2019-02-21 21:49:00 +00:00
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#include "vk_renderstate.h"
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#include "vulkan/system/vk_framebuffer.h"
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2019-02-26 10:27:29 +00:00
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#include "vulkan/system/vk_builders.h"
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#include "vulkan/renderer/vk_renderpass.h"
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2019-02-26 14:29:08 +00:00
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#include "vulkan/textures/vk_hwtexture.h"
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2019-02-21 21:49:00 +00:00
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#include "templates.h"
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#include "doomstat.h"
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#include "r_data/colormaps.h"
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#include "hwrenderer/scene/hw_skydome.h"
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2019-02-26 10:27:29 +00:00
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#include "hwrenderer/scene/hw_viewpointuniforms.h"
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2019-02-21 21:49:00 +00:00
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#include "hwrenderer/dynlights/hw_lightbuffer.h"
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#include "hwrenderer/utility/hw_cvars.h"
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#include "hwrenderer/utility/hw_clock.h"
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#include "hwrenderer/data/flatvertices.h"
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#include "hwrenderer/data/hw_viewpointbuffer.h"
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2019-02-26 10:27:29 +00:00
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#include "hwrenderer/data/shaderuniforms.h"
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VkRenderState::VkRenderState()
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{
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2019-02-26 19:19:54 +00:00
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Reset();
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2019-02-26 10:27:29 +00:00
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}
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2019-02-21 21:49:00 +00:00
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void VkRenderState::ClearScreen()
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{
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screen->mViewpoints->Set2D(*this, SCREENWIDTH, SCREENHEIGHT);
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SetColor(0, 0, 0);
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Apply(DT_TriangleStrip);
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mCommandBuffer->draw(4, 1, FFlatVertexBuffer::FULLSCREEN_INDEX, 0);
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}
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void VkRenderState::Draw(int dt, int index, int count, bool apply)
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{
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if (apply)
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Apply(dt);
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2019-02-26 10:27:29 +00:00
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else if (mDescriptorsChanged)
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BindDescriptorSets();
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2019-02-21 21:49:00 +00:00
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drawcalls.Clock();
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2019-02-26 15:50:54 +00:00
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mCommandBuffer->draw(count, 1, index, 0);
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2019-02-21 21:49:00 +00:00
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drawcalls.Unclock();
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}
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void VkRenderState::DrawIndexed(int dt, int index, int count, bool apply)
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{
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if (apply)
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Apply(dt);
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2019-02-26 10:27:29 +00:00
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else if (mDescriptorsChanged)
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BindDescriptorSets();
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2019-02-21 21:49:00 +00:00
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drawcalls.Clock();
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2019-02-26 19:19:54 +00:00
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mCommandBuffer->drawIndexed(count, 1, index, 0, 0);
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2019-02-21 21:49:00 +00:00
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drawcalls.Unclock();
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}
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bool VkRenderState::SetDepthClamp(bool on)
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{
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bool lastValue = mLastDepthClamp;
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mLastDepthClamp = on;
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return lastValue;
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}
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void VkRenderState::SetDepthMask(bool on)
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{
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}
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void VkRenderState::SetDepthFunc(int func)
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{
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}
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void VkRenderState::SetDepthRange(float min, float max)
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{
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2019-02-28 14:45:59 +00:00
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mViewportDepthMin = min;
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mViewportDepthMax = max;
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mViewportChanged = true;
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2019-02-21 21:49:00 +00:00
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}
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void VkRenderState::SetColorMask(bool r, bool g, bool b, bool a)
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{
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}
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void VkRenderState::EnableDrawBufferAttachments(bool on)
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{
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}
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void VkRenderState::SetStencil(int offs, int op, int flags)
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{
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}
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void VkRenderState::SetCulling(int mode)
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{
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}
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void VkRenderState::EnableClipDistance(int num, bool state)
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{
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}
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void VkRenderState::Clear(int targets)
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{
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2019-03-01 20:34:08 +00:00
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// We need an active render pass, and it must have a depth attachment..
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bool lastDepthTest = mDepthTest;
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bool lastDepthWrite = mDepthWrite;
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if (targets & (CT_Depth | CT_Stencil))
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{
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mDepthTest = true;
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mDepthWrite = true;
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}
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Apply(DT_TriangleFan);
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mDepthTest = lastDepthTest;
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mDepthWrite = lastDepthWrite;
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VkClearAttachment attachments[2] = { };
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VkClearRect rects[2] = { };
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for (int i = 0; i < 2; i++)
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{
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rects[i].layerCount = 1;
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if (mScissorWidth >= 0)
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{
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rects[0].rect.offset.x = mScissorX;
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rects[0].rect.offset.y = mScissorY;
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rects[0].rect.extent.width = mScissorWidth;
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rects[0].rect.extent.height = mScissorHeight;
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}
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else
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{
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rects[0].rect.offset.x = 0;
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rects[0].rect.offset.y = 0;
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rects[0].rect.extent.width = SCREENWIDTH;
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rects[0].rect.extent.height = SCREENHEIGHT;
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}
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}
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if (targets & CT_Depth)
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{
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attachments[1].aspectMask |= VK_IMAGE_ASPECT_DEPTH_BIT;
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attachments[1].clearValue.depthStencil.depth = 1.0f;
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}
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if (targets & CT_Stencil)
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{
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attachments[1].aspectMask |= VK_IMAGE_ASPECT_STENCIL_BIT;
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attachments[1].clearValue.depthStencil.stencil = 0;
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}
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if (targets & CT_Color)
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{
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attachments[0].aspectMask |= VK_IMAGE_ASPECT_COLOR_BIT;
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for (int i = 0; i < 4; i++)
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attachments[0].clearValue.color.float32[i] = screen->mSceneClearColor[i];
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}
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if ((targets & CT_Color) && (targets & CT_Stencil) && (targets & CT_Depth))
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mCommandBuffer->clearAttachments(2, attachments, 2, rects);
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else if (targets & (CT_Stencil | CT_Depth))
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mCommandBuffer->clearAttachments(1, attachments + 1, 1, rects + 1);
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else if (targets & CT_Color)
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mCommandBuffer->clearAttachments(1, attachments, 1, rects);
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2019-02-21 21:49:00 +00:00
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}
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void VkRenderState::EnableStencil(bool on)
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{
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}
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void VkRenderState::SetScissor(int x, int y, int w, int h)
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{
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2019-02-28 14:45:59 +00:00
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mScissorX = x;
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mScissorY = y;
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mScissorWidth = w;
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mScissorHeight = h;
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mScissorChanged = true;
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2019-02-21 21:49:00 +00:00
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}
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void VkRenderState::SetViewport(int x, int y, int w, int h)
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{
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2019-02-28 14:45:59 +00:00
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mViewportX = x;
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mViewportY = y;
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mViewportWidth = w;
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mViewportHeight = h;
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mViewportChanged = true;
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2019-02-21 21:49:00 +00:00
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}
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void VkRenderState::EnableDepthTest(bool on)
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{
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2019-03-01 20:34:08 +00:00
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mDepthTest = on;
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mDepthWrite = on;
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2019-02-21 21:49:00 +00:00
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}
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void VkRenderState::EnableMultisampling(bool on)
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{
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}
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void VkRenderState::EnableLineSmooth(bool on)
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{
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}
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2019-03-01 19:15:56 +00:00
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template<typename T>
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static void CopyToBuffer(uint32_t &offset, const T &data, VKDataBuffer *buffer)
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{
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if (offset + (UniformBufferAlignment<T>() << 1) < buffer->Size())
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{
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offset += UniformBufferAlignment<T>();
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memcpy(static_cast<uint8_t*>(buffer->Memory()) + offset, &data, sizeof(T));
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}
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}
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2019-02-21 21:49:00 +00:00
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void VkRenderState::Apply(int dt)
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{
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auto fb = GetVulkanFrameBuffer();
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2019-02-26 10:27:29 +00:00
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auto passManager = fb->GetRenderPassManager();
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2019-02-21 21:49:00 +00:00
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2019-02-28 23:42:51 +00:00
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// Find a render pass that matches our state
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VkRenderPassKey passKey;
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2019-03-01 19:06:20 +00:00
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passKey.DrawType = dt;
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2019-03-01 14:37:13 +00:00
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passKey.VertexFormat = static_cast<VKVertexBuffer*>(mVertexBuffer)->VertexFormat;
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2019-02-28 23:42:51 +00:00
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passKey.RenderStyle = mRenderStyle;
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2019-03-01 20:34:08 +00:00
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passKey.DepthTest = mDepthTest;
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passKey.DepthWrite = mDepthWrite;
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2019-03-01 01:40:02 +00:00
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if (mSpecialEffect > EFF_NONE)
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{
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passKey.SpecialEffect = mSpecialEffect;
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passKey.EffectState = 0;
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passKey.AlphaTest = false;
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}
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else
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{
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int effectState = mMaterial.mOverrideShader >= 0 ? mMaterial.mOverrideShader : (mMaterial.mMaterial ? mMaterial.mMaterial->GetShaderIndex() : 0);
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passKey.SpecialEffect = EFF_NONE;
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passKey.EffectState = mTextureEnabled ? effectState : SHADER_NoTexture;
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passKey.AlphaTest = mAlphaThreshold >= 0.f;
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}
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2019-02-28 23:42:51 +00:00
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VkRenderPassSetup *passSetup = passManager->GetRenderPass(passKey);
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// Is this the one we already have or do we need to change render pass?
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bool changingRenderPass = (passSetup != mRenderPassSetup);
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2019-02-21 21:49:00 +00:00
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if (!mCommandBuffer)
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{
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mCommandBuffer = fb->GetDrawCommands();
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changingRenderPass = true;
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2019-02-28 14:45:59 +00:00
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mScissorChanged = true;
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mViewportChanged = true;
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2019-02-21 21:49:00 +00:00
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}
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else if (changingRenderPass)
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{
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mCommandBuffer->endRenderPass();
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}
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if (changingRenderPass)
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{
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RenderPassBegin beginInfo;
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2019-02-26 10:27:29 +00:00
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beginInfo.setRenderPass(passSetup->RenderPass.get());
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2019-02-21 21:49:00 +00:00
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beginInfo.setRenderArea(0, 0, SCREENWIDTH, SCREENHEIGHT);
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2019-02-26 10:27:29 +00:00
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beginInfo.setFramebuffer(passSetup->Framebuffer.get());
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2019-02-21 21:49:00 +00:00
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mCommandBuffer->beginRenderPass(beginInfo);
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2019-02-26 10:27:29 +00:00
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mCommandBuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, passSetup->Pipeline.get());
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2019-02-28 23:42:51 +00:00
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mRenderPassSetup = passSetup;
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2019-02-21 21:49:00 +00:00
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}
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2019-02-28 14:45:59 +00:00
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if (mScissorChanged)
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{
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VkRect2D scissor;
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if (mScissorWidth >= 0)
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{
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scissor.offset.x = mScissorX;
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scissor.offset.y = mScissorY;
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scissor.extent.width = mScissorWidth;
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scissor.extent.height = mScissorHeight;
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}
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else
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{
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scissor.offset.x = 0;
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scissor.offset.y = 0;
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scissor.extent.width = SCREENWIDTH;
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scissor.extent.height = SCREENHEIGHT;
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}
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mCommandBuffer->setScissor(0, 1, &scissor);
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mScissorChanged = false;
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}
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if (mViewportChanged)
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{
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VkViewport viewport;
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if (mViewportWidth >= 0)
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{
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viewport.x = (float)mViewportX;
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viewport.y = (float)mViewportY;
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viewport.width = (float)mViewportWidth;
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viewport.height = (float)mViewportHeight;
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}
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else
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{
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viewport.x = 0.0f;
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viewport.y = 0.0f;
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viewport.width = (float)SCREENWIDTH;
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viewport.height = (float)SCREENHEIGHT;
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}
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viewport.minDepth = mViewportDepthMin;
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viewport.maxDepth = mViewportDepthMax;
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mCommandBuffer->setViewport(0, 1, &viewport);
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mViewportChanged = false;
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}
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2019-02-27 23:26:49 +00:00
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const float normScale = 1.0f / 255.0f;
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//glVertexAttrib4fv(VATTR_COLOR, mColor.vec);
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//glVertexAttrib4fv(VATTR_NORMAL, mNormal.vec);
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int fogset = 0;
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if (mFogEnabled)
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{
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if (mFogEnabled == 2)
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{
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fogset = -3; // 2D rendering with 'foggy' overlay.
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}
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else if ((mFogColor & 0xffffff) == 0)
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{
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fogset = gl_fogmode;
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}
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else
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{
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fogset = -gl_fogmode;
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}
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}
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mColors.uDesaturationFactor = mDesaturation * normScale;
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mColors.uFogColor = { mFogColor.r * normScale, mFogColor.g * normScale, mFogColor.b * normScale, mFogColor.a * normScale };
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mColors.uAddColor = { mAddColor.r * normScale, mAddColor.g * normScale, mAddColor.b * normScale, mAddColor.a * normScale };
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mColors.uObjectColor = { mObjectColor.r * normScale, mObjectColor.g * normScale, mObjectColor.b * normScale, mObjectColor.a * normScale };
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mColors.uDynLightColor = mDynColor.vec;
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mColors.uInterpolationFactor = mInterpolationFactor;
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//activeShader->muTimer.Set((double)(screen->FrameTime - firstFrame) * (double)mShaderTimer / 1000.);
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int tempTM = TM_NORMAL;
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if (mMaterial.mMaterial && mMaterial.mMaterial->tex->isHardwareCanvas())
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tempTM = TM_OPAQUE;
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mPushConstants.uFogEnabled = fogset;
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mPushConstants.uTextureMode = mTextureMode == TM_NORMAL && tempTM == TM_OPAQUE ? TM_OPAQUE : mTextureMode;
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mPushConstants.uLightDist = mLightParms[0];
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mPushConstants.uLightFactor = mLightParms[1];
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mPushConstants.uFogDensity = mLightParms[2];
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mPushConstants.uLightLevel = mLightParms[3];
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mPushConstants.uAlphaThreshold = mAlphaThreshold;
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mPushConstants.uClipSplit = { mClipSplit[0], mClipSplit[1] };
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/*if (mMaterial.mMaterial)
|
|
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{
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mPushConstants.uSpecularMaterial = { mMaterial.mMaterial->tex->Glossiness, mMaterial.mMaterial->tex->SpecularLevel };
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}*/
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if (mGlowEnabled)
|
|
|
|
{
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mGlowingWalls.uGlowTopPlane = mGlowTopPlane.vec;
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mGlowingWalls.uGlowTopColor = mGlowTop.vec;
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mGlowingWalls.uGlowBottomPlane = mGlowBottomPlane.vec;
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mGlowingWalls.uGlowBottomColor = mGlowBottom.vec;
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|
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|
}
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|
else
|
|
|
|
{
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|
mGlowingWalls.uGlowTopColor = { 0.0f, 0.0f, 0.0f, 0.0f };
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|
mGlowingWalls.uGlowBottomColor = { 0.0f, 0.0f, 0.0f, 0.0f };
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|
|
|
}
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|
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|
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|
if (mGradientEnabled)
|
|
|
|
{
|
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|
|
mColors.uObjectColor2 = { mObjectColor2.r * normScale, mObjectColor2.g * normScale, mObjectColor2.b * normScale, mObjectColor2.a * normScale };
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|
|
|
mGlowingWalls.uGradientTopPlane = mGradientTopPlane.vec;
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|
|
|
mGlowingWalls.uGradientBottomPlane = mGradientBottomPlane.vec;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
mColors.uObjectColor2 = { 0.0f, 0.0f, 0.0f, 0.0f };
|
|
|
|
}
|
|
|
|
|
|
|
|
if (mSplitEnabled)
|
|
|
|
{
|
|
|
|
mGlowingWalls.uSplitTopPlane = mSplitTopPlane.vec;
|
|
|
|
mGlowingWalls.uSplitBottomPlane = mSplitBottomPlane.vec;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
mGlowingWalls.uSplitTopPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
|
|
|
|
mGlowingWalls.uSplitBottomPlane = { 0.0f, 0.0f, 0.0f, 0.0f };
|
|
|
|
}
|
|
|
|
|
|
|
|
if (mTextureMatrixEnabled)
|
|
|
|
{
|
|
|
|
mMatrices.TextureMatrix = mTextureMatrix;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
mMatrices.TextureMatrix.loadIdentity();
|
|
|
|
}
|
|
|
|
|
|
|
|
if (mModelMatrixEnabled)
|
|
|
|
{
|
|
|
|
mMatrices.ModelMatrix = mModelMatrix;
|
|
|
|
mMatrices.NormalModelMatrix.computeNormalMatrix(mModelMatrix);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
mMatrices.ModelMatrix.loadIdentity();
|
|
|
|
mMatrices.NormalModelMatrix.loadIdentity();
|
|
|
|
}
|
|
|
|
|
|
|
|
mPushConstants.uLightIndex = screen->mLights->BindUBO(mLightIndex);
|
|
|
|
|
2019-03-01 19:15:56 +00:00
|
|
|
CopyToBuffer(mMatricesOffset, mMatrices, fb->MatricesUBO);
|
|
|
|
CopyToBuffer(mColorsOffset, mColors, fb->ColorsUBO);
|
|
|
|
CopyToBuffer(mGlowingWallsOffset, mGlowingWalls, fb->GlowingWallsUBO);
|
2019-02-26 19:19:54 +00:00
|
|
|
|
2019-02-26 15:50:54 +00:00
|
|
|
mCommandBuffer->pushConstants(passManager->PipelineLayout.get(), VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, (uint32_t)sizeof(PushConstants), &mPushConstants);
|
2019-02-26 10:27:29 +00:00
|
|
|
|
|
|
|
VkBuffer vertexBuffers[] = { static_cast<VKVertexBuffer*>(mVertexBuffer)->mBuffer->buffer };
|
|
|
|
VkDeviceSize offsets[] = { 0 };
|
|
|
|
mCommandBuffer->bindVertexBuffers(0, 1, vertexBuffers, offsets);
|
|
|
|
|
2019-03-01 18:15:52 +00:00
|
|
|
if (mIndexBuffer)
|
|
|
|
mCommandBuffer->bindIndexBuffer(static_cast<VKIndexBuffer*>(mIndexBuffer)->mBuffer->buffer, 0, VK_INDEX_TYPE_UINT32);
|
2019-02-26 10:27:29 +00:00
|
|
|
|
|
|
|
BindDescriptorSets();
|
2019-02-26 14:29:08 +00:00
|
|
|
|
2019-02-26 19:19:54 +00:00
|
|
|
//if (mMaterial.mChanged)
|
|
|
|
if (mMaterial.mMaterial)
|
2019-02-26 14:29:08 +00:00
|
|
|
{
|
|
|
|
auto base = static_cast<VkHardwareTexture*>(mMaterial.mMaterial->GetLayer(0, mMaterial.mTranslation));
|
|
|
|
if (base)
|
|
|
|
mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, passManager->PipelineLayout.get(), 1, base->GetDescriptorSet(mMaterial));
|
|
|
|
|
|
|
|
mMaterial.mChanged = false;
|
|
|
|
}
|
2019-02-26 10:27:29 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void VkRenderState::Bind(int bindingpoint, uint32_t offset)
|
|
|
|
{
|
|
|
|
if (bindingpoint == VIEWPOINT_BINDINGPOINT)
|
|
|
|
{
|
|
|
|
mViewpointOffset = offset;
|
|
|
|
}
|
|
|
|
else if (bindingpoint == LIGHTBUF_BINDINGPOINT)
|
|
|
|
{
|
|
|
|
mLightBufferOffset = offset;
|
|
|
|
}
|
|
|
|
|
|
|
|
mDescriptorsChanged = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void VkRenderState::BindDescriptorSets()
|
|
|
|
{
|
|
|
|
auto fb = GetVulkanFrameBuffer();
|
|
|
|
auto passManager = fb->GetRenderPassManager();
|
|
|
|
|
2019-02-26 15:50:54 +00:00
|
|
|
uint32_t offsets[5] = { mViewpointOffset, mLightBufferOffset, mMatricesOffset, mColorsOffset, mGlowingWallsOffset };
|
|
|
|
mCommandBuffer->bindDescriptorSet(VK_PIPELINE_BIND_POINT_GRAPHICS, passManager->PipelineLayout.get(), 0, passManager->DynamicSet.get(), 5, offsets);
|
2019-02-26 10:27:29 +00:00
|
|
|
mDescriptorsChanged = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
void VkRenderState::EndRenderPass()
|
|
|
|
{
|
|
|
|
if (mCommandBuffer)
|
|
|
|
{
|
|
|
|
mCommandBuffer->endRenderPass();
|
|
|
|
mCommandBuffer = nullptr;
|
2019-02-28 23:42:51 +00:00
|
|
|
mRenderPassSetup = nullptr;
|
2019-02-27 23:26:49 +00:00
|
|
|
|
|
|
|
// To do: move this elsewhere or rename this function to make it clear this can only happen at the end of a frame
|
|
|
|
mMatricesOffset = 0;
|
|
|
|
mColorsOffset = 0;
|
|
|
|
mGlowingWallsOffset = 0;
|
2019-02-26 10:27:29 +00:00
|
|
|
}
|
2019-02-21 21:49:00 +00:00
|
|
|
}
|