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Example.cpp
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Example.cpp
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/*
* Example.cpp (Example_MultiRenderer)
*
* This file is part of the "LLGL" project (Copyright (c) 2015-2019 by Lukas Hermanns)
* See "LICENSE.txt" for license information.
*/
#ifdef _WIN32
#include <ExampleBase.h>
#include <LLGL/Platform/NativeHandle.h>
/*
* MyRenderer class
*/
class MyRenderer
{
std::unique_ptr<LLGL::RenderSystem> renderer;
std::shared_ptr<LLGL::Window> subWindow;
LLGL::RenderContext* context = nullptr;
LLGL::CommandQueue* cmdQueue = nullptr;
LLGL::CommandBuffer* cmdBuffer = nullptr;
LLGL::Buffer* constantBuffer = nullptr;
LLGL::Buffer* vertexBuffer = nullptr;
LLGL::Buffer* indexBuffer = nullptr;
LLGL::Sampler* sampler = nullptr;
LLGL::Texture* texture = nullptr;
LLGL::ResourceHeap* resourceHeap = nullptr;
LLGL::ShaderProgram* shaderProgram = nullptr;
LLGL::PipelineLayout* layout = nullptr;
LLGL::PipelineState* pipeline = nullptr;
const std::uint32_t samples;
const LLGL::Viewport viewport;
const std::string rendererModule;
public:
MyRenderer(
const char* rendererModule,
LLGL::Window& mainWindow,
const LLGL::Offset2D& subWindowOffset,
const LLGL::Viewport& viewport
);
void CreateResources(
const std::vector<VertexPos3Tex2>& vertices,
const std::vector<std::uint32_t>& indices
);
// Renders the scene from the specified view.
void Render(const Gs::Matrix4f& wvpMatrix);
// Builds a perspective projection matrix for this renderer.
Gs::Matrix4f BuildPerspectiveProjection(float aspectRatio, float nearPlane, float farPlane, float fieldOfView) const;
// Returns the sub window of this renderer.
LLGL::Window& GetSubWindow();
};
MyRenderer::MyRenderer(
const char* rendererModule,
LLGL::Window& mainWindow,
const LLGL::Offset2D& subWindowOffset,
const LLGL::Viewport& viewport)
:
viewport { viewport },
samples { 8u },
rendererModule { rendererModule }
{
// Load render system module
renderer = LLGL::RenderSystem::Load(rendererModule);
// Get native handle (HWND for Win32) from main window
LLGL::NativeHandle mainWindowHandle;
mainWindow.GetNativeHandle(&mainWindowHandle, sizeof(mainWindowHandle));
// Copy native handle from main window into context handle as parent window
LLGL::NativeContextHandle mainWindowContextHandle;
mainWindowContextHandle.parentWindow = mainWindowHandle.window;
// Create sub window for render context
LLGL::WindowDescriptor windowDesc;
{
windowDesc.position = subWindowOffset;
windowDesc.size = { static_cast<std::uint32_t>(viewport.width)/2, static_cast<std::uint32_t>(viewport.height)/2 };
windowDesc.borderless = true;
windowDesc.visible = true;
windowDesc.windowContext = (&mainWindowContextHandle);
}
subWindow = LLGL::Window::Create(windowDesc);
// Create render context with viewport size
LLGL::RenderContextDescriptor contextDesc;
{
contextDesc.videoMode.resolution = windowDesc.size;
contextDesc.samples = samples;
}
context = renderer->CreateRenderContext(contextDesc, subWindow);
}
void MyRenderer::CreateResources(const std::vector<VertexPos3Tex2>& vertices, const std::vector<std::uint32_t>& indices)
{
// Vertex format
LLGL::VertexFormat vertexFormat;
vertexFormat.AppendAttribute({ "position", LLGL::Format::RGB32Float });
vertexFormat.AppendAttribute({ "texCoord", LLGL::Format::RG32Float });
// Create vertex buffer
vertexBuffer = renderer->CreateBuffer(
LLGL::VertexBufferDesc(sizeof(VertexPos3Tex2) * vertices.size(), vertexFormat),
vertices.data()
);
// Create index buffer
indexBuffer = renderer->CreateBuffer(
LLGL::IndexBufferDesc(sizeof(std::uint32_t) * indices.size(), LLGL::Format::R32UInt),
indices.data()
);
// Create constant buffer
constantBuffer = renderer->CreateBuffer(LLGL::ConstantBufferDesc(sizeof(Gs::Matrix4f)));
// Create textures
const std::string texturePath = "../../Media/Textures/";
texture = LoadTextureWithRenderer(
*renderer,
(texturePath + "Logo_" + rendererModule + ".png")
);
// Create samplers
LLGL::SamplerDescriptor samplerDesc;
{
samplerDesc.maxAnisotropy = 8;
}
sampler = renderer->CreateSampler(samplerDesc);
// Create shaders
LLGL::Shader* vertShader = nullptr;
LLGL::Shader* fragShader = nullptr;
const auto& languages = renderer->GetRenderingCaps().shadingLanguages;
LLGL::ShaderDescriptor vertShaderDesc, fragShaderDesc;
if (std::find(languages.begin(), languages.end(), LLGL::ShadingLanguage::HLSL) != languages.end())
{
vertShaderDesc = LLGL::ShaderDescFromFile(LLGL::ShaderType::Vertex, "Example.hlsl", "VS", "vs_4_0");
fragShaderDesc = LLGL::ShaderDescFromFile(LLGL::ShaderType::Fragment, "Example.hlsl", "PS", "ps_4_0");
}
else if (std::find(languages.begin(), languages.end(), LLGL::ShadingLanguage::GLSL) != languages.end())
{
vertShaderDesc = LLGL::ShaderDescFromFile(LLGL::ShaderType::Vertex, "Example.vert");
fragShaderDesc = LLGL::ShaderDescFromFile(LLGL::ShaderType::Fragment, "Example.frag");
}
else if (std::find(languages.begin(), languages.end(), LLGL::ShadingLanguage::SPIRV) != languages.end())
{
vertShaderDesc = LLGL::ShaderDescFromFile(LLGL::ShaderType::Vertex, "Example.450core.vert.spv");
fragShaderDesc = LLGL::ShaderDescFromFile(LLGL::ShaderType::Fragment, "Example.450core.frag.spv");
}
else
throw std::runtime_error("shaders not supported for active renderer");
vertShaderDesc.vertex.inputAttribs = vertexFormat.attributes;
vertShader = renderer->CreateShader(vertShaderDesc);
fragShader = renderer->CreateShader(fragShaderDesc);
// Print info log (warnings and errors)
for (auto shader : { vertShader, fragShader })
{
std::string log = shader->GetReport();
if (!log.empty())
std::cerr << log << std::endl;
}
// Create shader program which is used as composite
LLGL::ShaderProgramDescriptor shaderProgramDesc;
{
shaderProgramDesc.vertexShader = vertShader;
shaderProgramDesc.fragmentShader = fragShader;
}
shaderProgram = renderer->CreateShaderProgram(shaderProgramDesc);
if (shaderProgram->HasErrors())
throw std::runtime_error(shaderProgram->GetReport());
// Create pipeline layout
bool compiledSampler = (renderer->GetRendererID() == LLGL::RendererID::OpenGL);
if (compiledSampler)
layout = renderer->CreatePipelineLayout(LLGL::PipelineLayoutDesc("cbuffer(0):vert, texture(0):frag, sampler(0):frag"));
else
layout = renderer->CreatePipelineLayout(LLGL::PipelineLayoutDesc("cbuffer(0):vert, texture(1):frag, sampler(2):frag"));
// Create resource heap
LLGL::ResourceHeapDescriptor resHeapDesc;
{
resHeapDesc.pipelineLayout = layout;
resHeapDesc.resourceViews = { constantBuffer, texture, sampler };
}
resourceHeap = renderer->CreateResourceHeap(resHeapDesc);
// Create graphics pipelines
LLGL::GraphicsPipelineDescriptor pipelineDesc;
{
pipelineDesc.shaderProgram = shaderProgram;
pipelineDesc.pipelineLayout = layout;
pipelineDesc.depth.testEnabled = true;
pipelineDesc.depth.writeEnabled = true;
pipelineDesc.rasterizer.multiSampleEnabled = (samples > 1);
}
pipeline = renderer->CreatePipelineState(pipelineDesc);
// Get command queue
cmdQueue = renderer->GetCommandQueue();
// Create command buffers
cmdBuffer = renderer->CreateCommandBuffer();
}
void MyRenderer::Render(const Gs::Matrix4f& wvpMatrix)
{
// Update constant buffer
cmdBuffer->Begin();
{
cmdBuffer->UpdateBuffer(*constantBuffer, 0, &wvpMatrix, sizeof(wvpMatrix));
cmdBuffer->SetVertexBuffer(*vertexBuffer);
cmdBuffer->SetIndexBuffer(*indexBuffer);
cmdBuffer->BeginRenderPass(*context);
{
// Clear color buffer
cmdBuffer->Clear(LLGL::ClearFlags::ColorDepth, { LLGL::ColorRGBAf{ 0.1f, 0.1f, 0.4f } });
// Set viewport
cmdBuffer->SetViewport(viewport);
// Set graphics pipeline and vertex buffer
cmdBuffer->SetPipelineState(*pipeline);
cmdBuffer->SetResourceHeap(*resourceHeap);
// Draw triangulated cube
cmdBuffer->DrawIndexed(36, 0);
}
cmdBuffer->EndRenderPass();
}
cmdBuffer->End();
cmdQueue->Submit(*cmdBuffer);
// Present the result on the screen
context->Present();
}
Gs::Matrix4f MyRenderer::BuildPerspectiveProjection(float aspectRatio, float nearPlane, float farPlane, float fieldOfView) const
{
int flags = 0;
if (renderer->GetRendererID() == LLGL::RendererID::OpenGL)
flags |= Gs::ProjectionFlags::UnitCube;
return Gs::ProjectionMatrix4f::Perspective(aspectRatio, nearPlane, farPlane, Gs::Deg2Rad(fieldOfView), flags).ToMatrix4();
}
LLGL::Window& MyRenderer::GetSubWindow()
{
return *subWindow;
}
/*
* Main function
*/
int main(int argc, char* argv[])
{
try
{
// Create main window
const LLGL::Extent2D resolution{ 800, 600 };
LLGL::WindowDescriptor mainWindowDesc;
{
mainWindowDesc.title = L"LLGL Example: Multi Renderer ( OpenGL, Vulkan, Direct3D 11, Direct3D 12 )";
mainWindowDesc.size = resolution;
mainWindowDesc.centered = true;
}
auto mainWindow = LLGL::Window::Create(mainWindowDesc);
// Create renderers
const int halfWidth = static_cast<int>(resolution.width/2);
const int halfHeight = static_cast<int>(resolution.height/2);
MyRenderer myRenderers[4] =
{
{ "Vulkan", *mainWindow, { 0, 0 }, LLGL::Viewport{ { 0, 0 }, resolution } },
{ "OpenGL", *mainWindow, { halfWidth, 0 }, LLGL::Viewport{ { -halfWidth, 0 }, resolution } },
{ "Direct3D11", *mainWindow, { 0, halfHeight }, LLGL::Viewport{ { 0, -halfHeight }, resolution } },
{ "Direct3D12", *mainWindow, { halfWidth, halfHeight }, LLGL::Viewport{ { -halfWidth, -halfHeight }, resolution } },
};
mainWindow->Show();
// Create resources
auto cubeVertices = GenerateTexturedCubeVertices();
auto cubeIndices = GenerateTexturedCubeTriangleIndices();
for (auto& renderer : myRenderers)
renderer.CreateResources(cubeVertices, cubeIndices);
auto input = std::make_shared<LLGL::Input>();
mainWindow->AddEventListener(input);
// Initialize matrices (OpenGL needs a unit-cube NDC-space)
const float aspectRatio = static_cast<float>(mainWindowDesc.size.width) / static_cast<float>(mainWindowDesc.size.height);
const float nearPlane = 0.1f;
const float farPlane = 100.0f;
const float fieldOfView = 45.0f;
Gs::Matrix4f projMatrices[4];
for (int i = 0; i < 4; ++i)
{
projMatrices[i] = myRenderers[i].BuildPerspectiveProjection(aspectRatio, nearPlane, farPlane, fieldOfView);
myRenderers[i].GetSubWindow().AddEventListener(input);
}
Gs::Matrix4f viewMatrix, worldMatrix;
Gs::Translate(viewMatrix, Gs::Vector3f(0, 0, 5));
// Enter main loop
while (mainWindow->ProcessEvents() && !input->KeyDown(LLGL::Key::Escape))
{
// Update scene transformation
if (input->KeyPressed(LLGL::Key::LButton))
{
const auto mouseMotion = Gs::Vector2f
{
static_cast<float>(input->GetMouseMotion().x),
static_cast<float>(input->GetMouseMotion().y),
} * 0.005f;
// Rotate model around X and Y axes
Gs::Matrix4f deltaRotation;
Gs::RotateFree(deltaRotation, { 1, 0, 0 }, mouseMotion.y);
Gs::RotateFree(deltaRotation, { 0, 1, 0 }, mouseMotion.x);
worldMatrix = deltaRotation * worldMatrix;
}
// Draw scene for all renderers
for (int i = 0; i < 4; ++i)
myRenderers[i].Render(projMatrices[i] * viewMatrix * worldMatrix);
}
}
catch (const std::exception& e)
{
std::cerr << e.what() << std::endl;
system("pause");
}
return 0;
}
#else
#include <iostream>
int main()
{
std::cerr << "this tutorial is only available for the Win32 platform" << std::endl;
return 0;
}
#endif