensionNames = req_dev_extensions.data(),
.pEnabledFeatures = &features,
};
dev = phys_dev.createDevice(dev_info);
Log::info("Successfully created logical device\n");
/* create swapchain (requires SurfaceKHR from windowing system) */
surface = win.getSurface(instance);
if (surface == VK_NULL_HANDLE) {
Log::error("Failed to get surface from window\n");
}
queue = dev.getQueue(queue_family, 0);
render_fence = dev.createFence(vk::FenceCreateInfo {.flags = vk::FenceCreateFlagBits::eSignaled });
image_wait_semaphore = dev.createSemaphore(vk::SemaphoreCreateInfo{});
render_wait_semaphore = dev.createSemaphore(vk::SemaphoreCreateInfo{});
auto color_format = Swapchain::Capabilities(phys_dev, surface).chooseFormat().format;
render_pass = std::make_unique<RenderPass>(dev, color_format);
swapchain = std::make_unique<Swapchain>(win, dev, phys_dev, surface, *render_pass);
command_buffer = std::make_unique<CommandBuffer>(dev, queue_family);
uniform_buffer = std::make_unique<UniformBuffer>(phys_dev, dev);
textures = createResources({
"assets/textures/oil.jpg",
"assets/textures/eire.png",
});
std::vector<Shader> shaders = {
{dev, "assets/shaders/fraglight.vert.spv", vk::ShaderStageFlagBits::eVertex },
{ dev, "assets/shaders/fraglight.geom.spv", vk::ShaderStageFlagBits::eGeometry },
{ dev, "assets/shaders/lambert.frag.spv", vk::ShaderStageFlagBits::eFragment },
};
std::vector<vk::DescriptorSetLayoutBinding> bindings = {
uniform_buffer->binding(0),
textures[0].binding(1),
};
/* initialize models */
Timer model_timer;
models.push_back(std::make_shared<Model>(phys_dev, dev, "assets/models/dragon.gltf"));
auto t = model_timer.stop();
Log::debug("Models loaded in %lf milliseconds\n", model_timer.read());
pipeline = std::make_unique<GraphicsPipeline>(dev, shaders, swapchain->extent, *render_pass, bindings, *models[0]->vertex_buffer);
pipeline->update(0, *uniform_buffer);
pipeline->update(1, textures[1]);
/* create Terrain */
terrain = std::make_unique<Terrain>(phys_dev, dev, textures[1]);
std::vector<Shader> terrain_shaders = {
{ dev, "assets/shaders/terrain.vert.spv", vk::ShaderStageFlagBits::eVertex },
{ dev, "assets/shaders/terrain.tesc.spv", vk::ShaderStageFlagBits::eTessellationControl },
{ dev, "assets/shaders/terrain.tese.spv", vk::ShaderStageFlagBits::eTessellationEvaluation },
{ dev, "assets/shaders/gooch.frag.spv", vk::ShaderStageFlagBits::eFragment },
};
terrain_pipeline = std::make_unique<GraphicsPipeline>(dev, terrain_shaders, swapchain->extent, *render_pass, bindings, *terrain->vertex_buffer, GraphicsPipeline::eTERRAIN);
terrain_pipeline->update(0, *uniform_buffer);
terrain_pipeline->update(1, textures[1]);
for (auto& shader : shaders)
shader.cleanup();
for (auto& shader : terrain_shaders)
shader.cleanup();
ui = std::make_unique<UI>(this);
}
std::vector<Texture> Renderer::createResources(const std::vector<std::string>& names) {
std::vector<Texture> ret;
CommandBuffer texture_cmd(dev, queue_family);
texture_cmd.begin();
for (const auto& name : names) {
ret.push_back({phys_dev, dev, texture_cmd, name, false});
}
texture_cmd.end();
auto texture_creation_fence = dev.createFence(vk::FenceCreateInfo {});
dev.resetFences(texture_creation_fence);
queue.submit(vk::SubmitInfo {
.commandBufferCount = 1,
.pCommandBuffers = texture_cmd,
}, texture_creation_fence);
if (dev.waitForFences(texture_creation_fence, vk::True, UINT64_MAX) != vk::Result::eSuccess) {
Log::error("Failed to create textures\n");
}
dev.destroyFence(texture_creation_fence);
for (auto& tex : ret) {
tex.finishCreation();
}
texture_cmd.cleanup(dev);
return ret;
}
void Renderer::draw() {
if(dev.waitForFences(render_fence, true, UINT64_MAX) != vk::Result::eSuccess) {
Log::error("Failed to wait for fences in draw()\n");
}
dev.resetFences(render_fence);
/* check if the swapchain is still good (no resize) */
auto image_ret = dev.acquireNextImageKHR(*swapchain, UINT64_MAX, image_wait_semaphore);
if (image_ret.result == vk::Result::eErrorOutOfDateKHR) {
swapchain->recreate();
}
current_image_idx = image_ret.value;
/* prepare command buffer for recording commands */
command_buffer->recycle();
command_buffer->begin();
vk::ClearValue clear_values[] = {
vk::ClearColorValue(0.0f, 0.0f, 0.0f, 0.0f),
vk::ClearDepthStencilValue {.depth = 1.0f}
};
/* use renderpass to transform images from unspecified layout to a presentable one while clearing */
auto render_pass_info = vk::RenderPassBeginInfo {
.renderPass = *render_pass,
.framebuffer = swapchain->framebuffers[current_image_idx],
.renderArea = {
.offset = { 0, 0 },
.extent = swapchain->extent,
},
.clearValueCount = std::size(clear_values),
.pClearValues = clear_values,
};
/* flip viewport */
auto viewport = vk::Viewport{
.x = 0.0f,
.y = static_cast<float>(swapchain->extent.height),
.width = static_cast<float>(swapchain->extent.width),
.height = -static_cast<float>(swapchain->extent.height),
.minDepth = 0.0f,
.maxDepth = 1.0f,
};
auto scissor = vk::Rect2D {
.offset = {0, 0},
.extent = swapchain->extent,
};
/* no secondary command buffers (yet), so contents are passed inline */
command_buffer->command_buffer.beginRenderPass(render_pass_info, vk::SubpassContents::eInline);
auto sz = win.getDimensions();
const auto p = glm::perspective(glm::radians(90.0f), static_cast<float>(sz.width) / static_cast<float>(sz.height), 0.01f, 2000.0f);
auto uni = UniformData{
.view = cam.view(),
.proj = p,
.time = time,
.cam_pos = cam.pos,
.viewport = glm::vec2(viewport.width, viewport.y),
.tess_factor = tess_factor,
.tess_edge_size = tess_edge_size,
};
std::memcpy(uni.frustum, frustum(p * uni.view).data(), sizeof(uni.frustum));
uniform_buffer->upload(uni);
command_buffer->bind(*terrain_pipeline);
command_buffer->command_buffer.setViewport(0, viewport);
command_buffer->command_buffer.setScissor(0, scissor);
command_buffer->bind(terrain_pipeline->layout, terrain_pipeline->desc_set);
command_buffer->bind(terrain.get());
command_buffer->command_buffer.drawIndexed(terrain->indices.size(), 1, 0, 0, 0);
/* draw User Interface stuff */
ui->newFrame();
ui->render(command_buffer->command_buffer);
command_buffer->command_buffer.endRenderPass();
command_buffer->end();
vk::PipelineStageFlags stage_flags = vk::PipelineStageFlagBits::eColorAttachmentOutput;
/* submit our command buffer to the queue */
auto submit_info = vk::SubmitInfo{
.waitSemaphoreCount = 1,
.pWaitSemaphores = &image_wait_semaphore,
.pWaitDstStageMask = &stage_flags,
.commandBufferCount = 1,
.pCommandBuffers = &command_buffer->command_buffer,
.signalSemaphoreCount = 1,
.pSignalSemaphores = &render_wait_semaphore,
};
queue.submit(submit_info, render_fence);
}
void Renderer::present() {
auto present_info = vk::PresentInfoKHR{
.waitSemaphoreCount = 1,
.pWaitSemaphores = &render_wait_semaphore,
.swapchainCount = 1,
.pSwapchains = &swapchain->operator vk::SwapchainKHR & (),
.pImageIndices = &current_image_idx,
};
switch (queue.presentKHR(present_info)) {
case vk::Result::eSuccess:
break;
case vk::Result::eSuboptimalKHR:
case vk::Result::eErrorOutOfDateKHR:
Log::info("Recreating swapchain\n");
swapchain->recreate();
break;
default:
Log::error("Failed to present surface.\n");
break;
}
frame++;
time += 0.0167f * speed * static_cast<float>(running);
}
Renderer::~Renderer() {
dev.waitIdle();
ui.reset();
for(auto& model : models)
model.reset();
terrain.reset();
uniform_buffer.reset();
vertex_buffer.reset();
terrain_pipeline.reset();
pipeline.reset();
for (auto& tex : textures) {
tex.cleanup();
}
swapchain.reset();
dev.destroySemaphore(image_wait_semaphore);
dev.destroySemaphore(render_wait_semaphore);
dev.destroyFence(render_fence);
command_buffer->cleanup(dev);
render_pass->cleanup(dev);
dev.destroy();
instance.destroySurfaceKHR(surface);
instance.destroy();
}