MayaFlux 1.0.0
Digital-First Multimedia Processing Framework
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◆ setup_rendering()

void MayaFlux::Buffers::GeometryBuffer::setup_rendering ( const RenderConfig &  config)

Setup rendering with RenderProcessor.

Parameters
configRendering configuration

TRIANGLE_LIST/TRIANGLE_STRIP picks mesh_textured.frag or triangle.frag from texture state, unaffected by triangulate (mill's triangle pass copies UV unchanged). POINT_LIST switches to milled_shape.vert, plus milled_shape_textured.frag if textured, when triangulating – point.vert/point.frag's gl_PointSize/gl_PointCoord don't work once the pipeline is forced TRIANGLE_LIST.

Definition at line 62 of file GeometryBuffer.cpp.

63{
64 RenderConfig resolved_config = config;
65
66 const bool textured = m_diffuse_texture != nullptr
67 || !resolved_config.default_texture_binding.empty();
68
69 if (resolved_config.topology == Portal::Graphics::PrimitiveTopology::POINT_LIST
70 && m_geometry_node->get_primitive_topology()
72 resolved_config.topology = m_geometry_node->get_primitive_topology();
73 }
74
75 switch (resolved_config.topology) {
77 if (resolved_config.triangulate) {
78 if (config.vertex_shader.empty())
79 resolved_config.vertex_shader = "milled_shape.vert.spv";
80 if (config.fragment_shader.empty()) {
81 resolved_config.fragment_shader = textured
82 ? "milled_shape_textured.frag.spv"
83 : "milled_shape.frag.spv";
84 }
85 } else {
86 if (config.vertex_shader.empty())
87 resolved_config.vertex_shader = "point.vert.spv";
88 if (config.fragment_shader.empty())
89 resolved_config.fragment_shader = "point.frag.spv";
90 }
91 break;
92
95
96 if (config.vertex_shader.empty())
97 resolved_config.vertex_shader = "line.vert.spv";
98
99 if (config.fragment_shader.empty())
100 resolved_config.fragment_shader = "line.frag.spv";
101
102#ifdef MAYAFLUX_PLATFORM_MACOS
103 resolved_config.triangulate = true;
104#endif
105
106 if (resolved_config.triangulate) {
107 resolved_config.geometry_shader.clear();
108 } else if (config.geometry_shader.empty()) {
109 resolved_config.geometry_shader = "line.geom.spv";
110 }
111
112 break;
113
116 if (config.vertex_shader.empty())
117 resolved_config.vertex_shader = "triangle.vert.spv";
118 if (config.fragment_shader.empty()) {
119 resolved_config.fragment_shader = textured
120 ? "mesh_textured.frag.spv"
121 : "triangle.frag.spv";
122 }
123 break;
124
125 default:
126 if (config.vertex_shader.empty())
127 resolved_config.vertex_shader = "point.vert.spv";
128 if (config.fragment_shader.empty())
129 resolved_config.fragment_shader = "point.frag.spv";
130 }
131
132 const bool frag_samples_texture = !resolved_config.default_texture_binding.empty()
133 || resolved_config.fragment_shader.find("textured") != std::string::npos;
134
135 if (textured && !frag_samples_texture) {
137 "GeometryBuffer::setup_rendering: texture supplied but fragment shader '{}' "
138 "does not sample a texture — texture will be ignored",
139 resolved_config.fragment_shader);
140 }
141
142 const bool apply_texture = textured && frag_samples_texture;
143
144 ShaderConfig sc { resolved_config.vertex_shader };
145 if (apply_texture) {
146 const std::string slot = resolved_config.default_texture_binding.empty()
148 : resolved_config.default_texture_binding;
149 sc.bindings[slot] = ShaderBinding(0, 1, vk::DescriptorType::eCombinedImageSampler);
150 }
151
152 apply_render_config(resolved_config, sc);
153
154 get_processing_chain()->add_final_processor(m_render_processor, shared_from_this());
155
156 if (apply_texture && m_diffuse_texture)
158
159 set_default_render_config(resolved_config);
160}
#define MF_WARN(comp, ctx,...)
std::shared_ptr< Core::VKImage > m_diffuse_texture
std::shared_ptr< Nodes::GpuSync::GeometryWriterNode > m_geometry_node
void set_texture(std::shared_ptr< Core::VKImage > image, std::string binding="diffuseTex")
Supply a diffuse texture, bound on the next graphics tick.
std::shared_ptr< Buffers::BufferProcessingChain > get_processing_chain() override
Access the buffer's processing chain.
Definition VKBuffer.cpp:271
Portal::Graphics::RenderConfig RenderConfig
Definition VKBuffer.hpp:78
void apply_render_config(const RenderConfig &config, const ShaderConfig &shader_config)
Configure the internal m_render_processor from a RenderConfig.
Definition VKBuffer.cpp:344
std::shared_ptr< RenderProcessor > m_render_processor
Definition VKBuffer.hpp:654
void set_default_render_config(const RenderConfig &config)
Called by derived classes to set their context-specific defaults.
Definition VKBuffer.hpp:631
@ Init
Engine/subsystem initialization.
@ Buffers
Buffers, Managers, processors and processing chains.

References MayaFlux::Buffers::VKBuffer::apply_render_config(), MayaFlux::Journal::Buffers, MayaFlux::Portal::Graphics::RenderConfig::default_texture_binding, MayaFlux::Portal::Graphics::RenderConfig::fragment_shader, MayaFlux::Portal::Graphics::RenderConfig::geometry_shader, MayaFlux::Buffers::VKBuffer::get_processing_chain(), MayaFlux::Journal::Init, MayaFlux::Portal::Graphics::LINE_LIST, MayaFlux::Portal::Graphics::LINE_STRIP, m_diffuse_binding, m_diffuse_texture, m_geometry_node, MayaFlux::Buffers::VKBuffer::m_render_processor, MF_WARN, MayaFlux::Portal::Graphics::POINT_LIST, MayaFlux::Buffers::VKBuffer::set_default_render_config(), set_texture(), MayaFlux::Portal::Graphics::RenderConfig::topology, MayaFlux::Portal::Graphics::TRIANGLE_LIST, MayaFlux::Portal::Graphics::TRIANGLE_STRIP, MayaFlux::Portal::Graphics::RenderConfig::triangulate, and MayaFlux::Portal::Graphics::RenderConfig::vertex_shader.

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