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- // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #pragma once
- #include <Jolt/Core/UnorderedMap.h>
- #include <Image/Surface.h>
- #include <Renderer/Frustum.h>
- #include <Renderer/ConstantBuffer.h>
- #include <Renderer/PipelineState.h>
- #include <Renderer/CommandQueue.h>
- #include <Renderer/DescriptorHeap.h>
- #include <memory>
- // Forward declares
- class Texture;
- /// Camera setup
- struct CameraState
- {
- CameraState() : mPos(RVec3::sZero()), mForward(0, 0, -1), mUp(0, 1, 0), mFOVY(DegreesToRadians(70.0f)), mFarPlane(100.0f) { }
- RVec3 mPos; ///< Camera position
- Vec3 mForward; ///< Camera forward vector
- Vec3 mUp; ///< Camera up vector
- float mFOVY; ///< Field of view in radians in up direction
- float mFarPlane; ///< Distance of far plane
- };
- /// Responsible for rendering primitives to the screen
- class Renderer
- {
- public:
- /// Destructor
- ~Renderer();
- /// Initialize DirectX
- void Initialize();
- /// Callback when the window resizes and the back buffer needs to be adjusted
- void OnWindowResize();
- /// Get window size
- int GetWindowWidth() { return mWindowWidth; }
- int GetWindowHeight() { return mWindowHeight; }
- /// Access to the window handle
- HWND GetWindowHandle() const { return mhWnd; }
- /// Access to the most important DirectX structures
- ID3D12Device * GetDevice() { return mDevice.Get(); }
- ID3D12RootSignature * GetRootSignature() { return mRootSignature.Get(); }
- ID3D12GraphicsCommandList * GetCommandList() { return mCommandList.Get(); }
- CommandQueue & GetUploadQueue() { return mUploadQueue; }
- DescriptorHeap & GetDSVHeap() { return mDSVHeap; }
- DescriptorHeap & GetSRVHeap() { return mSRVHeap; }
- /// Start / end drawing a frame
- void BeginFrame(const CameraState &inCamera, float inWorldScale);
- void EndFrame();
- /// Switch between orthographic and 3D projection mode
- void SetProjectionMode();
- void SetOrthoMode();
- /// Create texture from an image surface
- Ref<Texture> CreateTexture(const Surface *inSurface);
- /// Create a texture to render to (currently depth buffer only)
- Ref<Texture> CreateRenderTarget(int inWidth, int inHeight);
- /// Change the render target to a texture. Use nullptr to set back to the main render target.
- void SetRenderTarget(Texture *inRenderTarget);
- /// Compile a vertex shader
- ComPtr<ID3DBlob> CreateVertexShader(const char *inFileName);
- /// Compile a pixel shader
- ComPtr<ID3DBlob> CreatePixelShader(const char *inFileName);
- /// Create a constant buffer for the shader
- unique_ptr<ConstantBuffer> CreateConstantBuffer(uint inBufferSize);
- /// Create pipeline state object that defines the complete state of how primitives should be rendered
- unique_ptr<PipelineState> CreatePipelineState(ID3DBlob *inVertexShader, const D3D12_INPUT_ELEMENT_DESC *inInputDescription, uint inInputDescriptionCount, ID3DBlob *inPixelShader, D3D12_FILL_MODE inFillMode, D3D12_PRIMITIVE_TOPOLOGY_TYPE inTopology, PipelineState::EDepthTest inDepthTest, PipelineState::EBlendMode inBlendMode, PipelineState::ECullMode inCullMode);
- /// Get the camera state / frustum (only valid between BeginFrame() / EndFrame())
- const CameraState & GetCameraState() const { return mCameraState; }
- const Frustum & GetCameraFrustum() const { return mCameraFrustum; }
- /// Offset relative to which the world is rendered, helps avoiding rendering artifacts at big distances
- RVec3 GetBaseOffset() const { return mBaseOffset; }
- void SetBaseOffset(RVec3 inOffset) { mBaseOffset = inOffset; }
- /// Get the light frustum (only valid between BeginFrame() / EndFrame())
- const Frustum & GetLightFrustum() const { return mLightFrustum; }
- /// How many frames our pipeline is
- static const uint cFrameCount = 2;
- /// Which frame is currently rendering (to keep track of which buffers are free to overwrite)
- uint GetCurrentFrameIndex() const { return mFrameIndex; }
- /// Create a buffer on the default heap (usable for permanent buffers)
- ComPtr<ID3D12Resource> CreateD3DResourceOnDefaultHeap(const void *inData, uint64 inSize);
- /// Create buffer on the upload heap (usable for temporary buffers).
- ComPtr<ID3D12Resource> CreateD3DResourceOnUploadHeap(uint64 inSize);
- /// Recycle a buffer on the upload heap. This puts it back in a cache and will reuse it when it is certain the GPU is no longer referencing it.
- void RecycleD3DResourceOnUploadHeap(ID3D12Resource *inResource, uint64 inSize);
- /// Keeps a reference to the resource until the current frame has finished
- void RecycleD3DObject(ID3D12Object *inResource);
- private:
- // Wait for pending GPU work to complete
- void WaitForGpu();
- // Create render targets and their views
- void CreateRenterTargets();
- // Create a depth buffer for the back buffer
- void CreateDepthBuffer();
- // Function to create a ID3D12Resource on specified heap with specified state
- ComPtr<ID3D12Resource> CreateD3DResource(D3D12_HEAP_TYPE inHeapType, D3D12_RESOURCE_STATES inResourceState, uint64 inSize);
- // Copy CPU memory into a ID3D12Resource
- void CopyD3DResource(ID3D12Resource *inDest, const void *inSrc, uint64 inSize);
- // Copy a CPU resource to a GPU resource
- void CopyD3DResource(ID3D12Resource *inDest, ID3D12Resource *inSrc, uint64 inSize);
- HWND mhWnd;
- int mWindowWidth = 1920;
- int mWindowHeight = 1080;
- unique_ptr<ConstantBuffer> mVertexShaderConstantBufferProjection[cFrameCount];
- unique_ptr<ConstantBuffer> mVertexShaderConstantBufferOrtho[cFrameCount];
- unique_ptr<ConstantBuffer> mPixelShaderConstantBuffer[cFrameCount];
- CameraState mCameraState;
- RVec3 mBaseOffset { RVec3::sZero() }; ///< Offset to subtract from the camera position to deal with large worlds
- Frustum mCameraFrustum;
- Frustum mLightFrustum;
- // DirectX interfaces
- ComPtr<IDXGIFactory4> mDXGIFactory;
- ComPtr<ID3D12Device> mDevice;
- DescriptorHeap mRTVHeap; ///< Render target view heap
- DescriptorHeap mDSVHeap; ///< Depth stencil view heap
- DescriptorHeap mSRVHeap; ///< Shader resource view heap
- ComPtr<IDXGISwapChain3> mSwapChain;
- ComPtr<ID3D12Resource> mRenderTargets[cFrameCount]; ///< Two render targets (we're double buffering in order for the CPU to continue while the GPU is rendering)
- D3D12_CPU_DESCRIPTOR_HANDLE mRenderTargetViews[cFrameCount]; ///< The two render views corresponding to the render targets
- ComPtr<ID3D12Resource> mDepthStencilBuffer; ///< The main depth buffer
- D3D12_CPU_DESCRIPTOR_HANDLE mDepthStencilView { 0 }; ///< A view for binding the depth buffer
- ComPtr<ID3D12CommandAllocator> mCommandAllocators[cFrameCount]; ///< Two command allocator lists (one per frame)
- ComPtr<ID3D12CommandQueue> mCommandQueue; ///< The command queue that will execute commands (there's only 1 since we want to finish rendering 1 frame before moving onto the next)
- ComPtr<ID3D12GraphicsCommandList> mCommandList; ///< The command list
- ComPtr<ID3D12RootSignature> mRootSignature; ///< The root signature, we have a simple application so we only need 1, which is suitable for all our shaders
- Ref<Texture> mRenderTargetTexture; ///< When rendering to a texture, this is the active texture
- CommandQueue mUploadQueue; ///< Queue used to upload resources to GPU memory
- // Synchronization objects used to finish rendering and swapping before reusing a command queue
- uint mFrameIndex; ///< Current frame index (0 or 1)
- HANDLE mFenceEvent; ///< Fence event to wait for the previous frame rendering to complete (in order to free 1 of the buffers)
- ComPtr<ID3D12Fence> mFence; ///< Fence object, used to signal the end of a frame
- UINT64 mFenceValues[cFrameCount] = {}; ///< Values that were used to signal completion of one of the two frames
- using ResourceCache = UnorderedMap<uint64, Array<ComPtr<ID3D12Resource>>>;
- ResourceCache mResourceCache; ///< Cache items ready to be reused
- ResourceCache mDelayCached[cFrameCount]; ///< List of reusable ID3D12Resources that are potentially referenced by the GPU so can be used only when the GPU finishes
- Array<ComPtr<ID3D12Object>> mDelayReleased[cFrameCount]; ///< Objects that are potentially referenced by the GPU so can only be freed when the GPU finishes
- bool mIsExiting = false; ///< When exiting we don't want to add references too buffers
- };
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