Renderer: Expose RenderTarget and framebuffers indices

This commit is contained in:
Jérôme Leclercq
2021-07-03 13:52:29 +02:00
parent 930142b7a7
commit f14db3f5e9
33 changed files with 300 additions and 312 deletions

View File

@@ -30,7 +30,7 @@ int main()
meshParams.center = true;
meshParams.storage = Nz::DataStorage::Software;
meshParams.matrix = Nz::Matrix4f::Rotate(Nz::EulerAnglesf(0.f, -90.f, 0.f)) * Nz::Matrix4f::Scale(Nz::Vector3f(0.002f));
meshParams.vertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ_Normal_UV);
meshParams.vertexDeclaration = Nz::VertexDeclaration::Get(Nz::VertexLayout::XYZ_UV);
std::shared_ptr<Nz::RenderDevice> device = Nz::Graphics::Instance()->GetRenderDevice();
@@ -88,50 +88,6 @@ int main()
modelInstance2.UpdateWorldMatrix(Nz::Matrix4f::Translate(Nz::Vector3f::Forward() * 2 + Nz::Vector3f::Right()));
Nz::RenderWindowImpl* windowImpl = window.GetImpl();
std::shared_ptr<Nz::CommandPool> commandPool = windowImpl->CreateCommandPool(Nz::QueueType::Graphics);
Nz::CommandBufferPtr drawCommandBuffer;
auto RebuildCommandBuffer = [&]
{
Nz::Vector2ui windowSize = window.GetSize();
drawCommandBuffer = commandPool->BuildCommandBuffer([&](Nz::CommandBufferBuilder& builder)
{
Nz::Recti renderRect(0, 0, window.GetSize().x, window.GetSize().y);
Nz::CommandBufferBuilder::ClearValues clearValues[2];
clearValues[0].color = Nz::Color::Black;
clearValues[1].depth = 1.f;
clearValues[1].stencil = 0;
builder.BeginDebugRegion("Main window rendering", Nz::Color::Green);
{
builder.BeginRenderPass(windowImpl->GetFramebuffer(), windowImpl->GetRenderPass(), renderRect, { clearValues[0], clearValues[1] });
{
builder.SetScissor(Nz::Recti{ 0, 0, int(windowSize.x), int(windowSize.y) });
builder.SetViewport(Nz::Recti{ 0, 0, int(windowSize.x), int(windowSize.y) });
builder.BindShaderBinding(Nz::Graphics::ViewerBindingSet, viewerInstance.GetShaderBinding());
for (Nz::WorldInstance& instance : { std::ref(modelInstance), std::ref(modelInstance2) })
{
builder.BindShaderBinding(Nz::Graphics::WorldBindingSet, instance.GetShaderBinding());
for (std::size_t i = 0; i < model.GetSubMeshCount(); ++i)
{
builder.BindIndexBuffer(model.GetIndexBuffer(i).get());
builder.BindVertexBuffer(0, model.GetVertexBuffer(i).get());
builder.BindPipeline(*model.GetRenderPipeline(i));
builder.BindShaderBinding(Nz::Graphics::MaterialBindingSet, model.GetMaterial(i)->GetShaderBinding());
builder.DrawIndexed(model.GetIndexCount(i));
}
}
}
builder.EndRenderPass();
}
builder.EndDebugRegion();
});
};
Nz::Vector3f viewerPos = Nz::Vector3f::Zero();
@@ -250,13 +206,42 @@ int main()
builder.EndDebugRegion();
}, Nz::QueueType::Transfer);
if (updateMat || frame.IsFramebufferInvalidated())
frame.Execute([&](Nz::CommandBufferBuilder& builder)
{
frame.PushForRelease(std::move(drawCommandBuffer));
RebuildCommandBuffer();
}
Nz::Recti renderRect(0, 0, window.GetSize().x, window.GetSize().y);
frame.SubmitCommandBuffer(drawCommandBuffer.get(), Nz::QueueType::Graphics);
Nz::CommandBufferBuilder::ClearValues clearValues[2];
clearValues[0].color = Nz::Color::Black;
clearValues[1].depth = 1.f;
clearValues[1].stencil = 0;
builder.BeginDebugRegion("Main window rendering", Nz::Color::Green);
{
builder.BeginRenderPass(windowImpl->GetFramebuffer(frame.GetFramebufferIndex()), windowImpl->GetRenderPass(), renderRect, { clearValues[0], clearValues[1] });
{
builder.SetScissor(Nz::Recti{ 0, 0, int(windowSize.x), int(windowSize.y) });
builder.SetViewport(Nz::Recti{ 0, 0, int(windowSize.x), int(windowSize.y) });
builder.BindShaderBinding(Nz::Graphics::ViewerBindingSet, viewerInstance.GetShaderBinding());
for (Nz::WorldInstance& instance : { std::ref(modelInstance), std::ref(modelInstance2) })
{
builder.BindShaderBinding(Nz::Graphics::WorldBindingSet, instance.GetShaderBinding());
for (std::size_t i = 0; i < model.GetSubMeshCount(); ++i)
{
builder.BindIndexBuffer(model.GetIndexBuffer(i).get());
builder.BindVertexBuffer(0, model.GetVertexBuffer(i).get());
builder.BindPipeline(*model.GetRenderPipeline(i));
builder.BindShaderBinding(Nz::Graphics::MaterialBindingSet, model.GetMaterial(i)->GetShaderBinding());
builder.DrawIndexed(model.GetIndexCount(i));
}
}
}
builder.EndRenderPass();
}
builder.EndDebugRegion();
}, Nz::QueueType::Graphics);
frame.Present();