Render basic geometry

Added GraphicsContext, SwapChain, Buffer, VertexBuffer, IndexBuffer and a basic DX11 implementation.
This commit is contained in:
Simon Lübeß
2020-11-25 13:03:40 +01:00
parent 0237e0b38d
commit 5954fbc411
20 changed files with 1219 additions and 180 deletions
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using System;
namespace GlitchyEngine.Renderer
{
/**
* Identifies expected resource use during rendering.
* The usage directly reflects whether a resource is accessible by the CPU and/or the graphics processing unit (GPU).
*/
public enum Usage
{
/**
* A resource that requires read and write access by the GPU.
* This is likely to be the most common usage choice.
*/
Default = 0,
/**
* A resource that can only be read by the GPU. It cannot be written by the GPU, and cannot be accessed at all by the CPU.
*/
Immutable = 1,
/**
* A resource that is accessible by both the GPU (read only) and the CPU (write only).
* A dynamic resource is a good choice for a resource that will be updated by the CPU at least once per frame.
* To update a dynamic resource, use a Map method.
*/
Dynamic = 2,
/**
* A resource that supports data transfer (copy) from the GPU to the CPU.
*/
Staging = 3
}
/**
* Defines how the CPU can access a resource.
*/
public enum CPUAccessFlags
{
/// The CPU has no access to the resource.
None = 0,
/// The CPU has read access to the resource.
Read = 1,
/// The CPU has write access to the resource.
Write = 2
}
/**
* Defines how to bind a buffer to the pipeline.
*/
public enum BufferBindFlags
{
/// No binding flags specified
None = 0,
/// The Buffer contains vertex data
Vertex = 1,
/// The Buffer contains index data
Index = 2,
// The Buffer contains constant data
Constant = 4,
// ShaderResource?
// UnorderedAccess?
}
public enum BufferMiscFlags
{
None = 0,
//AllowRawView = 1,
//Structured = 2,
}
typealias Format = DirectX.DXGI.Format;
public struct BufferDescription
{
/**
* The size of the buffer in bytes.
*/
public uint32 Size;
/**
* Identify how the buffer is expected to be read from and written to. Frequency of update is a key factor.
* The most common value is typically Default.
*/
public Usage Usage;
public CPUAccessFlags CPUAccess;
public BufferBindFlags BindFlags;
public BufferMiscFlags MiscFlags;
// Strucutred Byte stride.
public this() => this = default;
public this(uint32 size, BufferBindFlags bindFlags, Usage usage = .Default, CPUAccessFlags cpuAccess = .None, BufferMiscFlags miscFlags = .None)
{
Size = size;
BindFlags = bindFlags;
Usage = usage;
CPUAccess = cpuAccess;
MiscFlags = miscFlags;
}
}
public enum MapType
{
case None;
case Read;
case Write;
case ReadWrite;
case WriteDiscard;
case WriteNoOverwrite;
public bool CanWrite => this == Write ||
this == ReadWrite ||
this == WriteDiscard ||
this == WriteNoOverwrite;
public bool CanRead => this == Read ||
this == ReadWrite;
}
/// Represents a buffer containing binary data on the GPU.
public class Buffer
{
internal GraphicsContext _context;
protected BufferDescription _description;
public GraphicsContext Context => _context;
public BufferDescription Description => _description;
protected this(GraphicsContext context)
{
_context = context;
}
/**
* Creates a new instance of a Buffer.
* @param description The buffer description.
*/
public this(GraphicsContext context, BufferDescription description) : this(context)
{
_description = description;
}
/**
* @param data The span containing the data that will be copied into the buffer.
* @param destinationByteOffset The offset in bytes form the start of the destination buffer.
* @param mapType Only relevant for dynamic buffers...
*/
public Result<void> SetData<T>(Span<T> data, uint32 destinationByteOffset = 0, MapType mapType = .Write) where T : struct
{
return PlatformSetData(data.Ptr, (uint32)(data.Length * sizeof(T)), destinationByteOffset, mapType);
}
/**
* @param data The span containing the data that will be copied into the buffer.
* @param destinationByteOffset The offset in bytes form the start of the destination buffer.
* @param mapType Only relevant for dynamic buffers...
*/
public Result<void> SetData<T>(T* data, uint32 elementCount, uint32 destinationByteOffset = 0, MapType mapType = .Write) where T : struct
{
return PlatformSetData(data, elementCount * (uint32)sizeof(T), destinationByteOffset, mapType);
}
public Result<void> SetData<T, CLength>(T[CLength] data, uint32 destinationByteOffset = 0, MapType mapType = .Write) where T : struct where CLength : const int
{
var data;
return PlatformSetData(&data, (uint32)sizeof(T[CLength]), destinationByteOffset, mapType);
}
/**
* // Todo: as soon as Beef supports generic method override, change to generic?
* Platform specific implementation of SetData.
* @param data The pointer to the source data that will be copied to the buffer.
* @param data The number of bytes that will be copied.
* @param dstByteOffset The offset from the start of the target buffer.
*/
protected extern Result<void> PlatformSetData(void* data, uint32 byteLength, uint32 dstByteOffset, MapType mapType);
}
/**
* Type of data contained in an input slot.
*/
public enum InputClassification
{
/**
* Input data is per-vertex data.
*/
PerVertexData = 0,
/**
* Input data is per-instance data.
*/
PerInstanceData = 1
}
public struct VertexElement
{
/**
* The semantic associated with this element in a shader input-signature.
*/
public String SemanticName;
/**
* The semantic index for the element.
* A semantic index modifies a semantic, with an integer index number.
* A semantic index is only needed in a case where there is more than one element with the same semantic.
* For example, a 4x4 matrix would have four components each with the semantic name "matrix",
* however each of the four component would have different semantic indices (0, 1, 2, and 3).
*/
public uint32 SemanticIndex;
/**
* The data type of the element data.
*/
public Format Format;
/**
* An integer value that identifies the input-assembler (see input slot). Valid values are between 0 and 15.
*/
public uint32 InputSlot;
/**
* Optional. Offset (in bytes) from the start of the vertex. Use AppendAligned for convenience to define the current element directly after the previous one, including any packing if necessary.
*/
public uint32 AlignedByteOffset;
/**
* Identifies the input data class for a single input slot.
*/
public InputClassification InputSlotClass;
/**
* The number of instances to draw using the same per-instance data before advancing in the buffer by one element.
* This value must be 0 for an element that contains per-vertex data (the slot class is set to PerVertexData).
*/
public uint32 InstanceDataStepRate;
public this() => this = default;
public this(String semanticName, uint32 semanticIndex, Format format, uint32 inputSlot, uint32 offset = (.)-1, InputClassification slotClass = .PerVertexData, uint32 instanceStepRate = 0)
{
SemanticName = semanticName;
SemanticIndex = semanticIndex;
Format = format;
InputSlot = inputSlot;
AlignedByteOffset = offset;
InputSlotClass = slotClass;
InstanceDataStepRate = instanceStepRate;
}
/**
* Use AppendAligned for convenience to define the current element directly after the previous one, including any packing if necessary.
*/
public static readonly uint32 AppendAligned = 0xffffffff;
}
public abstract class VertexLayout
{
private GraphicsContext _context;
private VertexElement[] _elements ~ delete _;
public GraphicsContext Context => _context;
public VertexElement[] Elements => _elements;
/// Takes ownership of ownElements!
public this(GraphicsContext context, VertexElement[] ownElements)
{
_context = context;
_elements = ownElements;
//CreateNativeLayout();
}
private extern void CreateNativeLayout();
}
public interface IVertexData
{
static VertexLayout VertexLayout {get;}
}
}
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using GlitchyEngine.Math;
namespace GlitchyEngine.Renderer
{
public class RenderTarget;
//public abstract class GraphicsContext
public class GraphicsContext
{
//public abstract SwapChain SwapChain {get;}
public extern SwapChain SwapChain {get;}
/**
* The maximum number of simultaneous rendertargets supported.
*/
//public static extern uint32 MaxRenderTargetCount();
//public abstract void Init();
public extern void Init();
/**
* Sets a rendertarget.
* @param renderTarget The render target.
* @param slot The slot to which the rendertarget will be bound.
* @remarks When @RenderTarget is null the backbuffer will be bound.
* @BindRenderTargets has to be called in order to bind the rendertargets.
*/
//public abstract void SetRenderTarget(RenderTarget renderTarget, int slot = 0);
public extern void SetRenderTarget(RenderTarget renderTarget, int slot = 0);
/**
* Binds all.
* @param renderTarget The render target.
* @param slot The slot to which the rendertarget will be bound.
* @remarks When @RenderTarget is null the backbuffer will be bound.
*/
//public abstract void BindRenderTargets(); // Todo: maybe do this automatically when a drawcall is issued
public extern void BindRenderTargets(); // Todo: maybe do this automatically when a drawcall is issued
/**
* Sets all elements in the given render target to one value.
* @param renderTarget The render target.
* @param color The color to clear the render target with.
* @remarks When @renderTarget is null the backbuffer will be cleared.
*/
//public abstract void ClearRenderTarget(RenderTarget renderTarget, ColorRGBA color);
public extern void ClearRenderTarget(RenderTarget renderTarget, ColorRGBA color);
//public abstract void SetViewport(Viewport viewport);
/**
* Binds a VertexBuffer to the pipeline.
* @param buffer The vertex buffer to bind.
* Note: the buffer has to have BindFlags.Vertex!
* @param slot The slot the vertex buffer will be bound to.
* @param offset The offset in bytes from the start of the buffer.
* @param stride The stride of the
*/
public extern void SetVertexBuffer(uint32 slot, Buffer buffer, uint32 stride, uint32 offset = 0);
/**
* Binds a VertexBuffer to the pipeline.
*/
public void SetVertexBuffer(uint32 slot, VertexBufferBinding binding)
{
SetVertexBuffer(slot, binding.Buffer, binding.Stride, binding.Offset);
}
public extern void Draw(uint32 vertexCount, uint32 startVertexIndex = 0);
public extern void DrawIndexed(uint32 indexCount, uint32 startIndexLocation = 0, int32 vertexOffset = 0);
public void SetIndexBuffer(IndexBuffer indexBuffer, uint32 byteOffset = 0)
{
SetIndexBuffer(indexBuffer, indexBuffer.Format, byteOffset);
}
public extern void SetIndexBuffer(Buffer buffer, IndexFormat indexFormat = .Index16Bit, uint32 byteOffset = 0);
}
}
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namespace GlitchyEngine.Renderer
{
public enum IndexFormat
{
Index16Bit,
Index32Bit,
}
public class IndexBuffer : Buffer
{
private uint32 _indexCount;
private IndexFormat _format;
public uint32 IndexCount => _indexCount;
public IndexFormat Format => _format;
public this(GraphicsContext context, uint32 indexCount, Usage usage = .Default, CPUAccessFlags cpuAccess = .None, IndexFormat indexFormat = .Index16Bit) : base(context)
{
_indexCount = indexCount;
_format = indexFormat;
_description = .()
{
Size = (_format == .Index32Bit ? 4 : 2) * _indexCount,
Usage = usage,
CPUAccess = cpuAccess,
BindFlags = .Index,
MiscFlags = .None
};
}
}
}
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namespace GlitchyEngine.Renderer
{
public class SwapChain
{
public extern GraphicsContext Context {get;}
/**
* Gets or Sets the backbuffers width.
* @remarks @ApplyChanges() needs to be called in order to apply the ganges.
*/
public extern uint32 Width {get; set;}
/**
* Gets or Sets the backbuffers height.
* @remarks @ApplyChanges() needs to be called in order to apply the ganges.
*/
public extern uint32 Height {get; set;}
public extern void Init();
/**
* Applies all changes to the swapchain.
*/
public extern void ApplyChanges();
/**
* Swaps the front- and backbuffer.
*/
public extern void Present();
}
}
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using System;
namespace GlitchyEngine.Renderer
{
public struct VertexBufferBinding
{
public Buffer Buffer;
public uint32 Stride;
public uint32 Offset;
public this(Buffer buffer, uint32 stride, uint32 offset = 0)
{
Buffer = buffer;
Stride = stride;
Offset = offset;
}
}
public class VertexBuffer<T> : Buffer where T: struct, IVertexData
{
private VertexBufferBinding _defaultBinding;
public VertexBufferBinding Binding => _defaultBinding;
public this(GraphicsContext context, uint32 vertexCount, Usage usage = .Default, CPUAccessFlags cpuAccess = .None) : base(context)
{
_description = .(){
Size = ((uint32)sizeof(T) * vertexCount),
Usage = usage,
CPUAccess = cpuAccess,
BindFlags = .Vertex,
MiscFlags = .None
};
_defaultBinding = .(this, (.)sizeof(T), 0);
}
public Result<void> SetData(Span<T> data, uint32 destinationVertexOffset = 0, MapType mapType = .Write)
{
return SetData<T>(data, destinationVertexOffset * (uint32)sizeof(T));
}
[Inline]
public static implicit operator VertexBufferBinding(Self buffer) => buffer._defaultBinding;
}
}
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namespace GlitchyEngine.Renderer
{
public struct Viewport
{
/// X position of the left hand side of the viewport.
public float Left;
/// Y position of the top of the viewport. Ranges between BoundsMin and BoundsMax.
public float Top;
/// Width of the viewport.
public float Width;
/// Height of the viewport.
public float Height;
/// Minimum depth of the viewport. Ranges between 0 and 1.
public float MinDepth;
/// Maximum depth of the viewport. Ranges between 0 and 1.
public float MaxDepth;
public this() => this = default;
public this(float left, float top, float width, float height, float minDepth = 0.0f, float maxDepth = 1.0f)
{
Left = left;
Top = top;
Width = width;
Height = height;
MinDepth = minDepth;
MaxDepth = maxDepth;
}
}
}