Merge pull request #381 from SHADE-DP/SP3-1-Rendering

Implemented serialization for text color and trajectory rendering
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XiaoQiDigipen 2023-03-02 12:47:35 +08:00 committed by GitHub
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22 changed files with 1209 additions and 68 deletions

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@ -0,0 +1,117 @@
#version 450
layout(local_size_x = 128) in;
struct EmitterParameters
{
vec4 angularMin;
vec4 angularMax;
vec4 lifeAndSizeRange; // min life, max life, min size, max size
}
struct ParticleData
{
vec4 position;
vec4 rotation;
vec4 velocity;
vec4 acceleration;
vec4 scaleAndDecay;
float life;
uint textureIndex;
}
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 (set = 0, binding = 0) uniform GenericDataBuffer
{
GenericData data;
} genericDataBuffer;
layout (std430, set = 2, binding = 0) readonly buffer EmitterBuffer
{
EmitterParameters data;
} emitterParams;
layout (std430, set = 2, binding = 1) coherent restrict buffer ParticlesInputBuffer
{
ParticleData data[];
} inputParticles;
// output buffer not needed
// layout (std430, set = 2, binding = 2) coherent restrict buffer ParticlesOutputBuffer
// {
// ParticleData data[];
// } outputParticles;
layout (std430, set = 2, binding = 3) coherent restrict buffer ParticlesFreelistBuffer
{
int freeCount;
int freeIndices[];
} freelist;
// push constants
layout(std140, push_constant) uniform EmitterPushConstant
{
vec4 emitterPosition;
uint emissionCount;
} emitterPushConstant;
uint pcg_hash(uint seed)
{
uint state = seed * 747796405u + 2891336453u;
uint word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;
return (word >> 22u) ^ word;
}
// Used to advance the PCG state.
uint rand_pcg(inout uint rng_state)
{
uint state = rng_state;
rng_state = rng_state * 747796405u + 2891336453u;
uint word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;
return (word >> 22u) ^ word;
}
// Advances the prng state and returns the corresponding random float.
float rand(inout uint state)
{
uint x = rand_pcg(state);
state = x;
return float(x)*uintBitsToFloat(0x2f800004u);
}
void main()
{
uint emitterInvocationIndex = gl_GlobalInvocationID.x;
if (emitterInvocationIndex >= emitterPushConstant.emissionCount)
return;
int freelistIndex = atomicAdd (freelist.freeCount, -1) - 1;
if (freelistIndex < 0)
atomicAdd (freelist.freeCount, 1);
ParticleData particle;
int index = freelist.freeIndices[freelistIndex];
particle.position = emitterPosition;
particle.life = emitterParams.10.0f;
particles[index] = particle;
}

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@ -0,0 +1,141 @@
#version 450
layout(local_size_x = 128) in;
struct DrawArraysIndirectArgs
{
uint count;
uint instanceCount;
uint first;
uint baseInstance;
};
struct ParticleData
{
vec4 position;
vec4 rotation;
vec4 velocity;
vec4 acceleration;
vec4 scaleAndDecay;
float life;
uint textureIndex;
}
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(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;
layout (std430, set = 2, binding = 1) coherent restrict readonly buffer ParticlesInputBuffer
{
ParticleData data[];
} inputParticles;
// output buffer not needed
layout (std430, set = 2, binding = 2) coherent restrict buffer ParticlesOutputBuffer
{
ParticleData data[];
} outputParticles;
layout (std430, set = 2, binding = 3) coherent restrict buffer ParticlesFreelistBuffer
{
int freeCount;
int freeIndices[];
} freelist;
layout (std430, set = 2, binding = 4) coherent restrict buffer IndicesData
{
uint indices[];
};
layout (std140, set = 2, binding = 5) coherent restrict uniform IndirectDrawArgs
{
DrawArraysIndirectArgs indirectArgs;
};
// push constants
layout(std140, push_constant) uniform EmitterPushConstant
{
vec4 emitterPosition;
uint emissionCount;
} emitterPushConstant;
uint pcg_hash(uint seed)
{
uint state = seed * 747796405u + 2891336453u;
uint word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;
return (word >> 22u) ^ word;
}
// Used to advance the PCG state.
uint rand_pcg(inout uint rng_state)
{
uint state = rng_state;
rng_state = rng_state * 747796405u + 2891336453u;
uint word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;
return (word >> 22u) ^ word;
}
// Advances the prng state and returns the corresponding random float.
float rand(inout uint state)
{
uint x = rand_pcg(state);
state = x;
return float(x)*uintBitsToFloat(0x2f800004u);
}
void main()
{
uint index = gl_GlobalInvocationID.x;
ParticleData particle = inputParticles.data[index];
if (particle.lifetime > 0.0f)
{
// particle.position += particle.velocity * dt;
// particle.lifetime -= dt;
// particle.size -= 1.2f * dt;
// particle.color += 1.0f * dt;
if (particle.lifetime < 0.0f || particle.size < 0.0f)
{
particle.lifetime = 0.0f;
particle.position.x = 99999.0f;
outputParticles.data[index] = particle;
freelist.freeIndices[atomicAdd(freelist.freeCount, 1)] = int (index);
return;
}
outputParticles.data[index] = particle;
uint drawIndex = atomicAdd (indirectArgs.instanceCount, 1);
indices[drawIndex] = index;
}
}

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@ -600,7 +600,7 @@ namespace SHADE
}
);
SHEditorWidgets::ColorPicker("Color", [&textComp = component]() {return textComp->GetColour(); }, [&textComp = component](SHVec4 const& newColor) {textComp->SetColour(newColor); });
SHEditorWidgets::ColorPicker("Color", [&textComp = component]() {return textComp->GetColor(); }, [&textComp = component](SHVec4 const& newColor) {textComp->SetColor(newColor); });
}
else
{

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@ -180,6 +180,10 @@ namespace SHADE
{
DrawComponent(listenerComponent);
}
if (auto trajectoryComponent = SHComponentManager::GetComponent_s<SHTrajectoryRenderableComponent>(eid))
{
DrawComponent(trajectoryComponent);
}
ImGui::Separator();
// Render Scripts
SHScriptEngine* scriptEngine = static_cast<SHScriptEngine*>(SHSystemManager::GetSystem<SHScriptEngine>());
@ -195,6 +199,7 @@ namespace SHADE
DrawAddComponentButton<SHButtonComponent>(eid);
DrawAddComponentButton<SHToggleButtonComponent>(eid);
DrawAddComponentButton<SHSliderComponent>(eid);
DrawAddComponentButton<SHTrajectoryRenderableComponent>(eid);
// Components that require Transforms

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@ -59,6 +59,13 @@ namespace SHADE
{SHPredefinedDescriptorTypes::STATIC_DATA, 0},
{SHPredefinedDescriptorTypes::CAMERA, 1},
});
perSystemData[SHUtilities::ConvertEnum(SystemType::PARTICLE_RENEDERING)].descMappings.AddMappings
({
{SHPredefinedDescriptorTypes::STATIC_DATA, 0},
{SHPredefinedDescriptorTypes::CAMERA, 1},
{SHPredefinedDescriptorTypes::PARTICLES, 2},
});
}
void SHGraphicsPredefinedData::InitDummyPipelineLayouts(Handle<SHVkLogicalDevice> logicalDevice) noexcept
@ -194,6 +201,73 @@ namespace SHADE
Handle<SHVkDescriptorSetLayout> materialBoneDataPerInstanceLayout = logicalDevice->CreateDescriptorSetLayout({ materialDataBinding, boneDataBinding });
SET_VK_OBJ_NAME(logicalDevice, vk::ObjectType::eDescriptorSetLayout, materialBoneDataPerInstanceLayout->GetVkHandle(), "[Descriptor Set Layout] Material and Bone Globals");
// particle emitter binding
SHVkDescriptorSetLayout::Binding emitterDataBinding
{
.Type = vk::DescriptorType::eStorageBufferDynamic,
.Stage = vk::ShaderStageFlagBits::eCompute,
.BindPoint = SHGraphicsConstants::DescriptorSetBindings::PARTICLE_EMITTER_DATA,
.DescriptorCount = 1,
};
// particle input binding
SHVkDescriptorSetLayout::Binding particleInputDataBinding
{
.Type = vk::DescriptorType::eStorageBufferDynamic,
.Stage = vk::ShaderStageFlagBits::eCompute,
.BindPoint = SHGraphicsConstants::DescriptorSetBindings::PARTICLE_INPUT_DATA,
.DescriptorCount = 1,
};
// particle output binding
SHVkDescriptorSetLayout::Binding particleOutputDataBinding
{
.Type = vk::DescriptorType::eStorageBufferDynamic,
.Stage = vk::ShaderStageFlagBits::eCompute | vk::ShaderStageFlagBits::eVertex,
.BindPoint = SHGraphicsConstants::DescriptorSetBindings::PARTICLE_OUTPUT_DATA,
.DescriptorCount = 1,
};
// particle freelist binding
SHVkDescriptorSetLayout::Binding particleFreelistBinding
{
.Type = vk::DescriptorType::eStorageBuffer, // non dynamic because we only need 1 copy for all frames
.Stage = vk::ShaderStageFlagBits::eCompute,
.BindPoint = SHGraphicsConstants::DescriptorSetBindings::PARTICLE_FREELIST_DATA,
.DescriptorCount = 1,
};
// particle indices binding
SHVkDescriptorSetLayout::Binding particleIndicesBinding
{
.Type = vk::DescriptorType::eStorageBufferDynamic, // dynamic because we have multiple copies.
.Stage = vk::ShaderStageFlagBits::eCompute | vk::ShaderStageFlagBits::eVertex,
.BindPoint = SHGraphicsConstants::DescriptorSetBindings::PARTICLE_INDICES_DATA,
.DescriptorCount = 1,
};
// particle draw call binding
SHVkDescriptorSetLayout::Binding particleDrawDataBinding
{
.Type = vk::DescriptorType::eUniformBufferDynamic, // UBO (Because lesser data), dynamic (1 set for each frame)
.Stage = vk::ShaderStageFlagBits::eCompute,
.BindPoint = SHGraphicsConstants::DescriptorSetBindings::PARTICLE_DRAW_DATA,
.DescriptorCount = 1,
};
Handle<SHVkDescriptorSetLayout> particleDescSetLayout = logicalDevice->CreateDescriptorSetLayout(
{
emitterDataBinding,
particleInputDataBinding,
particleOutputDataBinding,
particleFreelistBinding,
particleIndicesBinding,
particleDrawDataBinding
});
SET_VK_OBJ_NAME(logicalDevice, vk::ObjectType::eDescriptorSetLayout, particleDescSetLayout->GetVkHandle(), "[Descriptor Set Layout] Particle System Data");
predefinedLayouts.push_back(staticGlobalLayout);
predefinedLayouts.push_back(lightDataDescSetLayout);
predefinedLayouts.push_back(cameraDataGlobalLayout);
@ -201,6 +275,7 @@ namespace SHADE
predefinedLayouts.push_back(fontDataDescSetLayout);
predefinedLayouts.push_back(shadowMapDescLayout);
predefinedLayouts.push_back(materialBoneDataPerInstanceLayout);
predefinedLayouts.push_back(particleDescSetLayout);
perSystemData[SHUtilities::ConvertEnum(SystemType::BATCHING)].descSetLayouts = GetPredefinedDescSetLayouts
(
@ -235,6 +310,13 @@ namespace SHADE
SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes::STATIC_DATA |
SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes::CAMERA
);
perSystemData[SHUtilities::ConvertEnum(SystemType::PARTICLE_RENEDERING)].descSetLayouts = GetPredefinedDescSetLayouts
(
SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes::STATIC_DATA |
SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes::CAMERA |
SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes::PARTICLES
);
}
void SHGraphicsPredefinedData::InitPredefinedVertexInputState(void) noexcept

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@ -29,7 +29,8 @@ namespace SHADE
MATERIALS = 0b00001000,
FONT = 0b00010000,
SHADOW = 0b00100000,
MATERIAL_AND_BONES = 0b01000000
MATERIAL_AND_BONES = 0b01000000,
PARTICLES = 0b10000000
};
enum class SystemType
@ -39,6 +40,7 @@ namespace SHADE
TEXT_RENDERING,
RENDER_GRAPH_NODE_COMPUTE,
TRAJECTORY_RENDERING,
PARTICLE_RENEDERING,
NUM_TYPES
};
static constexpr int SYSTEM_TYPE_COUNT = static_cast<int>(SystemType::NUM_TYPES);

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@ -16,5 +16,6 @@ namespace SHADE
FONT,
RENDER_GRAPH_NODE_COMPUTE_RESOURCE,
RENDER_GRAPH_RESOURCE,
PARTICLES,
};
}

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@ -233,6 +233,61 @@ namespace SHADE
*/
/***************************************************************************/
static constexpr uint32_t BONE_MATRIX_DATA = 1;
/***************************************************************************/
/*!
\brief
Descriptor set binding for particle emitter data.
*/
/***************************************************************************/
static constexpr uint32_t PARTICLE_EMITTER_DATA = 0;
/***************************************************************************/
/*!
\brief
Descriptor set binding for input particle data.
*/
/***************************************************************************/
static constexpr uint32_t PARTICLE_INPUT_DATA = 1;
/***************************************************************************/
/*!
\brief
Descriptor set binding for output particle data.
*/
/***************************************************************************/
static constexpr uint32_t PARTICLE_OUTPUT_DATA = 2;
/***************************************************************************/
/*!
\brief
Descriptor set binding for particle freelist data.
*/
/***************************************************************************/
static constexpr uint32_t PARTICLE_FREELIST_DATA = 3;
/***************************************************************************/
/*!
\brief
Descriptor set binding for particle indices data.
*/
/***************************************************************************/
static constexpr uint32_t PARTICLE_INDICES_DATA = 4;
/***************************************************************************/
/*!
\brief
Descriptor set binding for bone matrix data.
*/
/***************************************************************************/
static constexpr uint32_t PARTICLE_DRAW_DATA = 5;
};
struct VertexBufferBindings

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@ -0,0 +1,23 @@
#include "SHpch.h"
#include "SHParticleEmitterComponent.h"
namespace SHADE
{
void SHParticleEmitterComponent::OnCreate(void)
{
timeBeforeEmission = emissionInterval;
}
void SHParticleEmitterComponent::OnDestroy(void)
{
}
void SHParticleEmitterComponent::Emit(void) noexcept
{
toEmit = true;
}
}

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@ -0,0 +1,111 @@
#pragma once
#include "Resource/SHHandle.h"
#include "Math/Vector/SHVec4.h"
#include "ECS_Base/Components/SHComponent.h"
#include "Graphics/MiddleEnd/Interface/SHGraphicsConstants.h"
namespace SHADE
{
class SHVkBuffer;
class SHVkDescriptorSetGroup;
class SHVkDescriptorSetLayout;
class SHParticleEmitterComponent : public SHComponent
{
private:
struct GPUEmitterStruct
{
//! Minimum emitting angular range
SHVec4 angularMin;
//! Maximum emitting angular range
SHVec4 angularMax;
//! Spawn lifetime and size range (min and max)
SHVec4 lifeAndSizeRange;
};
struct GPUParticleStruct
{
//! Position of the particle
SHVec4 position;
//! Rotation of the particle
SHVec4 rotation;
//! Velocity of the particle
SHVec4 velocity;
//! Acceleration of the particle
SHVec4 acceleration;
//! x scale, x scale decay, y scale and y scale decay
SHVec4 scaleAndDecay;
//! Life of the particle
float life;
//! Texture into the desc array that the particle is using
uint32_t textureIndex;
};
//! Max number of particles of this emitter
uint32_t maxParticles;
//! num bytes of all particles in 1 chunk (1 frame)
uint32_t chunkSize;
//! emission count per emit
uint32_t emissionCount;
//! emission interval of the emitter
float emissionInterval;
//! Counter that decreases to 0 from emissionInterval. When 0, emit particles.
float timeBeforeEmission;
//! Data for the emitter
Handle<SHVkBuffer> emitterData;
//! GPU Particle data
Handle<SHVkBuffer> particleData;
//! Freelist data
Handle<SHVkBuffer> freelistData;
//! Indices data
Handle<SHVkBuffer> indicesData;
//! draw call data
Handle<SHVkBuffer> drawCallData;
//! We need more descriptor sets because the operations on a frame's particle data needs to rely on the previous frame's. Each set
//! will contain 2 bindings that point to 2 buffers (input and output).
Handle<SHVkDescriptorSetGroup> particleDescriptorSet;
//! Emitter's data on the CPU side. To be copied to GPU.
GPUEmitterStruct cpuEmitterData;
//! If passive, emitter emits particles based on timer above.
bool isPassive;
//! Have the particle system initialize variables in this component when this is false
bool initialized;
//! If true, particle system will emit particles in Run function. Sets to false every frame.
bool toEmit;
//! For all the dynamic SSBOs in the descriptor set
std::array<std::array<uint32_t, 5>, SHGraphicsConstants::NUM_FRAME_BUFFERS> dynamicOffsets{};
public:
void OnCreate(void) override final;
void OnDestroy(void) override final;
void Emit (void) noexcept;
friend class SHParticleSubSystem;
};
}

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@ -1,41 +0,0 @@
#pragma once
#include "Resource/SHHandle.h"
#include "Graphics/Pipeline/SHPipelineState.h"
#include "Math/SHMatrix.h"
namespace SHADE
{
class SHVkLogicalDevice;
class SHVkDescriptorPool;
class SHVkDescriptorSetGroup;
class SHVkDescriptorSetLayout;
class SHVkBuffer;
class SHLightComponent;
class SHVkCommandBuffer;
class SHVkPipeline;
class SHVkPipelineLayout;
class SHVkRenderpass;
class SHSubpass;
class SHVkShaderModule;
class SHRenderer;
class SHParticleSubSystem
{
private:
Handle<SHVkLogicalDevice> logicalDevice;
public:
void Init(Handle<SHVkLogicalDevice> device, Handle<SHVkRenderpass> compatibleRenderpass, Handle<SHSubpass> subpass) noexcept;
void Run(uint32_t frameIndex) noexcept;
void Render(Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHRenderer> renderer, uint32_t frameIndex) noexcept;
void Exit(void) noexcept;
};
}

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@ -1,7 +1,309 @@
#include "SHpch.h"
#include "SHParticleSubSustem.h"
#include "SHParticleSubSystem.h"
#include "Graphics/Pipeline/SHPipelineLayoutParams.h"
#include "Graphics/MiddleEnd/GlobalData/SHGraphicsPredefinedData.h"
#include "Graphics/Devices/SHVkLogicalDevice.h"
#include "Graphics/MiddleEnd/Particles/SHParticleEmitterComponent.h"
#include "ECS_Base/Managers/SHComponentManager.h"
#include "Graphics/Descriptors/SHVkDescriptorSetGroup.h"
#include "Graphics/Descriptors/SHVkDescriptorSetLayout.h"
#include "Graphics/MiddleEnd/GlobalData/SHGlobalDescriptorSets.h"
#include "Math/Transform/SHTransformComponent.h"
#include "Graphics/Buffers/SHVkBuffer.h"
namespace SHADE
{
void SHParticleSubSystem::InitializeComponent(SHParticleEmitterComponent& comp) noexcept
{
uint32_t emitterStructAligned = logicalDevice->PadSSBOSize(sizeof (SHParticleEmitterComponent::GPUEmitterStruct));
uint32_t particleStructAligned = logicalDevice->PadUBOSize(sizeof (SHParticleEmitterComponent::GPUParticleStruct));
uint32_t sizeofIndirectCmd = static_cast<uint32_t>(sizeof(vk::DrawIndirectCommand));
uint32_t sizeofUint = static_cast<uint32_t>(sizeof(uint32_t));
// TODO: temporary only.
static constexpr uint32_t NUM_PARTICLES = 500;
comp.maxParticles = NUM_PARTICLES;
// offset into the buffer for input and output
uint32_t const PARTICLE_FRAME_CHUNK_SIZE = (particleStructAligned * comp.maxParticles);
// Buffer Initialization
{
// count, value
std::vector<uint32_t> freelistInit(comp.maxParticles + 1, 0);
freelistInit[0] = comp.maxParticles;
// Particle emitter buffer. Multiple copies, Host-visible mapped. We want multiple copies because we'll be writing to it from the CPU. We don't want to do that while the GPU
// is using it during compute operations so we write to another portion.
comp.emitterData = logicalDevice->CreateBuffer(SHGraphicsConstants::NUM_FRAME_BUFFERS * emitterStructAligned, nullptr, 0, vk::BufferUsageFlagBits::eStorageBuffer, VMA_MEMORY_USAGE_AUTO, VmaAllocationCreateFlagBits::VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT | VmaAllocationCreateFlagBits::VMA_ALLOCATION_CREATE_MAPPED_BIT);
// buffer for particle data: pure GPU memory, no transfers, no flags. We want to triple buffer this so that we can submit work to the GPU
// without having to wait for rendering to finish reading the data
comp.particleData = logicalDevice->CreateBuffer(SHGraphicsConstants::NUM_FRAME_BUFFERS * particleStructAligned * NUM_PARTICLES, nullptr, 0, vk::BufferUsageFlagBits::eStorageBuffer, VMA_MEMORY_USAGE_AUTO, {});
// Buffer for freelist data. 1 copy only, host-visible mapped. We only need 1 copy because it is only required in compute. If it was used or read in another
// stage we would need more copies.
comp.freelistData = logicalDevice->CreateBuffer(sizeofUint * (comp.maxParticles + 1), freelistInit.data(), sizeofUint * (comp.maxParticles + 1), vk::BufferUsageFlagBits::eStorageBuffer, VMA_MEMORY_USAGE_AUTO, VmaAllocationCreateFlagBits::VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT | VmaAllocationCreateFlagBits::VMA_ALLOCATION_CREATE_MAPPED_BIT);
// Buffer for indices. NUM_FRAME_BUFFERS copies since it's used in rendering. host-visible mapped.
comp.indicesData = logicalDevice->CreateBuffer(sizeofUint * comp.maxParticles, nullptr, 0, vk::BufferUsageFlagBits::eStorageBuffer, VMA_MEMORY_USAGE_AUTO, VmaAllocationCreateFlagBits::VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT | VmaAllocationCreateFlagBits::VMA_ALLOCATION_CREATE_MAPPED_BIT);
// Draw call data will not be tampered with after this initialization except for one variable: instanceCount, which will be modified from compute shader
std::array<vk::DrawIndirectCommand, SHGraphicsConstants::NUM_FRAME_BUFFERS> indirectCommands{};
for (auto& cmd : indirectCommands)
{
cmd.vertexCount = 4;
cmd.firstVertex = 0;
cmd.firstInstance = 0;
cmd.instanceCount = 0;
}
// buffer to store draw call data. Non-indexed, host-visible mapped, triple buffered.
comp.drawCallData = logicalDevice->CreateBuffer(SHGraphicsConstants::NUM_FRAME_BUFFERS * sizeofIndirectCmd, indirectCommands.data(), SHGraphicsConstants::NUM_FRAME_BUFFERS * sizeofIndirectCmd, vk::BufferUsageFlagBits::eUniformBuffer | vk::BufferUsageFlagBits::eIndirectBuffer, VMA_MEMORY_USAGE_AUTO, VmaAllocationCreateFlagBits::VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT | VmaAllocationCreateFlagBits::VMA_ALLOCATION_CREATE_MAPPED_BIT);
}
// Descriptor set initialization
{
// Get particle desc set layout
auto descSetLayout = SHGraphicsPredefinedData::GetPredefinedDescSetLayouts(SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes::PARTICLES);
// Since we are populating the set as is, the set index will be 0
static constexpr uint32_t PARTICLE_DATA_SET_INDEX = 0;
// Variable desc counts, all ignored anyway (This is required but its a dumb interface. You can only blame yourself, Brandon. )
std::vector const VARIABLE_COUNTS = {0u,0u,0u,0u,0u};
// allocate new desc set
comp.particleDescriptorSet = descPool->Allocate(descSetLayout, VARIABLE_COUNTS);
// convenience handle
auto set = comp.particleDescriptorSet;
// After buffers are created, we want to populate all bindings(6) with the buffers
set->ModifyWriteDescBuffer(PARTICLE_DATA_SET_INDEX, SHGraphicsConstants::DescriptorSetBindings::PARTICLE_EMITTER_DATA, { &comp.emitterData, 1 }, 0, emitterStructAligned);
set->ModifyWriteDescBuffer(PARTICLE_DATA_SET_INDEX, SHGraphicsConstants::DescriptorSetBindings::PARTICLE_INPUT_DATA, { &comp.particleData, 1 }, 0, PARTICLE_FRAME_CHUNK_SIZE); // input and output will be th same until we bind using dynamic offsets
set->ModifyWriteDescBuffer(PARTICLE_DATA_SET_INDEX, SHGraphicsConstants::DescriptorSetBindings::PARTICLE_OUTPUT_DATA, { &comp.particleData, 1 }, 0, PARTICLE_FRAME_CHUNK_SIZE);
set->ModifyWriteDescBuffer(PARTICLE_DATA_SET_INDEX, SHGraphicsConstants::DescriptorSetBindings::PARTICLE_FREELIST_DATA, { &comp.freelistData, 1 }, 0, sizeofUint * (comp.maxParticles + 1));
set->ModifyWriteDescBuffer(PARTICLE_DATA_SET_INDEX, SHGraphicsConstants::DescriptorSetBindings::PARTICLE_INDICES_DATA, { &comp.indicesData, 1 }, 0, sizeofUint * (comp.maxParticles));
set->ModifyWriteDescBuffer(PARTICLE_DATA_SET_INDEX, SHGraphicsConstants::DescriptorSetBindings::PARTICLE_DRAW_DATA, { &comp.drawCallData, 1 }, 0, sizeofIndirectCmd);
}
comp.initialized = true;
comp.timeBeforeEmission = comp.emissionInterval;
comp.toEmit = false;
comp.chunkSize = PARTICLE_FRAME_CHUNK_SIZE;
for (uint32_t i = 0; i < SHGraphicsConstants::NUM_FRAME_BUFFERS; ++i)
{
auto& offsets = comp.dynamicOffsets[i];
uint32_t inputOffset = PARTICLE_FRAME_CHUNK_SIZE * ((i + SHGraphicsConstants::NUM_FRAME_BUFFERS - 1) % SHGraphicsConstants::NUM_FRAME_BUFFERS); // take previous frame's data
uint32_t outputOffset = PARTICLE_FRAME_CHUNK_SIZE * i;
// In the order of:
// 1. Emitter data
// 2. Particle input
// 3. Particle output
// 4. Particle draw data
offsets[DYOFF_INDEX_EMITTER] = i * emitterStructAligned;
offsets[DYOFF_INDEX_PARTICLE_INPUT] = inputOffset;
offsets[DYOFF_INDEX_PARTICLE_OUTPUT] = outputOffset;
offsets[DYOFF_INDEX_INDICES_DATA] = i * sizeofUint * comp.maxParticles;
offsets[DYOFF_INDEX_DRAW_DATA] = i * sizeofIndirectCmd;
}
}
void SHParticleSubSystem::EmitComponent(Handle<SHVkCommandBuffer> cmdBuffer, SHParticleEmitterComponent& comp, uint32_t frameIndex) noexcept
{
auto const& mappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::PARTICLE_RENEDERING);
auto* transform = SHComponentManager::GetComponent<SHTransformComponent>(comp.GetEID());
// bind the descriptor sets required for emitting particles
cmdBuffer->BindDescriptorSet(comp.particleDescriptorSet, SH_PIPELINE_TYPE::COMPUTE, mappings.at(SHPredefinedDescriptorTypes::PARTICLES), comp.dynamicOffsets[frameIndex]);
cmdBuffer->SetPushConstantVariable("EmitterPushConstant.emitterPosition", transform->GetWorldPosition(), SH_PIPELINE_TYPE::COMPUTE);
cmdBuffer->SetPushConstantVariable("EmitterPushConstant.emissionCount", comp.emissionCount, SH_PIPELINE_TYPE::COMPUTE);
// emit particles
cmdBuffer->ComputeDispatch((comp.emissionCount / EMITTER_WORKGROUP_SIZE) + 1, 1, 1);
}
void SHParticleSubSystem::UpdateCompoennt(Handle<SHVkCommandBuffer> cmdBuffer, SHParticleEmitterComponent& comp, uint32_t frameIndex) noexcept
{
auto const& mappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::PARTICLE_RENEDERING);
uint32_t instanceCountOffset = sizeof (vk::DrawIndirectCommand) * frameIndex + offsetof(vk::DrawIndirectCommand, instanceCount);
uint32_t ZERO = 0;
// reset instance count to 0
comp.drawCallData->WriteToMemory (&ZERO, sizeof(uint32_t), 0, instanceCountOffset);
// bind the descriptor sets required for emitting particles
cmdBuffer->BindDescriptorSet(comp.particleDescriptorSet, SH_PIPELINE_TYPE::COMPUTE, mappings.at(SHPredefinedDescriptorTypes::PARTICLES), comp.dynamicOffsets[frameIndex]);
// dispatch the compute shaders to update particles
cmdBuffer->ComputeDispatch((comp.maxParticles / EMITTER_WORKGROUP_SIZE) + 1, 1, 1);
}
void SHParticleSubSystem::RenderComponent(Handle<SHVkCommandBuffer> cmdBuffer, SHParticleEmitterComponent& comp, uint32_t frameIndex) noexcept
{
}
void SHParticleSubSystem::Init(Handle<SHVkLogicalDevice> device, Handle<SHVkDescriptorPool> inDescPool, Handle<SHVkRenderpass> compatibleRenderpass, Handle<SHSubpass> subpass, Handle<SHVkShaderModule> VS, Handle<SHVkShaderModule> FS, Handle<SHVkShaderModule> emitCS, Handle<SHVkShaderModule> defaultUpdateCS) noexcept
{
descPool = inDescPool;
logicalDevice = device;
/*-----------------------------------------------------------------------*/
/* INITIALIZE ALL PIPELINES */
/*-----------------------------------------------------------------------*/
SHPipelineLayoutParams plParams
{
.shaderModules = {VS, FS},
.predefinedDescSetLayouts = SHGraphicsPredefinedData::GetSystemData(SHGraphicsPredefinedData::SystemType::PARTICLE_RENEDERING).descSetLayouts
};
renderingPipelineData.pipelineLayout = logicalDevice->CreatePipelineLayout(plParams);
renderingPipelineData.pipeline = logicalDevice->CreateGraphicsPipeline(renderingPipelineData.pipelineLayout, nullptr, compatibleRenderpass, subpass);
SHPipelineLayoutParams emitPlParams
{
.shaderModules = {emitCS},
.predefinedDescSetLayouts = SHGraphicsPredefinedData::GetSystemData(SHGraphicsPredefinedData::SystemType::PARTICLE_RENEDERING).descSetLayouts
};
emittingPipelineData.pipelineLayout = logicalDevice->CreatePipelineLayout(emitPlParams);
emittingPipelineData.pipeline = logicalDevice->CreateComputePipeline(emittingPipelineData.pipelineLayout);
SHPipelineLayoutParams defaultUpdatePlParams
{
.shaderModules = {defaultUpdateCS},
.predefinedDescSetLayouts = SHGraphicsPredefinedData::GetSystemData(SHGraphicsPredefinedData::SystemType::PARTICLE_RENEDERING).descSetLayouts
};
defaultUpdatePipelineData.pipelineLayout = logicalDevice->CreatePipelineLayout(defaultUpdatePlParams);
defaultUpdatePipelineData.pipeline = logicalDevice->CreateComputePipeline(defaultUpdatePipelineData.pipelineLayout);
/*-----------------------------------------------------------------------*/
/* OTHER INITIALIZATION */
/*-----------------------------------------------------------------------*/
SHComponentManager::CreateComponentSparseSet<SHParticleEmitterComponent>();
}
void SHParticleSubSystem::Run(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex, float dt) noexcept
{
auto& emitters = SHComponentManager::GetDense<SHParticleEmitterComponent>();
auto const& mappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::PARTICLE_RENEDERING);
// Get offset into GPU emitter data (for updating)
uint32_t emitterDataOffset = frameIndex * sizeof (SHParticleEmitterComponent::GPUEmitterStruct);
// Barriers to make sure emitting shader is done completely before update is run.
// Every emitter will have its own barrier.
std::vector<vk::BufferMemoryBarrier> preUpdateBarriers{};
preUpdateBarriers.resize(emitters.size());
// If we wanted to be VERY safe, a barrier would be good here to make sure output particles have finish reading input particles in
// the update compute. HOWEVER since a NUM_FRAME_BUFFERS frames would have passed by then, we will not insert 1 here.
/*-----------------------------------------------------------------------*/
/* BEGIN EMITTING PARTICES */
/*-----------------------------------------------------------------------*/
// TODO: Might need to issue a barrier here for input particle data
// bind the pipeline for emitting particles
cmdBuffer->BindPipeline(emittingPipelineData.pipeline);
// Generic data
SHGlobalDescriptorSets::BindGenericAndTextureData(logicalDevice, cmdBuffer, SH_PIPELINE_TYPE::COMPUTE, mappings.at(SHPredefinedDescriptorTypes::STATIC_DATA), frameIndex);
uint32_t i = 0;
for (auto& emitter : emitters)
{
if (!emitter.initialized)
InitializeComponent(emitter);
// Set emitter emit flag to true here if there are ready to be emitted
if (emitter.isPassive)
{
// decrement emission timer
emitter.timeBeforeEmission -= dt;
// Check if time to emit
if (emitter.timeBeforeEmission <= 0.0f)
{
// reset timer
emitter.timeBeforeEmission = emitter.emissionInterval;
// Emit later
emitter.toEmit = true;
}
}
if (emitter.toEmit) // take note that if emitter is not passive, this can also be set to true outside of this function
{
// Copy data to host visible buffer of emitter
emitter.emitterData->WriteToMemory (&emitter.cpuEmitterData, sizeof (SHParticleEmitterComponent::GPUEmitterStruct), 0, emitterDataOffset);
// Call emit function here
EmitComponent(cmdBuffer, emitter, frameIndex);
}
// make new barrier on stack...
vk::BufferMemoryBarrier barrier
{
.srcAccessMask = vk::AccessFlagBits::eShaderWrite,
.dstAccessMask = vk::AccessFlagBits::eShaderRead,
.buffer = emitter.particleData->GetVkBuffer(),
.offset = emitter.dynamicOffsets[frameIndex][DYOFF_INDEX_PARTICLE_INPUT],
.size = emitter.chunkSize
};
// ...copy assign barrier on heap
preUpdateBarriers[i] = barrier;
emitter.toEmit = false;
++i;
}
// issue the barrier to wait
cmdBuffer->PipelineBarrier(vk::PipelineStageFlagBits::eComputeShader, vk::PipelineStageFlagBits::eComputeShader, {}, {}, preUpdateBarriers, {});
/*-----------------------------------------------------------------------*/
/* EMITTING PARTICLES DONE, BEGIN UPDATES.... */
/*-----------------------------------------------------------------------*/
// bind the pipeline for updating
cmdBuffer->BindPipeline(defaultUpdatePipelineData.pipeline);
for (auto& emitter : emitters)
{
UpdateCompoennt(cmdBuffer, emitter, frameIndex);
}
}
void SHParticleSubSystem::Render(Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHRenderer> renderer, uint32_t frameIndex) noexcept
{
auto& emitters = SHComponentManager::GetDense<SHParticleEmitterComponent>();
// TODO: Issue barrier for output particle data. Semaphore should also be issued outside in SHGraphicsSystem
for (auto& emitter : emitters)
{
}
}
void SHParticleSubSystem::Exit(void) noexcept
{
}
}

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@ -0,0 +1,93 @@
#pragma once
#include "Resource/SHHandle.h"
#include "Graphics/Pipeline/SHPipelineState.h"
#include "Math/SHMatrix.h"
namespace SHADE
{
class SHVkLogicalDevice;
class SHVkDescriptorPool;
class SHVkDescriptorSetGroup;
class SHVkDescriptorSetLayout;
class SHVkBuffer;
class SHLightComponent;
class SHVkCommandBuffer;
class SHVkPipeline;
class SHVkPipelineLayout;
class SHVkRenderpass;
class SHSubpass;
class SHVkShaderModule;
class SHRenderer;
class SHParticleEmitterComponent;
class SHParticleSubSystem
{
private:
static constexpr uint32_t EMITTER_WORKGROUP_SIZE = 128;
static constexpr uint32_t DYOFF_INDEX_EMITTER = 0;
static constexpr uint32_t DYOFF_INDEX_PARTICLE_INPUT = 1;
static constexpr uint32_t DYOFF_INDEX_PARTICLE_OUTPUT = 2;
static constexpr uint32_t DYOFF_INDEX_INDICES_DATA = 3;
static constexpr uint32_t DYOFF_INDEX_DRAW_DATA = 4;
// To hold data for a pipeline and pipeline layout.
// We want this here because particles require 3 pipeline sets:
// - Rendering
// - Emit Compute
// - Update Compute
struct PipelineData
{
//! Pipeline
Handle<SHVkPipeline> pipeline;
//! Pipeline layout for pipeline creation
Handle<SHVkPipelineLayout> pipelineLayout;
};
#if 0 // not used, mainly for convenience to show what shaders use
// Push constant data for emitters
struct EmitterShaderPC
{
//! Emitter position
SHVec4 emitterPosition;
//! emission count for 1 single emission
uint32_t emissionCount;
};
#endif
//! Logical device for creation and destruction
Handle<SHVkLogicalDevice> logicalDevice;
//! Pipeline data for rendering particles
PipelineData renderingPipelineData;
//! Pipeline data for emitting particles
PipelineData emittingPipelineData;
//! Pipeline data for updating particles
PipelineData defaultUpdatePipelineData;
//! Desc pool for particle component desc set allocation
Handle<SHVkDescriptorPool> descPool;
void InitializeComponent (SHParticleEmitterComponent& comp) noexcept;
void EmitComponent (Handle<SHVkCommandBuffer> cmdBuffer, SHParticleEmitterComponent& comp, uint32_t frameIndex) noexcept;
void UpdateCompoennt(Handle<SHVkCommandBuffer> cmdBuffer, SHParticleEmitterComponent& comp, uint32_t frameIndex) noexcept;
void RenderComponent(Handle<SHVkCommandBuffer> cmdBuffer, SHParticleEmitterComponent& comp, uint32_t frameIndex) noexcept;
public:
void Init(Handle<SHVkLogicalDevice> device, Handle<SHVkDescriptorPool> inDescPool, Handle<SHVkRenderpass> compatibleRenderpass, Handle<SHSubpass> subpass, Handle<SHVkShaderModule> VS, Handle<SHVkShaderModule> FS, Handle<SHVkShaderModule> emitCS, Handle<SHVkShaderModule> defaultUpdateCS) noexcept;
void Run(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex, float dt) noexcept;
void Render(Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHRenderer> renderer, uint32_t frameIndex) noexcept;
void Exit(void) noexcept;
};
}

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@ -61,7 +61,7 @@ namespace SHADE
MakeDirty();
}
void SHTextRenderableComponent::SetColour(SHColour const& newColor) noexcept
void SHTextRenderableComponent::SetColor(SHColour const& newColor) noexcept
{
color = newColor;
}
@ -87,7 +87,7 @@ namespace SHADE
return fontHandle;
}
SHADE::SHColour const& SHTextRenderableComponent::GetColour(void) const noexcept
SHADE::SHColour const& SHTextRenderableComponent::GetColor(void) const noexcept
{
return color;
}

View File

@ -52,11 +52,11 @@ namespace SHADE
/*-----------------------------------------------------------------------*/
void SetText (std::string_view newText) noexcept;
void SetFont(Handle<SHFont> font) noexcept;
void SetColour(SHColour const& newColor) noexcept;
void SetColor(SHColour const& newColor) noexcept;
std::string const& GetText (void) const noexcept;
Handle<SHFont> GetFont (void) const noexcept;
SHColour const& GetColour (void) const noexcept;
SHColour const& GetColor (void) const noexcept;
friend class SHTextRenderingSubSystem;

View File

@ -42,16 +42,26 @@ namespace SHADE
return mesh;
}
SHVec4 const& SHTrajectoryRenderableComponent::GetStartColor(void) const noexcept
SHVec3 const& SHTrajectoryRenderableComponent::GetStartColor(void) const noexcept
{
return startColor;
}
SHVec4 const& SHTrajectoryRenderableComponent::GetEndColor(void) const noexcept
SHVec3 const& SHTrajectoryRenderableComponent::GetEndColor(void) const noexcept
{
return endColor;
}
float SHTrajectoryRenderableComponent::GetStartAlpha(void) const noexcept
{
return startAlpha;
}
float SHTrajectoryRenderableComponent::GetEndAlpha(void) const noexcept
{
return endAlpha;
}
float SHTrajectoryRenderableComponent::GetColorEvolveRate(void) const noexcept
{
return colorEvolveRate;
@ -67,17 +77,27 @@ namespace SHADE
positions = inPositions;
}
void SHTrajectoryRenderableComponent::SetStartColor(SHVec4 color) noexcept
void SHTrajectoryRenderableComponent::SetStartColor(SHVec3 color) noexcept
{
startColor = color;
}
void SHTrajectoryRenderableComponent::SetEndColor(SHVec4 color) noexcept
void SHTrajectoryRenderableComponent::SetEndColor(SHVec3 color) noexcept
{
endColor = color;
}
void SHTrajectoryRenderableComponent::SetStartAlpha(float a) noexcept
{
startAlpha = a;
}
void SHTrajectoryRenderableComponent::SetEndAlpha(float a) noexcept
{
endAlpha = a;
}
void SHTrajectoryRenderableComponent::SetColorEvolveRate(float rate) noexcept
{
colorEvolveRate = rate;

View File

@ -10,7 +10,7 @@ namespace SHADE
{
class SHMesh;
class SHTrajectoryRenderableComponent : public SHComponent
class SH_API SHTrajectoryRenderableComponent : public SHComponent
{
private:
@ -21,10 +21,16 @@ namespace SHADE
std::vector<SHVec3> positions;
//! Starting color of the trajectory
SHVec4 startColor;
SHVec3 startColor;
//! Color the trajectory should evolve to the longer it is
SHVec4 endColor;
SHVec3 endColor;
//! Starting alpha of the trajectory
float startAlpha;
//! end alpha of the trajectory
float endAlpha;
//! evolving rate of the color
float colorEvolveRate;
@ -35,14 +41,18 @@ namespace SHADE
/*-----------------------------------------------------------------------*/
void SetMesh(Handle<SHMesh> newMesh) noexcept;
void SetPositions (std::vector<SHVec3> const& inPositions) noexcept;
void SetStartColor(SHVec4 startColor) noexcept;
void SetEndColor (SHVec4 endColor) noexcept;
void SetColorEvolveRate (float rate) noexcept;
void SetStartColor(SHVec3 startColor) noexcept;
void SetEndColor (SHVec3 endColor) noexcept;
void SetStartAlpha(float a) noexcept;
void SetEndAlpha (float a) noexcept;
void SetColorEvolveRate(float rate) noexcept;
std::vector<SHVec3> GetPositions (void) const noexcept;
Handle<SHMesh> GetMesh (void) const noexcept;
SHVec4 const& GetStartColor (void) const noexcept;
SHVec4 const& GetEndColor (void) const noexcept;
SHVec3 const& GetStartColor (void) const noexcept;
SHVec3 const& GetEndColor (void) const noexcept;
float GetStartAlpha (void) const noexcept;
float GetEndAlpha (void) const noexcept;
float GetColorEvolveRate (void) const noexcept;
void OnCreate(void) override final;

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@ -59,8 +59,8 @@ namespace SHADE
.srcColorBlendFactor = vk::BlendFactor::eSrcAlpha,
.dstColorBlendFactor = vk::BlendFactor::eOneMinusSrcAlpha,
.colorBlendOp = vk::BlendOp::eAdd,
.srcAlphaBlendFactor = vk::BlendFactor::eOne,
.dstAlphaBlendFactor = vk::BlendFactor::eZero,
.srcAlphaBlendFactor = vk::BlendFactor::eSrcAlpha,
.dstAlphaBlendFactor = vk::BlendFactor::eOneMinusSrcAlpha,
.alphaBlendOp = vk::BlendOp::eAdd,
.colorWriteMask = vk::ColorComponentFlagBits::eR | vk::ColorComponentFlagBits::eG | vk::ColorComponentFlagBits::eB | vk::ColorComponentFlagBits::eA,
}
@ -84,12 +84,18 @@ namespace SHADE
// If has positions, feed data to buffer.
if (comp.HasPositions())
{
auto meshHandle = comp.GetMesh();
// dont do anything if no mesh
if (!meshHandle)
continue;
SHTransformComponent* transform = SHComponentManager::GetComponent_s<SHTransformComponent>(comp.GetEID());
if (transform)
{
// convenient variable
SHVec4 const& startColor = comp.GetStartColor();
SHVec4 const& endColor = comp.GetEndColor();
SHVec3 const& startColor = comp.GetStartColor();
SHVec3 const& endColor = comp.GetEndColor();
float colorEvolveRate = comp.GetColorEvolveRate();
// trs to be reused
@ -104,7 +110,6 @@ namespace SHADE
// Will be used for baseInstance later
uint32_t oldTransformDataSize = transformData.size();
auto meshHandle = comp.GetMesh();
auto const& positions = comp.GetPositions();
for (auto& pos : positions)
@ -118,7 +123,8 @@ namespace SHADE
colorData.push_back(currentColor);
// evolve color
currentColor = SHVec4::Lerp(startColor, endColor, lerpValue);
currentColor = SHVec3::Lerp(startColor, endColor, lerpValue);
currentColor.w = SHMath::Lerp (comp.GetStartAlpha(), comp.GetEndAlpha(), lerpValue);
// evolve lerp value and clamp to 1
lerpValue = std::max (1.0f, lerpValue + colorEvolveRate);

View File

@ -15,6 +15,7 @@
#include "Graphics/MiddleEnd/TextRendering/SHFont.h"
#include "Animation/SHAnimatorComponent.h"
#include "Physics/Collision/CollisionTags/SHCollisionTagMatrix.h"
#include "Graphics/MiddleEnd/TrajectoryRendering/SHTrajectoryRenderableComponent.h"
namespace YAML
{
@ -353,12 +354,14 @@ namespace YAML
{
static constexpr std::string_view TEXT_YAML_TAG = "Text";
static constexpr std::string_view FONT_YAML_TAG = "Font";
static constexpr std::string_view COLOR_YAML_TAG = "Color";
static YAML::Node encode(SHTextRenderableComponent const& rhs)
{
YAML::Node node;
node[TEXT_YAML_TAG.data()] = rhs.GetText();
auto font = rhs.GetFont();
SHColour const& textColor = rhs.GetColor();
if (font)
{
node[FONT_YAML_TAG.data()] = SHResourceManager::GetAssetID<SHFont>(rhs.GetFont()).value_or(0);
@ -367,6 +370,7 @@ namespace YAML
{
node[FONT_YAML_TAG.data()] = 0;
}
node[COLOR_YAML_TAG.data()] = SHVec4 (textColor);
return node;
}
static bool decode(YAML::Node const& node, SHTextRenderableComponent& rhs)
@ -385,6 +389,10 @@ namespace YAML
rhs.SetFont(SHResourceManager::LoadOrGet<SHFont>(node[FONT_YAML_TAG.data()].as<AssetID>()));
}
if (node[COLOR_YAML_TAG.data()].IsDefined())
{
rhs.SetColor(node[COLOR_YAML_TAG.data()].as<SHVec4>());
}
return true;
}
};
@ -417,4 +425,37 @@ namespace YAML
}
};
template<>
struct convert<SHTrajectoryRenderableComponent>
{
static constexpr std::string_view MESH_YAML_TAG = "Mesh";
static constexpr std::string_view START_COLOR_YAML_TAG = "Start Color";
static constexpr std::string_view END_COLOR_YAML_TAG = "End Color";
static constexpr std::string_view COLOR_EVAL_RATE_YAML_TAG = "Color Eval Rate ";
static YAML::Node encode(SHTrajectoryRenderableComponent const& rhs)
{
YAML::Node node;
node[MESH_YAML_TAG.data()] = SHResourceManager::GetAssetID<SHMesh>(rhs.GetMesh()).value_or(0);
node[START_COLOR_YAML_TAG.data()] = SHVec3(rhs.GetStartColor());
node[END_COLOR_YAML_TAG.data()] = SHVec3(rhs.GetEndColor());
node[COLOR_EVAL_RATE_YAML_TAG.data()] = rhs.GetColorEvolveRate();
return node;
}
static bool decode(YAML::Node const& node, SHTrajectoryRenderableComponent& rhs)
{
if (node[MESH_YAML_TAG.data()].IsDefined())
rhs.SetMesh(SHResourceManager::LoadOrGet<SHMesh>(node[MESH_YAML_TAG.data()].as<AssetID>()));
if (node[START_COLOR_YAML_TAG.data()].IsDefined())
rhs.SetStartColor(node[START_COLOR_YAML_TAG.data()].as<SHVec3>());
if (node[END_COLOR_YAML_TAG.data()].IsDefined())
rhs.SetEndColor(node[END_COLOR_YAML_TAG.data()].as<SHVec3>());
if (node[COLOR_EVAL_RATE_YAML_TAG.data()].IsDefined())
rhs.SetColorEvolveRate(node[COLOR_EVAL_RATE_YAML_TAG.data()].as<float>());
return true;
}
};
}

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@ -0,0 +1,83 @@
#include "SHpch.h"
#include "TrajectoryRenderable.hxx"
#include "Assets/NativeAsset.hxx"
#include "Utility/Convert.hxx"
namespace SHADE
{
TrajectoryRenderable::TrajectoryRenderable(Entity entity)
:Component(entity)
{
}
MeshAsset TrajectoryRenderable::Mesh::get()
{
auto mesh = GetNativeComponent()->GetMesh();
return mesh ? MeshAsset(mesh) : MeshAsset();
}
void TrajectoryRenderable::Mesh::set(MeshAsset value)
{
if (value)
{
GetNativeComponent()->SetMesh(Handle<SHMesh>());
}
else
{
GetNativeComponent()->SetMesh(value.NativeObject);
}
}
void TrajectoryRenderable::StartColor::set(Vector3 val)
{
GetNativeComponent()->SetStartColor(Convert::ToNative(val));
}
Vector3 TrajectoryRenderable::StartColor::get()
{
return Convert::ToCLI(GetNativeComponent()->GetStartColor());
}
void TrajectoryRenderable::EndColor::set(Vector3 val)
{
GetNativeComponent()->SetEndColor(Convert::ToNative(val));
}
Vector3 TrajectoryRenderable::EndColor::get()
{
return Convert::ToCLI(GetNativeComponent()->GetEndColor());
}
void TrajectoryRenderable::StartAlpha::set(float val)
{
GetNativeComponent()->SetStartAlpha(val);
}
float TrajectoryRenderable::StartAlpha::get()
{
return GetNativeComponent()->GetStartAlpha();
}
void TrajectoryRenderable::EndAlpha::set(float val)
{
GetNativeComponent()->SetEndAlpha(val);
}
float TrajectoryRenderable::EndAlpha::get()
{
return GetNativeComponent()->GetEndAlpha();
}
void TrajectoryRenderable::ColorEvolveRate::set(float val)
{
GetNativeComponent()->SetColorEvolveRate(val);
}
float TrajectoryRenderable::ColorEvolveRate::get()
{
return GetNativeComponent()->GetColorEvolveRate();
}
}

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@ -0,0 +1,87 @@
/************************************************************************************//*!
\file TrajectoryRenderable.hxx
\author Brandon Mak, brandon.hao,
\par email: brandon.hao\@digipen.edu
\date 1st March, 2023
\brief Contains the definition of the managed Renderable class with the
declaration of functions for working with it.
Note: This file is written in C++17/CLI.
Copyright (C) 2022 DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the prior written consent
of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/
#pragma once
// Project Includes
#include "Components/Component.hxx"
#include "Math/Quaternion.hxx"
// External Dependencies
#include "Graphics/MiddleEnd/TrajectoryRendering/SHTrajectoryRenderableComponent.h"
#include "Graphics/Color.hxx"
#include "Assets/MeshAsset.hxx"
namespace SHADE
{
/// <summary>
/// CLR version of the SHADE Engine's SHRenderableComponent.
/// </summary>
public ref class TrajectoryRenderable : public Component<SHTrajectoryRenderableComponent>
{
internal:
/*-----------------------------------------------------------------------------*/
/* Constructors */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Constructs a Trajectory Renderable Component that represents a native Trajectory Renderable
/// component tied to the specified Entity.
/// </summary>
/// <param name="entity">Entity that this Component will be tied to.</param>
TrajectoryRenderable(Entity entity);
public:
/*-----------------------------------------------------------------------------*/
/* Properties */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Mesh used to render this Renderable.
/// </summary>
property MeshAsset Mesh
{
MeshAsset get();
void set(MeshAsset value);
}
property Vector3 StartColor
{
Vector3 get();
void set (Vector3 val);
}
property Vector3 EndColor
{
Vector3 get();
void set(Vector3 val);
}
property float StartAlpha
{
float get();
void set (float val);
}
property float EndAlpha
{
float get();
void set(float val);
}
property float ColorEvolveRate
{
float get();
void set(float val);
}
};
}

View File

@ -46,6 +46,8 @@ of DigiPen Institute of Technology is prohibited.
#include "Components\UIElement.hxx"
#include "Components\Canvas.hxx"
#include "Components\Slider.hxx"
#include "Components\TrajectoryRenderable.hxx"
#include "Graphics\MiddleEnd\TrajectoryRendering\SHTrajectoryRenderableComponent.h"
@ -335,6 +337,7 @@ namespace SHADE
componentMap.Add(createComponentSet<SHUIComponent, UIElement>());
componentMap.Add(createComponentSet<SHCanvasComponent, Canvas>());
componentMap.Add(createComponentSet<SHSliderComponent, Slider>());
componentMap.Add(createComponentSet<SHTrajectoryRenderableComponent, TrajectoryRenderable>());
}
/*---------------------------------------------------------------------------------*/