Merge pull request #419 from SHADE-DP/SP3-1-Rendering

Fixed shadows with animations
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XiaoQiDigipen 2023-03-10 19:30:51 +08:00 committed by GitHub
commit 0bc8db4c83
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17 changed files with 185 additions and 50 deletions

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@ -2419,7 +2419,7 @@
Components:
Transform Component:
Translate: {x: 0, y: 0, z: 0}
Rotate: {x: -7.50001717, y: 1.39999998, z: -3.50001717}
Rotate: {x: -1.48352981, y: 1.39999998, z: -3.50001717}
Scale: {x: 1, y: 1, z: 1}
IsActive: true
Renderable Component:
@ -6858,8 +6858,8 @@
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 2.13981342, y: 0.0490087792, z: -1.96055627}
Rotate: {x: 0, y: -1.53675354, z: 0}
Translate: {x: 2.13981342, y: 0.0490087792, z: -1.86932743}
Rotate: {x: -0, y: -1.53675354, z: 0}
Scale: {x: 1, y: 1, z: 1}
IsActive: true
Renderable Component:
@ -8217,3 +8217,23 @@
Clicked: false
IsActive: true
Scripts: ~
- EID: 503
Name: DirectionalLight
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: -0.407547206, y: 3.60323787, z: 2.62217617}
Rotate: {x: -0, y: 0, z: -0}
Scale: {x: 1, y: 1, z: 1}
IsActive: true
Light Component:
Position: {x: 0.300000012, y: 0, z: 0}
Type: Directional
Direction: {x: -1.15900004, y: 4.79300022, z: -0.994000018}
Color: {x: 1, y: 1, z: 1, w: 1}
Layer: 4294967295
Strength: 0.800000012
Casting Shadows: true
IsActive: true
Scripts: ~

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@ -0,0 +1,37 @@
#version 450
#extension GL_KHR_vulkan_glsl : enable
//#include "ShaderDescriptorDefinitions.glsl"
layout(location = 0) in vec3 aVertexPos;
layout(location = 4) in mat4 worldTransform;
layout(location = 9) in uvec4 aBoneIndices;
layout(location = 10) in vec4 aBoneWeights;
layout(location = 11) in uint firstBoneIndex;
layout(set = 1, binding = 0) uniform CameraData
{
vec4 position;
mat4 vpMat;
mat4 viewMat;
mat4 projMat;
} cameraData;
layout (std430, set = 2, binding = 1) buffer AnimBoneMatrices
{
mat4 data[];
} BoneMatrices;
void main()
{
// // Compute bone matrix
mat4 boneMatrix = BoneMatrices.data[firstBoneIndex + aBoneIndices[0]] * aBoneWeights[0];
boneMatrix += BoneMatrices.data[firstBoneIndex + aBoneIndices[1]] * aBoneWeights[1];
boneMatrix += BoneMatrices.data[firstBoneIndex + aBoneIndices[2]] * aBoneWeights[2];
boneMatrix += BoneMatrices.data[firstBoneIndex + aBoneIndices[3]] * aBoneWeights[3];
// clip space for rendering
// gl_Position = cameraData.vpMat * worldTransform * vec4 (aVertexPos, 1.0f);
gl_Position = cameraData.vpMat * worldTransform * boneMatrix * vec4 (aVertexPos, 1.0f);
}

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@ -0,0 +1,3 @@
Name: ShadowMapAnim_VS
ID: 39393999
Type: 2

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@ -7,9 +7,6 @@ layout(location = 2) in vec3 aNormal;
layout(location = 3) in vec3 aTangent;
layout(location = 4) in mat4 worldTransform;
layout(location = 8) in uvec2 integerData;
layout(location = 9) in uvec4 aBoneIndices;
layout(location = 10) in vec4 aBoneWeights;
layout(location = 11) in uint firstBoneIndex;
layout(location = 0) out struct
{

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@ -40,6 +40,12 @@ layout(set = 1, binding = 0) uniform CameraData
mat4 projMat;
} cameraData;
layout (std430, set = 2, binding = 1) buffer AnimBoneMatrices
{
mat4 data[];
} BoneMatrices;
void main()
{
Out2.materialIndex = gl_InstanceIndex;
@ -63,6 +69,13 @@ void main()
Out.normal.rgb = transposeInv * aNormal.rgb;
Out.normal.rgb = normalize (Out.normal.rgb);
// Compute bone matrix
mat4 boneMatrix = BoneMatrices.data[firstBoneIndex + aBoneIndices[0]] * aBoneWeights[0];
boneMatrix += BoneMatrices.data[firstBoneIndex + aBoneIndices[1]] * aBoneWeights[1];
boneMatrix += BoneMatrices.data[firstBoneIndex + aBoneIndices[2]] * aBoneWeights[2];
boneMatrix += BoneMatrices.data[firstBoneIndex + aBoneIndices[3]] * aBoneWeights[3];
// clip space for rendering
gl_Position = cameraData.vpMat * worldTransform * vec4 (aVertexPos, 1.0f);
gl_Position = cameraData.vpMat * worldTransform * boneMatrix * vec4 (aVertexPos, 1.0f);
// gl_Position = cameraData.vpMat * worldTransform * vec4 (aVertexPos, 1.0f);
}

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@ -726,6 +726,22 @@ namespace SHADE
cmdBuffer->BindVertexBuffer(SHGraphicsConstants::VertexBufferBindings::BONE_MATRIX_FIRST_INDEX, transformDataBuffer[frameIndex], 0);
}
if (IsAnimated())
{
auto const& descMappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::BATCHING_ANIM);
if (instanceDataDescSet[frameIndex])
{
cmdBuffer->BindDescriptorSet
(
instanceDataDescSet[frameIndex],
SH_PIPELINE_TYPE::GRAPHICS,
descMappings.at(SHPredefinedDescriptorTypes::PER_INSTANCE_ANIM_BATCH),
dynamicOffset
);
}
}
else
{
auto const& descMappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::BATCHING);
if (instanceDataDescSet[frameIndex])
{
@ -737,6 +753,8 @@ namespace SHADE
dynamicOffset
);
}
}
cmdBuffer->DrawMultiIndirect(drawDataBuffer[frameIndex], static_cast<uint32_t>(drawData.size()));
cmdBuffer->EndLabeledSegment();
}

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@ -17,6 +17,7 @@ of DigiPen Institute of Technology is prohibited.
#include "Graphics/MiddleEnd/Interface/SHMaterialInstance.h"
#include "Graphics/MiddleEnd/Interface/SHRenderable.h"
#include "Graphics/Descriptors/SHVkDescriptorPool.h"
#include "Graphics/Commands/SHVkCommandBuffer.h"
namespace SHADE
{
@ -108,11 +109,19 @@ namespace SHADE
}
}
void SHSuperBatch::Draw(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex, bool bindBatchPipeline /*= true*/) noexcept
void SHSuperBatch::Draw(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex, bool bindBatchPipeline /*= true*/, Handle<SHVkPipeline> nonAnimPipeline/* = {}*/, Handle<SHVkPipeline> animPipeline/* = {}*/) noexcept
{
// Build all batches
for (auto& batch : batches)
{
if (!bindBatchPipeline)
{
if (batch.IsAnimated())
cmdBuffer->BindPipeline(animPipeline);
else
cmdBuffer->BindPipeline(nonAnimPipeline);
}
batch.Draw(cmdBuffer, frameIndex, bindBatchPipeline);
}
}

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@ -57,7 +57,7 @@ namespace SHADE
void Clear() noexcept;
void UpdateBuffers(uint32_t frameIndex, Handle<SHVkDescriptorPool> descPool);
void Build(Handle<SHVkLogicalDevice> device, Handle<SHVkDescriptorPool> descPool, uint32_t frameIndex) noexcept;
void Draw(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex, bool bindBatchPipeline = true) noexcept;
void Draw(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex, bool bindBatchPipeline = true, Handle<SHVkPipeline> nonAnimPipeline = {}, Handle<SHVkPipeline> animPipeline = {}) noexcept;
/*-----------------------------------------------------------------------------*/
/* Getter Functions */

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@ -14,6 +14,7 @@ namespace SHADE
std::vector<Handle<SHVkDescriptorSetLayout>> SHGraphicsPredefinedData::predefinedLayouts;
SHVertexInputState SHGraphicsPredefinedData::defaultVertexInputState;
SHVertexInputState SHGraphicsPredefinedData::shadowMapVertexInputState;
SHVertexInputState SHGraphicsPredefinedData::shadowMapAnimVertexInputState;
std::vector<SHGraphicsPredefinedData::PerSystem> SHGraphicsPredefinedData::perSystemData;
@ -36,6 +37,7 @@ namespace SHADE
{SHPredefinedDescriptorTypes::STATIC_DATA, 0},
{SHPredefinedDescriptorTypes::CAMERA, 1},
{SHPredefinedDescriptorTypes::PER_INSTANCE_ANIM_BATCH, 2},
{SHPredefinedDescriptorTypes::RENDER_GRAPH_RESOURCE, 3},
});
perSystemData[SHUtilities::ConvertEnum(SystemType::TEXT_RENDERING)].descMappings.AddMappings
@ -333,6 +335,17 @@ namespace SHADE
shadowMapVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_3D)});
shadowMapVertexInputState.AddBinding(true, true, { SHVertexAttribute(SHAttribFormat::MAT_4D) }, 4, 4); // Transform at binding 4 - 7 (4 slots)
shadowMapAnimVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_3D) });
shadowMapAnimVertexInputState.AddBinding(true, true, { SHVertexAttribute(SHAttribFormat::MAT_4D) }, 4, 4); // Transform at binding 4 - 7 (4 slots)
shadowMapAnimVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::UINT32_4D) }, 6, 9); // Attribute bone indices at index 5
shadowMapAnimVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_4D) }, 7, 10); // Attribute bone weights at index 6
shadowMapAnimVertexInputState.AddBinding(true, true, { SHVertexAttribute(SHAttribFormat::UINT32_1D) }, 8, 11); // Instance bone matrix first index at index 7
//shadowMapAnimVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_3D) });
//shadowMapAnimVertexInputState.AddBinding(true, true, { SHVertexAttribute(SHAttribFormat::MAT_4D) }, 4, 4); // Transform at binding 4 - 7 (4 slots)
}
void SHGraphicsPredefinedData::Init(Handle<SHVkLogicalDevice> logicalDevice) noexcept
@ -368,6 +381,11 @@ namespace SHADE
return shadowMapVertexInputState;
}
SHVertexInputState const& SHGraphicsPredefinedData::GetShadowMapAnimViState(void) noexcept
{
return shadowMapAnimVertexInputState;
}
SHGraphicsPredefinedData::PerSystem const& SHGraphicsPredefinedData::GetSystemData(SystemType systemType) noexcept
{
return perSystemData[static_cast<uint32_t>(systemType)];

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@ -67,6 +67,9 @@ namespace SHADE
//! vertex input state for shadow mapping
static SHVertexInputState shadowMapVertexInputState;
//! vertex input state for shadow mapping
static SHVertexInputState shadowMapAnimVertexInputState;
//! Predefined data for each type of system
static std::vector<PerSystem> perSystemData;
@ -101,6 +104,7 @@ namespace SHADE
static std::vector<Handle<SHVkDescriptorSetLayout>> GetPredefinedDescSetLayouts (SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes types) noexcept;
static SHVertexInputState const& GetDefaultViState (void) noexcept;
static SHVertexInputState const& GetShadowMapViState (void) noexcept;
static SHVertexInputState const& GetShadowMapAnimViState (void) noexcept;
static PerSystem const& GetSystemData (SystemType systemType) noexcept;
static SHDescriptorMappings::MapType const& GetMappings (SystemType systemType) noexcept;
//static PerSystem const& GetBatchingSystemData(void) noexcept;

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@ -128,8 +128,9 @@ namespace SHADE
SHFreetypeInstance::Init();
SHAssetManager::CompileAsset("../../Assets/Shaders/DeferredComposite_CS.glsl", false);
//SHAssetManager::CompileAsset("../../Assets/Shaders/ShadowMap_FS.glsl", false);
//SHAssetManager::CompileAsset("../../Assets/Shaders/DeferredComposite_CS.glsl", false);
//SHAssetManager::CompileAsset("../../Assets/Shaders/ShadowMap_VS.glsl", false);
//SHAssetManager::CompileAsset("../../Assets/Shaders/ShadowMapAnim_VS.glsl", false);
//SHAssetManager::CompileAsset("../../Assets/Shaders/ShadowMap_FS.glsl", false);
//SHAssetManager::CompileAsset("../../Assets/Shaders/SSAO_CS.glsl", false);
//SHAssetManager::CompileAsset("../../Assets/Shaders/SSAOBlur_CS.glsl", false);
@ -159,6 +160,7 @@ namespace SHADE
static constexpr AssetID RENDER_SC_VS = 48082949; renderToSwapchainVS = SHResourceManager::LoadOrGet<SHVkShaderModule>(RENDER_SC_VS);
static constexpr AssetID RENDER_SC_FS = 36869006; renderToSwapchainFS = SHResourceManager::LoadOrGet<SHVkShaderModule>(RENDER_SC_FS);
static constexpr AssetID SHADOW_MAP_VS = 44646107; shadowMapVS = SHResourceManager::LoadOrGet<SHVkShaderModule>(SHADOW_MAP_VS);
static constexpr AssetID SHADOW_MAP_ANIM_VS = 39393999; shadowMapAnimVS = SHResourceManager::LoadOrGet<SHVkShaderModule>(SHADOW_MAP_ANIM_VS);
static constexpr AssetID SHADOW_MAP_FS = 45925790; shadowMapFS = SHResourceManager::LoadOrGet<SHVkShaderModule>(SHADOW_MAP_FS);
static constexpr AssetID TRAJECTORY_VS = 41042628; trajectoryVS = SHResourceManager::LoadOrGet<SHVkShaderModule>(TRAJECTORY_VS);
static constexpr AssetID TRAJECTORY_FS = 45635685; trajectoryFS = SHResourceManager::LoadOrGet<SHVkShaderModule>(TRAJECTORY_FS);
@ -919,10 +921,19 @@ namespace SHADE
SHGraphicsPredefinedData::SystemType::BATCHING,
SHGraphicsPredefinedData::GetShadowMapViState(), rasterState
);
tempLibrary.CreateGraphicsPipelines
(
{ shadowMapAnimVS, shadowMapFS }, shadowMapNode->GetRenderpass(), shadowMapDrawSubpass,
SHGraphicsPredefinedData::SystemType::BATCHING_ANIM,
SHGraphicsPredefinedData::GetShadowMapAnimViState(), rasterState
);
shadowMapPipeline = tempLibrary.GetGraphicsPipeline({ shadowMapVS, shadowMapFS, shadowMapDrawSubpass });
shadowMapAnimPipeline = tempLibrary.GetGraphicsPipeline({ shadowMapAnimVS, shadowMapFS, shadowMapDrawSubpass });
}
shadowMapDrawSubpass->AddCompanionSubpass(gBufferWriteSubpass, shadowMapPipeline); // set companion subpass and pipeline
shadowMapDrawSubpass->AddCompanionSubpass(gBufferWriteVfxSubpass, shadowMapPipeline); // set companion subpass and pipeline
shadowMapDrawSubpass->AddCompanionSubpass(gBufferWriteSubpass, shadowMapPipeline, shadowMapAnimPipeline); // set companion subpass and pipeline
shadowMapDrawSubpass->AddCompanionSubpass(gBufferWriteVfxSubpass, shadowMapPipeline, shadowMapAnimPipeline); // set companion subpass and pipeline
// add the shadow map and the blurred version to the lighting system
uint32_t const NEW_SHADOW_MAP_INDEX = lightingSubSystem->AddShadowMap(renderGraph->GetRenderGraphResource(shadowMapBlurredResourceName), EVENT_DATA->lightEntity);

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@ -479,6 +479,7 @@ namespace SHADE
Handle<SHVkShaderModule> renderToSwapchainVS;
Handle<SHVkShaderModule> renderToSwapchainFS;
Handle<SHVkShaderModule> shadowMapVS;
Handle<SHVkShaderModule> shadowMapAnimVS;
Handle<SHVkShaderModule> shadowMapFS;
Handle<SHVkShaderModule> trajectoryVS;
Handle<SHVkShaderModule> trajectoryFS;
@ -499,6 +500,7 @@ namespace SHADE
Handle<SHVkPipeline> debugDrawFilledPipeline;
Handle<SHVkPipeline> debugDrawFilledDepthPipeline;
Handle<SHVkPipeline> shadowMapPipeline; // initialized only when a shadow map is needed
Handle<SHVkPipeline> shadowMapAnimPipeline; // initialized only when a shadow map is needed
Handle<SHVkDescriptorSetGroup> genericAndTextureDescSet;

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@ -497,7 +497,7 @@ namespace SHADE
}
// get target node
auto targetNode = nodes.begin() + nodeIndexing.at(nodeToAddAfter);
auto targetNode = nodes.begin() + nodeIndexing.at(nodeToAddAfter) + 1;
auto node = nodes.insert(targetNode, renderGraphStorage->resourceHub->Create<SHRenderGraphNode>(nodeName, renderGraphStorage, std::move(descInitParams), std::vector<Handle<SHRenderGraphNode>>(), true));
ReindexNodes ();

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@ -280,8 +280,8 @@ namespace SHADE
for (auto& companion : companionSubpasses)
{
// if not bind pipeline for companion and and execute draw command
commandBuffer->BindPipeline(companion.pipeline);
companion.subpass->superBatch->Draw(commandBuffer, frameIndex, false);
//commandBuffer->BindPipeline(companion.nonAnimPipeline);
companion.subpass->superBatch->Draw(commandBuffer, frameIndex, false, companion.nonAnimPipeline, companion.animPipeline);
}
}
}
@ -496,7 +496,7 @@ namespace SHADE
{
if (!dummyPipelineLayout)
{
auto const& batchingSystemData = SHGraphicsPredefinedData::GetSystemData(SHGraphicsPredefinedData::SystemType::BATCHING);
auto const& batchingSystemData = SHGraphicsPredefinedData::GetSystemData(SHGraphicsPredefinedData::SystemType::BATCHING_ANIM);
std::vector newLayouts = batchingSystemData.descSetLayouts;
if (inputDescriptorLayout)
{
@ -528,9 +528,9 @@ namespace SHADE
subpassIndex = index;
}
void SHSubpass::AddCompanionSubpass(Handle<SHSubpass> companion, Handle<SHVkPipeline> pipeline) noexcept
void SHSubpass::AddCompanionSubpass(Handle<SHSubpass> companion, Handle<SHVkPipeline> nonAnimPipeline, Handle<SHVkPipeline> animPipeline) noexcept
{
companionSubpasses.push_back(CompanionSubpass{companion, pipeline});
companionSubpasses.push_back(CompanionSubpass{companion, nonAnimPipeline, animPipeline});
//companionSubpass.companion = companion;
//companionSubpass.pipeline = pipeline;
}

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@ -35,8 +35,11 @@ namespace SHADE
// subpass whose data will be borrowed to draw
Handle<SHSubpass> subpass;
// Pipeline that will be used for all the draw calls from all batches of the companion subpass
Handle<SHVkPipeline> pipeline;
// Pipeline that will be used for all the draw calls from all batches (that render without animation data) of the companion subpass
Handle<SHVkPipeline> nonAnimPipeline;
// Pipeline that will be used for all the draw calls from all batches (that render with animation data) of the companion subpass
Handle<SHVkPipeline> animPipeline;
};
private:
@ -167,7 +170,7 @@ namespace SHADE
/*-----------------------------------------------------------------------*/
/* PUBLIC SETTERS AND GETTERS */
/*-----------------------------------------------------------------------*/
void AddCompanionSubpass (Handle<SHSubpass> companion, Handle<SHVkPipeline> pipeline) noexcept;
void AddCompanionSubpass (Handle<SHSubpass> companion, Handle<SHVkPipeline> nonAnimPipeline, Handle<SHVkPipeline> animPipeline) noexcept;
Handle<SHRenderGraphNode> GetParentNode(void) const noexcept;
SHSubPassIndex GetIndex() const noexcept;