Files
PuzGame/src/game/rendering/Rendering.cpp
2025-02-10 01:49:03 +01:00

215 lines
5.8 KiB
C++

#include "Rendering.h"
#include "../Log.h"
#include "../../engine/Shared.h"
#include "../Global.h"
#include "../Instance.h"
#include "../Mesh.h"
#include "bgfx/defines.h"
#include "bx/timer.h"
#include <bx/file.h>
#include <bgfx/bgfx.h>
#include <thread>
using namespace std::chrono_literals;
namespace Game
{
namespace
{
static const bgfx::Memory* loadMem(bx::FileReaderI* _reader, const bx::FilePath& _filePath)
{
if (bx::open(_reader, _filePath))
{
uint32_t size = (uint32_t)bx::getSize(_reader);
const bgfx::Memory* mem = bgfx::alloc(size + 1);
bx::read(_reader, mem->data, size, bx::ErrorAssert{});
bx::close(_reader);
mem->data[mem->size - 1] = '\0';
return mem;
}
Log("Failed to load %s.", _filePath.getCPtr());
return NULL;
}
bgfx::ShaderHandle loadShader(const char* FILENAME)
{
const char* shaderPath = "???";
switch (bgfx::getRendererType()) {
case bgfx::RendererType::Agc:
case bgfx::RendererType::Nvn:
case bgfx::RendererType::Count:
case bgfx::RendererType::Noop: break;
case bgfx::RendererType::Direct3D11:
case bgfx::RendererType::Direct3D12: shaderPath = "game/compiled-shaders/dx11/"; break;
case bgfx::RendererType::Gnm: shaderPath = "game/compiled-shaders/pssl/"; break;
case bgfx::RendererType::Metal: shaderPath = "game/compiled-shaders/metal/"; break;
case bgfx::RendererType::OpenGL: shaderPath = "game/compiled-shaders/glsl/"; break;
case bgfx::RendererType::OpenGLES: shaderPath = "game/compiled-shaders/essl/"; break;
case bgfx::RendererType::Vulkan: shaderPath = "game/compiled-shaders/spirv/"; break;
}
char buffer[512]{ 0 };
bx::strCopy(buffer, sizeof(buffer), shaderPath);
bx::strCat(buffer, sizeof(buffer), FILENAME);
bx::strCat(buffer, sizeof(buffer), ".bin");
Log("Loading shader at %s", buffer);
FILE* file;
for (int32_t i = 0; i < 3; ++i)
{
file = fopen(buffer, "rb");
if (file == nullptr)
{
std::this_thread::sleep_for(100ms);
break;
}
fseek(file, 0, SEEK_END);
long fileSize = ftell(file);
fseek(file, 0, SEEK_SET);
const bgfx::Memory* mem = bgfx::alloc(fileSize + 1);
fread(mem->data, 1, fileSize, file);
mem->data[mem->size - 1] = '\0';
fclose(file);
return bgfx::createShader(mem);
}
Log("Failed to load shader %s", FILENAME);
return {};
}
}
void GameRendering::Setup()
{
Log("Game rendering setup...");
SharedData& shared = GetShared();
bgfx::Init init;
init.type = bgfx::RendererType::Direct3D12;
init.debug = true;
init.callback = &Callback;
init.platformData.nwh = shared.Window.Handle;
init.platformData.ndt = nullptr;
init.platformData.type = bgfx::NativeWindowHandleType::Default;
init.resolution.width = shared.Window.WindowWidth;
init.resolution.height = shared.Window.WindowHeight;
init.resolution.reset = BGFX_RESET_VSYNC;
Log("%i by %i", init.resolution.width, init.resolution.height);
if (!bgfx::init(init))
{
Log("BGFX setup failed!");
}
else
{
Log("BGFX setup succeded!");
}
bgfx::setDebug(BGFX_DEBUG_TEXT);
bgfx::setViewClear(0, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH, 0x303030ff, 1.0f, 0);
LoadMesh(Models[0]);
bgfx::ShaderHandle vertexShader = loadShader("vert");
bgfx::ShaderHandle fragmentShader = loadShader("frag");
Materials[0].Shader = bgfx::createProgram(vertexShader, fragmentShader, true);
Materials[0].State = 0
| BGFX_STATE_WRITE_RGB
| BGFX_STATE_WRITE_A
| BGFX_STATE_WRITE_Z
| BGFX_STATE_DEPTH_TEST_LESS
| BGFX_STATE_CULL_CW
| BGFX_STATE_MSAA;
if (!GetInstance().IsInitialized)
{
GetInstance().StartTime = bx::getHPCounter();
}
}
void GameRendering::Update()
{
SharedData& shared = GetShared();
// Reload shaders if necessary
FileChangeNotification* shaderChange = nullptr;
if (shared.Dev.ChangedShaderCount > 0)
{
shared.Dev.ChangedShaderCount = 0;
// TODO: when to destroy shader?
// bgfx::destroy(Shader);
bgfx::ShaderHandle vertexShader = loadShader("vert");
bgfx::ShaderHandle fragmentShader = loadShader("frag");
if (isValid(vertexShader) && isValid(fragmentShader))
{
bgfx::ProgramHandle newProgram = bgfx::createProgram(vertexShader, fragmentShader, true);
if (isValid(newProgram))
{
Materials[0].Shader = newProgram;
}
else
{
Log("Failed to load shader!");
}
}
}
GetInstance().GameLevel.Update();
const bx::Vec3 at = { 0.0f, 0.0f, 0.0f };
const bx::Vec3 eye = { 0.0f, 0.0f, -35.0f };
// Set view and projection matrix for view 0.
{
float view[16];
bx::mtxLookAt(view, eye, at);
float proj[16];
bx::mtxProj(proj, 60.0f, float(shared.Window.WindowWidth) / float(shared.Window.WindowHeight), 0.1f, 100.0f, bgfx::getCaps()->homogeneousDepth);
bgfx::setViewTransform(0, view, proj);
// Set view 0 default viewport.
bgfx::setViewRect(0, 0, 0, shared.Window.WindowWidth, shared.Window.WindowHeight);
}
// This dummy draw call is here to make sure that view 0 is cleared
// if no other draw calls are submitted to view 0.
bgfx::touch(0);
for (int32_t i = 0; i < GetInstance().GameLevel.Cubes.Count; ++i)
{
Cube* c = GetInstance().GameLevel.Cubes.Get(i);
if (c)
{
bgfx::setTransform(c->Transform.M);
Model& currentModel = Models[c->ModelIdx];
Material& currentMaterial = Materials[c->MaterialIdx];
bgfx::setVertexBuffer(0, currentModel.VertexBuffer);
bgfx::setIndexBuffer(currentModel.IndexBuffer);
bgfx::setState(currentMaterial.State);
// Submit primitive for rendering to view 0.
bgfx::submit(0, currentMaterial.Shader);
}
}
bgfx::dbgTextPrintf(1, 1, 0x0F, "Time: %.1f", GetInstance().Now);
bgfx::dbgTextPrintf(1, 2, 0x0f, "Frame: %u", GetInstance().FrameCounter);
bgfx::frame();
}
void GameRendering::Shutdown()
{
bgfx::shutdown();
}
}