Merge pull request #176 from SHADE-DP/SP3-1-BuiltInMesh
Pregenerates default meshes and provides a function to retrieve them
This commit is contained in:
commit
29c25c2d6d
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@ -41,6 +41,7 @@ of DigiPen Institute of Technology is prohibited.
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#include "Resource/SHResourceManager.h"
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#include "Resource/SHResourceManager.h"
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#include "Graphics/SHVkUtil.h"
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#include "Graphics/SHVkUtil.h"
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#include "Graphics/RenderGraph/SHRenderGraphNodeCompute.h"
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#include "Graphics/RenderGraph/SHRenderGraphNodeCompute.h"
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#include "../Meshes/SHPrimitiveGenerator.h"
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namespace SHADE
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namespace SHADE
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{
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{
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@ -259,7 +260,6 @@ namespace SHADE
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// Generate world render graph
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// Generate world render graph
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worldRenderGraph->Generate();
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worldRenderGraph->Generate();
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/*-----------------------------------------------------------------------*/
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/*-----------------------------------------------------------------------*/
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/* BIND RENDER GRAPH TO RENDERER */
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/* BIND RENDER GRAPH TO RENDERER */
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/*-----------------------------------------------------------------------*/
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/*-----------------------------------------------------------------------*/
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@ -269,17 +269,6 @@ namespace SHADE
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worldRenderer->SetCameraDirector(cameraSystem->CreateDirector());
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worldRenderer->SetCameraDirector(cameraSystem->CreateDirector());
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// Create default materials
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std::array<SHTexture::PixelChannel, 4> defaultTexture = { 255, 255, 255, 255 };
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std::vector<uint32_t> mipOffsets{};
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mipOffsets.push_back(0);
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auto tex = AddTexture(4, defaultTexture.data(), 1, 1, SHTexture::TextureFormat::eR8G8B8A8Unorm, mipOffsets);
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BuildTextures();
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defaultMaterial = AddMaterial(defaultVertShader, defaultFragShader, gBufferSubpass);
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defaultMaterial->SetProperty("data.textureIndex", tex->TextureArrayIndex);
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// Create debug draw pipeline
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// Create debug draw pipeline
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debugDrawPipeline = createDebugDrawPipeline(debugDrawNode->GetRenderpass(), debugDrawSubpass);
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debugDrawPipeline = createDebugDrawPipeline(debugDrawNode->GetRenderpass(), debugDrawSubpass);
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debugDrawDepthPipeline = createDebugDrawPipeline(debugDrawNodeDepth->GetRenderpass(), debugDrawDepthSubpass);
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debugDrawDepthPipeline = createDebugDrawPipeline(debugDrawNodeDepth->GetRenderpass(), debugDrawDepthSubpass);
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@ -321,7 +310,29 @@ namespace SHADE
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lightingSubSystem = resourceManager.Create<SHLightingSubSystem>();
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lightingSubSystem = resourceManager.Create<SHLightingSubSystem>();
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lightingSubSystem->Init(device, descPool);
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lightingSubSystem->Init(device, descPool);
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}
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void SHGraphicsSystem::InitBuiltInResources(void)
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{
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// Create default texture
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std::array<SHTexture::PixelChannel, 4> defaultTextureData = { 255, 255, 255, 255 };
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std::vector<uint32_t> mipOffsets{};
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mipOffsets.push_back(0);
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defaultTexture = AddTexture(4, defaultTextureData.data(), 1, 1, SHTexture::TextureFormat::eR8G8B8A8Unorm, mipOffsets);
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BuildTextures();
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// Create default meshes
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primitiveMeshes[static_cast<int>(PrimitiveType::Cube)] = SHPrimitiveGenerator::Cube(meshLibrary);
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primitiveMeshes[static_cast<int>(PrimitiveType::Sphere)] = SHPrimitiveGenerator::Sphere(meshLibrary);
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BuildMeshBuffers();
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// Create default materials
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defaultMaterial = AddMaterial
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(
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defaultVertShader, defaultFragShader,
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worldRenderGraph->GetNode("G-Buffer")->GetSubpass("G-Buffer Write")
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);
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defaultMaterial->SetProperty("data.textureIndex", defaultTexture->TextureArrayIndex);
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}
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}
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#ifdef SHEDITOR
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#ifdef SHEDITOR
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@ -364,8 +375,7 @@ namespace SHADE
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InitBoilerplate();
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InitBoilerplate();
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InitMiddleEnd();
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InitMiddleEnd();
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InitSubsystems();
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InitSubsystems();
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InitBuiltInResources();
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}
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}
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void SHGraphicsSystem::Exit(void)
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void SHGraphicsSystem::Exit(void)
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@ -690,7 +700,7 @@ namespace SHADE
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SHADE::Handle<SHADE::SHMaterialInstance> SHGraphicsSystem::AddMaterialInstanceCopy(Handle<SHMaterialInstance> materialInst)
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SHADE::Handle<SHADE::SHMaterialInstance> SHGraphicsSystem::AddMaterialInstanceCopy(Handle<SHMaterialInstance> materialInst)
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{
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{
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return resourceManager.Create<SHMaterialInstance>(materialInst->GetBaseMaterial());
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return resourceManager.Create<SHMaterialInstance>(materialInst->GetBaseMaterial());
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}
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}
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void SHGraphicsSystem::RemoveMaterialInstance(Handle<SHMaterialInstance> materialInstance)
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void SHGraphicsSystem::RemoveMaterialInstance(Handle<SHMaterialInstance> materialInstance)
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@ -703,26 +713,38 @@ namespace SHADE
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/*---------------------------------------------------------------------------------*/
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/*---------------------------------------------------------------------------------*/
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SHADE::Handle<SHADE::SHMesh> SHGraphicsSystem::AddMesh(uint32_t vertexCount, const SHMesh::VertexPosition* const positions, const SHMesh::VertexTexCoord* const texCoords, const SHMesh::VertexTangent* const tangents, const SHMesh::VertexNormal* const normals, uint32_t indexCount, const SHMesh::Index* const indices)
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SHADE::Handle<SHADE::SHMesh> SHGraphicsSystem::AddMesh(uint32_t vertexCount, const SHMesh::VertexPosition* const positions, const SHMesh::VertexTexCoord* const texCoords, const SHMesh::VertexTangent* const tangents, const SHMesh::VertexNormal* const normals, uint32_t indexCount, const SHMesh::Index* const indices)
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{
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{
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return meshLibrary.AddMesh(vertexCount, positions, texCoords, tangents, normals, indexCount, indices);
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return meshLibrary.AddMesh(vertexCount, positions, texCoords, tangents, normals, indexCount, indices);
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}
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}
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void SHGraphicsSystem::RemoveMesh(Handle<SHMesh> mesh)
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void SHGraphicsSystem::RemoveMesh(Handle<SHMesh> mesh)
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{
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{
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meshLibrary.RemoveMesh(mesh);
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meshLibrary.RemoveMesh(mesh);
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}
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}
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void SHGraphicsSystem::BuildMeshBuffers()
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void SHGraphicsSystem::BuildMeshBuffers()
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{
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{
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transferCmdBuffer = graphicsCmdPool->RequestCommandBuffer(SH_CMD_BUFFER_TYPE::PRIMARY);
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transferCmdBuffer = graphicsCmdPool->RequestCommandBuffer(SH_CMD_BUFFER_TYPE::PRIMARY);
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device->WaitIdle();
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device->WaitIdle();
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transferCmdBuffer->BeginRecording();
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transferCmdBuffer->BeginRecording();
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meshLibrary.BuildBuffers(device, transferCmdBuffer);
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meshLibrary.BuildBuffers(device, transferCmdBuffer);
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transferCmdBuffer->EndRecording();
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transferCmdBuffer->EndRecording();
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graphicsQueue->SubmitCommandBuffer({ transferCmdBuffer });
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graphicsQueue->SubmitCommandBuffer({ transferCmdBuffer });
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device->WaitIdle();
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device->WaitIdle();
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transferCmdBuffer.Free(); transferCmdBuffer = {};
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transferCmdBuffer.Free(); transferCmdBuffer = {};
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}
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}
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Handle<SHMesh> SHGraphicsSystem::GetMeshPrimitive(PrimitiveType type) const noexcept
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{
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switch (type)
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{
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case PrimitiveType::Cube:
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case PrimitiveType::Sphere:
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return primitiveMeshes[static_cast<int>(type)];
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default:
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return {};
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}
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}
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/*---------------------------------------------------------------------------------*/
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/*---------------------------------------------------------------------------------*/
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/* Texture Registration Functions */
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/* Texture Registration Functions */
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/*---------------------------------------------------------------------------------*/
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/*---------------------------------------------------------------------------------*/
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@ -809,7 +831,7 @@ namespace SHADE
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void SHGraphicsSystem::BatcherDispatcherRoutine::Execute(double) noexcept
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void SHGraphicsSystem::BatcherDispatcherRoutine::Execute(double) noexcept
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{
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{
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auto& renderables = SHComponentManager::GetDense<SHRenderable>();
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auto& renderables = SHComponentManager::GetDense<SHRenderable>();
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for (auto& renderable : renderables)
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for (auto& renderable : renderables)
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{
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{
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if (!renderable.HasChanged())
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if (!renderable.HasChanged())
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@ -58,6 +58,19 @@ namespace SHADE
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/*---------------------------------------------------------------------------------*/
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/*---------------------------------------------------------------------------------*/
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/* Type Definitions */
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/* Type Definitions */
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/*---------------------------------------------------------------------------------*/
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/*---------------------------------------------------------------------------------*/
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/***********************************************************************************/
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/*!
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\brief
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Type of built-in primitive meshes that are available.
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*/
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/***********************************************************************************/
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enum class PrimitiveType
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{
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Cube,
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Sphere
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};
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static constexpr int MAX_PRIMITIVE_TYPES = 2;
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/***********************************************************************************/
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/***********************************************************************************/
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/*!
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/*!
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\brief
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\brief
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void InitSceneRenderGraph (void) noexcept;
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void InitSceneRenderGraph (void) noexcept;
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void InitMiddleEnd (void) noexcept;
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void InitMiddleEnd (void) noexcept;
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void InitSubsystems (void) noexcept;
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void InitSubsystems (void) noexcept;
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void InitBuiltInResources (void);
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#ifdef SHEDITOR
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#ifdef SHEDITOR
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void InitEditorRenderGraph (void) noexcept;
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void InitEditorRenderGraph (void) noexcept;
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@ -81,25 +95,25 @@ namespace SHADE
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class SH_API BeginRoutine final : public SHSystemRoutine
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class SH_API BeginRoutine final : public SHSystemRoutine
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{
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{
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public:
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public:
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BeginRoutine();
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BeginRoutine();
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virtual void Execute(double dt) noexcept override final;
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virtual void Execute(double dt) noexcept override final;
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};
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};
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class SH_API RenderRoutine final : public SHSystemRoutine
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class SH_API RenderRoutine final : public SHSystemRoutine
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{
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{
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public:
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public:
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RenderRoutine();
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RenderRoutine();
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virtual void Execute(double dt) noexcept override final;
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virtual void Execute(double dt) noexcept override final;
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};
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};
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class SH_API EndRoutine final : public SHSystemRoutine
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class SH_API EndRoutine final : public SHSystemRoutine
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{
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{
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public:
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public:
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EndRoutine();
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EndRoutine();
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virtual void Execute(double dt) noexcept override final;
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virtual void Execute(double dt) noexcept override final;
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};
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};
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class SH_API BatcherDispatcherRoutine final : public SHSystemRoutine
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class SH_API BatcherDispatcherRoutine final : public SHSystemRoutine
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{
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{
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public:
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public:
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BatcherDispatcherRoutine();
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BatcherDispatcherRoutine();
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virtual void Execute(double dt) noexcept override final;
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virtual void Execute(double dt) noexcept override final;
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};
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};
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@ -152,34 +166,34 @@ namespace SHADE
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/*******************************************************************************/
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/*******************************************************************************/
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/*!
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/*!
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\brief
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\brief
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Adds a mesh to the Mesh Library. But this does not mean that the meshes have
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Adds a mesh to the Mesh Library. But this does not mean that the meshes have
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been added yet. A call to "BuildBuffers()" is required to transfer all
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been added yet. A call to "BuildBuffers()" is required to transfer all
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meshes into the GPU.
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meshes into the GPU.
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\param vertexCount
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\param vertexCount
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Number of vertices in this Mesh.
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Number of vertices in this Mesh.
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\param positions
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\param positions
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Pointer to the first in a contiguous array of SHMathVec3s that define vertex
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Pointer to the first in a contiguous array of SHMathVec3s that define vertex
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positions.
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positions.
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\param texCoords
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\param texCoords
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Pointer to the first in a contiguous array of SHMathVec2s that define vertex
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Pointer to the first in a contiguous array of SHMathVec2s that define vertex
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texture coordinates.
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texture coordinates.
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\param tangents
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\param tangents
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Pointer to the first in a contiguous array of SHMathVec3s that define vertex
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Pointer to the first in a contiguous array of SHMathVec3s that define vertex
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tangents.
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tangents.
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\param normals
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\param normals
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Pointer to the first in a contiguous array of SHMathVec3s that define vertex
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Pointer to the first in a contiguous array of SHMathVec3s that define vertex
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normals.
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normals.
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\param indexCount
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\param indexCount
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Number of indices in this mesh.
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Number of indices in this mesh.
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\param indices
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\param indices
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Pointer to the first in a contiguous array of uint32_ts that define mesh
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Pointer to the first in a contiguous array of uint32_ts that define mesh
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indices.
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indices.
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\return
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\return
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Handle to the created Mesh. This is not valid to be used until a call to
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Handle to the created Mesh. This is not valid to be used until a call to
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BuildBuffers().
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BuildBuffers().
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*/
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*/
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/*******************************************************************************/
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/*******************************************************************************/
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@ -188,9 +202,9 @@ namespace SHADE
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/*!
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/*!
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\brief
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\brief
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Removes a mesh from the MeshLibrary. But this does not mean that the meshes
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Removes a mesh from the MeshLibrary. But this does not mean that the meshes
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have been removed yet. A call to "BuildBuffers()" is required to finalise all
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have been removed yet. A call to "BuildBuffers()" is required to finalise all
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changes.
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changes.
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\param mesh
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\param mesh
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Handle to the mesh to remove.
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Handle to the mesh to remove.
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@ -207,6 +221,21 @@ namespace SHADE
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*/
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*/
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/***************************************************************************/
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/***************************************************************************/
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void BuildMeshBuffers();
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void BuildMeshBuffers();
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/*******************************************************************************/
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/*!
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\brief
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Retrieves the built-in mesh specified.
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\param type
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Type of built-in mesh to retrieve.
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\returns
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Handle to the mesh that was specfied. However, if an invalid type is specified,
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a null Handle will be returned.
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*/
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/*******************************************************************************/
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Handle<SHMesh> GetMeshPrimitive(PrimitiveType type) const noexcept;
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/*-----------------------------------------------------------------------------*/
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/*-----------------------------------------------------------------------------*/
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/* Texture Registration Functions */
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/* Texture Registration Functions */
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@ -278,6 +307,18 @@ namespace SHADE
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*/
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*/
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/***************************************************************************/
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/***************************************************************************/
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Handle<SHTexture> GetTextureHandle(SHTexture::Index textureId) const;
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Handle<SHTexture> GetTextureHandle(SHTexture::Index textureId) const;
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/***************************************************************************/
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/*!
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*
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\brief
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Retrieves the handle to the default texture. A white 1x1 texture.
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\returns
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Handle to the default texture.
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*/
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/***************************************************************************/
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Handle<SHTexture> GetDefaultTexture() const noexcept { return defaultTexture; }
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void PrepareResize(uint32_t newWidth, uint32_t newHeight) noexcept;
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void PrepareResize(uint32_t newWidth, uint32_t newHeight) noexcept;
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void HandleResize(void) noexcept;
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void HandleResize(void) noexcept;
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@ -378,6 +419,13 @@ namespace SHADE
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Handle<SHVkPipeline> debugDrawPipeline;
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Handle<SHVkPipeline> debugDrawPipeline;
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Handle<SHVkPipeline> debugDrawDepthPipeline;
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Handle<SHVkPipeline> debugDrawDepthPipeline;
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// Built-In Textures
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Handle<SHTexture> defaultTexture;
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// Built-In Meshes
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std::array<Handle<SHMesh>, MAX_PRIMITIVE_TYPES> primitiveMeshes;
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// Render Graphs
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Handle<SHRenderGraph> worldRenderGraph;
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Handle<SHRenderGraph> worldRenderGraph;
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// Sub systems
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// Sub systems
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