#include "vk_renderstate.h" #include "vulkan/system/vk_framebuffer.h" #include "vulkan/system/vk_builders.h" #include "vulkan/renderer/vk_renderpass.h" #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(1.0f, 0.0f, 0.0f, 1.0f); beginInfo.addClearDepthStencil(1.0f, 0); mCommandBuffer->beginRenderPass(beginInfo); mCommandBuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, passSetup->Pipeline.get()); } mMatrices.ModelMatrix = mModelMatrix; mMatrices.NormalModelMatrix.computeNormalMatrix(mModelMatrix); mMatrices.TextureMatrix = mTextureMatrix; memcpy(static_cast(fb->MatricesUBO->Memory()) + mMatricesOffset, &mMatrices, sizeof(MatricesUBO)); memcpy(static_cast(fb->ColorsUBO->Memory()) + mColorsOffset, &mColors, sizeof(ColorsUBO)); memcpy(static_cast(fb->GlowingWallsUBO->Memory()) + mGlowingWallsOffset, &mGlowingWalls, sizeof(GlowingWallsUBO)); mPushConstants.uTextureMode = 0; mPushConstants.uLightLevel = 1.0f; mPushConstants.uLightIndex = -1; 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(mVertexBuffer)->mBuffer->buffer }; VkDeviceSize offsets[] = { 0 }; mCommandBuffer->bindVertexBuffers(0, 1, vertexBuffers, offsets); mCommandBuffer->bindIndexBuffer(static_cast(mIndexBuffer)->mBuffer->buffer, 0, VK_INDEX_TYPE_UINT32); BindDescriptorSets(); //if (mMaterial.mChanged) if (mMaterial.mMaterial) { auto base = static_cast(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; } }