Merge branch 'main' into PlayerController

This commit is contained in:
Glence 2022-11-02 10:24:09 +08:00
commit 218fc89fc8
32 changed files with 1114 additions and 173 deletions

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@ -0,0 +1,17 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_EXT_nonuniform_qualifier : require
layout(location = 0) in struct
{
vec4 vertColor;
} In;
layout(location = 0) out vec4 outColor;
void main()
{
outColor = In.vertColor;
}

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Name: DebugDraw_FS
ID: 36671027
Type: 2

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@ -0,0 +1,24 @@
#version 450
#extension GL_KHR_vulkan_glsl : enable
layout(location = 0) in vec4 aVertexPos;
layout(location = 1) in vec4 aVertColor;
layout(location = 0) out struct
{
vec4 vertColor; // location 0
} Out;
layout(set = 2, binding = 0) uniform CameraData
{
vec4 position;
mat4 vpMat;
} cameraData;
void main()
{
gl_Position = cameraData.vpMat * vec4 (aVertexPos.xyz, 1.0f);
Out.vertColor = aVertColor;
}

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Name: DebugDraw_VS
ID: 48002439
Type: 2

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@ -31,6 +31,7 @@
#include "FRC/SHFramerateController.h" #include "FRC/SHFramerateController.h"
#include "AudioSystem/SHAudioSystem.h" #include "AudioSystem/SHAudioSystem.h"
#include "Camera/SHCameraSystem.h" #include "Camera/SHCameraSystem.h"
#include "Graphics/MiddleEnd/Interface/SHDebugDrawSystem.h"
// Components // Components
#include "Graphics/MiddleEnd/Interface/SHRenderable.h" #include "Graphics/MiddleEnd/Interface/SHRenderable.h"
@ -42,6 +43,7 @@
#include "Assets/SHAssetManager.h" #include "Assets/SHAssetManager.h"
#include "Tools/SHLogger.h" #include "Tools/SHLogger.h"
#include "Tools/SHDebugDraw.h"
using namespace SHADE; using namespace SHADE;
@ -69,6 +71,7 @@ namespace Sandbox
SHGraphicsSystem* graphicsSystem = static_cast<SHGraphicsSystem*>(SHSystemManager::GetSystem<SHGraphicsSystem>()); SHGraphicsSystem* graphicsSystem = static_cast<SHGraphicsSystem*>(SHSystemManager::GetSystem<SHGraphicsSystem>());
SHSystemManager::CreateSystem<SHAudioSystem>(); SHSystemManager::CreateSystem<SHAudioSystem>();
SHSystemManager::CreateSystem<SHCameraSystem>(); SHSystemManager::CreateSystem<SHCameraSystem>();
SHSystemManager::CreateSystem<SHDebugDrawSystem>();
#ifdef SHEDITOR #ifdef SHEDITOR
SDL_Init(SDL_INIT_VIDEO); SDL_Init(SDL_INIT_VIDEO);
@ -90,6 +93,7 @@ namespace Sandbox
SHSystemManager::RegisterRoutine<SHPhysicsSystem, SHPhysicsSystem::PhysicsPostUpdate>(); SHSystemManager::RegisterRoutine<SHPhysicsSystem, SHPhysicsSystem::PhysicsPostUpdate>();
SHSystemManager::RegisterRoutine<SHTransformSystem, SHTransformSystem::TransformPostPhysicsUpdate>(); SHSystemManager::RegisterRoutine<SHTransformSystem, SHTransformSystem::TransformPostPhysicsUpdate>();
SHSystemManager::RegisterRoutine<SHDebugDrawSystem, SHDebugDrawSystem::ProcessPointsRoutine>();
SHSystemManager::RegisterRoutine<SHGraphicsSystem, SHGraphicsSystem::BatcherDispatcherRoutine>(); SHSystemManager::RegisterRoutine<SHGraphicsSystem, SHGraphicsSystem::BatcherDispatcherRoutine>();
SHSystemManager::RegisterRoutine<SHGraphicsSystem, SHGraphicsSystem::BeginRoutine>(); SHSystemManager::RegisterRoutine<SHGraphicsSystem, SHGraphicsSystem::BeginRoutine>();
@ -123,6 +127,9 @@ namespace Sandbox
SHSceneManager::InitSceneManager<SBTestScene>("TestScene"); SHSceneManager::InitSceneManager<SBTestScene>("TestScene");
SHFrameRateController::UpdateFRC(); SHFrameRateController::UpdateFRC();
// Link up SHDebugDraw
SHDebugDraw::Init(SHSystemManager::GetSystem<SHDebugDrawSystem>());
} }
void SBApplication::Update(void) void SBApplication::Update(void)

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@ -16,7 +16,10 @@
#include "Assets/SHAssetManager.h" #include "Assets/SHAssetManager.h"
#include "Camera/SHCameraComponent.h" #include "Camera/SHCameraComponent.h"
#include "Math/SHColour.h"
#include "Resource/SHResourceManager.h" #include "Resource/SHResourceManager.h"
#include "Graphics/MiddleEnd/Interface/SHDebugDrawSystem.h"
#include "Tools/SHDebugDraw.h"
using namespace SHADE; using namespace SHADE;
@ -159,7 +162,7 @@ namespace Sandbox
SHComponentManager::RemoveComponent <SHColliderComponent>(0); SHComponentManager::RemoveComponent <SHColliderComponent>(0);
auto ambientLight = SHEntityManager::CreateEntity<SHLightComponent>(); auto ambientLight = SHEntityManager::CreateEntity<SHLightComponent>();
SHComponentManager::GetComponent<SHLightComponent>(ambientLight)->SetColor(SHVec4(1.0f, 1.0f, 1.0f, 1.0f)); SHComponentManager::GetComponent<SHLightComponent>(ambientLight)->SetColor(SHColour::WHITE);
SHComponentManager::GetComponent<SHLightComponent>(ambientLight)->SetStrength(0.25f); SHComponentManager::GetComponent<SHLightComponent>(ambientLight)->SetStrength(0.25f);
SHComponentManager::GetComponent<SHLightComponent>(ambientLight)->SetType(SH_LIGHT_TYPE::AMBIENT); SHComponentManager::GetComponent<SHLightComponent>(ambientLight)->SetType(SH_LIGHT_TYPE::AMBIENT);
} }
@ -186,6 +189,8 @@ namespace Sandbox
SHADE::SHScriptEngine* scriptEngine = static_cast<SHADE::SHScriptEngine*>(SHADE::SHSystemManager::GetSystem<SHADE::SHScriptEngine>()); SHADE::SHScriptEngine* scriptEngine = static_cast<SHADE::SHScriptEngine*>(SHADE::SHSystemManager::GetSystem<SHADE::SHScriptEngine>());
scriptEngine->RemoveAllScripts(testObj); scriptEngine->RemoveAllScripts(testObj);
} }
SHDebugDraw::Cube(SHColour::CRIMSON, SHVec3(1.0f, 0.0f, 0.0f), SHVec3(1.0f, 1.0f, 1.0f));
} }
void SBTestScene::Render() void SBTestScene::Render()

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@ -282,6 +282,11 @@ namespace SHADE
} }
void SHVkCommandBuffer::SetLineWidth(float lineWidth) noexcept
{
vkCommandBuffer.setLineWidth(lineWidth);
}
/***************************************************************************/ /***************************************************************************/
/*! /*!

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@ -115,6 +115,7 @@ namespace SHADE
// Dynamic State // Dynamic State
void SetViewportScissor (float vpWidth, float vpHeight, uint32_t sWidth, uint32_t sHeight, float vpX = 0.0f, float vpY = 0.0f, int32_t sX = 0.0f, int32_t sY = 0.0f, float vpMinDepth = 0.0f, float vpMaxDepth = 1.0f) noexcept; void SetViewportScissor (float vpWidth, float vpHeight, uint32_t sWidth, uint32_t sHeight, float vpX = 0.0f, float vpY = 0.0f, int32_t sX = 0.0f, int32_t sY = 0.0f, float vpMinDepth = 0.0f, float vpMaxDepth = 1.0f) noexcept;
void SetLineWidth (float lineWidth) noexcept;
// Binding Commands // Binding Commands
void BindPipeline (Handle<SHVkPipeline> const& pipelineHdl) noexcept; void BindPipeline (Handle<SHVkPipeline> const& pipelineHdl) noexcept;

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@ -0,0 +1,202 @@
/************************************************************************************//*!
\file SHDebugDrawSystem.cpp
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Oct 16, 2022
\brief Contains the definition of functions of the SHDebugDrawSystem class.
Copyright (C) 2022 DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the prior written consent
of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/
#include "SHpch.h"
#include "SHDebugDrawSystem.h"
// STL Includes
#include <algorithm>
// Project Includes
#include "../Meshes/SHMeshData.h"
#include "../Meshes/SHPrimitiveGenerator.h"
#include "ECS_Base/Managers/SHSystemManager.h"
#include "SHGraphicsSystem.h"
#include "Graphics/Devices/SHVkLogicalDevice.h"
#include "../../SHVkUtil.h"
#include "Graphics/MiddleEnd/Interface/SHViewport.h"
#include "Graphics/MiddleEnd/Interface/SHRenderer.h"
namespace SHADE
{
/*---------------------------------------------------------------------------------*/
/* DrawRoutine */
/*---------------------------------------------------------------------------------*/
SHDebugDrawSystem::ProcessPointsRoutine::ProcessPointsRoutine()
: SHSystemRoutine("Debug Draw", true)
{
SystemFamily::GetID<SHDebugDrawSystem>();
}
void SHDebugDrawSystem::ProcessPointsRoutine::Execute(double dt) noexcept
{
auto gfxSys = SHSystemManager::GetSystem<SHGraphicsSystem>();
if (!gfxSys)
{
SHLOG_WARNING("[DebugDraw] Attempted to do debug draw without a graphics system.");
return;
}
// Get current frame index
const uint32_t FRAME_IDX = gfxSys->GetCurrentFrameIndex();
// Create the buffer if it doesn't exist or just update it
SHDebugDrawSystem* system = static_cast<SHDebugDrawSystem*>(GetSystem());
system->numPoints[FRAME_IDX] = system->points.size();
const uint32_t DATA_SIZE = sizeof(PointVertex) * system->points.size();
if (DATA_SIZE > 0)
{
system->vertexBuffers[FRAME_IDX]->WriteToMemory(system->points.data(), DATA_SIZE, 0, 0);
}
// Reset for next frame
system->points.clear();
}
/*---------------------------------------------------------------------------------*/
/* SHSystem overrides */
/*---------------------------------------------------------------------------------*/
void SHDebugDrawSystem::Init()
{
// Register function for subpass
const auto* GFX_SYSTEM = SHSystemManager::GetSystem<SHGraphicsSystem>();
auto const& RENDERERS = GFX_SYSTEM->GetDefaultViewport()->GetRenderers();
auto renderGraph = RENDERERS[SHGraphicsConstants::RenderGraphIndices::WORLD]->GetRenderGraph();
auto subPass = renderGraph->GetNode("Debug Draw")->GetSubpass("Debug Draw");
subPass->AddExteriorDrawCalls([this, GFX_SYSTEM](Handle<SHVkCommandBuffer>& cmdBuffer)
{
// Get Current frame index
const uint32_t FRAME_IDX = GFX_SYSTEM->GetCurrentFrameIndex();
// Don't draw if no points
if (numPoints[FRAME_IDX] <= 0)
return;
cmdBuffer->BindPipeline(GFX_SYSTEM->GetDebugDrawPipeline());
cmdBuffer->SetLineWidth(LineWidth);
cmdBuffer->BindVertexBuffer(0, vertexBuffers[FRAME_IDX], 0);
cmdBuffer->DrawArrays(numPoints[FRAME_IDX], 1, 0, 0);
});
// Reset trackers
std::fill_n(numPoints.begin(), numPoints.size(), 0);
// Allocate buffers
static constexpr uint32_t BUFFER_SIZE = MAX_POINTS * sizeof(PointVertex);
for (Handle<SHVkBuffer>& bufHandle : vertexBuffers)
{
bufHandle = GFX_SYSTEM->GetDevice()->CreateBuffer
(
BUFFER_SIZE,
nullptr,
0,
vk::BufferUsageFlagBits::eVertexBuffer,
VmaMemoryUsage::VMA_MEMORY_USAGE_AUTO,
VmaAllocationCreateFlagBits::VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT | VmaAllocationCreateFlagBits::VMA_ALLOCATION_CREATE_MAPPED_BIT
);
}
}
void SHDebugDrawSystem::Exit()
{
for (auto vertexBuffer : vertexBuffers)
{
if (vertexBuffer)
vertexBuffer.Free();
}
}
/*---------------------------------------------------------------------------------*/
/* Draw Functions */
/*---------------------------------------------------------------------------------*/
void SHDebugDrawSystem::DrawLine(const SHVec4& color, const SHVec3& startPt, const SHVec3& endPt)
{
if (points.size() > MAX_POINTS)
{
SHLOG_WARNING("[DebugDraw] Exceeded maximum size of drawable debug elements.");
return;
}
points.emplace_back(PointVertex{ startPt, color });
points.emplace_back(PointVertex{ endPt, color });
}
void SHDebugDrawSystem::DrawTri(const SHVec4& color, const SHVec3& pt1, const SHVec3& pt2, const SHVec3& pt3)
{
DrawPoly(color, { pt1, pt2, pt3 });
}
void SHDebugDrawSystem::DrawQuad(const SHVec4& color, const SHVec3& pt1, const SHVec3& pt2, const SHVec3& pt3, const SHVec3& pt4)
{
DrawPoly(color, { pt1, pt2, pt3, pt4 });
}
void SHDebugDrawSystem::DrawPoly(const SHVec4& color, std::initializer_list<SHVec3> pointList)
{
DrawPoly(color, pointList.begin(), pointList.end());
}
void SHDebugDrawSystem::DrawCube(const SHVec4& color, const SHVec3& pos, const SHVec3& size)
{
static const SHVec3 EXTENTS = SHVec3 { 0.5f, 0.5f, 0.5f };
static const SHVec3 UNIT_BOT_LEFT_FRONT = SHVec3 { pos - EXTENTS };
static const SHVec3 UNIT_BOT_RIGHT_FRONT = SHVec3 { pos + SHVec3 { EXTENTS.x, -EXTENTS.y, -EXTENTS.z } };
static const SHVec3 UNIT_BOT_RIGHT_BACK = SHVec3 { pos + SHVec3 { EXTENTS.x, -EXTENTS.y, EXTENTS.z } };
static const SHVec3 UNIT_BOT_LEFT_BACK = SHVec3 { pos + SHVec3 { -EXTENTS.x, -EXTENTS.y, EXTENTS.z } };
static const SHVec3 UNIT_TOP_LEFT_BACK = SHVec3 { pos + SHVec3 { -EXTENTS.x, EXTENTS.y, EXTENTS.z } };
static const SHVec3 UNIT_TOP_RIGHT_FRONT = SHVec3 { pos + SHVec3 { EXTENTS.x, EXTENTS.y, -EXTENTS.z } };
static const SHVec3 UNIT_TOP_LEFT_FRONT = SHVec3 { pos + SHVec3 { -EXTENTS.x, EXTENTS.y, -EXTENTS.z } };
static const SHVec3 UNIT_TOP_RIGHT_BACK = SHVec3 { pos + EXTENTS };
const SHVec3 BOT_LEFT_BACK = UNIT_BOT_LEFT_BACK * size;
const SHVec3 BOT_RIGHT_BACK = UNIT_BOT_RIGHT_BACK * size;
const SHVec3 BOT_LEFT_FRONT = UNIT_BOT_LEFT_FRONT * size;
const SHVec3 BOT_RIGHT_FRONT = UNIT_BOT_RIGHT_FRONT * size;
const SHVec3 TOP_LEFT_BACK = UNIT_TOP_LEFT_BACK * size;
const SHVec3 TOP_RIGHT_BACK = UNIT_TOP_RIGHT_BACK * size;
const SHVec3 TOP_LEFT_FRONT = UNIT_TOP_LEFT_FRONT * size;
const SHVec3 TOP_RIGHT_FRONT = UNIT_TOP_RIGHT_FRONT * size;
DrawPoly
(
color,
{
// Bottom Square
BOT_LEFT_BACK , BOT_RIGHT_BACK,
BOT_RIGHT_BACK , BOT_RIGHT_FRONT,
BOT_RIGHT_FRONT, BOT_LEFT_FRONT,
BOT_LEFT_FRONT , BOT_LEFT_BACK,
// Top Square
TOP_LEFT_BACK , TOP_RIGHT_BACK,
TOP_RIGHT_BACK , TOP_RIGHT_FRONT,
TOP_RIGHT_FRONT, TOP_LEFT_FRONT,
TOP_LEFT_FRONT , TOP_LEFT_BACK,
// Middle Lines
TOP_LEFT_BACK , BOT_LEFT_BACK,
TOP_RIGHT_BACK , BOT_RIGHT_BACK,
TOP_RIGHT_FRONT, BOT_RIGHT_FRONT,
TOP_LEFT_FRONT , BOT_LEFT_FRONT
}
);
}
void SHDebugDrawSystem::DrawSphere(const SHVec4& color, const SHVec3& pos, double radius)
{
if (spherePoints.empty())
{
// Generate
static const SHMeshData SPHERE = SHPrimitiveGenerator::Sphere();
for (const auto& idx : SPHERE.Indices)
{
spherePoints.emplace_back(SPHERE.VertexPositions[idx]);
}
}
DrawPoly(color, spherePoints.begin(), spherePoints.end());
}
}

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@ -0,0 +1,159 @@
/************************************************************************************//*!
\file SHDebugDrawSystem.h
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Oct 16, 2022
\brief Contains the definition of the SHDebugDrawSystem class.
Copyright (C) 2022 DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the prior written consent
of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/
#pragma once
// STL Includes
#include <vector>
// Project Includes
#include "SH_API.h"
#include "Math/Vector/SHVec2.h"
#include "Math/Vector/SHVec3.h"
#include "Math/Vector/SHVec4.h"
#include "ECS_Base/System/SHSystem.h"
#include "ECS_Base/System/SHSystemRoutine.h"
#include "Resource/SHHandle.h"
#include "Graphics/Buffers/SHVkBuffer.h"
#include "SHGraphicsConstants.h"
#include "Math/SHColour.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Forward Declarations */
/*-----------------------------------------------------------------------------------*/
class SHVkBuffer;
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
/// <summary>
/// Manages the Debug Draw system.
/// </summary>
class SH_API SHDebugDrawSystem final : public SHSystem
{
public:
/*---------------------------------------------------------------------------------*/
/* System Routines */
/*---------------------------------------------------------------------------------*/
class SH_API ProcessPointsRoutine final : public SHSystemRoutine
{
public:
ProcessPointsRoutine();
virtual void Execute(double dt) noexcept override final;
};
/*---------------------------------------------------------------------------------*/
/* SHSystem overrides */
/*---------------------------------------------------------------------------------*/
virtual void Init() override final;
virtual void Exit() override final;
/*---------------------------------------------------------------------------------*/
/* Configuration Functions */
/*---------------------------------------------------------------------------------*/
/// <summary>
/// Configures the line width used to draw all lines in the Debug Draw system.
/// </summary>
float LineWidth = 1.0f;
/*---------------------------------------------------------------------------------*/
/* Draw Functions */
/*---------------------------------------------------------------------------------*/
/// <summary>
/// Renders a line between two points in world space.
/// </summary>
/// <param name="color">Colour of the line.</param>
/// <param name="startPt">First point of the line.</param>
/// <param name="endPt">Second point of the line.</param>
void DrawLine(const SHVec4& color, const SHVec3& startPt, const SHVec3& endPt);
/// <summary>
/// Renders a triangle indicated by three points in world space.
/// </summary>
/// <param name="color">Colour of the triangle.</param>
/// <param name="pt1">First point of the triangle.</param>
/// <param name="pt2">Second point of the triangle.</param>
/// <param name="pt3">Third point of the triangle.</param>
void DrawTri(const SHVec4& color, const SHVec3& pt1, const SHVec3& pt2, const SHVec3& pt3);
/// <summary>
/// Renders a quadrilateral indicated by four points in world space.
/// </summary>
/// <param name="color">Colour of the quadrilateral.</param>
/// <param name="pt1">First point of the triangle.</param>
/// <param name="pt2">Second point of the quadrilateral.</param>
/// <param name="pt3">Third point of the quadrilateral.</param>
/// <param name="pt4">Third point of the quadrilateral.</param>
void DrawQuad(const SHVec4& color, const SHVec3& pt1, const SHVec3& pt2, const SHVec3& pt3, const SHVec3& pt4);
/// <summary>
/// Renders a polygon indicated by the specified set of points in world space.
/// </summary>
/// <param name="color">Colour of the polygon.</param>
/// <param name="pointList">List of points for the polygon.</param>
void DrawPoly(const SHVec4& color, std::initializer_list<SHVec3> pointList);
/// <summary>
/// Renders a polygon indicated by the specified set of points in world space.
/// </summary>
/// <typeparam name="IterType">Iterator for a STL-like container.</typeparam>
/// <param name="color">Colour of the polygon.</param>
/// <param name="pointListBegin">
/// Iterator to the first point of the point container.
/// </param>
/// <param name="pointListEnd">
/// One past last iterator of the point container.
/// </param>
template<typename IterType>
void DrawPoly(const SHVec4& color, IterType pointListBegin, IterType pointListEnd);
/// <summary>
/// Renders a wireframe cube centered around the position specified in world space.
/// </summary>
/// <param name="color">Colour of the cube.</param>
/// <param name="pos">Position where the cube wil be centered at.</param>
/// <param name="size">Size of the rendered cube.</param>
void DrawCube(const SHVec4& color, const SHVec3& pos, const SHVec3& size);
/// <summary>
/// Renders a wireframe sphere centered around the position specified in world space.
/// </summary>
/// <param name="color">Colour of the sphere.</param>
/// <param name="pos">Position where the sphere wil be centered at.</param>
/// <param name="size">Size of the rendered sphere.</param>
void DrawSphere(const SHVec4& color, const SHVec3& pos, double radius);
private:
/*---------------------------------------------------------------------------------*/
/* Type Definitions */
/*---------------------------------------------------------------------------------*/
struct SH_API PointVertex
{
SHVec4 Position;
SHVec4 Color;
};
using TripleBuffer = std::array<Handle<SHVkBuffer>, SHGraphicsConstants::NUM_FRAME_BUFFERS>;
using TripleUInt = std::array<uint32_t, SHGraphicsConstants::NUM_FRAME_BUFFERS>;
/*---------------------------------------------------------------------------------*/
/* Constants */
/*---------------------------------------------------------------------------------*/
static constexpr uint32_t MAX_POINTS = 100'000;
/*---------------------------------------------------------------------------------*/
/* Data Members */
/*---------------------------------------------------------------------------------*/
// CPU Buffers
std::vector<PointVertex> points;
// GPU Buffers
TripleBuffer vertexBuffers;
TripleUInt numPoints;
// Cached Points for polygon drawing
std::vector<SHVec3> spherePoints;
};
}
#include "SHDebugDrawSystem.hpp"

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@ -0,0 +1,48 @@
/************************************************************************************//*!
\file SHDebugDrawSystem.hpp
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Oct 16, 2022
\brief Contains the definition of template functions the SHDebugDrawSystem
class.
Copyright (C) 2022 DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the prior written consent
of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/
#pragma once
#include "SHDebugDrawSystem.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Draw Functions */
/*-----------------------------------------------------------------------------------*/
template<typename IterType>
void SHDebugDrawSystem::DrawPoly(const SHVec4& color, IterType pointListBegin, IterType pointListEnd)
{
// Ensure dereferenced type is SHVec3
static_assert(std::is_same_v<SHVec3, std::remove_cvref_t<decltype(*pointListBegin)>>, "Parameters to DrawPoly must be SHVec3.");
// Check if points exceeded max
if (points.size() > MAX_POINTS)
{
SHLOG_WARNING("[DebugDraw] Exceeded maximum size of drawable debug elements.");
return;
}
const size_t POINTS_COUNT = pointListEnd - pointListBegin;
// Invalid polygon
if (POINTS_COUNT < 2)
{
SHLOG_WARNING("[SHDebugDraw] Invalid polygon provided to DrawPoly().");
return;
}
const size_t POINTS_ROUNDED_COUNT = POINTS_COUNT / 2 * 2;
for (auto pointIter = pointListBegin; pointIter != (pointListBegin + POINTS_ROUNDED_COUNT); ++pointIter)
{
points.emplace_back(PointVertex{ *pointIter, color });
}
}
}

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@ -39,6 +39,7 @@ of DigiPen Institute of Technology is prohibited.
#include "Graphics/MiddleEnd/Lights/SHLightingSubSystem.h" #include "Graphics/MiddleEnd/Lights/SHLightingSubSystem.h"
#include "Assets/SHAssetManager.h" #include "Assets/SHAssetManager.h"
#include "Resource/SHResourceManager.h" #include "Resource/SHResourceManager.h"
#include "Graphics/SHVkUtil.h"
namespace SHADE namespace SHADE
{ {
@ -111,6 +112,8 @@ namespace SHADE
// Load Built In Shaders // Load Built In Shaders
static constexpr AssetID VS_DEFAULT = 39210065; defaultVertShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(VS_DEFAULT); static constexpr AssetID VS_DEFAULT = 39210065; defaultVertShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(VS_DEFAULT);
static constexpr AssetID FS_DEFAULT = 46377769; defaultFragShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(FS_DEFAULT); static constexpr AssetID FS_DEFAULT = 46377769; defaultFragShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(FS_DEFAULT);
static constexpr AssetID VS_DEBUG = 48002439; debugVertShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(VS_DEBUG);
static constexpr AssetID FS_DEBUG = 36671027; debugFragShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(FS_DEBUG);
static constexpr AssetID CS_COMPOSITE = 45072428; deferredCompositeShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(CS_COMPOSITE); static constexpr AssetID CS_COMPOSITE = 45072428; deferredCompositeShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(CS_COMPOSITE);
} }
@ -183,12 +186,16 @@ namespace SHADE
// deferred composite // deferred composite
gBufferNode->AddNodeCompute(deferredCompositeShader, { "Position", "Normals", "Albedo", "Light Layer Indices", "Scene" }); gBufferNode->AddNodeCompute(deferredCompositeShader, { "Position", "Normals", "Albedo", "Light Layer Indices", "Scene" });
// Set up Debug Draw Pass
auto debugDrawNode = worldRenderGraph->AddNode("Debug Draw", { "Scene" }, {"G-Buffer"});
auto debugDrawSubpass = debugDrawNode->AddSubpass("Debug Draw");
debugDrawSubpass->AddColorOutput("Scene");
auto dummyNode = worldRenderGraph->AddNode("Dummy Pass", { "Scene" }, {"G-Buffer"}); // no predecessors // Dummy Node
auto dummyNode = worldRenderGraph->AddNode("Dummy Pass", { "Scene" }, { "Debug Draw" }); // no predecessors
auto dummySubpass = dummyNode->AddSubpass("Dummy Subpass"); auto dummySubpass = dummyNode->AddSubpass("Dummy Subpass");
dummySubpass->AddInput("Scene"); dummySubpass->AddInput("Scene");
// Generate world render graph // Generate world render graph
worldRenderGraph->Generate(); worldRenderGraph->Generate();
@ -198,7 +205,57 @@ namespace SHADE
worldRenderer->SetCameraDirector(cameraSystem->CreateDirector()); worldRenderer->SetCameraDirector(cameraSystem->CreateDirector());
// Create default materials
defaultMaterial = AddMaterial(defaultVertShader, defaultFragShader, gBufferSubpass); defaultMaterial = AddMaterial(defaultVertShader, defaultFragShader, gBufferSubpass);
// Create debug draw pipeline
auto debugDrawPipelineLayout = resourceManager.Create<SHVkPipelineLayout>
(
device, SHPipelineLayoutParams
{
.shaderModules = { debugVertShader, debugFragShader },
.globalDescSetLayouts = SHGraphicsGlobalData::GetDescSetLayouts()
}
);
debugDrawPipeline = resourceManager.Create<SHVkPipeline>(device, debugDrawPipelineLayout, nullptr, debugDrawNode->GetRenderpass(), debugDrawSubpass);
debugDrawPipeline->GetPipelineState().SetRasterizationState(SHRasterizationState
{
.polygonMode = vk::PolygonMode::eLine,
.cull_mode = vk::CullModeFlagBits::eNone
});
debugDrawPipeline->GetPipelineState().SetInputAssemblyState(SHInputAssemblyState
{
.topology = vk::PrimitiveTopology::eLineList
});
SHVertexInputState debugDrawVertexInputState;
debugDrawVertexInputState.AddBinding(false, true, { SHVertexAttribute(SHAttribFormat::FLOAT_4D), SHVertexAttribute(SHAttribFormat::FLOAT_4D) });
debugDrawPipeline->GetPipelineState().SetVertexInputState(debugDrawVertexInputState);
SHColorBlendState colorBlendState{};
colorBlendState.logic_op_enable = VK_FALSE;
colorBlendState.logic_op = vk::LogicOp::eCopy;
auto const& subpassColorReferences = debugDrawSubpass->GetColorAttachmentReferences();
colorBlendState.attachments.reserve(subpassColorReferences.size());
for (auto& att : subpassColorReferences)
{
colorBlendState.attachments.push_back(vk::PipelineColorBlendAttachmentState
{
.blendEnable = SHVkUtil::IsBlendCompatible(debugDrawSubpass->GetFormatFromAttachmentReference(att.attachment)),
.srcColorBlendFactor = vk::BlendFactor::eSrcAlpha,
.dstColorBlendFactor = vk::BlendFactor::eOneMinusSrcAlpha,
.colorBlendOp = vk::BlendOp::eAdd,
.srcAlphaBlendFactor = vk::BlendFactor::eOne,
.dstAlphaBlendFactor = vk::BlendFactor::eZero,
.alphaBlendOp = vk::BlendOp::eAdd,
.colorWriteMask = vk::ColorComponentFlagBits::eR | vk::ColorComponentFlagBits::eG | vk::ColorComponentFlagBits::eB | vk::ColorComponentFlagBits::eA,
}
);
}
debugDrawPipeline->GetPipelineState().SetColorBlenState(colorBlendState);
debugDrawPipeline->ConstructPipeline();
} }
void SHGraphicsSystem::InitMiddleEnd(void) noexcept void SHGraphicsSystem::InitMiddleEnd(void) noexcept

View File

@ -288,9 +288,8 @@ namespace SHADE
Handle<SHMousePickSystem> GetMousePickSystem(void) const noexcept {return mousePickSystem;}; Handle<SHMousePickSystem> GetMousePickSystem(void) const noexcept {return mousePickSystem;};
Handle<SHPostOffscreenRenderSystem> GetPostOffscreenRenderSystem(void) const noexcept {return postOffscreenRender;}; Handle<SHPostOffscreenRenderSystem> GetPostOffscreenRenderSystem(void) const noexcept {return postOffscreenRender;};
Handle<SHRenderGraphNode> GetPrimaryRenderpass() const noexcept; Handle<SHRenderGraphNode> GetPrimaryRenderpass() const noexcept;
//SHRenderGraph const& GetRenderGraph(void) const noexcept; Handle<SHVkPipeline> GetDebugDrawPipeline(void) const noexcept { return debugDrawPipeline; }
uint32_t GetCurrentFrameIndex(void) const noexcept { return renderContext.GetCurrentFrame(); }
//Handle<SHVkRenderpass> GetRenderPass() const { return renderPass; }
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
/* Getters */ /* Getters */
@ -339,10 +338,6 @@ namespace SHADE
Handle<SHViewport> worldViewport; // Whole screen Handle<SHViewport> worldViewport; // Whole screen
std::vector<Handle<SHViewport>> viewports; // Additional viewports std::vector<Handle<SHViewport>> viewports; // Additional viewports
// Debug Renderers
Handle<SHRenderer> debugWorldRenderer;
Handle<SHRenderer> debugScreenRenderer;
// Temp renderers // Temp renderers
Handle<SHRenderer> worldRenderer; Handle<SHRenderer> worldRenderer;
@ -353,10 +348,13 @@ namespace SHADE
// Built-In Shaders // Built-In Shaders
Handle<SHVkShaderModule> defaultVertShader; Handle<SHVkShaderModule> defaultVertShader;
Handle<SHVkShaderModule> defaultFragShader; Handle<SHVkShaderModule> defaultFragShader;
Handle<SHVkShaderModule> debugVertShader;
Handle<SHVkShaderModule> debugFragShader;
Handle<SHVkShaderModule> deferredCompositeShader; Handle<SHVkShaderModule> deferredCompositeShader;
// Built-In Materials // Built-In Materials
Handle<SHMaterial> defaultMaterial; Handle<SHMaterial> defaultMaterial;
Handle<SHVkPipeline> debugDrawPipeline;
Handle<SHRenderGraph> worldRenderGraph; Handle<SHRenderGraph> worldRenderGraph;

View File

@ -3,7 +3,7 @@
\author Tng Kah Wei, kahwei.tng, 390009620 \author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu \par email: kahwei.tng\@digipen.edu
\date Aug 30, 2022 \date Aug 30, 2022
\brief Contains definitions for all of the functions of the classes that deal \brief Contains definitions for all of the functions of the classes that deal
with storage and management of vertex and index buffers of meshes. with storage and management of vertex and index buffers of meshes.
Copyright (C) 2022 DigiPen Institute of Technology. Copyright (C) 2022 DigiPen Institute of Technology.
@ -18,50 +18,59 @@ of DigiPen Institute of Technology is prohibited.
namespace SHADE namespace SHADE
{ {
/*-----------------------------------------------------------------------------------*/
/* Static Member Definitions */
/*-----------------------------------------------------------------------------------*/
SHMeshData SHPrimitiveGenerator::cubeMesh;
SHMeshData SHPrimitiveGenerator::sphereMesh;
/*-----------------------------------------------------------------------------------*/
/* Primitive Generation Functions */
/*-----------------------------------------------------------------------------------*/
SHMeshData SHPrimitiveGenerator::Cube() noexcept SHMeshData SHPrimitiveGenerator::Cube() noexcept
{ {
SHMeshData mesh; SHMeshData mesh;
mesh.VertexPositions = mesh.VertexPositions =
{ {
// front // front
SHVec3(-0.5f, -0.5f, 0.5f), SHVec3(-0.5f, -0.5f, 0.5f),
SHVec3( 0.5f, -0.5f, 0.5f), SHVec3(0.5f, -0.5f, 0.5f),
SHVec3( 0.5f, 0.5f, 0.5f), SHVec3(0.5f, 0.5f, 0.5f),
SHVec3(-0.5f, 0.5f, 0.5f), SHVec3(-0.5f, 0.5f, 0.5f),
// back // back
SHVec3(-0.5f, -0.5f, -0.5f), SHVec3(-0.5f, -0.5f, -0.5f),
SHVec3(-0.5f, 0.5f, -0.5f), SHVec3(-0.5f, 0.5f, -0.5f),
SHVec3( 0.5f, 0.5f, -0.5f), SHVec3(0.5f, 0.5f, -0.5f),
SHVec3( 0.5f, -0.5f, -0.5f), SHVec3(0.5f, -0.5f, -0.5f),
// top // top
SHVec3(-0.5f, 0.5f, -0.5f), SHVec3(-0.5f, 0.5f, -0.5f),
SHVec3(-0.5f, 0.5f, 0.5f), SHVec3(-0.5f, 0.5f, 0.5f),
SHVec3( 0.5f, 0.5f, 0.5f), SHVec3(0.5f, 0.5f, 0.5f),
SHVec3( 0.5f, 0.5f, -0.5f), SHVec3(0.5f, 0.5f, -0.5f),
// bottom // bottom
SHVec3(-0.5f, -0.5f, -0.5f), SHVec3(-0.5f, -0.5f, -0.5f),
SHVec3( 0.5f, -0.5f, -0.5f), SHVec3(0.5f, -0.5f, -0.5f),
SHVec3( 0.5f, -0.5f, 0.5f), SHVec3(0.5f, -0.5f, 0.5f),
SHVec3(-0.5f, -0.5f, 0.5f), SHVec3(-0.5f, -0.5f, 0.5f),
// right // right
SHVec3(0.5f, -0.5f, -0.5f), SHVec3(0.5f, -0.5f, -0.5f),
SHVec3(0.5f, 0.5f, -0.5f), SHVec3(0.5f, 0.5f, -0.5f),
SHVec3(0.5f, 0.5f, 0.5f), SHVec3(0.5f, 0.5f, 0.5f),
SHVec3(0.5f, -0.5f, 0.5f), SHVec3(0.5f, -0.5f, 0.5f),
// left // left
SHVec3(-0.5f, -0.5f, -0.5f), SHVec3(-0.5f, -0.5f, -0.5f),
SHVec3(-0.5f, -0.5f, 0.5f), SHVec3(-0.5f, -0.5f, 0.5f),
SHVec3(-0.5f, 0.5f, 0.5f), SHVec3(-0.5f, 0.5f, 0.5f),
SHVec3(-0.5f, 0.5f, -0.5f) SHVec3(-0.5f, 0.5f, -0.5f)
}; };
mesh.VertexTexCoords = mesh.VertexTexCoords =
{ {
SHVec2(0.0f, 1.0f), SHVec2(0.0f, 1.0f),
SHVec2(1.0f, 1.0f), SHVec2(1.0f, 1.0f),
@ -99,7 +108,7 @@ namespace SHADE
SHVec2(0.0f, 0.0f) SHVec2(0.0f, 0.0f)
}; };
mesh.VertexTangents = mesh.VertexTangents =
{ {
// front // front
SHVec3(1.0f, 0.0f, 0.0f), SHVec3(1.0f, 0.0f, 0.0f),
@ -118,7 +127,7 @@ namespace SHADE
SHVec3(1.0f, 0.0f, 0.0f), SHVec3(1.0f, 0.0f, 0.0f),
SHVec3(1.0f, 0.0f, 0.0f), SHVec3(1.0f, 0.0f, 0.0f),
SHVec3(1.0f, 0.0f, 0.0f), SHVec3(1.0f, 0.0f, 0.0f),
// bottom // bottom
SHVec3(1.0f, 0.0f, 0.0f), SHVec3(1.0f, 0.0f, 0.0f),
SHVec3(1.0f, 0.0f, 0.0f), SHVec3(1.0f, 0.0f, 0.0f),
@ -193,10 +202,93 @@ namespace SHADE
Handle<SHMesh> SHPrimitiveGenerator::Cube(SHMeshLibrary& meshLibrary) noexcept Handle<SHMesh> SHPrimitiveGenerator::Cube(SHMeshLibrary& meshLibrary) noexcept
{ {
static SHMeshData meshData = Cube(); if (cubeMesh.VertexPositions.empty())
cubeMesh = Cube();
return addMeshDataTo(cubeMesh, meshLibrary);
}
Handle<SHADE::SHMesh> SHPrimitiveGenerator::Cube(SHGraphicsSystem& gfxSystem) noexcept
{
if (cubeMesh.VertexPositions.empty())
cubeMesh = Cube();
return addMeshDataTo(cubeMesh, gfxSystem);
}
SHADE::SHMeshData SHPrimitiveGenerator::Sphere() noexcept
{
SHMeshData meshData;
const int LAT_SLICES = 12;
const int LONG_SLICES = 12;
float radius = 1;
for (int latNum = 0; latNum <= LAT_SLICES; ++latNum)
{
float theta = static_cast<float>(latNum * std::numbers::pi / LAT_SLICES);
float sinTheta = sin(theta);
float cosTheta = cos(theta);
for (int longNum = 0; longNum <= LONG_SLICES; ++longNum)
{
float phi = static_cast<float>(longNum * 2 * std::numbers::pi / LONG_SLICES);
float sinPhi = sin(phi);
float cosPhi = cos(phi);
const SHVec3 NORMAL = SHVec3(cosPhi * sinTheta, cosTheta, sinPhi * sinTheta);
meshData.VertexNormals.emplace_back(NORMAL);
meshData.VertexTangents.emplace_back(/* TODO */);
meshData.VertexTexCoords.emplace_back
(
1.0f - (longNum / static_cast<float>(LONG_SLICES)),
1.0f - (latNum / static_cast<float>(LAT_SLICES))
);
meshData.VertexPositions.emplace_back(radius * NORMAL.x, radius * NORMAL.y, radius * NORMAL.z);
}
}
for (int latNumber{}; latNumber < LAT_SLICES; latNumber++)
{
for (int longNumber{}; longNumber < LONG_SLICES; longNumber++)
{
const auto FIRST = (latNumber * (LONG_SLICES + 1)) + longNumber;
const auto SECOND = (FIRST + LONG_SLICES + 1);
meshData.Indices.emplace_back(FIRST);
meshData.Indices.emplace_back(SECOND);
meshData.Indices.emplace_back(FIRST + 1);
meshData.Indices.emplace_back(SECOND);
meshData.Indices.emplace_back(SECOND + 1);
meshData.Indices.emplace_back(FIRST + 1);
}
}
return meshData;
}
SHADE::Handle<SHADE::SHMesh> SHPrimitiveGenerator::Sphere(SHMeshLibrary& meshLibrary) noexcept
{
if (sphereMesh.VertexPositions.empty())
sphereMesh = Sphere();
return addMeshDataTo(sphereMesh, meshLibrary);
}
SHADE::Handle<SHADE::SHMesh> SHPrimitiveGenerator::Sphere(SHGraphicsSystem& gfxSystem) noexcept
{
if (sphereMesh.VertexPositions.empty())
sphereMesh = Sphere();
return addMeshDataTo(sphereMesh, gfxSystem);
}
/*-----------------------------------------------------------------------------------*/
/* Helper Functions */
/*-----------------------------------------------------------------------------------*/
SHADE::Handle<SHADE::SHMesh> SHPrimitiveGenerator::addMeshDataTo(const SHMeshData& meshData, SHMeshLibrary& meshLibrary) noexcept
{
return meshLibrary.AddMesh return meshLibrary.AddMesh
( (
static_cast<uint32_t>(meshData.VertexPositions.size()), static_cast<uint32_t>(meshData.VertexPositions.size()),
meshData.VertexPositions.data(), meshData.VertexPositions.data(),
meshData.VertexTexCoords.data(), meshData.VertexTexCoords.data(),
meshData.VertexTangents.data(), meshData.VertexTangents.data(),
@ -206,17 +298,16 @@ namespace SHADE
); );
} }
Handle<SHADE::SHMesh> SHPrimitiveGenerator::Cube(SHGraphicsSystem& gfxSystem) noexcept SHADE::Handle<SHADE::SHMesh> SHPrimitiveGenerator::addMeshDataTo(const SHMeshData& meshData, SHGraphicsSystem& gfxSystem) noexcept
{ {
static SHMeshData meshData = Cube();
return gfxSystem.AddMesh return gfxSystem.AddMesh
( (
static_cast<uint32_t>(meshData.VertexPositions.size()), static_cast<uint32_t>(meshData.VertexPositions.size()),
meshData.VertexPositions.data(), meshData.VertexPositions.data(),
meshData.VertexTexCoords.data(), meshData.VertexTexCoords.data(),
meshData.VertexTangents.data(), meshData.VertexTangents.data(),
meshData.VertexNormals.data(), meshData.VertexNormals.data(),
static_cast<uint32_t>(meshData.Indices.size()), static_cast<uint32_t>(meshData.Indices.size()),
meshData.Indices.data() meshData.Indices.data()
); );
} }

View File

@ -4,9 +4,9 @@
\par email: kahwei.tng\@digipen.edu \par email: kahwei.tng\@digipen.edu
\date Sep 18, 2022 \date Sep 18, 2022
\brief Contains the static class definition of SHPrimitiveGenerator. \brief Contains the static class definition of SHPrimitiveGenerator.
Copyright (C) 2022 DigiPen Institute of Technology. Copyright (C) 2022 DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the prior written consent Reproduction or disclosure of this file or its contents without the prior written consent
of DigiPen Institute of Technology is prohibited. of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/ *//*************************************************************************************/
#pragma once #pragma once
@ -29,12 +29,12 @@ namespace SHADE
/*************************************************************************************/ /*************************************************************************************/
/*! /*!
\brief \brief
Static class that contains functions for generating 3D primitives. Static class that contains functions for generating 3D primitives.
*/ */
/*************************************************************************************/ /*************************************************************************************/
class SH_API SHPrimitiveGenerator class SH_API SHPrimitiveGenerator
{ {
public: public:
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Constructors */ /* Constructors */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
@ -42,7 +42,7 @@ namespace SHADE
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Primitive Generation Functions */ /* Primitive Generation Functions */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/***********************************************************************************/ /***********************************************************************************/
/*! /*!
\brief \brief
@ -52,20 +52,20 @@ namespace SHADE
SHMeshData object containing vertex data for the cube. SHMeshData object containing vertex data for the cube.
*/ */
/***********************************************************************************/ /***********************************************************************************/
[[nodiscard]] static SHMeshData Cube() noexcept; [[nodiscard]] static SHMeshData Cube() noexcept;
/***********************************************************************************/ /***********************************************************************************/
/*! /*!
\brief \brief
Produces a cube and constructs a SHMesh using the SHMeshLibrary provided. Produces a cube and constructs a SHMesh using the SHMeshLibrary provided.
\param meshLibrary \param meshLibrary
Reference to the SHMeshLibrary to procude and store a cube mesh in. Reference to the SHMeshLibrary to produce and store a cube mesh in.
\return \return
SHMesh object that points to the generated cube mesh in the SHMeshLibrary. SHMesh object that points to the generated cube mesh in the SHMeshLibrary.
*/ */
/***********************************************************************************/ /***********************************************************************************/
[[nodiscard]] static Handle<SHMesh> Cube(SHMeshLibrary& meshLibrary) noexcept; [[nodiscard]] static Handle<SHMesh> Cube(SHMeshLibrary& meshLibrary) noexcept;
/***********************************************************************************/ /***********************************************************************************/
/*! /*!
\brief \brief
@ -78,12 +78,55 @@ namespace SHADE
SHMesh object that points to the generated cube mesh in the SHGraphicsSystem. SHMesh object that points to the generated cube mesh in the SHGraphicsSystem.
*/ */
/***********************************************************************************/ /***********************************************************************************/
[[nodiscard]] static Handle<SHMesh> Cube(SHGraphicsSystem& gfxSystem) noexcept; [[nodiscard]] static Handle<SHMesh> Cube(SHGraphicsSystem& gfxSystem) noexcept;
/***********************************************************************************/
/*!
\brief
Produces a sphere and stores the data in a SHMeshData object.
private: \return
SHMeshData object containing vertex data for the sphere.
*/
/***********************************************************************************/
[[nodiscard]] static SHMeshData Sphere() noexcept;
/***********************************************************************************/
/*!
\brief
Produces a sphere and constructs a SHMesh using the SHMeshLibrary provided.
\param meshLibrary
Reference to the SHMeshLibrary to produce and store a sphere mesh in.
\return
SHMesh object that points to the generated sphere mesh in the SHMeshLibrary.
*/
/***********************************************************************************/
[[nodiscard]] static Handle<SHMesh> Sphere(SHMeshLibrary& meshLibrary) noexcept;
/***********************************************************************************/
/*!
\brief
Produces a sphere and constructs a SHMesh using the SHGraphicsSystem provided.
\param gfxSystem
Reference to the SHGraphicsSystem to produce and store a sphere mesh in.
\return
SHMesh object that points to the generated sphere mesh in the SHGraphicsSystem.
*/
/***********************************************************************************/
[[nodiscard]] static Handle<SHMesh> Sphere(SHGraphicsSystem& gfxSystem) noexcept;
private:
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Helper Functions */ /* Helper Functions */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
[[nodiscard]] static SHMeshData genCubeData() noexcept; static Handle<SHMesh> addMeshDataTo(const SHMeshData& meshData, SHMeshLibrary& meshLibrary) noexcept;
static Handle<SHMesh> addMeshDataTo(const SHMeshData& meshData, SHGraphicsSystem& gfxSystem) noexcept;
/*---------------------------------------------------------------------------------*/
/* Data Members */
/*---------------------------------------------------------------------------------*/
static SHMeshData cubeMesh;
static SHMeshData sphereMesh;
}; };
} }

View File

@ -47,12 +47,13 @@ namespace SHADE
/*-----------------------------------------------------------------------*/ /*-----------------------------------------------------------------------*/
/* CTORS AND DTORS */ /* CTORS AND DTORS */
/*-----------------------------------------------------------------------*/ /*-----------------------------------------------------------------------*/
//! For constructing a graphics pipeline
SHVkPipeline (Handle<SHVkLogicalDevice> const& inLogicalDeviceHdl, SHVkPipeline (Handle<SHVkLogicalDevice> const& inLogicalDeviceHdl,
Handle<SHVkPipelineLayout> const& inPipelineLayout, Handle<SHVkPipelineLayout> const& inPipelineLayout,
SHVkPipelineState const* const state, SHVkPipelineState const* const state,
Handle<SHVkRenderpass> const& renderpassHdl, Handle<SHVkRenderpass> const& renderpassHdl,
Handle<SHSubpass> subpass) noexcept; Handle<SHSubpass> subpass) noexcept;
//! For constructing a compute pipeline
SHVkPipeline(Handle<SHVkLogicalDevice> const& inLogicalDeviceHdl, SHVkPipeline(Handle<SHVkLogicalDevice> const& inLogicalDeviceHdl,
Handle<SHVkPipelineLayout> const& inPipelineLayout) noexcept; Handle<SHVkPipelineLayout> const& inPipelineLayout) noexcept;

View File

@ -87,19 +87,19 @@ namespace SHADE
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
SHColour::SHColour() noexcept SHColour::SHColour() noexcept
: SHVec4 { 0.0f, 0.0f, 0.0f, 1.0f } : XMFLOAT4 { 0.0f, 0.0f, 0.0f, 1.0f }
{} {}
SHColour::SHColour(float r, float g, float b) noexcept SHColour::SHColour(float r, float g, float b) noexcept
: SHVec4 { r, g, b, 1.0f } : XMFLOAT4 { r, g, b, 1.0f }
{} {}
SHColour::SHColour(float r, float g, float b, float a) noexcept SHColour::SHColour(float r, float g, float b, float a) noexcept
: SHVec4 { r, g, b, a } : XMFLOAT4 { r, g, b, a }
{} {}
SHColour::SHColour(uint8_t r, uint8_t g, uint8_t b) noexcept SHColour::SHColour(uint8_t r, uint8_t g, uint8_t b) noexcept
: SHVec4 : XMFLOAT4
{ {
static_cast<float>(r) / 255.0f, static_cast<float>(r) / 255.0f,
static_cast<float>(g) / 255.0f, static_cast<float>(g) / 255.0f,
@ -109,7 +109,7 @@ namespace SHADE
{} {}
SHColour::SHColour(uint8_t r, uint8_t g, uint8_t b, uint8_t a) noexcept SHColour::SHColour(uint8_t r, uint8_t g, uint8_t b, uint8_t a) noexcept
: SHVec4 : XMFLOAT4
{ {
static_cast<float>(r) / 255.0f, static_cast<float>(r) / 255.0f,
static_cast<float>(g) / 255.0f, static_cast<float>(g) / 255.0f,
@ -118,12 +118,24 @@ namespace SHADE
} }
{} {}
SHColour::SHColour(const DirectX::XMFLOAT3& colour) noexcept SHColour::SHColour(const SHVec3& rgb) noexcept
: SHVec4 { colour.x, colour.y, colour.z, 1.0f } : XMFLOAT4 { rgb.x, rgb.y, rgb.z, 1.0f }
{}
SHColour::SHColour(const SHVec4& rgba) noexcept
: XMFLOAT4 { rgba.x, rgba.y, rgba.z, rgba.w }
{}
SHColour::SHColour(const DirectX::XMFLOAT3& rgb) noexcept
: XMFLOAT4 { rgb.x, rgb.y, rgb.z, 1.0f }
{}
SHColour::SHColour(const DirectX::XMFLOAT4& rgba) noexcept
: XMFLOAT4 { rgba.x, rgba.y, rgba.z, rgba.w }
{} {}
SHColour::SHColour(const DirectX::XMVECTORF32& colour) noexcept SHColour::SHColour(const DirectX::XMVECTORF32& colour) noexcept
: SHVec4 : XMFLOAT4
{ {
XMVectorGetX(colour), XMVectorGetX(colour),
XMVectorGetY(colour), XMVectorGetY(colour),
@ -136,6 +148,86 @@ namespace SHADE
/* Operator Overload Definitions */ /* Operator Overload Definitions */
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
SHColour::operator XMVECTOR() const noexcept
{
return XMLoadFloat4(this);
}
SHColour::operator SHVec4() const noexcept
{
return SHVec4{ *this };
}
SHColour& SHColour::operator+=(const SHColour& rhs) noexcept
{
return *this = *this + rhs;
}
SHColour& SHColour::operator-=(const SHColour& rhs) noexcept
{
return *this = *this - rhs;
}
SHColour& SHColour::operator*=(const SHColour& rhs) noexcept
{
return *this = *this * rhs;
}
SHColour& SHColour::operator*=(float rhs) noexcept
{
return *this = *this * rhs;
}
SHColour& SHColour::operator/=(const SHColour& rhs) noexcept
{
return *this = *this / rhs;
}
SHColour SHColour::operator+(const SHColour& rhs) const noexcept
{
SHColour result;
XMStoreFloat4(&result, XMVectorAdd(*this, rhs));
return result;
}
SHColour SHColour::operator-(const SHColour& rhs) const noexcept
{
SHColour result;
XMStoreFloat4(&result, XMVectorSubtract(*this, rhs));
return result;
}
SHColour SHColour::operator-() const noexcept
{
return SHColour{ -x, -y, -z, -w };
}
SHColour SHColour::operator*(const SHColour& rhs) const noexcept
{
SHColour result;
XMStoreFloat4(&result, XMVectorMultiply(*this, rhs));
return result;
}
SHColour SHColour::operator*(float rhs) const noexcept
{
SHColour result;
XMStoreFloat4(&result, XMVectorScale(*this, rhs));
return result;
}
SHColour SHColour::operator/(const SHColour& rhs) const noexcept
{
SHColour result;
XMStoreFloat4(&result, XMVectorDivide(*this, rhs));
return result;
}
bool SHColour::operator==(const SHColour& rhs) const noexcept bool SHColour::operator==(const SHColour& rhs) const noexcept
{ {
return XMColorEqual(*this, rhs); return XMColorEqual(*this, rhs);
@ -146,6 +238,70 @@ namespace SHADE
return XMColorNotEqual(*this, rhs); return XMColorNotEqual(*this, rhs);
} }
float& SHColour::operator[](int index)
{
if (index >= SIZE || index < 0)
throw std::invalid_argument("Index out of range!");
switch (index)
{
case 0: return x;
case 1: return y;
case 2: return z;
case 3: return w;
}
}
float& SHColour::operator[](size_t index)
{
if (index >= SIZE || index < 0)
throw std::invalid_argument("Index out of range!");
switch (index)
{
case 0: return x;
case 1: return y;
case 2: return z;
case 3: return w;
}
}
float SHColour::operator[](int index) const
{
if (index >= SIZE || index < 0)
throw std::invalid_argument("Index out of range!");
switch (index)
{
case 0: return x;
case 1: return y;
case 2: return z;
case 3: return w;
}
}
float SHColour::operator[](size_t index) const
{
if (index >= SIZE || index < 0)
throw std::invalid_argument("Index out of range!");
switch (index)
{
case 0: return x;
case 1: return y;
case 2: return z;
case 3: return w;
}
}
SHColour operator* (float lhs, const SHColour& rhs) noexcept
{
SHColour result;
XMStoreFloat4(&result, XMVectorScale(rhs, lhs));
return result;
}
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
/* Function Member Definitions */ /* Function Member Definitions */
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/

View File

@ -19,12 +19,6 @@
namespace SHADE namespace SHADE
{ {
/*-----------------------------------------------------------------------------------*/
/* Forward Declarations */
/*-----------------------------------------------------------------------------------*/
class SHColour;
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
/* Type Definitions */ /* Type Definitions */
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
@ -40,7 +34,7 @@ namespace SHADE
float v = 0.0f; float v = 0.0f;
}; };
class SH_API SHColour : private SHVec4 class SH_API SHColour : public DirectX::XMFLOAT4
{ {
public: public:
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
@ -53,9 +47,11 @@ namespace SHADE
SHColour (uint8_t r, uint8_t g, uint8_t b) noexcept; SHColour (uint8_t r, uint8_t g, uint8_t b) noexcept;
SHColour (uint8_t r, uint8_t g, uint8_t b, uint8_t a) noexcept; SHColour (uint8_t r, uint8_t g, uint8_t b, uint8_t a) noexcept;
SHColour (const SHVec3& colour) noexcept; SHColour (const SHVec3& rgb) noexcept;
SHColour (const DirectX::XMFLOAT3& colour) noexcept; SHColour (const SHVec4& rgba) noexcept;
SHColour (const DirectX::XMVECTORF32& colour) noexcept; SHColour (const DirectX::XMFLOAT3& rgb) noexcept;
SHColour (const DirectX::XMFLOAT4& rgba) noexcept;
SHColour (const DirectX::XMVECTORF32& rgba) noexcept;
SHColour (const SHColour&) = default; SHColour (const SHColour&) = default;
SHColour (SHColour&&) = default; SHColour (SHColour&&) = default;
@ -66,11 +62,32 @@ namespace SHADE
/* Operator Overloads */ /* Operator Overloads */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
SHColour& operator= (const SHColour&) = default; SHColour& operator= (const SHColour&) = default;
SHColour& operator= (SHColour&&) = default; SHColour& operator= (SHColour&&) = default;
bool operator== (const SHColour& rhs) const noexcept; operator DirectX::XMVECTOR () const noexcept;
bool operator!= (const SHColour& rhs) const noexcept; operator SHVec4 () const noexcept;
SHColour& operator+= (const SHColour& rhs) noexcept;
SHColour& operator-= (const SHColour& rhs) noexcept;
SHColour& operator*= (const SHColour& rhs) noexcept;
SHColour& operator*= (float rhs) noexcept;
SHColour& operator/= (const SHColour& rhs) noexcept;
[[nodiscard]] SHColour operator+ (const SHColour& rhs) const noexcept;
[[nodiscard]] SHColour operator- (const SHColour& rhs) const noexcept;
[[nodiscard]] SHColour operator- () const noexcept;
[[nodiscard]] SHColour operator* (const SHColour& rhs) const noexcept;
[[nodiscard]] SHColour operator* (float rhs) const noexcept;
[[nodiscard]] SHColour operator/ (const SHColour& rhs) const noexcept;
[[nodiscard]] bool operator== (const SHColour& rhs) const noexcept;
[[nodiscard]] bool operator!= (const SHColour& rhs) const noexcept;
[[nodiscard]] float& operator[] (int index);
[[nodiscard]] float& operator[] (size_t index);
[[nodiscard]] float operator[] (int index) const;
[[nodiscard]] float operator[] (size_t index) const;
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Properties */ /* Properties */
@ -105,6 +122,8 @@ namespace SHADE
/* Static Data Members */ /* Static Data Members */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
static constexpr size_t SIZE = 4U;
static const SHColour BEIGE ; static const SHColour BEIGE ;
static const SHColour BLACK ; static const SHColour BLACK ;
static const SHColour BLUE ; static const SHColour BLUE ;
@ -159,8 +178,9 @@ namespace SHADE
static const SHColour TURQUOISE ; static const SHColour TURQUOISE ;
static const SHColour VIOLET ; static const SHColour VIOLET ;
static const SHColour WHITE ; static const SHColour WHITE ;
static const SHColour YELLOW; static const SHColour YELLOW ;
}; };
SHColour operator* (float lhs, const SHColour& rhs) noexcept;
} // namespace SHADE } // namespace SHADE

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@ -9,4 +9,6 @@
#include "SHQuaternion.h" #include "SHQuaternion.h"
#include "SHMatrix.h" #include "SHMatrix.h"
#include "SHColour.h"
#include "Transform/SHTransform.h" #include "Transform/SHTransform.h"

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@ -191,7 +191,7 @@ namespace SHADE
SHVec4 SHMatrix::operator*(const SHVec4& rhs) const noexcept SHVec4 SHMatrix::operator*(const SHVec4& rhs) const noexcept
{ {
return SHVec4::Transform3D(rhs, *this); return SHVec4::Transform(rhs, *this);
} }
SHMatrix SHMatrix::operator*(float rhs) const noexcept SHMatrix SHMatrix::operator*(float rhs) const noexcept

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@ -261,7 +261,7 @@ namespace SHADE
auto* node = EVENT_DATA->data->node; auto* node = EVENT_DATA->data->node;
auto* tf = SHComponentManager::GetComponent_s<SHTransformComponent>(node->GetEntityID()); auto* tf = SHComponentManager::GetComponent_s<SHTransformComponent>(node->GetEntityID());
if(tf == nullptr) if (tf == nullptr)
return EVENT_DATA->handle; return EVENT_DATA->handle;
// Recompute local transform and store localToWorld Matrix // Recompute local transform and store localToWorld Matrix

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@ -445,9 +445,7 @@ namespace SHADE
{ {
SHVec3 result; SHVec3 result;
const XMMATRIX TF = XMLoadFloat4x4(&transformMtx); XMStoreFloat3(&result, XMVector3TransformCoord(v, transformMtx));
XMStoreFloat3(&result, XMVector3TransformCoord(v, TF));
return result; return result;
} }
} }

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@ -14,6 +14,7 @@
#include "SHVec4.h" #include "SHVec4.h"
// Project Headers // Project Headers
#include "Math/SHMatrix.h" #include "Math/SHMatrix.h"
#include "Math/SHColour.h"
#include "Tools/SHLogger.h" #include "Tools/SHLogger.h"
using namespace DirectX; using namespace DirectX;
@ -460,13 +461,19 @@ namespace SHADE
return result; return result;
} }
SHVec4 SHVec4::Transform(const SHVec4& v, const SHMatrix& transformMtx) noexcept
{
SHVec4 result;
XMStoreFloat4(&result, XMVector4Transform(v, transformMtx));
return result;
}
SHVec4 SHVec4::Transform3D(const SHVec4& v, const SHMatrix& transformMtx) noexcept SHVec4 SHVec4::Transform3D(const SHVec4& v, const SHMatrix& transformMtx) noexcept
{ {
SHVec4 result; SHVec4 result;
const XMMATRIX TF = XMLoadFloat4x4(&transformMtx); XMStoreFloat4(&result, XMVector3TransformCoord(v, transformMtx));
XMStoreFloat4(&result, XMVector3TransformCoord(v, TF));
return result; return result;
} }
} }

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@ -23,7 +23,9 @@ namespace SHADE
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
/* Forward Declarations */ /* Forward Declarations */
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
class SHMatrix; class SHMatrix;
class SHColour;
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
/* Type Definitions */ /* Type Definitions */
@ -134,6 +136,7 @@ namespace SHADE
[[nodiscard]] static SHVec4 Project3D (const SHVec4& v, const SHVec4& u) noexcept; [[nodiscard]] static SHVec4 Project3D (const SHVec4& v, const SHVec4& u) noexcept;
[[nodiscard]] static SHVec4 Reflect (const SHVec4& v, const SHVec4& normal) noexcept; [[nodiscard]] static SHVec4 Reflect (const SHVec4& v, const SHVec4& normal) noexcept;
[[nodiscard]] static SHVec4 Reflect3D (const SHVec4& v, const SHVec4& normal) noexcept; [[nodiscard]] static SHVec4 Reflect3D (const SHVec4& v, const SHVec4& normal) noexcept;
[[nodiscard]] static SHVec4 Transform (const SHVec4& v, const SHMatrix& transformMtx) noexcept;
[[nodiscard]] static SHVec4 Transform3D (const SHVec4& v, const SHMatrix& transformMtx) noexcept; [[nodiscard]] static SHVec4 Transform3D (const SHVec4& v, const SHMatrix& transformMtx) noexcept;
}; };

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@ -0,0 +1,73 @@
/************************************************************************************//*!
\file SHDebugDrawSystem.cpp
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Nov 2, 2022
\brief Contains the definition of functions of the SHDebugDrawSystem class.
Copyright (C) 2022 DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the prior written consent
of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/
// Precompiled Header
#include "SHpch.h"
// Primary Include
#include "SHDebugDraw.h"
// Project Includes
#include "Math/Vector/SHVec4.h"
#include "Math/SHColour.h"
#include "Graphics/MiddleEnd/Interface/SHDebugDrawSystem.h"
#include "ECS_Base/Managers/SHSystemManager.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Static Member Definitions */
/*-----------------------------------------------------------------------------------*/
SHDebugDrawSystem* SHDebugDraw::dbgDrawSys = nullptr;
/*-----------------------------------------------------------------------------------*/
/* Lifecycle Functions */
/*-----------------------------------------------------------------------------------*/
void SHDebugDraw::Init(SHDebugDrawSystem* sys)
{
dbgDrawSys = sys;
if (dbgDrawSys == nullptr)
{
SHLOG_ERROR("[SHDebugDraw] Invalid SHDebugDrawSystem provided for initialization!");
}
}
/*-----------------------------------------------------------------------------------*/
/* Draw Functions */
/*-----------------------------------------------------------------------------------*/
void SHDebugDraw::Line(const SHVec4& color, const SHVec3& startPt, const SHVec3& endPt)
{
dbgDrawSys->DrawLine(color, startPt, endPt);
}
void SHDebugDraw::Tri(const SHVec4& color, const SHVec3& pt1, const SHVec3& pt2, const SHVec3& pt3)
{
dbgDrawSys->DrawTri(color, pt1, pt2, pt3);
}
void SHDebugDraw::Quad(const SHVec4& color, const SHVec3& pt1, const SHVec3& pt2, const SHVec3& pt3, const SHVec3& pt4)
{
dbgDrawSys->DrawQuad(color, pt1, pt2, pt3, pt4);
}
void SHDebugDraw::Poly(const SHVec4& color, std::initializer_list<SHVec3> pointList)
{
dbgDrawSys->DrawPoly(color, pointList);
}
void SHDebugDraw::Cube(const SHVec4& color, const SHVec3& pos, const SHVec3& size)
{
dbgDrawSys->DrawCube(color, pos, size);
}
void SHDebugDraw::Sphere(const SHVec4& color, const SHVec3& pos, double radius)
{
dbgDrawSys->DrawSphere(color, pos, radius);
}
}

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@ -0,0 +1,101 @@
/************************************************************************************//*!
\file SHDebugDraw.h
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Nov 2, 2022
\brief Contains the definition of the SHDebugDraw static class.
Copyright (C) 2022 DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the prior written consent
of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/
#pragma once
// Project Includes
#include "SH_API.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Forward Declarations */
/*-----------------------------------------------------------------------------------*/
class SHDebugDrawSystem;
class SHVec4;
class SHVec3;
class SHColour;
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
/// <summary>
/// Static helper class to make it easier to do debug drawing and enable support for
/// managed code to execute it withot dependency hell due to graphics system
/// dependencies.
/// </summary>
class SH_API SHDebugDraw final
{
public:
/*---------------------------------------------------------------------------------*/
/* Lifecycle Functions */
/*---------------------------------------------------------------------------------*/
/// <summary>
/// Sets up the link with the SHDebugDrawSystem. Must be called after the
/// SHDebugDrawSystem is spawned.
/// </summary>
static void Init(SHDebugDrawSystem* sys);
/*---------------------------------------------------------------------------------*/
/* Draw Functions */
/*---------------------------------------------------------------------------------*/
/// <summary>
/// Renders a line between two points in world space.
/// </summary>
/// <param name="color">Colour of the line.</param>
/// <param name="startPt">First point of the line.</param>
/// <param name="endPt">Second point of the line.</param>
static void Line(const SHVec4& color, const SHVec3& startPt, const SHVec3& endPt);
/// <summary>
/// Renders a triangle indicated by three points in world space.
/// </summary>
/// <param name="color">Colour of the triangle.</param>
/// <param name="pt1">First point of the triangle.</param>
/// <param name="pt2">Second point of the triangle.</param>
/// <param name="pt3">Third point of the triangle.</param>
static void Tri(const SHVec4& color, const SHVec3& pt1, const SHVec3& pt2, const SHVec3& pt3);
/// <summary>
/// Renders a quadrilateral indicated by four points in world space.
/// </summary>
/// <param name="color">Colour of the quadrilateral.</param>
/// <param name="pt1">First point of the triangle.</param>
/// <param name="pt2">Second point of the quadrilateral.</param>
/// <param name="pt3">Third point of the quadrilateral.</param>
/// <param name="pt4">Third point of the quadrilateral.</param>
static void Quad(const SHVec4& color, const SHVec3& pt1, const SHVec3& pt2, const SHVec3& pt3, const SHVec3& pt4);
/// <summary>
/// Renders a polygon indicated by the specified set of points in world space.
/// </summary>
/// <param name="color">Colour of the polygon.</param>
/// <param name="pointList">List of points for the polygon.</param>
static void Poly(const SHVec4& color, std::initializer_list<SHVec3> pointList);
/// <summary>
/// Renders a wireframe cube centered around the position specified in world space.
/// </summary>
/// <param name="color">Colour of the cube.</param>
/// <param name="pos">Position where the cube wil be centered at.</param>
/// <param name="size">Size of the rendered cube.</param>
static void Cube(const SHVec4& color, const SHVec3& pos, const SHVec3& size);
/// <summary>
/// Renders a wireframe sphere centered around the position specified in world space.
/// </summary>
/// <param name="color">Colour of the sphere.</param>
/// <param name="pos">Position where the sphere wil be centered at.</param>
/// <param name="size">Size of the rendered sphere.</param>
static void Sphere(const SHVec4& color, const SHVec3& pos, double radius);
private:
/*---------------------------------------------------------------------------------*/
/* Static Data Members */
/*---------------------------------------------------------------------------------*/
static SHDebugDrawSystem* dbgDrawSys;
};
}

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@ -1,83 +0,0 @@
#version 450
struct DirectionalLightStruct
{
vec3 direction;
uint isActive;
uint cullingMask;
vec4 diffuseColor;
};
struct AmbientLightStruct
{
vec4 ambientColor;
float strength;
uint isActive;
uint cullingMask;
};
layout(local_size_x = 16, local_size_y = 16) in;
layout(set = 4, binding = 0, rgba32f) uniform image2D positions;
layout(set = 4, binding = 1, rgba32f) uniform image2D normals;
layout(set = 4, binding = 2, rgba8) uniform image2D albedo;
layout(set = 4, binding = 3, r32ui) uniform uimage2D lightLayerData;
layout(set = 4, binding = 4, rgba8) uniform image2D targetImage;
layout(set = 1, binding = 0) uniform LightCounts
{
uint directionalLights;
uint pointLights;
uint spotLights;
uint ambientLights;
} lightCounts;
layout(std430, set = 1, binding = 1) buffer DirectionalLightData
{
DirectionalLightStruct dLightData[];
} DirLightData;
layout(std430, set = 1, binding = 4) buffer AmbientLightData
{
AmbientLightStruct aLightData[];
} AmbLightData;
void main()
{
// convenient variables
ivec2 globalThread = ivec2(gl_GlobalInvocationID);
// Get the diffuse color of the pixel
vec3 pixelDiffuse = imageLoad (albedo, globalThread).rgb;
// Get position of fragment in world space
vec3 positionWorld = imageLoad (positions, globalThread).rgb;
// normal of fragment
vec3 normalWorld = imageLoad(normals, globalThread).rgb;
vec3 fragColor = vec3 (0.0f);
for (int i = 0; i < lightCounts.directionalLights; ++i)
{
// get normalized direction of light
vec3 dLightNormalized = normalize (DirLightData.dLightData[i].direction);
// Get diffuse strength
float diffuseStrength = max (0, dot (dLightNormalized, normalWorld));
// Calculate the fragment color
fragColor += DirLightData.dLightData[i].diffuseColor.rgb * diffuseStrength.rrr * pixelDiffuse;
}
for (int i = 0; i < lightCounts.ambientLights; ++i)
{
// Just do some add
//fragColor += pixelDiffuse.rgb * AmbLightData.aLightData[i].ambientColor.rgb * vec3 (0.5f);
fragColor += pixelDiffuse.rgb * AmbLightData.aLightData[i].ambientColor.rgb * vec3 (AmbLightData.aLightData[i].strength);
}
// store result into result image
imageStore(targetImage, ivec2(gl_GlobalInvocationID.xy), vec4(fragColor, 1.0f));
}

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