LCOV - code coverage report
Current view: top level - xenolith/renderer/basic2d/backend/vk - XL2dVkShadow.h (source / functions) Hit Total Coverage
Test: coverage.info Lines: 13 13 100.0 %
Date: 2024-05-12 00:16:13 Functions: 14 14 100.0 %

          Line data    Source code
       1             : /**
       2             :  Copyright (c) 2023 Stappler LLC <admin@stappler.dev>
       3             : 
       4             :  Permission is hereby granted, free of charge, to any person obtaining a copy
       5             :  of this software and associated documentation files (the "Software"), to deal
       6             :  in the Software without restriction, including without limitation the rights
       7             :  to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
       8             :  copies of the Software, and to permit persons to whom the Software is
       9             :  furnished to do so, subject to the following conditions:
      10             : 
      11             :  The above copyright notice and this permission notice shall be included in
      12             :  all copies or substantial portions of the Software.
      13             : 
      14             :  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
      15             :  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
      16             :  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
      17             :  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
      18             :  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
      19             :  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
      20             :  THE SOFTWARE.
      21             :  **/
      22             : 
      23             : #ifndef XENOLITH_RENDERER_BASIC2D_BACKEND_VK_XL2DVKSHADOW_H_
      24             : #define XENOLITH_RENDERER_BASIC2D_BACKEND_VK_XL2DVKSHADOW_H_
      25             : 
      26             : #include "XL2dVkMaterial.h"
      27             : #include "XLVkQueuePass.h"
      28             : #include "XL2dCommandList.h"
      29             : 
      30             : namespace STAPPLER_VERSIONIZED stappler::xenolith::basic2d::vk {
      31             : 
      32             : class ShadowLightDataAttachment : public BufferAttachment {
      33             : public:
      34             :         virtual ~ShadowLightDataAttachment();
      35             : 
      36             :         virtual bool init(AttachmentBuilder &) override;
      37             : 
      38             :         virtual bool validateInput(const Rc<core::AttachmentInputData> &) const override;
      39             : 
      40             : protected:
      41             :         using BufferAttachment::init;
      42             : 
      43             :         virtual Rc<AttachmentHandle> makeFrameHandle(const FrameQueue &) override;
      44             : };
      45             : 
      46             : // this attachment should provide vertex & index buffers
      47             : class ShadowVertexAttachment : public BufferAttachment {
      48             : public:
      49             :         virtual ~ShadowVertexAttachment();
      50             : 
      51             :         virtual bool init(AttachmentBuilder &) override;
      52             : 
      53             :         virtual bool validateInput(const Rc<core::AttachmentInputData> &) const override;
      54             : 
      55             : protected:
      56             :         using BufferAttachment::init;
      57             : 
      58             :         virtual Rc<AttachmentHandle> makeFrameHandle(const FrameQueue &) override;
      59             : };
      60             : 
      61             : // this attachment should provide vertex & index buffers
      62             : class ShadowPrimitivesAttachment : public BufferAttachment {
      63             : public:
      64             :         virtual ~ShadowPrimitivesAttachment();
      65             : 
      66             :         virtual bool init(AttachmentBuilder &) override;
      67             : 
      68             : protected:
      69             :         using BufferAttachment::init;
      70             : 
      71             :         virtual Rc<AttachmentHandle> makeFrameHandle(const FrameQueue &) override;
      72             : };
      73             : 
      74             : class ShadowSdfImageAttachment : public ImageAttachment {
      75             : public:
      76             :         virtual ~ShadowSdfImageAttachment();
      77             : 
      78             :         virtual bool init(AttachmentBuilder &, Extent2 extent);
      79             : 
      80             : protected:
      81             :         virtual Rc<AttachmentHandle> makeFrameHandle(const FrameQueue &) override;
      82             : };
      83             : 
      84             : class ShadowVertexAttachmentHandle : public BufferAttachmentHandle {
      85             : public:
      86             :         virtual ~ShadowVertexAttachmentHandle();
      87             : 
      88             :         virtual void submitInput(FrameQueue &, Rc<core::AttachmentInputData> &&, Function<void(bool)> &&) override;
      89             : 
      90             :         bool empty() const;
      91             : 
      92       11019 :         uint32_t getTrianglesCount() const { return _trianglesCount; }
      93       11019 :         uint32_t getCirclesCount() const { return _circlesCount; }
      94       11369 :         uint32_t getRectsCount() const { return _rectsCount; }
      95       11490 :         uint32_t getRoundedRectsCount() const { return _roundedRectsCount; }
      96       11389 :         uint32_t getPolygonsCount() const { return _polygonsCount; }
      97        4640 :         float getMaxValue() const { return _maxValue; }
      98             : 
      99        1105 :         const Rc<Buffer> &getVertexes() const { return _vertexes; }
     100             : 
     101             : protected:
     102             :         virtual bool loadVertexes(FrameHandle &, const Rc<FrameContextHandle2d> &);
     103             : 
     104             :         Rc<Buffer> _indexes;
     105             :         Rc<Buffer> _vertexes;
     106             :         Rc<Buffer> _transforms;
     107             :         Rc<Buffer> _circles;
     108             :         Rc<Buffer> _rects;
     109             :         Rc<Buffer> _roundedRects;
     110             :         Rc<Buffer> _polygons;
     111             :         uint32_t _trianglesCount = 0;
     112             :         uint32_t _circlesCount = 0;
     113             :         uint32_t _rectsCount = 0;
     114             :         uint32_t _roundedRectsCount = 0;
     115             :         uint32_t _polygonsCount = 0;
     116             :         float _maxValue = 0.0f;
     117             : };
     118             : 
     119             : class ShadowLightDataAttachmentHandle : public BufferAttachmentHandle {
     120             : public:
     121             :         virtual ~ShadowLightDataAttachmentHandle();
     122             : 
     123             :         virtual void submitInput(FrameQueue &, Rc<core::AttachmentInputData> &&, Function<void(bool)> &&) override;
     124             : 
     125             :         virtual bool isDescriptorDirty(const PassHandle &, const PipelineDescriptor &,
     126             :                         uint32_t, bool isExternal) const override;
     127             : 
     128             :         virtual bool writeDescriptor(const core::QueuePassHandle &, DescriptorBufferInfo &) override;
     129             : 
     130             :         void allocateBuffer(DeviceFrameHandle *, const ShadowVertexAttachmentHandle *vertexes, uint32_t gridCells);
     131             : 
     132             :         float getBoxOffset(float value) const;
     133             : 
     134             :         uint32_t getLightsCount() const;
     135             :         uint32_t getObjectsCount() const;
     136             : 
     137        1105 :         const ShadowData &getShadowData() const { return _shadowData; }
     138       19665 :         const Rc<Buffer> &getBuffer() const { return _data; }
     139             : 
     140             : protected:
     141             :         Rc<Buffer> _data;
     142             :         Rc<FrameContextHandle2d> _input;
     143             :         ShadowData _shadowData;
     144             : };
     145             : 
     146             : class ShadowPrimitivesAttachmentHandle : public BufferAttachmentHandle {
     147             : public:
     148             :         virtual ~ShadowPrimitivesAttachmentHandle();
     149             : 
     150             :         void allocateBuffer(DeviceFrameHandle *, const ShadowData &);
     151             : 
     152        9060 :         const Rc<Buffer> &getObjects() const { return _objects; }
     153       11270 :         const Rc<Buffer> &getGridSize() const { return _gridSize; }
     154        9060 :         const Rc<Buffer> &getGridIndex() const { return _gridIndex; }
     155             : 
     156             : protected:
     157             :         Rc<Buffer> _objects;
     158             :         Rc<Buffer> _gridSize;
     159             :         Rc<Buffer> _gridIndex;
     160             : };
     161             : 
     162             : class ShadowSdfImageAttachmentHandle : public ImageAttachmentHandle {
     163             : public:
     164        9300 :         virtual ~ShadowSdfImageAttachmentHandle() { }
     165             : 
     166             :         virtual void submitInput(FrameQueue &, Rc<core::AttachmentInputData> &&, Function<void(bool)> &&) override;
     167             : 
     168             :         ImageInfo getImageInfo() const { return _currentImageInfo; }
     169             :         float getShadowDensity() const { return _shadowDensity; }
     170             :         float getSceneDensity() const { return _sceneDensity; }
     171             : 
     172             : protected:
     173             :         float _sceneDensity = 1.0f;
     174             :         float _shadowDensity = 1.0f;
     175             :         ImageInfo _currentImageInfo;
     176             : };
     177             : 
     178             : }
     179             : 
     180             : #endif /* XENOLITH_RENDERER_BASIC2D_BACKEND_VK_XL2DVKSHADOW_H_ */

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