src/ngfx/drawOps/DrawMeshOp.cpp
Source code
/*
* Copyright 2020 GoPro Inc.
*
* Licensed to the Apache Software Foundation (ASF) under one
* or more contributor license agreements. See the NOTICE file
* distributed with this work for additional information
* regarding copyright ownership. The ASF licenses this file
* to you under the Apache License, Version 2.0 (the
* "License"); you may not use this file except in compliance
* with the License. You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing,
* software distributed under the License is distributed on an
* "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
* KIND, either express or implied. See the License for the
* specific language governing permissions and limitations
* under the License.
*/
#include "ngfx/drawOps/DrawMeshOp.h"
#include "ngfx/graphics/BufferUtil.h"
#include "ngfx/graphics/Config.h"
#include "ngfx/graphics/ShaderModule.h"
using namespace ngfx;
using namespace glm;
DrawMeshOp::DrawMeshOp(GraphicsContext *ctx, MeshData &meshData) : DrawOp(ctx) {
bPos.reset(createVertexBuffer<vec3>(ctx, meshData.pos));
bNormals.reset(createVertexBuffer<vec3>(ctx, meshData.normal));
bFaces.reset(createIndexBuffer<ivec3>(ctx, meshData.faces));
bUboVS.reset(createUniformBuffer(ctx, nullptr, sizeof(UBO_VS_Data)));
bUboFS.reset(createUniformBuffer(ctx, nullptr, sizeof(UBO_FS_Data)));
numVerts = uint32_t(meshData.pos.size());
numNormals = uint32_t(meshData.normal.size());
numFaces = uint32_t(meshData.faces.size());
createPipeline();
graphicsPipeline->getBindings({&U_UBO_VS, &U_UBO_FS}, {&B_POS, &B_NORMALS});
}
void DrawMeshOp::draw(CommandBuffer *commandBuffer, Graphics *graphics) {
graphics->bindGraphicsPipeline(commandBuffer, graphicsPipeline);
graphics->bindVertexBuffer(commandBuffer, bPos.get(), B_POS, sizeof(vec3));
graphics->bindVertexBuffer(commandBuffer, bNormals.get(), B_NORMALS,
sizeof(vec3));
graphics->bindIndexBuffer(commandBuffer, bFaces.get());
graphics->bindUniformBuffer(commandBuffer, bUboVS.get(), U_UBO_VS,
SHADER_STAGE_VERTEX_BIT);
graphics->bindUniformBuffer(commandBuffer, bUboFS.get(), U_UBO_FS,
SHADER_STAGE_FRAGMENT_BIT);
graphics->drawIndexed(commandBuffer, numFaces * 3);
}
void DrawMeshOp::update(mat4 &modelView, mat4 &modelViewInverseTranspose,
mat4 &modelViewProj, LightData &lightData) {
UBO_VS_Data uboVSData = {modelView, modelViewInverseTranspose, modelViewProj};
UBO_FS_Data uboFSData = {lightData};
bUboVS->upload(&uboVSData, sizeof(uboVSData));
bUboFS->upload(&uboFSData, sizeof(uboFSData));
}
void DrawMeshOp::createPipeline() {
const std::string key = "drawMeshOp";
graphicsPipeline = (GraphicsPipeline *)ctx->pipelineCache->get(key);
if (graphicsPipeline)
return;
GraphicsPipeline::State state;
state.renderPass = ctx->defaultRenderPass;
state.primitiveTopology = PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
state.depthTestEnable = true;
state.depthWriteEnable = true;
auto device = ctx->device;
graphicsPipeline = GraphicsPipeline::create(
ctx, state,
VertexShaderModule::create(device, NGFX_DATA_DIR "/drawMesh.vert").get(),
FragmentShaderModule::create(device, NGFX_DATA_DIR "/drawMesh.frag")
.get(),
ctx->surfaceFormat, ctx->depthFormat);
ctx->pipelineCache->add(key, graphicsPipeline);
}
Updated on 3 April 2021 at 20:21:51 PDT