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Add scene renderer class #427

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Add scene renderer class
Co-authored-by: Hai Nguyen <chaoticbob@users.noreply.github.com>
Co-authored-by: Aliya Pazylbekova <apazylbe@users.noreply.github.com>
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3 people committed Feb 13, 2024
commit 9a89b9b955f66a3f1dcf041084981684e08b07ce
1 change: 1 addition & 0 deletions assets/CMakeLists.txt
Original file line number Diff line number Diff line change
Expand Up @@ -20,3 +20,4 @@ add_subdirectory(fluid_simulation/shaders)
add_subdirectory(gbuffer/shaders)
add_subdirectory(materials/shaders)
add_subdirectory(oit_demo/shaders)
add_subdirectory(scene_renderer/shaders)
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Can we move this into it's own PR? These shaders are already checked in and this is needed to use them

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Done in #470. This line can be removed from this PR.

2 changes: 1 addition & 1 deletion cmake/ShaderCompile.cmake
Original file line number Diff line number Diff line change
Expand Up @@ -56,7 +56,7 @@ function(internal_add_compile_shader_target TARGET_NAME)
add_custom_command(
OUTPUT "${ARG_OUTPUT_FILE}"
WORKING_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}"
COMMENT "------ Compiling ${ARG_SHADER_STAGE} Shader [${ARG_OUTPUT_FORMAT}] ------"
COMMENT "------ Compiling ${ARG_SHADER_STAGE} Shader [${ARG_OUTPUT_FORMAT}] ------${INCLUDE_DIRS}"
MAIN_DEPENDENCY "${ARG_SOURCE}"
DEPENDS ${ARG_INCLUDES}
COMMAND ${CMAKE_COMMAND} -E echo "[${ARG_OUTPUT_FORMAT}] Compiling ${ARG_SHADER_STAGE} ${ARG_SOURCE} to ${ARG_OUTPUT_FILE}"
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66 changes: 66 additions & 0 deletions include/ppx/scene/scene_forward_renderer.h
Original file line number Diff line number Diff line change
@@ -0,0 +1,66 @@
// Copyright 2023 Google LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// https://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.

#ifndef ppx_scene_forward_renderer_h
#define ppx_scene_forward_renderer_h

#include "ppx/scene/scene_config.h"
#include "ppx/scene/scene_renderer.h"

namespace ppx {
namespace scene {

class ForwardRenderer
: public scene::Renderer
{
private:
ForwardRenderer(grfx::Device* pDevice, uint32_t numInFlightFrames);

public:
virtual ~ForwardRenderer();

static ppx::Result Create(grfx::Device* pDevice, uint32_t numFramesInFlight, scene::Renderer** ppRenderer);

private:
ppx::Result CreateObjects();
void DestroyObjects();

ppx::Result RenderInternal(scene::RenderOutput* pOutput, grfx::Semaphore* pRenderCompleteSemaphore) override;

private:
struct Frame;

ppx::Result RenderToOutput(
ForwardRenderer::Frame& frame,
scene::RenderOutput* pOutput,
grfx::Semaphore* pRenderCompleteSemaphore);

private:
struct Frame
{
scene::RenderPass depthPrePass;
scene::RenderPass shadowPass;
scene::RenderPass lightingPass;
grfx::CommandBufferPtr renderOutputCmd;
grfx::SemaphorePtr timelineSemaphore;
uint64_t timelineValue = 0;
};

std::vector<Frame> mFrames;
};

} // namespace scene
} // namespace ppx

#endif // ppx_scene_forward_renderer_h
229 changes: 229 additions & 0 deletions include/ppx/scene/scene_renderer.h
Original file line number Diff line number Diff line change
@@ -0,0 +1,229 @@
// Copyright 2023 Google LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// https://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.

#ifndef ppx_scene_renderer_h
#define ppx_scene_renderer_h

#include "ppx/scene/scene_config.h"

namespace ppx {
namespace scene {

struct GraphicsPipeline
{
std::string idString = "";
grfx::DescriptorSetLayoutPtr descriptorSetLayout = nullptr;
grfx::PipelineInterfacePtr pipelineInterface = nullptr;
grfx::GraphicsPipelinePtr pipeline = nullptr;
};

// -------------------------------------------------------------------------------------------------

struct ComputePipeline
{
std::string idString = "";
grfx::DescriptorSetLayoutPtr descriptorSetLayout = nullptr;
grfx::PipelineInterfacePtr pipelineInterface = nullptr;
grfx::GraphicsPipelinePtr pipeline = nullptr;
};

// -------------------------------------------------------------------------------------------------

struct RenderTargetAttachment
{
grfx::ImagePtr image = nullptr;
grfx::RenderTargetViewPtr renderTargetView = nullptr;
grfx::SampledImageViewPtr sampledImageView = nullptr;
grfx::RenderTargetClearValue clearValue = {};
};

// -------------------------------------------------------------------------------------------------

struct DepthStencilAttachment
{
grfx::ImagePtr image = nullptr;
grfx::DepthStencilViewPtr dephtStencilView = nullptr;
grfx::SampledImageViewPtr sampledImageView = nullptr;
grfx::DepthStencilClearValue clearValue = {};
};

// -------------------------------------------------------------------------------------------------

struct RenderPass
{
std::string name = "";
std::vector<scene::RenderTargetAttachment> renderTargetAttachments = {};
scene::DepthStencilAttachment depthStencilAttachment = {};
grfx::RenderPassPtr renderPass = nullptr;
};

// -------------------------------------------------------------------------------------------------

struct ComputePass
{
const scene::GraphicsPipeline* pPipeline = nullptr;
std::vector<grfx::BufferPtr> inputBuffers = {};
std::vector<grfx::SampledImageView*> inputTextures = {};
std::vector<grfx::BufferPtr> outputBuffers = {};
std::vector<grfx::StorageImageView*> outputTextures = {};
};

// -------------------------------------------------------------------------------------------------

class RenderOutput
{
protected:
RenderOutput(
scene::Renderer* pRenderer);

public:
virtual ~RenderOutput();

scene::Renderer* GetRenderer() const { return mRenderer; }

virtual ppx::Result GetRenderTargetImage(
grfx::Image** ppImage,
grfx::Semaphore* pImageReadySemaphore) = 0;

virtual bool IsSwapchain() const { return false; }

private:
scene::Renderer* mRenderer = nullptr;
};

// -------------------------------------------------------------------------------------------------

class RenderOutputToImage
: public scene::RenderOutput
{
protected:
RenderOutputToImage(
scene::Renderer* pRenderer,
grfx::Image* pInitialImage = nullptr);

public:
virtual ~RenderOutputToImage();

static ppx::Result Create(
scene::Renderer* pRenderer,
grfx::Image* pInitialImage, // Can be NULL
scene::RenderOutputToImage** ppRendererOutput);

static void Destroy(scene::RenderOutputToImage* pRendererOutput);

virtual ppx::Result GetRenderTargetImage(
grfx::Image** ppImage,
grfx::Semaphore* pImageReadySemaphore) override;

void SetImage(grfx::Image* pImage);

private:
grfx::Image* mImage = nullptr;
};

// -------------------------------------------------------------------------------------------------

class RenderOutputToSwapchain
: public scene::RenderOutput
{
protected:
RenderOutputToSwapchain(
scene::Renderer* pRenderer,
grfx::Swapchain* pInitialSwapchain);

public:
virtual ~RenderOutputToSwapchain();

static ppx::Result Create(
scene::Renderer* pRenderer,
grfx::Swapchain* pInitialSwapchain, // Can be NULL
scene::RenderOutputToSwapchain** ppRendererOutput);

static void Destroy(scene::RenderOutputToSwapchain* pRendererOutput);

virtual ppx::Result GetRenderTargetImage(
grfx::Image** ppImage,
grfx::Semaphore* pImageReadySemaphore) override;

virtual bool IsSwapchain() const override { return true; }

void SetSwapchain(grfx::Swapchain* pSwapchain);

private:
ppx::Result CreateObject();
void DestroyObject();

private:
grfx::Swapchain* mSwapchain = nullptr;
grfx::FencePtr mFence = nullptr;
uint32_t mImageIndex = 0;
};

// -------------------------------------------------------------------------------------------------

class Renderer
{
protected:
Renderer(
grfx::Device* pDevice,
uint32_t numInFlightFrames);

public:
virtual ~Renderer();

grfx::Device* GetDevice() const { return mDevice; }

uint32_t GetNumInFlightFrames() const { return mNumInFlightFrames; }
scene::Scene* GetScene() const { return mScene; }

void SetScene(scene::Scene* pScene);

ppx::Result Render(
scene::RenderOutput* pOutput,
grfx::Semaphore* pRenderCompleteSemaphore);

protected:
ppx::Result GetRenderOutputRenderPass(
grfx::Image* pImage,
grfx::RenderPass** ppRenderPass);

private:
virtual ppx::Result RenderInternal(
scene::RenderOutput* pOutput,
grfx::Semaphore* pRenderCompleteSemaphore) = 0;

// Create render pass with 1 render target using pImage.
// OVerride this method in derived renderers to customize output render passes.
//
virtual ppx::Result CreateOutputRenderPass(
grfx::Image* pImage,
grfx::RenderPass** ppRenderPass);

protected:
grfx::Device* mDevice = nullptr;
uint32_t mNumInFlightFrames = 0;
uint32_t mNumFramesRendered = 0;
uint32_t mCurrentFrameIndex = 0;
uint2 mRenderResolution = uint2(0, 0);
std::vector<scene::GraphicsPipeline> mGraphicsPipelines = {};
std::vector<scene::GraphicsPipeline> mComputePipelines = {};
std::unordered_map<grfx::Image*, grfx::RenderPassPtr> mOutputRenderPasses = {};
bool mEnableDepthPrePass = false;
scene::Scene* mScene = nullptr;
};

} // namespace scene
} // namespace ppx

#endif // ppx_scene_renderer_h
4 changes: 4 additions & 0 deletions src/CMakeLists.txt
Original file line number Diff line number Diff line change
Expand Up @@ -283,19 +283,23 @@ list(
list(
APPEND PPX_SCENE_HEADER_FILES
${INC_DIR}/ppx/scene/scene_config.h
${INC_DIR}/ppx/scene/scene_forward_renderer.h
${INC_DIR}/ppx/scene/scene_material.h
${INC_DIR}/ppx/scene/scene_mesh.h
${INC_DIR}/ppx/scene/scene_node.h
${INC_DIR}/ppx/scene/scene_resource_manager.h
${INC_DIR}/ppx/scene/scene_renderer.h
${INC_DIR}/ppx/scene/scene_scene.h
)

list(
APPEND PPX_SCENE_SOURCE_FILES
${SRC_DIR}/ppx/scene/scene_forward_renderer.cpp
${SRC_DIR}/ppx/scene/scene_material.cpp
${SRC_DIR}/ppx/scene/scene_mesh.cpp
${SRC_DIR}/ppx/scene/scene_node.cpp
${SRC_DIR}/ppx/scene/scene_resource_manager.cpp
${SRC_DIR}/ppx/scene/scene_renderer.cpp
${SRC_DIR}/ppx/scene/scene_scene.cpp
)

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