gzdoom-gles/src/rendering/vulkan/renderer/vk_renderstate.cpp

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#include "vk_renderstate.h"
#include "vulkan/system/vk_framebuffer.h"
#include "vulkan/system/vk_builders.h"
#include "vulkan/renderer/vk_renderpass.h"
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#include "vulkan/textures/vk_hwtexture.h"
#include "templates.h"
#include "doomstat.h"
#include "r_data/colormaps.h"
#include "hwrenderer/scene/hw_skydome.h"
#include "hwrenderer/scene/hw_viewpointuniforms.h"
#include "hwrenderer/dynlights/hw_lightbuffer.h"
#include "hwrenderer/utility/hw_cvars.h"
#include "hwrenderer/utility/hw_clock.h"
#include "hwrenderer/data/flatvertices.h"
#include "hwrenderer/data/hw_viewpointbuffer.h"
#include "hwrenderer/data/shaderuniforms.h"
VkRenderState::VkRenderState()
{
Reset();
}
void VkRenderState::ClearScreen()
{
screen->mViewpoints->Set2D(*this, SCREENWIDTH, SCREENHEIGHT);
SetColor(0, 0, 0);
Apply(DT_TriangleStrip);
/*
glDisable(GL_MULTISAMPLE);
glDisable(GL_DEPTH_TEST);
mCommandBuffer->draw(4, 1, FFlatVertexBuffer::FULLSCREEN_INDEX, 0);
glEnable(GL_DEPTH_TEST);
*/
}
void VkRenderState::Draw(int dt, int index, int count, bool apply)
{
if (apply)
Apply(dt);
else if (mDescriptorsChanged)
BindDescriptorSets();
drawcalls.Clock();
mCommandBuffer->draw(count, 1, index, 0);
drawcalls.Unclock();
}
void VkRenderState::DrawIndexed(int dt, int index, int count, bool apply)
{
if (apply)
Apply(dt);
else if (mDescriptorsChanged)
BindDescriptorSets();
drawcalls.Clock();
if (mMaterial.mMaterial)
mCommandBuffer->drawIndexed(count, 1, index, 0, 0);
drawcalls.Unclock();
}
bool VkRenderState::SetDepthClamp(bool on)
{
bool lastValue = mLastDepthClamp;
mLastDepthClamp = on;
return lastValue;
}
void VkRenderState::SetDepthMask(bool on)
{
}
void VkRenderState::SetDepthFunc(int func)
{
}
void VkRenderState::SetDepthRange(float min, float max)
{
}
void VkRenderState::SetColorMask(bool r, bool g, bool b, bool a)
{
}
void VkRenderState::EnableDrawBufferAttachments(bool on)
{
}
void VkRenderState::SetStencil(int offs, int op, int flags)
{
}
void VkRenderState::SetCulling(int mode)
{
}
void VkRenderState::EnableClipDistance(int num, bool state)
{
}
void VkRenderState::Clear(int targets)
{
}
void VkRenderState::EnableStencil(bool on)
{
}
void VkRenderState::SetScissor(int x, int y, int w, int h)
{
}
void VkRenderState::SetViewport(int x, int y, int w, int h)
{
}
void VkRenderState::EnableDepthTest(bool on)
{
}
void VkRenderState::EnableMultisampling(bool on)
{
}
void VkRenderState::EnableLineSmooth(bool on)
{
}
void VkRenderState::Apply(int dt)
{
auto fb = GetVulkanFrameBuffer();
auto passManager = fb->GetRenderPassManager();
auto passSetup = passManager->RenderPassSetup.get();
bool changingRenderPass = false; // To do: decide if the state matches current bound renderpass
if (!mCommandBuffer)
{
mCommandBuffer = fb->GetDrawCommands();
changingRenderPass = true;
}
else if (changingRenderPass)
{
mCommandBuffer->endRenderPass();
}
if (changingRenderPass)
{
RenderPassBegin beginInfo;
beginInfo.setRenderPass(passSetup->RenderPass.get());
beginInfo.setRenderArea(0, 0, SCREENWIDTH, SCREENHEIGHT);
beginInfo.setFramebuffer(passSetup->Framebuffer.get());
beginInfo.addClearColor(0.0f, 0.0f, 0.0f, 1.0f);
beginInfo.addClearDepthStencil(1.0f, 0);
mCommandBuffer->beginRenderPass(beginInfo);
mCommandBuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, passSetup->Pipeline.get());
}
const float normScale = 1.0f / 255.0f;
//glVertexAttrib4fv(VATTR_COLOR, mColor.vec);
//glVertexAttrib4fv(VATTR_NORMAL, mNormal.vec);
int fogset = 0;
if (mFogEnabled)
{
if (mFogEnabled == 2)
{
fogset = -3; // 2D rendering with 'foggy' overlay.
}
else if ((mFogColor & 0xffffff) == 0)
{
fogset = gl_fogmode;
}
else
{
fogset = -gl_fogmode;
}
}
mColors.uDesaturationFactor = mDesaturation * normScale;
mColors.uFogColor = { mFogColor.r * normScale, mFogColor.g * normScale, mFogColor.b * normScale, mFogColor.a * normScale };
mColors.uAddColor = { mAddColor.r * normScale, mAddColor.g * normScale, mAddColor.b * normScale, mAddColor.a * normScale };
mColors.uObjectColor = { mObjectColor.r * normScale, mObjectColor.g * normScale, mObjectColor.b * normScale, mObjectColor.a * normScale };
mColors.uDynLightColor = mDynColor.vec;
mColors.uInterpolationFactor = mInterpolationFactor;
//activeShader->muTimer.Set((double)(screen->FrameTime - firstFrame) * (double)mShaderTimer / 1000.);
int tempTM = TM_NORMAL;
if (mMaterial.mMaterial && mMaterial.mMaterial->tex->isHardwareCanvas())
tempTM = TM_OPAQUE;
mPushConstants.uFogEnabled = fogset;
mPushConstants.uTextureMode = mTextureMode == TM_NORMAL && tempTM == TM_OPAQUE ? TM_OPAQUE : mTextureMode;
mPushConstants.uLightDist = mLightParms[0];
mPushConstants.uLightFactor = mLightParms[1];
mPushConstants.uFogDensity = mLightParms[2];
mPushConstants.uLightLevel = mLightParms[3];
mPushConstants.uAlphaThreshold = mAlphaThreshold;
mPushConstants.uClipSplit = { mClipSplit[0], mClipSplit[1] };
/*if (mMaterial.mMaterial)
{
mPushConstants.uSpecularMaterial = { mMaterial.mMaterial->tex->Glossiness, mMaterial.mMaterial->tex->SpecularLevel };
}*/
if (mGlowEnabled)
{
mGlowingWalls.uGlowTopPlane = mGlowTopPlane.vec;
mGlowingWalls.uGlowTopColor = mGlowTop.vec;
mGlowingWalls.uGlowBottomPlane = mGlowBottomPlane.vec;
mGlowingWalls.uGlowBottomColor = mGlowBottom.vec;
}
else
{
mGlowingWalls.uGlowTopColor = { 0.0f, 0.0f, 0.0f, 0.0f };
mGlowingWalls.uGlowBottomColor = { 0.0f, 0.0f, 0.0f, 0.0f };
}
if (mGradientEnabled)
{
mColors.uObjectColor2 = { mObjectColor2.r * normScale, mObjectColor2.g * normScale, mObjectColor2.b * normScale, mObjectColor2.a * normScale };
mGlowingWalls.uGradientTopPlane = mGradientTopPlane.vec;
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);
mMatricesOffset += UniformBufferAlignment<MatricesUBO>();
mColorsOffset += UniformBufferAlignment<ColorsUBO>();
mGlowingWallsOffset += UniformBufferAlignment<GlowingWallsUBO>();
memcpy(static_cast<uint8_t*>(fb->MatricesUBO->Memory()) + mMatricesOffset, &mMatrices, sizeof(MatricesUBO));
memcpy(static_cast<uint8_t*>(fb->ColorsUBO->Memory()) + mColorsOffset, &mColors, sizeof(ColorsUBO));
memcpy(static_cast<uint8_t*>(fb->GlowingWallsUBO->Memory()) + mGlowingWallsOffset, &mGlowingWalls, sizeof(GlowingWallsUBO));
mCommandBuffer->pushConstants(passManager->PipelineLayout.get(), VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, (uint32_t)sizeof(PushConstants), &mPushConstants);
VkBuffer vertexBuffers[] = { static_cast<VKVertexBuffer*>(mVertexBuffer)->mBuffer->buffer };
VkDeviceSize offsets[] = { 0 };
mCommandBuffer->bindVertexBuffers(0, 1, vertexBuffers, offsets);
mCommandBuffer->bindIndexBuffer(static_cast<VKIndexBuffer*>(mIndexBuffer)->mBuffer->buffer, 0, VK_INDEX_TYPE_UINT32);
BindDescriptorSets();
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//if (mMaterial.mChanged)
if (mMaterial.mMaterial)
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{
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;
}
}
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();
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);
mDescriptorsChanged = false;
}
void VkRenderState::EndRenderPass()
{
if (mCommandBuffer)
{
mCommandBuffer->endRenderPass();
mCommandBuffer = nullptr;
// 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;
}
}