Auto stash before merge of "SP3-1-Rendering" and "origin/main"

Solved shadow bugs and WIP trajectory
This commit is contained in:
Brandon Mak 2023-03-08 21:23:03 +08:00
parent 2ff28a544d
commit 4012eb97ba
12 changed files with 240 additions and 38 deletions

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Components:
Transform Component:
Translate: {x: 0.006237939, y: -0.000393368304, z: 0}
Rotate: {x: -0, y: 2.79945588, z: 0}
Scale: {x: 1.0000881, y: 1, z: 1.0000881}
Translate: {x: 0.00623797067, y: -0.000395311916, z: -2.03726813e-08}
Rotate: {x: 1.35041773e-08, y: 2.79945588, z: -9.6043955e-09}
Scale: {x: 1.00008798, y: 1, z: 1.0000881}
IsActive: true
Renderable Component:
Mesh: 144838771
@ -67,6 +67,7 @@
Color: {x: 1, y: 1, z: 1, w: 1}
Layer: 4294967295
Strength: 0
Casting Shadows: false
IsActive: true
Scripts: ~
- EID: 4
@ -81,6 +82,7 @@
Color: {x: 1, y: 1, z: 1, w: 1}
Layer: 4294967295
Strength: 0.600000024
Casting Shadows: false
IsActive: true
Scripts: ~
- EID: 5
@ -97,4 +99,50 @@
Mesh: 141771688
Material: 124370424
IsActive: true
Scripts: ~
- EID: 6
Name: TrajectoryTest
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: -3.39616156, y: 3.66783714, z: -0.722039163}
Rotate: {x: -0, y: 0, z: -0}
Scale: {x: 1, y: 1, z: 1}
IsActive: true
RigidBody Component:
Type: Dynamic
Drag: 0.00999999978
Angular Drag: 0.100000001
Gravity Scale: 1
Use Gravity: true
Interpolate: true
Sleeping Enabled: false
Freeze Position X: false
Freeze Position Y: false
Freeze Position Z: false
Freeze Rotation X: false
Freeze Rotation Y: false
Freeze Rotation Z: false
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Collision Tag: 0
Type: Sphere
Radius: 1
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Trajectory Renderer Component:
Mesh: 134305891
Start Color: {x: 1, y: 0.951541781, z: 0}
Start Alpha: 1
End Color: {x: 0, y: 1, z: 0.748898745}
End Alpha: 1
"Color Eval Rate ": 0.192000002
IsActive: true
Scripts: ~

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@ -1,4 +1,5 @@
#version 450
#extension GL_EXT_nonuniform_qualifier : require
struct DirectionalLightStruct
{
@ -63,8 +64,6 @@ float CalcShadowValue (sampler2D shadowMap, vec4 worldSpaceFragPos, mat4 lightPV
// Perform perspective division and convert to 0 to 1 range
vec3 converted = (fragPosLightPOV.xyz / fragPosLightPOV.w) * vec3(0.5f) + vec3(0.5f);
// float sampledDepth = texture(shadowMap, converted.xy).r;
// float sampledDepth = texture(shadowMap, converted.xy).z;
vec2 moments = texture(shadowMap, converted.xy).xy;
if (converted.x < 0.0f || converted.x > 1.0f || converted.y < 0.0f || converted.y > 1.0f)
@ -121,18 +120,21 @@ void main()
// light layer index
uint lightLayer = lightLayerAndNormal.x;
// Normals are stored in 2 32-bit uints (only first 48 bits are used) where they can be unpacked in 3 floats so we unpack them here.
vec3 worldNormal = vec3 (unpackHalf2x16 (lightLayerAndNormal.y).xy, unpackHalf2x16 (lightLayerAndNormal.z).x);
vec3 fragColor = vec3 (0.0f);
vec4 shadowMapColor = vec4 (1.0f);
// Shadow multiplier
float shadowValue = 1.0f;
for (int i = 0; i < lightCounts.ambientLights; ++i)
{
if ((lightLayer & AmbLightData.aLightData[i].cullingMask) != 0)
{
// Just do some add
//fragColor += pixelDiffuse.rgb * AmbLightData.aLightData[i].ambientColor.rgb * vec3 (0.5f);
fragColor += pixelDiffuse.rgb * AmbLightData.aLightData[i].ambientColor.rgb * vec3 (AmbLightData.aLightData[i].strength);
}
}
@ -153,12 +155,16 @@ void main()
// If the shadow map is enabled (test the bit)
if ((DirLightData.dLightData[i].shadowData & uint(1)) == 1)
{
// calculate shadow map here
fragColor.rgb *= CalcShadowValue (shadowMaps[0], positionWorld, DirLightData.dLightData[i].pvMatrix, worldNormal, DirLightData.dLightData[i].directionWorld.xyz).xxx;
uint shadowMapIndex = (DirLightData.dLightData[i].shadowData >> 8);
shadowValue = min (shadowValue, CalcShadowValue (shadowMaps[nonuniformEXT(shadowMapIndex)], positionWorld, DirLightData.dLightData[i].pvMatrix, worldNormal, DirLightData.dLightData[i].directionWorld.xyz));
}
}
}
// calculate shadow map here
if (shadowValue != 0.0f)
fragColor.rgb *= shadowValue;
float ssaoVal = imageLoad (ssaoBlurredImage, globalThread).r;
fragColor *= ssaoVal;
@ -167,12 +173,4 @@ void main()
// store result into result image
imageStore(targetImage, ivec2(gl_GlobalInvocationID.xy), vec4(fragColor.rgb, 1.0f));
// vec2 normTexCoords = vec2 (gl_GlobalInvocationID.xy) / vec2 (1024.0f);
// vec4 shadowMapVal = texture(shadowMaps[0], normTexCoords);
// if (normTexCoords.x > 1.0f || normTexCoords.y > 1.0f)
// shadowMapVal = vec4(0.0f);
// imageStore(targetImage, ivec2(gl_GlobalInvocationID.xy), shadowMapVal.xxxx);
}

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@ -186,7 +186,7 @@ namespace SHADE
.flags = vk::DescriptorBindingFlagBits::eVariableDescriptorCount,
};
// For global data (generic data and textures)
// For global data (generic data and textures). NOT USED.
Handle<SHVkDescriptorSetLayout> shadowMapDescLayout = logicalDevice->CreateDescriptorSetLayout({ shadowMapBinding });
SET_VK_OBJ_NAME(logicalDevice, vk::ObjectType::eDescriptorSetLayout, shadowMapDescLayout->GetVkHandle(), "[Descriptor Set Layout] Shadow Maps");

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@ -942,7 +942,8 @@ namespace SHADE
else
{
// get the shadow map node
renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::SHADOW_MAP_PASS.data() + shadowMapResourceName)->SetDynamicActive(false);
if (auto node = renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::SHADOW_MAP_PASS.data() + shadowMapResourceName))
node->SetDynamicActive(false);
}
return eventPtr->handle;

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@ -120,21 +120,17 @@ namespace SHADE
{
lightData.castShadows = flag;
// If the flag is true
if (flag)
{
// Create new event and broadcast it
SHLightShadowEvent newEvent;
newEvent.lightEntity = GetEID();
// Create new event and broadcast it
SHLightShadowEvent newEvent;
newEvent.lightEntity = GetEID();
// If shadow map index is invalid, that means light is enabling shadow for the first time.
newEvent.firstEnable = (lightData.shadowMapIndex == SHLightData::INVALID_SHADOW_MAP_INDEX);
// If shadow map index is invalid, that means light is enabling shadow for the first time.
newEvent.firstEnable = (lightData.shadowMapIndex == SHLightData::INVALID_SHADOW_MAP_INDEX);
// pass the flag to the event
newEvent.enableShadow = flag;
// pass the flag to the event
newEvent.enableShadow = flag;
SHEventManager::BroadcastEvent<SHLightShadowEvent>(newEvent, SH_GRAPHICS_LIGHT_ENABLE_SHADOW_EVENT);
}
SHEventManager::BroadcastEvent<SHLightShadowEvent>(newEvent, SH_GRAPHICS_LIGHT_ENABLE_SHADOW_EVENT);
}

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@ -526,7 +526,7 @@ namespace SHADE
if (auto renderer = light.GetRenderer())
{
//SHMatrix orthoMatrix = SHMatrix::OrthographicRH()
renderer->UpdateDataManual(frameIndex, GetViewMatrix(&light), SHMatrix::OrthographicLH(15.0f, 15.0f, 1.0f, 80.0f));
renderer->UpdateDataManual(frameIndex, GetViewMatrix(&light), SHMatrix::OrthographicLH(20.0f, 20.0f, 1.0f, 80.0f));
}
auto enumValue = SHUtilities::ConvertEnum(light.GetLightData().type);
@ -636,7 +636,7 @@ namespace SHADE
shadowMapImageSamplers.emplace_back(NEW_IMAGE_VIEW, shadowMapSampler, vk::ImageLayout::eShaderReadOnlyOptimal);
// Add to container of shadow maps
shadowMapIndexing.emplace(lightEntity, static_cast<uint32_t> (shadowMaps.size()));
shadowMapIndexing.emplace(lightEntity, static_cast<uint32_t> (shadowMaps.size() - 1u));
usedIndex = static_cast<uint32_t>(shadowMapImageSamplers.size()) - 1u;
}

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@ -35,6 +35,9 @@ namespace SHADE
//! evolving rate of the color
float colorEvolveRate;
//! Entity to simulate trajectory of
//EntityID
public:
/*-----------------------------------------------------------------------*/
/* PRIVATE MEMBER FUNCTIONS */
@ -61,6 +64,7 @@ namespace SHADE
void ClearPositions(void) noexcept;
bool HasPositions(void) const noexcept;
void SimulateTrajectory (EntityID eid) noexcept;
RTTR_ENABLE()

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@ -11,6 +11,8 @@
#include "Graphics/RenderGraph/SHSubpass.h"
#include "Graphics/MiddleEnd/GlobalData/SHGlobalDescriptorSets.h"
#include "Graphics/MiddleEnd/Interface/SHRenderer.h"
#include "Physics/System/SHPhysicsSystem.h"
#include "ECS_Base/Managers/SHSystemManager.h"
namespace SHADE
{
@ -74,6 +76,8 @@ namespace SHADE
void SHTrajectoryRenderingSubSystem::Run(uint32_t frameIndex) noexcept
{
auto* physicsSystem = SHSystemManager::GetSystem<SHPhysicsSystem>();
auto& comps = SHComponentManager::GetDense<SHTrajectoryRenderableComponent>();
for (auto& comp : comps)
{
@ -86,7 +90,21 @@ namespace SHADE
// x += 0.5f;
//}
//comp.SetPositions (test);
std::vector<SHVec3> positions{};
std::vector<SHQuaternion> quats{};
physicsSystem->SimulateBody
(positions, quats,
SHPhysicsSystem::SimulateBodyInfo
{
.bodyEID = comp.GetEID(),
.force = SHVec3 {30.0f, 100.0f, 30.0f},
.continuousForce = false,
.timeStep = 0.1f,
.maxSteps = 100,
}
);
comp.SetPositions(positions);
// If has positions, feed data to buffer.
if (comp.HasPositions())
{

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@ -194,9 +194,9 @@ namespace SHADE
// In reality, the check for variable descriptor sets do not exists in spirv-reflect. Fortunately, when a shader
// defines a boundless descriptor binding in the shader, the information reflected makes the array dimensions
// contain a 1 element of value 1. Knowing that having an array [1] doesn't make sense, we can use this to
// contain a 1 element of value 0. Knowing that having an array [1] doesn't make sense, we can use this to
// signify a variable sized binding.
if (reflectedBinding->array.dims[0] == 1)
if (reflectedBinding->array.dims_count == 1 && reflectedBinding->array.dims[0] == 0)
{
// variable binding has to be the last in the set
if (i == set->binding_count - 1)

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@ -118,7 +118,7 @@ namespace SHADE
if (layouts.size() == descMappings.at(SHPredefinedDescriptorTypes::RENDER_GRAPH_NODE_COMPUTE_RESOURCE) + 1)
{
Handle<SHVkDescriptorSetLayout> computeResourceLayout = {};
computeResourceLayout = layouts[descMappings.at(SHPredefinedDescriptorTypes::RENDER_GRAPH_NODE_COMPUTE_RESOURCE)];
computeResourceLayout = layouts[descMappings.at(SHPredefinedDescriptorTypes::RENDER_GRAPH_NODE_COMPUTE_RESOURCE)];
// create compute resources
computeResource = graphStorage->resourceHub->Create<ComputeResource>();