Merge remote-tracking branch 'origin/SP3-4-Editor' into SP3-4-Editor

This commit is contained in:
Sri Sham Haran 2023-02-25 23:37:22 +08:00
commit 2878c840c5
77 changed files with 1687 additions and 159 deletions

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@ -0,0 +1,8 @@
- VertexShader: 37048829
FragmentShader: 45685219
SubPass: G-Buffer Write
Properties:
data.color: {x: 1, y: 1, z: 1, w: 1}
data.textureIndex: 57342922
data.alpha: 0
data.beta: {x: 1, y: 1, z: 1}

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@ -0,0 +1,3 @@
Name: ShinyHightlight
ID: 122370915
Type: 7

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@ -0,0 +1,8 @@
- VertexShader: 38847805
FragmentShader: 42962441
SubPass: Object VFX Subpass No Depth
Properties:
data.color: {x: 1, y: 1, z: 1, w: 1}
data.textureIndex: 0
data.alpha: 0
data.beta: {x: 1, y: 1, z: 1}

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@ -0,0 +1,3 @@
Name: Silhouette
ID: 126391182
Type: 7

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@ -8599,7 +8599,7 @@
IsActive: true
Renderable Component:
Mesh: 136892700
Material: 131956078
Material: 122370915
IsActive: true
RigidBody Component:
Type: Dynamic
@ -9594,6 +9594,9 @@
Text: My name is Brandon.
Font: 176667660
IsActive: true
UI Component:
Canvas ID: 199
IsActive: true
Scripts: ~
- EID: 206
Name: Timer
@ -9609,6 +9612,9 @@
Text: My name is Brandon.
Font: 176667660
IsActive: true
UI Component:
Canvas ID: 199
IsActive: true
Scripts: ~
- EID: 139
Name: Multiplier
@ -9624,6 +9630,9 @@
Text: TEST
Font: 176667660
IsActive: true
UI Component:
Canvas ID: 199
IsActive: true
Scripts: ~
- EID: 11
Name: GamePause

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@ -113,8 +113,7 @@
Pitch: 0
Yaw: 0
Roll: 0
Width: 1319
Height: 622
Width: 1175
Near: 0.00999999978
Far: 10000
Perspective: true

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@ -11,8 +11,9 @@ public class ChangeSceneButton : Script
UIElement ui = GetComponent<UIElement>();
if (ui != null)
{
ui.OnClick.RegisterAction(() =>
ui.OnRelease.RegisterAction(() =>
{
if (sceneID != 0)
{
Audio.PlaySFXOnce2D("event:/UI/success");

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@ -26,6 +26,7 @@ layout(set = 3, binding = 3, r32ui) uniform uimage2D lightLayerData;
layout(set = 3, binding = 4, r8) uniform image2D ssaoBlurredImage;
layout(set = 3, binding = 5, rgba8) uniform image2D positionWorldSpace;
layout(set = 3, binding = 6, rgba8) uniform image2D targetImage;
layout(set = 3, binding = 7, rgba8) uniform image2D objectVFXImage;
layout (set = 4, binding = 0) uniform sampler2D shadowMaps[]; // for textures (global)
@ -141,6 +142,9 @@ void main()
float ssaoVal = imageLoad (ssaoBlurredImage, globalThread).r;
fragColor *= ssaoVal;
vec4 objectVFXColor = imageLoad (objectVFXImage, globalThread);
fragColor += objectVFXColor.rgb * objectVFXColor.a;
// store result into result image
imageStore(targetImage, ivec2(gl_GlobalInvocationID.xy), vec4(fragColor.rgb, 1.0f));

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@ -0,0 +1,97 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_EXT_nonuniform_qualifier : require
struct MatPropData
{
int textureIndex;
float highlightPosition;
};
struct GenericData
{
//! Delta time
float dt;
//! Elapsed time of the application
float elapsedTime;
//! Viewport width of the scene (excluding imgui, that means smaller than window)
uint viewportWidth;
//! Ditto but for height
uint viewportHeight;
};
layout(location = 0) in struct
{
vec4 vertPos; // location 0
vec2 uv; // location = 1
vec4 normal; // location = 2
vec4 worldPos; // location = 3
} In;
// material stuff
layout(location = 4) flat in struct
{
int materialIndex;
uint eid;
uint lightLayerIndex;
vec3 screenSpacePos;
} In2;
layout (set = 0, binding = 0) uniform GenericDataBuffer
{
GenericData data;
} genericDataBuffer;
layout (set = 0, binding = 1) uniform sampler2D textures[]; // for textures (global)
layout (std430, set = 2, binding = 0) buffer MaterialProperties // For materials
{
MatPropData data[];
} MatProp;
layout(location = 0) out vec4 position;
layout(location = 1) out uint outEntityID;
layout(location = 2) out uint lightLayerIndices;
layout(location = 3) out vec4 normals;
layout(location = 4) out vec4 albedo;
layout(location = 5) out vec4 worldSpacePosition;
layout(location = 6) out vec4 objectVFX;
float map (float value, float srcLow, float srcHigh, float dstLow, float dstHigh)
{
return dstLow + (value - srcLow) * (dstHigh - dstLow) / (srcHigh - srcLow);
}
void main()
{
position = In.vertPos;
normals = In.normal;
albedo = texture(textures[nonuniformEXT(MatProp.data[In2.materialIndex].textureIndex)], In.uv);
worldSpacePosition = In.worldPos;
outEntityID = In2.eid;
lightLayerIndices = In2.lightLayerIndex;
float vpHeight = (float (In2.screenSpacePos.y) - (genericDataBuffer.data.elapsedTime * 4000.0f * (1.0f - In2.screenSpacePos.z)));
vpHeight = float (int (vpHeight) % genericDataBuffer.data.viewportHeight);
float scanlineScale = 2500.0f * (1.0f - In2.screenSpacePos.z);
float lowerLimit = vpHeight - scanlineScale;
float upperLimit = vpHeight + scanlineScale;
if (gl_FragCoord.y > lowerLimit && gl_FragCoord.y < upperLimit)
{
float opacity = 0.0f;
opacity = map (abs (gl_FragCoord.y - vpHeight), 0.0f, upperLimit - vpHeight, 0.0f, 1.0f);
opacity = 1.0f - clamp (opacity, 0.0f, 1.0f);
objectVFX = vec4(opacity);
}
else
objectVFX = vec4(0.0f, 0.0f, 0.0f, 1.0f);
}

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@ -0,0 +1,3 @@
Name: ShinyHighlight_FS
ID: 45685219
Type: 2

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@ -0,0 +1,99 @@
#version 450
#extension GL_KHR_vulkan_glsl : enable
layout(location = 0) in vec3 aVertexPos;
layout(location = 1) in vec2 aUV;
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
{
vec4 vertPos; // location 0
vec2 uv; // location = 1
vec4 normal; // location = 2
vec4 worldPos; // location = 3
} Out;
struct GenericData
{
//! Delta time
float dt;
//! Elapsed time of the application
float elapsedTime;
//! Viewport width of the scene (excluding imgui, that means smaller than window)
uint viewportWidth;
//! Ditto but for height
uint viewportHeight;
};
// material stuff
layout(location = 4) out struct
{
int materialIndex;
uint eid;
uint lightLayerIndex;
vec3 screenSpacePos;
} Out2;
layout(set = 1, binding = 0) uniform CameraData
{
vec4 position;
mat4 vpMat;
mat4 viewMat;
mat4 projMat;
} cameraData;
layout (set = 0, binding = 0) uniform GenericDataBuffer
{
GenericData data;
} genericDataBuffer;
void main()
{
Out2.materialIndex = gl_InstanceIndex;
Out2.eid = integerData[0];
Out2.lightLayerIndex = integerData[1];
// for transforming gBuffer position and normal data
mat4 modelViewMat = cameraData.viewMat * worldTransform;
// gBuffer position will be in view space
Out.vertPos = modelViewMat * vec4(aVertexPos, 1.0f);
Out.worldPos = worldTransform * vec4 (aVertexPos, 1.0f);
// uvs for texturing in fragment shader
Out.uv = aUV;
mat3 transposeInv = mat3 (transpose(inverse(modelViewMat)));
// normals are also in view space
Out.normal.rgb = transposeInv * aNormal.rgb;
Out.normal.rgb = normalize (Out.normal.rgb);
// Get center of object in world position
vec4 worldPos = vec4(worldTransform[3][0], worldTransform[3][1], worldTransform[3][2], 1.0f);
// transform to clip space
worldPos = cameraData.vpMat * worldPos;
worldPos.xyz /= worldPos.w;
// transform to screen space
worldPos.xy = ((worldPos.xy + vec2(1.0f)) * vec2 (0.5f)) * vec2 (genericDataBuffer.data.viewportWidth, genericDataBuffer.data.viewportHeight);
Out2.screenSpacePos = worldPos.xyz;
// clip space for rendering
gl_Position = cameraData.vpMat * worldTransform * vec4 (aVertexPos, 1.0f);
}

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@ -0,0 +1,3 @@
Name: ShinyHighlight_VS
ID: 37048829
Type: 2

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@ -0,0 +1,67 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_EXT_nonuniform_qualifier : require
struct MatPropData
{
vec4 color;
};
struct GenericData
{
//! Delta time
float dt;
//! Elapsed time of the application
float elapsedTime;
//! Viewport width of the scene (excluding imgui, that means smaller than window)
uint viewportWidth;
//! Ditto but for height
uint viewportHeight;
};
layout(location = 0) in struct
{
vec4 vertPos; // location 0
vec2 uv; // location = 1
vec4 normal; // location = 2
vec4 worldPos; // location = 3
} In;
// material stuff
layout(location = 4) flat in struct
{
int materialIndex;
uint eid;
uint lightLayerIndex;
} In2;
layout (set = 0, binding = 1) uniform sampler2D textures[]; // for textures (global)
layout (std430, set = 2, binding = 0) buffer MaterialProperties // For materials
{
MatPropData data[];
} MatProp;
layout (set = 0, binding = 0) uniform GenericDataBuffer
{
GenericData data;
} genericDataBuffer;
layout(location = 0) out vec4 objectVFX;
layout(input_attachment_index = 0, set = 3, binding = 0) uniform subpassInput depthBuffer;
void main()
{
// Sample depth buffer using UV and save it
float currentDepth = subpassLoad (depthBuffer).r;
// Use depth buffer to check against current fragment's depth. If fragment is behind depth buffer, render fragment.
if (currentDepth > gl_FragCoord.z)
discard;
objectVFX = MatProp.data[In2.materialIndex].color;
}

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@ -0,0 +1,3 @@
Name: Silhouette_FS
ID: 42962441
Type: 2

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@ -0,0 +1,68 @@
#version 450
#extension GL_KHR_vulkan_glsl : enable
//#include "ShaderDescriptorDefinitions.glsl"
layout(location = 0) in vec3 aVertexPos;
layout(location = 1) in vec2 aUV;
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
{
vec4 vertPos; // location 0
vec2 uv; // location = 1
vec4 normal; // location = 2
vec4 worldPos; // location = 3
} Out;
// material stuff
layout(location = 4) out struct
{
int materialIndex;
uint eid;
uint lightLayerIndex;
} Out2;
layout(set = 1, binding = 0) uniform CameraData
{
vec4 position;
mat4 vpMat;
mat4 viewMat;
mat4 projMat;
} cameraData;
void main()
{
Out2.materialIndex = gl_InstanceIndex;
Out2.eid = integerData[0];
Out2.lightLayerIndex = integerData[1];
// for transforming gBuffer position and normal data
mat4 modelViewMat = cameraData.viewMat * worldTransform;
// gBuffer position will be in view space
Out.vertPos = modelViewMat * vec4(aVertexPos, 1.0f);
Out.worldPos = worldTransform * vec4 (aVertexPos, 1.0f);
// uvs for texturing in fragment shader
Out.uv = aUV;
mat3 transposeInv = mat3 (transpose(inverse(modelViewMat)));
// normals are also in view space
Out.normal.rgb = transposeInv * aNormal.rgb;
Out.normal.rgb = normalize (Out.normal.rgb);
// clip space for rendering
gl_Position = cameraData.vpMat * worldTransform * vec4 (aVertexPos, 1.0f);
}

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@ -0,0 +1,3 @@
Name: Silhouette_VS
ID: 38847805
Type: 2

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@ -3,7 +3,7 @@
#extension GL_ARB_shading_language_420pack : enable
#extension GL_EXT_nonuniform_qualifier : require
layout (input_attachment_index = 0, set = 0, binding = 0) uniform subpassInput sceneTexture;
layout (input_attachment_index = 0, set = 3, binding = 0) uniform subpassInput sceneTexture;
layout(location = 0) out vec4 fragColor;

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@ -132,16 +132,19 @@ namespace Sandbox
SHSystemManager::RegisterRoutine<SHTransformSystem, SHTransformSystem::TransformPostPhysicsUpdate>();
SHSystemManager::RegisterRoutine<SHDebugDrawSystem, SHDebugDrawSystem::ProcessPointsRoutine>();
SHSystemManager::RegisterRoutine<SHScriptEngine, SHScriptEngine::GizmosDrawRoutine>();
SHSystemManager::RegisterRoutine<SHGraphicsSystem, SHGraphicsSystem::PrepareRenderRoutine>();
SHSystemManager::RegisterRoutine<SHGraphicsSystem, SHGraphicsSystem::BatcherDispatcherRoutine>();
SHSystemManager::RegisterRoutine<SHGraphicsSystem, SHGraphicsSystem::BeginRoutine>();
//SHSystemManager::RegisterRoutine<SHCameraSystem, SHCameraSystem::EditorCameraUpdate>();
SHSystemManager::RegisterRoutine<SHUISystem, SHUISystem::AddUIComponentRoutine>();
SHSystemManager::RegisterRoutine<SHUISystem, SHUISystem::UpdateCanvasMatrixRoutine>();
SHSystemManager::RegisterRoutine<SHUISystem, SHUISystem::UpdateUIMatrixRoutine>();
SHSystemManager::RegisterRoutine<SHUISystem, SHUISystem::UpdateButtonsRoutine>();
SHSystemManager::RegisterRoutine<SHScriptEngine, SHScriptEngine::GizmosDrawRoutine>();
SHSystemManager::RegisterRoutine<SHGraphicsSystem, SHGraphicsSystem::PrepareRenderRoutine>();
SHSystemManager::RegisterRoutine<SHGraphicsSystem, SHGraphicsSystem::BatcherDispatcherRoutine>();
SHSystemManager::RegisterRoutine<SHGraphicsSystem, SHGraphicsSystem::BeginRoutine>();
SHSystemManager::RegisterRoutine<SHCameraSystem, SHCameraSystem::CameraSystemUpdate>();
#ifdef SHEDITOR

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@ -0,0 +1,20 @@
#pragma once
#include <string>
#include <vector>
namespace SHADE
{
struct SHCompileAssetEvent
{
//! Name of the asset (where applicable)
std::string assetName;
//! asset ID of the asset
AssetID assetID;
//! type of the asset
AssetType assetType;
};
}

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@ -11,6 +11,7 @@
#include "SHpch.h"
#include "SHShaderSourceCompiler.h"
#include "shaderc/shaderc.hpp"
#include "Events/SHEventManager.hpp"
#include <fstream>
#include <sstream>

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@ -28,6 +28,8 @@
#include "Filesystem/SHFileSystem.h"
#include <rttr/registration.h>
#include "Assets/Events/SHAssetManagerEvents.h"
#include "Events/SHEventManager.hpp"
namespace SHADE
{
@ -39,7 +41,7 @@ namespace SHADE
std::vector<SHAssetLoader*> SHAssetManager::loaders(TYPE_COUNT);
std::unordered_map<AssetID, SHAsset> SHAssetManager::assetCollection;
std::unordered_map<AssetID, SHAssetData * const> SHAssetManager::assetData;
std::unordered_map<AssetID, SHAssetData *> SHAssetManager::assetData;
/****************************************************************************
@ -167,6 +169,17 @@ namespace SHADE
return {};
}
AssetID SHAssetManager::GetAssetIDFromPath(AssetPath const& path) noexcept
{
for (auto const& pair : assetCollection)
{
if (pair.second.path.stem() == path.stem())
return pair.first;
}
return 0;
}
/****************************************************************************
* \brief Create record for new asset. CAN ONLY CREATE FOR CUSTOM
* ASSETS CREATED BY THE ENGINE.
@ -438,10 +451,39 @@ namespace SHADE
return;
}
AssetID target{ 0 };
if (genMeta)
{
GenerateNewMeta(newPath);
auto result = GenerateNewMeta(newPath);
target = result.has_value() ? result.value() : 0;
}
else
{
target = GetAssetIDFromPath(path);
//Reload data
auto result = GetAsset(target);
if (result.has_value())
{
auto const& asset{ result.value() };
auto newData = loaders[static_cast<size_t>(asset.type)]->Load(asset.path);
delete assetData[target];
assetData[target] = newData;
}
else
{
SHLOG_ERROR("[Asset Manager] Critical: reload of existing compiled data failed");
}
}
// send compile asset event
SHCompileAssetEvent compileShaderEvent
{
.assetName = newPath.filename().stem().string(),
.assetID = target,
.assetType = AssetType::SHADER,
};
SHEventManager::BroadcastEvent<SHCompileAssetEvent>(compileShaderEvent, SH_ASSET_COMPILE_EVENT);
}
FolderPointer SHAssetManager::GetRootFolder() noexcept

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@ -50,7 +50,7 @@ namespace SHADE
* \return const& to unordered_map<AssetName, AssetID>
****************************************************************************/
static std::vector<SHAsset> GetAllAssets() noexcept;
static std::optional<SHAsset> GetAsset(AssetID id) noexcept;
static std::optional<SHAsset> GetAsset(AssetID id) noexcept;
static AssetType GetType(AssetID id) noexcept;
@ -97,6 +97,7 @@ namespace SHADE
private:
static AssetID GetAssetIDFromPath(AssetPath const& path) noexcept;
static void InitLoaders() noexcept;
static void LoadAllData() noexcept;
static SHAssetData* LoadData(SHAsset const& asset) noexcept;
@ -122,7 +123,7 @@ namespace SHADE
// For all resources
static std::unordered_map<AssetID, SHAsset> assetCollection;
static std::unordered_map<AssetID, SHAssetData * const> assetData;
static std::unordered_map<AssetID, SHAssetData *> assetData;
};
}

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@ -10,8 +10,8 @@ namespace SHADE
{
SHCameraComponent::SHCameraComponent()
:yaw(0.0f), pitch(0.0f), roll(0.0f)
, width(1920.0f), height(1080.0f), zNear(0.01f), zFar(10000.0f), fov(90.0f), movementSpeed(1.0f), turnSpeed(0.5f)
, perspProj(true), dirtyView(true), dirtyProj(true)
, width(1920.0f), zNear(0.01f), zFar(10000.0f), fov(90.0f), movementSpeed(1.0f), turnSpeed(0.5f)
, perspProj(true), dirtyView(true), dirtyProj(true), followScreenAR(true)
, viewMatrix(), perspProjMatrix(), orthoProjMatrix()
, position(), offset()
{
@ -122,11 +122,6 @@ namespace SHADE
}
void SHCameraComponent::SetHeight(float height) noexcept
{
this->height = height;
dirtyProj = true;
}
void SHCameraComponent::SetNear(float znear) noexcept
{
@ -176,10 +171,7 @@ namespace SHADE
return width;
}
float SHCameraComponent::GetHeight() const noexcept
{
return height;
}
float SHCameraComponent::GetNear() const noexcept
{
@ -191,10 +183,7 @@ namespace SHADE
return zFar;
}
float SHCameraComponent::GetAspectRatio() const noexcept
{
return width/height;
}
float SHCameraComponent::GetFOV() const noexcept
{
@ -251,11 +240,11 @@ RTTR_REGISTRATION
.property("Yaw", &SHCameraComponent::GetYaw, &SHCameraComponent::SetYaw)
.property("Roll", &SHCameraComponent::GetRoll, &SHCameraComponent::SetRoll)
.property("Width", &SHCameraComponent::GetWidth, &SHCameraComponent::SetWidth)
.property("Height", &SHCameraComponent::GetHeight, &SHCameraComponent::SetHeight)
.property("Near", &SHCameraComponent::GetNear, &SHCameraComponent::SetNear)
.property("Far", &SHCameraComponent::GetFar, &SHCameraComponent::SetFar)
.property("Perspective", &SHCameraComponent::GetIsPerspective, &SHCameraComponent::SetIsPerspective)
.property("FOV",&SHCameraComponent::GetFOV, &SHCameraComponent::SetFOV);
.property("FOV", &SHCameraComponent::GetFOV, &SHCameraComponent::SetFOV);
}

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@ -19,7 +19,6 @@ namespace SHADE
float roll;
float width;
float height;
float zNear;
float zFar;
float fov;
@ -27,7 +26,6 @@ namespace SHADE
bool dirtyView;
bool dirtyProj;
SHMatrix viewMatrix;
SHMatrix perspProjMatrix;
SHMatrix orthoProjMatrix;
@ -45,6 +43,8 @@ namespace SHADE
SHCameraComponent();
virtual ~SHCameraComponent();
bool followScreenAR;
//Getters and setters.
void SetYaw(float yaw) noexcept;
@ -57,7 +57,6 @@ namespace SHADE
void SetPosition(SHVec3 pos) noexcept;
void SetWidth(float width) noexcept;
void SetHeight(float height) noexcept;
void SetNear(float znear) noexcept;
void SetFar(float zfar) noexcept;
void SetFOV(float fov) noexcept;
@ -70,11 +69,9 @@ namespace SHADE
float GetRoll() const noexcept;
float GetWidth() const noexcept;
float GetHeight() const noexcept;
float GetNear() const noexcept;
float GetFar() const noexcept;
float GetAspectRatio() const noexcept;
float GetFOV() const noexcept;
bool GetIsPerspective() const noexcept;

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@ -99,13 +99,13 @@ namespace SHADE
return 0.0f;
}
float SHCameraDirector::GetHeight() noexcept
{
SHCameraComponent* camComponent = GetMainCameraComponent();
if (camComponent)
return camComponent->GetHeight();
else
return 0.0f;
}
//float SHCameraDirector::GetHeight() noexcept
//{
// SHCameraComponent* camComponent = GetMainCameraComponent();
// if (camComponent)
// return camComponent->GetHeight();
// else
// return 0.0f;
//}
}

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@ -31,7 +31,7 @@ namespace SHADE
SHMatrix const& GetOrthoMatrix() noexcept;
SHMatrix const& GetPerspectiveMatrix() noexcept;
float GetWidth() noexcept;
float GetHeight() noexcept;
//float GetHeight() noexcept;
private:
SHMatrix viewMatrix;

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@ -116,7 +116,6 @@ namespace SHADE
editorCamera.SetYaw(0.0f);
editorCamera.SetRoll(0.0f);
editorCamera.SetWidth(1080.0f);
editorCamera.SetHeight(720.0f);
editorCamera.SetFar(10000000.0f);
editorCamera.movementSpeed = 2.0f;
editorCamera.perspProj = true;
@ -144,20 +143,25 @@ namespace SHADE
//std::cout << EVENT_DATA->resizeWidth << std::endl;
//std::cout << EVENT_DATA->resizeHeight << std::endl;
screenAspectRatio = (float)EVENT_DATA->resizeWidth / (float)EVENT_DATA->resizeHeight;
#ifdef SHEDITOR
auto editor = SHSystemManager::GetSystem<SHEditor>();
if (editor->editorState != SHEditor::State::PLAY)
return eventPtr->handle;
for (auto director : directorHandleList)
#endif // SHEDITOR
for (auto& director : directorHandleList)
{
auto camera = SHComponentManager::GetComponent_s<SHCameraComponent>(director->mainCameraEID);
if (camera)
{
camera->SetWidth(EVENT_DATA->resizeWidth);
camera->SetHeight(EVENT_DATA->resizeHeight);
}
}
return eventPtr->handle;
}
@ -340,7 +344,7 @@ namespace SHADE
if (camera.dirtyProj == true)
{
//Perspective projection matrix.
const float ASPECT_RATIO = (camera.GetAspectRatio());
const float ASPECT_RATIO = (screenAspectRatio);
const float TAN_HALF_FOV = tan(SHMath::DegreesToRadians(camera.fov) * 0.5f);
camera.perspProjMatrix = SHMatrix::Identity;
camera.perspProjMatrix(0, 0) = 1.0f / (ASPECT_RATIO * TAN_HALF_FOV);
@ -357,7 +361,7 @@ namespace SHADE
const float right = camera.GetWidth() * 0.5f;
const float left = -right;
const float top = camera.GetHeight() * 0.5f;
const float top = camera.GetWidth() / screenAspectRatio * 0.5f;
const float btm = -top;
const float n = camera.GetNear();
const float f = camera.GetFar();
@ -574,11 +578,11 @@ namespace SHADE
auto editor = SHSystemManager::GetSystem<SHEditor>();
if (editor->editorState != SHEditor::State::PLAY)
{
return SHVec2{ GetEditorCamera()->GetWidth(), GetEditorCamera()->GetHeight() };
return SHVec2{ GetEditorCamera()->GetWidth(), GetEditorCamera()->GetWidth() / screenAspectRatio };
}
else
{
return SHVec2{ GetDirector(index)->GetWidth(),GetDirector(index)->GetHeight() };
return SHVec2{ GetDirector(index)->GetWidth(),GetDirector(index)->GetWidth() / screenAspectRatio };
}
#else
@ -586,4 +590,9 @@ namespace SHADE
#endif
}
EntityID SHCameraSystem::GetMainCameraEID() const noexcept
{
return directorHandleList[0]->mainCameraEID;
}
}

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@ -21,6 +21,8 @@ namespace SHADE
SHCameraComponent editorCamera;
SHCameraArmComponent editorCameraArm;
float screenAspectRatio{16.0f/9.0f};
SHResourceLibrary<SHCameraDirector> directorLibrary;
std::vector<DirectorHandle> directorHandleList;
@ -63,6 +65,7 @@ namespace SHADE
void SetCameraViewMatrix(SHCameraComponent& camera, SHMatrix const& viewMatrix, bool takePos) noexcept;
void CameraLookAt(SHCameraComponent& camera, SHVec3 target) noexcept;
void UpdateEditorArm(double dt,bool active ,SHVec3 const& targetPos) noexcept;
EntityID GetMainCameraEID() const noexcept;
SHVec2 GetCameraWidthHeight(size_t index) noexcept;
};

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@ -47,6 +47,8 @@ namespace SHADE
if (SHEditorWindow::Begin())
{
//ImGui::ShowDemoWindow();
if (bindingRenames.size() != SHInputManager::CountBindings())
resizeVectors(SHInputManager::CountBindings());
//Binding count
ImGui::Text("Binding Count: %d", SHInputManager::CountBindings());
@ -127,6 +129,8 @@ namespace SHADE
{
SHInputManager::RenameBinding(binding.first, bindingRenames[entryNumber]);
bindingRenames[entryNumber].clear();
ImGui::End();
return;
}
if (ImGui::Button(labelConcat("Delete Binding##", entryNumber).c_str()))

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@ -121,12 +121,22 @@ namespace SHADE
//auto pos = ImGui::GetCursorPos();
//windowCursorPos = {}
if (beginContentRegionAvailable.x == 0 || beginContentRegionAvailable.y == 0)
{
beginContentRegionAvailable = windowSize;
}
gfxSystem->PrepareResize(static_cast<uint32_t>(beginContentRegionAvailable.x), static_cast<uint32_t>(beginContentRegionAvailable.y));
//beginContentRegionAvailable = CalculateWindowSize(beginContentRegionAvailable);
SHVec2 viewportSize = CalculateWindowSize(beginContentRegionAvailable);
gfxSystem->PrepareResize(static_cast<uint32_t>(viewportSize.x), static_cast<uint32_t>(viewportSize.y));
shouldUpdateCamera = true;
//if (aspectRatio != AspectRatio::FREE && (ImGui::IsMouseDown(ImGuiMouseButton_Left) || ImGui::IsMouseReleased(ImGuiMouseButton_Left)))
//{
// windowSize = CalculateWindowSize(windowSize);
// beginContentRegionAvailable = CalculateWindowSize(beginContentRegionAvailable);
// ImGui::SetWindowSize(windowName.data(), CalculateWindowSize(windowSize));
//}
}
void SHEditorViewport::OnPosChange()
@ -194,13 +204,73 @@ namespace SHADE
ImGui::PopStyleColor();
ImGui::EndDisabled();
//TODO: Shift to constructor
auto arRTTRtype = rttr::type::get<SHEditorViewport::AspectRatio>();
auto enumAlign = arRTTRtype.get_enumeration();
auto names = enumAlign.get_names();
std::vector<const char*> arNames;
for (auto const& name : names)
{
arNames.push_back(name.data());
}
int currentAR = static_cast<int>(aspectRatio);
ImGui::SetNextItemWidth(80.0f);
if (ImGui::Combo("Aspect Ratio", &currentAR, arNames.data(), arNames.size()))
{
aspectRatio = static_cast<AspectRatio>(currentAR);
windowSize = CalculateWindowSize(windowSize);
ImGui::SetWindowSize(windowSize);
//beginContentRegionAvailable = CalculateWindowSize(beginContentRegionAvailable);
//OnResize();
}
auto camSystem = SHSystemManager::GetSystem<SHCameraSystem>();
auto editorCamera = camSystem->GetEditorCamera();
//ImGui::SetNextItemWidth(10.0f);
SHEditorWidgets::SliderFloat("CamSpeed", 0.0f, 5.0f, [editorCamera] {return editorCamera->movementSpeed; }, [editorCamera](float const& value) {editorCamera->movementSpeed = value; });
SHEditorWidgets::DragVec3("TurnSpeed", { "X", "Y", "Z" }, [editorCamera] {return editorCamera->turnSpeed; }, [editorCamera](SHVec3 const& value) {editorCamera->turnSpeed = value; });
//if(ImGui::BeginCombo("Aspect Ratio", arNames[(uint8_t)aspectRatio].data()))
//{
// auto nameIt = names.begin();
// auto valueIt = values.end();
// while(nameIt != names.end() && valueIt != values.end())
// {
// if ImGui::Beg
// }
//}
ImGui::EndMenuBar();
}
}
SHVec2 SHEditorViewport::CalculateWindowSize(SHVec2 const& rhs) noexcept
{
switch (aspectRatio)
{
case SHADE::SHEditorViewport::AspectRatio::FREE:
return rhs;
case SHADE::SHEditorViewport::AspectRatio::AR16_9:
return SHVec2(rhs.x, rhs.x * 0.5625f);
case SHADE::SHEditorViewport::AspectRatio::AR21_9:
return SHVec2(rhs.x, rhs.x * 0.42857f);
case SHADE::SHEditorViewport::AspectRatio::AR21_10:
return SHVec2(rhs.x, rhs.x * 0.47619f);
default:
return rhs;
}
}
}//namespace SHADE
RTTR_REGISTRATION
{
using namespace rttr;
using namespace SHADE;
registration::enumeration<SHEditorViewport::AspectRatio>("AspectRatio")(
value("FREE", SHEditorViewport::AspectRatio::FREE),
value("16:9", SHEditorViewport::AspectRatio::AR16_9),
value("21:9", SHEditorViewport::AspectRatio::AR21_9),
value("21:10", SHEditorViewport::AspectRatio::AR21_10)
);
}

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@ -16,7 +16,15 @@ namespace SHADE
{
class SHEditorViewport final : public SHEditorWindow
{
public:
enum class AspectRatio : uint8_t
{
FREE,
AR16_9,
AR21_9,
AR21_10
};
SHEditorViewport();
void Init() override;
void Update() override;
@ -27,9 +35,12 @@ namespace SHADE
void OnPosChange() override;
private:
void DrawMenuBar() noexcept;
SHVec2 beginCursorPos;
SHVec2 CalculateWindowSize(SHVec2 const& rhs) noexcept;
bool shouldUpdateCamera = false;
bool shouldUpdateCamArm = false;
AspectRatio aspectRatio {AspectRatio::FREE};
SHVec2 beginCursorPos;
SHVec3 targetPos;
};//class SHEditorViewport
}//namespace SHADE

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@ -29,4 +29,5 @@ constexpr SHEventIdentifier SH_WINDOW_RESIZE_EVENT { 20 };
constexpr SHEventIdentifier SH_BUTTON_RELEASE_EVENT { 21 };
constexpr SHEventIdentifier SH_BUTTON_HOVER_ENTER_EVENT { 22 };
constexpr SHEventIdentifier SH_BUTTON_HOVER_EXIT_EVENT { 23 };
constexpr SHEventIdentifier SH_ASSET_COMPILE_EVENT { 24 };

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@ -0,0 +1,53 @@
#include "SHpch.h"
#include "SHGraphicsGenericData.h"
#include "Graphics/Devices/SHVkLogicalDevice.h"
#include "Graphics/MiddleEnd/Interface/SHGraphicsConstants.h"
#include "Graphics/Descriptors/SHVkDescriptorSetGroup.h"
#include "Graphics/Buffers/SHVkBuffer.h"
namespace SHADE
{
void SHGraphicsGenericData::Init(Handle<SHVkLogicalDevice> logicalDevice, Handle<SHVkDescriptorSetGroup> descSet) noexcept
{
alignedGpuStructSize = logicalDevice->PadUBOSize(sizeof (GpuStruct));
gpuBuffer = logicalDevice->CreateBuffer(alignedGpuStructSize * SHGraphicsConstants::NUM_FRAME_BUFFERS, nullptr, alignedGpuStructSize * SHGraphicsConstants::NUM_FRAME_BUFFERS, vk::BufferUsageFlagBits::eUniformBuffer, VMA_MEMORY_USAGE_AUTO, VMA_ALLOCATION_CREATE_MAPPED_BIT | VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT, "Generic Data");
std::array gpuBufferArray{ gpuBuffer };
// We use index 0 because the descriptor set is standalone created from a single desc set layout. What the driver sees is that this set is at index 0 during updating.
static constexpr uint8_t SET_0 = 0;
descSet->ModifyWriteDescBuffer(SET_0, SHGraphicsConstants::DescriptorSetBindings::GENERIC_DATA, std::span<Handle<SHVkBuffer>>{ gpuBufferArray.data(), gpuBufferArray.size()}, 0, sizeof(GpuStruct));
descSet->UpdateDescriptorSetBuffer(SET_0, SHGraphicsConstants::DescriptorSetBindings::GENERIC_DATA);
}
void SHGraphicsGenericData::UpdateBuffer(uint32_t frameIndex) noexcept
{
gpuBuffer->WriteToMemory(&data, sizeof(GpuStruct), 0, alignedGpuStructSize * frameIndex);
}
void SHGraphicsGenericData::SetDt(float dt) noexcept
{
data.dt = dt;
}
void SHGraphicsGenericData::UpdateElapsedTime(float dt) noexcept
{
data.elapsedTime += dt;
}
void SHGraphicsGenericData::SetViewportWidth(uint32_t width) noexcept
{
data.viewportWidth = width;
}
void SHGraphicsGenericData::SetViewportHeight(uint32_t height) noexcept
{
data.viewportHeight = height;
}
}

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@ -0,0 +1,51 @@
#pragma once
#include <cstdint>
#include "Resource/SHHandle.h"
namespace SHADE
{
class SHVkDescriptorSetGroup;
class SHVkBuffer;
class SHVkLogicalDevice;
class SHGraphicsGenericData
{
public:
struct GpuStruct
{
//! Delta time
float dt{ 0.0f };
//! Elapsed time of the application
float elapsedTime{ 0.0f };
//! Viewport width of the scene (excluding imgui, that means smaller than window)
uint32_t viewportWidth{ 0 };
//! Ditto but for height
uint32_t viewportHeight{ 0 };
};
private:
//! This will be access
GpuStruct data;
//! Buffer to hold the generic data
Handle<SHVkBuffer> gpuBuffer;
//! gpu struct size for GPU to use
uint32_t alignedGpuStructSize;
public:
void Init (Handle<SHVkLogicalDevice> logicalDevice, Handle<SHVkDescriptorSetGroup> descSet) noexcept;
void UpdateBuffer(uint32_t frameIndex) noexcept;
void SetDt (float dt) noexcept;
void UpdateElapsedTime (float dt) noexcept;
void SetViewportWidth(uint32_t width) noexcept;
void SetViewportHeight(uint32_t height) noexcept;
};
}

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@ -2,11 +2,13 @@
#include "SHGlobalDescriptorSets.h"
#include "Graphics/MiddleEnd/Lights/SHLightingSubSystem.h"
#include "Graphics/Commands/SHVkCommandBuffer.h"
#include "Graphics/MiddleEnd/GenericData/SHGraphicsGenericData.h"
#include "Graphics/Devices/SHVkLogicalDevice.h"
namespace SHADE
{
Handle<SHVkDescriptorSetGroup> SHGlobalDescriptorSets::staticGlobalDataDescriptorSet;
Handle<SHVkDescriptorSetGroup> SHGlobalDescriptorSets::genericAndTextureDataDescSet;
Handle<SHLightingSubSystem> SHGlobalDescriptorSets::lightingSubSystem;
//void SHGlobalDescriptorSets::BindLightingData(Handle<SHVkCommandBuffer> cmdBuffer, SH_PIPELINE_TYPE pipelineType, uint32_t firstSet) noexcept
@ -20,11 +22,13 @@ namespace SHADE
lightingSubSystem->BindDescSet(cmdBuffer, setIndex, frameIndex);
}
void SHGlobalDescriptorSets::BindStaticGlobalData(Handle<SHVkCommandBuffer> cmdBuffer, SH_PIPELINE_TYPE pipelineType, uint32_t setIndex) noexcept
void SHGlobalDescriptorSets::BindGenericAndTextureData(Handle<SHVkLogicalDevice> device, Handle<SHVkCommandBuffer> cmdBuffer, SH_PIPELINE_TYPE pipelineType, uint32_t setIndex, uint32_t frameIndex) noexcept
{
uint32_t alignedGenericStructSize = device->PadUBOSize(sizeof(SHGraphicsGenericData::GpuStruct));
// Bind descriptor set for static global data
static std::array<uint32_t, 1> TEX_DYNAMIC_OFFSET{ 0 };
cmdBuffer->BindDescriptorSet(staticGlobalDataDescriptorSet, pipelineType, setIndex, std::span{ TEX_DYNAMIC_OFFSET.data(), 1 });
static std::array TEX_DYNAMIC_OFFSET = { alignedGenericStructSize, };
cmdBuffer->BindDescriptorSet(genericAndTextureDataDescSet, pipelineType, setIndex, std::span{ TEX_DYNAMIC_OFFSET.data(), 1 });
}
/***************************************************************************/
@ -43,9 +47,9 @@ namespace SHADE
lightingSubSystem = system;
}
void SHGlobalDescriptorSets::SetStaticGlobalDataDescriptorSet(Handle<SHVkDescriptorSetGroup> staticGlobalDescSet) noexcept
void SHGlobalDescriptorSets::SetStaticGlobalDataDescriptorSet(Handle<SHVkDescriptorSetGroup> descSet) noexcept
{
staticGlobalDataDescriptorSet = staticGlobalDescSet;
genericAndTextureDataDescSet = descSet;
}
}

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@ -15,7 +15,7 @@ namespace SHADE
private:
//! Static global descriptor sets for miscellaneous data and textures
static Handle<SHVkDescriptorSetGroup> staticGlobalDataDescriptorSet;
static Handle<SHVkDescriptorSetGroup> genericAndTextureDataDescSet;
//! Lighting sub system required to get information to bind descriptor sets for light data
static Handle<SHLightingSubSystem> lightingSubSystem;
@ -25,7 +25,7 @@ namespace SHADE
/* PUBLIC MEMBER FUNCTIONS */
/*-----------------------------------------------------------------------*/
static void BindLightingData (Handle<SHVkCommandBuffer> cmdBuffer, SH_PIPELINE_TYPE pipelineType, uint32_t setIndex, uint32_t frameIndex) noexcept;
static void BindStaticGlobalData (Handle<SHVkCommandBuffer> cmdBuffer, SH_PIPELINE_TYPE pipelineType, uint32_t setIndex) noexcept;
static void BindGenericAndTextureData (Handle<SHVkLogicalDevice> device, Handle<SHVkCommandBuffer> cmdBuffer, SH_PIPELINE_TYPE pipelineType, uint32_t setIndex, uint32_t frameIndex) noexcept;
/*-----------------------------------------------------------------------*/
/* SETTERS AND GETTERS */

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@ -25,9 +25,10 @@ namespace SHADE
{
perSystemData[SHUtilities::ConvertEnum(SystemType::BATCHING)].descMappings.AddMappings
({
{SHPredefinedDescriptorTypes::STATIC_DATA, 0},
{SHPredefinedDescriptorTypes::CAMERA, 1},
{SHPredefinedDescriptorTypes::PER_INSTANCE_BATCH, 2},
{SHPredefinedDescriptorTypes::STATIC_DATA, 0},
{SHPredefinedDescriptorTypes::CAMERA, 1},
{SHPredefinedDescriptorTypes::PER_INSTANCE_BATCH, 2},
{SHPredefinedDescriptorTypes::RENDER_GRAPH_RESOURCE, 3},
});
perSystemData[SHUtilities::ConvertEnum(SystemType::BATCHING_ANIM)].descMappings.AddMappings

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@ -129,11 +129,13 @@ namespace SHADE
static constexpr std::string_view GBUFFER_WRITE_SUBPASS = "G-Buffer Write";
static constexpr std::string_view UI_SUBPASS = "UI";
static constexpr std::string_view VFX_SUBPASS = "VFX";
static constexpr std::string_view OBJ_VFX_SUBPASS = "Object VFX Subpass No Depth";
static constexpr std::array USABLE_SUBPASSES =
{
GBUFFER_WRITE_SUBPASS,
UI_SUBPASS
UI_SUBPASS,
OBJ_VFX_SUBPASS
};
};

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@ -47,6 +47,7 @@ of DigiPen Institute of Technology is prohibited.
#include "Events/SHEvent.h"
#include "Graphics/MiddleEnd/Lights/SHLightComponent.h"
#include "Input/SHInputManager.h"
#include "Assets/Events/SHAssetManagerEvents.h"
namespace SHADE
{
@ -210,10 +211,11 @@ namespace SHADE
renderGraph->Init("World Render Graph", device, swapchain, &resourceManager, renderContextCmdPools);
renderGraph->AddResource("Position", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, true, windowDims.first, windowDims.second, vk::Format::eR32G32B32A32Sfloat);
renderGraph->AddResource("Position World Space", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, true, windowDims.first, windowDims.second, vk::Format::eR32G32B32A32Sfloat);
renderGraph->AddResource("Object VFX", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, true, windowDims.first, windowDims.second, vk::Format::eR32G32B32A32Sfloat);
renderGraph->AddResource("Normals", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, true, windowDims.first, windowDims.second, vk::Format::eR32G32B32A32Sfloat);
//worldRenderGraph->AddResource("Tangents", { SH_ATT_DESC_TYPE_FLAGS::COLOR, SH_ATT_DESC_TYPE_FLAGS::INPUT, SH_ATT_DESC_TYPE_FLAGS::STORAGE }, windowDims.first, windowDims.second, vk::Format::eR32G32B32A32Sfloat);
renderGraph->AddResource("Albedo", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, true, windowDims.first, windowDims.second);
renderGraph->AddResource("Depth Buffer", { SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH_STENCIL }, true, windowDims.first, windowDims.second, vk::Format::eD32SfloatS8Uint);
renderGraph->AddResource("Depth Buffer", { SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT }, true, windowDims.first, windowDims.second, vk::Format::eD32SfloatS8Uint);
renderGraph->AddResource("Entity ID", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::SHARED }, true, windowDims.first, windowDims.second, vk::Format::eR32Uint, 1, vk::ImageUsageFlagBits::eTransferSrc);
renderGraph->AddResource("Light Layer Indices", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, true, windowDims.first, windowDims.second, vk::Format::eR32Uint, 1, vk::ImageUsageFlagBits::eTransferSrc);
renderGraph->AddResource("Scene", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE, SH_RENDER_GRAPH_RESOURCE_FLAGS::SHARED }, true, windowDims.first, windowDims.second);
@ -235,7 +237,8 @@ namespace SHADE
"Depth Buffer",
"SSAO",
"SSAO Blur",
"Position World Space"
"Position World Space",
"Object VFX"
},
{}); // no predecessors
@ -249,9 +252,16 @@ namespace SHADE
gBufferSubpass->AddColorOutput("Normals");
gBufferSubpass->AddColorOutput("Albedo");
gBufferSubpass->AddColorOutput("Position World Space");
gBufferSubpass->AddColorOutput("Object VFX");
gBufferSubpass->AddDepthOutput("Depth Buffer", SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH_STENCIL);
usableSubpassesMapping.emplace (std::string (SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_WRITE_SUBPASS.data()), gBufferSubpass);
// We add the object VFX render target and depth buffer as input just in case we want to make comparisons
auto objectVfxSubpassNoDepth = gBufferNode->AddSubpass(SHGraphicsConstants::RenderGraphEntityNames::OBJ_VFX_SUBPASS.data(), worldViewport, worldRenderer);
objectVfxSubpassNoDepth->AddColorOutput("Object VFX");
objectVfxSubpassNoDepth->AddInput ("Depth Buffer");
usableSubpassesMapping.emplace(std::string(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_WRITE_SUBPASS.data()), gBufferSubpass);
usableSubpassesMapping.emplace(std::string(SHGraphicsConstants::RenderGraphEntityNames::OBJ_VFX_SUBPASS.data()), objectVfxSubpassNoDepth);
/*-----------------------------------------------------------------------*/
/* SSAO PASS AND DATA INIT */
@ -297,15 +307,15 @@ namespace SHADE
"Albedo",
"Scene",
"SSAO Blur",
"Position World Space"
"Position World Space",
"Object VFX"
},
{ SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS .data()});
/*-----------------------------------------------------------------------*/
/* DEFERRED COMPOSITE SUBPASS INIT */
/*-----------------------------------------------------------------------*/
auto deferredCompositeCompute = deferredCompositeNode->AddNodeCompute(SHGraphicsConstants::RenderGraphEntityNames::DEFERRED_COMPOSITE_COMPUTE.data(), deferredCompositeShader, {"Position", "Normals", "Albedo", "Light Layer Indices", "SSAO Blur", "Position World Space", "Scene"}, {}, SHLightingSubSystem::MAX_SHADOWS);
auto deferredCompositeCompute = deferredCompositeNode->AddNodeCompute(SHGraphicsConstants::RenderGraphEntityNames::DEFERRED_COMPOSITE_COMPUTE.data(), deferredCompositeShader, {"Position", "Normals", "Albedo", "Light Layer Indices", "SSAO Blur", "Position World Space", "Scene", "Object VFX"}, {}, SHLightingSubSystem::MAX_SHADOWS);
deferredCompositeCompute->AddPreComputeFunction([=](Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex)
{
lightingSubSystem->PrepareShadowMapsForRead(cmdBuffer);
@ -409,7 +419,6 @@ namespace SHADE
InitRenderGraph();
// Create Semaphore
for (auto& semaHandle : graphSemaphores)
{
@ -491,12 +500,34 @@ namespace SHADE
void SHGraphicsSystem::InitEvents(void) noexcept
{
std::shared_ptr<SHEventReceiverSpec<SHGraphicsSystem>> thisReceiver
std::shared_ptr<SHEventReceiverSpec<SHGraphicsSystem>> lightEnableShadowReceiver
{
std::make_shared<SHEventReceiverSpec<SHGraphicsSystem>>(this, &SHGraphicsSystem::ReceiveLightEnableShadowEvent)
};
ReceiverPtr receiver = std::dynamic_pointer_cast<SHEventReceiver>(thisReceiver);
SHEventManager::SubscribeTo(SH_GRAPHICS_LIGHT_ENABLE_SHADOW_EVENT, receiver);
ReceiverPtr lightEnableShadowReceivePtr = std::dynamic_pointer_cast<SHEventReceiver>(lightEnableShadowReceiver);
SHEventManager::SubscribeTo(SH_GRAPHICS_LIGHT_ENABLE_SHADOW_EVENT, lightEnableShadowReceivePtr);
std::shared_ptr<SHEventReceiverSpec<SHGraphicsSystem>> compileAssetReceiever
{
std::make_shared<SHEventReceiverSpec<SHGraphicsSystem>>(this, &SHGraphicsSystem::ReceiveCompileAssetEvent)
};
ReceiverPtr compileAssetReceivePtr = std::dynamic_pointer_cast<SHEventReceiver>(compileAssetReceiever);
SHEventManager::SubscribeTo(SH_ASSET_COMPILE_EVENT, compileAssetReceivePtr);
}
void SHGraphicsSystem::InitGenericDataAndTexturesDescSet(void) noexcept
{
// descriptor set for generic data and textures
genericAndTextureDescSet = descPool->Allocate(SHGraphicsPredefinedData::GetPredefinedDescSetLayouts(SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes::STATIC_DATA), { SHTextureLibrary::DEFAULT_MAX_TEXTURES });
for (auto set : genericAndTextureDescSet->GetVkHandle())
SET_VK_OBJ_NAME(device, vk::ObjectType::eDescriptorSet, set, "[Descriptor Set] Static Globals");
SHGlobalDescriptorSets::SetStaticGlobalDataDescriptorSet(genericAndTextureDescSet);
// Create buffer for generic data and attach to descriptor set
graphicsGenericData.Init(device, genericAndTextureDescSet);
}
/*---------------------------------------------------------------------------------*/
@ -507,6 +538,7 @@ namespace SHADE
InitBoilerplate();
InitMiddleEnd();
InitSubsystems();
InitGenericDataAndTexturesDescSet();
InitBuiltInResources();
InitEvents();
}
@ -536,7 +568,7 @@ namespace SHADE
*/
/***************************************************************************/
void SHGraphicsSystem::Run(double) noexcept
void SHGraphicsSystem::Run(double dt) noexcept
{
if (window->IsMinimized() || renderContext.GetWindowIsDead())
{
@ -572,6 +604,9 @@ namespace SHADE
auto cameraSystem = SHSystemManager::GetSystem<SHCameraSystem>();
graphicsGenericData.SetDt(dt);
graphicsGenericData.UpdateElapsedTime(dt);
graphicsGenericData.UpdateBuffer(frameIndex);
{
#ifdef SHEDITOR
@ -860,6 +895,29 @@ namespace SHADE
return eventPtr->handle;
}
SHEventHandle SHGraphicsSystem::ReceiveCompileAssetEvent(SHEventPtr eventPtr) noexcept
{
auto const& EVENT_DATA = reinterpret_cast<const SHEventSpec<SHCompileAssetEvent>*>(eventPtr.get())->data;
// check for asset type
if (EVENT_DATA->assetType == AssetType::SHADER)
{
// loop through all shaders
auto denseIterators = SHVkInstance::GetResourceManager().GetDenseAccess<SHVkShaderModule>();
for (auto it = denseIterators.first; it != denseIterators.second; ++it)
{
if (it->GetName() == EVENT_DATA->assetName)
{
auto* shaderAsset = SHAssetManager::GetData<SHShaderAsset>(EVENT_DATA->assetID);
it->OnChange(shaderAsset->spirvBinary);
break;
}
}
}
return eventPtr->handle;
}
Handle<SHMaterial> SHGraphicsSystem::AddMaterial(Handle<SHVkShaderModule> vertShader, Handle<SHVkShaderModule> fragShader, Handle<SHSubpass> subpass)
{
// Retrieve pipeline from pipeline storage or create if unavailable
@ -980,12 +1038,11 @@ namespace SHADE
device->WaitIdle();
texLibrary.BuildTextures
(
device, graphicsTexCmdBuffer, graphicsQueue, descPool
device, graphicsTexCmdBuffer, graphicsQueue, genericAndTextureDescSet
);
device->WaitIdle();
graphicsTexCmdBuffer.Free(); graphicsTexCmdBuffer = {};
SHGlobalDescriptorSets::SetStaticGlobalDataDescriptorSet(texLibrary.GetTextureDescriptorSetGroup());
//SHGlobalDescriptorSets::SetStaticGlobalDataDescriptorSet(texLibrary.GetTextureDescriptorSetGroup());
}
Handle<SHTexture> SHGraphicsSystem::GetTextureHandle(SHTexture::Index textureId) const
@ -1134,6 +1191,10 @@ namespace SHADE
resizeWidth = newWidth;
resizeHeight = newHeight;
graphicsGenericData.SetViewportWidth(resizeWidth);
graphicsGenericData.SetViewportHeight(resizeHeight);
renderContext.SetIsResized(true);
}
@ -1177,7 +1238,7 @@ namespace SHADE
auto cameraSystem = SHSystemManager::GetSystem<SHCameraSystem>();
#ifdef SHEDITOR
cameraSystem->GetEditorCamera()->SetWidth(static_cast<float>(resizeWidth));
cameraSystem->GetEditorCamera()->SetHeight(static_cast<float>(resizeHeight));
//cameraSystem->GetEditorCamera()->SetAspectRatio(static_cast<float>(resizeWidth) / static_cast<float>(resizeHeight));
// Create new event and broadcast it
SHWindowResizeEvent newEvent;
@ -1186,8 +1247,14 @@ namespace SHADE
SHEventManager::BroadcastEvent<SHWindowResizeEvent>(newEvent, SH_WINDOW_RESIZE_EVENT);
#else
#else
// Create new event and broadcast it
SHWindowResizeEvent newEvent;
newEvent.resizeWidth = resizeWidth;
newEvent.resizeHeight = resizeHeight;
SHEventManager::BroadcastEvent<SHWindowResizeEvent>(newEvent, SH_WINDOW_RESIZE_EVENT);
#endif
}

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@ -37,6 +37,7 @@ of DigiPen Institute of Technology is prohibited.
#include "Graphics/MiddleEnd/Interface/SHRenderer.h"
#include "Graphics/Events/SHGraphicsEvents.h"
#include "Graphics/MiddleEnd/TrajectoryRendering/SHTrajectoryRenderingSubSystem.h"
#include "Graphics/MiddleEnd/GenericData/SHGraphicsGenericData.h"
namespace SHADE
{
@ -106,6 +107,7 @@ namespace SHADE
void InitSubsystems (void) noexcept;
void InitBuiltInResources (void);
void InitEvents (void) noexcept;
void InitGenericDataAndTexturesDescSet (void) noexcept;
public:
class SH_API BeginRoutine final : public SHSystemRoutine
@ -181,6 +183,11 @@ namespace SHADE
/*-----------------------------------------------------------------------*/
SHEventHandle ReceiveLightEnableShadowEvent (SHEventPtr eventPtr) noexcept;
/*-----------------------------------------------------------------------*/
/* Asset Events */
/*-----------------------------------------------------------------------*/
SHEventHandle ReceiveCompileAssetEvent (SHEventPtr eventPtr) noexcept;
/*-----------------------------------------------------------------------------*/
/* Material Functions */
/*-----------------------------------------------------------------------------*/
@ -433,6 +440,7 @@ namespace SHADE
SHResourceHub resourceManager;
SHMeshLibrary meshLibrary;
SHTextureLibrary texLibrary;
SHGraphicsGenericData graphicsGenericData;
SHFontLibrary fontLibrary;
SHSamplerCache samplerCache;
SHMaterialInstanceCache materialInstanceCache;
@ -490,6 +498,8 @@ namespace SHADE
Handle<SHVkPipeline> debugDrawFilledDepthPipeline;
Handle<SHVkPipeline> shadowMapPipeline; // initialized only when a shadow map is needed
Handle<SHVkDescriptorSetGroup> genericAndTextureDescSet;
// Built-In Textures
Handle<SHTexture> defaultTexture;

View File

@ -14,6 +14,7 @@
#include "Graphics/MiddleEnd/GlobalData/SHGlobalDescriptorSets.h"
#include "Graphics/MiddleEnd/Interface/SHRenderer.h"
#include "Scene/SHSceneManager.h"
#include "UI/SHUIComponent.h"
namespace SHADE
{
@ -197,7 +198,7 @@ namespace SHADE
cmdBuffer->BindPipeline(pipeline);
// Bind global data
SHGlobalDescriptorSets::BindStaticGlobalData(cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, staticGlobalSetIndex);
SHGlobalDescriptorSets::BindGenericAndTextureData(logicalDevice, cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, staticGlobalSetIndex, frameIndex);
// Bind camera data
renderer->BindDescriptorSet(cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, cameraSetIndex, frameIndex);
@ -209,7 +210,12 @@ namespace SHADE
cmdBuffer->BindVertexBuffer(SHGraphicsConstants::VertexBufferBindings::CALCULATED_GLYPH_POSITION, comp.charPositionDataBuffer, 0);
cmdBuffer->BindVertexBuffer(SHGraphicsConstants::VertexBufferBindings::GLYPH_INDEX, comp.indexingDataBuffer, 0);
cmdBuffer->SetPushConstantVariable("TestPushConstant.worldTransform", transform->GetTRS(), SH_PIPELINE_TYPE::GRAPHICS);
if (auto* uiComp = SHComponentManager::GetComponent_s<SHUIComponent>(comp.GetEID()))
cmdBuffer->SetPushConstantVariable("TestPushConstant.worldTransform", uiComp->GetMatrix(), SH_PIPELINE_TYPE::GRAPHICS);
else
cmdBuffer->SetPushConstantVariable("TestPushConstant.worldTransform", transform->GetTRS(), SH_PIPELINE_TYPE::GRAPHICS);
cmdBuffer->SetPushConstantVariable("TestPushConstant.eid", comp.GetEID(), SH_PIPELINE_TYPE::GRAPHICS);
cmdBuffer->SetPushConstantVariable("TestPushConstant.textColor", SHVec3 (1.0f, 1.0f, 1.0f), SH_PIPELINE_TYPE::GRAPHICS);

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@ -63,7 +63,7 @@ namespace SHADE
isDirty = true;
}
void SHTextureLibrary::BuildTextures(Handle<SHVkLogicalDevice> device, Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHVkQueue> graphicsQueue, Handle<SHVkDescriptorPool> descPool)
void SHTextureLibrary::BuildTextures(Handle<SHVkLogicalDevice> device, Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHVkQueue> graphicsQueue, Handle<SHVkDescriptorSetGroup> descSet/*, Handle<SHVkDescriptorPool> descPool*/)
{
// Don't do anything if there are no updates
if (!isDirty)
@ -162,27 +162,28 @@ namespace SHADE
/* Build Descriptor Set with all the Textures only if there are textures */
if (!texOrder.empty())
{
if (texDescriptors)
{
texDescriptors.Free();
}
texDescriptors = descPool->Allocate
(
{ SHGraphicsPredefinedData::GetPredefinedDescSetLayouts(SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes::STATIC_DATA) },
{ static_cast<uint32_t>(texOrder.size()) }
);
#ifdef _DEBUG
for (auto set : texDescriptors->GetVkHandle())
SET_VK_OBJ_NAME(device, vk::ObjectType::eDescriptorSet, set, "[Descriptor Set] Static Globals");
#endif
// if (descSet)
// {
// descSet.Free();
// }
// descSet = descPool->Allocate
// (
// { SHGraphicsPredefinedData::GetPredefinedDescSetLayouts(SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes::STATIC_DATA) },
// { static_cast<uint32_t>(texOrder.size()) }
// );
//#ifdef _DEBUG
// for (auto set : descSet->GetVkHandle())
// SET_VK_OBJ_NAME(device, vk::ObjectType::eDescriptorSet, set, "[Descriptor Set] Static Globals");
//#endif
static constexpr uint32_t TEX_DESCRIPTOR_SET_INDEX = 0;
texDescriptors->ModifyWriteDescImage
descSet->ModifyWriteDescImage
(
TEX_DESCRIPTOR_SET_INDEX,
SHGraphicsConstants::DescriptorSetBindings::IMAGE_AND_SAMPLERS_DATA,
combinedImageSamplers
);
texDescriptors->UpdateDescriptorSetImages
descSet->UpdateDescriptorSetImages
(
TEX_DESCRIPTOR_SET_INDEX,
SHGraphicsConstants::DescriptorSetBindings::IMAGE_AND_SAMPLERS_DATA

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@ -66,6 +66,13 @@ namespace SHADE
class SHTextureLibrary
{
public:
//! This exists because a poor decision was made to place the textures and
//! generic data as 2 bindings in a single layout. Because of this, the recreation
//! of the texture library would mean the recreation of the desc set that also
//! involves the generic data, which is bad bad bad. Solution is to separate the
//! 2 desc sets.
static constexpr uint32_t DEFAULT_MAX_TEXTURES = 2000;
/*-----------------------------------------------------------------------------*/
/* Usage Functions */
/*-----------------------------------------------------------------------------*/
@ -112,7 +119,7 @@ namespace SHADE
/*!
\brief
Finalises all changes to the Texture Library into the GPU buffers.
Finalizes all changes to the Texture Library into the GPU buffers.
\param device
Device used to create and update the buffers.
@ -123,12 +130,12 @@ namespace SHADE
queue.
*/
/***************************************************************************/
void BuildTextures(Handle<SHVkLogicalDevice> device, Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHVkQueue> graphicsQueue, Handle<SHVkDescriptorPool> descPool);
void BuildTextures(Handle<SHVkLogicalDevice> device, Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHVkQueue> graphicsQueue, Handle<SHVkDescriptorSetGroup> descSet/*, Handle<SHVkDescriptorPool> descPool*/);
/*-----------------------------------------------------------------------------*/
/* Getter Functions */
/*-----------------------------------------------------------------------------*/
Handle<SHVkDescriptorSetGroup> GetTextureDescriptorSetGroup() const noexcept { return texDescriptors; }
//Handle<SHVkDescriptorSetGroup> GetTextureDescriptorSetGroup() const noexcept { return descSet; }
/***************************************************************************/
/*!
*
@ -173,8 +180,8 @@ namespace SHADE
std::vector<Handle<SHTexture>> texOrder;
// CPU Storage
std::vector<std::tuple<Handle<SHVkImageView>, Handle<SHVkSampler>, vk::ImageLayout>> combinedImageSamplers;
// GPU Storage
Handle<SHVkDescriptorSetGroup> texDescriptors;
//// GPU Storage
//Handle<SHVkDescriptorSetGroup> descSet;
// Flags
bool isDirty = true;

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@ -164,7 +164,7 @@ namespace SHADE
cmdBuffer->BindPipeline(pipeline);
// Bind global data
SHGlobalDescriptorSets::BindStaticGlobalData(cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, staticGlobalSetIndex);
SHGlobalDescriptorSets::BindGenericAndTextureData(logicalDevice, cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, staticGlobalSetIndex, frameIndex);
// Bind camera data
renderer->BindDescriptorSet(cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, cameraSetIndex, frameIndex);

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@ -235,6 +235,9 @@ namespace SHADE
, pipelineLayout { inPipelineLayout }
, created {false}
{
if (pipelineLayout)
pipelineLayout->AddCallback([this]() {ConstructPipeline();});
// We want to create a pipeline
if (state != nullptr)
{
@ -359,7 +362,10 @@ namespace SHADE
{
// if it was created before, destroy it
if (created)
{
logicalDeviceHdl->WaitIdle();
logicalDeviceHdl->GetVkLogicalDevice().destroyPipeline(vkPipeline, nullptr);
}
// Set to false again. If creation succeeds after this, this will be true
created = false;

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@ -298,6 +298,10 @@ namespace SHADE
descriptorSetLayoutsAllocate.clear();
dynamicBufferBindings.clear();
descriptorSetLayoutsPipeline.clear();
// We don't need to use vulkan to destroy descriptor sets here since they are just owned by the container with handles
vkDescriptorSetLayoutsAllocate.clear();
vkDescriptorSetLayoutsPipeline.clear();
@ -450,6 +454,15 @@ namespace SHADE
}
else
SHVulkanDebugUtil::ReportVkSuccess("Successfully created Pipeline Layout. ");
// Call callbacks
for (auto& callback : onChangeCallbacks)
callback();
}
void SHVkPipelineLayout::AddCallback(ChangeCallback&& callback) noexcept
{
onChangeCallbacks.emplace_back(std::move(callback));
}
std::vector<Handle<SHVkShaderModule>> const& SHVkPipelineLayout::GetShaderModules(void) const noexcept

View File

@ -10,6 +10,9 @@ namespace SHADE
class SHVkPipelineLayout
{
public:
using ChangeCallback = std::function<void()>;
private:
/*-----------------------------------------------------------------------*/
/* PRIVATE MEMBER VARIABLES */
@ -51,6 +54,12 @@ namespace SHADE
//! Store for pipeline layout recreation
std::vector<vk::DescriptorSetLayout> vkDescriptorSetLayoutsPipeline;
//! When pipeline layout needs to be recreated, this container could serve as an event
//! response to call all the functions that need to be called. Specifically
//! pipelines that need to use the new pipeline layout
std::vector<ChangeCallback> onChangeCallbacks;
/*-----------------------------------------------------------------------*/
/* PRIVATE MEMBER FUNCTIONS */
/*-----------------------------------------------------------------------*/
@ -73,6 +82,7 @@ namespace SHADE
/* PUBLIC MEMBER FUNCTIONS */
/*-----------------------------------------------------------------------*/
void RecreateIfNeeded (void) noexcept;
void AddCallback(ChangeCallback&& callback) noexcept;
/*-----------------------------------------------------------------------*/
/* SETTERS AND GETTERS */

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@ -512,8 +512,9 @@ namespace SHADE
uint32_t h = static_cast<uint32_t>(resource->GetHeight());
cmdBuffer->SetViewportScissor(static_cast<float>(w), static_cast<float>(h), w, h);
static constexpr uint32_t INPUT_IMAGE_SET_INDEX = 0;
newSubpass->BindInputDescriptorSets (cmdBuffer, INPUT_IMAGE_SET_INDEX, frameIndex);
//static constexpr uint32_t INPUT_IMAGE_SET_INDEX = 0;
auto const& mappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::BATCHING);
newSubpass->BindInputDescriptorSets (cmdBuffer, mappings.at(SHPredefinedDescriptorTypes::RENDER_GRAPH_RESOURCE), frameIndex);
// draw a quad.
cmdBuffer->DrawArrays(4, 1, 0, 0);
@ -570,7 +571,8 @@ namespace SHADE
auto cmdBuffer = commandBuffers[frameIndex];
cmdBuffer->BeginLabeledSegment(name);
auto batchingSystemData = SHGraphicsPredefinedData::GetSystemData(SHGraphicsPredefinedData::SystemType::BATCHING);
auto const& batchingSystemData = SHGraphicsPredefinedData::GetSystemData(SHGraphicsPredefinedData::SystemType::BATCHING);
// Force bind pipeline layout
cmdBuffer->ForceSetPipelineLayout(batchingSystemData.dummyPipelineLayout, SH_PIPELINE_TYPE::GRAPHICS);
@ -584,7 +586,7 @@ namespace SHADE
if (node->renderpass)
{
// bind static global data
SHGlobalDescriptorSets::BindStaticGlobalData(cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, descMappings.at(SHPredefinedDescriptorTypes::STATIC_DATA));
SHGlobalDescriptorSets::BindGenericAndTextureData(renderGraphStorage->logicalDevice, cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, descMappings.at(SHPredefinedDescriptorTypes::STATIC_DATA), frameIndex);
// Bind all the buffers required for meshes
for (auto& [buffer, bindingPoint] : MESH_DATA)

View File

@ -184,12 +184,13 @@ namespace SHADE
for (auto& inputAtt : subpass->inputReferences)
{
auto resource = attResources[inputAtt.attachment];
if (resource->resourceTypeFlags & static_cast<uint32_t>(SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT))
auto typeFlags = resource->resourceTypeFlags;
if (typeFlags & static_cast<uint32_t>(SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT))
{
if (resource->resourceTypeFlags & static_cast<uint32_t>(SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR) ||
resource->resourceTypeFlags & static_cast<uint32_t>(SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR_PRESENT))
if (typeFlags & static_cast<uint32_t>(SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR) ||
typeFlags & static_cast<uint32_t>(SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR_PRESENT))
colorRead |= (1 << i);
else if (resource->resourceTypeFlags & static_cast<uint32_t>(SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH_STENCIL))
else if (typeFlags & static_cast<uint32_t>(SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH_STENCIL) || typeFlags & static_cast<uint32_t>(SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH))
depthRead |= (1 << i);
}
else
@ -265,6 +266,7 @@ namespace SHADE
// initialize input descriptors
subpasses[i]->CreateInputDescriptors();
subpasses[i]->GenerateDummyPipielineLayout();
++i;
}
@ -664,7 +666,7 @@ namespace SHADE
commandBuffer->ForceSetPipelineLayout(SHGraphicsPredefinedData::GetSystemData(SHGraphicsPredefinedData::SystemType::RENDER_GRAPH_NODE_COMPUTE).dummyPipelineLayout, SH_PIPELINE_TYPE::COMPUTE);
// bind static global data
SHGlobalDescriptorSets::BindStaticGlobalData(commandBuffer, SH_PIPELINE_TYPE::COMPUTE, descMappings.at(SHPredefinedDescriptorTypes::STATIC_DATA));
SHGlobalDescriptorSets::BindGenericAndTextureData(graphStorage->logicalDevice, commandBuffer, SH_PIPELINE_TYPE::COMPUTE, descMappings.at(SHPredefinedDescriptorTypes::STATIC_DATA), frameIndex);
// bind lighting data
SHGlobalDescriptorSets::BindLightingData(commandBuffer, SH_PIPELINE_TYPE::COMPUTE, descMappings.at(SHPredefinedDescriptorTypes::LIGHTS), frameIndex);

View File

@ -226,11 +226,15 @@ namespace SHADE
commandBuffer->SetViewportScissor(static_cast<float>(w), static_cast<float>(h), w, h);
}
commandBuffer->ForceSetPipelineLayout(dummyPipelineLayout, SH_PIPELINE_TYPE::GRAPHICS);
auto const& descMappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::BATCHING);
if (renderer)
renderer->BindDescriptorSet(commandBuffer, SH_PIPELINE_TYPE::GRAPHICS, descMappings.at(SHPredefinedDescriptorTypes::CAMERA), frameIndex);
BindInputDescriptorSets (commandBuffer, descMappings.at(SHPredefinedDescriptorTypes::RENDER_GRAPH_RESOURCE), frameIndex);
// If companion subpass is not a valid handle, render super batch normally
if (!companionSubpass.companion)
{
@ -439,6 +443,33 @@ namespace SHADE
}
}
/***************************************************************************/
/*!
\brief
Generates the dummy pipeline layout for subpass; specifically add the
input descriptor set layout if it exists.
\return
*/
/***************************************************************************/
void SHSubpass::GenerateDummyPipielineLayout(void) noexcept
{
auto const& batchingSystemData = SHGraphicsPredefinedData::GetSystemData(SHGraphicsPredefinedData::SystemType::BATCHING);
std::vector newLayouts = batchingSystemData.descSetLayouts;
if (inputDescriptorLayout)
{
newLayouts.push_back(inputDescriptorLayout);
}
dummyPipelineLayout = graphStorage->logicalDevice->CreatePipelineLayoutDummy
(
SHPipelineLayoutParamsDummy{ newLayouts }
);
}
/***************************************************************************/
/*!

View File

@ -22,6 +22,7 @@ namespace SHADE
class SHRenderer;
class SHViewport;
class SHVkPipeline;
class SHVkPipelineLayout;
class SH_API SHSubpass : public ISelfHandle<SHSubpass>
{
@ -87,6 +88,12 @@ namespace SHADE
std::vector<Handle<SHVkSampler>> inputSamplers;
//! Dummy pipeline layout for subpass to bind before draw.
//! // IMPORTANT NOTE: After implementing input descriptors, every subpass differs in number input descriptors.
//! Before binding the input descriptors, a pipeline layout containing the desc set layouts
//! for the input descriptors is required, making this umbrella initial dummy bind invalid.
Handle<SHVkPipelineLayout> dummyPipelineLayout;
////! subpass compute image barriers. We do this because every frame has a different
////! swapchain image. If the resource we want to transition is not a swapchain image,
@ -146,6 +153,7 @@ namespace SHADE
//void InitComputeBarriers (void) noexcept;
void CreateInputDescriptors (void) noexcept;
void UpdateWriteDescriptors (void) noexcept;
void GenerateDummyPipielineLayout (void) noexcept;
private:
/*-----------------------------------------------------------------------*/

View File

@ -7,20 +7,16 @@
namespace SHADE
{
SHVkShaderModule::SHVkShaderModule(Handle<SHVkLogicalDevice> const& inLogicalDeviceHdl, std::vector<uint32_t> const& binaryData, std::string inEntryPoint, vk::ShaderStageFlagBits stage, std::string const& name) noexcept
: logicalDeviceHdl {inLogicalDeviceHdl}
, shaderStage {stage}
, entryPoint {inEntryPoint}
, vkShaderModule {nullptr}
, spirvBinary{}
, shaderName {name}
, reflectedData {}
void SHVkShaderModule::Recompile(void) noexcept
{
if (vkShaderModule)
logicalDeviceHdl->GetVkLogicalDevice().destroyShaderModule(vkShaderModule, nullptr);
// Prepare the create info
vk::ShaderModuleCreateInfo moduleCreateInfo
{
.codeSize = binaryData.size() * sizeof (uint32_t),
.pCode = binaryData.data(),
.codeSize = spirvBinary.size() * sizeof(uint32_t),
.pCode = spirvBinary.data(),
};
if (auto result = logicalDeviceHdl->GetVkLogicalDevice().createShaderModule(&moduleCreateInfo, nullptr, &vkShaderModule); result != vk::Result::eSuccess)
@ -30,10 +26,18 @@ namespace SHADE
}
else
SHVulkanDebugUtil::ReportVkSuccess("Successfully created shader module.");
}
// TODO: Right now, this is doing a copy, we need to figure out if its better to just move from the resource management (source library) instead. The hope is that
// shader modules only need 1 of themselves.
spirvBinary = binaryData;
SHVkShaderModule::SHVkShaderModule(Handle<SHVkLogicalDevice> const& inLogicalDeviceHdl, std::vector<uint32_t> const& binaryData, std::string inEntryPoint, vk::ShaderStageFlagBits stage, std::string const& name) noexcept
: logicalDeviceHdl {inLogicalDeviceHdl}
, shaderStage {stage}
, entryPoint {inEntryPoint}
, vkShaderModule {nullptr}
, spirvBinary{binaryData}
, shaderName {name}
, reflectedData {}
{
Recompile();
}
SHVkShaderModule::SHVkShaderModule(SHVkShaderModule&& rhs) noexcept
@ -81,13 +85,18 @@ namespace SHADE
}
}
void SHVkShaderModule::OnChange(void) noexcept
void SHVkShaderModule::OnChange(std::vector<uint32_t> const& newBinaryData) noexcept
{
// assign new binary data and recompile shader
spirvBinary = newBinaryData;
Recompile();
for (auto& callback : onChangeCallbacks)
callback();
}
void SHVkShaderModule::AddCallback(SHShaderChangeCallback&& callback) noexcept
void SHVkShaderModule::AddCallback(ChangeCallback&& callback) noexcept
{
onChangeCallbacks.emplace_back(std::move(callback));
}
@ -112,4 +121,9 @@ namespace SHADE
return reflectedData;
}
std::string SHVkShaderModule::GetName(void) const noexcept
{
return shaderName;
}
}

View File

@ -16,7 +16,7 @@ namespace SHADE
/*-----------------------------------------------------------------------*/
/* TYPE DEFINITIONS */
/*-----------------------------------------------------------------------*/
using SHShaderChangeCallback = std::function<void()>;
using ChangeCallback = std::function<void()>;
private:
/*-----------------------------------------------------------------------*/
@ -47,12 +47,13 @@ namespace SHADE
//! response to call all the functions that need to be called. Specifically
//! pipeline layouts that need to re-parse the newly reflected data and create
//! descriptor set layouts and push constant ranges.
std::vector<SHShaderChangeCallback> onChangeCallbacks;
std::vector<ChangeCallback> onChangeCallbacks;
// #NoteToSelf: From Tomas module, pipeline shader stage create info isn't created here
// because the struct allows specialization info which should not be part of a module itself.
// This struct should be created in the pipeline instead.
void Recompile (void) noexcept;
public:
/*-----------------------------------------------------------------------*/
@ -67,8 +68,8 @@ namespace SHADE
/* PUBLIC MEMBER FUNCTIONS */
/*-----------------------------------------------------------------------*/
void Reflect (void) noexcept;
void OnChange (void) noexcept;
void AddCallback (SHShaderChangeCallback&& callback) noexcept;
void OnChange (std::vector<uint32_t> const& newBinaryData) noexcept;
void AddCallback (ChangeCallback&& callback) noexcept;
/*-----------------------------------------------------------------------*/
/* SETTERS AND GETTERS */
@ -77,6 +78,7 @@ namespace SHADE
vk::ShaderStageFlagBits GetShaderStageFlagBits (void) const noexcept;
vk::ShaderModule GetVkShaderModule (void) const noexcept;
SHShaderReflected const& GetReflectedData (void) const noexcept;
std::string GetName (void) const noexcept;
};
}

View File

@ -14,6 +14,9 @@
#include <fstream>
#include "SHInputManager.h"
#include "../Tools/SHException.h"
#include <Graphics/Windowing/SHWindow.h>
#include <Graphics/MiddleEnd/Interface/SHGraphicsSystem.h>
#include <Graphics/MiddleEnd/Interface/SHGraphicsSystemInterface.h>
namespace SHADE
{
@ -21,6 +24,7 @@ namespace SHADE
/* Static defines */
/*------------------------------------------------------------------------*/
bool SHInputManager::mouseCentering = false;
bool SHInputManager::controllerInUse = false;
std::map<std::string, SHInputManager::SHLogicalBindingData> SHInputManager::bindings;
@ -751,6 +755,7 @@ namespace SHADE
{
++keyCount;
keys[i] = true;
controllerInUse = false;
}
else keys[i] = false;
@ -801,6 +806,25 @@ namespace SHADE
mouseVelocityX = static_cast<double>(mouseScreenX - mouseScreenXLast) / dt;
mouseVelocityY = static_cast<double>(mouseScreenY - mouseScreenYLast) / dt;
//Mouse Centering
if (mouseCentering)
{
uint32_t width = SHADE::SHGraphicsSystemInterface::GetWindowWidth();
uint32_t height = SHADE::SHGraphicsSystemInterface::GetWindowHeight();
SetMouseWindowPosition(width / 2, height / 2);
//These four lines help a lot
POINT p;
GetCursorPos(&p);
mouseVelocityX -= static_cast<double>(p.x - mouseScreenX) / dt;
mouseVelocityY -= static_cast<double>(p.y - mouseScreenY) / dt;
}
if (mouseVelocityX != 0.0 || mouseVelocityY != 0.0)
controllerInUse = false;
//Mouse wheel vertical delta updating
mouseWheelVerticalDelta = 0;
mouseWheelVerticalDelta = mouseWheelVerticalDeltaPoll;

View File

@ -1074,6 +1074,18 @@ namespace SHADE
SetCursorPos(p.x, p.y);
}
//Call to set the flag to start mouse centering every frame
static inline void SetMouseCentering(bool state) noexcept
{
mouseCentering = state;
}
//Get the flag whether mouse centering is on or not
static inline bool GetMouseCentering() noexcept
{
return mouseCentering;
}
private:
/*------------------------------------------------------------------------*/
/* Constants */
@ -1097,6 +1109,9 @@ namespace SHADE
/* Data Members */
/*------------------------------------------------------------------------*/
//Whether mouse centering will be called every frame or not
static bool mouseCentering;
//If the last input is from controller(s) or KB/M
//True if from controller(s), False if from KB/M
//Useful for switching control hints between controllers and KB/M

View File

@ -369,6 +369,27 @@ namespace SHADE
return eventData->handle;
}
SHEventHandle SHScriptEngine::onUIElementReleased(SHEventPtr eventPtr)
{
auto eventData = reinterpret_cast<const SHEventSpec<SHButtonClickEvent>*>(eventPtr.get());
csUIElementOnReleased(eventData->data->EID);
return eventData->handle;
}
SHEventHandle SHScriptEngine::onUIElementOnHoverEntered(SHEventPtr eventPtr)
{
auto eventData = reinterpret_cast<const SHEventSpec<SHButtonClickEvent>*>(eventPtr.get());
csUIElementOnHoverEntered(eventData->data->EID);
return eventData->handle;
}
SHEventHandle SHScriptEngine::onUIElementOnHoverExited(SHEventPtr eventPtr)
{
auto eventData = reinterpret_cast<const SHEventSpec<SHButtonClickEvent>*>(eventPtr.get());
csUIElementOnHoverExited(eventData->data->EID);
return eventData->handle;
}
SHEventHandle SHScriptEngine::onSceneNodeChildrenAdded(SHEventPtr eventPtr)
{
auto eventData = reinterpret_cast<const SHEventSpec<SHSceneGraphAddChildEvent>*>(eventPtr.get());
@ -539,6 +560,24 @@ namespace SHADE
DEFAULT_CSHARP_NAMESPACE + ".UIElement",
"OnClicked"
);
csUIElementOnReleased = dotNet.GetFunctionPtr<CsEventRelayFuncPtr>
(
DEFAULT_CSHARP_LIB_NAME,
DEFAULT_CSHARP_NAMESPACE + ".UIElement",
"OnReleased"
);
csUIElementOnHoverEntered = dotNet.GetFunctionPtr<CsEventRelayFuncPtr>
(
DEFAULT_CSHARP_LIB_NAME,
DEFAULT_CSHARP_NAMESPACE + ".UIElement",
"OnHoverEntered"
);
csUIElementOnHoverExited = dotNet.GetFunctionPtr<CsEventRelayFuncPtr>
(
DEFAULT_CSHARP_LIB_NAME,
DEFAULT_CSHARP_NAMESPACE + ".UIElement",
"OnHoverExited"
);
csEditorRenderScripts = dotNet.GetFunctionPtr<CsScriptEditorFuncPtr>
(
DEFAULT_CSHARP_LIB_NAME,
@ -608,6 +647,21 @@ namespace SHADE
std::make_shared<SHEventReceiverSpec<SHScriptEngine>>(this, &SHScriptEngine::onUIElementClicked)
};
SHEventManager::SubscribeTo(SH_BUTTON_CLICK_EVENT, std::dynamic_pointer_cast<SHEventReceiver>(clickedUIElementEventReceiver));
std::shared_ptr<SHEventReceiverSpec<SHScriptEngine>> releasedUIElementEventReceiver
{
std::make_shared<SHEventReceiverSpec<SHScriptEngine>>(this, &SHScriptEngine::onUIElementReleased)
};
SHEventManager::SubscribeTo(SH_BUTTON_RELEASE_EVENT, std::dynamic_pointer_cast<SHEventReceiver>(releasedUIElementEventReceiver));
std::shared_ptr<SHEventReceiverSpec<SHScriptEngine>> hoverEnterUIElementEventReceiver
{
std::make_shared<SHEventReceiverSpec<SHScriptEngine>>(this, &SHScriptEngine::onUIElementOnHoverEntered)
};
SHEventManager::SubscribeTo(SH_BUTTON_HOVER_ENTER_EVENT, std::dynamic_pointer_cast<SHEventReceiver>(hoverEnterUIElementEventReceiver));
std::shared_ptr<SHEventReceiverSpec<SHScriptEngine>> hoverExitedUIElementEventReceiver
{
std::make_shared<SHEventReceiverSpec<SHScriptEngine>>(this, &SHScriptEngine::onUIElementOnHoverExited)
};
SHEventManager::SubscribeTo(SH_BUTTON_HOVER_EXIT_EVENT, std::dynamic_pointer_cast<SHEventReceiver>(hoverExitedUIElementEventReceiver));
/* SceneGraph */
// Register for SceneNode child added event

View File

@ -292,6 +292,9 @@ namespace SHADE
CsEventRelayFuncPtr csSceneNodeChildrenChanged = nullptr;
CsEventRelayFuncPtr csUIElementOnRemoved = nullptr;
CsEventRelayFuncPtr csUIElementOnClicked = nullptr;
CsEventRelayFuncPtr csUIElementOnReleased = nullptr;
CsEventRelayFuncPtr csUIElementOnHoverEntered = nullptr;
CsEventRelayFuncPtr csUIElementOnHoverExited = nullptr;
// - Editor
CsScriptEditorFuncPtr csEditorRenderScripts = nullptr;
CsFuncPtr csEditorUndo = nullptr;
@ -306,6 +309,9 @@ namespace SHADE
SHEventHandle onColliderComponentRemoved(SHEventPtr eventPtr);
SHEventHandle onUIElementRemoved(SHEventPtr eventPtr);
SHEventHandle onUIElementClicked(SHEventPtr eventPtr);
SHEventHandle onUIElementReleased(SHEventPtr eventPtr);
SHEventHandle onUIElementOnHoverEntered(SHEventPtr eventPtr);
SHEventHandle onUIElementOnHoverExited(SHEventPtr eventPtr);
SHEventHandle onSceneNodeChildrenAdded(SHEventPtr eventPtr);
SHEventHandle onSceneNodeChildrenRemoved(SHEventPtr eventPtr);
SHEventHandle onSceneDestroyed(SHEventPtr eventPtr);

View File

@ -28,16 +28,19 @@ namespace SHADE
void SHButtonComponent::SetDefaultTexture(AssetID texture) noexcept
{
defaultTexture = texture;
SHResourceManager::LoadOrGet<SHTexture>(texture);
}
void SHButtonComponent::SetHoveredTexture(AssetID texture) noexcept
{
hoveredTexture = texture;
SHResourceManager::LoadOrGet<SHTexture>(texture);\
}
void SHButtonComponent::SetClickedTexture(AssetID texture) noexcept
{
clickedTexture = texture;
SHResourceManager::LoadOrGet<SHTexture>(texture);
}

View File

@ -1,6 +1,7 @@
#include "SHpch.h"
#include "SHToggleButtonComponent.h"
#include "Resource/SHResourceManager.h"
#include "Graphics/MiddleEnd/Textures/SHTextureLibrary.h"
namespace SHADE
{
@ -28,11 +29,13 @@ namespace SHADE
void SHToggleButtonComponent::SetDefaultTexture(AssetID texture) noexcept
{
defaultTexture = texture;
SHResourceManager::LoadOrGet<SHTexture>(texture);
}
void SHToggleButtonComponent::SetToggledTexture(AssetID texture) noexcept
{
toggledTexture = texture;
SHResourceManager::LoadOrGet<SHTexture>(texture);
}
void SHToggleButtonComponent::SetValue(bool value) noexcept

View File

@ -204,6 +204,7 @@ namespace SHADE
SHButtonClickEvent clickEvent;
clickEvent.EID = comp.GetEID();
SHEventManager::BroadcastEvent(clickEvent, SH_BUTTON_HOVER_ENTER_EVENT);
//SHLOG_INFO("C++ BROADCASTED HOVER ENTER EVENT EID: {}", clickEvent.EID);
}
comp.isHovered = true;
@ -312,7 +313,8 @@ namespace SHADE
{
auto material = renderable->GetModifiableMaterial();
comp.currentTexture = textureID;
material->SetProperty("data.textureIndex", SHResourceManager::LoadOrGet<SHTexture>(textureID));
material->SetProperty("data.textureIndex", SHResourceManager::Get<SHTexture>(textureID)->TextureArrayIndex);
}
@ -366,7 +368,8 @@ namespace SHADE
{
auto material = renderable->GetModifiableMaterial();
comp.currentTexture = textureID;
material->SetProperty("data.textureIndex", SHResourceManager::LoadOrGet<SHTexture>(textureID));
material->SetProperty("data.textureIndex", SHResourceManager::Get<SHTexture>(textureID)->TextureArrayIndex);
}
@ -378,6 +381,8 @@ namespace SHADE
{
SHUISystem* system = (SHUISystem*)GetSystem();
auto& dense = SHComponentManager::GetDense<SHButtonComponent>();
//We ensure that the textures are loaded before we do the update.
SHResourceManager::FinaliseChanges();
for (auto& comp : dense)
{
if (SHSceneManager::CheckNodeAndComponentsActive<SHButtonComponent>(comp.GetEID()))

View File

@ -68,6 +68,8 @@ namespace SHADE
private:
bool loadTexture{false};
void UpdateUIComponent(SHUIComponent& comp) noexcept;
void UpdateButtonComponent(SHButtonComponent& comp) noexcept;
void UpdateToggleButtonComponent(SHToggleButtonComponent& comp) noexcept;

View File

@ -13,7 +13,6 @@ namespace SHADE
}
float Camera::Pitch::get()
{
return (GetNativeComponent()->GetPitch());
@ -50,15 +49,8 @@ namespace SHADE
{
GetNativeComponent()->SetWidth(val);
}
float Camera::Height::get()
{
return (GetNativeComponent()->GetHeight());
}
void Camera::Height::set(float val)
{
GetNativeComponent()->SetHeight(val);
}
float Camera::Near::get()
{
return (GetNativeComponent()->GetNear());
@ -133,4 +125,10 @@ namespace SHADE
}
Camera^ Camera::GetMainCamera()
{
auto system = SHSystemManager::GetSystem<SHCameraSystem>();
return ECS::GetComponent<Camera^>(system->GetMainCameraEID());
}
}

View File

@ -15,6 +15,9 @@ namespace SHADE
Camera(Entity entity);
public:
property float Pitch
{
float get();
@ -35,11 +38,7 @@ namespace SHADE
float get();
void set(float val);
}
property float Height
{
float get();
void set(float val);
}
property float Near
{
float get();
@ -62,11 +61,15 @@ namespace SHADE
}
void SetMainCamera(size_t directorIndex);
void SetMainCamera();
void LookAt(Vector3 targetPosition);
Vector3 GetForward();
Vector3 GetRight();
static Camera^ GetMainCamera();
};
}

View File

@ -47,11 +47,16 @@ namespace SHADE
}
}
SHADE::Material Renderable::Material::get()
{
auto mat = GetNativeComponent()->GetModifiableMaterial();
return mat ? SHADE::Material(mat) : SHADE::Material();
}
SHADE::Material Renderable::SharedMaterial::get()
{
auto mat = GetNativeComponent()->GetMaterial();
return mat ? SHADE::Material(mat) : SHADE::Material();
}
void Renderable::Material::set(SHADE::Material value)
void Renderable::SharedMaterial::set(SHADE::Material value)
{
if (value)
{

View File

@ -55,9 +55,19 @@ namespace SHADE
void set(MeshAsset value);
}
/// <summary>
/// Material used to render this Renderable.
/// Special instance of the shared Material for this Renderable. When accessing
/// this property, a new instance of the shared Material is created and assigned
/// to this Renderable. Hence, changes will only affect this Renderable.
/// </summary>
property SHADE::Material Material
{
SHADE::Material get();
}
/// <summary>
/// The shared Material used to render this Renderable and other Renderables
/// using the same base Material.
/// </summary>
property SHADE::Material SharedMaterial
{
SHADE::Material get();
void set(SHADE::Material value);

View File

@ -28,6 +28,18 @@ namespace SHADE
: Component(entity)
{}
void UIElement::ClearStaticEventData()
{
if (onClickEventMap != nullptr)
onClickEventMap->Clear();
if (onReleasedEventMap != nullptr)
onReleasedEventMap->Clear();
if (onHoverEnterEventMap != nullptr)
onHoverEnterEventMap->Clear();
if (onHoverExitEventMap != nullptr)
onHoverExitEventMap->Clear();
}
/*---------------------------------------------------------------------------------*/
/* Properties */
/*---------------------------------------------------------------------------------*/
@ -48,6 +60,57 @@ namespace SHADE
// Return the event
return onClickEventMap[owner.EntityId];
}
CallbackEvent^ UIElement::OnRelease::get()
{
// Create map if it wasn't before
if (onReleasedEventMap == nullptr)
{
onReleasedEventMap = gcnew System::Collections::Generic::Dictionary<Entity, CallbackEvent ^>();
}
// Create event if it wasn't before
if (!onReleasedEventMap->ContainsKey(owner.EntityId))
{
onReleasedEventMap->Add(owner.EntityId, gcnew CallbackEvent());
}
// Return the event
return onReleasedEventMap[owner.EntityId];
}
CallbackEvent^ UIElement::OnHoverEnter::get()
{
// Create map if it wasn't before
if (onHoverEnterEventMap == nullptr)
{
onHoverEnterEventMap = gcnew System::Collections::Generic::Dictionary<Entity, CallbackEvent ^>();
}
// Create event if it wasn't before
if (!onHoverEnterEventMap->ContainsKey(owner.EntityId))
{
onHoverEnterEventMap->Add(owner.EntityId, gcnew CallbackEvent());
}
// Return the event
return onHoverEnterEventMap[owner.EntityId];
}
CallbackEvent^ UIElement::OnHoverExit::get()
{
// Create map if it wasn't before
if (onHoverExitEventMap == nullptr)
{
onHoverExitEventMap = gcnew System::Collections::Generic::Dictionary<Entity, CallbackEvent ^>();
}
// Create event if it wasn't before
if (!onHoverExitEventMap->ContainsKey(owner.EntityId))
{
onHoverExitEventMap->Add(owner.EntityId, gcnew CallbackEvent());
}
// Return the event
return onHoverExitEventMap[owner.EntityId];
}
/*---------------------------------------------------------------------------------*/
/* Event Handling Functions */
@ -60,6 +123,18 @@ namespace SHADE
{
onClickEventMap->Remove(entity);
}
if (onReleasedEventMap != nullptr && onReleasedEventMap->ContainsKey(entity))
{
onReleasedEventMap->Remove(entity);
}
if (onHoverEnterEventMap != nullptr && onHoverEnterEventMap->ContainsKey(entity))
{
onHoverEnterEventMap->Remove(entity);
}
if (onHoverExitEventMap != nullptr && onHoverExitEventMap->ContainsKey(entity))
{
onHoverExitEventMap->Remove(entity);
}
SAFE_NATIVE_CALL_END("UIElement.OnComponentRemoved")
}
void UIElement::OnClicked(EntityID entity)
@ -72,4 +147,34 @@ namespace SHADE
}
SAFE_NATIVE_CALL_END("UIElement.OnClicked")
}
void UIElement::OnReleased(EntityID entity)
{
SAFE_NATIVE_CALL_BEGIN
// Remove the event if it contained an event
if (onReleasedEventMap != nullptr && onReleasedEventMap->ContainsKey(entity))
{
onReleasedEventMap[entity]->Invoke();
}
SAFE_NATIVE_CALL_END("UIElement.OnReleased")
}
void UIElement::OnHoverEntered(EntityID entity)
{
SAFE_NATIVE_CALL_BEGIN
// Remove the event if it contained an event
if (onHoverEnterEventMap != nullptr && onHoverEnterEventMap->ContainsKey(entity))
{
onHoverEnterEventMap[entity]->Invoke();
}
SAFE_NATIVE_CALL_END("UIElement.OnHoverEntered")
}
void UIElement::OnHoverExited(EntityID entity)
{
SAFE_NATIVE_CALL_BEGIN
// Remove the event if it contained an event
if (onHoverExitEventMap != nullptr && onHoverExitEventMap->ContainsKey(entity))
{
onHoverExitEventMap[entity]->Invoke();
}
SAFE_NATIVE_CALL_END("UIElement.OnHoverExited")
}
}

View File

@ -50,6 +50,37 @@ namespace SHADE
{
CallbackEvent^ get();
}
/// <summary>
/// Event that is raised when this UIElement is released.
/// </summary>
property CallbackEvent^ OnRelease
{
CallbackEvent^ get();
}
/// <summary>
/// Event that is raised on the first frame when this UIElement is hovered over.
/// </summary>
property CallbackEvent^ OnHoverEnter
{
CallbackEvent^ get();
}
/// <summary>
/// Event that is raised on the first frame when this UIElement is no longer
/// hovered over.
/// </summary>
property CallbackEvent^ OnHoverExit
{
CallbackEvent^ get();
}
internal:
/*-----------------------------------------------------------------------------*/
/* Static Clear Functions */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Disposes static event data which may contains data from SHADE_Scripting.
/// </summary>
static void ClearStaticEventData();
private:
/*-----------------------------------------------------------------------------*/
@ -65,11 +96,32 @@ namespace SHADE
/// </summary>
/// <param name="entity">The entity which was clicked.</param>
static void OnClicked(EntityID entity);
/// <summary>
/// To be called from native code when this component is released from clicking.
/// </summary>
/// <param name="entity">The entity which was clicked.</param>
static void OnReleased(EntityID entity);
/// <summary>
/// To be called from native code on the first frame that this component is
/// hovered on.
/// </summary>
/// <param name="entity">The entity which was clicked.</param>
static void OnHoverEntered(EntityID entity);
/// <summary>
/// To be called from native code on the first frame that this component is
/// no longer hovered on.
/// </summary>
/// <param name="entity">The entity which was clicked.</param>
static void OnHoverExited(EntityID entity);
/*-----------------------------------------------------------------------------*/
/* Static Data Members */
/*-----------------------------------------------------------------------------*/
// As these hold references to code in SHADE_Scripting, we must remember to dispose of them when changing scenes
static System::Collections::Generic::Dictionary<Entity, CallbackEvent^>^ onClickEventMap;
static System::Collections::Generic::Dictionary<Entity, CallbackEvent^>^ onReleasedEventMap;
static System::Collections::Generic::Dictionary<Entity, CallbackEvent^>^ onHoverEnterEventMap;
static System::Collections::Generic::Dictionary<Entity, CallbackEvent^>^ onHoverExitEventMap;
};
}

View File

@ -51,7 +51,7 @@ namespace SHADE
/// specified Component.
/// </returns>
generic<typename T> where T : BaseComponent
static T GetComponent(EntityID entity);
static T GetComponent(EntityID entity);
/// <summary>
/// Retrieves the first Component from the specified GameObject's children that
/// matches the specified type.

View File

@ -21,6 +21,7 @@ of DigiPen Institute of Technology is prohibited.
#include "Utility/Convert.hxx"
#include "Utility/Debug.hxx"
#include "Scripts/ScriptStore.hxx"
#include "Components/UIElement.hxx"
namespace SHADE
{
@ -43,6 +44,9 @@ namespace SHADE
oss << "[EngineInterface] Unloading " << Convert::ToNative(ManagedLibraryName) << ".dll";
ScriptStore::Exit();
// Unload static data of components that have access to the assembly
UIElement::ClearStaticEventData();
// Unload the script
scriptContext->Unload();
scriptContext = nullptr;

View File

@ -30,10 +30,29 @@ namespace SHADE
{
return SHInputManager::GetMouseWheelVerticalDelta();
}
bool Input::ControllerInUse::get()
{
return SHInputManager::GetControllerInUse();
}
/*---------------------------------------------------------------------------------*/
/* Usage Functions */
/*---------------------------------------------------------------------------------*/
bool Input::AnyKey()
{
return SHInputManager::AnyKey();
}
bool Input::AnyKeyDown()
{
return SHInputManager::AnyKeyDown();
}
bool Input::AnyKeyUp()
{
return SHInputManager::AnyKeyUp();
}
bool Input::GetKey(KeyCode key)
{
return SHInputManager::GetKey(static_cast<SHInputManager::SH_KEYCODE>(key));
@ -64,6 +83,50 @@ namespace SHADE
return SHInputManager::GetKeyUp(static_cast<SHInputManager::SH_KEYCODE>(mouseButton));
}
bool Input::AnyControllerInput()
{
return SHInputManager::AnyControllerInput();
}
bool Input::AnyControllerInputDown()
{
return SHInputManager::AnyControllerInputDown();
}
bool Input::AnyControllerInputUp()
{
return SHInputManager::AnyControllerInputUp();
}
bool Input::AnyControllerButton()
{
return SHInputManager::AnyControllerButton();
}
bool Input::AnyControllerButtonDown()
{
return SHInputManager::AnyControllerButtonDown();
}
bool Input::AnyControllerButtonUp()
{
return SHInputManager::AnyControllerButtonUp();
}
bool Input::GetControllerInput(Input::ControllerCode code)
{
return SHInputManager::GetControllerInput(static_cast<SHInputManager::SH_CONTROLLERCODE>(code));
}
double Input::GetControllerInputNormalisedValue(Input::ControllerCode code)
{
double toReturn = 0.0;
SHInputManager::GetControllerInput(static_cast<SHInputManager::SH_CONTROLLERCODE>(code), &toReturn);
return toReturn;
}
bool Input::GetControllerInputDown(Input::ControllerCode code)
{
return SHInputManager::GetControllerInputDown(static_cast<SHInputManager::SH_CONTROLLERCODE>(code));
}
bool Input::GetControllerInputUp(Input::ControllerCode code)
{
return SHInputManager::GetControllerInputUp(static_cast<SHInputManager::SH_CONTROLLERCODE>(code));
}
/*---------------------------------------------------------------------------------*/
/* Cursor Functions */
/*---------------------------------------------------------------------------------*/
@ -76,6 +139,24 @@ namespace SHADE
);
}
Vector2 Input::GetMousePosition()
{
int x = 0;
int y = 0;
SHInputManager::GetMouseWindowPosition(&x, &y);
return Convert::ToCLI(SHVec2{ (float)x,(float)y });
}
void Input::SetMouseCentering(bool state)
{
SHInputManager::SetMouseCentering(state);
}
bool Input::GetMouseCentering()
{
return SHInputManager::GetMouseCentering();
}
/*---------------------------------------------------------------------------------*/
/* Time Functions */
/*---------------------------------------------------------------------------------*/
@ -106,4 +187,220 @@ namespace SHADE
return Convert::ToCLI(SHVec2{ (float)velX,(float)velY });
}
double Input::GetControllerInputHeldTime(Input::ControllerCode code)
{
return SHInputManager::GetControllerInputHeldTime(static_cast<SHInputManager::SH_CONTROLLERCODE>(code));
}
double Input::GetControllerInputReleasedTime(Input::ControllerCode code)
{
return SHInputManager::GetControllerInputReleasedTime(static_cast<SHInputManager::SH_CONTROLLERCODE>(code));
}
/*-----------------------------------------------------------------------------*/
/* Binding Functions */
/*-----------------------------------------------------------------------------*/
void Input::SaveBindings()
{
SHInputManager::SaveBindings();
}
void Input::SaveBindings(System::String^ targetFile)
{
SHInputManager::SaveBindings(Convert::ToNative(targetFile));
}
void Input::LoadBindings()
{
SHInputManager::LoadBindings();
}
void Input::LoadBindings(System::String^ sourceFile)
{
SHInputManager::LoadBindings(Convert::ToNative(sourceFile));
}
bool Input::GetBindingInverted(System::String^ bindingName)
{
return SHInputManager::GetBindingInverted(Convert::ToNative(bindingName));
}
void Input::SetBindingInverted(System::String^ bindingName, bool newValue)
{
SHInputManager::SetBindingInverted(Convert::ToNative(bindingName), newValue);
}
double Input::GetBindingGravity(System::String^ bindingName)
{
return SHInputManager::GetBindingGravity(Convert::ToNative(bindingName));
}
void Input::SetBindingGravity(System::String^ bindingName, double newValue)
{
SHInputManager::SetBindingGravity(Convert::ToNative(bindingName), newValue);
}
double Input::GetBindingDead(System::String^ bindingName)
{
return SHInputManager::GetBindingDead(Convert::ToNative(bindingName));
}
void Input::SetBindingDead(System::String^ bindingName, double newValue)
{
SHInputManager::SetBindingDead(Convert::ToNative(bindingName), newValue);
}
double Input::GetBindingSensitivity(System::String^ bindingName)
{
return SHInputManager::GetBindingSensitivity(Convert::ToNative(bindingName));
}
void Input::SetBindingSensitivity(System::String^ bindingName, double newValue)
{
SHInputManager::SetBindingSensitivity(Convert::ToNative(bindingName), newValue);
}
bool Input::GetBindingSnap(System::String^ bindingName)
{
return SHInputManager::GetBindingSnap(Convert::ToNative(bindingName));
}
void Input::SetBindingSnap(System::String^ bindingName, bool newValue)
{
SHInputManager::SetBindingSnap(Convert::ToNative(bindingName), newValue);
}
System::Collections::Generic::HashSet<Input::KeyCode>^ Input::GetBindingPositiveKeyCodes(System::String^ bindingName)
{
System::Collections::Generic::HashSet<Input::KeyCode>^ toReturn = gcnew System::Collections::Generic::HashSet<Input::KeyCode>();
std::set<SHInputManager::SH_KEYCODE> list = SHInputManager::GetBindingPositiveKeyCodes(Convert::ToNative(bindingName));
for (auto kc : list)
{
toReturn->Add(static_cast<Input::KeyCode>(kc));
}
return toReturn;
}
void Input::AddBindingPositiveKeyCode(System::String^ bindingName, Input::KeyCode toAdd)
{
SHInputManager::AddBindingPositiveKeyCode(Convert::ToNative(bindingName), static_cast<SHInputManager::SH_KEYCODE>(toAdd));
}
void Input::RemoveBindingPositiveKeyCode(System::String^ bindingName, Input::KeyCode toRemove)
{
SHInputManager::RemoveBindingPositiveKeyCode(Convert::ToNative(bindingName), static_cast<SHInputManager::SH_KEYCODE>(toRemove));
}
void Input::ClearBindingPositiveKeyCodes(System::String^ bindingName)
{
SHInputManager::ClearBindingPositiveKeyCodes(Convert::ToNative(bindingName));
}
System::Collections::Generic::HashSet<Input::KeyCode>^ Input::GetBindingNegativeKeyCodes(System::String^ bindingName)
{
System::Collections::Generic::HashSet<Input::KeyCode>^ toReturn = gcnew System::Collections::Generic::HashSet<Input::KeyCode>();
std::set<SHInputManager::SH_KEYCODE> list = SHInputManager::GetBindingNegativeKeyCodes(Convert::ToNative(bindingName));
for (auto kc : list)
{
toReturn->Add(static_cast<Input::KeyCode>(kc));
}
return toReturn;
}
void Input::AddBindingNegativeKeyCode(System::String^ bindingName, Input::KeyCode toAdd)
{
SHInputManager::AddBindingNegativeKeyCode(Convert::ToNative(bindingName), static_cast<SHInputManager::SH_KEYCODE>(toAdd));
}
void Input::RemoveBindingNegativeKeyCode(System::String^ bindingName, Input::KeyCode toRemove)
{
SHInputManager::RemoveBindingNegativeKeyCode(Convert::ToNative(bindingName), static_cast<SHInputManager::SH_KEYCODE>(toRemove));
}
void Input::ClearBindingNegativeKeyCodes(System::String^ bindingName)
{
SHInputManager::ClearBindingNegativeKeyCodes(Convert::ToNative(bindingName));
}
System::Collections::Generic::HashSet<Input::ControllerCode>^ Input::GetBindingPositiveControllerCodes(System::String^ bindingName)
{
System::Collections::Generic::HashSet<Input::ControllerCode>^ toReturn = gcnew System::Collections::Generic::HashSet<Input::ControllerCode>();
std::set<SHInputManager::SH_CONTROLLERCODE> list = SHInputManager::GetBindingPositiveControllerCodes(Convert::ToNative(bindingName));
for (auto kc : list)
{
toReturn->Add(static_cast<Input::ControllerCode>(kc));
}
return toReturn;
}
void Input::AddBindingPositiveControllerCode(System::String^ bindingName, Input::ControllerCode toAdd)
{
SHInputManager::AddBindingPositiveControllerCode(Convert::ToNative(bindingName), static_cast<SHInputManager::SH_CONTROLLERCODE>(toAdd));
}
void Input::RemoveBindingPositiveControllerCode(System::String^ bindingName, Input::ControllerCode toRemove)
{
SHInputManager::RemoveBindingPositiveControllerCode(Convert::ToNative(bindingName), static_cast<SHInputManager::SH_CONTROLLERCODE>(toRemove));
}
void Input::ClearBindingPositiveControllerCodes(System::String^ bindingName)
{
SHInputManager::ClearBindingPositiveControllerCodes(Convert::ToNative(bindingName));
}
System::Collections::Generic::HashSet<Input::ControllerCode>^ Input::GetBindingNegativeControllerCodes(System::String^ bindingName)
{
System::Collections::Generic::HashSet<Input::ControllerCode>^ toReturn = gcnew System::Collections::Generic::HashSet<Input::ControllerCode>();
std::set<SHInputManager::SH_CONTROLLERCODE> list = SHInputManager::GetBindingNegativeControllerCodes(Convert::ToNative(bindingName));
for (auto kc : list)
{
toReturn->Add(static_cast<Input::ControllerCode>(kc));
}
return toReturn;
}
void Input::AddBindingNegativeControllerCode(System::String^ bindingName, Input::ControllerCode toAdd)
{
SHInputManager::AddBindingNegativeControllerCode(Convert::ToNative(bindingName), static_cast<SHInputManager::SH_CONTROLLERCODE>(toAdd));
}
void Input::RemoveBindingNegativeControllerCode(System::String^ bindingName, Input::ControllerCode toRemove)
{
SHInputManager::RemoveBindingNegativeControllerCode(Convert::ToNative(bindingName), static_cast<SHInputManager::SH_CONTROLLERCODE>(toRemove));
}
void Input::ClearBindingNegativeControllerCodes(System::String^ bindingName)
{
SHInputManager::ClearBindingNegativeControllerCodes(Convert::ToNative(bindingName));
}
double Input::GetBindingAxis(System::String^ bindingName)
{
return SHInputManager::GetBindingAxis(Convert::ToNative(bindingName));
}
double Input::GetBindingAxisRaw(System::String^ bindingName)
{
return SHInputManager::GetBindingAxisRaw(Convert::ToNative(bindingName));
}
bool Input::GetBindingPositiveButton(System::String^ bindingName)
{
return SHInputManager::GetBindingPositiveButton(Convert::ToNative(bindingName));
}
bool Input::GetBindingNegativeButton(System::String^ bindingName)
{
return SHInputManager::GetBindingNegativeButton(Convert::ToNative(bindingName));
}
bool Input::GetBindingPositiveButtonDown(System::String^ bindingName)
{
return SHInputManager::GetBindingPositiveButtonDown(Convert::ToNative(bindingName));
}
bool Input::GetBindingNegativeButtonDown(System::String^ bindingName)
{
return SHInputManager::GetBindingNegativeButtonDown(Convert::ToNative(bindingName));
}
bool Input::GetBindingPositiveButtonUp(System::String^ bindingName)
{
return SHInputManager::GetBindingPositiveButtonUp(Convert::ToNative(bindingName));
}
bool Input::GetBindingNegativeButtonUp(System::String^ bindingName)
{
return SHInputManager::GetBindingNegativeButtonUp(Convert::ToNative(bindingName));
}
double Input::GetBindingPositiveHeldTime(System::String^ bindingName)
{
return SHInputManager::GetBindingPositiveHeldTime(Convert::ToNative(bindingName));
}
double Input::GetBindingNegativeHeldTime(System::String^ bindingName)
{
return SHInputManager::GetBindingNegativeHeldTime(Convert::ToNative(bindingName));
}
double Input::GetBindingPositiveReleasedTime(System::String^ bindingName)
{
return SHInputManager::GetBindingPositiveReleasedTime(Convert::ToNative(bindingName));
}
double Input::GetBindingNegativeReleasedTime(System::String^ bindingName)
{
return SHInputManager::GetBindingNegativeReleasedTime(Convert::ToNative(bindingName));
}
}

View File

@ -181,7 +181,6 @@ namespace SHADE
//Break
//Menu
//Mouse buttons use mouse codes, which are enums declared later
//TODO Controller input
#if 0
Space = static_cast<int>(SHInputManager::SH_KEYCODE::SPACE),
//Apostrophe = static_cast<int>(SHInputManager::SH_KEYCODE::APOSTROPHE),
@ -355,6 +354,35 @@ namespace SHADE
Button3 = static_cast<int>(SHInputManager::SH_KEYCODE::XMB1),
Button4 = static_cast<int>(SHInputManager::SH_KEYCODE::XMB2)
};
enum class ControllerCode : int
{
DpadUp = static_cast<int>(SHInputManager::SH_CONTROLLERCODE::DPAD_UP),
DpadDown = static_cast<int>(SHInputManager::SH_CONTROLLERCODE::DPAD_DOWN),
DpadLeft = static_cast<int>(SHInputManager::SH_CONTROLLERCODE::DPAD_LEFT),
DpadRight = static_cast<int>(SHInputManager::SH_CONTROLLERCODE::DPAD_RIGHT),
Start = static_cast<int>(SHInputManager::SH_CONTROLLERCODE::START),
Back = static_cast<int>(SHInputManager::SH_CONTROLLERCODE::BACK),
LeftThumbstickButton = static_cast<int>(SHInputManager::SH_CONTROLLERCODE::LEFT_THUMBSTICK),
RightThumbstickButton = static_cast<int>(SHInputManager::SH_CONTROLLERCODE::RIGHT_THUMBSTICK),
LeftShoulder = static_cast<int>(SHInputManager::SH_CONTROLLERCODE::LEFT_SHOULDER),
RightShoulder = static_cast<int>(SHInputManager::SH_CONTROLLERCODE::RIGHT_SHOULDER),
AButton = static_cast<int>(SHInputManager::SH_CONTROLLERCODE::A),
BButton = static_cast<int>(SHInputManager::SH_CONTROLLERCODE::B),
XButton = static_cast<int>(SHInputManager::SH_CONTROLLERCODE::X),
YButton = static_cast<int>(SHInputManager::SH_CONTROLLERCODE::Y),
LeftTrigger = static_cast<int>(SHInputManager::SH_CONTROLLERCODE::LEFT_TRIGGER),
RightTrigger = static_cast<int>(SHInputManager::SH_CONTROLLERCODE::RIGHT_TRIGGER),
LeftThumbStickX = static_cast<int>(SHInputManager::SH_CONTROLLERCODE::LEFT_THUMBSTICK_X),
LeftThumbStickY = static_cast<int>(SHInputManager::SH_CONTROLLERCODE::LEFT_THUMBSTICK_Y)
};
enum class BindingType : int
{
KbMbController = static_cast<int>(SHInputManager::SH_BINDINGTYPE::KB_MB_CONTROLLER),
mouseX = static_cast<int>(SHInputManager::SH_BINDINGTYPE::MOUSE_X),
mouseY = static_cast<int>(SHInputManager::SH_BINDINGTYPE::MOUSE_Y),
mouseScroll = static_cast<int>(SHInputManager::SH_BINDINGTYPE::MOUSE_SCROLL)
};
/*-----------------------------------------------------------------------------*/
/* Properites */
@ -376,9 +404,25 @@ namespace SHADE
int get();
}
static property bool ControllerInUse
{
bool get();
}
/*-----------------------------------------------------------------------------*/
/* Usage Functions */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Checks if any key is being held down.
/// This will also be true if GetKeyDown() is true.
/// </summary>
/// <param name="firstKey">KeyCode of the first key that was detected to be pressed.</param>
/// <returns>True while the user holds down the key specified.</returns>
static bool AnyKey();
static bool AnyKeyDown();
static bool AnyKeyUp();
/// <summary>
/// Checks if a specified key is being held down.
/// This will also be true if GetKeyDown() is true.
@ -428,6 +472,20 @@ namespace SHADE
/// </returns>
static bool GetMouseButtonUp(MouseCode mouseButton);
//For controller
static bool AnyControllerInput();
static bool AnyControllerInputDown();
static bool AnyControllerInputUp();
static bool AnyControllerButton();
static bool AnyControllerButtonDown();
static bool AnyControllerButtonUp();
static bool GetControllerInput(ControllerCode code);
static double GetControllerInputNormalisedValue(ControllerCode code);
static bool GetControllerInputDown(ControllerCode code);
static bool GetControllerInputUp(ControllerCode code);
/*-----------------------------------------------------------------------------*/
/* Cursor Functions */
/*-----------------------------------------------------------------------------*/
@ -440,6 +498,11 @@ namespace SHADE
/// </param>
static void SetMousePosition(Vector2 pos);
static Vector2 GetMousePosition();
static void SetMouseCentering(bool state);
static bool GetMouseCentering();
/*-----------------------------------------------------------------------------*/
/* Timing Functions */
/*-----------------------------------------------------------------------------*/
@ -472,6 +535,66 @@ namespace SHADE
/// <returns>Time in seconds that the key was held.</returns>
static double GetMouseReleasedTime(MouseCode mouseButton);
static double GetControllerInputHeldTime(ControllerCode code);
static double GetControllerInputReleasedTime(ControllerCode code);
static Vector2 GetMouseVelocity();
/*-----------------------------------------------------------------------------*/
/* Binding Functions */
/*-----------------------------------------------------------------------------*/
static void SaveBindings(); //To default file
static void SaveBindings(System::String^ targetFile);
static void LoadBindings(); //From default file
static void LoadBindings(System::String^ sourceFile);
static bool GetBindingInverted(System::String^ bindingName);
static void SetBindingInverted(System::String^ bindingName, bool newValue);
static double GetBindingGravity(System::String^ bindingName);
static void SetBindingGravity(System::String^ bindingName, double newValue);
static double GetBindingDead(System::String^ bindingName);
static void SetBindingDead(System::String^ bindingName, double newValue);
static double GetBindingSensitivity(System::String^ bindingName);
static void SetBindingSensitivity(System::String^ bindingName, double newValue);
static bool GetBindingSnap(System::String^ bindingName);
static void SetBindingSnap(System::String^ bindingName, bool newValue);
static System::Collections::Generic::HashSet<KeyCode>^ GetBindingPositiveKeyCodes(System::String^ bindingName);
static void AddBindingPositiveKeyCode(System::String^ bindingName, Input::KeyCode toAdd);
static void RemoveBindingPositiveKeyCode(System::String^ bindingName, Input::KeyCode toRemove);
static void ClearBindingPositiveKeyCodes(System::String^ bindingName);
static System::Collections::Generic::HashSet<KeyCode>^ GetBindingNegativeKeyCodes(System::String^ bindingName);
static void AddBindingNegativeKeyCode(System::String^ bindingName, Input::KeyCode toAdd);
static void RemoveBindingNegativeKeyCode(System::String^ bindingName, Input::KeyCode toRemove);
static void ClearBindingNegativeKeyCodes(System::String^ bindingName);
static System::Collections::Generic::HashSet<ControllerCode>^ GetBindingPositiveControllerCodes(System::String^ bindingName);
static void AddBindingPositiveControllerCode(System::String^ bindingName, Input::ControllerCode toAdd);
static void RemoveBindingPositiveControllerCode(System::String^ bindingName, Input::ControllerCode toRemove);
static void ClearBindingPositiveControllerCodes(System::String^ bindingName);
static System::Collections::Generic::HashSet<ControllerCode>^ GetBindingNegativeControllerCodes(System::String^ bindingName);
static void AddBindingNegativeControllerCode(System::String^ bindingName, Input::ControllerCode toAdd);
static void RemoveBindingNegativeControllerCode(System::String^ bindingName, Input::ControllerCode toRemove);
static void ClearBindingNegativeControllerCodes(System::String^ bindingName);
//Binding states
static double GetBindingAxis(System::String^ bindingName);
static double GetBindingAxisRaw(System::String^ bindingName);
static bool GetBindingPositiveButton(System::String^ bindingName);
static bool GetBindingNegativeButton(System::String^ bindingName);
static bool GetBindingPositiveButtonDown(System::String^ bindingName);
static bool GetBindingNegativeButtonDown(System::String^ bindingName);
static bool GetBindingPositiveButtonUp(System::String^ bindingName);
static bool GetBindingNegativeButtonUp(System::String^ bindingName);
//Binding times
static double GetBindingPositiveHeldTime(System::String^ bindingName);
static double GetBindingNegativeHeldTime(System::String^ bindingName);
static double GetBindingPositiveReleasedTime(System::String^ bindingName);
static double GetBindingNegativeReleasedTime(System::String^ bindingName);
};
}