Added GeometryBinding

This commit is contained in:
Simon Lübeß
2021-01-06 19:22:43 +01:00
parent 4a5a90c859
commit 9eb4a19df1
3 changed files with 193 additions and 9 deletions
+12 -9
View File
@@ -67,18 +67,20 @@ namespace GlitchyEngine
//VertexLayout = new VertexLayout();
}
}
VertexLayout _vertexLayout ~ delete _;
VertexBuffer _vertexBuffer ~ delete _;
IndexBuffer _indexBuffer ~ delete _;
Buffer<ColorRGBA> _cBuffer ~ delete _;
RasterizerState _rasterizerState ~ delete _;
VertexLayout _vertexLayout ~ delete _;
VertexShader _vertexShader ~ delete _;
PixelShader _pixelShader ~ delete _;
GeometryBinding _geometryBinding ~ delete _;
private Vector3 CircleCoord(float angle)
{
return .(Math.Cos(angle), Math.Sin(angle), 0);
@@ -134,6 +136,12 @@ namespace GlitchyEngine
_indexBuffer = new IndexBuffer(Window.Context, (.)indices.Count, .Immutable);
_indexBuffer.SetData(indices);
_geometryBinding = new GeometryBinding();
_geometryBinding.SetVertexBufferSlot(_vertexBuffer, 0);
_geometryBinding.SetVertexLayout(_vertexLayout);
_geometryBinding.SetPrimitiveTopology(.TriangleList);
_geometryBinding.SetIndexBuffer(_indexBuffer);
// Create rasterizer state
GlitchyEngine.Renderer.RasterizerStateDescription rsDesc = .(.Solid, .Back, true);
_rasterizerState = new RasterizerState(Window.Context, rsDesc);
@@ -167,12 +175,7 @@ namespace GlitchyEngine
_window.Context.SetRenderTarget(null);
_window.Context.BindRenderTargets();
_window.Context.SetVertexBuffer(0, _vertexBuffer);
_window.Context.SetIndexBuffer(_indexBuffer);
_window.Context.SetVertexLayout(_vertexLayout);
_window.Context.SetPrimitiveTopology(.TriangleList);
_geometryBinding.Bind(_window.Context);
_window.Context.SetVertexShader(_vertexShader);
@@ -182,7 +185,7 @@ namespace GlitchyEngine
_window.Context.SetPixelShader(_pixelShader);
_window.Context.DrawIndexed(3 * 6);
_window.Context.DrawIndexed(_geometryBinding.IndexCount);
}
for(Layer layer in _layerStack)
@@ -0,0 +1,98 @@
using System;
using DirectX.D3D11;
namespace GlitchyEngine.Renderer
{
using internal GlitchyEngine.Renderer;
extension GeometryBinding
{
internal ID3D11Buffer*[DirectX.D3D11.D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT] nativeBuffers;
internal uint32[DirectX.D3D11.D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT] bufferStrides;
internal uint32[DirectX.D3D11.D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT] bufferOffsets;
internal ID3D11InputLayout* nativeVertexLayout;
internal ID3D11Buffer* nativeIndexBuffer;
public ~this()
{
for(ID3D11Buffer* buffer in nativeBuffers)
{
buffer?.Release();
}
nativeVertexLayout?.Release();
nativeIndexBuffer?.Release();
}
protected override void PlatformSetVertexBuffer(VertexBufferBinding binding, uint32 slot)
{
Log.EngineLogger.Assert(slot < nativeBuffers.Count, "The buffer slot has to be in the range from 0 to 31.");
VertexBuffer vertexBuffer = binding.Buffer;
if(vertexBuffer != null)
{
Log.EngineLogger.Assert(vertexBuffer.nativeDescription.BindFlags.HasFlag(.VertexBuffer),
scope $"Buffer ({vertexBuffer.nativeBuffer.GetDebugName(.. scope .())}) must have VertexBuffer-flag set to be bound as a vertex buffer.");
nativeBuffers[slot]?.Release();
nativeBuffers[slot] = vertexBuffer.nativeBuffer..AddRef();
bufferStrides[slot] = vertexBuffer.Binding.Stride;
bufferOffsets[slot] = vertexBuffer.Binding.Offset;
}
else
{
nativeBuffers[slot]?.Release();
nativeBuffers[slot] = null;
bufferStrides[slot] = 0;
bufferOffsets[slot] = 0;
}
}
protected override void PlatformSetVertexLayout(VertexLayout vertexLayout)
{
nativeVertexLayout?.Release();
nativeVertexLayout = vertexLayout?.nativeLayout..AddRef();
}
protected override void PlatformSetIndexBuffer(IndexBuffer indexBuffer)
{
Log.EngineLogger.Assert(indexBuffer.nativeDescription.BindFlags.HasFlag(.IndexBuffer),
scope $"Buffer ({indexBuffer.nativeBuffer.GetDebugName(.. scope .())}) must have IndexBuffer-flag set to be bound as an index buffer.");
nativeIndexBuffer?.Release();
nativeIndexBuffer = indexBuffer.nativeBuffer..AddRef();
}
protected override void PlatformSetPrimitiveTopology(GlitchyEngine.Renderer.PrimitiveTopology topology)
{
}
public void Bind(GraphicsContext context)
{
context.nativeContext.InputAssembler.SetVertexBuffers(0, nativeBuffers.Count, &nativeBuffers, &bufferStrides, &bufferOffsets);
context.nativeContext.InputAssembler.SetInputLayout(_vertexLayout.nativeLayout);
context.nativeContext.InputAssembler.SetPrimitiveTopology((.)_primitiveTopology);
context.nativeContext.InputAssembler.SetIndexBuffer(_indexBuffer.nativeBuffer, _indexBuffer.Format == .Index32Bit ? .R32_UInt : .R16_UInt, _indexByteOffset);
}
public void Unbind(GraphicsContext context)
{
ID3D11Buffer*[nativeBuffers.Count] nullBuffers = .();
uint32[nativeBuffers.Count] zeroStrides = .();
uint32[nativeBuffers.Count] zeroOffsets = .();
context.nativeContext.InputAssembler.SetVertexBuffers(0, nativeBuffers.Count, &nullBuffers, &zeroStrides, &zeroOffsets);
context.nativeContext.InputAssembler.SetInputLayout(null);
context.nativeContext.InputAssembler.SetPrimitiveTopology(.Undefined);
context.nativeContext.InputAssembler.SetIndexBuffer(null, .R16_UNorm, 0);
}
}
}
@@ -0,0 +1,83 @@
using System;
using System.Collections;
namespace GlitchyEngine.Renderer
{
public class GeometryBinding
{
internal List<VertexBufferBinding> _vertexBuffers = new .() ~ delete _;
internal IndexBuffer _indexBuffer;
internal VertexLayout _vertexLayout;
internal uint32 _indexByteOffset;
internal uint32 _indexCount;
internal PrimitiveTopology _primitiveTopology;
public VertexBufferBinding GetVertexBuffer(uint32 slot)
{
return _vertexBuffers[slot];
}
public IndexBuffer GetIndexBuffer()
{
return _indexBuffer;
}
public VertexLayout GetVertexLayout()
{
return _vertexLayout;
}
[Inline]
public uint32 IndexByteOffset => _indexByteOffset;
[Inline]
public uint32 IndexCount => _indexCount;
[Inline]
public PrimitiveTopology PrimitiveTopology => _primitiveTopology;
public void SetVertexBufferSlot(VertexBufferBinding vertexBufferBinding, uint32 slot)
{
_vertexBuffers.Add(vertexBufferBinding);
PlatformSetVertexBuffer(vertexBufferBinding, slot);
}
protected extern void PlatformSetVertexBuffer(VertexBufferBinding vertexBuffer, uint32 slot);
public void SetVertexLayout(VertexLayout vertexLayout)
{
_vertexLayout = vertexLayout;
PlatformSetVertexLayout(vertexLayout);
}
protected extern void PlatformSetVertexLayout(VertexLayout layout);
public void SetPrimitiveTopology(PrimitiveTopology topology)
{
_primitiveTopology = topology;
PlatformSetPrimitiveTopology(topology);
}
protected extern void PlatformSetPrimitiveTopology(PrimitiveTopology topology);
public void SetIndexBuffer(IndexBuffer indexBuffer, uint32 byteOffset = 0, uint32 indexCount = (.)-1)
{
_indexBuffer = indexBuffer;
_indexByteOffset = byteOffset;
if(indexCount == (.)-1)
{
_indexCount = _indexBuffer.IndexCount - (uint32)(_indexByteOffset / _indexBuffer.Format.IndexSize);
}
else
{
_indexCount = indexCount;
}
PlatformSetIndexBuffer(indexBuffer);
}
protected extern void PlatformSetIndexBuffer(IndexBuffer indexBuffer);
}
}