project-aster/samples/03_model_render/model_render.cpp

330 lines
12 KiB
C++

// =============================================
// Aster: model_render.cpp
// Copyright (c) 2020-2024 Anish Bhobe
// =============================================
#include "buffer.h"
#include "constants.h"
#include "context.h"
#include "device.h"
#include "global.h"
#include "image.h"
#include "physical_device.h"
#include "pipeline.h"
#include "swapchain.h"
#include "window.h"
#include "frame.h"
#include "helpers.h"
#include "light_manager.h"
#include "model_loader.h"
#include "pipeline_utils.h"
#include "gpu_resource_manager.h"
#include <EASTL/array.h>
#include <stb_image.h>
#include <tiny_gltf.h>
#include <filesystem>
constexpr u32 MAX_FRAMES_IN_FLIGHT = 3;
constexpr auto MODEL_FILE = "model/DamagedHelmet.glb";
struct Camera
{
mat4 m_View;
mat4 m_Perspective;
vec4 m_Position;
};
int
main(int, char **)
{
MIN_LOG_LEVEL(Logger::LogType::eInfo);
Context context = {"ModelRender [WIP]", VERSION};
Window window = {"ModelRender [WIP] (Aster)", &context, {640, 480}};
PhysicalDevices physicalDevices = {&window, &context};
PhysicalDevice deviceToUse = FindSuitableDevice(physicalDevices);
INFO("Using {} as the primary device.", deviceToUse.m_DeviceProperties.deviceName.data());
Features enabledDeviceFeatures = {
.m_Vulkan10Features = {.samplerAnisotropy = true},
.m_Vulkan12Features =
{
.descriptorIndexing = true,
.shaderSampledImageArrayNonUniformIndexing = true,
.shaderStorageBufferArrayNonUniformIndexing = true,
.shaderStorageImageArrayNonUniformIndexing = true,
.descriptorBindingUniformBufferUpdateAfterBind = true, // Not related to Bindless
.descriptorBindingSampledImageUpdateAfterBind = true,
.descriptorBindingStorageImageUpdateAfterBind = true,
.descriptorBindingStorageBufferUpdateAfterBind = true,
.descriptorBindingPartiallyBound = true,
.runtimeDescriptorArray = true,
},
.m_Vulkan13Features = {.dynamicRendering = true},
};
QueueAllocation queueAllocation = FindAppropriateQueueAllocation(&deviceToUse);
Device device = {&context, &deviceToUse, &enabledDeviceFeatures, {queueAllocation}, "Primary Device"};
vk::Queue commandQueue = device.GetQueue(queueAllocation.m_Family, 0);
Swapchain swapchain = {&window, &device, "Primary Chain"};
GpuResourceManager resourceManager = {&device, 1000};
ModelLoader modelLoader = {&resourceManager, commandQueue, queueAllocation.m_Family, queueAllocation.m_Family};
LightManager lightManager = LightManager{&resourceManager};
Model model = modelLoader.LoadModel(MODEL_FILE);
Pipeline pipeline = CreatePipeline(&device, &swapchain, &resourceManager);
Camera camera = {
.m_View = glm::lookAt(vec3(0.0f, 2.0f, 2.0f), vec3(0.0f), vec3(0.0f, 1.0f, 0.0f)),
.m_Perspective = glm::perspective(
70_deg, Cast<f32>(swapchain.m_Extent.width) / Cast<f32>(swapchain.m_Extent.height), 0.1f, 100.0f),
.m_Position = vec4{0.0f, 2.0f, 2.0f, 1.0f},
};
lightManager.AddDirectional(vec3(0.0f, -1.0f, 0.0f), {0.0f, 1.0f, 0.0f});
lightManager.AddPoint(vec3{2.0f, 1.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, 15.0f);
lightManager.AddPoint(vec3{-2.0f, 1.0f, 0.0f}, {0.0f, 0.0f, 1.0f}, 15.0f);
lightManager.Update();
vk::DescriptorPool descriptorPool;
vk::DescriptorSet descriptorSet;
{
vk::DescriptorSetLayout descriptorSetLayout = pipeline.m_SetLayouts[1];
eastl::array poolSizes = {
vk::DescriptorPoolSize{
.type = vk::DescriptorType::eUniformBuffer,
.descriptorCount = 1,
},
};
vk::DescriptorPoolCreateInfo descriptorPoolCreateInfo = {
.maxSets = 1, .poolSizeCount = Cast<u32>(poolSizes.size()), .pPoolSizes = poolSizes.data()};
AbortIfFailed(device.m_Device.createDescriptorPool(&descriptorPoolCreateInfo, nullptr, &descriptorPool));
vk::DescriptorSetAllocateInfo descriptorSetAllocateInfo = {
.descriptorPool = descriptorPool,
.descriptorSetCount = 1,
.pSetLayouts = &descriptorSetLayout,
};
AbortIfFailed(device.m_Device.allocateDescriptorSets(&descriptorSetAllocateInfo, &descriptorSet));
}
UniformBuffer ubo;
ubo.Init(&device, sizeof camera, "Camera UBO");
ubo.Write(&device, 0, sizeof camera, &camera);
vk::DescriptorBufferInfo descriptorBufferInfo = {
.buffer = ubo.m_Buffer,
.offset = 0,
.range = ubo.GetSize(),
};
eastl::array writeDescriptors = {
vk::WriteDescriptorSet{
.dstSet = descriptorSet,
.dstBinding = 0,
.dstArrayElement = 0,
.descriptorCount = 1,
.descriptorType = vk::DescriptorType::eUniformBuffer,
.pBufferInfo = &descriptorBufferInfo,
},
};
device.m_Device.updateDescriptorSets(Cast<u32>(writeDescriptors.size()), writeDescriptors.data(), 0, nullptr);
resourceManager.Update();
// Persistent variables
vk::Viewport viewport = {
.x = 0,
.y = Cast<f32>(swapchain.m_Extent.height),
.width = Cast<f32>(swapchain.m_Extent.width),
.height = -Cast<f32>(swapchain.m_Extent.height),
.minDepth = 0.0,
.maxDepth = 1.0,
};
vk::Rect2D scissor = {
.offset = {0, 0},
.extent = swapchain.m_Extent,
};
auto fnResizeViewportScissor = [&viewport, &scissor](vk::Extent2D extent) {
viewport.y = Cast<f32>(extent.height);
viewport.width = Cast<f32>(extent.width);
viewport.height = -Cast<f32>(extent.height);
scissor.extent = extent;
};
swapchain.RegisterResizeCallback(fnResizeViewportScissor);
vk::ImageSubresourceRange subresourceRange = {
.aspectMask = vk::ImageAspectFlagBits::eColor,
.baseMipLevel = 0,
.levelCount = 1,
.baseArrayLayer = 0,
.layerCount = 1,
};
vk::ImageMemoryBarrier topOfThePipeBarrier = {
.oldLayout = vk::ImageLayout::eUndefined,
.newLayout = vk::ImageLayout::eColorAttachmentOptimal,
.srcQueueFamilyIndex = queueAllocation.m_Family,
.dstQueueFamilyIndex = queueAllocation.m_Family,
.subresourceRange = subresourceRange,
};
vk::ImageMemoryBarrier renderToPresentBarrier = {
.oldLayout = vk::ImageLayout::eColorAttachmentOptimal,
.newLayout = vk::ImageLayout::ePresentSrcKHR,
.srcQueueFamilyIndex = queueAllocation.m_Family,
.dstQueueFamilyIndex = queueAllocation.m_Family,
.subresourceRange = subresourceRange,
};
FrameManager frameManager = {&device, queueAllocation.m_Family, MAX_FRAMES_IN_FLIGHT};
eastl::fixed_vector<DepthImage, MAX_FRAMES_IN_FLIGHT> depthImages(frameManager.m_FramesInFlight);
{
u32 depthImageIdx = 0;
for (auto &depthImage : depthImages)
{
auto name = fmt::format("Depth {}", depthImageIdx++);
depthImage.Init(&device, swapchain.m_Extent, name.c_str());
}
}
auto fnRecreateDepthBuffers = [&device, &depthImages](vk::Extent2D extent) {
u32 depthImageIdx = 0;
for (auto &depthImage : depthImages)
{
auto name = fmt::format("Depth {}", depthImageIdx++);
depthImage.Destroy(&device);
depthImage.Init(&device, extent, name.c_str());
}
};
swapchain.RegisterResizeCallback(fnRecreateDepthBuffers);
Time::Init();
INFO("Starting loop");
while (window.Poll())
{
Time::Update();
model.SetModelTransform(
rotate(model.GetModelTransform(), Cast<f32>(45.0_deg * Time::m_Delta), vec3(0.0f, 1.0f, 0.0f)));
model.Update();
ubo.Write(&device, 0, sizeof camera, &camera);
Frame *currentFrame = frameManager.GetNextFrame(&swapchain, &window);
u32 imageIndex = currentFrame->m_ImageIdx;
vk::ImageView currentImageView = swapchain.m_ImageViews[imageIndex];
vk::Image currentImage = swapchain.m_Images[imageIndex];
vk::CommandBuffer cmd = currentFrame->m_CommandBuffer;
vk::ImageView currentDepthImageView = depthImages[currentFrame->m_FrameIdx].m_View;
topOfThePipeBarrier.image = currentImage;
renderToPresentBarrier.image = currentImage;
vk::CommandBufferBeginInfo beginInfo = {.flags = vk::CommandBufferUsageFlagBits::eOneTimeSubmit};
AbortIfFailed(cmd.begin(&beginInfo));
cmd.pipelineBarrier(vk::PipelineStageFlagBits::eTopOfPipe, vk::PipelineStageFlagBits::eColorAttachmentOutput,
{}, 0, nullptr, 0, nullptr, 1, &topOfThePipeBarrier);
// Render
eastl::array attachmentInfos = {
vk::RenderingAttachmentInfo{
.imageView = currentImageView,
.imageLayout = vk::ImageLayout::eColorAttachmentOptimal,
.resolveMode = vk::ResolveModeFlagBits::eNone,
.loadOp = vk::AttachmentLoadOp::eClear,
.storeOp = vk::AttachmentStoreOp::eStore,
.clearValue = vk::ClearColorValue{0.0f, 0.0f, 0.0f, 1.0f},
},
};
vk::RenderingAttachmentInfo depthAttachment = {
.imageView = currentDepthImageView,
.imageLayout = vk::ImageLayout::eDepthAttachmentOptimal,
.resolveMode = vk::ResolveModeFlagBits::eNone,
.loadOp = vk::AttachmentLoadOp::eClear,
.storeOp = vk::AttachmentStoreOp::eDontCare,
.clearValue = vk::ClearDepthStencilValue{.depth = 1.0f, .stencil = 0},
};
vk::RenderingInfo renderingInfo = {
.renderArea = {.extent = swapchain.m_Extent},
.layerCount = 1,
.colorAttachmentCount = Cast<u32>(attachmentInfos.size()),
.pColorAttachments = attachmentInfos.data(),
.pDepthAttachment = &depthAttachment,
};
cmd.beginRendering(&renderingInfo);
cmd.setViewport(0, 1, &viewport);
cmd.setScissor(0, 1, &scissor);
cmd.bindPipeline(vk::PipelineBindPoint::eGraphics, pipeline.m_Pipeline);
cmd.bindDescriptorSets(vk::PipelineBindPoint::eGraphics, pipeline.m_Layout, 0, 1,
&resourceManager.m_DescriptorSet, 0, nullptr);
cmd.bindDescriptorSets(vk::PipelineBindPoint::eGraphics, pipeline.m_Layout, 1, 1, &descriptorSet, 0, nullptr);
cmd.bindIndexBuffer(model.m_IndexBuffer.m_Buffer, 0, vk::IndexType::eUint32);
u32 pcbOffset = 0;
cmd.pushConstants(pipeline.m_Layout, vk::ShaderStageFlagBits::eAll, pcbOffset, sizeof model.m_Handles,
&model.m_Handles);
pcbOffset += sizeof model.m_Handles;
cmd.pushConstants(pipeline.m_Layout, vk::ShaderStageFlagBits::eAll, pcbOffset, sizeof lightManager.m_MetaInfo,
&lightManager.m_MetaInfo);
pcbOffset += sizeof lightManager.m_MetaInfo;
for (auto &prim : model.m_MeshPrimitives)
{
cmd.pushConstants(pipeline.m_Layout, vk::ShaderStageFlagBits::eAll, pcbOffset,
sizeof prim.m_MaterialIdx, &prim.m_MaterialIdx);
pcbOffset += sizeof prim.m_MaterialIdx;
cmd.pushConstants(pipeline.m_Layout, vk::ShaderStageFlagBits::eAll, pcbOffset,
sizeof prim.m_TransformIdx, &prim.m_TransformIdx);
pcbOffset += sizeof prim.m_TransformIdx;
cmd.drawIndexed(prim.m_IndexCount, 1, prim.m_FirstIndex, Cast<i32>(prim.m_VertexOffset), 0);
}
cmd.endRendering();
cmd.pipelineBarrier(vk::PipelineStageFlagBits::eColorAttachmentOutput, vk::PipelineStageFlagBits::eBottomOfPipe,
{}, 0, nullptr, 0, nullptr, 1, &renderToPresentBarrier);
AbortIfFailed(cmd.end());
vk::PipelineStageFlags waitDstStage = vk::PipelineStageFlagBits::eColorAttachmentOutput;
vk::SubmitInfo submitInfo = {
.waitSemaphoreCount = 1,
.pWaitSemaphores = &currentFrame->m_ImageAcquireSem,
.pWaitDstStageMask = &waitDstStage,
.commandBufferCount = 1,
.pCommandBuffers = &cmd,
.signalSemaphoreCount = 1,
.pSignalSemaphores = &currentFrame->m_RenderFinishSem,
};
AbortIfFailed(commandQueue.submit(1, &submitInfo, currentFrame->m_FrameAvailableFence));
currentFrame->Present(commandQueue, &swapchain, &window);
}
AbortIfFailed(device.m_Device.waitIdle());
for (auto &depthImage : depthImages)
{
depthImage.Destroy(&device);
}
ubo.Destroy(&device);
device.m_Device.destroy(descriptorPool, nullptr);
return 0;
}