Added more objects + tested materials (still needs testing)

This commit is contained in:
Brandon Mak 2022-09-28 18:03:46 +08:00
commit 4fcb5e313b
5 changed files with 73 additions and 137 deletions

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@ -42,6 +42,8 @@ namespace Sandbox
auto meshes = SHADE::SHAssetManager::GetAllMeshes(); auto meshes = SHADE::SHAssetManager::GetAllMeshes();
std::vector<Handle<SHMesh>> handles; std::vector<Handle<SHMesh>> handles;
for (auto const& mesh : meshes) for (auto const& mesh : meshes)
{
if (mesh.meshName == "Cube.012")
{ {
handles.push_back(graphicsSystem->AddMesh( handles.push_back(graphicsSystem->AddMesh(
mesh.header.vertexCount, mesh.header.vertexCount,
@ -53,6 +55,7 @@ namespace Sandbox
mesh.indices.data() mesh.indices.data()
)); ));
} }
}
graphicsSystem->BuildMeshBuffers(); graphicsSystem->BuildMeshBuffers();
// Load Textures // Load Textures
@ -69,67 +72,68 @@ namespace Sandbox
auto matInst = graphicsSystem->AddOrGetBaseMaterialInstance(); auto matInst = graphicsSystem->AddOrGetBaseMaterialInstance();
auto customMat = graphicsSystem->AddMaterialInstanceCopy(matInst); auto customMat = graphicsSystem->AddMaterialInstanceCopy(matInst);
customMat->SetProperty("data.color", SHVec4(0.0f, 1.0f, 1.0f, 1.0f)); customMat->SetProperty("data.color", SHVec4(0.0f, 1.0f, 1.0f, 1.0f));
customMat->SetProperty("data.textureIndex", 1);
customMat->SetProperty("data.alpha", 0.1f);
// Create Stress Test Objects // Create Stress Test Objects
static const SHVec3 TEST_OBJ_SCALE = { 4.0f, 4.0f, 4.0f }; static const SHVec3 TEST_OBJ_SCALE = { 0.2f, 0.2f, 0.2f };
constexpr int NUM_ROWS = 2; constexpr int NUM_ROWS = 20;
constexpr int NUM_COLS = 2; constexpr int NUM_COLS = 20;
static const SHVec3 TEST_OBJ_SPACING = { 20.0f, 20.0f, 20.0f }; static const SHVec3 TEST_OBJ_SPACING = { 0.2f, 0.2f, 0.2f };
static const SHVec3 TEST_OBJ_START_POS = { - (NUM_COLS / 2 * TEST_OBJ_SPACING.x ) + 15.0f, 0.0f, -2.0f }; static const SHVec3 TEST_OBJ_START_POS = { - (NUM_COLS / 2 * TEST_OBJ_SPACING.x ) + 1.0f, -2.0f, -1.0f };
//for (int z = 0; z < NUM_ROWS; ++z)
//for (int x = 0; x < NUM_COLS; ++x)
//{
// auto entity = SHEntityManager::CreateEntity<SHRenderable, SHTransformComponent>();
// auto& renderable = *SHComponentManager::GetComponent_s<SHRenderable>(entity);
// auto& transform = *SHComponentManager::GetComponent_s<SHTransformComponent>(entity);
// renderable.Mesh = handles.front();
// renderable.SetMaterial(matInst);
// // Set initial positions
// transform.SetWorldPosition(TEST_OBJ_START_POS + SHVec3{ x * TEST_OBJ_SPACING.x, 0.0f, z * TEST_OBJ_SPACING.z });
// transform.SetWorldRotation(3.14159265f * 1.5f, -3.14159265f / 2.0f, 0.0f);
// transform.SetLocalScale(TEST_OBJ_SCALE);
// stressTestObjects.emplace_back(entity);
//}
for (int y = 0; y < NUM_ROWS; ++y)
for (int x = 0; x < NUM_COLS; ++x)
{
auto entity = SHEntityManager::CreateEntity<SHRenderable, SHTransformComponent>(); auto entity = SHEntityManager::CreateEntity<SHRenderable, SHTransformComponent>();
auto& renderable = *SHComponentManager::GetComponent_s<SHRenderable>(entity); auto& renderable = *SHComponentManager::GetComponent_s<SHRenderable>(entity);
auto& transform = *SHComponentManager::GetComponent_s<SHTransformComponent>(entity); auto& transform = *SHComponentManager::GetComponent_s<SHTransformComponent>(entity);
renderable.Mesh = handles.back(); renderable.Mesh = handles.front();
renderable.SetMaterial(customMat); renderable.SetMaterial(customMat);
//Set initial positions
transform.SetWorldPosition(TEST_OBJ_START_POS + SHVec3{
x * TEST_OBJ_SPACING.x,
y * TEST_OBJ_SPACING.y,
0.0f
});
//transform.SetWorldPosition({-1.0f, -1.0f, -1.0f});
//transform.SetWorldRotation(3.14159265f * 1.5f, -3.14159265f / 2.0f, 0.0f);
transform.SetLocalScale(TEST_OBJ_SCALE); transform.SetLocalScale(TEST_OBJ_SCALE);
transform.SetWorldPosition({-1.0f, -1.0f, -1.0f});
//stressTestObjects.emplace_back(entity); stressTestObjects.emplace_back(entity);
}
//auto entity = SHEntityManager::CreateEntity<SHRenderable, SHTransformComponent>();
//auto& renderable = *SHComponentManager::GetComponent_s<SHRenderable>(entity);
//auto& transform = *SHComponentManager::GetComponent_s<SHTransformComponent>(entity);
//renderable.Mesh = handles.back();
//renderable.SetMaterial(customMat);
//transform.SetLocalScale(TEST_OBJ_SCALE);
//transform.SetWorldPosition({-1.0f, -1.0f, -1.0f});
// Create blank entity with a script // Create blank entity with a script
testObj = SHADE::SHEntityManager::CreateEntity<SHRenderable, SHTransformComponent>(); //testObj = SHADE::SHEntityManager::CreateEntity<SHRenderable, SHTransformComponent>();
auto& testObjRenderable = *SHComponentManager::GetComponent_s<SHRenderable>(testObj); //auto& testObjRenderable = *SHComponentManager::GetComponent_s<SHRenderable>(testObj);
testObjRenderable.Mesh = CUBE_MESH; //testObjRenderable.Mesh = CUBE_MESH;
testObjRenderable.SetMaterial(matInst); //testObjRenderable.SetMaterial(matInst);
SHADE::SHScriptEngine* scriptEngine = static_cast<SHADE::SHScriptEngine*>(SHADE::SHSystemManager::GetSystem<SHADE::SHScriptEngine>()); SHADE::SHScriptEngine* scriptEngine = static_cast<SHADE::SHScriptEngine*>(SHADE::SHSystemManager::GetSystem<SHADE::SHScriptEngine>());
scriptEngine->AddScript(testObj, "TestScript"); scriptEngine->AddScript(testObj, "TestScript");
} }
void SBTestScene::Update(float dt) void SBTestScene::Update(float dt)
{ {
/*static float rotation = 0.0f;
auto& transform = *SHADE::SHComponentManager::GetComponent_s<SHADE::SHTransformComponent>(testObj);
transform.SetLocalRotation(rotation, 0.0f, 0.0f);
rotation += dt * 10.0f;*/
static float rotation = 0.0f; static float rotation = 0.0f;
auto& transform = *SHADE::SHComponentManager::GetComponent_s<SHADE::SHTransformComponent>(testObj); //auto& transform = *SHADE::SHComponentManager::GetComponent_s<SHADE::SHTransformComponent>(testObj);
transform.SetWorldPosition({1.0f, 1.0f, -1.0f}); //transform.SetWorldPosition({1.0f, 1.0f, -1.0f});
transform.SetWorldRotation(0.0f, 0.0f + rotation, 0.0f); //transform.SetWorldRotation(0.0f, 0.0f + rotation, 0.0f);
rotation += dt * 0.2f; //rotation += dt * 0.2f;
// Destroy entity if space is pressed // Destroy entity if space is pressed
if (GetKeyState(VK_SPACE) & 0x8000) if (GetKeyState(VK_SPACE) & 0x8000)

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@ -5,38 +5,24 @@
layout(location = 0) in struct layout(location = 0) in struct
{ {
//mat3 BTN;
vec4 vertColor; vec4 vertColor;
//vec3 localSpacePosition;
vec2 uv; vec2 uv;
//vec3 localLightPosition;
//vec3 localEyePosition;
} In; } In;
//layout(std140, push_constant) uniform TestPushConstant // material stuff
//{ layout(location = 2) flat in struct
// mat4 pvMat; {
// vec4 lightPosition; int materialIndex;
// vec4 eyePosition; } In2;
// vec4 ambientColor;
// vec4 lightColor;
//
//} testPushConstant;
layout(location = 0) out vec4 outColor;
//layout(binding = 0) uniform sampler2D diffuseMap;
//layout(binding = 1) uniform sampler2D normalMap;
//layout(binding = 2) uniform sampler2D aoMap;
//layout(binding = 3) uniform sampler2D glossinessMap;
//layout(binding = 4) uniform sampler2D samplerRoughnessMap;
layout (set = 0, binding = 1) uniform sampler2D textures[]; layout (set = 0, binding = 1) uniform sampler2D textures[];
struct MatPropData struct MatPropData
{ {
vec4 color; vec4 color;
int textureIndex;
float alpha; float alpha;
vec3 beta; vec3 beta;
}; };
@ -46,42 +32,13 @@ layout(set = 3, binding = 0) buffer MaterialProperties
MatPropData data[]; MatPropData data[];
} MatProp; } MatProp;
layout(location = 0) out vec4 outColor;
void main() void main()
{ {
//vec3 normal;
//// Get the tangent space normal from normal map. It is a BC5 texture and therefore only use red and green outColor = texture(textures[nonuniformEXT(MatProp.data[In2.materialIndex].textureIndex)], In.uv) +
//normal.xy = (texture (normalMap, In.uv).gr * 2.0f) - 1.0f; MatProp.data[In2.materialIndex].color / MatProp.data[In2.materialIndex].alpha;
//// z value is derived (TODO: Find out what this does)
//normal.z = sqrt(1.0f - dot(normal.xy, normal.xy));
//// Transform the normal from tangent space to local space
//normal = In.BTN * normal;
//// Get the vector from fragment to light
//vec3 localLightDir = normalize(In.localLightPosition - In.localSpacePosition);
//// get the value of dot between normal from texture and frag to light
//float diffuse = max(0, dot(normal, localLightDir));
//// sample the diffuse texture
//vec4 diffuseColor = texture (diffuseMap, In.uv) * In.vertColor;
//vec3 eyeDirection = normalize(In.localSpacePosition - In.localEyePosition);
//const float shininess = mix(1, 100, 1 - texture (samplerRoughnessMap, In.uv).r);
//float specular = pow(max(0, dot(normal, normalize(localLightDir - eyeDirection))), shininess);
//outColor.rgb = testPushConstant.ambientColor.rgb * diffuseColor.rgb * texture (aoMap, In.uv).rgb;
//outColor.rgb += testPushConstant.lightColor.rgb * (specular.rrr * 0.4 + diffuse.rrr * diffuseColor.rgb);
//const float gamma = testPushConstant.eyePosition.w;
//outColor.rgb = pow(outColor.rgb, vec3(1.0f / gamma));
//outColor.a = diffuseColor.a;
outColor = texture(textures[0], In.uv) ;
//outColor = vec4 (1.0f); //outColor = vec4 (1.0f);
} }

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@ -9,27 +9,20 @@ layout(location = 2) in vec3 aNormal;
layout(location = 3) in vec3 aTangent; layout(location = 3) in vec3 aTangent;
layout(location = 4) in mat4 worldTransform; layout(location = 4) in mat4 worldTransform;
//layout(std140, push_constant) uniform TestPushConstant
//{
// mat4 pvMat;
// vec4 lightPosition;
// vec4 eyePosition;
// vec4 ambientColor;
// vec4 lightColor;
//
//} testPushConstant;
layout(location = 0) out struct layout(location = 0) out struct
{ {
//mat3 BTN; vec4 vertColor; // location 0
vec4 vertColor; vec2 uv; // location = 1
//vec3 localSpacePosition;
vec2 uv;
//vec3 localLightPosition;
//vec3 localEyePosition;
} Out; } Out;
// material stuff
layout(location = 2) out struct
{
int materialIndex;
} Out2;
layout(set = 2, binding = 0) uniform CameraData layout(set = 2, binding = 0) uniform CameraData
{ {
vec4 position; vec4 position;
@ -38,26 +31,8 @@ layout(set = 2, binding = 0) uniform CameraData
void main() void main()
{ {
//const float gamma = testPushConstant.eyePosition.w;
//mat4 W2L = inverse(worldTransform);
//// Since attributes are instanced we want the local positions of light and eye (camera)
//Out.localLightPosition = vec3(W2L * vec4(testPushConstant.lightPosition.xyz, 1.0f));
//Out.localEyePosition = vec3(W2L * vec4(testPushConstant.eyePosition.xyz, 1.0f));
//vec3 biTangent = normalize(cross(aNormal, aTangent));
//gl_Position = testPushConstant.pvMat * worldTransform * vec4(aVertexPos, 1.0);
//// Since the normal we are sampling is in tangent space, we want to later convert them to local space
//// so we need this matrix to multiply with the sampled texel of the normal map.
//Out.BTN = mat3(aTangent, biTangent, aNormal);
//Out.localSpacePosition = aVertexPos;
//Out.uv = aUV;
// render NDC first
//gl_Position = vec4(aVertexPos, 1.0f);
Out.uv = aUV; Out.uv = aUV;
Out2.materialIndex = gl_InstanceIndex;
gl_Position = cameraData.vpMat * worldTransform * vec4 (aVertexPos, 1.0f); gl_Position = cameraData.vpMat * worldTransform * vec4 (aVertexPos, 1.0f);
Out.vertColor = vec4 (aVertexPos, 1.0f); Out.vertColor = vec4 (aVertexPos, 1.0f);
} }

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