Added support for custom VS and FS for particles
This commit is contained in:
parent
9c19d178db
commit
4d145bbc43
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@ -172,10 +172,12 @@
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Rotation Speed: 0.0309999995
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Rotation Speed: 0.0309999995
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Rotation Decay: 0.0199999996
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Rotation Decay: 0.0199999996
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Texture Asset ID: 0
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Texture Asset ID: 0
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Custom Vertex Shader Asset ID: 44202416
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Custom Fragment Shader Asset ID: 42315398
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Custom Update Shader Asset ID: 0
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Custom Update Shader Asset ID: 0
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Color Tint: {x: 0, y: 1, z: 0.56387639, w: 1}
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Color Tint: {x: 0.46696043, y: 1, z: 0, w: 1}
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Color Tint Range: {x: 0.5, y: 0.5, z: 0.5, w: 0}
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Color Tint Range: {x: 1, y: 0, z: 0, w: 0}
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Color Decay: {x: 0, y: 0, z: 0, w: 0}
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Color Decay: {x: -1, y: -1, z: -1, w: 0}
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Acceleration: {x: 0, y: 0, z: 0}
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Acceleration: {x: 0, y: 0, z: 0}
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IsActive: true
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IsActive: true
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Scripts: ~
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Scripts: ~
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@ -0,0 +1,27 @@
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#version 460 core
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#extension GL_EXT_nonuniform_qualifier : require
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layout (location = 0) out vec4 fragColor;
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layout (set = 0, binding = 1) uniform sampler2D textures[]; // for textures (global)
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// between shader stages
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layout(location = 0) in struct
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{
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vec2 uv; // location = 0
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} In;
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// material stuff
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layout(location = 1) flat in struct
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{
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uint textureIndex;
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vec4 color;
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} InFlat;
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void main ()
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{
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fragColor = vec4 (texture(textures [nonuniformEXT(InFlat.textureIndex)], In.uv)) * InFlat.color;
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if (fragColor.a < 0.01f)
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discard;
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}
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Binary file not shown.
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@ -0,0 +1,3 @@
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Name: ParticleRounded_FS
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ID: 42315398
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Type: 2
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@ -0,0 +1,107 @@
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#version 460 core
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struct GenericData
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{
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//! Delta time
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float dt;
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//! Elapsed time of the application
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float elapsedTime;
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//! Viewport width of the scene (excluding imgui, that means smaller than window)
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uint viewportWidth;
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//! Ditto but for height
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uint viewportHeight;
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};
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struct ParticleData
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{
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vec4 position;
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vec4 orientationSpeedDecay;
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vec4 velocity;
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vec4 acceleration;
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vec4 scaleAndDecay;
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vec4 colorTint;
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vec4 colorDecay;
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float life;
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uint textureIndex;
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};
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layout (set = 0, binding = 0) uniform GenericDataBuffer
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{
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GenericData data;
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} genericDataBuffer;
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layout(set = 1, binding = 0) uniform CameraData
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{
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vec4 position;
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mat4 vpMat;
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mat4 viewMat;
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mat4 projMat;
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} cameraData;
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// output buffer not needed
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layout (std430, set = 2, binding = 2) coherent restrict buffer ParticlesOutputBuffer
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{
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ParticleData data[];
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} outputParticles;
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layout (std430, set = 2, binding = 4) coherent restrict buffer IndicesData
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{
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uint indices[];
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};
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// between shader stages
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layout(location = 0) out struct
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{
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vec2 uv; // location = 0
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} Out;
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// material stuff
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layout(location = 1) out struct
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{
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uint textureIndex; // location = 1
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vec4 color; // location = 2
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} OutFlat;
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vec2 CreateQuad (in uint vertexID)
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{
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uint b = 1 << vertexID;
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return vec2 ((0x3 & b) != 0, (0x9 & b) != 0);
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}
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void main()
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{
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// Create a quad and its texture coordinates
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Out.uv = CreateQuad (gl_VertexIndex);
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vec3 vertexPos = vec3 (Out.uv - vec2(0.5f), 0.0f);
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vertexPos.y *= 0.5f;
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ParticleData particle = outputParticles.data[indices[gl_InstanceIndex]];
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vec3 normalized = normalize (vec3 (particle.velocity.xyz));
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float pitch = acos (dot (normalized.xyz, normalize (vec3 (normalized.x, 0.0f, normalized.z))));
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float angle = pitch;
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// float angle = atan (normalized.y, normalized.x);
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vec2 particleScaleData = particle.scaleAndDecay.xy; // x and y
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mat3 rotate = mat3 (1.0f);
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rotate[0][0] = cos(angle);
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rotate[0][1] = sin(angle);
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rotate[1][0] = -sin(angle);
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rotate[1][1] = cos(angle);
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vec3 particlePos = rotate * vertexPos;
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vec3 viewRight = normalize (vec3 (cameraData.viewMat[0][0], cameraData.viewMat[1][0], cameraData.viewMat[2][0]));
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vec3 viewUp = normalize(vec3 (cameraData.viewMat[0][1], cameraData.viewMat[1][1], cameraData.viewMat[2][1]));
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particlePos = particle.position.xyz + (viewRight * particlePos.x * particleScaleData.x) + (viewUp * particlePos.y * particleScaleData.y);
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OutFlat.textureIndex = particle.textureIndex;
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OutFlat.color = particle.colorTint;
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gl_Position = cameraData.vpMat * vec4(particlePos, 1.0f);
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}
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Binary file not shown.
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@ -0,0 +1,3 @@
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Name: ParticleRounded_VS
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ID: 44202416
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Type: 2
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@ -1004,6 +1004,88 @@ namespace SHADE
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}
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}
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SHEditorWidgets::InputText("Custom Vertex Shader",
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[comp = component]()
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{
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auto customShader = comp->GetCustomVertexShader();
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if (customShader)
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return customShader->GetName();
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else
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return std::string{};
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},
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[comp = component](std::string const& text)
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{
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}, {}, ImGuiSliderFlags_ReadOnly);
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if (SHDragDrop::BeginTarget())
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{
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if (AssetID* payload = SHDragDrop::AcceptPayload<AssetID>(SHDragDrop::DRAG_RESOURCE))
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{
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Handle<SHVkShaderModule> shaderModule = SHResourceManager::LoadOrGet<SHVkShaderModule>(*payload);
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if (shaderModule)
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{
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component->SetCustomVertexShader(shaderModule);
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component->SetCustomVertexShaderAssetID(*payload);
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}
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else
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{
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SHLOG_WARNING("[] Attempted to load invalid shader! Custom vertex shader for particles not set. ");
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}
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SHDragDrop::EndTarget();
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}
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}
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ImGui::SameLine();
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if (ImGui::Button("Reset"))
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{
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component->SetCustomVertexShader({});
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component->SetCustomVertexShaderAssetID(INVALID_ASSET_ID);
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}
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SHEditorWidgets::InputText("Custom Fragment Shader",
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[comp = component]()
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{
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auto customShader = comp->GetCustomFragmentShader();
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if (customShader)
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return customShader->GetName();
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else
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return std::string{};
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},
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[comp = component](std::string const& text)
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{
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}, {}, ImGuiSliderFlags_ReadOnly);
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if (SHDragDrop::BeginTarget())
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{
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if (AssetID* payload = SHDragDrop::AcceptPayload<AssetID>(SHDragDrop::DRAG_RESOURCE))
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{
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Handle<SHVkShaderModule> shaderModule = SHResourceManager::LoadOrGet<SHVkShaderModule>(*payload);
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if (shaderModule)
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{
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component->SetCustomFragmentShader(shaderModule);
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component->SetCustomFragmentShaderAssetID(*payload);
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}
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else
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{
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SHLOG_WARNING("[] Attempted to load invalid shader! Custom fragment shader for particles not set. ");
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}
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SHDragDrop::EndTarget();
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}
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}
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ImGui::SameLine();
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if (ImGui::Button("Reset"))
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{
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component->SetCustomFragmentShader({});
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component->SetCustomFragmentShaderAssetID(INVALID_ASSET_ID);
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}
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SHEditorWidgets::CheckBox("Is Passive", [comp = component]() {return comp->GetPassive(); }, [comp = component](bool flag) {comp->SetPassive(flag); });
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SHEditorWidgets::CheckBox("Is Passive", [comp = component]() {return comp->GetPassive(); }, [comp = component](bool flag) {comp->SetPassive(flag); });
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@ -124,6 +124,16 @@ namespace SHADE
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customUpdateShaderID = id;
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customUpdateShaderID = id;
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}
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}
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void SHParticleEmitterComponent::SetCustomVertexShaderAssetID(AssetID id) noexcept
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{
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customVertexShaderID = id;
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}
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void SHParticleEmitterComponent::SetCustomFragmentShaderAssetID(AssetID id) noexcept
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{
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customFragmentShaderID = id;
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}
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void SHParticleEmitterComponent::SetMinSize(float size) noexcept
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void SHParticleEmitterComponent::SetMinSize(float size) noexcept
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{
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{
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cpuEmitterData.lifeAndSizeRange.z = size;
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cpuEmitterData.lifeAndSizeRange.z = size;
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cpuEmitterData.sizeDecayMult = decay;
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cpuEmitterData.sizeDecayMult = decay;
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}
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}
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void SHParticleEmitterComponent::SetCustomVertexShader(Handle<SHVkShaderModule> shaderModule) noexcept
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{
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customVertexShader = shaderModule;
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}
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void SHParticleEmitterComponent::SetCustomFragmentShader(Handle<SHVkShaderModule> shaderModule) noexcept
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{
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customFragmentShader = shaderModule;
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}
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void SHParticleEmitterComponent::SetCustomUpdateShader(Handle<SHVkShaderModule> shaderModule) noexcept
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void SHParticleEmitterComponent::SetCustomUpdateShader(Handle<SHVkShaderModule> shaderModule) noexcept
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{
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{
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customUpdateShader = shaderModule;
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customUpdateShader = shaderModule;
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return customUpdateShaderID;
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return customUpdateShaderID;
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}
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}
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AssetID SHParticleEmitterComponent::GetCustomVertexShaderAssetID(void) const noexcept
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{
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return customVertexShaderID;
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}
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AssetID SHParticleEmitterComponent::GetCustomFragmentShaderAssetID(void) const noexcept
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{
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return customFragmentShaderID;
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}
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float SHParticleEmitterComponent::GetMinSize(void) const noexcept
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float SHParticleEmitterComponent::GetMinSize(void) const noexcept
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{
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{
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return cpuEmitterData.lifeAndSizeRange.z;
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return cpuEmitterData.lifeAndSizeRange.z;
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return customUpdateShader;
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return customUpdateShader;
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}
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}
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Handle<SHVkShaderModule> SHParticleEmitterComponent::GetCustomVertexShader(void) const noexcept
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{
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return customVertexShader;
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}
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Handle<SHVkShaderModule> SHParticleEmitterComponent::GetCustomFragmentShader(void) const noexcept
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{
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return customFragmentShader;
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}
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SHVec4 const& SHParticleEmitterComponent::GetColorTint(void) const noexcept
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SHVec4 const& SHParticleEmitterComponent::GetColorTint(void) const noexcept
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{
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{
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return cpuEmitterData.colorTint;
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return cpuEmitterData.colorTint;
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Handle<SHVkBuffer> particleData;
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Handle<SHVkBuffer> particleData;
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//! Freelist data
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//! Freelist data
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Handle<SHVkBuffer> freelistData;
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Handle<SHVkBuffer> freelistData;
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//! Indices data
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//! Indices data
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Handle<SHVkBuffer> indicesData;
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Handle<SHVkBuffer> indicesData;
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//! Internally the system will bind this pipeline when it detects that this is not a null handle
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//! Internally the system will bind this pipeline when it detects that this is not a null handle
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Handle<SHVkPipeline> customUpdatePipeline;
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Handle<SHVkPipeline> customUpdatePipeline;
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//! Custom vertex shader
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Handle<SHVkShaderModule> customVertexShader;
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//! Custom fragment shader
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Handle<SHVkShaderModule> customFragmentShader;
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//! Custom graphics pipeline for drawing particles (created
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//! from the VS and FS above).
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Handle<SHVkPipeline> customGraphicsPipeline;
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//! Emitter's data on the CPU side. To be copied to GPU.
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//! Emitter's data on the CPU side. To be copied to GPU.
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GPUEmitterStruct cpuEmitterData;
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GPUEmitterStruct cpuEmitterData;
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//! Custom update shaders, similarly with textures, will be identified through their AssetID
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//! Custom update shaders, similarly with textures, will be identified through their AssetID
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AssetID customUpdateShaderID;
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AssetID customUpdateShaderID;
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//! Custom vertex shaders, similarly with textures, will be identified through their AssetID
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AssetID customVertexShaderID;
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//! Custom fragment shaders, similarly with textures, will be identified through their AssetID
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AssetID customFragmentShaderID;
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public:
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public:
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void OnCreate(void) override final;
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void OnCreate(void) override final;
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void OnDestroy(void) override final;
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void OnDestroy(void) override final;
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@ -177,6 +193,8 @@ namespace SHADE
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void SetMinSize (float size) noexcept;
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void SetMinSize (float size) noexcept;
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void SetMaxSize (float size) noexcept;
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void SetMaxSize (float size) noexcept;
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void SetSizeDecayMult (float decay) noexcept;
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void SetSizeDecayMult (float decay) noexcept;
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void SetCustomVertexShader (Handle<SHVkShaderModule> shaderModule) noexcept;
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void SetCustomFragmentShader (Handle<SHVkShaderModule> shaderModule) noexcept;
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void SetCustomUpdateShader (Handle<SHVkShaderModule> shaderModule) noexcept;
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void SetCustomUpdateShader (Handle<SHVkShaderModule> shaderModule) noexcept;
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void SetColorTint (SHVec4 tint) noexcept;
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void SetColorTint (SHVec4 tint) noexcept;
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void SetColorTintRGB (SHVec3 tint) noexcept;
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void SetColorTintRGB (SHVec3 tint) noexcept;
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@ -189,42 +207,49 @@ namespace SHADE
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void SetColorDecayRGB (SHVec3 const& decay) noexcept;
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void SetColorDecayRGB (SHVec3 const& decay) noexcept;
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void SetColorDecayAlpha (float alpha) noexcept;
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void SetColorDecayAlpha (float alpha) noexcept;
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uint32_t GetEmissionCount (void) const noexcept;
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uint32_t GetEmissionCount (void) const noexcept;
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bool GetPassive (void) const noexcept;
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bool GetPassive (void) const noexcept;
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float GetEmissionInterval (void) const noexcept;
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float GetEmissionInterval (void) const noexcept;
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float GetMinLife (void) const noexcept;
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float GetMinLife (void) const noexcept;
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float GetMaxLife (void) const noexcept;
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float GetMaxLife (void) const noexcept;
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||||||
SHVec4 const& GetAngularRangesAndOffsets (void) const noexcept;
|
SHVec4 const& GetAngularRangesAndOffsets (void) const noexcept;
|
||||||
SHVec2 GetAngularRanges (void) const noexcept;
|
SHVec2 GetAngularRanges (void) const noexcept;
|
||||||
SHVec2 GetAngularOffsets (void) const noexcept;
|
SHVec2 GetAngularOffsets (void) const noexcept;
|
||||||
SHVec3 GetAcceleration (void) const noexcept;
|
SHVec3 GetAcceleration (void) const noexcept;
|
||||||
float GetMinSpeed (void) const noexcept;
|
float GetMinSpeed (void) const noexcept;
|
||||||
float GetMaxSpeed (void) const noexcept;
|
float GetMaxSpeed (void) const noexcept;
|
||||||
float GetRotationSpeed (void) const noexcept;
|
float GetRotationSpeed (void) const noexcept;
|
||||||
float GetRotationDecay (void) const noexcept;
|
float GetRotationDecay (void) const noexcept;
|
||||||
uint32_t GetTextureIndex (void) const noexcept;
|
uint32_t GetTextureIndex (void) const noexcept;
|
||||||
float GetMinSize (void) const noexcept;
|
float GetMinSize (void) const noexcept;
|
||||||
float GetMaxSize (void) const noexcept;
|
float GetMaxSize (void) const noexcept;
|
||||||
float GetSizeDecayMult (void) const noexcept;
|
float GetSizeDecayMult (void) const noexcept;
|
||||||
Handle<SHVkShaderModule> GetCustomUpdateShader (void) const noexcept;
|
Handle<SHVkShaderModule> GetCustomUpdateShader (void) const noexcept;
|
||||||
SHVec4 const& GetColorTint (void) const noexcept;
|
Handle<SHVkShaderModule> GetCustomVertexShader (void) const noexcept;
|
||||||
SHVec3 GetColorTintRGB (void) const noexcept;
|
Handle<SHVkShaderModule> GetCustomFragmentShader (void) const noexcept;
|
||||||
float GetColorTintAlpha (void) const noexcept;
|
SHVec4 const& GetColorTint (void) const noexcept;
|
||||||
SHVec4 const& GetColorTintRange (void) const noexcept;
|
SHVec3 GetColorTintRGB (void) const noexcept;
|
||||||
SHVec3 GetColorTintRangeRGB (void) const noexcept;
|
float GetColorTintAlpha (void) const noexcept;
|
||||||
float GetColorTintRangeAlpha (void) const noexcept;
|
SHVec4 const& GetColorTintRange (void) const noexcept;
|
||||||
SHVec4 const& GetColorDecay (void) const noexcept;
|
SHVec3 GetColorTintRangeRGB (void) const noexcept;
|
||||||
SHVec3 GetColorDecayRGB (void) const noexcept;
|
float GetColorTintRangeAlpha (void) const noexcept;
|
||||||
float GetColorDecayAlpha (void) const noexcept;
|
SHVec4 const& GetColorDecay (void) const noexcept;
|
||||||
|
SHVec3 GetColorDecayRGB (void) const noexcept;
|
||||||
|
float GetColorDecayAlpha (void) const noexcept;
|
||||||
|
|
||||||
/*-----------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------*/
|
||||||
/* NON-INTERFACE FUNCTIONS */
|
/* NON-INTERFACE FUNCTIONS */
|
||||||
/*-----------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------*/
|
||||||
void SetTextureAssetID(AssetID id) noexcept;
|
void SetTextureAssetID(AssetID id) noexcept;
|
||||||
void SetCustomUpdateShaderAssetID(AssetID id) noexcept;
|
void SetCustomUpdateShaderAssetID(AssetID id) noexcept;
|
||||||
|
void SetCustomVertexShaderAssetID(AssetID id) noexcept;
|
||||||
|
void SetCustomFragmentShaderAssetID (AssetID id) noexcept;
|
||||||
|
|
||||||
AssetID GetTextureAssetID(void) const noexcept;
|
AssetID GetTextureAssetID(void) const noexcept;
|
||||||
AssetID GetCustomUpdateShaderAssetID(void) const noexcept;
|
AssetID GetCustomUpdateShaderAssetID(void) const noexcept;
|
||||||
|
AssetID GetCustomVertexShaderAssetID(void) const noexcept;
|
||||||
|
AssetID GetCustomFragmentShaderAssetID(void) const noexcept;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
friend class SHParticleSubSystem;
|
friend class SHParticleSubSystem;
|
||||||
|
|
|
@ -268,10 +268,73 @@ namespace SHADE
|
||||||
return customUpdatePipelineCache.at (customUpdateShader).customPipeline;
|
return customUpdatePipelineCache.at (customUpdateShader).customPipeline;
|
||||||
}
|
}
|
||||||
|
|
||||||
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
|
Handle<SHVkPipeline> SHParticleSubSystem::GetCustomGraphicsPipeline(Handle<SHVkShaderModule> customVS, Handle<SHVkShaderModule> customFS) noexcept
|
||||||
|
{
|
||||||
|
if (!customVS || !customFS)
|
||||||
|
return {};
|
||||||
|
|
||||||
|
if (!customGraphicsPipelineCache.contains(std::make_pair(customVS, customFS)))
|
||||||
|
{
|
||||||
|
SHPipelineLayoutParams plParams
|
||||||
|
{
|
||||||
|
.shaderModules = {customVS, customFS},
|
||||||
|
.predefinedDescSetLayouts = SHGraphicsPredefinedData::GetSystemData(SHGraphicsPredefinedData::SystemType::PARTICLE_RENEDERING).descSetLayouts
|
||||||
|
};
|
||||||
|
|
||||||
|
auto pipelineLayout = logicalDevice->CreatePipelineLayout(plParams);
|
||||||
|
auto newPipeline = logicalDevice->CreateGraphicsPipeline(pipelineLayout, nullptr, renderpass, subpass);
|
||||||
|
|
||||||
|
SHColorBlendState colorBlendState{};
|
||||||
|
colorBlendState.logic_op_enable = VK_FALSE;
|
||||||
|
colorBlendState.logic_op = vk::LogicOp::eCopy;
|
||||||
|
|
||||||
|
auto const& subpassColorReferences = subpass->GetColorAttachmentReferences();
|
||||||
|
colorBlendState.attachments.reserve(subpassColorReferences.size());
|
||||||
|
|
||||||
|
|
||||||
|
for (auto& att : subpassColorReferences)
|
||||||
|
{
|
||||||
|
colorBlendState.attachments.push_back(vk::PipelineColorBlendAttachmentState
|
||||||
|
{
|
||||||
|
.blendEnable = SHVkUtil::IsBlendCompatible(subpass->GetFormatFromAttachmentReference(att.attachment)),
|
||||||
|
.srcColorBlendFactor = vk::BlendFactor::eSrcAlpha,
|
||||||
|
.dstColorBlendFactor = vk::BlendFactor::eOneMinusSrcAlpha,
|
||||||
|
.colorBlendOp = vk::BlendOp::eAdd,
|
||||||
|
.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,
|
||||||
|
}
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
newPipeline->GetPipelineState().SetColorBlenState(colorBlendState);
|
||||||
|
|
||||||
|
// Sets the input assembly state for rendering particles
|
||||||
|
SHInputAssemblyState inputAssemblyState{};
|
||||||
|
inputAssemblyState.topology = vk::PrimitiveTopology::eTriangleFan;
|
||||||
|
newPipeline->GetPipelineState().SetInputAssemblyState(inputAssemblyState);
|
||||||
|
|
||||||
|
newPipeline->ConstructPipeline();
|
||||||
|
|
||||||
|
if (!newPipeline)
|
||||||
|
return {};
|
||||||
|
|
||||||
|
auto customUpdateShaderData = CustomPipeline{ newPipeline, pipelineLayout };
|
||||||
|
|
||||||
|
customGraphicsPipelineCache.emplace(std::make_pair(customVS, customFS), customUpdateShaderData);
|
||||||
|
}
|
||||||
|
|
||||||
|
return customGraphicsPipelineCache.at(std::make_pair(customVS, customFS)).customPipeline;
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void SHParticleSubSystem::Init(Handle<SHVkLogicalDevice> device, Handle<SHVkDescriptorPool> inDescPool, Handle<SHVkRenderpass> compatibleRenderpass, Handle<SHSubpass> compatibleSubpass, Handle<SHVkShaderModule> VS, Handle<SHVkShaderModule> FS, Handle<SHVkShaderModule> emitCS, Handle<SHVkShaderModule> defaultUpdateCS) noexcept
|
||||||
{
|
{
|
||||||
descPool = inDescPool;
|
descPool = inDescPool;
|
||||||
logicalDevice = device;
|
logicalDevice = device;
|
||||||
|
renderpass = compatibleRenderpass;
|
||||||
|
subpass = compatibleSubpass;
|
||||||
|
|
||||||
/*-----------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------*/
|
||||||
/* INITIALIZE ALL PIPELINES */
|
/* INITIALIZE ALL PIPELINES */
|
||||||
|
@ -499,12 +562,22 @@ namespace SHADE
|
||||||
auto& emitters = SHComponentManager::GetDense<SHParticleEmitterComponent>();
|
auto& emitters = SHComponentManager::GetDense<SHParticleEmitterComponent>();
|
||||||
auto const& mappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::PARTICLE_RENEDERING);
|
auto const& mappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::PARTICLE_RENEDERING);
|
||||||
|
|
||||||
// bind the pipeline for updating
|
|
||||||
cmdBuffer->BindPipeline(renderingPipelineData.pipeline);
|
|
||||||
|
|
||||||
// TODO: Issue barrier for output particle data. Semaphore should also be issued outside in SHGraphicsSystem
|
// TODO: Issue barrier for output particle data. Semaphore should also be issued outside in SHGraphicsSystem
|
||||||
for (auto& emitter : emitters)
|
for (auto& emitter : emitters)
|
||||||
{
|
{
|
||||||
|
if (emitter.customVertexShader && emitter.customFragmentShader)
|
||||||
|
{
|
||||||
|
if (!emitter.customGraphicsPipeline)
|
||||||
|
emitter.customGraphicsPipeline = GetCustomGraphicsPipeline(emitter.customVertexShader, emitter.customFragmentShader);
|
||||||
|
|
||||||
|
cmdBuffer->BindPipeline(emitter.customGraphicsPipeline);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// bind the pipeline for updating
|
||||||
|
cmdBuffer->BindPipeline(renderingPipelineData.pipeline);
|
||||||
|
}
|
||||||
|
|
||||||
if (emitter.isActive)
|
if (emitter.isActive)
|
||||||
{
|
{
|
||||||
// bind the descriptor sets required for emitting particles
|
// bind the descriptor sets required for emitting particles
|
||||||
|
|
|
@ -82,7 +82,14 @@ namespace SHADE
|
||||||
//! Desc pool for particle component desc set allocation
|
//! Desc pool for particle component desc set allocation
|
||||||
Handle<SHVkDescriptorPool> descPool;
|
Handle<SHVkDescriptorPool> descPool;
|
||||||
|
|
||||||
|
//! Renderpass the system draws its particles in
|
||||||
|
Handle<SHVkRenderpass> renderpass;
|
||||||
|
|
||||||
|
//! Subpass the system draws its particles in
|
||||||
|
Handle<SHSubpass> subpass;
|
||||||
|
|
||||||
std::unordered_map<Handle<SHVkShaderModule>, CustomPipeline> customUpdatePipelineCache;
|
std::unordered_map<Handle<SHVkShaderModule>, CustomPipeline> customUpdatePipelineCache;
|
||||||
|
std::unordered_map<std::pair<Handle<SHVkShaderModule>, Handle<SHVkShaderModule>>, CustomPipeline> customGraphicsPipelineCache;
|
||||||
|
|
||||||
|
|
||||||
void InitializeComponent (SHParticleEmitterComponent& comp) noexcept;
|
void InitializeComponent (SHParticleEmitterComponent& comp) noexcept;
|
||||||
|
@ -92,10 +99,11 @@ namespace SHADE
|
||||||
|
|
||||||
void PreparePrePostUpdateBarriers (std::vector<vk::BufferMemoryBarrier>& preUpdateBarriers, std::vector<vk::BufferMemoryBarrier>& postUpdateBarriers, SHParticleEmitterComponent const& emitter, uint32_t const EMITTER_INDEX, uint32_t const FRAME_INDEX) noexcept;
|
void PreparePrePostUpdateBarriers (std::vector<vk::BufferMemoryBarrier>& preUpdateBarriers, std::vector<vk::BufferMemoryBarrier>& postUpdateBarriers, SHParticleEmitterComponent const& emitter, uint32_t const EMITTER_INDEX, uint32_t const FRAME_INDEX) noexcept;
|
||||||
|
|
||||||
Handle<SHVkPipeline> GetCustomUpdatePipeline (Handle<SHVkShaderModule> customUpdateShader) noexcept;
|
Handle<SHVkPipeline> GetCustomUpdatePipeline(Handle<SHVkShaderModule> customUpdateShader) noexcept;
|
||||||
|
Handle<SHVkPipeline> GetCustomGraphicsPipeline(Handle<SHVkShaderModule> customVS, Handle<SHVkShaderModule> customFS) noexcept;
|
||||||
|
|
||||||
public:
|
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 Init(Handle<SHVkLogicalDevice> device, Handle<SHVkDescriptorPool> inDescPool, Handle<SHVkRenderpass> compatibleRenderpass, Handle<SHSubpass> compatibleSubpass, Handle<SHVkShaderModule> VS, Handle<SHVkShaderModule> FS, Handle<SHVkShaderModule> emitCS, Handle<SHVkShaderModule> defaultUpdateCS) noexcept;
|
||||||
|
|
||||||
void Run(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex, Handle<SHVkFence> waitFence = {}) noexcept;
|
void Run(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex, Handle<SHVkFence> waitFence = {}) noexcept;
|
||||||
void ResetInstanceCounts (Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex) noexcept;
|
void ResetInstanceCounts (Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex) noexcept;
|
||||||
|
|
|
@ -518,6 +518,8 @@ namespace YAML
|
||||||
static constexpr std::string_view ROTATION_SPEED_TAG = "Rotation Speed";
|
static constexpr std::string_view ROTATION_SPEED_TAG = "Rotation Speed";
|
||||||
static constexpr std::string_view ROTATION_DECAY_TAG = "Rotation Decay";
|
static constexpr std::string_view ROTATION_DECAY_TAG = "Rotation Decay";
|
||||||
static constexpr std::string_view TEXTURE_ASSET_ID_TAG = "Texture Asset ID";
|
static constexpr std::string_view TEXTURE_ASSET_ID_TAG = "Texture Asset ID";
|
||||||
|
static constexpr std::string_view CUSTOM_VERTEX_SHADER_ASSET_ID_TAG = "Custom Vertex Shader Asset ID";
|
||||||
|
static constexpr std::string_view CUSTOM_FRAGMENT_SHADER_ASSET_ID_TAG = "Custom Fragment Shader Asset ID";
|
||||||
static constexpr std::string_view CUSTOM_UPDATE_SHADER_ASSET_ID_TAG = "Custom Update Shader Asset ID";
|
static constexpr std::string_view CUSTOM_UPDATE_SHADER_ASSET_ID_TAG = "Custom Update Shader Asset ID";
|
||||||
static constexpr std::string_view COLOR_TINT_TAG = "Color Tint";
|
static constexpr std::string_view COLOR_TINT_TAG = "Color Tint";
|
||||||
static constexpr std::string_view COLOR_TINT_RANGE_TAG = "Color Tint Range";
|
static constexpr std::string_view COLOR_TINT_RANGE_TAG = "Color Tint Range";
|
||||||
|
@ -541,6 +543,8 @@ namespace YAML
|
||||||
node[ROTATION_SPEED_TAG.data()] = rhs.GetRotationSpeed();
|
node[ROTATION_SPEED_TAG.data()] = rhs.GetRotationSpeed();
|
||||||
node[ROTATION_DECAY_TAG.data()] = rhs.GetRotationDecay();
|
node[ROTATION_DECAY_TAG.data()] = rhs.GetRotationDecay();
|
||||||
node[TEXTURE_ASSET_ID_TAG.data()] = rhs.GetTextureAssetID();
|
node[TEXTURE_ASSET_ID_TAG.data()] = rhs.GetTextureAssetID();
|
||||||
|
node[CUSTOM_VERTEX_SHADER_ASSET_ID_TAG.data()] = rhs.GetCustomVertexShaderAssetID();
|
||||||
|
node[CUSTOM_FRAGMENT_SHADER_ASSET_ID_TAG.data()] = rhs.GetCustomFragmentShaderAssetID();
|
||||||
node[CUSTOM_UPDATE_SHADER_ASSET_ID_TAG.data()] = rhs.GetCustomUpdateShaderAssetID();
|
node[CUSTOM_UPDATE_SHADER_ASSET_ID_TAG.data()] = rhs.GetCustomUpdateShaderAssetID();
|
||||||
node[COLOR_TINT_TAG.data()] = rhs.GetColorTint();
|
node[COLOR_TINT_TAG.data()] = rhs.GetColorTint();
|
||||||
node[COLOR_TINT_RANGE_TAG.data()] = rhs.GetColorTintRange();
|
node[COLOR_TINT_RANGE_TAG.data()] = rhs.GetColorTintRange();
|
||||||
|
@ -634,6 +638,31 @@ namespace YAML
|
||||||
rhs.SetCustomUpdateShader(shaderModule);
|
rhs.SetCustomUpdateShader(shaderModule);
|
||||||
rhs.SetCustomUpdateShaderAssetID(id);
|
rhs.SetCustomUpdateShaderAssetID(id);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (node[CUSTOM_VERTEX_SHADER_ASSET_ID_TAG.data()].IsDefined())
|
||||||
|
{
|
||||||
|
AssetID id = node[CUSTOM_VERTEX_SHADER_ASSET_ID_TAG.data()].as<AssetID>();
|
||||||
|
|
||||||
|
Handle<SHVkShaderModule> shaderModule = SHResourceManager::LoadOrGet<SHVkShaderModule>(id);
|
||||||
|
SHResourceManager::FinaliseChanges();
|
||||||
|
//gfxSystem->BuildTextures();
|
||||||
|
|
||||||
|
rhs.SetCustomVertexShader(shaderModule);
|
||||||
|
rhs.SetCustomVertexShaderAssetID(id);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (node[CUSTOM_FRAGMENT_SHADER_ASSET_ID_TAG.data()].IsDefined())
|
||||||
|
{
|
||||||
|
AssetID id = node[CUSTOM_FRAGMENT_SHADER_ASSET_ID_TAG.data()].as<AssetID>();
|
||||||
|
|
||||||
|
Handle<SHVkShaderModule> shaderModule = SHResourceManager::LoadOrGet<SHVkShaderModule>(id);
|
||||||
|
SHResourceManager::FinaliseChanges();
|
||||||
|
//gfxSystem->BuildTextures();
|
||||||
|
|
||||||
|
rhs.SetCustomFragmentShader(shaderModule);
|
||||||
|
rhs.SetCustomFragmentShaderAssetID(id);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue