Merge branch 'main' into SP3-17-animation-system

# Conflicts:
#	Assets/Shaders/TestCube_VS.shshaderb
#	SHADE_Engine/src/Editor/EditorWindow/Inspector/SHEditorComponentView.hpp
#	SHADE_Engine/src/Graphics/MiddleEnd/Batching/SHBatch.h
#	SHADE_Engine/src/Graphics/MiddleEnd/GlobalData/SHGraphicsPredefinedData.cpp
#	SHADE_Engine/src/Graphics/MiddleEnd/GlobalData/SHGraphicsPredefinedData.h
#	SHADE_Engine/src/Graphics/MiddleEnd/Interface/SHGraphicsConstants.h
#	SHADE_Engine/src/Graphics/MiddleEnd/Interface/SHGraphicsSystem.cpp
#	SHADE_Engine/src/Graphics/MiddleEnd/Meshes/SHPrimitiveGenerator.cpp
#	SHADE_Engine/src/Graphics/MiddleEnd/Meshes/SHPrimitiveGenerator.h
#	SHADE_Engine/src/Graphics/MiddleEnd/Pipeline/SHPipelineLibrary.cpp
#	SHADE_Engine/src/Graphics/MiddleEnd/Pipeline/SHPipelineLibrary.h
#	SHADE_Engine/src/Serialization/SHYAMLConverters.h
This commit is contained in:
Kah Wei 2023-01-30 14:57:46 +08:00
commit 52c0cc2f84
236 changed files with 15358 additions and 6089 deletions

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@ -1,4 +1,4 @@
Start in Fullscreen: false
Starting Scene ID: 97158628
Starting Scene ID: 97402985
Window Size: {x: 1920, y: 1080}
Window Title: SHADE Engine

1
Assets/Bindings.SHConfig Normal file
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@ -0,0 +1 @@
0

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@ -1,16 +1,16 @@
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@ -0,0 +1,4 @@
Start Maximized: true
Working Scene ID: 97402985
Window Size: {x: 1920, y: 1080}
Style: 0

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@ -0,0 +1,247 @@
- EID: 0
Name: Default
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 2.72256827, y: 0.501797795, z: -0.0273017883}
Rotate: {x: 0, y: 0, z: 0.436332315}
Scale: {x: 4.61070776, y: 0.99999392, z: 0.999996722}
IsActive: true
Collider Component:
DrawColliders: false
Colliders:
- Is Trigger: false
Collision Tag: 1
Type: Box
Half Extents: {x: 1, y: 1, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
- EID: 1
Name: Default
IsActive: true
NumberOfChildren: 0
Components:
Camera Component:
Position: {x: 0, y: 2, z: 10}
Pitch: 0
Yaw: 0
Roll: 0
Width: 1920
Height: 1080
Near: 0.00999999978
Far: 10000
Perspective: true
IsActive: true
Scripts: ~
- EID: 3
Name: Default
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 2, y: 7.5, z: 0}
Rotate: {x: -0, y: 0, z: 0.785398185}
Scale: {x: 1, y: 1, z: 1}
IsActive: true
RigidBody Component:
Type: Dynamic
Auto Mass: false
Mass: 0.52359879
Drag: 0.00999999978
Angular Drag: 0
Use Gravity: true
Gravity Scale: 1
Interpolate: true
Sleeping Enabled: true
Freeze Position X: false
Freeze Position Y: true
Freeze Position Z: false
Freeze Rotation X: false
Freeze Rotation Y: false
Freeze Rotation Z: false
IsActive: true
Collider Component:
DrawColliders: false
Colliders:
- Is Trigger: false
Collision Tag: 1
Type: Sphere
Radius: 1
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
- EID: 2
Name: Default
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 0, y: 4, z: 0}
Rotate: {x: -0, y: 0, z: -0.436332315}
Scale: {x: 4.61071014, y: 0.999995887, z: 1}
IsActive: true
Collider Component:
DrawColliders: false
Colliders:
- Is Trigger: false
Collision Tag: 2
Type: Box
Half Extents: {x: 1, y: 1, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
- EID: 4
Name: Default
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 0, y: -3, z: 0}
Rotate: {x: -0, y: 0, z: -0}
Scale: {x: 10, y: 3, z: 10}
IsActive: true
Collider Component:
DrawColliders: false
Colliders:
- Is Trigger: false
Collision Tag: 1
Type: Box
Half Extents: {x: 1, y: 1, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
- EID: 5
Name: Default
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: -4.80025721, y: 3, z: 0}
Rotate: {x: -0, y: 0, z: 1.57079601}
Scale: {x: 9.99975109, y: 0.499992192, z: 10}
IsActive: true
Collider Component:
DrawColliders: false
Colliders:
- Is Trigger: false
Collision Tag: 1
Type: Box
Half Extents: {x: 1, y: 1, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
- EID: 6
Name: Default
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 4.80000019, y: 3, z: 0}
Rotate: {x: -0, y: 0, z: 1.57079601}
Scale: {x: 9.99975109, y: 0.499992192, z: 10}
IsActive: true
Collider Component:
DrawColliders: false
Colliders:
- Is Trigger: false
Collision Tag: 1
Type: Box
Half Extents: {x: 1, y: 1, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
- EID: 7
Name: Default
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 0, y: 7, z: 0}
Rotate: {x: 0, y: 0, z: 0.785398185}
Scale: {x: 0.999990404, y: 0.999994457, z: 0.999985337}
IsActive: true
RigidBody Component:
Type: Dynamic
Auto Mass: false
Mass: 1
Drag: 0.00999999978
Angular Drag: 0
Use Gravity: true
Gravity Scale: 1
Interpolate: true
Sleeping Enabled: true
Freeze Position X: false
Freeze Position Y: false
Freeze Position Z: false
Freeze Rotation X: false
Freeze Rotation Y: false
Freeze Rotation Z: false
IsActive: true
Collider Component:
DrawColliders: false
Colliders:
- Is Trigger: false
Collision Tag: 1
Type: Box
Half Extents: {x: 1, y: 1, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts:
- Type: PhysicsTestObj
Enabled: true
forceAmount: 50
torqueAmount: 5
- EID: 8
Name: Default
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 0, y: 0, z: 3}
Rotate: {x: -0, y: 0, z: -0}
Scale: {x: 1, y: 1, z: 1}
IsActive: true
Collider Component:
DrawColliders: false
Colliders:
- Is Trigger: false
Collision Tag: 1
Type: Box
Half Extents: {x: 1, y: 1, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~

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@ -0,0 +1,3 @@
Name: PhysicsSandbox
ID: 97402985
Type: 5

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@ -7,6 +7,7 @@
Translate: {x: 0, y: 0.304069757, z: 1.73034382}
Rotate: {x: 0, y: 0, z: 0}
Scale: {x: 1, y: 1, z: 1}
IsActive: true
Camera Component:
Position: {x: 0, y: 0.304069757, z: 1.73034382}
Pitch: 0
@ -17,6 +18,7 @@
Near: 0.00999999978
Far: 10000
Perspective: true
IsActive: true
Scripts: ~
- EID: 1
Name: Raccoon
@ -24,12 +26,14 @@
NumberOfChildren: 1
Components:
Transform Component:
Translate: {x: 0, y: 0, z: 0}
Rotate: {x: 0, y: 0, z: 0}
Translate: {x: -1.86388135, y: 0.0544953719, z: 0}
Rotate: {x: -0, y: 0, z: -0}
Scale: {x: 1, y: 1, z: 1}
IsActive: true
Renderable Component:
Mesh: 149697411
Material: 126974645
IsActive: true
Scripts: ~
- EID: 3
Name: Bag
@ -40,9 +44,11 @@
Translate: {x: 0.006237939, y: -0.000393368304, z: 0}
Rotate: {x: -0, y: 2.79945588, z: 0}
Scale: {x: 1.0000881, y: 1, z: 1.0000881}
IsActive: true
Renderable Component:
Mesh: 144838771
Material: 123745521
IsActive: true
Scripts: ~
- EID: 2
Name: DirectionalLight
@ -50,12 +56,13 @@
NumberOfChildren: 0
Components:
Light Component:
Position: {x: 0, y: 0, z: 0}
Position: {x: 3, y: 4.5, z: 7}
Type: Directional
Direction: {x: 0, y: 0, z: 1}
Direction: {x: -0.298000008, y: 0.522498012, z: 0.798600018}
Color: {x: 1, y: 1, z: 1, w: 1}
Layer: 4294967295
Strength: 0
IsActive: true
Scripts: ~
- EID: 4
Name: AmbientLight
@ -69,4 +76,20 @@
Color: {x: 1, y: 1, z: 1, w: 1}
Layer: 4294967295
Strength: 0.600000024
IsActive: true
Scripts: ~
- EID: 5
Name: Floor
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 0, y: 0.0810000002, z: 0}
Rotate: {x: -1.57079637, y: 0, z: 0}
Scale: {x: 50, y: 50, z: 50}
IsActive: true
Renderable Component:
Mesh: 141771688
Material: 124370424
IsActive: true
Scripts: ~

View File

@ -1,7 +1,7 @@
- EID: 0
Name: Canvas
IsActive: true
NumberOfChildren: 1
NumberOfChildren: 2
Components:
Canvas Component:
Canvas Width: 10
@ -28,6 +28,26 @@
Clicked Texture: 0
IsActive: true
Scripts: ~
- EID: 5
Name: Default
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 0, y: -3.9000001, z: 0}
Rotate: {x: 0, y: 0, z: 0}
Scale: {x: 1, y: 1, z: 1}
IsActive: true
Renderable Component:
Mesh: 141771688
Material: 129340704
IsActive: true
Toggle Button Component:
Non Toggled Texture: 0
Toggled Texture: 0
Value: true
IsActive: true
Scripts: ~
- EID: 1
Name: Camera
IsActive: true

View File

@ -1,3 +1,3 @@
Name: UI_Test
ID: 87707373
ID: 87244611
Type: 5

View File

@ -159,7 +159,7 @@ public partial class LeafSearch : BehaviourTreeNode
//Since transform position is often the raccoon's base and the ray needs to hit somewhere higher to be more reliable
Vector3 rayDestination = plrT.GlobalPosition + plrT.GlobalScale * playerCollider.PositionOffset;
Ray sightRay = new Ray(eyePosition, rayDestination - eyePosition);
RaycastHit sightRayHit = Physics.Raycast(sightRay);
RaycastHit sightRayHit = Physics.Raycast(sightRay, false)[0];
//As of November 2022, RaycastHit contains only the FIRST object hit by
//the ray in the Other GameObject data member
//Diren may likely add ALL objects hit by the ray over December

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@ -1,6 +1,7 @@
using SHADE;
using SHADE_Scripting;
using System;
using System.Collections.Generic;
using static PlayerController;
using static Item;
@ -203,9 +204,13 @@ public class PickAndThrow : Script
Vector3 playerRayPos = pc.tranform.GlobalPosition;
playerRayPos.y += 0.05f;
dirNor.Normalise();
RaycastHit ray1 = Physics.Raycast(new Ray(playerRayPos, Vector3.RotateY(dirNor, SHADE.Math.DegreesToRadians(22.5f))), rayDistance);
RaycastHit ray2 = Physics.Raycast(new Ray(playerRayPos, Vector3.RotateY(dirNor, SHADE.Math.DegreesToRadians(-22.5f))), rayDistance);
RaycastHit ray3 = Physics.Raycast(new Ray(playerRayPos, dirNor), rayDistance * 0.75f);
List<RaycastHit> rayList1 = Physics.Raycast(new Ray(playerRayPos, Vector3.RotateY(dirNor, SHADE.Math.DegreesToRadians(22.5f))), rayDistance, false);
List<RaycastHit> rayList2 = Physics.Raycast(new Ray(playerRayPos, Vector3.RotateY(dirNor, SHADE.Math.DegreesToRadians(-22.5f))), rayDistance, false);
List<RaycastHit> rayList3 = Physics.Raycast(new Ray(playerRayPos, dirNor), rayDistance * 0.75f, false);
RaycastHit ray1 = rayList1[0];
RaycastHit ray2 = rayList2[0];
RaycastHit ray3 = rayList3[0];
inRange = CheckForItem(ray1) || CheckForItem(ray2) || CheckForItem(ray3);
}
}

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@ -0,0 +1,119 @@
using SHADE;
using System;
using System.Collections.Generic;
using static Item;
public class PhysicsTestObj : Script
{
public RigidBody body { get; set; }
public Collider collider { get; set; }
// Movement input booleans
public enum Direction
{
UP,
DOWN,
FORWARD,
BACK,
LEFT,
RIGHT
};
internal bool[] move = new bool[6];
internal bool[] rotate = new bool[6];
internal Vector3[] moveVec = new Vector3[6]
{
Vector3.Up,
Vector3.Down,
Vector3.Back,
Vector3.Forward,
Vector3.Left,
Vector3.Right
};
internal Vector3[] rotateVec = new Vector3[6]
{
Vector3.Right,
Vector3.Left,
Vector3.Forward,
Vector3.Down,
Vector3.Up,
Vector3.Down
};
internal Input.KeyCode[] moveInputKeys = new Input.KeyCode[6]
{
Input.KeyCode.Space,
Input.KeyCode.LeftControl,
Input.KeyCode.W,
Input.KeyCode.S,
Input.KeyCode.A,
Input.KeyCode.D
};
internal Input.KeyCode[] rotateInputKeys = new Input.KeyCode[6]
{
Input.KeyCode.I,
Input.KeyCode.K,
Input.KeyCode.U,
Input.KeyCode.O,
Input.KeyCode.J,
Input.KeyCode.L
};
public float forceAmount = 50.0f;
public float torqueAmount = 500.0f;
protected override void awake()
{
body = GetComponent<RigidBody>();
collider = GetComponent<Collider>();
for (int i = 0; i < 6; ++i)
{
move[i] = false;
rotate[i] = false;
}
}
protected override void update()
{
Ray colliderRay = new Ray();
colliderRay.Direction = Vector3.Right;
Physics.ColliderRaycast(collider.Owner, colliderRay, false);
for (int i = 0; i < 6; ++i)
{
if (Input.GetKeyDown(moveInputKeys[i]))
move[i] = true;
if (Input.GetKeyDown(rotateInputKeys[i]))
rotate[i] = true;
}
}
protected override void fixedUpdate()
{
for (int i = 0; i < 6; ++i)
{
bool shouldMove = move[i];
bool shouldRotate = rotate[i];
if (shouldMove)
{
//Vector3 offset = new Vector3(0.25f, 0.0f, 0.0f);
//rb.AddForceAtLocalPos(moveVec[i] * forceAmount, offset);
body.AddForce(moveVec[i] * forceAmount);
move[i] = false;
}
if (shouldRotate)
{
body.AddTorque(rotateVec[i] * torqueAmount);
rotate[i] = false;
}
}
}
}

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@ -0,0 +1,3 @@
Name: PhysicsTestObj
ID: 159293012
Type: 9

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@ -19,11 +19,11 @@ layout(location = 0) out struct
vec4 vertPos; // location 0
vec2 uv; // location = 1
vec4 normal; // location = 2
vec4 worldPos; // location = 3
} Out;
// material stuff
layout(location = 3) out struct
layout(location = 4) out struct
{
int materialIndex;
uint eid;
@ -56,6 +56,8 @@ void main()
// gBuffer position will be in view space
Out.vertPos = modelViewMat * vec4(aVertexPos, 1.0f);
Out.worldPos = worldTransform * vec4 (aVertexPos, 1.0f);
// uvs for texturing in fragment shader
Out.uv = aUV;

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@ -6,6 +6,8 @@ struct DirectionalLightStruct
uint isActive;
uint cullingMask;
vec4 diffuseColor;
mat4 pvMatrix;
uint shadowData;
};
struct AmbientLightStruct
@ -22,7 +24,10 @@ layout(set = 3, binding = 1, rgba32f) uniform image2D normals;
layout(set = 3, binding = 2, rgba8) uniform image2D albedo;
layout(set = 3, binding = 3, r32ui) uniform uimage2D lightLayerData;
layout(set = 3, binding = 4, r8) uniform image2D ssaoBlurredImage;
layout(set = 3, binding = 5, rgba8) uniform image2D targetImage;
layout(set = 3, binding = 5, rgba8) uniform image2D positionWorldSpace;
layout(set = 3, binding = 6, rgba8) uniform image2D targetImage;
layout (set = 4, binding = 0) uniform sampler2D shadowMaps[]; // for textures (global)
layout(set = 1, binding = 0) uniform LightCounts
{
@ -43,6 +48,25 @@ layout(std430, set = 1, binding = 4) buffer AmbientLightData
AmbientLightStruct aLightData[];
} AmbLightData;
float CalcShadowValue (sampler2D shadowMap, vec4 worldSpaceFragPos, mat4 lightPV)
{
vec4 fragPosLightPOV = lightPV * worldSpaceFragPos;
vec3 converted = (fragPosLightPOV.xyz / fragPosLightPOV.w) * vec3(0.5f) + vec3(0.5f);
float sampledDepth = texture(shadowMap, converted.xy).r;
if (converted.x < 0.0f || converted.x > 1.0f || converted.y < 0.0f || converted.y > 1.0f)
return 1.0f;
if (fragPosLightPOV.z > sampledDepth && fragPosLightPOV.w > 0.0f)
{
return 0.0f;
}
else
return 1.0f;
// return step (fragPosLightPOV.z, );
}
void main()
{
// convenient variables
@ -52,6 +76,9 @@ void main()
vec3 pixelDiffuse = imageLoad (albedo, globalThread).rgb;
// Get position of fragment in world space
vec4 positionWorld = vec4 (imageLoad (positionWorldSpace, globalThread).rgb, 1.0f);
// Get position of fragment in view spacee
vec3 positionView = imageLoad (positions, globalThread).rgb;
// normal of fragment
@ -62,6 +89,18 @@ void main()
vec3 fragColor = vec3 (0.0f);
vec4 shadowMapColor = vec4 (1.0f);
for (int i = 0; i < lightCounts.ambientLights; ++i)
{
if ((lightLayer & AmbLightData.aLightData[i].cullingMask) != 0)
{
// Just do some add
//fragColor += pixelDiffuse.rgb * AmbLightData.aLightData[i].ambientColor.rgb * vec3 (0.5f);
fragColor += pixelDiffuse.rgb * AmbLightData.aLightData[i].ambientColor.rgb * vec3 (AmbLightData.aLightData[i].strength);
}
}
for (int i = 0; i < lightCounts.directionalLights; ++i)
{
if ((lightLayer & DirLightData.dLightData[i].cullingMask) != 0)
@ -74,16 +113,13 @@ void main()
// Calculate the fragment color
fragColor += DirLightData.dLightData[i].diffuseColor.rgb * diffuseStrength.rrr * pixelDiffuse;
}
}
for (int i = 0; i < lightCounts.ambientLights; ++i)
// If the shadow map is enabled (test the bit)
if ((DirLightData.dLightData[i].shadowData & uint(1)) == 1)
{
if ((lightLayer & AmbLightData.aLightData[i].cullingMask) != 0)
{
// Just do some add
//fragColor += pixelDiffuse.rgb * AmbLightData.aLightData[i].ambientColor.rgb * vec3 (0.5f);
fragColor += pixelDiffuse.rgb * AmbLightData.aLightData[i].ambientColor.rgb * vec3 (AmbLightData.aLightData[i].strength);
// calculate shadow map here
fragColor *= CalcShadowValue (shadowMaps[0], positionWorld, DirLightData.dLightData[i].pvMatrix).xxx;
}
}
}
@ -92,6 +128,12 @@ void main()
// store result into result image
imageStore(targetImage, ivec2(gl_GlobalInvocationID.xy), vec4(fragColor.rgb, 1.0f));
//imageStore(targetImage, ivec2(gl_GlobalInvocationID.xy), vec4(ssaoVal.rrr, 1.0f));
// vec2 normTexCoords = vec2 (gl_GlobalInvocationID.xy) / vec2 (1024.0f);
// vec4 shadowMapVal = texture(shadowMaps[0], normTexCoords);
// if (normTexCoords.x > 1.0f || normTexCoords.y > 1.0f)
// shadowMapVal = vec4(0.0f);
// imageStore(targetImage, ivec2(gl_GlobalInvocationID.xy), shadowMapVal.xxxx);
}

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@ -0,0 +1,22 @@
#version 450
#extension GL_KHR_vulkan_glsl : enable
//#include "ShaderDescriptorDefinitions.glsl"
layout(location = 0) in vec3 aVertexPos;
layout(location = 4) in mat4 worldTransform;
layout(set = 1, binding = 0) uniform CameraData
{
vec4 position;
mat4 vpMat;
mat4 viewMat;
mat4 projMat;
} cameraData;
void main()
{
// clip space for rendering
gl_Position = cameraData.vpMat * worldTransform * vec4 (aVertexPos, 1.0f);
}

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@ -0,0 +1,3 @@
Name: ShadowMap_VS
ID: 44646107
Type: 2

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@ -16,11 +16,11 @@ layout(location = 0) in struct
vec4 vertPos; // location 0
vec2 uv; // location = 1
vec4 normal; // location = 2
vec4 worldPos; // location = 3
} In;
// material stuff
layout(location = 3) flat in struct
layout(location = 4) flat in struct
{
int materialIndex;
uint eid;
@ -38,12 +38,14 @@ layout(location = 1) out uint outEntityID;
layout(location = 2) out uint lightLayerIndices;
layout(location = 3) out vec4 normals;
layout(location = 4) out vec4 albedo;
layout(location = 5) out vec4 worldSpacePosition;
void main()
{
position = In.vertPos;
normals = In.normal;
albedo = texture(textures[nonuniformEXT(MatProp.data[In2.materialIndex].textureIndex)], In.uv) * MatProp.data[In2.materialIndex].color;
worldSpacePosition = In.worldPos;
outEntityID = In2.eid;
lightLayerIndices = In2.lightLayerIndex;

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@ -12,17 +12,19 @@ layout(location = 4) in mat4 worldTransform;
layout(location = 8) in uvec2 integerData;
layout(location = 9) in uvec4 aBoneIndices;
layout(location = 10) in vec4 aBoneWeights;
layout(location = 11) in uint firstBoneIndex;
layout(location = 0) out struct
{
vec4 vertPos; // location 0
vec2 uv; // location = 1
vec4 normal; // location = 2
vec4 worldPos; // location = 3
} Out;
// material stuff
layout(location = 3) out struct
layout(location = 4) out struct
{
int materialIndex;
uint eid;
@ -50,6 +52,8 @@ void main()
// gBuffer position will be in view space
Out.vertPos = modelViewMat * vec4(aVertexPos, 1.0f);
Out.worldPos = worldTransform * vec4 (aVertexPos, 1.0f);
// uvs for texturing in fragment shader
Out.uv = aUV;

Binary file not shown.

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@ -79,9 +79,6 @@ namespace Sandbox
SHSystemManager::CreateSystem<SHScriptEngine>();
SHSystemManager::CreateSystem<SHTransformSystem>();
SHSystemManager::CreateSystem<SHPhysicsSystem>();
#ifndef _PUBLISH
SHSystemManager::CreateSystem<SHPhysicsDebugDrawSystem>();
#endif
SHSystemManager::CreateSystem<SHAudioSystem>();
SHSystemManager::CreateSystem<SHCameraSystem>();
@ -92,7 +89,6 @@ namespace Sandbox
SHSystemManager::CreateSystem<SHGraphicsSystem>();
SHGraphicsSystem* graphicsSystem = static_cast<SHGraphicsSystem*>(SHSystemManager::GetSystem<SHGraphicsSystem>());
SHPhysicsSystem* physicsSystem = SHSystemManager::GetSystem<SHPhysicsSystem>();
// Link up SHDebugDraw
SHSystemManager::CreateSystem<SHDebugDrawSystem>();
@ -108,6 +104,8 @@ namespace Sandbox
editor->SetSDLWindow(sdlWindow);
editor->SetSHWindow(&window);
}
SHSystemManager::CreateSystem<SHPhysicsDebugDrawSystem>();
#endif
// Create Routines
@ -119,11 +117,11 @@ namespace Sandbox
SHSystemManager::RegisterRoutine<SHTransformSystem, SHTransformSystem::TransformPostLogicUpdate>();
SHSystemManager::RegisterRoutine<SHPhysicsSystem, SHPhysicsSystem::PhysicsPreUpdate>();
SHSystemManager::RegisterRoutine<SHPhysicsSystem, SHPhysicsSystem::PhysicsFixedUpdate>();
SHSystemManager::RegisterRoutine<SHPhysicsSystem, SHPhysicsSystem::PhysicsUpdate>();
SHSystemManager::RegisterRoutine<SHPhysicsSystem, SHPhysicsSystem::PhysicsPostUpdate>();
#ifndef _PUBLISH
SHSystemManager::RegisterRoutine<SHPhysicsDebugDrawSystem, SHPhysicsDebugDrawSystem::PhysicsDebugDrawRoutine>();
#ifdef SHEDITOR
SHSystemManager::RegisterRoutine<SHPhysicsDebugDrawSystem, SHPhysicsDebugDrawSystem::PhysicsDebugDraw>();
#endif
SHSystemManager::RegisterRoutine<SHTransformSystem, SHTransformSystem::TransformPostPhysicsUpdate>();
@ -201,32 +199,12 @@ namespace Sandbox
#endif
SHSceneManager::SceneUpdate(0.016f);
#ifdef SHEDITOR
SHSystemManager::RunRoutines(editor->editorState != SHEditor::State::PLAY, SHFrameRateController::GetRawDeltaTime());
editor->PollPicking();
#else
SHSystemManager::RunRoutines(false, SHFrameRateController::GetRawDeltaTime());
#endif
// TODO: Move into an Editor menu
static bool drawContacts = false;
if (SHInputManager::GetKeyDown(SHInputManager::SH_KEYCODE::F9))
{
drawContacts = !drawContacts;
SHSystemManager::GetSystem<SHPhysicsDebugDrawSystem>()->SetDebugDrawFlag(SHPhysicsDebugDrawSystem::DebugDrawFlags::CONTACT_POINTS, drawContacts);
SHSystemManager::GetSystem<SHPhysicsDebugDrawSystem>()->SetDebugDrawFlag(SHPhysicsDebugDrawSystem::DebugDrawFlags::CONTACT_NORMALS, drawContacts);
}
static bool drawColliders = false;
if (SHInputManager::GetKeyDown(SHInputManager::SH_KEYCODE::F10))
{
drawColliders = !drawColliders;
SHSystemManager::GetSystem<SHPhysicsDebugDrawSystem>()->SetDebugDrawFlag(SHPhysicsDebugDrawSystem::DebugDrawFlags::COLLIDER, drawColliders);
}
static bool drawRays = false;
if (SHInputManager::GetKeyDown(SHInputManager::SH_KEYCODE::F11))
{
drawRays = !drawRays;
SHSystemManager::GetSystem<SHPhysicsDebugDrawSystem>()->SetDebugDrawFlag(SHPhysicsDebugDrawSystem::DebugDrawFlags::RAYCASTS, drawRays);
}
}
// Finish all graphics jobs first
graphicsSystem->AwaitGraphicsExecution();

View File

@ -44,23 +44,6 @@ namespace Sandbox
{
sceneName = SHSerialization::DeserializeSceneFromFile(sceneAssetID);
auto* physicsSystem = SHSystemManager::GetSystem<SHPhysicsSystem>();
if (!physicsSystem)
{
SHLOGV_CRITICAL("Failed to get the physics system for building the scene!")
return;
}
#ifdef SHEDITOR
physicsSystem->ForceBuild(SHSceneManager::GetCurrentSceneGraph());
#else
physicsSystem->BuildScene(SHSceneManager::GetCurrentSceneGraph());
#endif
/*-----------------------------------------------------------------------*/
/* TESTING CODE */
/*-----------------------------------------------------------------------*/

View File

@ -92,7 +92,7 @@ namespace Sandbox
floorRigidBody.SetType(SHRigidBodyComponent::Type::STATIC);
floorCollider.AddBoundingBox();
//floorCollider.AddBoundingBox();
// Create blank entity with a script
//testObj = SHADE::SHEntityManager::CreateEntity<SHRenderable, SHTransformComponent>();
@ -113,9 +113,9 @@ namespace Sandbox
racoonTransform.SetWorldScale({ 2.0f, 2.0f, 2.0f });
racoonTransform.SetWorldPosition({ -3.0f, -2.0f, -5.0f });
racoonCollider.AddBoundingBox();
racoonCollider.GetCollisionShape(0).SetPositionOffset(SHVec3(0.0f,0.5f,0.0f));
racoonCollider.GetCollisionShape(0).SetBoundingBox(SHVec3(0.5f, 0.5f, 0.5f));
//racoonCollider.AddBoundingBox();
//racoonCollider.GetCollisionShape(0).SetPositionOffset(SHVec3(0.0f,0.5f,0.0f));
//racoonCollider.GetCollisionShape(0).SetBoundingBox(SHVec3(0.5f, 0.5f, 0.5f));
auto racoonItemLocation = SHEntityManager::CreateEntity<SHTransformComponent>();
auto& racoonItemLocationTransform = *SHComponentManager::GetComponent_s<SHTransformComponent>(racoonItemLocation);
@ -138,15 +138,15 @@ namespace Sandbox
itemTransform.SetWorldScale({ 2.0f, 2.0f, 2.0f });
itemTransform.SetWorldPosition({ 0.0f, -2.0f, -5.0f });
itemCollider.AddBoundingBox();
itemCollider.AddBoundingBox(SHVec3(2.0f,2.0f,2.0f));
itemCollider.GetCollisionShape(1).SetIsTrigger(true);
//itemCollider.AddBoundingBox();
//itemCollider.AddBoundingBox(SHVec3(2.0f,2.0f,2.0f));
//itemCollider.GetCollisionShape(1).SetIsTrigger(true);
itemCollider.GetCollisionShape(0).SetPositionOffset(SHVec3(0.0f, 0.5f, 0.0f));
itemCollider.GetCollisionShape(0).SetBoundingBox(SHVec3(0.5f, 0.5f, 0.5f));
//itemCollider.GetCollisionShape(0).SetPositionOffset(SHVec3(0.0f, 0.5f, 0.0f));
//itemCollider.GetCollisionShape(0).SetBoundingBox(SHVec3(0.5f, 0.5f, 0.5f));
itemCollider.GetCollisionShape(1).SetPositionOffset(SHVec3(0.0f, 0.5f, 0.0f));
itemCollider.GetCollisionShape(1).SetBoundingBox(SHVec3(1.0f, 1.0f, 1.0f));
//itemCollider.GetCollisionShape(1).SetPositionOffset(SHVec3(0.0f, 0.5f, 0.0f));
//itemCollider.GetCollisionShape(1).SetBoundingBox(SHVec3(1.0f, 1.0f, 1.0f));
itemRigidBody.SetInterpolate(false);
itemRigidBody.SetFreezeRotationX(true);
@ -167,9 +167,9 @@ namespace Sandbox
AITransform.SetWorldScale({ 2.0f, 2.0f, 2.0f });
AITransform.SetWorldPosition({ -8.0f, -2.0f, 2.5f });
AICollider.AddBoundingBox();
AICollider.GetCollisionShape(0).SetPositionOffset(SHVec3(0.0f, 0.5f, 0.0f));
AICollider.GetCollisionShape(0).SetBoundingBox(SHVec3(0.5f, 0.5f, 0.5f));
//AICollider.AddBoundingBox();
//AICollider.GetCollisionShape(0).SetPositionOffset(SHVec3(0.0f, 0.5f, 0.0f));
//AICollider.GetCollisionShape(0).SetBoundingBox(SHVec3(0.5f, 0.5f, 0.5f));
AIRigidBody.SetInterpolate(false);
AIRigidBody.SetFreezeRotationX(true);

View File

@ -10,7 +10,7 @@
namespace SHADE
{
class SHBox;
class SHAABB;
class SHRay;
class SH_API SHCameraArmComponent final: public SHComponent

View File

@ -10,7 +10,7 @@
#include "Scene/SHSceneManager.h"
#include "ECS_Base/Managers/SHSystemManager.h"
#include "Editor/SHEditor.h"
#include "Math/Geometry/SHBox.h"
#include "Math/Geometry/SHAABB.h"
#include "Math/SHRay.h"
#include "Physics/System/SHPhysicsSystem.h"
@ -186,20 +186,20 @@ namespace SHADE
//SHLOG_INFO("Ray position: {},{},{} direction:{},{},{}",pivot.ray.position.x, pivot.ray.position.y, pivot.ray.position.z,pivot.ray.direction.x, pivot.ray.direction.y, pivot.ray.direction.z)
auto result = physicsSystem->Raycast(pivot.ray );
if (result && result.distance < pivot.GetArmLength())
{
SHVec3 newOffset = SHVec3{ 0.0f,0.0f, result.distance * 0.8f };
newOffset = SHVec3::RotateX(newOffset, -(SHMath::DegreesToRadians(pivot.GetPitch())));
newOffset = SHVec3::RotateY(newOffset, (SHMath::DegreesToRadians(pivot.GetYaw())));
pivot.offset = newOffset;
//SHLOG_INFO("CAMERA COLLISION HIT, {}", result.distance);
}
else
{
//SHLOG_INFO("CAMERA COLLISION CANT HIT CAMERA");
}
//auto result = physicsSystem->Raycast(pivot.ray );
//if (result && result.distance < pivot.GetArmLength())
//{
//
// SHVec3 newOffset = SHVec3{ 0.0f,0.0f, result.distance * 0.8f };
// newOffset = SHVec3::RotateX(newOffset, -(SHMath::DegreesToRadians(pivot.GetPitch())));
// newOffset = SHVec3::RotateY(newOffset, (SHMath::DegreesToRadians(pivot.GetYaw())));
// pivot.offset = newOffset;
// //SHLOG_INFO("CAMERA COLLISION HIT, {}", result.distance);
//}
//else
//{
// //SHLOG_INFO("CAMERA COLLISION CANT HIT CAMERA");
//}
@ -270,8 +270,12 @@ namespace SHADE
camera.viewMatrix(1, 3) = -UP.Dot(camera.position + camera.offset);
camera.viewMatrix(2, 3) = -view.Dot(camera.position + camera.offset);
//SHVec3 target{ 0.0f,0.0f,-1.0f };
//target = SHVec3::RotateX(target, SHMath::DegreesToRadians(camera.pitch));
//target = SHVec3::RotateY(target, SHMath::DegreesToRadians(camera.yaw));
//target += camera.position;
//camera.viewMatrix = SHMatrix::Transpose(SHMatrix::LookAtLH(camera.position, target, SHVec3(0.0f, -1.0f, 0.0f)));
camera.dirtyView = false;
}
@ -309,7 +313,9 @@ namespace SHADE
camera.orthoProjMatrix(2, 3) = -n / (f-n);
camera.orthoProjMatrix(3, 3) = 1.0f;
//camera.orthoProjMatrix = SHMatrix::OrthographicRH(camera.GetWidth(), camera.GetHeight(), camera.GetNear(), camera.GetFar());
//camera.perspProjMatrix = SHMatrix::OrthographicLH(9.0f, 9.0f, 0.1f, 20.0f);
camera.orthoProjMatrix = SHMatrix::OrthographicRH(camera.GetWidth(), camera.GetHeight(), camera.GetNear(), camera.GetFar());
//camera.perspProjMatrix = SHMatrix::OrthographicLH(5.0f, 5.0f, 0.1f, 20.0f);
//camera.projMatrix.Transpose();
camera.dirtyProj = false;

View File

@ -0,0 +1,15 @@
#pragma once
#include "Camera/SHCameraComponent.h"
#include "Camera/SHCameraArmComponent.h"
#include "Math/Transform/SHTransformComponent.h"
#include "Graphics/MiddleEnd/Interface/SHRenderable.h"
#include "Physics/Interface/SHRigidBodyComponent.h"
#include "UI/SHCanvasComponent.h"
#include "UI/SHButtonComponent.h"
#include "UI/SHUIComponent.h"
#include "UI/SHToggleButtonComponent.h"
#include "UI/SHSliderComponent.h"
#include "Graphics/MiddleEnd/Lights/SHLightComponent.h"
#include "Graphics/MiddleEnd/Interface/SHRenderable.h"
#include "Physics/Interface/SHColliderComponent.h"
#include "Graphics/MiddleEnd/TextRendering/SHTextRenderableComponent.h"

View File

@ -23,7 +23,7 @@
#include "SH_API.h"
#include "Events/SHEventManager.hpp"
#include <tuple>
#include <cassert>
namespace SHADE
@ -151,6 +151,32 @@ namespace SHADE
return (componentSet.GetSparseSet<T>()->GetElement_s(EntityHandleGenerator::GetIndex(entityID)));
}
/*!*************************************************************************
* \brief
* Gets the Component of the entity with the specified entityID
*
* This is the safe version of GetComponent_s which does a HasComponent to make
* sure that the entity has such a component and returns nullptr if it doesn't
*
* This safe version also checks if the sparse set of this component type
* has been created in SHComponentManager and creates one if it doesn't
*
* @tparam T...
* Pack of Types for all the Components to get.
* \param entityID
* EntityID of the entity that we are trying to get the component of.
* \return
* A tuple of pointers to all the components specified.
* Returns nullptr if the entity does not contain such a component.
***************************************************************************/
template<typename ...T>
static std::enable_if_t<(... && std::is_base_of_v<SHComponent, T>), std::tuple<T*...>> GetComponents(EntityID entityID) noexcept
{
return std::make_tuple<T*...>(GetComponent_s<T>(entityID)...);
}
/*!*************************************************************************
* \brief
* Gets the Component of the entity with the specified entityID

View File

@ -162,7 +162,7 @@ namespace SHADE
//SHSceneNode* parentNode = entityVec[eIndex]->GetSceneNode()->GetParent();
//SHSceneGraph::RemoveChild(parentNode,entityVec[eIndex].get());
//SHSceneGraph::removeChild(parentNode,entityVec[eIndex].get());
//TODO remove from parent and recursively delete child.

View File

@ -239,10 +239,7 @@ namespace SHADE
case AssetType::TEXTURE: break;
case AssetType::MESH: break;
case AssetType::SCENE:
if(auto editor = SHSystemManager::GetSystem<SHEditor>())
{
editor->LoadScene(asset->id);
}
break;
case AssetType::PREFAB: break;
case AssetType::MATERIAL:
@ -262,6 +259,13 @@ namespace SHADE
}
}
if (ImGui::IsItemHovered())
{
ImGui::BeginTooltip();
ImGui::Text("AssetID: %zu | Path: %s", asset->id, asset->path.c_str());
ImGui::EndTooltip();
}
//TODO: Combine Draw asset and Draw Folder recursive drawing
const ImColor treeLineColor = ImGui::GetColorU32(ImGuiCol_CheckMark);
const float horizontalOffset = 0.0f;

View File

@ -1,7 +1,7 @@
#include "SHpch.h"
#include "SHColliderTagPanel.h"
#include "ECS_Base/Managers/SHSystemManager.h"
#include "Physics/Collision/SHCollisionTagMatrix.h"
#include "Physics/Collision/CollisionTags/SHCollisionTagMatrix.h"
#include "Editor/SHEditorWidgets.hpp"
namespace SHADE
@ -15,7 +15,7 @@ namespace SHADE
ImGui::TableNextRow();
ImGui::PushID("CollisionTagNames");
for (int i = SHCollisionTag::NUM_LAYERS; i >= 0; --i)
for (int i = SHCollisionTag::NUM_LAYERS; i >= 1; --i)
{
ImGui::TableNextColumn();
if(i == SHCollisionTag::NUM_LAYERS) continue;
@ -29,7 +29,7 @@ namespace SHADE
ImGui::PopID();
}
ImGui::PopID();
for (int i = 0; i < SHCollisionTag::NUM_LAYERS; ++i)
for (int i = 0; i < SHCollisionTag::NUM_LAYERS - 1; ++i)
{
std::string tagName = SHCollisionTagMatrix::GetTagName(i);
auto tag = SHCollisionTagMatrix::GetTag(i);
@ -53,8 +53,8 @@ namespace SHADE
tagName2 = std::to_string(idx);
ImGui::TableNextColumn();
//if(i == idx)
// continue;
if(i == idx)
continue;
std::string label = std::format("##{} vs {}", tagName, tagName2);
SHEditorWidgets::CheckBox(label, [tag, &idx]{return tag->GetLayerState(idx);}, [tag, i, idx](bool const& value){tag->SetLayerState(idx, value); SHCollisionTagMatrix::GetTag(idx)->SetLayerState(i, value);}, label.substr(2));
}

View File

@ -0,0 +1,33 @@
#include "SHpch.h"
#include "SHEditorPopups.h"
#include "Editor/SHEditor.h"
#include "misc/cpp/imgui_stdlib.h"
namespace SHADE
{
void SHSceneSavePrompt::Draw()
{
if(Begin())
{
static std::string newSceneName{};
ImGui::Text("Enter new scene name");
ImGui::InputText("##name", &newSceneName);
ImGui::BeginDisabled(newSceneName.empty());
if (ImGui::Button("Save"))
{
editor->SaveScene(newSceneName);
newSceneName.clear();
isOpen = false;
ImGui::CloseCurrentPopup();
}
ImGui::EndDisabled();
ImGui::SameLine();
if (ImGui::Button("Cancel"))
{
isOpen = false;
ImGui::CloseCurrentPopup();
}
ImGui::EndPopup();
}
}
}

View File

@ -0,0 +1,17 @@
#pragma once
#include "SH_API.h"
#include "Editor/EditorWindow/SHPopUpWindow.h"
namespace SHADE
{
class SHSceneSavePrompt : public SHPopUpWindow
{
public:
SHSceneSavePrompt():SHPopUpWindow("Save Scene As", true, 0, 0){}
void Draw() override;
private:
};
}

View File

@ -3,6 +3,11 @@
//#==============================================================#
#include "SHpch.h"
//#==============================================================#
//|| Library Includes ||
//#==============================================================#
#include <imgui.h>
//#==============================================================#
//|| SHADE Includes ||
//#==============================================================#
@ -16,14 +21,11 @@
#include "Tools/SHException.h"
#include "Editor/IconsMaterialDesign.h"
#include "SHHierarchyPanelCommands.h"
//#==============================================================#
//|| Library Includes ||
//#==============================================================#
#include <imgui.h>
#include "Common/SHAllComponents.h"
#include "Serialization/SHSerialization.h"
#include "Tools/Utilities/SHClipboardUtilities.h"
#include "Tools/Utilities/SHStringUtilities.h"
namespace SHADE
@ -80,7 +82,6 @@ namespace SHADE
if (ImGui::IsWindowHovered() && !SHDragDrop::hasDragDrop && !ImGui::IsAnyItemHovered() && ImGui::IsMouseReleased(ImGuiMouseButton_Left))
{
if (auto editor = SHSystemManager::GetSystem<SHEditor>())
editor->selectedEntities.clear();
}
ImGui::SeparatorEx(ImGuiSeparatorFlags_Horizontal);
@ -99,7 +100,6 @@ namespace SHADE
}
if (ImGui::IsKeyDown(ImGuiKey_LeftCtrl) && ImGui::IsKeyDown(ImGuiKey_LeftShift) && ImGui::IsKeyReleased(ImGuiKey_V))
{
const auto editor = SHSystemManager::GetSystem<SHEditor>();
if (editor->selectedEntities.size() == 1)
{
PasteEntities(editor->selectedEntities.back());
@ -141,16 +141,18 @@ namespace SHADE
//#==============================================================#
//|| Private Member Functions ||
//#==============================================================#
void SHHierarchyPanel::DrawMenuBar() const noexcept
void SHHierarchyPanel::DrawMenuBar() noexcept
{
if (ImGui::BeginMenuBar())
{
auto size = ImGui::GetWindowSize();
auto g = ImGui::GetCurrentContext();
DrawHierarchyPanelFilter();
ImGui::SetCursorPosX(size.x - g->Style.FramePadding.x * 15.0f);
if (ImGui::SmallButton(ICON_MD_CLEAR_ALL))
{
auto editor = SHSystemManager::GetSystem<SHEditor>();
editor->selectedEntities.clear();
}
if (ImGui::IsItemHovered())
@ -173,6 +175,56 @@ namespace SHADE
}
}
void SHHierarchyPanel::DrawHierarchyPanelFilter() noexcept
{
if(ImGui::InputTextWithHint("##hierarchyPanelFilter", "Filter", &filter))
{
}
ImGui::SameLine();
if(ImGui::Button("x"))
{
filter.clear();
}
}
bool SHHierarchyPanel::EntityFilterCheck(SHSceneNode* entityNode) noexcept
{
if(!entityNode || filter.empty())
return false;
EntityID const eid = entityNode->GetEntityID();
SHEntity* entity = SHEntityManager::GetEntityByID(eid);
bool result = false;
result |= SHStringUtilities::StringFindInsensitive(entity->name, filter) != std::string::npos;
if(SHStringUtilities::StringFindInsensitive(rttr::type::get<SHTransformComponent>().get_name().data(), filter) != std::string::npos)
{
result |= SHComponentManager::HasComponent<SHTransformComponent>(eid);
}
//result |= SHStringUtilities::StringFindInsensitive(rttr::type::get<SHColliderComponent>().get_name().data(), filter) != std::string::npos;
//result |= SHStringUtilities::StringFindInsensitive(rttr::type::get<SHRigidBodyComponent>().get_name().data(), filter) != std::string::npos;
//result |= SHStringUtilities::StringFindInsensitive(rttr::type::get<SHCameraComponent>().get_name().data(), filter) != std::string::npos;
//result |= SHStringUtilities::StringFindInsensitive(rttr::type::get<SHCameraArmComponent>().get_name().data(), filter) != std::string::npos;
//result |= SHStringUtilities::StringFindInsensitive(rttr::type::get<SHRenderable>().get_name().data(), filter) != std::string::npos;
//result |= SHStringUtilities::StringFindInsensitive(rttr::type::get<SHLightComponent>().get_name().data(), filter) != std::string::npos;
//result |= SHStringUtilities::StringFindInsensitive(rttr::type::get<SHTextRenderableComponent>().get_name().data(), filter) != std::string::npos;
//result |= SHStringUtilities::StringFindInsensitive(rttr::type::get<SHUIComponent>().get_name().data(), filter) != std::string::npos;
//result |= SHStringUtilities::StringFindInsensitive(rttr::type::get<SHButtonComponent>().get_name().data(), filter) != std::string::npos;
//result |= SHStringUtilities::StringFindInsensitive(rttr::type::get<SHCanvasComponent>().get_name().data(), filter) != std::string::npos;
//std::vector<SHSceneNode*> const& children = entityNode->GetChildren();
//for (auto const& child : children)
//{
// result |= EntityFilterCheck(child);
//}
return result;
}
ImRect SHHierarchyPanel::RecursivelyDrawEntityNode(SHSceneNode* const currentNode)
{
if (currentNode == nullptr)
@ -189,21 +241,39 @@ namespace SHADE
scrollTo = MAX_EID;
}
auto editor = SHSystemManager::GetSystem<SHEditor>();
auto* entity = SHEntityManager::GetEntityByID(eid);
const bool isSelected = (std::ranges::find(editor->selectedEntities, eid) != editor->selectedEntities.end());
const ImGuiTreeNodeFlags nodeFlags = ((isSelected) ? ImGuiTreeNodeFlags_Selected : 0) | ((children.empty()) ? ImGuiTreeNodeFlags_Leaf : ImGuiTreeNodeFlags_OpenOnArrow);
//bool highlighted = false;
//if(highlighted)
bool highlighted = false;
//if(!filter.empty())
//{
// highlighted = EntityFilterCheck(currentNode);
// if (highlighted)
// {
// ImGui::PushStyleColor(ImGuiCol_Text, highlightedColor);
//
// ImGui::SetNextItemOpen(true);
//
//
// }
// else
// {
//
// }
//}
auto* entity = SHEntityManager::GetEntityByID(currentNode->GetEntityID());
const ImGuiTreeNodeFlags nodeFlags = ((isSelected) ? ImGuiTreeNodeFlags_Selected : 0) | ((children.empty()) ? ImGuiTreeNodeFlags_Leaf : ImGuiTreeNodeFlags_OpenOnArrow);
//Draw Node
bool isNodeOpen = ImGui::TreeNodeEx(reinterpret_cast<void*>(entity), nodeFlags, "%u: %s", SHEntityManager::GetEntityIndex(eid), entity->name.c_str());
bool isNodeOpen = ImGui::TreeNodeEx(reinterpret_cast<void*>(eid), nodeFlags, "%u: %s", SHEntityManager::GetEntityIndex(eid), entity->name.c_str());
if (highlighted)
{
ImGui::PopStyleColor();
}
const ImRect nodeRect = ImRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax());
//Check For Begin Drag
@ -336,6 +406,7 @@ namespace SHADE
drawList->AddLine(vertLineStart, vertLineEnd, treeLineColor, 2);
ImGui::TreePop();
}
return nodeRect;
}
@ -350,7 +421,6 @@ namespace SHADE
std::vector<EntityID> entitiesToParent = CleanUpEIDList(entities);
//auto const editor = SHSystemManager::GetSystem<SHEditor>();
SHEntityParentCommand::EntityParentData entityParentData;
std::vector<EntityID> parentedEIDS;
for (auto const& eid : entitiesToParent)
@ -371,7 +441,7 @@ namespace SHADE
void SHHierarchyPanel::SelectRangeOfEntities(EntityID beginEID, EntityID endEID)
{
bool startSelecting = false; bool endSelecting = false;
auto const editor = SHSystemManager::GetSystem<SHEditor>();
editor->selectedEntities.clear();
auto const& sceneGraph = SHSceneManager::GetCurrentSceneGraph();
sceneGraph.Traverse([&](SHSceneNode* nodePtr)
@ -403,7 +473,6 @@ namespace SHADE
void SHHierarchyPanel::SelectAllEntities()
{
const auto editor = SHSystemManager::GetSystem<SHEditor>();
editor->selectedEntities.clear();
auto const& sceneGraph = SHSceneManager::GetCurrentSceneGraph();
sceneGraph.Traverse([&](SHSceneNode* nodePtr)
@ -415,7 +484,6 @@ namespace SHADE
void SHHierarchyPanel::CopySelectedEntities()
{
const auto editor = SHSystemManager::GetSystem<SHEditor>();
std::vector<EntityID> entitiesToCopy = CleanUpEIDList(editor->selectedEntities);
SHClipboardUtilities::WriteToClipboard(SHSerialization::SerializeEntitiesToString(entitiesToCopy));
}
@ -428,7 +496,6 @@ namespace SHADE
void SHHierarchyPanel::DeleteSelectedEntities()
{
const auto editor = SHSystemManager::GetSystem<SHEditor>();
std::vector<EntityID> entitiesToDelete = CleanUpEIDList(editor->selectedEntities);
SHCommandManager::PerformCommand(std::make_shared<SHDeleteEntitiesCommand>(entitiesToDelete));
}

View File

@ -10,6 +10,8 @@
#include "imgui_internal.h"
#include "ECS_Base/SHECSMacros.h"
#include "Editor/EditorWindow/SHEditorWindow.h"
#include "ECS_Base/Entity/SHEntity.h"
namespace SHADE
{
class SHSceneNode;
@ -24,7 +26,11 @@ namespace SHADE
void Exit() override;
void SetScrollTo(EntityID eid);
private:
void DrawMenuBar() const noexcept;
void DrawMenuBar() noexcept;
void DrawHierarchyPanelFilter() noexcept;
bool EntityFilterCheck(SHSceneNode* entityNode) noexcept;
ImRect RecursivelyDrawEntityNode(SHSceneNode* const);
void CreateChildEntity(EntityID parentEID) const noexcept;
void ParentSelectedEntities(EntityID parentEID, std::vector<EntityID> const& entities) noexcept;

View File

@ -18,10 +18,11 @@
#include "Physics/Interface/SHColliderComponent.h"
#include "Reflection/SHReflectionMetadata.h"
#include "Resource/SHResourceManager.h"
#include "Physics/Collision/SHCollisionTagMatrix.h"
#include "Serialization/SHSerializationHelper.hpp"
#include "Tools/Utilities/SHClipboardUtilities.h"
#include "SHInspectorCommands.h"
#include "Physics/Collision/SHCompositeCollider.h"
#include "Physics/Collision/CollisionTags/SHCollisionTagMatrix.h"
#include "Animation/SHAnimatorComponent.h"
namespace SHADE
{
@ -78,7 +79,7 @@ namespace SHADE
ImGui::PushID(SHFamilyID<SHComponent>::GetID<T>());
SHEditorWidgets::CheckBox("##IsActive", [component]() {return component->isActive; }, [component](bool const& active) {component->isActive = active; }, "Is Component Active");
ImGui::SameLine();
if (ImGui::CollapsingHeader(componentType.get_name().data()))
if (ImGui::CollapsingHeader(componentType.get_name().data(), ImGuiTreeNodeFlags_DefaultOpen))
{
DrawContextMenu(component);
auto const& properties = componentType.get_properties();
@ -235,7 +236,7 @@ namespace SHADE
const auto componentType = rttr::type::get<SHRigidBodyComponent>();
SHEditorWidgets::CheckBox("##IsActive", [component]() {return component->isActive; }, [component](bool const& active) {component->isActive = active; }, "Is Component Active");
ImGui::SameLine();
if (ImGui::CollapsingHeader(componentType.get_name().data()))
if (ImGui::CollapsingHeader(componentType.get_name().data(), ImGuiTreeNodeFlags_DefaultOpen))
{
DrawContextMenu(component);
@ -256,31 +257,34 @@ namespace SHADE
if(rbType == SHRigidBodyComponent::Type::DYNAMIC) //Dynamic only fields
{
SHEditorWidgets::CheckBox("Use Gravity", [component]{return component->IsGravityEnabled();}, [component](bool const& value){component->SetGravityEnabled(value);}, "Gravity");
//SHEditorWidgets::DragFloat("Mass", [component] {return component->GetMass(); }, [component](float const& value) {component->SetMass(value); }, "Mass");
SHEditorWidgets::CheckBox("Use Gravity", [component]{return component->IsGravityEnabled();}, [component](bool const& value){component->SetIsGravityEnabled(value);}, "Whether Gravity is enabled for this body");
SHEditorWidgets::DragFloat("Gravity Scale", [component] { return component->GetGravityScale(); }, [component](float const& value) { component->SetGravityScale(value); }, "Per-object Gravity Scale", 0.1f, 0.0f);
SHEditorWidgets::CheckBox("Auto Mass", [component]{return component->GetAutoMass();}, [component](bool const& value){component->SetAutoMass(value);}, "If mass should be automatically computed. Setting mass will turn this off.");
SHEditorWidgets::DragFloat("Mass", [component] {return component->GetMass(); }, [component](float const& value) {component->SetMass(value); }, "Mass");
}
if (rbType == SHRigidBodyComponent::Type::DYNAMIC || rbType == SHRigidBodyComponent::Type::KINEMATIC) //Dynamic or Kinematic only fields
{
SHEditorWidgets::DragFloat("Drag", [component] {return component->GetDrag(); }, [component](float const& value) {component->SetDrag(value); }, "Drag");
SHEditorWidgets::DragFloat("Angular Drag", [component] {return component->GetAngularDrag(); }, [component](float const& value) {component->SetAngularDrag(value); }, "Angular Drag");
SHEditorWidgets::DragFloat("Drag", [component] {return component->GetDrag(); }, [component](float const& value) {component->SetDrag(value); }, "Drag", 0.1f, 0.0f);
SHEditorWidgets::DragFloat("Angular Drag", [component] {return component->GetAngularDrag(); }, [component](float const& value) {component->SetAngularDrag(value); }, "Angular Drag", 0.1f, 0.0f);
SHEditorWidgets::CheckBox("Interpolate", [component] {return component->IsInterpolating(); }, [component](bool const& value) {component->SetInterpolate(value); }, "Interpolate");
SHEditorWidgets::CheckBox("Interpolate", [component] {return component->IsInterpolating(); }, [component](bool const& value) {component->SetInterpolate(value); }, "If the position between frames should be interpolated.");
SHEditorWidgets::BeginPanel(std::format("{} Constraints", ICON_FA_LOCK).data(), { ImGui::GetContentRegionAvail().x, ImGui::GetContentRegionAvail().y });
SHEditorWidgets::TextLabel("Freeze Position");
ImGui::PushID("FreezePos");
SHEditorWidgets::CheckBox("X", [component] {return component->GetFreezePositionX(); }, [component](bool const& value) {component->SetFreezePositionX(value); }, "Freeze Position - X"); ImGui::SameLine();
SHEditorWidgets::CheckBox("Y", [component] {return component->GetFreezePositionY(); }, [component](bool const& value) {component->SetFreezePositionY(value); }, "Freeze Position - Y"); ImGui::SameLine();
SHEditorWidgets::CheckBox("Z", [component] {return component->GetFreezePositionZ(); }, [component](bool const& value) {component->SetFreezePositionZ(value); }, "Freeze Position - Z");
SHEditorWidgets::CheckBox("X", [component] {return component->GetFreezePositionX(); }, [component](bool const& value) {component->SetFreezePositionX(value); }, "Stops any displacement along the X-axis."); ImGui::SameLine();
SHEditorWidgets::CheckBox("Y", [component] {return component->GetFreezePositionY(); }, [component](bool const& value) {component->SetFreezePositionY(value); }, "Stops any displacement along the Y-axis."); ImGui::SameLine();
SHEditorWidgets::CheckBox("Z", [component] {return component->GetFreezePositionZ(); }, [component](bool const& value) {component->SetFreezePositionZ(value); }, "Stops any displacement along the Z-axis.");
ImGui::PopID();
SHEditorWidgets::TextLabel("Freeze Rotation");
ImGui::PushID("FreezeRot");
SHEditorWidgets::CheckBox("X", [component] {return component->GetFreezeRotationX(); }, [component](bool const& value) {component->SetFreezeRotationX(value); }, "Freeze Rotation - X"); ImGui::SameLine();
SHEditorWidgets::CheckBox("Y", [component] {return component->GetFreezeRotationY(); }, [component](bool const& value) {component->SetFreezeRotationY(value); }, "Freeze Rotation - Y"); ImGui::SameLine();
SHEditorWidgets::CheckBox("Z", [component] {return component->GetFreezeRotationZ(); }, [component](bool const& value) {component->SetFreezeRotationZ(value); }, "Freeze Rotation - Z");
SHEditorWidgets::CheckBox("X", [component] {return component->GetFreezeRotationX(); }, [component](bool const& value) {component->SetFreezeRotationX(value); }, "Stops any rotation about the X-axis."); ImGui::SameLine();
SHEditorWidgets::CheckBox("Y", [component] {return component->GetFreezeRotationY(); }, [component](bool const& value) {component->SetFreezeRotationY(value); }, "Stops any rotation about the Y-axis."); ImGui::SameLine();
SHEditorWidgets::CheckBox("Z", [component] {return component->GetFreezeRotationZ(); }, [component](bool const& value) {component->SetFreezeRotationZ(value); }, "Stops any rotation about the Z-axis.");
ImGui::PopID();
SHEditorWidgets::EndPanel();
@ -289,9 +293,15 @@ namespace SHADE
//Debug Info (Read-Only)
if(ImGui::CollapsingHeader("Debug Information", ImGuiTreeNodeFlags_DefaultOpen))//Dynamic or Kinematic only fields
{
SHEditorWidgets::DragFloat("Mass", [component] { return component->GetMass(); }, [](float value){}, "Mass", 0.1f, 0.0f, std::numeric_limits<float>::infinity(), "%.3f", ImGuiSliderFlags_ReadOnly);
SHEditorWidgets::DragVec3("Position", { "X", "Y", "Z" }, [component] {return component->GetPosition(); }, [](SHVec3 const& value) {}, false, "Position", 0.1f, "%.3f", 0.0f, 0.0f, ImGuiSliderFlags_ReadOnly);
SHEditorWidgets::DragVec3("Rotation", { "X", "Y", "Z" }, [component] {return component->GetRotation(); }, [](SHVec3 const& value) {}, false, "Rotation", 0.1f, "%.3f", 0.0f, 0.0f, ImGuiSliderFlags_ReadOnly);
SHEditorWidgets::DragVec3("Rotation", { "X", "Y", "Z" }, [component]
{
// Convert it to degrees...
auto rot = component->GetRotation();
for (size_t i = 0; i < SHVec3::SIZE; ++i)
rot[i] = SHMath::RadiansToDegrees(rot[i]);
return rot;
}, [](SHVec3 const& value) {}, false, "Rotation", 0.1f, "%.3f", 0.0f, 0.0f, ImGuiSliderFlags_ReadOnly);
if (rbType == SHRigidBodyComponent::Type::DYNAMIC || rbType == SHRigidBodyComponent::Type::KINEMATIC) //Dynamic or Kinematic only fields
{
SHEditorWidgets::DragVec3("Velocity", { "X", "Y", "Z" }, [component] {return component->GetLinearVelocity(); }, [](SHVec3 const& value) {}, false, "Linear Velocity", 0.1f, "%.3f", 0.0f, 0.0f, ImGuiSliderFlags_ReadOnly);
@ -301,7 +311,7 @@ namespace SHADE
{
SHEditorWidgets::DragVec3("Force", { "X", "Y", "Z" }, [component] {return component->GetForce(); }, [](SHVec3 const& value) {}, false, "Force", 0.1f, "%.3f", 0.0f, 0.0f, ImGuiSliderFlags_ReadOnly);
SHEditorWidgets::DragVec3("Torque", { "X", "Y", "Z" }, [component] {return component->GetTorque(); }, [](SHVec3 const& value) {}, false, "Torque", 0.1f, "%.3f", 0.0f, 0.0f, ImGuiSliderFlags_ReadOnly);
SHEditorWidgets::CheckBox("Is Asleep", [component] {return component->GetIsSleeping(); }, [](bool value) {}, "If the Rigid Body is asleep");
SHEditorWidgets::CheckBox("Is Asleep", [component] {return component->IsSleeping(); }, [](bool value) {}, "If the Rigid Body is asleep");
}
}
@ -329,68 +339,71 @@ namespace SHADE
const auto componentType = rttr::type::get(*component);
SHEditorWidgets::CheckBox("##IsActive", [component]() {return component->isActive; }, [component](bool const& active) {component->isActive = active; }, "Is Component Active");
ImGui::SameLine();
if (ImGui::CollapsingHeader(componentType.get_name().data()))
if (ImGui::CollapsingHeader(componentType.get_name().data(), ImGuiTreeNodeFlags_DefaultOpen))
{
DrawContextMenu(component);
auto& colliders = component->GetCollisionShapes();
int const size = static_cast<int>(colliders.size());
ImGui::BeginChild("Collision Shapes", { 0.0f, colliders.empty() ? 1.0f : 250.0f }, true);
SHEditorWidgets::CheckBox("Draw Colliders", [component] { return component->GetDebugDrawState(); }, [component](bool value) { component->SetDebugDrawState(value); });
auto* collisionShapes = component->GetCollisionShapes();
int const size = collisionShapes ? static_cast<int>(collisionShapes->size()) : 0;
ImGui::BeginChild("Collision Shapes", { 0.0f, collisionShapes->empty() ? 1.0f : 250.0f }, true);
std::optional<int> colliderToDelete{ std::nullopt };
for (int i{}; i < size; ++i)
{
ImGui::PushID(i);
SHCollisionShape* collider = &component->GetCollisionShape(i);
SHCollisionShape* shape = component->GetCollisionShape(i);
auto cursorPos = ImGui::GetCursorPos();
if (collider->GetType() == SHCollisionShape::Type::BOX)
//collider->IsTrigger
if (shape->GetType() == SHCollisionShape::Type::BOX)
{
SHEditorWidgets::BeginPanel(std::format("{} Box #{}", ICON_FA_CUBE, i).data(), { ImGui::GetContentRegionAvail().x, ImGui::GetContentRegionAvail().y });
const auto* BOX = reinterpret_cast<const SHBox*>(collider->GetShape());
auto* box = reinterpret_cast<SHBox*>(shape);
SHEditorWidgets::DragVec3
(
"Half Extents", { "X", "Y", "Z" },
[BOX] { return BOX->GetRelativeExtents(); },
[collider](SHVec3 const& vec) { collider->SetBoundingBox(vec); });
[box] { return box->GetRelativeExtents(); },
[box](SHVec3 const& vec) { box->SetRelativeExtents(vec); });
}
else if (collider->GetType() == SHCollisionShape::Type::SPHERE)
else if (shape->GetType() == SHCollisionShape::Type::SPHERE)
{
SHEditorWidgets::BeginPanel(std::format("{} Sphere #{}", ICON_MD_CIRCLE, i).data(), { ImGui::GetContentRegionAvail().x, ImGui::GetContentRegionAvail().y });
const auto* SPHERE = reinterpret_cast<const SHSphere*>(collider->GetShape());
auto* sphere = reinterpret_cast<SHSphere*>(shape);
SHEditorWidgets::DragFloat
(
"Radius",
[SPHERE] { return SPHERE->GetRelativeRadius(); },
[collider](float const& value) { collider->SetBoundingSphere(value); });
[sphere] { return sphere->GetRelativeRadius(); },
[sphere](float const& value) { sphere->SetRelativeRadius(value); });
}
else if (collider->GetType() == SHCollisionShape::Type::CAPSULE)
else if (shape->GetType() == SHCollisionShape::Type::CAPSULE)
{
}
{
SHEditorWidgets::CheckBox("Is Trigger", [collider] { return collider->IsTrigger(); }, [collider](bool value) { collider->SetIsTrigger(value); });
SHEditorWidgets::ComboBox("Tag", collisionTagNames, [collider]{return SHCollisionTagMatrix::GetTagIndex(collider->GetCollisionTag().GetName());}, [collider](int const& value){collider->SetCollisionTag(SHCollisionTagMatrix::GetTag(value));});
SHEditorWidgets::CheckBox("Is Trigger", [shape] { return shape->IsTrigger(); }, [shape](bool value) { shape->SetIsTrigger(value); });
SHEditorWidgets::ComboBox("Tag", collisionTagNames, [shape]{return SHCollisionTagMatrix::GetTagIndex(shape->GetCollisionTag().GetName());}, [shape](int const& value){shape->SetCollisionTag(SHCollisionTagMatrix::GetTag(value));});
if(ImGui::CollapsingHeader("Physics Material"))
{
SHEditorWidgets::DragFloat("Friction", [collider] { return collider->GetFriction(); }, [collider](float value) { collider->SetFriction(value); }, "Friction", 0.05f, 0.0f, 1.0f);
SHEditorWidgets::DragFloat("Bounciness", [collider] { return collider->GetBounciness(); }, [collider](float value) { collider->SetBounciness(value); }, "Bounciness", 0.05f, 0.0f, 1.0f);
SHEditorWidgets::DragFloat("Mass Density", [collider] { return collider->GetDensity(); }, [collider](float value) { collider->SetDensity(value); }, "Mass Density", 0.1f, 0.0f);
SHEditorWidgets::DragFloat("Friction", [shape] { return shape->GetFriction(); }, [shape](float value) { shape->SetFriction(value); }, "Friction", 0.05f, 0.0f, 1.0f);
SHEditorWidgets::DragFloat("Bounciness", [shape] { return shape->GetBounciness(); }, [shape](float value) { shape->SetBounciness(value); }, "Bounciness", 0.05f, 0.0f, 1.0f);
SHEditorWidgets::DragFloat("Mass Density", [shape] { return shape->GetDensity(); }, [shape](float value) { shape->SetDensity(value); }, "Mass Density", 0.1f, 0.0f);
}
SHEditorWidgets::BeginPanel("Offsets",{ ImGui::GetContentRegionAvail().x, 30.0f });
SHEditorWidgets::DragVec3("Position", { "X", "Y", "Z" }, [&collider] {return collider->GetPositionOffset(); }, [&collider](SHVec3 const& vec) {collider->SetPositionOffset(vec); });
SHEditorWidgets::DragVec3("Position", { "X", "Y", "Z" }, [&shape] {return shape->GetPositionOffset(); }, [&shape](SHVec3 const& vec) {shape->SetPositionOffset(vec); });
SHEditorWidgets::DragVec3("Rotation", { "X", "Y", "Z" },
[&collider]
[&shape]
{
auto offset = collider->GetRotationOffset();
auto offset = shape->GetRotationOffset();
return offset;
},
[&collider](SHVec3 const& vec)
[&shape](SHVec3 const& vec)
{
collider->SetRotationOffset(vec);
shape->SetRotationOffset(vec);
}, true);
SHEditorWidgets::EndPanel();
}
@ -405,21 +418,24 @@ namespace SHADE
}
if (colliderToDelete.has_value())
{
component->RemoveCollider(colliderToDelete.value());
component->GetCollider()->RemoveCollisionShape(colliderToDelete.value());
}
ImGui::EndChild();
// TODO: Handle differences between composite & hull collider
if (ImGui::BeginMenu("Add Collider"))
{
int newColl = -1;
if (ImGui::Selectable("Box Collider"))
{
newColl = component->AddBoundingBox();
auto* compositeCollider = dynamic_cast<SHCompositeCollider* const>(component->GetCollider());
compositeCollider->AddBoxCollisionShape(SHVec3::One);
}
if (ImGui::Selectable("Sphere Collider"))
{
newColl = component->AddBoundingSphere();
auto* compositeCollider = dynamic_cast<SHCompositeCollider* const>(component->GetCollider());
compositeCollider->AddSphereCollisionShape(1.0f);
}
//No idea why this doesn't work
@ -447,7 +463,7 @@ namespace SHADE
const auto componentType = rttr::type::get(*component);
SHEditorWidgets::CheckBox("##IsActive", [component]() {return component->isActive; }, [component](bool const& active) {component->isActive = active; }, "Is Component Active");
ImGui::SameLine();
if (ImGui::CollapsingHeader(componentType.get_name().data()))
if (ImGui::CollapsingHeader(componentType.get_name().data(), ImGuiTreeNodeFlags_DefaultOpen))
{
DrawContextMenu(component);
@ -479,7 +495,7 @@ namespace SHADE
const auto componentType = rttr::type::get(*component);
SHEditorWidgets::CheckBox("##IsActive", [component]() {return component->isActive; }, [component](bool const& active) {component->isActive = active; }, "Is Component Active");
ImGui::SameLine();
if (ImGui::CollapsingHeader(componentType.get_name().data()))
if (ImGui::CollapsingHeader(componentType.get_name().data(), ImGuiTreeNodeFlags_DefaultOpen))
{
DrawContextMenu(component);
Handle<SHMesh> const& mesh = component->GetMesh();
@ -537,7 +553,7 @@ namespace SHADE
const auto componentType = rttr::type::get(*component);
SHEditorWidgets::CheckBox("##IsActive", [component]() {return component->isActive; }, [component](bool const& active) {component->isActive = active; }, "Is Component Active");
ImGui::SameLine();
if (ImGui::CollapsingHeader(componentType.get_name().data()))
if (ImGui::CollapsingHeader(componentType.get_name().data(), ImGuiTreeNodeFlags_DefaultOpen))
{
DrawContextMenu(component);
Handle<SHFont> const& font = component->GetFont();

View File

@ -21,6 +21,7 @@
#include "UI/SHUIComponent.h"
#include "UI/SHCanvasComponent.h"
#include "UI/SHButtonComponent.h"
#include "UI/SHToggleButtonComponent.h"
#include "SHEditorComponentView.h"
#include "AudioSystem/SHAudioListenerComponent.h"
#include "Graphics/MiddleEnd/TextRendering/SHTextRenderableComponent.h"
@ -102,7 +103,6 @@ namespace SHADE
SHEditorWindow::Update();
if (Begin())
{
auto editor = SHSystemManager::GetSystem<SHEditor>();
if (editor && !editor->selectedEntities.empty())
{
EntityID const& eid = editor->selectedEntities[0];
@ -167,6 +167,10 @@ namespace SHADE
{
DrawComponent(buttonComponent);
}
if (auto toggleButton = SHComponentManager::GetComponent_s<SHToggleButtonComponent>(eid))
{
DrawComponent(toggleButton);
}
ImGui::Separator();
// Render Scripts
SHScriptEngine* scriptEngine = static_cast<SHScriptEngine*>(SHSystemManager::GetSystem<SHScriptEngine>());
@ -180,6 +184,7 @@ namespace SHADE
DrawAddComponentButton<SHLightComponent>(eid);
DrawAddComponentButton<SHCanvasComponent>(eid);
DrawAddComponentButton<SHButtonComponent>(eid);
DrawAddComponentButton<SHToggleButtonComponent>(eid);
// Components that require Transforms

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@ -25,6 +25,7 @@
#include "Serialization/SHSerialization.h"
#include "Serialization/Configurations/SHConfigurationManager.h"
#include "Editor/EditorWindow/SHEditorWindowManager.h"
#include "Physics/System/SHPhysicsDebugDrawSystem.h"
const std::string LAYOUT_FOLDER_PATH{ std::string(ASSET_ROOT) + "/Editor/Layouts" };
@ -88,6 +89,7 @@ namespace SHADE
DrawThemeMenu();
DrawLayoutMenu();
DrawApplicationConfig();
DrawPhysicsSettings();
std::string const sceneName{std::format("Current Scene: {}",SHSceneManager::GetSceneName().data())};
auto const size = ImGui::CalcTextSize(sceneName.data());
@ -110,7 +112,7 @@ namespace SHADE
{
ImGui::BeginMenuBar();
ImGui::SetCursorPosX(ImGui::GetContentRegionAvail().x * 0.5f - 80.f);
const auto editor = SHSystemManager::GetSystem<SHEditor>();
ImGui::BeginDisabled(editor->editorState == SHEditor::State::PLAY);
if(ImGui::SmallButton(ICON_MD_PLAY_ARROW))
{
@ -165,16 +167,18 @@ namespace SHADE
{
if (ImGui::Selectable("New Scene"))
{
SHSystemManager::GetSystem<SHEditor>()->NewScene();
editor->NewScene();
}
if (ImGui::Selectable("Save"))
{
SHSystemManager::GetSystem<SHEditor>()->SaveScene();
editor->SaveScene();
}
ImGui::BeginDisabled(true);
if (ImGui::Selectable("Load"))
{
//SHSystemManager::GetSystem<SHEditor>()->LoadScene()
}
ImGui::EndDisabled();
ImGui::EndMenu();
}
}
@ -211,7 +215,7 @@ namespace SHADE
auto* scriptEngine = static_cast<SHScriptEngine*>(SHSystemManager::GetSystem<SHScriptEngine>());
scriptEngine->OpenSolution();
}
ImGui::BeginDisabled(SHSystemManager::GetSystem<SHEditor>()->editorState != SHEditor::State::STOP);
ImGui::BeginDisabled(editor->editorState != SHEditor::State::STOP);
if (ImGui::Selectable("Build Scripts - Debug"))
{
auto* scriptEngine = static_cast<SHScriptEngine*>(SHSystemManager::GetSystem<SHScriptEngine>());
@ -252,7 +256,6 @@ namespace SHADE
{
if (ImGui::Selectable(style.to_string().c_str()))
{
if (auto editor = SHSystemManager::GetSystem<SHEditor>())
editor->SetStyle(style.convert<SHEditor::Style>());
}
}
@ -303,4 +306,32 @@ namespace SHADE
ImGui::EndMenu();
}
}
void SHEditorMenuBar::DrawPhysicsSettings() noexcept
{
if (ImGui::BeginMenu("Physics Settings"))
{
if (auto* physicsDebugDraw = SHSystemManager::GetSystem<SHPhysicsDebugDrawSystem>())
{
bool drawColliders = physicsDebugDraw->GetFlagState(SHPhysicsDebugDrawSystem::DebugDrawFlags::COLLIDERS);
if (ImGui::Checkbox("Draw Colliders", &drawColliders))
physicsDebugDraw->SetFlagState(SHPhysicsDebugDrawSystem::DebugDrawFlags::COLLIDERS, drawColliders);
bool drawContactPoints = physicsDebugDraw->GetFlagState(SHPhysicsDebugDrawSystem::DebugDrawFlags::CONTACTS);
if (ImGui::Checkbox("Draw Contact Points", &drawContactPoints))
physicsDebugDraw->SetFlagState(SHPhysicsDebugDrawSystem::DebugDrawFlags::CONTACTS, drawContactPoints);
bool drawRays = physicsDebugDraw->GetFlagState(SHPhysicsDebugDrawSystem::DebugDrawFlags::RAYCASTS);
if (ImGui::Checkbox("Draw Rays", &drawRays))
physicsDebugDraw->SetFlagState(SHPhysicsDebugDrawSystem::DebugDrawFlags::RAYCASTS, drawRays);
bool drawBroadphase = physicsDebugDraw->GetFlagState(SHPhysicsDebugDrawSystem::DebugDrawFlags::BROADPHASE);
if (ImGui::Checkbox("Draw Broadphase", &drawBroadphase))
physicsDebugDraw->SetFlagState(SHPhysicsDebugDrawSystem::DebugDrawFlags::BROADPHASE, drawBroadphase);
}
ImGui::EndMenu();
}
}
}//namespace SHADE

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@ -25,6 +25,7 @@ namespace SHADE
void DrawThemeMenu() noexcept;
void DrawLayoutMenu() noexcept;
void DrawApplicationConfig() noexcept;
void DrawPhysicsSettings() noexcept;
float menuBarHeight = 20.0f;
std::vector<std::filesystem::path> layoutPaths;

View File

@ -7,6 +7,8 @@
//|| SHADE Includes ||
//#==============================================================#
#include "SHEditorWindow.h"
#include "ECS_Base/Managers/SHSystemManager.h"
#include "Editor/SHEditor.h"
//#==============================================================#
//|| Library Includes ||
@ -21,6 +23,7 @@ namespace SHADE
SHEditorWindow::SHEditorWindow(std::string_view const& name, ImGuiWindowFlags const& inFlags)
:isOpen(true), isWindowHovered(false), windowName(name), windowFlags(inFlags), io(ImGui::GetIO())
{
editor = SHSystemManager::GetSystem<SHEditor>();
}
void SHEditorWindow::Init()

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@ -12,9 +12,9 @@
//#==============================================================#
struct ImGuiIO;
typedef int ImGuiWindowFlags;
namespace SHADE
{
class SHEditor;
class SHEditorWindow
{
public:
@ -38,6 +38,6 @@ namespace SHADE
ImGuiWindowFlags windowFlags = 0;
ImGuiIO& io;
SHEditor* editor;
};//class SHEditorWindow
}//namespace SHADE

View File

@ -4,5 +4,7 @@
namespace SHADE
{
SHEditorWindowManager::EditorWindowMap SHEditorWindowManager::editorWindows{};
SHEditorWindowManager::PopupWindowMap SHEditorWindowManager::popupWindows{};
SHEditorWindowManager::EditorWindowID SHEditorWindowManager::windowCount{};
SHEditorWindowManager::EditorWindowID SHEditorWindowManager::popupWindowCount{};
}

View File

@ -3,6 +3,7 @@
#include <memory>
#include <unordered_map>
#include "SHEditorWindow.h"
#include "SHPopUpWindow.h"
#include "Tools/Logger/SHLog.h"
namespace SHADE
@ -16,6 +17,10 @@ namespace SHADE
using EditorWindowID = uint8_t;
using EditorWindowPtr = std::unique_ptr<SHEditorWindow>;
using EditorWindowMap = std::unordered_map<EditorWindowID, EditorWindowPtr>;
using PopupWindowPtr = std::unique_ptr<SHPopUpWindow>;
using PopupWindowMap = std::unordered_map<EditorWindowID, PopupWindowPtr>;
/**
* @brief Get ID for the Editor Window Type
*
@ -67,10 +72,63 @@ namespace SHADE
return reinterpret_cast<T*>(editorWindows[GetEditorWindowID<T>()].get());
}
/**
* @brief Get ID for the Popup Window Type
*
* @tparam T Type of Popup Window
* @return EditorWindowID ID of Popup Window Type
*/
template <typename T, std::enable_if_t<std::is_base_of_v<SHPopUpWindow, T>, bool> = true>
static EditorWindowID GetPopupWindowID()
{
static EditorWindowID id;
static bool idCreated = false;
if (!idCreated)
{
id = popupWindowCount++;
idCreated = true;
}
return id;
}
/**
* @brief Create an Popup Window
*
* @tparam T Type of Popup Window to create
*/
template <typename T, std::enable_if_t<std::is_base_of_v<SHPopUpWindow, T>, bool> = true>
static void CreatePopupWindow()
{
static bool isCreated = false;
if (!isCreated)
{
popupWindows[GetPopupWindowID<T>()] = std::make_unique<T>();
isCreated = true;
}
else
{
SHLog::Warning("Attempt to create duplicate of Popup window type");
}
}
/**
* @brief Get pointer to the Editor Window
*
* @tparam T Type of editor window to retrieve
* @return T* Pointer to the editor window
*/
template <typename T, std::enable_if_t<std::is_base_of_v<SHPopUpWindow, T>, bool> = true>
static T* GetPopupWindow()
{
return reinterpret_cast<T*>(popupWindows[GetPopupWindowID<T>()].get());
}
static EditorWindowMap editorWindows;
static PopupWindowMap popupWindows;
private:
// Number of windows; used for Editor Window ID Generation
static EditorWindowID windowCount;
static EditorWindowID popupWindowCount;
// Map of Editor Windows
friend class SHEditor;
};

View File

@ -0,0 +1,21 @@
#include "SHpch.h"
#include "SHPopUpWindow.h"
#include "ECS_Base/Managers/SHSystemManager.h"
#include "Editor/SHEditor.h"
namespace SHADE
{
SHPopUpWindow::SHPopUpWindow(std::string_view const& name, bool modal, ImGuiPopupFlags inPopupFlags, ImGuiWindowFlags inWindowFlags)
:editor(nullptr), windowName(name), popupFlags(inPopupFlags), windowFlags(inWindowFlags), isOpen(false), isModal(modal)
{
editor = SHSystemManager::GetSystem<SHEditor>();
}
bool SHPopUpWindow::Begin()
{
if (isOpen)
ImGui::OpenPopup(windowName.data(), popupFlags);
return isModal ? ImGui::BeginPopupModal(windowName.data(), &isOpen, windowFlags) : ImGui::BeginPopup(windowName.data(), windowFlags);
}
}

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@ -0,0 +1,31 @@
#pragma once
//#==============================================================#
//|| STL Includes ||
//#==============================================================#
#include <string>
#include <imgui.h>
#include "SH_API.h"
namespace SHADE
{
class SHEditor;
class SHPopUpWindow
{
public:
SHPopUpWindow(std::string_view const& name, bool modal, ImGuiPopupFlags inPopupFlags, ImGuiWindowFlags inWindowFlags);
virtual ~SHPopUpWindow() = default;
virtual void Draw(){};
bool isOpen;
protected:
virtual bool Begin();
SHEditor* editor;
std::string_view windowName;
ImGuiPopupFlags popupFlags;
ImGuiWindowFlags windowFlags;
bool isModal;
};
}

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@ -35,7 +35,6 @@ namespace SHADE
{
SHEditorWindow::Update();
auto camSystem = SHSystemManager::GetSystem<SHCameraSystem>();
SHEditor* editor = SHSystemManager::GetSystem<SHEditor>();
if (!editor->selectedEntities.empty())
{

View File

@ -32,6 +32,9 @@
#include "EditorWindow/SHEditorWindowManager.h"
#include "EditorWindow/SHEditorWindowIncludes.h"
#include "EditorWindow/SHPopUpWindow.h"
#include "EditorWindow/EditorPopups/SHEditorPopups.h"
//#==============================================================#
//|| Library Includes ||
//#==============================================================#
@ -98,15 +101,18 @@ namespace SHADE
//Add editor windows
SHEditorWindowManager::CreateEditorWindow<SHEditorMenuBar>();
SHEditorWindowManager::CreateEditorWindow<SHHierarchyPanel>();
SHEditorWindowManager::CreateEditorWindow<SHEditorInspector>();
SHEditorWindowManager::CreateEditorWindow<SHEditorProfiler>();
SHEditorWindowManager::CreateEditorWindow<SHAssetBrowser>();
SHEditorWindowManager::CreateEditorWindow<SHMaterialInspector>();
SHEditorWindowManager::CreateEditorWindow<SHColliderTagPanel>();
SHEditorWindowManager::CreateEditorWindow<SHHierarchyPanel>();
SHEditorWindowManager::CreateEditorWindow<SHEditorInspector>();
SHEditorWindowManager::CreateEditorWindow<SHEditorViewport>();
//Add popup windows
SHEditorWindowManager::CreatePopupWindow<SHSceneSavePrompt>();
io = &ImGui::GetIO();
io->ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
@ -150,7 +156,7 @@ namespace SHADE
{
(void)dt;
NewFrame();
for (const auto& window : SHEditorWindowManager::editorWindows | std::views::values)
for (auto const& window : SHEditorWindowManager::editorWindows | std::views::values)
{
if(window->isOpen)
{
@ -158,7 +164,11 @@ namespace SHADE
}
}
RenderSceneNamePrompt();
for(auto const& popupWindow : SHEditorWindowManager::popupWindows | std::views::values)
{
popupWindow->Draw();
}
RenderUnsavedChangesPrompt();
//PollPicking();
@ -177,37 +187,6 @@ namespace SHADE
}
}
void SHEditor::RenderSceneNamePrompt() noexcept
{
if(isSceneNamePromptOpen)
{
ImGui::OpenPopup(sceneNamePromptName.data());
}
if(ImGui::BeginPopupModal(sceneNamePromptName.data(), &isSceneNamePromptOpen))
{
static std::string newSceneName{};
ImGui::Text("Enter new scene name");
ImGui::InputText("##name", &newSceneName);
ImGui::BeginDisabled(newSceneName.empty());
if(ImGui::Button("Save"))
{
SaveScene(newSceneName);
newSceneName.clear();
isSceneNamePromptOpen = false;
ImGui::CloseCurrentPopup();
}
ImGui::EndDisabled();
ImGui::SameLine();
if(ImGui::Button("Cancel"))
{
isSceneNamePromptOpen = false;
ImGui::CloseCurrentPopup();
}
ImGui::EndPopup();
}
}
void SHEditor::RenderUnsavedChangesPrompt() noexcept
{
if(isUnsavedChangesPromptOpen)
@ -220,12 +199,12 @@ namespace SHADE
ImGui::Text("You have unsaved changes!");
if(ImGui::Button("Save"))
{
isSceneNamePromptOpen = true;
SHEditorWindowManager::GetPopupWindow<SHSceneSavePrompt>()->isOpen = true;
}
ImGui::SameLine();
if(ImGui::Button("Cancel"))
{
isUnsavedChangesPromptOpen = false;
SHEditorWindowManager::GetPopupWindow<SHSceneSavePrompt>()->isOpen = true;
ImGui::CloseCurrentPopup();
}
}
@ -489,7 +468,7 @@ namespace SHADE
//auto const& renderers = gfxSystem->GetDefaultViewport()->GetRenderers();
auto renderGraph = gfxSystem->GetRenderGraph();
auto renderPass = renderGraph->GetNode("ImGui Node")->GetRenderpass();
auto renderPass = renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::IMGUI_PASS.data())->GetRenderpass();
if(ImGui_ImplVulkan_Init(&initInfo, renderPass->GetVkRenderpass()) == false)
{
@ -508,7 +487,7 @@ namespace SHADE
ImGui_ImplVulkan_DestroyFontUploadObjects();
renderGraph->GetNode("ImGui Node")->GetSubpass("ImGui Draw")->AddExteriorDrawCalls([](Handle<SHVkCommandBuffer> cmd, Handle<SHRenderer> renderer, uint32_t frameIndex)
renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::IMGUI_PASS.data())->GetSubpass("ImGui Draw")->AddExteriorDrawCalls([](Handle<SHVkCommandBuffer> cmd, Handle<SHRenderer> renderer, uint32_t frameIndex)
{
cmd->BeginLabeledSegment("ImGui Draw");
ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), cmd->GetVkCommandBuffer());
@ -563,7 +542,7 @@ namespace SHADE
if (newSceneName.empty())
{
//Prompt for scene name
isSceneNamePromptOpen = true;
SHEditorWindowManager::GetPopupWindow<SHSceneSavePrompt>()->isOpen = true;
return false;
}
//Else We have a new name
@ -644,7 +623,7 @@ namespace SHADE
editorState = SHEditor::State::STOP;
SHCommandManager::SwapStacks();
SHEventManager::BroadcastEvent<SHEditorStateChangeEvent>(STATE_CHANGE_EVENT, SH_EDITOR_ON_STOP_EVENT);
LoadScene(SHSceneManager::GetCurrentSceneAssetID());
LoadScene(editorConfig->workingSceneID);
}
void SHEditor::ProcessShortcuts()

View File

@ -37,8 +37,6 @@ namespace SHADE
class SHVkCommandBuffer;
class SHVkCommandPool;
/**
* @brief SHEditor static class contains editor variables and implementation of editor functions.
*
@ -144,8 +142,6 @@ namespace SHADE
*/
void Render();
void RenderSceneNamePrompt() noexcept;
void RenderUnsavedChangesPrompt() noexcept;
void InitLayout() noexcept;
@ -156,8 +152,6 @@ namespace SHADE
SHEventHandle onEditorStateChanged(SHEventPtr eventPtr);
bool isSceneNamePromptOpen = false;
bool isUnsavedChangesPromptOpen = false;
static constexpr std::string_view sceneNamePromptName = "Save scene as...";

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@ -13,6 +13,8 @@
#include "Command/SHCommandManager.h"
#include "SHImGuiHelpers.hpp"
#include "SH_API.h"
#include "Assets/SHAssetMacros.h"
#include "ECS_Base/SHECSMacros.h"
//#==============================================================#
//|| Library Includes ||
@ -454,7 +456,33 @@ namespace SHADE
ImGui::BeginGroup();
ImGui::PushID(label.data());
TextLabel(label);
const bool hasChange = ImGui::InputScalar("##dragScalar", data_type, &value);
bool hasChange = ImGui::DragScalar("##dragScalar", data_type, &value);
if constexpr(std::is_same_v<T, uint32_t>) //EID or Resource
{
if (SHDragDrop::BeginTarget())
{
if(AssetID * payload = SHDragDrop::AcceptPayload<T>(SHDragDrop::DRAG_RESOURCE))
{
value = *payload;
SHCommandManager::PerformCommand(std::reinterpret_pointer_cast<SHBaseCommand>(std::make_shared<SHCommand<T>>(get(), value, set)), false);
hasChange = true;
SHDragDrop::EndTarget();
}
else if (std::vector<EntityID>* payload = SHDragDrop::AcceptPayload<std::vector<EntityID>>(SHDragDrop::DRAG_EID))
{
value = payload->back();
SHCommandManager::PerformCommand(std::reinterpret_pointer_cast<SHBaseCommand>(std::make_shared<SHCommand<T>>(get(), value, set)), false);
hasChange = true;
SHDragDrop::EndTarget();
}
if(hasChange)
{
ImGui::PopID();
ImGui::EndGroup();
return true;
}
}
}
static bool startRecording = false;
if (hasChange)
{

View File

@ -23,4 +23,7 @@ constexpr SHEventIdentifier SH_SCENE_INIT_POST { 14 };
constexpr SHEventIdentifier SH_SCENE_EXIT_PRE { 15 };
constexpr SHEventIdentifier SH_SCENE_EXIT_POST { 16 };
constexpr SHEventIdentifier SH_GRAPHICS_LIGHT_ENABLE_SHADOW_EVENT { 17 };
constexpr SHEventIdentifier SH_BUTTON_CLICK_EVENT { 18 };
constexpr SHEventIdentifier SH_PHYSICS_COLLIDER_DRAW_EVENT { 19 };

View File

@ -175,6 +175,27 @@ namespace SHADE
writeInfo.descImageInfos[i].sampler = sampler ? sampler->GetVkSampler() : nullptr;
writeInfo.descImageInfos[i].imageLayout = layout;
}
// Rest is not used, so it doesn't matter what's in them, we just want to pacify Vulkan
for (uint32_t i = imageViewsAndSamplers.size(); i < writeInfo.descImageInfos.size(); ++i)
{
writeInfo.descImageInfos[i].sampler = std::get<Handle<SHVkSampler>>(imageViewsAndSamplers.back())->GetVkSampler();
}
}
void SHVkDescriptorSetGroup::ModifyWriteDescImage(uint32_t set, uint32_t binding, std::tuple<Handle<SHVkImageView>, Handle<SHVkSampler>, vk::ImageLayout> const& imageViewAndSampler, uint32_t descIndex) noexcept
{
// Find the target writeDescSet
BindingAndSetHash writeHash = binding;
writeHash |= static_cast<uint64_t>(set) << 32;
auto& writeInfo = updater.writeInfos[updater.writeHashMap.at(writeHash)];
// write sampler and image view
auto& [view, sampler, layout] = imageViewAndSampler;
writeInfo.descImageInfos[descIndex].imageView = view->GetImageView();
writeInfo.descImageInfos[descIndex].sampler = sampler ? sampler->GetVkSampler() : nullptr;
writeInfo.descImageInfos[descIndex].imageLayout = layout;
}
void SHVkDescriptorSetGroup::ModifyWriteDescBuffer(uint32_t set, uint32_t binding, std::span<Handle<SHVkBuffer>> const& buffers, uint32_t offset, uint32_t range) noexcept
@ -200,6 +221,28 @@ namespace SHADE
}
void SHVkDescriptorSetGroup::UpdateDescriptorSetImage(uint32_t set, uint32_t binding, uint32_t descArrayIndex) noexcept
{
vk::WriteDescriptorSet writeDescSet{};
// Get binding + set hash
BindingAndSetHash bsHash = SHVkUtil::GenBindingSetHash(set, binding);
// to index a write for a binding
uint32_t writeInfoIndex = updater.writeHashMap[bsHash];
// Initialize info for write
writeDescSet.descriptorType = layoutsUsed[set]->GetBindings()[binding].Type;
writeDescSet.dstArrayElement = descArrayIndex;
writeDescSet.dstSet = descSets[set];
writeDescSet.dstBinding = binding;
writeDescSet.pImageInfo = updater.writeInfos[writeInfoIndex].descImageInfos.data() + descArrayIndex;
writeDescSet.descriptorCount = 1u;
device->UpdateDescriptorSet(writeDescSet);
}
void SHVkDescriptorSetGroup::UpdateDescriptorSetImages(uint32_t set, uint32_t binding) noexcept
{
vk::WriteDescriptorSet writeDescSet{};

View File

@ -63,10 +63,12 @@ namespace SHADE
/*-----------------------------------------------------------------------------*/
/* Public member functions */
/*-----------------------------------------------------------------------------*/
void UpdateDescriptorSetImage (uint32_t set, uint32_t binding, uint32_t descArrayIndex) noexcept;
void UpdateDescriptorSetImages(uint32_t set, uint32_t binding) noexcept;
void UpdateDescriptorSetBuffer(uint32_t set, uint32_t binding) noexcept;
void ModifyWriteDescImage(uint32_t set, uint32_t binding, std::span<std::tuple<Handle<SHVkImageView>, Handle<SHVkSampler>, vk::ImageLayout>> const& imageViewsAndSamplers) noexcept;
void ModifyWriteDescImage(uint32_t set, uint32_t binding, std::tuple<Handle<SHVkImageView>, Handle<SHVkSampler>, vk::ImageLayout> const& imageViewAndSampler, uint32_t descIndex) noexcept;
void ModifyWriteDescBuffer (uint32_t set, uint32_t binding, std::span<Handle<SHVkBuffer>> const& buffers, uint32_t offset, uint32_t range) noexcept;

View File

@ -183,33 +183,43 @@ namespace SHADE
/*if (!extensionsSupported)
SHUtil::ReportWarning("Some of the required extensions cannot be found on the physical device. ");*/
vk::PhysicalDeviceFeatures features{}; // ADD MORE FEATURES HERE IF NEEDED
vk::PhysicalDeviceDescriptorIndexingFeatures descIndexingFeature
{
.shaderSampledImageArrayNonUniformIndexing = VK_TRUE,
.descriptorBindingPartiallyBound = VK_TRUE,
.descriptorBindingVariableDescriptorCount = VK_TRUE,
.runtimeDescriptorArray = VK_TRUE,
};
vk::PhysicalDeviceRobustness2FeaturesEXT robustFeatures
{
.nullDescriptor = VK_TRUE,
};
robustFeatures.pNext = &descIndexingFeature;
vk::PhysicalDeviceFeatures2 features{}; // ADD MORE FEATURES HERE IF NEEDED
// point and lines fill mode
features.fillModeNonSolid = VK_TRUE;
features.samplerAnisotropy = VK_TRUE;
features.multiDrawIndirect = VK_TRUE;
features.independentBlend = VK_TRUE;
features.features.fillModeNonSolid = VK_TRUE;
features.features.samplerAnisotropy = VK_TRUE;
features.features.multiDrawIndirect = VK_TRUE;
features.features.independentBlend = VK_TRUE;
features.features.wideLines = VK_TRUE;
// for wide lines
features.wideLines = true;
vk::PhysicalDeviceDescriptorIndexingFeatures descIndexingFeature{};
descIndexingFeature.descriptorBindingVariableDescriptorCount = true;
descIndexingFeature.shaderSampledImageArrayNonUniformIndexing = true;
descIndexingFeature.runtimeDescriptorArray = true;
features.pNext = &robustFeatures;
// Prepare to create the device
vk::DeviceCreateInfo deviceCreateInfo
{
.pNext = &descIndexingFeature,
.pNext = &features,
.queueCreateInfoCount = static_cast<uint32_t>(queueCreateInfos.size()),
.pQueueCreateInfos = queueCreateInfos.data(),
.enabledLayerCount = 0, // deprecated and ignored
.ppEnabledLayerNames = nullptr, // deprecated and ignored
.enabledExtensionCount = !extensionsSupported ? 0 : static_cast<uint32_t>(requiredExtensions.size()),
.ppEnabledExtensionNames = !extensionsSupported ? nullptr : requiredExtensions.data(),
.pEnabledFeatures = &features
//.pEnabledFeatures = &features
};
// Actually create the device

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@ -10,5 +10,8 @@ namespace SHADE
{
//! We need to get the light component and initialize the relevant variables.
EntityID lightEntity;
//! Generate a renderer for the light component
bool generateRenderer;
};
}

View File

@ -33,6 +33,7 @@ namespace SHADE
.maxAnisotropy = 1.0f,
.minLod = params.minLod,
.maxLod = params.maxLod,
.borderColor = vk::BorderColor::eFloatOpaqueWhite
};
// Create the sampler

View File

@ -684,7 +684,7 @@ namespace SHADE
/*---------------------------------------------------------------------------------*/
/* SHBatch - Usage Functions */
/*---------------------------------------------------------------------------------*/
void SHBatch::Draw(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex)
void SHBatch::Draw(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex, bool bindBatchPipeline)
{
if (frameIndex >= SHGraphicsConstants::NUM_FRAME_BUFFERS)
{
@ -703,7 +703,10 @@ namespace SHADE
dynamicOffset.emplace_back(0);
}
cmdBuffer->BeginLabeledSegment("SHBatch for Pipeline #" + std::to_string(pipeline.GetId().Data.Index));
if (bindBatchPipeline)
cmdBuffer->BindPipeline(pipeline);
cmdBuffer->BindVertexBuffer(SHGraphicsConstants::VertexBufferBindings::TRANSFORM, transformDataBuffer[frameIndex], 0);
cmdBuffer->BindVertexBuffer(SHGraphicsConstants::VertexBufferBindings::INTEGER_DATA, instancedIntegerBuffer[frameIndex], 0);
if (isAnimated && boneMatrixFirstIndexBuffer[frameIndex])

View File

@ -88,7 +88,7 @@ namespace SHADE
void UpdateInstancedIntegerBuffer(uint32_t frameIndex);
void UpdateAnimationBuffer(uint32_t frameIndex);
void Build(Handle<SHVkLogicalDevice> device, Handle<SHVkDescriptorPool> descPool, uint32_t frameIndex);
void Draw(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex);
void Draw(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex, bool bindBatchPipeline);
/*---------------------------------------------------------------------------------*/
/* Getter Functions */

View File

@ -108,12 +108,12 @@ namespace SHADE
}
}
void SHSuperBatch::Draw(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex) noexcept
void SHSuperBatch::Draw(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex, bool bindBatchPipeline /*= true*/) noexcept
{
// Build all batches
for (auto& batch : batches)
{
batch.Draw(cmdBuffer, frameIndex);
batch.Draw(cmdBuffer, frameIndex, bindBatchPipeline);
}
}

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@ -57,7 +57,7 @@ namespace SHADE
void Clear() noexcept;
void UpdateBuffers(uint32_t frameIndex, Handle<SHVkDescriptorPool> descPool);
void Build(Handle<SHVkLogicalDevice> device, Handle<SHVkDescriptorPool> descPool, uint32_t frameIndex) noexcept;
void Draw(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex) noexcept;
void Draw(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex, bool bindBatchPipeline = true) noexcept;
/*-----------------------------------------------------------------------------*/
/* Getter Functions */

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@ -13,6 +13,8 @@ namespace SHADE
/*-----------------------------------------------------------------------------------*/
std::vector<Handle<SHVkDescriptorSetLayout>> SHGraphicsPredefinedData::predefinedLayouts;
SHVertexInputState SHGraphicsPredefinedData::defaultVertexInputState;
SHVertexInputState SHGraphicsPredefinedData::shadowMapVertexInputState;
std::vector<SHGraphicsPredefinedData::PerSystem> SHGraphicsPredefinedData::perSystemData;
//SHGraphicsPredefinedData::PerSystem SHGraphicsPredefinedData::batchingSystemData;
@ -160,6 +162,20 @@ namespace SHADE
Handle<SHVkDescriptorSetLayout> fontDataDescSetLayout = logicalDevice->CreateDescriptorSetLayout({ fontBitmapBinding, fontMatrixBinding });
SET_VK_OBJ_NAME(logicalDevice, vk::ObjectType::eDescriptorSetLayout, fontDataDescSetLayout->GetVkHandle(), "[Descriptor Set Layout] Font Data");
// descriptor binding for storing shadow maps
SHVkDescriptorSetLayout::Binding shadowMapBinding
{
.Type = vk::DescriptorType::eCombinedImageSampler,
.Stage = vk::ShaderStageFlagBits::eVertex | vk::ShaderStageFlagBits::eFragment | vk::ShaderStageFlagBits::eCompute,
.BindPoint = SHGraphicsConstants::DescriptorSetBindings::IMAGE_AND_SAMPLERS_DATA,
.DescriptorCount = 200, // we can have up to 200 textures for now
.flags = vk::DescriptorBindingFlagBits::eVariableDescriptorCount,
};
// For global data (generic data and textures)
Handle<SHVkDescriptorSetLayout> shadowMapDescLayout = logicalDevice->CreateDescriptorSetLayout({ shadowMapBinding });
SET_VK_OBJ_NAME(logicalDevice, vk::ObjectType::eDescriptorSetLayout, shadowMapDescLayout->GetVkHandle(), "[Descriptor Set Layout] Shadow Maps");
// For per instance data (transforms, materials, etc.)
SHVkDescriptorSetLayout::Binding boneDataBinding
{
@ -176,7 +192,7 @@ namespace SHADE
predefinedLayouts.push_back(cameraDataGlobalLayout);
predefinedLayouts.push_back(materialDataPerInstanceLayout);
predefinedLayouts.push_back(fontDataDescSetLayout);
predefinedLayouts.push_back({});
predefinedLayouts.push_back(shadowMapDescLayout);
predefinedLayouts.push_back(materialBoneDataPerInstanceLayout);
perSystemData[SHUtilities::ConvertEnum(SystemType::BATCHING)].descSetLayouts = GetPredefinedDescSetLayouts
@ -208,7 +224,7 @@ namespace SHADE
);
}
void SHGraphicsPredefinedData::InitDefaultVertexInputState(void) noexcept
void SHGraphicsPredefinedData::InitPredefinedVertexInputState(void) noexcept
{
defaultVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_3D) }); // Attribute positions at binding 0
defaultVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_2D) }); // Attribute UVs at binding 1
@ -219,13 +235,16 @@ namespace SHADE
defaultVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::UINT32_4D) }); // Attribute bone indices at index 9
defaultVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_4D) }); // Attribute bone weights at index 10
defaultVertexInputState.AddBinding(true , true , { SHVertexAttribute(SHAttribFormat::UINT32_1D) }); // Instance bone matrix first index at index 11
shadowMapVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_3D)});
shadowMapVertexInputState.AddBinding(true, true, { SHVertexAttribute(SHAttribFormat::MAT_4D) }, 4, 4); // Transform at binding 4 - 7 (4 slots)
}
void SHGraphicsPredefinedData::Init(Handle<SHVkLogicalDevice> logicalDevice) noexcept
{
perSystemData.resize(SHUtilities::ConvertEnum(SystemType::NUM_TYPES));
InitDescSetLayouts(logicalDevice);
InitDefaultVertexInputState();
InitPredefinedVertexInputState();
InitDescMappings();
InitDummyPipelineLayouts (logicalDevice);
}
@ -249,6 +268,11 @@ namespace SHADE
}
SHVertexInputState const& SHGraphicsPredefinedData::GetShadowMapViState(void) noexcept
{
return shadowMapVertexInputState;
}
SHGraphicsPredefinedData::PerSystem const& SHGraphicsPredefinedData::GetSystemData(SystemType systemType) noexcept
{
return perSystemData[static_cast<uint32_t>(systemType)];

View File

@ -61,6 +61,9 @@ namespace SHADE
//! Default vertex input state (used by everything).
static SHVertexInputState defaultVertexInputState;
//! vertex input state for shadow mapping
static SHVertexInputState shadowMapVertexInputState;
//! Predefined data for each type of system
static std::vector<PerSystem> perSystemData;
@ -76,7 +79,7 @@ namespace SHADE
static void InitDescMappings (void) noexcept;
static void InitDummyPipelineLayouts (Handle<SHVkLogicalDevice> logicalDevice) noexcept;
static void InitDescSetLayouts (Handle<SHVkLogicalDevice> logicalDevice) noexcept;
static void InitDefaultVertexInputState (void) noexcept;
static void InitPredefinedVertexInputState (void) noexcept;
public:
/*-----------------------------------------------------------------------*/
@ -94,6 +97,7 @@ namespace SHADE
/*-----------------------------------------------------------------------*/
static std::vector<Handle<SHVkDescriptorSetLayout>> GetPredefinedDescSetLayouts (SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes types) noexcept;
static SHVertexInputState const& GetDefaultViState (void) noexcept;
static SHVertexInputState const& GetShadowMapViState (void) noexcept;
static PerSystem const& GetSystemData (SystemType systemType) noexcept;
static SHDescriptorMappings::MapType const& GetMappings (SystemType systemType) noexcept;
//static PerSystem const& GetBatchingSystemData(void) noexcept;

View File

@ -14,7 +14,7 @@ namespace SHADE
PER_INSTANCE_BATCH,
PER_INSTANCE_ANIM_BATCH,
FONT,
RENDER_GRAPH_RESOURCE,
RENDER_GRAPH_NODE_COMPUTE_RESOURCE,
RENDER_GRAPH_RESOURCE,
};
}

View File

@ -101,9 +101,13 @@ namespace SHADE
// Register function for subpass
//auto const& RENDERERS = gfxSystem->GetDefaultViewport()->GetRenderers();
auto renderGraph = gfxSystem->GetRenderGraph();
auto subPass = renderGraph->GetNode("Debug Draw")->GetSubpass("Debug Draw");
auto subPass = renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::DEBUG_DRAW.data())->GetSubpass("Debug Draw");
subPass->AddExteriorDrawCalls([this](Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHRenderer> renderer, uint32_t frameIndex)
{
// Set line width first
cmdBuffer->SetLineWidth(LineWidth);
// Draw
const uint32_t FRAME_IDX = gfxSystem->GetCurrentFrameIndex();
cmdBuffer->BeginLabeledSegment("SHDebugDraw (No Depth Test)");
{
@ -125,9 +129,13 @@ namespace SHADE
}
cmdBuffer->EndLabeledSegment();
});
auto subPassWithDepth = renderGraph->GetNode("Debug Draw with Depth")->GetSubpass("Debug Draw with Depth");
auto subPassWithDepth = renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::DEBUG_DRAW_DEPTH_PASS.data())->GetSubpass("Debug Draw with Depth");
subPassWithDepth->AddExteriorDrawCalls([this](Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHRenderer> renderer, uint32_t frameIndex)
{
// Set line width first
cmdBuffer->SetLineWidth(LineWidth);
// Draw
const uint32_t FRAME_IDX = gfxSystem->GetCurrentFrameIndex();
cmdBuffer->BeginLabeledSegment("SHDebugDraw (Depth Tested)");
{
@ -207,6 +215,11 @@ namespace SHADE
drawSphere(getMeshBatch(true, depthTested), matrix, color);
}
void SHDebugDrawSystem::DrawWireCapsule(const SHVec3& position, const SHQuaternion& rotation, float height, float radius, const SHColour& color, bool depthTested)
{
drawWireCapsule(getLineBatch(depthTested), getMeshBatch(false, depthTested), position, rotation, height, radius, color);
}
/*-----------------------------------------------------------------------------------*/
/* Persistent Draw Functions */
/*-----------------------------------------------------------------------------------*/
@ -264,6 +277,12 @@ namespace SHADE
markPersistentDrawsDirty();
}
void SHDebugDrawSystem::DrawPersistentWireCapsule(const SHVec3& position, const SHQuaternion& rotation, float height, float radius, const SHColour& color, bool depthTested)
{
drawWireCapsule(getPersistentLineBatch(depthTested), getPersistentMeshBatch(false, depthTested), position, rotation, height, radius, color);
markPersistentDrawsDirty();
}
void SHDebugDrawSystem::ClearPersistentDraws()
{
for (auto& batch : persistentLineBatches)
@ -348,6 +367,53 @@ namespace SHADE
);
}
void SHDebugDrawSystem::drawWireCapsule(LinesBatch& lineBatch, MeshBatch& meshBatch, const SHVec3& position, const SHQuaternion& rotation, float height, float radius, const SHColour& color)
{
// Get local axis vectors
const SHVec3 LOCAL_UP = SHVec3::Rotate(SHVec3::Up, rotation);
const SHVec3 LOCAL_RIGHT = SHVec3::Rotate(SHVec3::Right, rotation);
const SHVec3 LOCAL_FORWARD = SHVec3::Rotate(SHVec3::Forward, rotation);
// Rotate the circle
SHQuaternion circleOrientation = SHQuaternion::FromEuler(SHVec3(SHMath::DegreesToRadians(90.0), 0.0f, 0.0f)) * rotation;
// Compute top and bottom of the cylinder
const SHVec3 HALF_UP = LOCAL_UP * (height * 0.5f - radius);
const SHVec3 TOP_POS = position + HALF_UP;
const SHVec3 BOT_POS = position - HALF_UP;
// Render circles
const SHVec3 CIRCLE_SCALE = SHVec3(radius * 2.0f, radius * 2.0, radius * 2.0);
drawCircle(meshBatch, SHMatrix::Transform(TOP_POS, circleOrientation, CIRCLE_SCALE), color);
drawCircle(meshBatch, SHMatrix::Transform(BOT_POS, circleOrientation, CIRCLE_SCALE), color);
// Render connecting lines
drawLine(lineBatch, TOP_POS + LOCAL_RIGHT * radius, BOT_POS + LOCAL_RIGHT * radius, color);
drawLine(lineBatch, TOP_POS - LOCAL_RIGHT * radius, BOT_POS - LOCAL_RIGHT * radius, color);
drawLine(lineBatch, TOP_POS + LOCAL_FORWARD * radius, BOT_POS + LOCAL_FORWARD * radius, color);
drawLine(lineBatch, TOP_POS - LOCAL_FORWARD * radius, BOT_POS - LOCAL_FORWARD * radius, color);
// Render caps
const SHVec3 RADIUS_SCALE = SHVec3(radius * 2.0, radius * 2.0f, radius * 2.0);
const SHMatrix TOP_CAP_MAT = SHMatrix::Transform(TOP_POS, rotation, RADIUS_SCALE);
drawMesh
(
gfxSystem->GetMeshPrimitive(PrimitiveType::LineCapsuleCap),
meshBatch, TOP_CAP_MAT, color
);
const SHMatrix BOT_CAP_MAT = SHMatrix::Transform
(
BOT_POS,
SHQuaternion::FromEuler(SHVec3(SHMath::DegreesToRadians(180.0), 0.0f, 0.0f)) * rotation,
RADIUS_SCALE
);
drawMesh
(
gfxSystem->GetMeshPrimitive(PrimitiveType::LineCapsuleCap),
meshBatch, BOT_CAP_MAT, color
);
}
/*-----------------------------------------------------------------------------------*/
/* Helper Batch Functions - Lines */
/*-----------------------------------------------------------------------------------*/
@ -448,7 +514,6 @@ namespace SHADE
if (batch.NumPoints[frameIndex] > 0)
{
cmdBuffer->BindPipeline(batch.Pipeline);
cmdBuffer->SetLineWidth(LineWidth);
cmdBuffer->BindVertexBuffer(0, batch.VertexBuffers[frameIndex], 0);
cmdBuffer->DrawArrays(batch.NumPoints[frameIndex], 1, 0, 0);
}

View File

@ -163,6 +163,17 @@ namespace SHADE
/// <param name="color">Colour to draw with.</param>
/// <param name="depthTested">Whether or not drawn object will be occluded.</param>
void DrawSphere(const SHMatrix& matrix, const SHColour& color = SHColour::WHITE, bool depthTested = false);
/// <summary>
/// Draws the outline of a capsule.
/// </summary>
/// <param name="position">Position of the wireframe capsule.</param>
/// <param name="rotation">Rotation of the capsule.</param>
/// <param name="height">Height of the overall capsule.</param>
/// <param name="radius">Radius of the capsule.</param>
/// <param name="color"></param>
/// <param name="color">Colour to draw with.</param>
/// <param name="depthTested">Whether or not drawn object will be occluded.</param>
void DrawWireCapsule(const SHVec3& position, const SHQuaternion& rotation, float height, float radius, const SHColour& color = SHColour::WHITE, bool depthTested = false);
/*---------------------------------------------------------------------------------*/
/* Persistent Draw Functions */
@ -269,6 +280,17 @@ namespace SHADE
/// <param name="depthTested">Whether or not drawn object will be occluded.</param>
void DrawPersistentSphere(const SHMatrix& matrix, const SHColour& color = SHColour::WHITE, bool depthTested = false);
/// <summary>
/// Draws a persistent outline of a capsule.
/// </summary>
/// <param name="position">Position of the wireframe capsule.</param>
/// <param name="rotation">Rotation of the capsule.</param>
/// <param name="height">Height of the overall capsule.</param>
/// <param name="radius">Radius of the capsule.</param>
/// <param name="color"></param>
/// <param name="color">Colour to draw with.</param>
/// <param name="depthTested">Whether or not drawn object will be occluded.</param>
void DrawPersistentWireCapsule(const SHVec3& position, const SHQuaternion& rotation, float height, float radius, const SHColour& color = SHColour::WHITE, bool depthTested = false);
/// <summary>
/// Clears any persistent drawn debug primitives.
/// </summary>
void ClearPersistentDraws();
@ -386,6 +408,7 @@ namespace SHADE
void drawCube(MeshBatch& batch, const SHMatrix& transformMatrix, const SHColour& color);
void drawSphere(MeshBatch& batch, const SHMatrix& transformMatrix, const SHColour& color);
void drawCircle(MeshBatch& batch, const SHMatrix& transformMatrix, const SHColour& color);
void drawWireCapsule(LinesBatch& lineBatch, MeshBatch& meshBatch, const SHVec3& position, const SHQuaternion& rotation, float height, float radius, const SHColour& color);
/*---------------------------------------------------------------------------------*/
/* Helper Batch Functions - Lines */

View File

@ -31,68 +31,91 @@ namespace SHADE
static constexpr uint32_t EDITOR = 0;
};
//struct DescriptorSetIndex
//{
// /***************************************************************************/
// /*!
// \brief
// DescriptorSet Index for static global values like generic data, and
// texture samplers
// */
// /***************************************************************************/
// static constexpr uint32_t STATIC_GLOBALS = 0;
// /***************************************************************************/
// /*!
// \brief
// DescriptorSet Index for dynamic global values like lights.
// */
// /***************************************************************************/
// static constexpr uint32_t DYNAMIC_GLOBALS = 1;
// /***************************************************************************/
// /*!
// \brief
// DescriptorSet Index for high frequency changing global values like
// camera matrices.
// */
// /***************************************************************************/
// static constexpr uint32_t HIGH_FREQUENCY_GLOBALS = 2;
// /***************************************************************************/
// /*!
// \brief
// DescriptorSet Index for per-instance/material changing values.
// */
// /***************************************************************************/
// static constexpr uint32_t PER_INSTANCE = 3;
// /***************************************************************************/
// /*!
// \brief
// DescriptorSet Index for render graph resources. Unlike the sets from
// 1 to 3 and 6, this set index does not have hard coded bindings and is
// NOT part of the layouts included in the global data.
// */
// /***************************************************************************/
// static constexpr uint32_t RENDERGRAPH_RESOURCE = 4;
// /***************************************************************************/
// /*!
// \brief
// DescriptorSet Index for render graph node compute resources. For data
// that we wish to pass to compute shaders in the render graph, this is
// the set to use. Unlike the sets from 1 to 3 and 6, this set index does not have
// hard coded bindings and is NOT part of the layouts included in the global
// data.
// */
// /***************************************************************************/
// static constexpr uint32_t RENDERGRAPH_NODE_COMPUTE_RESOURCE = 5;
struct RenderGraphEntityNames
{
/***************************************************************************/
/*!
// /***************************************************************************/
// /*!
// \brief
// To store font data.
//
// */
// /***************************************************************************/
// static constexpr uint32_t FONT_DATA = 4;
//};
\brief
Name of G-Buffer render graph node.
*/
/***************************************************************************/
static constexpr std::string_view GBUFFER_PASS = "G-Buffer";
/***************************************************************************/
/*!
\brief
Name of shadow map render graph node.
*/
/***************************************************************************/
static constexpr std::string_view SHADOW_MAP_PASS = "Shadow Map Pass";
/***************************************************************************/
/*!
\brief
Name of deferred composite render graph node.
*/
/***************************************************************************/
static constexpr std::string_view DEFERRED_COMPOSITE_PASS = "Deferred Comp Pass";
/***************************************************************************/
/*!
\brief
Name of Debug Draw with Depth render graph node.
*/
/***************************************************************************/
static constexpr std::string_view DEBUG_DRAW_DEPTH_PASS = "Debug Draw with Depth Pass";
/***************************************************************************/
/*!
\brief
Name of Debug Draw render graph node.
*/
/***************************************************************************/
static constexpr std::string_view DEBUG_DRAW = "Debug Draw Pass";
/***************************************************************************/
/*!
\brief
Name of screen space pass render graph node.
*/
/***************************************************************************/
static constexpr std::string_view SCREEN_SPACE_PASS = "Screen Space Pass";
/***************************************************************************/
/*!
\brief
Name of ImGui pass render graph node.
*/
/***************************************************************************/
static constexpr std::string_view IMGUI_PASS = "ImGui Pass";
/***************************************************************************/
/*!
\brief
Name of deferred composite compute.
*/
/***************************************************************************/
static constexpr std::string_view DEFERRED_COMPOSITE_COMPUTE = "Deferred Composite";
};
struct DescriptorSetBindings
{
@ -166,6 +189,16 @@ namespace SHADE
/***************************************************************************/
static constexpr uint32_t FONT_MATRIX_DATA = 1;
/***************************************************************************/
/*!
\brief
Descriptor set binding for shadow map images.
*/
/***************************************************************************/
static constexpr uint32_t SHADOW_MAP_IMAGE_SAMPLER_DATA = 0;
/***************************************************************************/
/*!
\brief

View File

@ -44,6 +44,9 @@ of DigiPen Institute of Technology is prohibited.
#include "Graphics/MiddleEnd/TextRendering/SHFreetypeInstance.h"
#include "Graphics/MiddleEnd/TextRendering/SHTextRenderingSubSystem.h"
#include "Graphics/MiddleEnd/GlobalData/SHGlobalDescriptorSets.h"
#include "Events/SHEvent.h"
#include "Graphics/MiddleEnd/Lights/SHLightComponent.h"
#include "Input/SHInputManager.h"
namespace SHADE
{
@ -124,6 +127,13 @@ namespace SHADE
SHFreetypeInstance::Init();
SHAssetManager::CompileAsset("../../Assets/Shaders/DeferredComposite_CS.glsl", false);
SHAssetManager::CompileAsset("../../Assets/Shaders/SSAO_CS.glsl", false);
SHAssetManager::CompileAsset("../../Assets/Shaders/SSAOBlur_CS.glsl", false);
SHAssetManager::CompileAsset("../../Assets/Shaders/PureCopy_CS.glsl", false);
SHAssetManager::CompileAsset("../../Assets/Shaders/TestCube_VS.glsl", false);
SHAssetManager::CompileAsset("../../Assets/Shaders/TestCube_FS.glsl", false);
// Load Built In Shaders
static constexpr AssetID VS_DEFAULT = 39210065; defaultVertShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(VS_DEFAULT);
static constexpr AssetID VS_ANIM = 47911992; animtVertShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(VS_ANIM);
@ -138,6 +148,8 @@ namespace SHADE
static constexpr AssetID TEXT_FS = 38024754; textFS = SHResourceManager::LoadOrGet<SHVkShaderModule>(TEXT_FS);
static constexpr AssetID RENDER_SC_VS = 48082949; renderToSwapchainVS = SHResourceManager::LoadOrGet<SHVkShaderModule>(RENDER_SC_VS);
static constexpr AssetID RENDER_SC_FS = 36869006; renderToSwapchainFS = SHResourceManager::LoadOrGet<SHVkShaderModule>(RENDER_SC_FS);
static constexpr AssetID SHADOW_MAP_VS = 44646107; shadowMapVS = SHResourceManager::LoadOrGet<SHVkShaderModule>(SHADOW_MAP_VS);
}
void SHGraphicsSystem::InitRenderGraph(void) noexcept
@ -170,6 +182,8 @@ namespace SHADE
// Create Default Viewport
worldViewport = AddViewport(vk::Viewport(0.0f, 0.0f, static_cast<float>(window->GetWindowSize().first), static_cast<float>(window->GetWindowSize().second), 0.0f, 1.0f));
shadowMapViewport = AddViewport(vk::Viewport(0.0f, 0.0f, static_cast<float>(SHLightingSubSystem::SHADOW_MAP_WIDTH), static_cast<float>(SHLightingSubSystem::SHADOW_MAP_HEIGHT), 0.0f, 1.0f));
std::vector<Handle<SHVkCommandPool>> renderContextCmdPools{ swapchain->GetNumImages() };
for (uint32_t i = 0; i < renderContextCmdPools.size(); ++i)
{
@ -184,22 +198,24 @@ namespace SHADE
/*-----------------------------------------------------------------------*/
// Initialize world render graph
renderGraph->Init("World Render Graph", device, swapchain, &resourceManager, renderContextCmdPools);
renderGraph->AddResource("Position", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, windowDims.first, windowDims.second, vk::Format::eR32G32B32A32Sfloat);
renderGraph->AddResource("Normals", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, windowDims.first, windowDims.second, vk::Format::eR32G32B32A32Sfloat);
renderGraph->AddResource("Position", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, true, windowDims.first, windowDims.second, vk::Format::eR32G32B32A32Sfloat);
renderGraph->AddResource("Position World Space", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, true, windowDims.first, windowDims.second, vk::Format::eR32G32B32A32Sfloat);
renderGraph->AddResource("Normals", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, true, windowDims.first, windowDims.second, vk::Format::eR32G32B32A32Sfloat);
//worldRenderGraph->AddResource("Tangents", { SH_ATT_DESC_TYPE_FLAGS::COLOR, SH_ATT_DESC_TYPE_FLAGS::INPUT, SH_ATT_DESC_TYPE_FLAGS::STORAGE }, windowDims.first, windowDims.second, vk::Format::eR32G32B32A32Sfloat);
renderGraph->AddResource("Albedo", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, windowDims.first, windowDims.second);
renderGraph->AddResource("Depth Buffer", { SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH_STENCIL }, windowDims.first, windowDims.second, vk::Format::eD32SfloatS8Uint);
renderGraph->AddResource("Entity ID", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::SHARED }, windowDims.first, windowDims.second, vk::Format::eR32Uint, 1, vk::ImageUsageFlagBits::eTransferSrc);
renderGraph->AddResource("Light Layer Indices", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, windowDims.first, windowDims.second, vk::Format::eR32Uint, 1, vk::ImageUsageFlagBits::eTransferSrc);
renderGraph->AddResource("Scene", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE, SH_RENDER_GRAPH_RESOURCE_FLAGS::SHARED }, windowDims.first, windowDims.second);
renderGraph->AddResource("SSAO", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, windowDims.first, windowDims.second, vk::Format::eR8Unorm);
renderGraph->AddResource("SSAO Blur", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, windowDims.first, windowDims.second, vk::Format::eR8Unorm);
renderGraph->AddResource("Present", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR_PRESENT }, windowDims.first, windowDims.second);
renderGraph->AddResource("Albedo", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, true, windowDims.first, windowDims.second);
renderGraph->AddResource("Depth Buffer", { SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH_STENCIL }, true, windowDims.first, windowDims.second, vk::Format::eD32SfloatS8Uint);
renderGraph->AddResource("Entity ID", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::SHARED }, true, windowDims.first, windowDims.second, vk::Format::eR32Uint, 1, vk::ImageUsageFlagBits::eTransferSrc);
renderGraph->AddResource("Light Layer Indices", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, true, windowDims.first, windowDims.second, vk::Format::eR32Uint, 1, vk::ImageUsageFlagBits::eTransferSrc);
renderGraph->AddResource("Scene", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE, SH_RENDER_GRAPH_RESOURCE_FLAGS::SHARED }, true, windowDims.first, windowDims.second);
renderGraph->AddResource("SSAO", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, true, windowDims.first, windowDims.second, vk::Format::eR8Unorm);
renderGraph->AddResource("SSAO Blur", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, true, windowDims.first, windowDims.second, vk::Format::eR8Unorm);
renderGraph->AddResource("Present", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR_PRESENT }, true, windowDims.first, windowDims.second);
/*-----------------------------------------------------------------------*/
/* MAIN NODE */
/*-----------------------------------------------------------------------*/
auto gBufferNode = renderGraph->AddNode("G-Buffer",
auto gBufferNode = renderGraph->AddNode(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS.data(),
//auto gBufferNode = renderGraph->AddNode(SHGraphicsConstants::RenderGraphNodeNames::GBUFFER_PASS.data()
{
"Position",
"Entity ID",
@ -208,7 +224,8 @@ namespace SHADE
"Albedo",
"Depth Buffer",
"SSAO",
"SSAO Blur"
"SSAO Blur",
"Position World Space"
},
{}); // no predecessors
@ -221,6 +238,7 @@ namespace SHADE
gBufferSubpass->AddColorOutput("Light Layer Indices");
gBufferSubpass->AddColorOutput("Normals");
gBufferSubpass->AddColorOutput("Albedo");
gBufferSubpass->AddColorOutput("Position World Space");
gBufferSubpass->AddDepthOutput("Depth Buffer", SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH_STENCIL);
@ -255,53 +273,52 @@ namespace SHADE
// Add another pass to blur SSAO
Handle<SHRenderGraphNodeCompute> ssaoBlurPass = gBufferNode->AddNodeCompute("SSAO Blur Step", ssaoBlurShader, { "SSAO", "SSAO Blur" });
/*-----------------------------------------------------------------------*/
/* SHADOW MAP PASS */
/*-----------------------------------------------------------------------*/
// Shadow map pass will have no resources bound at first. Lighting system will add resources to the node.
// It will initially also not have any subpasses since they will be added for each light that casts shadows.
//auto shadowMapPass = renderGraph->AddNode("Shadow Map Pass", {}, {});
/*-----------------------------------------------------------------------*/
/* DEFERRED COMPOSITE NODE */
/*-----------------------------------------------------------------------*/
// This pass will facilitate both lighting and shadows in 1 single pass.
auto deferredCompositeNode = renderGraph->AddNode("Deferred Comp Pass",
auto deferredCompositeNode = renderGraph->AddNode(SHGraphicsConstants::RenderGraphEntityNames::DEFERRED_COMPOSITE_PASS.data(),
{
"Position",
"Light Layer Indices",
"Normals",
"Albedo",
"Scene",
"SSAO Blur"
"SSAO Blur",
"Position World Space"
},
{"G-Buffer"});
{ SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS .data()});
/*-----------------------------------------------------------------------*/
/* DEFERRED COMPOSITE SUBPASS INIT */
/*-----------------------------------------------------------------------*/
deferredCompositeNode->AddNodeCompute("Deferred Composite", deferredCompositeShader, { "Position", "Normals", "Albedo", "Light Layer Indices", "SSAO Blur", "Scene" });
auto deferredCompositeCompute = deferredCompositeNode->AddNodeCompute(SHGraphicsConstants::RenderGraphEntityNames::DEFERRED_COMPOSITE_COMPUTE.data(), deferredCompositeShader, {"Position", "Normals", "Albedo", "Light Layer Indices", "SSAO Blur", "Position World Space", "Scene"}, {}, SHLightingSubSystem::MAX_SHADOWS);
deferredCompositeCompute->AddPreComputeFunction([=](Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex)
{
lightingSubSystem->PrepareShadowMapsForRead(cmdBuffer);
});
/*-----------------------------------------------------------------------*/
/* DEBUG DRAW PASS INIT */
/*-----------------------------------------------------------------------*/
// Set up Debug Draw Passes
// - Depth Tested
auto debugDrawNodeDepth = renderGraph->AddNode("Debug Draw with Depth", { "Scene", "Depth Buffer" }, {"G-Buffer", "Deferred Comp Pass"});
auto debugDrawNodeDepth = renderGraph->AddNode(SHGraphicsConstants::RenderGraphEntityNames::DEBUG_DRAW_DEPTH_PASS.data(), {"Scene", "Depth Buffer"}, {SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS.data(), SHGraphicsConstants::RenderGraphEntityNames::DEFERRED_COMPOSITE_PASS.data()});
auto debugDrawDepthSubpass = debugDrawNodeDepth->AddSubpass("Debug Draw with Depth", worldViewport, worldRenderer);
debugDrawDepthSubpass->AddColorOutput("Scene");
debugDrawDepthSubpass->AddDepthOutput("Depth Buffer");
// - No Depth Test
auto debugDrawNode = renderGraph->AddNode("Debug Draw", { "Scene" }, { "Debug Draw with Depth" });
auto debugDrawNode = renderGraph->AddNode(SHGraphicsConstants::RenderGraphEntityNames::DEBUG_DRAW.data(), {"Scene"}, {SHGraphicsConstants::RenderGraphEntityNames::DEBUG_DRAW_DEPTH_PASS.data()});
auto debugDrawSubpass = debugDrawNode->AddSubpass("Debug Draw", worldViewport, worldRenderer);
debugDrawSubpass->AddColorOutput("Scene");
/*-----------------------------------------------------------------------*/
/* SCREEN SPACE PASS */
/*-----------------------------------------------------------------------*/
auto screenSpaceNode = renderGraph->AddNode("Screen Space Pass", { "Scene", "Entity ID" }, {"Deferred Comp Pass", "G-Buffer", "Debug Draw" });
auto screenSpaceNode = renderGraph->AddNode(SHGraphicsConstants::RenderGraphEntityNames::SCREEN_SPACE_PASS.data(), {"Scene", "Entity ID"}, {SHGraphicsConstants::RenderGraphEntityNames::DEFERRED_COMPOSITE_PASS.data(), SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS.data(), SHGraphicsConstants::RenderGraphEntityNames::DEBUG_DRAW.data()});
auto uiSubpass = screenSpaceNode->AddSubpass("UI", worldViewport, screenRenderer);
uiSubpass->AddColorOutput("Scene");
uiSubpass->AddColorOutput("Entity ID");
@ -316,16 +333,16 @@ namespace SHADE
#ifdef SHEDITOR
{
// Dummy Node to transition scene render graph resource
auto dummyNode = renderGraph->AddNode("Dummy Pass", { "Scene" }, { "Screen Space Pass" });
auto dummyNode = renderGraph->AddNode("Dummy Pass", { "Scene" }, { SHGraphicsConstants::RenderGraphEntityNames::SCREEN_SPACE_PASS .data()});
auto dummySubpass = dummyNode->AddSubpass("Dummy Subpass", {}, {});
dummySubpass->AddInput("Scene");
auto imGuiNode = renderGraph->AddNode("ImGui Node", { "Present" }, {});
auto imGuiNode = renderGraph->AddNode(SHGraphicsConstants::RenderGraphEntityNames::IMGUI_PASS.data(), {"Present"}, {});
auto imGuiSubpass = imGuiNode->AddSubpass("ImGui Draw", {}, {});
imGuiSubpass->AddColorOutput("Present");
}
#else
renderGraph->AddRenderToSwapchainNode("Scene", "Present", { "Screen Space Pass" }, { renderToSwapchainVS, renderToSwapchainFS });
renderGraph->AddRenderToSwapchainNode("Scene", "Present", { SHGraphicsConstants::RenderGraphEntityNames::SCREEN_SPACE_PASS .data()}, {renderToSwapchainVS, renderToSwapchainFS});
#endif
@ -394,12 +411,16 @@ namespace SHADE
postOffscreenRenderSubSystem->Init(device, renderGraph->GetRenderGraphResource("Scene"), descPool);
lightingSubSystem = resourceManager.Create<SHLightingSubSystem>();
lightingSubSystem->Init(device, descPool);
lightingSubSystem->Init(device, descPool, &resourceManager, samplerCache.GetSampler (device, SHVkSamplerParams
{
.addressMode = vk::SamplerAddressMode::eClampToBorder,
})
);
textRenderingSubSystem = resourceManager.Create<SHTextRenderingSubSystem>();
// initialize the text renderer
auto uiNode = renderGraph->GetNode("Screen Space Pass");
auto uiNode = renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::SCREEN_SPACE_PASS.data());
textRenderingSubSystem->Init(device, uiNode->GetRenderpass(), uiNode->GetSubpass("UI"), descPool, textVS, textFS);
SHGlobalDescriptorSets::SetLightingSubSystem(lightingSubSystem);
@ -420,13 +441,14 @@ namespace SHADE
primitiveMeshes[static_cast<int>(PrimitiveType::Sphere)] = SHPrimitiveGenerator::Sphere(meshLibrary);
primitiveMeshes[static_cast<int>(PrimitiveType::LineCube)] = SHPrimitiveGenerator::LineCube(meshLibrary);
primitiveMeshes[static_cast<int>(PrimitiveType::LineCircle)] = SHPrimitiveGenerator::LineCircle(meshLibrary);
primitiveMeshes[static_cast<int>(PrimitiveType::LineCapsuleCap)] = SHPrimitiveGenerator::LineCapsuleCap(meshLibrary);
BuildMeshBuffers();
// Create default materials
defaultMaterial = AddMaterial
(
defaultVertShader, defaultFragShader,
renderGraph->GetNode("G-Buffer")->GetSubpass("G-Buffer Write")
renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS.data())->GetSubpass("G-Buffer Write")
);
defaultMaterial->SetProperty("data.textureIndex", defaultTexture->TextureArrayIndex);
defaultAnimMaterial = AddMaterial
@ -457,6 +479,7 @@ namespace SHADE
InitMiddleEnd();
InitSubsystems();
InitBuiltInResources();
InitEvents();
}
void SHGraphicsSystem::Exit(void)
@ -554,6 +577,15 @@ namespace SHADE
#endif
}
if (SHInputManager::GetKeyDown(SHInputManager::SH_KEYCODE::B))
{
auto& lightComps = SHComponentManager::GetDense<SHLightComponent>();
for (auto& comp : lightComps)
{
comp.SetEnableShadow(true);
}
}
renderGraph->Begin(frameIndex);
auto cmdBuffer = renderGraph->GetCommandBuffer(frameIndex);
@ -734,16 +766,66 @@ namespace SHADE
renderers.erase(iter);
}
SHEventHandle SHGraphicsSystem::ReceiveLightEnableShadowEvent(SHEventPtr event) noexcept
SHEventHandle SHGraphicsSystem::ReceiveLightEnableShadowEvent(SHEventPtr eventPtr) noexcept
{
// we need to wait for the device to finish using the graph first
device->WaitIdle();
auto const& EVENT_DATA = reinterpret_cast<const SHEventSpec<SHLightEnableShadowEvent>*>(eventPtr.get())->data;
auto* lightComp = SHComponentManager::GetComponent<SHLightComponent>(EVENT_DATA->lightEntity);
std::string resourceName = "ShadowMap " + std::to_string(EVENT_DATA->lightEntity);
Handle<SHSubpass> companionSubpass = renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS.data())->GetSubpass("G-Buffer Write");
if (EVENT_DATA->generateRenderer)
{
// Create new renderer for the light component and give it to the light component
Handle<SHRenderer> newRenderer = resourceManager.Create<SHRenderer>(device, swapchain->GetNumImages(), descPool, SHRenderer::PROJECTION_TYPE::ORTHOGRAPHIC);
lightComp->SetRenderer (newRenderer);
// assign shadow map index to light component
lightComp->SetShadowMapIndex (lightingSubSystem->GetNumShadowMaps());
}
// Add the shadow map resource to the graph
renderGraph->AddResource(resourceName, {SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT}, false, SHLightingSubSystem::SHADOW_MAP_WIDTH, SHLightingSubSystem::SHADOW_MAP_HEIGHT, vk::Format::eD32Sfloat);
// link resource to node. This means linking the resource and regenerating the node's renderpass and framebuffer.
auto shadowMapNode = renderGraph->AddNodeAfter(SHGraphicsConstants::RenderGraphEntityNames::SHADOW_MAP_PASS.data() + resourceName, {resourceName.c_str()}, SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS.data());
// Add a subpass to render to that shadow map
auto newSubpass = shadowMapNode->RuntimeAddSubpass(resourceName + " Subpass", shadowMapViewport, lightComp->GetRenderer());
newSubpass->AddDepthOutput(resourceName, SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH);
//renderGraph->GetNode ();
return event->handle;
// regenerate the node
shadowMapNode->RuntimeStandaloneRegenerate();
// Create pipeline from new renderpass and subpass if it's not created yet
if (!shadowMapPipeline)
{
SHPipelineLibrary tempLibrary{};
Handle<SHRenderGraphNode> rgNode = renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::SHADOW_MAP_PASS.data());
SHRasterizationState rasterState{};
rasterState.cull_mode = vk::CullModeFlagBits::eBack;
tempLibrary.Init(device);
tempLibrary.CreateGraphicsPipelines
(
{ shadowMapVS, {} }, shadowMapNode->GetRenderpass(), newSubpass,
SHGraphicsPredefinedData::SystemType::BATCHING,
SHGraphicsPredefinedData::GetShadowMapViState(), rasterState
);
shadowMapPipeline = tempLibrary.GetGraphicsPipeline({ shadowMapVS, {} });
}
newSubpass->SetCompanionSubpass(companionSubpass, shadowMapPipeline); // set companion subpass and pipeline
// add the shadow map to the lighting system
uint32_t const NEW_SHADOW_MAP_INDEX = lightingSubSystem->AddShadowMap(renderGraph->GetRenderGraphResource(resourceName), EVENT_DATA->lightEntity);
auto nodeCompute = renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::DEFERRED_COMPOSITE_PASS.data())->GetNodeCompute(SHGraphicsConstants::RenderGraphEntityNames::DEFERRED_COMPOSITE_COMPUTE.data());
nodeCompute->ModifyWriteDescImageComputeResource(SHGraphicsConstants::DescriptorSetBindings::SHADOW_MAP_IMAGE_SAMPLER_DATA, lightingSubSystem->GetViewSamplerLayout(NEW_SHADOW_MAP_INDEX), NEW_SHADOW_MAP_INDEX);
return eventPtr->handle;
}
Handle<SHMaterial> SHGraphicsSystem::AddMaterial(Handle<SHVkShaderModule> vertShader, Handle<SHVkShaderModule> fragShader, Handle<SHSubpass> subpass)
@ -828,6 +910,7 @@ namespace SHADE
case PrimitiveType::Sphere:
case PrimitiveType::LineCube:
case PrimitiveType::LineCircle:
case PrimitiveType::LineCapsuleCap:
return primitiveMeshes[static_cast<int>(type)];
default:
return {};
@ -1054,6 +1137,7 @@ namespace SHADE
mousePickSubSystem->HandleResize();
postOffscreenRenderSubSystem->HandleResize();
//lightingSubSystem->HandleResize(renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::DEFERRED_COMPOSITE_PASS.data())->GetNodeCompute(SHGraphicsConstants::RenderGraphEntityNames::DEFERRED_COMPOSITE_COMPUTE.data()));
worldViewport->SetWidth(static_cast<float>(resizeWidth));
worldViewport->SetHeight(static_cast<float>(resizeHeight));
@ -1086,7 +1170,7 @@ namespace SHADE
Handle<SHRenderGraphNode> SHGraphicsSystem::GetPrimaryRenderpass() const noexcept
{
return renderGraph->GetNode(G_BUFFER_RENDER_GRAPH_NODE_NAME.data());
return renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS.data());
}
Handle<SHVkPipeline> SHGraphicsSystem::GetDebugDrawPipeline(DebugDrawPipelineType type) const noexcept

View File

@ -72,9 +72,10 @@ namespace SHADE
Cube,
Sphere,
LineCube,
LineCircle
LineCircle,
LineCapsuleCap
};
static constexpr int MAX_PRIMITIVE_TYPES = 4;
static constexpr int MAX_PRIMITIVE_TYPES = 5;
enum class DebugDrawPipelineType
{
LineNoDepthTest,
@ -177,7 +178,7 @@ namespace SHADE
/*-----------------------------------------------------------------------*/
/* Light functions */
/*-----------------------------------------------------------------------*/
SHEventHandle ReceiveLightEnableShadowEvent (SHEventPtr event) noexcept;
SHEventHandle ReceiveLightEnableShadowEvent (SHEventPtr eventPtr) noexcept;
/*-----------------------------------------------------------------------------*/
/* Material Functions */
@ -405,10 +406,6 @@ namespace SHADE
SHWindow* GetWindow() noexcept { return window; }
private:
/*-----------------------------------------------------------------------------*/
/* Constants */
/*-----------------------------------------------------------------------------*/
static constexpr std::string_view G_BUFFER_RENDER_GRAPH_NODE_NAME = "G-Buffer";
/*-----------------------------------------------------------------------------*/
/* Data Members */
@ -445,6 +442,7 @@ namespace SHADE
#endif
Handle<SHViewport> worldViewport; // Whole screen
Handle<SHViewport> shadowMapViewport;
std::vector<Handle<SHViewport>> viewports; // Additional viewports
// Renderers
@ -469,6 +467,7 @@ namespace SHADE
Handle<SHVkShaderModule> textFS;
Handle<SHVkShaderModule> renderToSwapchainVS;
Handle<SHVkShaderModule> renderToSwapchainFS;
Handle<SHVkShaderModule> shadowMapVS;
// Fonts
Handle<SHFont> testFont;
@ -484,6 +483,7 @@ namespace SHADE
Handle<SHVkPipeline> debugDrawWireMeshDepthPipeline;
Handle<SHVkPipeline> debugDrawFilledPipeline;
Handle<SHVkPipeline> debugDrawFilledDepthPipeline;
Handle<SHVkPipeline> shadowMapPipeline; // initialized only when a shadow map is needed
// Built-In Textures
Handle<SHTexture> defaultTexture;

View File

@ -122,4 +122,9 @@ namespace SHADE
return cameraDirector;
}
SHShaderCameraData SHRenderer::GetCPUCameraData(void) const noexcept
{
return cpuCameraData;
}
}

View File

@ -18,9 +18,9 @@ of DigiPen Institute of Technology is prohibited.
// Project Includes
#include "SHCamera.h"
#include "Resource/SHHandle.h"
#include "Graphics/RenderGraph/SHRenderGraph.h"
#include "Math/SHMath.h"
#include <vector>
#include "Graphics/Pipeline/SHPipelineType.h"
namespace SHADE
{
@ -93,6 +93,7 @@ namespace SHADE
/* Setters and Getters */
/*-----------------------------------------------------------------------------*/
Handle<SHCameraDirector> GetCameraDirector (void) const noexcept;
SHShaderCameraData GetCPUCameraData (void) const noexcept;
private:
/*-----------------------------------------------------------------------------*/

View File

@ -2,6 +2,7 @@
#include "SHLightComponent.h"
#include "Graphics/Events/SHGraphicsEvents.h"
#include "Events/SHEventManager.hpp"
#include "Graphics/MiddleEnd/Interface/SHRenderer.h"
namespace SHADE
{
@ -14,6 +15,7 @@ namespace SHADE
//indexInBuffer = std::numeric_limits<uint32_t>::max();
isActive = true;
//Unbind();
renderer = {};
}
@ -116,11 +118,22 @@ namespace SHADE
// Create new event and broadcast it
SHLightEnableShadowEvent newEvent;
newEvent.lightEntity = GetEID();
newEvent.generateRenderer = static_cast<bool>(!renderer);
SHEventManager::BroadcastEvent<SHLightEnableShadowEvent>(newEvent, SH_GRAPHICS_LIGHT_ENABLE_SHADOW_EVENT);
}
}
void SHLightComponent::SetRenderer(Handle<SHRenderer> newRenderer) noexcept
{
renderer = newRenderer;
}
void SHLightComponent::SetShadowMapIndex(uint32_t index) noexcept
{
lightData.shadowMapIndex = index;
}
SHLightData const& SHLightComponent::GetLightData(void) const noexcept
{
return lightData;
@ -172,6 +185,11 @@ namespace SHADE
return lightData.strength;
}
Handle<SHRenderer> SHLightComponent::GetRenderer(void) const noexcept
{
return renderer;
}
}
RTTR_REGISTRATION

View File

@ -3,9 +3,11 @@
#include <rttr/registration>
#include "ECS_Base/Components/SHComponent.h"
#include "SHLightData.h"
#include "Resource/SHHandle.h"
namespace SHADE
{
class SHRenderer;
class SH_API SHLightComponent final : public SHComponent
{
@ -14,6 +16,9 @@ namespace SHADE
//! GPU depends on the type of the light.
SHLightData lightData;
//! Renderer to calculate light world to projection matrix
Handle<SHRenderer> renderer;
//! Since the lighting system is gonna be self contained and light weight, we store this
//! so that we only write this to the CPU buffer when this light component change, we don't
//! rewrite everything. However we still write to the GPU buffer when everything changes.
@ -49,6 +54,8 @@ namespace SHADE
//void SetBound (uint32_t inIndexInBuffer) noexcept;
void SetStrength (float value) noexcept; // serialized
void SetEnableShadow (bool flag) noexcept;
void SetRenderer (Handle<SHRenderer> newRenderer) noexcept;
void SetShadowMapIndex (uint32_t index) noexcept;
SHLightData const& GetLightData (void) const noexcept;
@ -61,6 +68,7 @@ namespace SHADE
//bool GetBound (void) const noexcept;
//uint32_t GetIndexInBuffer (void) const noexcept;
float GetStrength (void) const noexcept;
Handle<SHRenderer> GetRenderer (void) const noexcept;
RTTR_ENABLE()
};
}

View File

@ -10,6 +10,13 @@
#include "SHLightComponent.h"
#include "Math/Vector/SHVec4.h"
#include "Math/SHMatrix.h"
#include "Graphics/Images/SHVkImageView.h"
#include "Graphics/MiddleEnd/Textures/SHVkSamplerCache.h"
#include "Graphics/Images/SHVkSampler.h"
#include "Graphics/Events/SHGraphicsEvents.h"
#include "Graphics/MiddleEnd/Interface/SHRenderer.h"
#include "Math/Transform/SHTransformComponent.h"
#include "Graphics/RenderGraph/SHRenderGraphNodeCompute.h"
namespace SHADE
{
@ -50,6 +57,19 @@ namespace SHADE
//lightPtr->direction = lightData.direction;
lightPtr->diffuseColor = lightData.color;
lightPtr->active = lightComp->isActive;
// write view projection matrix if renderer is available
auto lightRenderer = lightComp->GetRenderer();
if (lightRenderer)
{
lightPtr->pvMatrix = lightRenderer->GetCPUCameraData().viewProjectionMatrix;
// Boolean to cast shadows in first 8 bits (1 byte)
lightPtr->shadowData = lightData.castShadows;
// Next 24 bits for shadow map index
lightPtr->shadowData |= (lightData.shadowMapIndex << 8);
}
break;
}
case SH_LIGHT_TYPE::POINT:
@ -365,6 +385,32 @@ namespace SHADE
}
}
void SHLightingSubSystem::UpdateShadowMapDesc(void) noexcept
{
}
SHMatrix SHLightingSubSystem::GetViewMatrix(SHLightComponent* lightComp) noexcept
{
switch (lightComp->GetLightData().type)
{
case SH_LIGHT_TYPE::DIRECTIONAL:
return SHMatrix::Transpose(SHMatrix::LookAtLH(lightComp->GetLightData().position, SHVec3::Normalise (lightComp->GetLightData().direction), SHVec3(0.0f, -1.0f, 0.0f)));
//return SHMatrix::Transpose(SHMatrix::LookAtLH(/*lightComp->GetLightData().position*/SHVec3(1.27862f, 4.78952f, 4.12811f), SHVec3(-0.280564f, -0.66262f, -0.69422f), SHVec3(0.0f, -1.0f, 0.0f)));
case SH_LIGHT_TYPE::POINT:
return {};
case SH_LIGHT_TYPE::SPOT:
return {};
case SH_LIGHT_TYPE::AMBIENT:
return {};
case SH_LIGHT_TYPE::NUM_TYPES:
return {};
default:
return {};
}
}
/***************************************************************************/
/*!
@ -375,13 +421,15 @@ namespace SHADE
*/
/***************************************************************************/
void SHLightingSubSystem::Init(Handle<SHVkLogicalDevice> device, Handle<SHVkDescriptorPool> descPool) noexcept
void SHLightingSubSystem::Init(Handle<SHVkLogicalDevice> device, Handle<SHVkDescriptorPool> descPool, SHResourceHub* rh, Handle<SHVkSampler> inShadowMapSampler) noexcept
{
SHComponentManager::CreateComponentSparseSet<SHLightComponent>();
logicalDevice = device;
resourceHub = rh;
uint32_t constexpr NUM_LIGHT_TYPES = SHUtilities::ConvertEnum(SH_LIGHT_TYPE::NUM_TYPES);
#pragma region LIGHTING
std::vector<uint32_t> variableSizes{ NUM_LIGHT_TYPES };
std::fill (variableSizes.begin(), variableSizes.end(), 1);
@ -418,7 +466,22 @@ namespace SHADE
dynamicOffsets[i].resize(NUM_LIGHT_TYPES + 1); // +1 for the count
}
#pragma endregion
#pragma region SHADOWS
//std::vector<uint32_t> shadowDescVariableSizes{ MAX_SHADOWS };
//shadowMapDescriptorSet = descPool->Allocate({SHGraphicsPredefinedData::GetPredefinedDescSetLayouts(SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes::SHADOW)}, shadowDescVariableSizes);
//#ifdef _DEBUG
// const auto& SHADOW_MAP_DESC_SETS = shadowMapDescriptorSet->GetVkHandle();
// for (int i = 0; i < static_cast<int>(SHADOW_MAP_DESC_SETS.size()); ++i)
// SET_VK_OBJ_NAME(logicalDevice, vk::ObjectType::eDescriptorSet, SHADOW_MAP_DESC_SETS[i], "[Descriptor Set] Shadow Map Data Frame #" + std::to_string(i));
//#endif
shadowMapSampler = inShadowMapSampler;
shadowMaps.clear();
//numLightComponents = 0;
#pragma endregion
}
/***************************************************************************/
@ -452,6 +515,12 @@ namespace SHADE
for (auto& light : lightComps)
{
if (auto renderer = light.GetRenderer())
{
//SHMatrix orthoMatrix = SHMatrix::OrthographicRH()
renderer->UpdateDataManual(frameIndex, GetViewMatrix(&light), SHMatrix::OrthographicLH(10.0f, 10.0f, 1.0f, 50.0f));
}
auto enumValue = SHUtilities::ConvertEnum(light.GetLightData().type);
// First we want to make sure the light is already bound to the system. if it
@ -503,7 +572,6 @@ namespace SHADE
// so we do it anyway. #NoteToSelf: if at any point it affects performance, do a check before computing.
ComputeDynamicOffsets();
}
/***************************************************************************/
@ -526,9 +594,101 @@ namespace SHADE
}
uint32_t SHLightingSubSystem::AddShadowMap(Handle<SHRenderGraphResource> newShadowMap, EntityID lightEntity) noexcept
{
// Add to container of shadow maps
shadowMapIndexing.emplace(lightEntity, static_cast<uint32_t> (shadowMaps.size()));
shadowMaps.emplace_back(newShadowMap);
// Just use the image view stored in the resource
Handle<SHVkImageView> const NEW_IMAGE_VIEW = newShadowMap->GetImageView();
// Prepare to write to descriptor
shadowMapImageSamplers.emplace_back(NEW_IMAGE_VIEW, shadowMapSampler, vk::ImageLayout::eShaderReadOnlyOptimal);
// Update descriptor set
//static constexpr uint32_t SHADOW_MAP_DESC_SET_INDEX = 0;
//uint32_t const SHADOW_MAP_DESC_ARRAY_INDEX = static_cast<uint32_t>(shadowMapImageSamplers.size()) - 1u;
//shadowMapDescriptorSet->ModifyWriteDescImage
//(
// SHADOW_MAP_DESC_SET_INDEX,
// SHGraphicsConstants::DescriptorSetBindings::SHADOW_MAP_IMAGE_SAMPLER_DATA,
// shadowMapImageSamplers[SHADOW_MAP_DESC_ARRAY_INDEX],
// SHADOW_MAP_DESC_ARRAY_INDEX
//);
//// TODO: Definitely can be optimized by writing a function that modifies a specific descriptor in the array
//shadowMapDescriptorSet->UpdateDescriptorSetImages
//(
// SHADOW_MAP_DESC_SET_INDEX,
// SHGraphicsConstants::DescriptorSetBindings::SHADOW_MAP_IMAGE_SAMPLER_DATA
//);
// add to barriers
shadowMapMemoryBarriers.push_back (vk::ImageMemoryBarrier
{
.srcAccessMask = vk::AccessFlagBits::eDepthStencilAttachmentWrite,
.dstAccessMask = vk::AccessFlagBits::eShaderRead,
.oldLayout = vk::ImageLayout::eDepthAttachmentOptimal,
.newLayout = vk::ImageLayout::eShaderReadOnlyOptimal,
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.image = newShadowMap->GetImage()->GetVkImage(),
.subresourceRange = vk::ImageSubresourceRange
{
.aspectMask = vk::ImageAspectFlagBits::eDepth,
.baseMipLevel = 0,
.levelCount = 1,
.baseArrayLayer = 0,
.layerCount = 1,
}
});
// return new index of shadow map
return static_cast<uint32_t>(shadowMapImageSamplers.size()) - 1u;
}
void SHLightingSubSystem::PrepareShadowMapsForRead(Handle<SHVkCommandBuffer> cmdBuffer) noexcept
{
// Issue barrier to transition shadow maps for reading in compute shader
cmdBuffer->PipelineBarrier(vk::PipelineStageFlagBits::eEarlyFragmentTests | vk::PipelineStageFlagBits::eLateFragmentTests, vk::PipelineStageFlagBits::eComputeShader, {}, {}, {}, shadowMapMemoryBarriers);
}
//void SHLightingSubSystem::HandleResize(Handle<SHRenderGraphNodeCompute> compute) noexcept
//{
// uint32_t const NUM_SHADOW_MAPS = static_cast<uint32_t>(shadowMaps.size());
// for (uint32_t i = 0; i < NUM_SHADOW_MAPS; ++i)
// {
// // Just use the image view stored in the resource
// Handle<SHVkImageView> const NEW_IMAGE_VIEW = shadowMaps[i]->GetImageView();
// // set new image view
// std::get<Handle<SHVkImageView>>(shadowMapImageSamplers[i]) = NEW_IMAGE_VIEW;
// // Set image for barrier
// shadowMapMemoryBarriers[i].image = shadowMaps[i]->GetImage()->GetVkImage();
// }
// if (NUM_SHADOW_MAPS > 0)
// {
// // modify descriptors in render graph node compute
// compute->ModifyWriteDescImageComputeResource (SHGraphicsConstants::DescriptorSetBindings::SHADOW_MAP_IMAGE_SAMPLER_DATA, shadowMapImageSamplers);
// }
//}
Handle<SHVkDescriptorSetGroup> SHLightingSubSystem::GetLightDataDescriptorSet(void) const noexcept
{
return lightingDataDescSet;
}
std::tuple<Handle<SHVkImageView>, Handle<SHVkSampler>, vk::ImageLayout> const& SHLightingSubSystem::GetViewSamplerLayout(uint32_t index) const noexcept
{
return shadowMapImageSamplers[index];
}
uint32_t SHLightingSubSystem::GetNumShadowMaps(void) const noexcept
{
return static_cast<uint32_t>(shadowMaps.size());
}
}

View File

@ -3,9 +3,13 @@
#include "Resource/SHHandle.h"
#include "Math/Vector/SHVec3.h"
#include "Math/Vector/SHVec4.h"
#include "Math/SHMatrix.h"
#include "SHLightData.h"
#include <array>
#include "Graphics/MiddleEnd/Interface/SHGraphicsConstants.h"
#include "Graphics/RenderGraph/SHRenderGraphResource.h"
#include "ECS_Base/SHECSMacros.h"
namespace SHADE
{
@ -16,6 +20,10 @@ namespace SHADE
class SHVkBuffer;
class SHLightComponent;
class SHVkCommandBuffer;
class SHSamplerCache;
class SHVkImageView;
class SHVkSampler;
class SHRenderGraphNodeCompute;
// Represents how the data will be interpreted in GPU. we want to copy to a container of these before passing to GPU.
struct SHDirectionalLightData
@ -34,6 +42,12 @@ namespace SHADE
//! Diffuse color emitted by the light
alignas (16) SHVec4 diffuseColor;
//! Matrix for world to projection from light's perspective
SHMatrix pvMatrix;
//! Represents boolean for casting shadows in first byte and shadow map index in the other 3.
uint32_t shadowData;
};
// Represents how the data will be interpreted in GPU. we want to copy to a container of these before passing to GPU.
@ -52,19 +66,22 @@ namespace SHADE
//! when a fragment is being evaluated, the shader will use the fragment's
//! layer value to AND with the light's. If result is 1, do lighting calculations.
uint32_t cullingMask;
};
class SH_API SHLightingSubSystem
{
public:
using DynamicOffsetArray = std::array<std::vector<uint32_t>, static_cast<uint32_t>(SHGraphicsConstants::NUM_FRAME_BUFFERS)>;
static constexpr uint32_t MAX_SHADOWS = 200;
static constexpr uint32_t SHADOW_MAP_WIDTH = 1024;
static constexpr uint32_t SHADOW_MAP_HEIGHT = 1024;
private:
class PerTypeData
{
public:
private:
/*-----------------------------------------------------------------------*/
/* STATIC MEMBER VARIABLES */
@ -123,6 +140,10 @@ namespace SHADE
};
private:
/*-----------------------------------------------------------------------*/
/* STATIC MEMBER VARIABLES */
/*-----------------------------------------------------------------------*/
//! logical device used for creation
Handle<SHVkLogicalDevice> logicalDevice;
@ -150,24 +171,59 @@ namespace SHADE
//! don't do anything.
//uint32_t numLightComponents;
//! Handle to sampler that all shadow map descriptors will use
Handle<SHVkSampler> shadowMapSampler;
//! For indexing shadow maps
std::unordered_map<EntityID, uint32_t> shadowMapIndexing;
//! Shadow maps for every light that casts a shadow Order here doesn't matter. We just want to store it
std::vector<Handle<SHRenderGraphResource>> shadowMaps;
//! Descriptor sets required to be given to the compute shader for shadow calculation. This will be a descriptor array.
//! It will also be preallocated.
//Handle<SHVkDescriptorSetGroup> shadowMapDescriptorSet;
//! Combined image samplers for the texture descriptors
std::vector<std::tuple<Handle<SHVkImageView>, Handle<SHVkSampler>, vk::ImageLayout>> shadowMapImageSamplers;
//! Barriers required to transition the resources from whatever layout they are in (probably from VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL)
//! to VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL)
std::vector<vk::ImageMemoryBarrier> shadowMapMemoryBarriers;
//! Resource hub from Graphics System
SHResourceHub* resourceHub;
/*-----------------------------------------------------------------------*/
/* PRIVATE MEMBER FUNCTIONS */
/*-----------------------------------------------------------------------*/
void UpdateDescSet (uint32_t binding) noexcept;
void ComputeDynamicOffsets (void) noexcept;
void ResetNumLights (void) noexcept;
void UpdateShadowMapDesc (void) noexcept;
SHMatrix GetViewMatrix (SHLightComponent* lightComp) noexcept;
public:
/*-----------------------------------------------------------------------*/
/* PUBLIC MEMBER FUNCTIONS */
/*-----------------------------------------------------------------------*/
void Init (Handle<SHVkLogicalDevice> device, Handle<SHVkDescriptorPool> descPool) noexcept;
void Init (Handle<SHVkLogicalDevice> device, Handle<SHVkDescriptorPool> descPool, SHResourceHub* rh, Handle<SHVkSampler> inShadowMapSampler) noexcept;
void Run (SHMatrix const& viewMat, uint32_t frameIndex) noexcept;
void Exit (void) noexcept;
void BindDescSet (Handle<SHVkCommandBuffer> cmdBuffer, uint32_t setIndex, uint32_t frameIndex) noexcept;
uint32_t AddShadowMap (Handle<SHRenderGraphResource> newShadowMap, EntityID lightEntity) noexcept;
void PrepareShadowMapsForRead (Handle<SHVkCommandBuffer> cmdBuffer) noexcept;
//void HandleResize (Handle<SHRenderGraphNodeCompute> compute) noexcept;
//void RemoveShadowMap (uint32_t index) noexcept;
/*-----------------------------------------------------------------------*/
/* SETTERS AND GETTERS */
/*-----------------------------------------------------------------------*/
Handle<SHVkDescriptorSetGroup> GetLightDataDescriptorSet (void) const noexcept;
std::tuple<Handle<SHVkImageView>, Handle<SHVkSampler>, vk::ImageLayout> const& GetViewSamplerLayout (uint32_t index) const noexcept;
uint32_t GetNumShadowMaps (void) const noexcept;
};
}

View File

@ -29,6 +29,7 @@ namespace SHADE
SHMeshAsset SHPrimitiveGenerator::sphereMesh;
SHMeshAsset SHPrimitiveGenerator::lineCubeMesh;
SHMeshAsset SHPrimitiveGenerator::lineCircleMesh;
SHMeshAsset SHPrimitiveGenerator::lineCapsuleCapMesh;
/*-----------------------------------------------------------------------------------*/
/* Primitive Generation Functions */
@ -392,6 +393,64 @@ namespace SHADE
return addMeshDataTo(lineCircleMesh, gfxSystem);
}
SHMeshAsset SHPrimitiveGenerator::LineCapsuleCap() noexcept
{
SHMeshAsset mesh;
// Have multiple semi-circles for the cap
static constexpr int SPLITS = 36;
static constexpr float ANGLE_INCREMENTS = (std::numbers::pi_v<float> * 2.0f) / static_cast<float>(SPLITS);
/* X-Axis */
// Generate points of the circle
for (int i = 0; i <= SPLITS / 2; ++i)
{
const float ANGLE = ANGLE_INCREMENTS * i;
mesh.VertexPositions.emplace_back(cos(ANGLE) * 0.5f, sin(ANGLE) * 0.5f, 0.0f);
}
// Generate lines of the circle
for (int i = 1; i <= SPLITS / 2; ++i)
{
mesh.Indices.emplace_back(static_cast<uint32_t>(i - 1));
mesh.Indices.emplace_back(static_cast<uint32_t>(i));
}
/* Z-Axis */
// Generate points of the circle
for (int i = 0; i <= SPLITS / 2; ++i)
{
const float ANGLE = ANGLE_INCREMENTS * i;
mesh.VertexPositions.emplace_back(0.0f, sin(ANGLE) * 0.5f, cos(ANGLE) * 0.5f);
}
// Generate lines of the circle
for (int i = 2 + SPLITS / 2; i <= SPLITS + 1; ++i)
{
mesh.Indices.emplace_back(static_cast<uint32_t>(i - 1));
mesh.Indices.emplace_back(static_cast<uint32_t>(i));
}
mesh.VertexNormals.resize(mesh.VertexPositions.size());
mesh.VertexTangents.resize(mesh.VertexPositions.size());
mesh.VertexTexCoords.resize(mesh.VertexPositions.size());
return mesh;
}
Handle<SHADE::SHMesh> SHPrimitiveGenerator::LineCapsuleCap(SHMeshLibrary& meshLibrary) noexcept
{
if (lineCapsuleCapMesh.VertexPositions.empty())
lineCapsuleCapMesh = LineCapsuleCap();
return addMeshDataTo(lineCapsuleCapMesh, meshLibrary);
}
Handle<SHADE::SHMesh> SHPrimitiveGenerator::LineCapsuleCap(SHGraphicsSystem& gfxSystem) noexcept
{
if (lineCapsuleCapMesh.VertexPositions.empty())
lineCapsuleCapMesh = LineCapsuleCap();
return addMeshDataTo(lineCapsuleCapMesh, gfxSystem);
}
/*-----------------------------------------------------------------------------------*/
/* Helper Functions */
/*-----------------------------------------------------------------------------------*/

View File

@ -195,6 +195,46 @@ namespace SHADE
*/
/***********************************************************************************/
[[nodiscard]] static Handle<SHMesh> LineCircle(SHGraphicsSystem& gfxSystem) noexcept;
/***********************************************************************************/
/*!
\brief
Produces a cap of a wireframe capsule that is comprised only of lines and
store the data in a SHMeshData object.
\return
SHMeshData object containing vertex data for the line circle.
*/
/***********************************************************************************/
[[nodiscard]] static SHMeshAsset LineCapsuleCap() noexcept;
/***********************************************************************************/
/*!
\brief
Produces a cap of a wireframe capsule that is comprised only of lines and
constructs a SHMesh using the SHGraphicsSystem provided.
\param meshLibrary
Reference to the SHMeshLibrary to produce and store a line circle mesh in.
\return
SHMesh object that points to the generated line circle mesh in the SHMeshLibrary.
*/
/***********************************************************************************/
[[nodiscard]] static Handle<SHMesh> LineCapsuleCap(SHMeshLibrary& meshLibrary) noexcept;
/***********************************************************************************/
/*!
\brief
Produces a cap of a wireframe capsule that is comprised only of lines and
constructs a SHMesh using the SHGraphicsSystem provided.
\param gfxSystem
Reference to the SHGraphicsSystem to produce and store a line circle mesh in.
\return
SHMesh object that points to the generated line circle mesh in the
SHGraphicsSystem.
*/
/***********************************************************************************/
[[nodiscard]] static Handle<SHMesh> LineCapsuleCap(SHGraphicsSystem& gfxSystem) noexcept;
private:
/*---------------------------------------------------------------------------------*/
@ -210,5 +250,6 @@ namespace SHADE
static SHMeshAsset sphereMesh;
static SHMeshAsset lineCubeMesh;
static SHMeshAsset lineCircleMesh;
static SHMeshAsset lineCapsuleCapMesh;
};
}

View File

@ -1,15 +1,20 @@
#include "SHpch.h"
#include "SHPipelineLibrary.h"
#include "Graphics/Devices/SHVkLogicalDevice.h"
#include "Graphics/MiddleEnd/GlobalData/SHGraphicsPredefinedData.h"
#include "Graphics/RenderGraph/SHSubpass.h"
#include "Graphics/SHVkUtil.h"
namespace SHADE
{
Handle<SHVkPipeline> SHPipelineLibrary::CreateGraphicsPipelines(std::pair<Handle<SHVkShaderModule>, Handle<SHVkShaderModule>> const& vsFsPair, Handle<SHVkRenderpass> renderpass, Handle<SHSubpass> subpass, SHGraphicsPredefinedData::SystemType systemType) noexcept
Handle<SHVkPipeline> SHPipelineLibrary::CreateGraphicsPipelines(std::pair<Handle<SHVkShaderModule>, Handle<SHVkShaderModule>> const& vsFsPair, Handle<SHVkRenderpass> renderpass, Handle<SHSubpass> subpass, SHGraphicsPredefinedData::SystemType systemType, SHVertexInputState const& viState, SHRasterizationState const& rasterState) noexcept
{
std::vector<Handle<SHVkShaderModule>> modules{};
if (vsFsPair.first)
modules.push_back(vsFsPair.first);
if (vsFsPair.second)
modules.push_back(vsFsPair.second);
SHPipelineLayoutParams params
{
.shaderModules = {vsFsPair.first, vsFsPair.second},
@ -21,7 +26,7 @@ namespace SHADE
// Create the pipeline and configure the default vertex input state
auto newPipeline = logicalDevice->CreateGraphicsPipeline(pipelineLayout, nullptr, renderpass, subpass);
newPipeline->GetPipelineState().SetVertexInputState(SHGraphicsPredefinedData::GetDefaultViState());
newPipeline->GetPipelineState().SetVertexInputState(viState);
SHColorBlendState colorBlendState{};
colorBlendState.logic_op_enable = VK_FALSE;
@ -30,6 +35,7 @@ namespace SHADE
auto const& subpassColorReferences = subpass->GetColorAttachmentReferences();
colorBlendState.attachments.reserve(subpassColorReferences.size());
for (auto& att : subpassColorReferences)
{
colorBlendState.attachments.push_back(vk::PipelineColorBlendAttachmentState
@ -48,6 +54,8 @@ namespace SHADE
newPipeline->GetPipelineState().SetColorBlenState(colorBlendState);
newPipeline->GetPipelineState().SetRasterizationState(rasterState);
// Actually construct the pipeline
newPipeline->ConstructPipeline();

View File

@ -34,7 +34,9 @@ namespace SHADE
std::pair<Handle<SHVkShaderModule>, Handle<SHVkShaderModule>> const& vsFsPair,
Handle<SHVkRenderpass> renderpass,
Handle<SHSubpass> subpass,
SHGraphicsPredefinedData::SystemType systemType
SHGraphicsPredefinedData::SystemType systemType,
SHVertexInputState const& viState = SHGraphicsPredefinedData::GetDefaultViState(),
SHRasterizationState const& rasterState = SHRasterizationState{}
) noexcept;
Handle<SHVkPipeline> GetGraphicsPipeline (std::pair<Handle<SHVkShaderModule>, Handle<SHVkShaderModule>> const& vsFsPair) noexcept;
bool CheckGraphicsPipelineExistence (std::pair<Handle<SHVkShaderModule>, Handle<SHVkShaderModule>> const& vsFsPair) noexcept;

View File

@ -195,7 +195,7 @@ namespace SHADE
return *this;
}
void SHVertexInputState::AddBinding(bool instanced, bool calcOffset, std::initializer_list<SHVertexAttribute> inAttribs) noexcept
void SHVertexInputState::AddBinding(bool instanced, bool calcOffset, std::initializer_list<SHVertexAttribute> inAttribs, uint32_t fixedBinding /*= static_cast<uint32_t>(-1)*/, uint32_t fixedAttributeLocation/* = static_cast<uint32_t>(-1)*/) noexcept
{
// add a binding and get ref to it
bindings.emplace_back();
@ -210,7 +210,7 @@ namespace SHADE
// Offset is 0 at first (for first element)
uint32_t offset = 0;
binding.binding = static_cast<uint32_t>(bindings.size() - 1);
binding.binding = (fixedBinding != static_cast<uint32_t>(-1)) ? fixedBinding : static_cast<uint32_t>(bindings.size() - 1);
// for every attribute passed in
for (auto const& attrib : inAttribs)
@ -226,10 +226,11 @@ namespace SHADE
auto& vertexAttrib = attributes.back();
// The binding for that attribute description is index of the new binding created earlier in this function
vertexAttrib.binding = static_cast<uint32_t>(bindings.size() - 1);
vertexAttrib.binding = (fixedBinding != static_cast<uint32_t>(-1)) ? fixedBinding : static_cast<uint32_t>(bindings.size() - 1);
// Attribute location. New index is simply + 1 of the previous. Starts from 0 obviously
vertexAttrib.location = static_cast<uint32_t>(attributes.size () - 1);
//Attribute location. New index is simply + 1 of the previous. Starts from 0 obviously
vertexAttrib.location = (fixedAttributeLocation != static_cast<uint32_t>(-1)) ? fixedAttributeLocation + i : static_cast<uint32_t>(attributes.size () - 1);
//vertexAttrib.location = static_cast<uint32_t>(attributes.size() - 1);
// Get the vkFormat associated with the SHAttribFormat
vertexAttrib.format = format;

View File

@ -34,7 +34,7 @@ namespace SHADE
SHVertexInputState& operator= (SHVertexInputState const& rhs) noexcept;
SHVertexInputState& operator= (SHVertexInputState&& rhs) noexcept;
void AddBinding(bool instanced, bool calcOffset, std::initializer_list<SHVertexAttribute> inAttribs) noexcept;
void AddBinding(bool instanced, bool calcOffset, std::initializer_list<SHVertexAttribute> inAttribs, uint32_t fixedBinding = static_cast<uint32_t>(-1), uint32_t fixedAttributeLocation = static_cast<uint32_t>(-1)) noexcept;
friend class SHVkPipelineState;
friend class SHVkPipeline;

View File

@ -18,6 +18,8 @@ namespace SHADE
vk::ShaderStageFlags stageFlags;
for (auto& shaderModule : shaderModules)
{
if (shaderModule)
{
// References for convenience
auto const& reflectedData = shaderModule->GetReflectedData();
@ -81,7 +83,7 @@ namespace SHADE
stageFlags |= shaderModule->GetShaderStageFlagBits();
}
}
}
// After all the sizes of the push constant blocks have been added, record the size in the interface
@ -132,6 +134,9 @@ namespace SHADE
//! Now we take descriptor set info from all shaders and prepare some bindings for the descriptor set
for (auto& shaderModule : shaderModules)
{
if (!shaderModule)
continue;
auto const& descBindingInfo = shaderModule->GetReflectedData().GetDescriptorBindingInfo();
auto const& reflectedSets = descBindingInfo.GetReflectedSets();
@ -200,11 +205,13 @@ namespace SHADE
newBinding.DescriptorCount = SHVkDescriptorSetLayout::Binding::VARIABLE_DESCRIPTOR_UPPER_BOUND;
// Set the flags for variable bindings
newBinding.flags = vk::DescriptorBindingFlagBits::eVariableDescriptorCount;
newBinding.flags = vk::DescriptorBindingFlagBits::eVariableDescriptorCount | vk::DescriptorBindingFlagBits::ePartiallyBound;
}
else
{
SHLOG_ERROR("Variable size binding is detected, but the binding is not the last binding of the set and is therefore invalid. ");
}
}
setsWithBindings[CURRENT_SET].emplace_back(newBinding);
}
@ -326,11 +333,10 @@ namespace SHADE
{
for (auto& mod : shaderModules)
{
mod->AddCallback([this]()
if (mod)
{
RecreateIfNeeded();
mod->AddCallback([this]() { RecreateIfNeeded(); });
}
);
}
RecreateIfNeeded ();

View File

@ -54,7 +54,7 @@ namespace SHADE
*/
/***************************************************************************/
void SHRenderGraph::AddResource(std::string resourceName, std::initializer_list<SH_RENDER_GRAPH_RESOURCE_FLAGS> typeFlags, uint32_t w /*= static_cast<uint32_t>(-1)*/, uint32_t h /*= static_cast<uint32_t>(-1)*/, vk::Format format/* = vk::Format::eB8G8R8A8Unorm*/, uint8_t levels /*= 1*/, vk::ImageUsageFlagBits usageFlags/* = {}*/, vk::ImageCreateFlagBits createFlags /*= {}*/)
void SHRenderGraph::AddResource(std::string resourceName, std::initializer_list<SH_RENDER_GRAPH_RESOURCE_FLAGS> typeFlags, bool resizeWithWindow, uint32_t w /*= static_cast<uint32_t>(-1)*/, uint32_t h /*= static_cast<uint32_t>(-1)*/, vk::Format format/* = vk::Format::eB8G8R8A8Unorm*/, uint8_t levels /*= 1*/, vk::ImageUsageFlagBits usageFlags/* = {}*/, vk::ImageCreateFlagBits createFlags /*= {}*/)
{
// If we set to
if (w == static_cast<uint32_t>(-1) && h == static_cast<uint32_t>(-1))
@ -64,7 +64,7 @@ namespace SHADE
format = renderGraphStorage->swapchain->GetSurfaceFormatKHR().format;
}
auto resource = renderGraphStorage->resourceHub->Create<SHRenderGraphResource>(renderGraphStorage, resourceName, typeFlags, format, w, h, levels, usageFlags, createFlags);
auto resource = renderGraphStorage->resourceHub->Create<SHRenderGraphResource>(renderGraphStorage, resourceName, typeFlags, format, w, h, levels, usageFlags, createFlags, resizeWithWindow);
renderGraphStorage->graphResources->try_emplace(resourceName, resource);
}
@ -106,6 +106,9 @@ namespace SHADE
for (auto& affectedNode : affectedNodes)
nodes[affectedNode]->CreateFramebuffer();
renderGraphStorage->graphResources->at(resourceName).Free();
renderGraphStorage->graphResources->erase (resourceName);
/*
* IMPORTANT NOTES
*
@ -166,68 +169,7 @@ namespace SHADE
for (uint32_t i = 0; auto& node : nodes)
{
// key is handle ID, value is final layout.
std::unordered_map<uint32_t, vk::ImageLayout> resourceAttFinalLayouts;
if (node->subpasses.empty())
{
SHLOG_ERROR("Node does not contain a subpass. Cannot configure attachment descriptions as a result. ");
return;
}
// We first want to take all resources track their layout as undefined at the start of the node/renderpass
auto const resources = node->GetResources();
for (auto& resource : resources)
{
resource->GetInfoTracker()->TrackLayout(node, {}, vk::ImageLayout::eUndefined);
}
// attempt to get all final layouts for all resources
for (auto& subpass : node->subpasses)
{
for (auto& color : subpass->colorReferences)
{
// If final renderpass and attachment is a COLOR_PRESENT resource, make resource transition to present after last subpass
if (i == nodes.size() - 1 && (node->attResources[color.attachment]->resourceTypeFlags & static_cast<uint32_t>(SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR_PRESENT)))
resourceAttFinalLayouts[color.attachment] = vk::ImageLayout::ePresentSrcKHR;
else
resourceAttFinalLayouts[color.attachment] = color.layout;
node->attResources[color.attachment]->infoTracker->TrackLayout(node, subpass, color.layout);
}
for (auto& depth : subpass->depthReferences)
{
resourceAttFinalLayouts[depth.attachment] = depth.layout;
node->attResources[depth.attachment]->infoTracker->TrackLayout(node, subpass, depth.layout);
}
for (auto& input : subpass->inputReferences)
{
resourceAttFinalLayouts[input.attachment] = input.layout;
node->attResources[input.attachment]->infoTracker->TrackLayout(node, subpass, input.layout);
}
}
for (uint32_t j = 0; j < node->attachmentDescriptions.size(); ++j)
{
auto& att = node->attachmentDescriptions[j];
auto& resource = node->attResources[j];
// If resource is from another render graph, use the final layout it had when it was last used in that graph. This is initialized in LinkNonOwningResource.
// We also want to load the attachment, not "don't care".
if (resource->resourceTypeFlags & SHUtilities::ConvertEnum(SH_RENDER_GRAPH_RESOURCE_FLAGS::SHARED) &&
renderGraphStorage->nonOwningResourceInitialLayouts.contains(resource.GetId().Raw))
{
att.initialLayout = renderGraphStorage->nonOwningResourceInitialLayouts.at (resource.GetId().Raw);
att.loadOp = vk::AttachmentLoadOp::eLoad;
att.stencilLoadOp = vk::AttachmentLoadOp::eLoad;
}
else
att.initialLayout = vk::ImageLayout::eUndefined;
att.finalLayout = resourceAttFinalLayouts[j];
resource->GetInfoTracker()->TrackLayout(node, {}, att.finalLayout);
}
node->StandaloneConfigureAttDesc(i == nodes.size() - 1);
++i;
}
@ -333,6 +275,17 @@ namespace SHADE
}
}
void SHRenderGraph::ReindexNodes(void) noexcept
{
nodeIndexing.clear();
uint32_t i = 0;
for (auto& node : nodes)
{
nodeIndexing.emplace (node->name, i);
++i;
}
}
/***************************************************************************/
/*!
@ -473,6 +426,65 @@ namespace SHADE
return node;
}
/***************************************************************************/
/*!
\brief
This function is purely used for dynamic nodes (if such a thing were to
exist in our architecture). In other words, don't use this function unless
the new node is fully standalone and does not rely or is a prereq of
other nodes.
\param nodeName
Name of new node
\param resourceInstruction
Resources for the node
\param nodeToAddAfter
The node to add the new node after.
\return
*/
/***************************************************************************/
Handle<SHRenderGraphNode> SHRenderGraph::AddNodeAfter(std::string nodeName, std::initializer_list<ResourceInstruction> resourceInstruction, std::string nodeToAddAfter) noexcept
{
if (nodeIndexing.contains(nodeName))
{
SHLOG_ERROR("Node already exists, cannot add node. ");
return {};
}
std::vector<SHAttachmentDescInitParams> descInitParams;
for (auto const& instruction : resourceInstruction)
{
// If the resource that the new node is requesting for exists, allow the graph to reference it
if (renderGraphStorage->graphResources->contains(instruction.resourceName))
{
descInitParams.push_back(
{
.resourceHdl = renderGraphStorage->graphResources->at(instruction.resourceName),
.dontClearOnLoad = instruction.dontClearOnLoad,
}
);
}
else
{
SHLOG_ERROR("Resource doesn't exist in graph yet. Cannot create new node.");
return{};
}
}
// get target node
auto targetNode = nodes.begin() + nodeIndexing.at(nodeToAddAfter);
auto node = nodes.insert(targetNode, renderGraphStorage->resourceHub->Create<SHRenderGraphNode>(nodeName, renderGraphStorage, std::move(descInitParams), std::vector<Handle<SHRenderGraphNode>>()));
ReindexNodes ();
return *node;
}
void SHRenderGraph::AddRenderToSwapchainNode(std::string toSwapchainResource, std::string swapchainResource, std::initializer_list<std::string> predecessorNodes, std::pair<Handle<SHVkShaderModule>, Handle<SHVkShaderModule>> shaderModules) noexcept
{
for (auto& node : predecessorNodes)
@ -532,10 +544,6 @@ namespace SHADE
ConfigureSubSystems();
}
void SHRenderGraph::Regenerate(void) noexcept
{
}
/***************************************************************************/
/*!
@ -571,12 +579,15 @@ namespace SHADE
auto const& descMappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::BATCHING);
for (auto& node : nodes)
{
if (node->renderpass)
{
// bind static global data
SHGlobalDescriptorSets::BindStaticGlobalData(cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, descMappings.at(SHPredefinedDescriptorTypes::STATIC_DATA));
node->Execute(cmdBuffer, descPool, frameIndex);
}
}
cmdBuffer->EndLabeledSegment();
}
@ -604,10 +615,13 @@ namespace SHADE
{
// resize resources
for (auto& [name, resource] : *renderGraphStorage->graphResources)
{
if (resource->resizeWithWindow)
{
if (!renderGraphStorage->nonOwningResourceInitialLayouts.contains (resource.GetId().Raw))
resource->HandleResize(newWidth, newHeight);
}
}
for (auto& node : nodes)
{

View File

@ -55,6 +55,7 @@ namespace SHADE
void ConfigureRenderpasses (void) noexcept;
void ConfigureSubSystems (void) noexcept;
void ConfigureFramebuffers (void) noexcept;
void ReindexNodes (void) noexcept;
/*-----------------------------------------------------------------------*/
/* PRIVATE MEMBER VARIABLES */
@ -101,6 +102,7 @@ namespace SHADE
(
std::string resourceName,
std::initializer_list<SH_RENDER_GRAPH_RESOURCE_FLAGS> typeFlags,
bool resizeWithWindow = true,
uint32_t w = static_cast<uint32_t>(-1),
uint32_t h = static_cast<uint32_t>(-1),
vk::Format format = vk::Format::eB8G8R8A8Unorm,
@ -123,6 +125,12 @@ namespace SHADE
std::initializer_list<ResourceInstruction> resourceInstruction,
std::initializer_list<std::string> predecessorNodes
) noexcept;
Handle<SHRenderGraphNode> AddNodeAfter
(
std::string nodeName,
std::initializer_list<ResourceInstruction> resourceInstruction,
std::string nodeToAddAfter
) noexcept;
void AddRenderToSwapchainNode
(
@ -134,7 +142,6 @@ namespace SHADE
) noexcept;
void Generate (void) noexcept;
void Regenerate (void) noexcept;
void CheckForNodeComputes (void) noexcept;
void Execute (uint32_t frameIndex, Handle<SHVkDescriptorPool> descPool) noexcept;
void Begin (uint32_t frameIndex) noexcept;
@ -165,7 +172,14 @@ namespace SHADE
* that manage the resources instead and can facilitate such linking of resources. Either that, or we allow only 1 render graph,
* but different matrices (SHRenderer) can be used in different nodes.
* - There are also way too many hash maps created for ease of access. This definitely can be cut down.
* -
* - In hindsight there should have been a distinction between static and dynamic nodes. Static nodes are the ones that are accounted
* for in the generation of the render graph. Dynamic nodes begin with nothing at first, but allows for linking of resources and subpasses
* while the render graph is executing. The resources here should also be dynamic, which means it should never be used in anywhere else other
* than in the node that is using it. This would mean its initial layouts are always specified as undefined and final layouts specified as
* whatever the last subpass that is using that resource specifies in the node. Dynamic nodes are meant to render to resources that would later
* be used externally, as descriptors for example (the descriptors can be used in a render graph node compute for example). Dynamic nodes run as
* if they are the only nodes in the graph, because their resources are not used in other nodes and are thus not predecessors or successors of any
* other node.
*
*/

View File

@ -32,9 +32,12 @@ namespace SHADE
renderpass.Free();
}
if (!spDescs.empty())
{
renderpass = graphStorage->logicalDevice->CreateRenderpass(attachmentDescriptions, spDescs, spDeps);
SET_VK_OBJ_NAME(graphStorage->logicalDevice, vk::ObjectType::eRenderPass, renderpass->GetVkRenderpass(), "[RenderPass] " + name);
}
}
/***************************************************************************/
/*!
@ -45,6 +48,8 @@ namespace SHADE
*/
/***************************************************************************/
void SHRenderGraphNode::CreateFramebuffer(void) noexcept
{
if (renderpass)
{
if (!framebuffers.empty())
{
@ -78,8 +83,11 @@ namespace SHADE
SET_VK_OBJ_NAME(graphStorage->logicalDevice, vk::ObjectType::eFramebuffer, framebuffers[i]->GetVkFramebuffer(), "[Framebuffer] " + name + std::to_string(i));
}
}
}
void SHRenderGraphNode::HandleResize(void) noexcept
{
if (renderpass)
{
renderpass->HandleResize();
@ -114,23 +122,32 @@ namespace SHADE
nodeCompute->HandleResize();
}
}
}
void SHRenderGraphNode::ConfigureSubpasses(void) noexcept
{
if (subpasses.empty())
return;
uint32_t numValidSubpasses = std::count_if(subpasses.begin(), subpasses.end(), [](Handle<SHSubpass> subpass) {return !subpass->HasNoAttachments();});
// Create subpass description and dependencies based on number of subpasses
spDescs.resize(subpasses.size());
spDeps.resize(subpasses.size());
spDescs.resize(numValidSubpasses);
spDeps.resize(numValidSubpasses);
// Now we want to loop through all attachments in all subpasses in the node and query
// the resources being used. For each resource we want to query the type and record it
// in bit fields (1 bit for each subpass).
uint32_t colorRead = 0, colorWrite = 0, depthRead = 0, depthWrite = 0, inputDependencies = 0;
uint32_t i = 0;
// For all subpasses (see above description about bit field for this).
for (auto& subpass : subpasses)
for (uint32_t i = 0; auto& subpass : subpasses)
{
// skip if subpass is not valid
if (subpass->HasNoAttachments())
continue;
// Configure subpass description
auto& desc = spDescs[i];
desc.pColorAttachments = subpass->colorReferences.data();
@ -186,8 +203,11 @@ namespace SHADE
// Loop through all subpasses again but this time we use the bit field to initialize
// the dependencies.
for (i = 0; i < subpasses.size(); ++i)
for (uint32_t i = 0; auto & subpass : subpasses)
{
if (subpass->HasNoAttachments())
continue;
vk::PipelineStageFlags srcStage;
vk::PipelineStageFlags dstStage;
vk::AccessFlags srcAccess;
@ -245,6 +265,8 @@ namespace SHADE
// initialize input descriptors
subpasses[i]->CreateInputDescriptors();
++i;
}
}
@ -343,6 +365,7 @@ namespace SHADE
, spDeps{ std::move(rhs.spDeps) }
, nodeComputes{ std::move(rhs.nodeComputes) }
, name { std::move(rhs.name) }
, ISelfHandle<SHRenderGraphNode>{std::move(rhs)}
{
rhs.renderpass = {};
@ -419,7 +442,7 @@ namespace SHADE
return subpass;
}
Handle<SHRenderGraphNodeCompute> SHRenderGraphNode::AddNodeCompute(std::string nodeName, Handle<SHVkShaderModule> computeShaderModule, std::initializer_list<std::string> resources, std::unordered_set<BindingAndSetHash>&& dynamicBufferBindings, float numWorkGroupScale/* = 1.0f*/) noexcept
Handle<SHRenderGraphNodeCompute> SHRenderGraphNode::AddNodeCompute(std::string nodeName, Handle<SHVkShaderModule> computeShaderModule, std::initializer_list<std::string> resources, std::unordered_set<BindingAndSetHash>&& dynamicBufferBindings, uint32_t variableDescCount/* = 0*/, float numWorkGroupScale/* = 1.0f*/) noexcept
{
// Look for the required resources in the graph
std::vector<Handle<SHRenderGraphResource>> nodeComputeResources{};
@ -435,7 +458,7 @@ namespace SHADE
std::vector<Handle<SHRenderGraphResource>> temp (nodeComputeResources);
// Create the subpass compute with the resources
auto nodeCompute = graphStorage->resourceHub->Create<SHRenderGraphNodeCompute>(std::move(nodeName), graphStorage, computeShaderModule, std::move(nodeComputeResources), std::move (dynamicBufferBindings), nodeComputes.empty());
auto nodeCompute = graphStorage->resourceHub->Create<SHRenderGraphNodeCompute>(std::move(nodeName), graphStorage, computeShaderModule, std::move(nodeComputeResources), std::move (dynamicBufferBindings), nodeComputes.empty(), variableDescCount);
nodeComputes.push_back(nodeCompute);
for (auto& resource : temp)
@ -483,6 +506,68 @@ namespace SHADE
}
}
void SHRenderGraphNode::StandaloneConfigureAttDesc(bool isLastNode) noexcept
{
// key is handle ID, value is final layout.
std::unordered_map<uint32_t, vk::ImageLayout> resourceAttFinalLayouts;
if (!subpasses.empty())
{
// We first want to take all resources track their layout as undefined at the start of the node/renderpass
for (auto& resource : attResources)
{
resource->GetInfoTracker()->TrackLayout(GetHandle(), {}, vk::ImageLayout::eUndefined);
}
// attempt to get all final layouts for all resources
for (auto& subpass : subpasses)
{
for (auto& color : subpass->colorReferences)
{
// If final renderpass and attachment is a COLOR_PRESENT resource, make resource transition to present after last subpass
if (isLastNode && (attResources[color.attachment]->resourceTypeFlags & static_cast<uint32_t>(SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR_PRESENT)))
resourceAttFinalLayouts[color.attachment] = vk::ImageLayout::ePresentSrcKHR;
else
resourceAttFinalLayouts[color.attachment] = color.layout;
attResources[color.attachment]->infoTracker->TrackLayout(GetHandle(), subpass, color.layout);
}
for (auto& depth : subpass->depthReferences)
{
resourceAttFinalLayouts[depth.attachment] = depth.layout;
attResources[depth.attachment]->infoTracker->TrackLayout(GetHandle(), subpass, depth.layout);
}
for (auto& input : subpass->inputReferences)
{
resourceAttFinalLayouts[input.attachment] = input.layout;
attResources[input.attachment]->infoTracker->TrackLayout(GetHandle(), subpass, input.layout);
}
}
for (uint32_t j = 0; j < attachmentDescriptions.size(); ++j)
{
auto& att = attachmentDescriptions[j];
auto& resource = attResources[j];
// If resource is from another render graph, use the final layout it had when it was last used in that graph. This is initialized in LinkNonOwningResource.
// We also want to load the attachment, not "don't care".
if (resource->resourceTypeFlags & SHUtilities::ConvertEnum(SH_RENDER_GRAPH_RESOURCE_FLAGS::SHARED) &&
graphStorage->nonOwningResourceInitialLayouts.contains(resource.GetId().Raw))
{
att.initialLayout = graphStorage->nonOwningResourceInitialLayouts.at(resource.GetId().Raw);
att.loadOp = vk::AttachmentLoadOp::eLoad;
att.stencilLoadOp = vk::AttachmentLoadOp::eLoad;
}
else
att.initialLayout = vk::ImageLayout::eUndefined;
att.finalLayout = resourceAttFinalLayouts[j];
resource->GetInfoTracker()->TrackLayout(GetHandle(), {}, att.finalLayout);
}
}
}
/***************************************************************************/
/*!
@ -509,14 +594,14 @@ namespace SHADE
// remove attachment reference
attachmentDescriptions.erase (attachmentDescriptions.begin() + index);
// erase from mapping as well
resourceAttachmentMapping->erase(resourceHandleID);
// Remove footprint of attachment from all subpasses as well
for (auto it = subpasses.begin(); it != subpasses.end(); ++it)
{
// attempt to detach resource from subpass
(*it)->DetachResource(resourceName, index);
// If the subpass ends up having no attachments after, erase it from the node
if ((*it)->HasNoAttachments())
// If the subpass uses the resource, just remove the subpass since the subpass will be invalid
if ((*it)->UsesResource(index))
{
// erase from indexing
subpassIndexing.erase((*it)->GetName());
@ -530,12 +615,32 @@ namespace SHADE
for (uint32_t i = 0; i < subpasses.size(); ++i)
subpasses[i]->SetIndex(i);
// remove node computes using the resource
for (auto it = nodeComputes.begin(); it != nodeComputes.end(); ++it)
{
if ((*it)->UsesResource(resourceHandleID))
{
it = nodeComputes.erase(it);
}
}
// recompute the barriers for the other computes
for (auto it = nodeComputes.begin(); it != nodeComputes.end(); ++it)
{
if (it == nodeComputes.begin())
(*it)->SetFollowingEndRenderpass(true);
(*it)->InitializeBarriers();
}
return true;
}
return false;
}
void SHRenderGraphNode::Execute(Handle<SHVkCommandBuffer> commandBuffer, Handle<SHVkDescriptorPool> descPool, uint32_t frameIndex) noexcept
{
if (renderpass)
{
uint32_t framebufferIndex = (framebuffers.size() > 1) ? frameIndex : 0;
commandBuffer->BeginRenderpass(renderpass, framebuffers[framebufferIndex]);
@ -545,7 +650,7 @@ namespace SHADE
subpasses[i]->Execute(commandBuffer, descPool, frameIndex);
// Go to next subpass if not last subpass
if (i != static_cast<uint32_t>(subpasses.size()) - 1u)
if (i != static_cast<uint32_t>(subpasses.size()) - 1u && !subpasses[i]->HasNoAttachments())
commandBuffer->NextSubpass();
}
@ -569,6 +674,7 @@ namespace SHADE
for (auto& sbCompute : nodeComputes)
sbCompute->Execute(commandBuffer, frameIndex);
}
}
Handle<SHVkPipeline> SHRenderGraphNode::GetOrCreatePipeline(std::pair<Handle<SHVkShaderModule>, Handle<SHVkShaderModule>> const& vsFsPair, Handle<SHSubpass> subpass) noexcept
{
@ -625,6 +731,77 @@ namespace SHADE
batcher.FinaliseBatches(graphStorage->logicalDevice, descPool, frameIndex);
}
/***************************************************************************/
/*!
\brief
This function simply appends to the container of VkAttachmentDescription
and attResources. It will assume the resource is used standalone in the
node and will not account for its usage in other nodes. As such its
initialLayout will always be UNDEFINED and its finalLayout will be
whatever is calculated if the node is regenerated using
StandaloneRegnerate. This function also does not affect the render graph
while its running since the 2 containers above have already been copied
to the GPU.
\param resourceName
The name of the resource for getting the resource.
*/
/***************************************************************************/
void SHRenderGraphNode::RuntimeLinkResource(std::string resourceName) noexcept
{
// Get new resource
Handle<SHRenderGraphResource> newResource = graphStorage->graphResources->at(resourceName);
// append new resource to container
attResources.push_back(newResource);
attachmentDescriptions.push_back(vk::AttachmentDescription
{
.format = newResource->GetResourceFormat(),
.samples = vk::SampleCountFlagBits::e1,
.loadOp = vk::AttachmentLoadOp::eClear,
.storeOp = vk::AttachmentStoreOp::eStore,
.stencilLoadOp = vk::AttachmentLoadOp::eClear,
.stencilStoreOp = vk::AttachmentStoreOp::eStore,
});
resourceAttachmentMapping->try_emplace(newResource.GetId().Raw, attachmentDescriptions.size() - 1);
}
Handle<SHSubpass> SHRenderGraphNode::RuntimeAddSubpass(std::string subpassName, Handle<SHViewport> viewport, Handle<SHRenderer> renderer) noexcept
{
return AddSubpass(std::move (subpassName), viewport, renderer);
}
/***************************************************************************/
/*!
\brief
USE WITH CAUTION because the function does not reevaluate resource
layouts in attachment descriptions. All resources here will start at
UNDEFINED and end at whatever the last subpass using the attachment
specifies. It will also not support render graph node computes given its
complexity if it has to be accounted for.
IN SHORT, IT GENERATES A RENDERPASS AS IF ITS THE ONLY NODE
IN THE RENDER GRAPH. SEE NOTES IN SHRenderGraph.h
This function is mainly meant for nodes that are dynamic (in hindsight,
there really should have been a distinction between static and dynamic
nodes).
*/
/***************************************************************************/
void SHRenderGraphNode::RuntimeStandaloneRegenerate(void) noexcept
{
StandaloneConfigureAttDesc(false);
ConfigureSubpasses();
CreateRenderpass();
CreateFramebuffer();
}
/***************************************************************************/
/*!
@ -659,4 +836,15 @@ namespace SHADE
return attResources;
}
Handle<SHRenderGraphNodeCompute> SHRenderGraphNode::GetNodeCompute(std::string nodeComputeName) const noexcept
{
for (auto nc : nodeComputes)
{
if (nc->name == nodeComputeName)
return nc;
}
return {};
}
}

View File

@ -93,6 +93,9 @@ namespace SHADE
void CreateFramebuffer(void) noexcept;
void HandleResize (void) noexcept;
void ConfigureSubpasses (void) noexcept;
bool DetachResource(std::string const& resourceName, uint64_t resourceHandleID) noexcept;
void AddDummySubpassIfNeeded(void) noexcept;
void StandaloneConfigureAttDesc (bool isLastNode) noexcept;
public:
/*-----------------------------------------------------------------------*/
@ -106,15 +109,17 @@ namespace SHADE
/* PUBLIC MEMBER FUNCTIONS */
/*-----------------------------------------------------------------------*/
Handle<SHSubpass> AddSubpass(std::string subpassName, Handle<SHViewport> viewport, Handle<SHRenderer> renderer) noexcept;
Handle<SHRenderGraphNodeCompute> AddNodeCompute(std::string nodeName, Handle<SHVkShaderModule> computeShaderModule, std::initializer_list<std::string> resources, std::unordered_set<BindingAndSetHash>&& dynamicBufferBindings = {}, float numWorkGroupScale = 1.0f) noexcept;
void AddDummySubpassIfNeeded (void) noexcept;
bool DetachResource (std::string const& resourceName, uint64_t resourceHandleID) noexcept;
Handle<SHRenderGraphNodeCompute> AddNodeCompute(std::string nodeName, Handle<SHVkShaderModule> computeShaderModule, std::initializer_list<std::string> resources, std::unordered_set<BindingAndSetHash>&& dynamicBufferBindings = {}, uint32_t variableDescCount = 0, float numWorkGroupScale = 1.0f) noexcept;
// TODO: RemoveSubpass()
void Execute(Handle<SHVkCommandBuffer> commandBuffer, Handle<SHVkDescriptorPool> descPool, uint32_t frameIndex) noexcept;
Handle<SHVkPipeline> GetOrCreatePipeline(std::pair<Handle<SHVkShaderModule>, Handle<SHVkShaderModule>> const& vsFsPair, Handle<SHSubpass> subpass) noexcept;
void FinaliseBatch(uint32_t frameIndex, Handle<SHVkDescriptorPool> descPool);
// Runtime functions that don't affect the renderpass
void RuntimeLinkResource(std::string resourceName) noexcept;
Handle<SHSubpass> RuntimeAddSubpass(std::string subpassName, Handle<SHViewport> viewport, Handle<SHRenderer> renderer) noexcept;
void RuntimeStandaloneRegenerate (void) noexcept;
/*-----------------------------------------------------------------------*/
/* SETTERS AND GETTERS */
/*-----------------------------------------------------------------------*/
@ -122,6 +127,7 @@ namespace SHADE
Handle<SHSubpass> GetSubpass(std::string_view subpassName) const noexcept;
Handle<SHRenderGraphResource> GetResource (uint32_t resourceIndex) const noexcept;
std::vector<Handle<SHRenderGraphResource>> const& GetResources (void) const noexcept;
Handle<SHRenderGraphNodeCompute> GetNodeCompute (std::string nodeComputeName) const noexcept;
friend class SHRenderGraph;
};

View File

@ -14,7 +14,56 @@
namespace SHADE
{
SHRenderGraphNodeCompute::SHRenderGraphNodeCompute(std::string nodeName, Handle<SHRenderGraphStorage> graphStorage, Handle<SHVkShaderModule> computeShaderModule, std::vector<Handle<SHRenderGraphResource>>&& subpassComputeResources, std::unordered_set<BindingAndSetHash>&& dynamicBufferBindings, bool followingEndRP, float inNumWorkGroupScale/* = 1.0f*/) noexcept
bool SHRenderGraphNodeCompute::UsesResource(uint64_t resourceHandleID) const noexcept
{
for (auto& resource : resources)
{
if (resource.GetId().Raw == resourceHandleID)
return true;
}
return false;
}
void SHRenderGraphNodeCompute::InitializeBarriers(void) noexcept
{
for (uint32_t i = 0; auto & barriers : memoryBarriers)
{
barriers.clear();
for (auto& resource : resources)
{
vk::AccessFlags srcAccessMask = (followingEndRenderpass) ? vk::AccessFlagBits::eInputAttachmentRead : (vk::AccessFlagBits::eShaderRead | vk::AccessFlagBits::eShaderWrite);
barriers.push_back(vk::ImageMemoryBarrier
{
.srcAccessMask = srcAccessMask,
.dstAccessMask = vk::AccessFlagBits::eShaderRead | vk::AccessFlagBits::eShaderWrite,
.oldLayout = vk::ImageLayout::eGeneral,
.newLayout = vk::ImageLayout::eGeneral,
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.image = resource->GetImage((resource->resourceTypeFlags & static_cast<uint32_t>(SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR_PRESENT)) ? i : 0)->GetVkImage(),
.subresourceRange = vk::ImageSubresourceRange
{
.aspectMask = resource->imageAspectFlags,
.baseMipLevel = 0,
.levelCount = resource->mipLevels,
.baseArrayLayer = 0,
.layerCount = 1,
}
});
}
++i;
}
}
void SHRenderGraphNodeCompute::SetFollowingEndRenderpass(uint32_t flag) noexcept
{
followingEndRenderpass = flag;
}
SHRenderGraphNodeCompute::SHRenderGraphNodeCompute(std::string nodeName, Handle<SHRenderGraphStorage> graphStorage, Handle<SHVkShaderModule> computeShaderModule, std::vector<Handle<SHRenderGraphResource>>&& subpassComputeResources, std::unordered_set<BindingAndSetHash>&& dynamicBufferBindings, bool followingEndRP, uint32_t variableDescCount, float inNumWorkGroupScale/* = 1.0f*/) noexcept
: computePipeline{}
, pipelineLayout{}
, resources{}
@ -68,10 +117,12 @@ namespace SHADE
// check if all layouts are there
if (layouts.size() == descMappings.at(SHPredefinedDescriptorTypes::RENDER_GRAPH_NODE_COMPUTE_RESOURCE) + 1)
{
Handle<SHVkDescriptorSetLayout> computeResourceLayout = {};
computeResourceLayout = layouts[descMappings.at(SHPredefinedDescriptorTypes::RENDER_GRAPH_NODE_COMPUTE_RESOURCE)];
// create compute resources
computeResource = graphStorage->resourceHub->Create<ComputeResource>();
auto computeResourceLayout = layouts[descMappings.at(SHPredefinedDescriptorTypes::RENDER_GRAPH_NODE_COMPUTE_RESOURCE)];
computeResource->descSet = graphStorage->descriptorPool->Allocate({ computeResourceLayout }, { 1 });
computeResource->descSet = graphStorage->descriptorPool->Allocate({ computeResourceLayout }, {variableDescCount});
#ifdef _DEBUG
for (auto set : computeResource->descSet->GetVkHandle())
SET_VK_OBJ_NAME(graphStorage->logicalDevice, vk::ObjectType::eDescriptorSet, set, "[Descriptor Set] " + name + " Resources");
@ -91,6 +142,11 @@ namespace SHADE
void SHRenderGraphNodeCompute::Execute(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex) noexcept
{
for (auto& fn : preComputeFunctions)
{
fn (cmdBuffer, frameIndex);
}
// bind the compute pipeline
cmdBuffer->BindPipeline(computePipeline);
@ -157,35 +213,7 @@ namespace SHADE
groupSizeX = maxWidth / workGroupSizeX;
groupSizeY = maxHeight / workGroupSizeY;
for (uint32_t i = 0; auto& barriers : memoryBarriers)
{
barriers.clear();
for (auto& resource : resources)
{
vk::AccessFlags srcAccessMask = (followingEndRenderpass) ? vk::AccessFlagBits::eInputAttachmentRead : (vk::AccessFlagBits::eShaderRead | vk::AccessFlagBits::eShaderWrite);
barriers.push_back(vk::ImageMemoryBarrier
{
.srcAccessMask = srcAccessMask,
.dstAccessMask = vk::AccessFlagBits::eShaderRead | vk::AccessFlagBits::eShaderWrite,
.oldLayout = vk::ImageLayout::eGeneral,
.newLayout = vk::ImageLayout::eGeneral,
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.image = resource->GetImage((resource->resourceTypeFlags & static_cast<uint32_t>(SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR_PRESENT)) ? i : 0)->GetVkImage(),
.subresourceRange = vk::ImageSubresourceRange
{
.aspectMask = resource->imageAspectFlags,
.baseMipLevel = 0,
.levelCount = resource->mipLevels,
.baseArrayLayer = 0,
.layerCount = 1,
}
});
}
++i;
}
InitializeBarriers();
}
void SHRenderGraphNodeCompute::SetDynamicOffsets(std::span<uint32_t> perFrameSizes) noexcept
@ -219,4 +247,17 @@ namespace SHADE
}
void SHRenderGraphNodeCompute::ModifyWriteDescImageComputeResource(uint32_t binding, SHVkDescriptorSetGroup::viewSamplerLayout const& viewSamplerLayout, uint32_t descArrayIndex) noexcept
{
static constexpr uint32_t COMPUTE_RESOURCE_SET_INDEX = 0;
computeResource->descSet->ModifyWriteDescImage(COMPUTE_RESOURCE_SET_INDEX, binding, viewSamplerLayout, descArrayIndex);
computeResource->descSet->UpdateDescriptorSetImage(COMPUTE_RESOURCE_SET_INDEX, binding, descArrayIndex);
}
void SHRenderGraphNodeCompute::AddPreComputeFunction(PreComputeFunction const& fn) noexcept
{
preComputeFunctions.push_back(fn);
}
}

View File

@ -25,6 +25,10 @@ namespace SHADE
class SHRenderGraphNodeCompute
{
public:
using PreComputeFunction = std::function<void(Handle<SHVkCommandBuffer>, uint32_t)>;
private:
// Binding of set SHGraphicsConstants::DescriptorSetIndex::RENDERGRAPH_NODE_COMPUTE_RESOURCE
struct ComputeResource
@ -73,8 +77,23 @@ namespace SHADE
//! Name of this node
std::string name;
std::vector<PreComputeFunction> preComputeFunctions;
private:
/*-----------------------------------------------------------------------*/
/* PRIVATE MEMBER FUNCTIONS */
/*-----------------------------------------------------------------------*/
bool UsesResource (uint64_t resourceHandleID) const noexcept;
void InitializeBarriers (void) noexcept;
/*-----------------------------------------------------------------------*/
/* PRIVATE SETTERS AND GETTERS */
/*-----------------------------------------------------------------------*/
void SetFollowingEndRenderpass (uint32_t flag) noexcept;
public:
SHRenderGraphNodeCompute(std::string nodeName, Handle<SHRenderGraphStorage> graphStorage, Handle<SHVkShaderModule> computeShaderModule, std::vector<Handle<SHRenderGraphResource>>&& subpassComputeResources, std::unordered_set<BindingAndSetHash>&& dynamicBufferBindings, bool followingEndRP, float inNumWorkGroupScale = 1.0f) noexcept;
SHRenderGraphNodeCompute(std::string nodeName, Handle<SHRenderGraphStorage> graphStorage, Handle<SHVkShaderModule> computeShaderModule, std::vector<Handle<SHRenderGraphResource>>&& subpassComputeResources, std::unordered_set<BindingAndSetHash>&& dynamicBufferBindings, bool followingEndRP, uint32_t variableDescCount, float inNumWorkGroupScale = 1.0f) noexcept;
void Execute (Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex) noexcept;
void HandleResize (void) noexcept;
@ -84,7 +103,9 @@ namespace SHADE
void ModifyWriteDescBufferComputeResource (uint32_t binding, std::span<Handle<SHVkBuffer>> const& buffers, uint32_t offset, uint32_t range) noexcept;
void ModifyWriteDescImageComputeResource(uint32_t binding, std::span<SHVkDescriptorSetGroup::viewSamplerLayout> const& viewSamplerLayouts) noexcept;
void ModifyWriteDescImageComputeResource(uint32_t binding, SHVkDescriptorSetGroup::viewSamplerLayout const& viewSamplerLayout, uint32_t descArrayIndex) noexcept;
void AddPreComputeFunction (PreComputeFunction const& fn) noexcept;
friend class SHRenderGraph;
friend class SHRenderGraphNode;

View File

@ -78,7 +78,7 @@ namespace SHADE
*/
/***************************************************************************/
SHRenderGraphResource::SHRenderGraphResource(Handle<SHRenderGraphStorage> renderGraphStorage, std::string const& name, std::initializer_list<SH_RENDER_GRAPH_RESOURCE_FLAGS> typeFlags, vk::Format format, uint32_t w, uint32_t h, uint8_t levels, vk::ImageUsageFlagBits usageFlags, vk::ImageCreateFlagBits createFlags) noexcept
SHRenderGraphResource::SHRenderGraphResource(Handle<SHRenderGraphStorage> renderGraphStorage, std::string const& name, std::initializer_list<SH_RENDER_GRAPH_RESOURCE_FLAGS> typeFlags, vk::Format format, uint32_t w, uint32_t h, uint8_t levels, vk::ImageUsageFlagBits usageFlags, vk::ImageCreateFlagBits createFlags, bool inResizeWithWindow) noexcept
: graphStorage{renderGraphStorage}
, resourceTypeFlags{ }
, resourceFormat{ format }
@ -88,6 +88,7 @@ namespace SHADE
, height{ h }
, mipLevels{ levels }
, resourceName{ name }
, resizeWithWindow { inResizeWithWindow }
{
// If the resource type is an arbitrary image and not swapchain image
if (typeFlags.size() == 1 && *typeFlags.begin() == SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR_PRESENT)
@ -210,6 +211,7 @@ namespace SHADE
, imageAspectFlags{ rhs.imageAspectFlags }
, graphStorage{rhs.graphStorage}
, infoTracker {std::move (rhs.infoTracker)}
, resizeWithWindow{rhs.resizeWithWindow}
{
}
@ -242,7 +244,8 @@ namespace SHADE
mipLevels = rhs.mipLevels;
imageAspectFlags = rhs.imageAspectFlags;
graphStorage = rhs.graphStorage;
infoTracker = std::move(infoTracker);
infoTracker = std::move(rhs.infoTracker);
resizeWithWindow = rhs.resizeWithWindow;
return *this;
}

View File

@ -96,11 +96,14 @@ namespace SHADE
//! For tracking resource states in stages of the render graphs
Handle<InfoTracker> infoTracker;
//! Whether or not to resize (recreate vulkan image) when window resizes
bool resizeWithWindow;
public:
/*-----------------------------------------------------------------------*/
/* CTORS AND DTORS */
/*-----------------------------------------------------------------------*/
SHRenderGraphResource(Handle<SHRenderGraphStorage> renderGraphStorage, std::string const& name, std::initializer_list<SH_RENDER_GRAPH_RESOURCE_FLAGS> typeFlags, vk::Format format, uint32_t w, uint32_t h, uint8_t levels, vk::ImageUsageFlagBits usageFlags, vk::ImageCreateFlagBits createFlags) noexcept;
SHRenderGraphResource(Handle<SHRenderGraphStorage> renderGraphStorage, std::string const& name, std::initializer_list<SH_RENDER_GRAPH_RESOURCE_FLAGS> typeFlags, vk::Format format, uint32_t w, uint32_t h, uint8_t levels, vk::ImageUsageFlagBits usageFlags, vk::ImageCreateFlagBits createFlags, bool inResizeWithWindow) noexcept;
SHRenderGraphResource(SHRenderGraphResource&& rhs) noexcept;
SHRenderGraphResource& operator=(SHRenderGraphResource&& rhs) noexcept;
~SHRenderGraphResource(void) noexcept;

View File

@ -77,6 +77,7 @@ namespace SHADE
, name { rhs.name }
, viewport {rhs.viewport}
, renderer {rhs.renderer}
, companionSubpass {rhs.companionSubpass}
{
}
@ -113,6 +114,7 @@ namespace SHADE
name = std::move(rhs.name);
renderer = rhs.renderer;
viewport = rhs.viewport;
companionSubpass = rhs.companionSubpass;
return *this;
@ -162,7 +164,7 @@ namespace SHADE
switch (attachmentDescriptionType)
{
case SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH:
imageLayout = vk::ImageLayout::eDepthAttachmentOptimal;
imageLayout = vk::ImageLayout::eDepthStencilAttachmentOptimal;
break;
case SH_RENDER_GRAPH_RESOURCE_FLAGS::STENCIL:
imageLayout = vk::ImageLayout::eStencilAttachmentOptimal;
@ -211,6 +213,8 @@ namespace SHADE
{
commandBuffer->BeginLabeledSegment(name);
if (!HasNoAttachments())
{
// Ensure correct transforms are provided
superBatch->UpdateBuffers(frameIndex, descPool);
@ -227,8 +231,19 @@ namespace SHADE
if (renderer)
renderer->BindDescriptorSet(commandBuffer, SH_PIPELINE_TYPE::GRAPHICS, descMappings.at(SHPredefinedDescriptorTypes::CAMERA), frameIndex);
// If companion subpass is not a valid handle, render super batch normally
if (!companionSubpass.companion)
{
// Draw all the batches
superBatch->Draw(commandBuffer, frameIndex);
}
else
{
// if not bind pipeline for companion and and execute draw command
commandBuffer->BindPipeline(companionSubpass.pipeline);
companionSubpass.companion->superBatch->Draw(commandBuffer, frameIndex, false);
}
}
// Draw all the exterior draw calls
for (auto& drawCall : exteriorDrawCalls)
@ -265,43 +280,27 @@ namespace SHADE
*/
/***************************************************************************/
void SHSubpass::DetachResource(std::string const& resourceName, uint32_t attachmentIndex) noexcept
bool SHSubpass::UsesResource(uint32_t attachmentIndex) noexcept
{
for (uint32_t i = 0; i < colorReferences.size(); ++i)
{
if (colorReferences[i].attachment == attachmentIndex)
{
colorReferences.erase (colorReferences.begin() + i);
break;
}
return true;
}
for (uint32_t i = 0; i < depthReferences.size(); ++i)
{
if (depthReferences[i].attachment == attachmentIndex)
{
depthReferences.erase(depthReferences.begin() + i);
break;
}
return true;
}
for (uint32_t i = 0; i < inputReferences.size(); ++i)
{
if (inputReferences[i].attachment == attachmentIndex)
{
inputReferences.erase(inputReferences.begin() + i);
break;
}
return true;
}
for (uint32_t i = 0; i < inputNames.size(); ++i)
{
if (inputNames[i] == resourceName)
{
inputNames.erase(inputNames.begin() + i);
break;
}
}
return false;
}
bool SHSubpass::HasNoAttachments(void) const noexcept
@ -458,6 +457,12 @@ namespace SHADE
subpassIndex = index;
}
void SHSubpass::SetCompanionSubpass(Handle<SHSubpass> companion, Handle<SHVkPipeline> pipeline) noexcept
{
companionSubpass.companion = companion;
companionSubpass.pipeline = pipeline;
}
/***************************************************************************/
/*!

View File

@ -21,12 +21,23 @@ namespace SHADE
class SHVkSampler;
class SHRenderer;
class SHViewport;
class SHVkPipeline;
class SH_API SHSubpass : public ISelfHandle<SHSubpass>
{
public:
using ExteriorDrawCallFunction = std::function<void(Handle<SHVkCommandBuffer>, Handle<SHRenderer>, uint32_t)>;
// Allows for subpasses to run using a companions data
struct CompanionSubpass
{
// subpass whose data will be borrowed to draw
Handle<SHSubpass> companion;
// Pipeline that will be used for all the draw calls from all batches of the companion subpass
Handle<SHVkPipeline> pipeline;
};
private:
/*---------------------------------------------------------------------*/
/* PRIVATE MEMBER VARIABLES */
@ -94,6 +105,15 @@ namespace SHADE
// For identifying subpasses
std::string name;
//! Optional component to a companion subpass. If the subpass handle of this object
//! is valid, the subpass will be drawn using this companion's data.
CompanionSubpass companionSubpass;
private:
/*-----------------------------------------------------------------------*/
/* PRIVATE MEMBER FUNCTIONS */
/*-----------------------------------------------------------------------*/
bool UsesResource(uint32_t attachmentIndex) noexcept;
public:
/*-----------------------------------------------------------------------*/
@ -119,7 +139,6 @@ namespace SHADE
void Execute(Handle<SHVkCommandBuffer> commandBuffer, Handle<SHVkDescriptorPool> descPool, uint32_t frameIndex) noexcept;
void HandleResize (void) noexcept;
void BindInputDescriptorSets (Handle<SHVkCommandBuffer> cmdBuffer, uint32_t setIndex, uint32_t frameIndex) const noexcept;
void DetachResource (std::string const& resourceName, uint32_t attachmentIndex) noexcept;
bool HasNoAttachments (void) const noexcept;
void Init(SHResourceHub& resourceManager) noexcept;
@ -128,13 +147,18 @@ namespace SHADE
void CreateInputDescriptors (void) noexcept;
void UpdateWriteDescriptors (void) noexcept;
/*-----------------------------------------------------------------------*/
/* GETTERS AND SETTERS */
/*-----------------------------------------------------------------------*/
private:
/*-----------------------------------------------------------------------*/
/* PRIVATE GETTERS AND SETTERS */
/*-----------------------------------------------------------------------*/
void SetIndex (uint32_t index) noexcept;
public:
/*-----------------------------------------------------------------------*/
/* PUBLIC SETTERS AND GETTERS */
/*-----------------------------------------------------------------------*/
void SetCompanionSubpass (Handle<SHSubpass> companion, Handle<SHVkPipeline> pipeline) noexcept;
Handle<SHRenderGraphNode> const& GetParentNode(void) const noexcept;
SHSubPassIndex GetIndex() const noexcept;
Handle<SHSuperBatch> GetSuperBatch(void) const noexcept;

View File

@ -11,6 +11,7 @@
#pragma once
#include <SHpch.h>
#include <fstream>
#include "SHInputManager.h"
#include "../Tools/SHException.h"
@ -99,6 +100,161 @@ namespace SHADE
}
}
//The Binding File format presently goes as such:
/*
* Binding count
* (For each binding:)
* Name
Binding Type Enum
Inverted Bool
Gravity Double
Dead Double
Sensitivity Double
Snap Bool
PositiveKeyCode count
PositiveKeyCodes
NegativeKeyCode count
NegativeKeyCodes
PositiveControllerCode Count
PositiveControllerCodes
NegativeControllerCode Count
NegativeControllerCodes
*/
void SHInputManager::SaveBindings(std::string const& targetFile) noexcept
{
std::ofstream file;
file.open(targetFile);
//File cannot be written to
if (!file) return;
//First write the number of bindings
file << bindings.size() << std::endl;
for (auto& b : bindings)
{
//Name
file << b.first << std::endl;
//Data
auto& lbd = b.second;
file << static_cast<int>(lbd.bindingType) << std::endl;
file << static_cast<int>(lbd.inverted) << std::endl;
file << lbd.gravity << std::endl;
file << lbd.dead << std::endl;
file << lbd.sensitivity << std::endl;
file << static_cast<int>(lbd.snap) << std::endl;
//Bindings
file << lbd.positiveKeyCodes.size() << std::endl;
for (auto kc : lbd.positiveKeyCodes)
file << static_cast<int>(kc) << std::endl;
file << lbd.negativeKeyCodes.size() << std::endl;
for (auto kc : lbd.negativeKeyCodes)
file << static_cast<int>(kc) << std::endl;
file << lbd.positiveControllerCodes.size() << std::endl;
for (auto cc : lbd.positiveControllerCodes)
file << static_cast<int>(cc) << std::endl;
file << lbd.negativeControllerCodes.size() << std::endl;
for (auto cc : lbd.negativeControllerCodes)
file << static_cast<int>(cc) << std::endl;
}
file.close();
}
void SHInputManager::LoadBindings(std::string const& sourceFile) noexcept
{
std::ifstream file;
file.open(sourceFile);
//Check
if (!file) return;
//Erase
ClearBindings();
//Read
std::string read;
int count = 0;
std::getline(file, read);
count = std::stoi(read);
std::string bindingName;
for (int b = 0; b < count; ++b)
{
//Name
std::getline(file, read);
bindingName = read;
AddBinding(bindingName);
//Type
std::getline(file, read);
SetBindingType(bindingName, static_cast<SH_BINDINGTYPE>(std::stoi(read)));
//Inversion
std::getline(file, read);
SetBindingInverted(bindingName, static_cast<bool>(std::stoi(read)));
//Gravity
std::getline(file, read);
SetBindingGravity(bindingName, std::stod(read));
//Dead
std::getline(file, read);
SetBindingDead(bindingName, std::stod(read));
//Sensitivity
std::getline(file, read);
SetBindingSensitivity(bindingName, std::stod(read));
//Snap
std::getline(file, read);
SetBindingSnap(bindingName, static_cast<bool>(std::stoi(read)));
int count = 0;
//Positive Key Codes
std::getline(file, read);
count = std::stoi(read);
for (int i = 0; i < count; ++i)
{
std::getline(file, read);
AddBindingPositiveKeyCode(bindingName, static_cast<SH_KEYCODE>(std::stoi(read)));
}
//Negative Key Codes
std::getline(file, read);
count = std::stoi(read);
for (int i = 0; i < count; ++i)
{
std::getline(file, read);
AddBindingNegativeKeyCode(bindingName, static_cast<SH_KEYCODE>(std::stoi(read)));
}
//Positive Controller Codes
std::getline(file, read);
count = std::stoi(read);
for (int i = 0; i < count; ++i)
{
std::getline(file, read);
AddBindingPositiveControllerCode(bindingName, static_cast<SH_CONTROLLERCODE>(std::stoi(read)));
}
//Negative Controller Codes
std::getline(file, read);
count = std::stoi(read);
for (int i = 0; i < count; ++i)
{
std::getline(file, read);
AddBindingNegativeControllerCode(bindingName, static_cast<SH_CONTROLLERCODE>(std::stoi(read)));
}
}
file.close();
}
void SHInputManager::UpdateInput(double dt) noexcept
{
//Keyboard and Mouse Buttons////////////////////////////////////////////////

View File

@ -14,6 +14,7 @@
#include <map>
#include <set>
#include "../../SHADE_Managed/src/SHpch.h"
#include "../../SHADE_Engine/src/Assets/SHAssetMacros.h"
#include "SH_API.h"
#pragma comment(lib, "xinput.lib")
@ -681,6 +682,17 @@ namespace SHADE
return controllersReleasedTime[controllerNum][static_cast<size_t>(code)];
}
/*------------------------------------------------------------------------*/
/* Binding I/O */
/*------------------------------------------------------------------------*/
//Save bindings registered into a file
static void SaveBindings(std::string const& targetFile = std::string(ASSET_ROOT) + "/Bindings.SHConfig") noexcept;
//Load and register bindings from a file
//If specified file exists, the current list of bindings will be overwritten, so save them somewhere else before loading
static void LoadBindings(std::string const& sourceFile = std::string(ASSET_ROOT) + "/Bindings.SHConfig") noexcept;
/*------------------------------------------------------------------------*/
/* Binding Functions */
/*------------------------------------------------------------------------*/

View File

@ -1,5 +1,5 @@
/****************************************************************************************
* \file SHBox.cpp
* \file SHAABB.cpp
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for a 3-Dimensional Axis Aligned Bounding Box
*
@ -11,7 +11,7 @@
#include <SHpch.h>
// Primary Header
#include "SHBox.h"
#include "SHAABB.h"
// Project Headers
#include "Math/SHMathHelpers.h"
#include "Math/SHRay.h"
@ -24,75 +24,52 @@ namespace SHADE
/* Constructors & Destructor Definitions */
/*-----------------------------------------------------------------------------------*/
SHBox::SHBox() noexcept
: RelativeExtents { SHVec3::One }
SHAABB::SHAABB() noexcept
{
type = Type::BOX;
Extents = SHVec3::One * 0.5f;
}
SHBox::SHBox(const SHVec3& c, const SHVec3& hE) noexcept
: RelativeExtents { SHVec3::One }
SHAABB::SHAABB(const SHVec3& c, const SHVec3& hE) noexcept
{
type = Type::BOX;
Center = c;
Extents = hE;
}
SHBox::SHBox(const SHBox& rhs) noexcept
SHAABB::SHAABB(const SHAABB& rhs) noexcept
{
if (this == &rhs)
return;
type = Type::BOX;
Center = rhs.Center;
Extents = rhs.Extents;
RelativeExtents = rhs.RelativeExtents;
}
SHBox::SHBox(SHBox&& rhs) noexcept
SHAABB::SHAABB(SHAABB&& rhs) noexcept
{
type = Type::BOX;
Center = rhs.Center;
Extents = rhs.Extents;
RelativeExtents = rhs.RelativeExtents;
}
/*-----------------------------------------------------------------------------------*/
/* Operator Overload Definitions */
/*-----------------------------------------------------------------------------------*/
SHBox& SHBox::operator=(const SHBox& rhs) noexcept
SHAABB& SHAABB::operator=(const SHAABB& rhs) noexcept
{
if (rhs.type != Type::BOX)
{
SHLOG_WARNING("Cannot assign a non-bounding box to a bounding box!")
}
else if (this != &rhs)
if (this != &rhs)
{
Center = rhs.Center;
Extents = rhs.Extents;
RelativeExtents = rhs.RelativeExtents;
}
return *this;
}
SHBox& SHBox::operator=(SHBox&& rhs) noexcept
{
if (rhs.type != Type::BOX)
{
SHLOG_WARNING("Cannot assign a non-bounding box to a bounding box!")
}
else
SHAABB& SHAABB::operator=(SHAABB&& rhs) noexcept
{
Center = rhs.Center;
Extents = rhs.Extents;
RelativeExtents = rhs.RelativeExtents;
}
return *this;
}
@ -101,27 +78,22 @@ namespace SHADE
/* Getter Function Definitions */
/*-----------------------------------------------------------------------------------*/
SHVec3 SHBox::GetCenter() const noexcept
SHVec3 SHAABB::GetCenter() const noexcept
{
return Center;
}
SHVec3 SHBox::GetWorldExtents() const noexcept
SHVec3 SHAABB::GetExtents() const noexcept
{
return Extents;
}
const SHVec3& SHBox::GetRelativeExtents() const noexcept
{
return RelativeExtents;
}
SHVec3 SHBox::GetMin() const noexcept
SHVec3 SHAABB::GetMin() const noexcept
{
return SHVec3{ Center.x - Extents.x, Center.y - Extents.y, Center.z - Extents.z };
}
SHVec3 SHBox::GetMax() const noexcept
SHVec3 SHAABB::GetMax() const noexcept
{
return SHVec3{ Center.x + Extents.x, Center.y + Extents.y, Center.z + Extents.z };
}
@ -130,22 +102,17 @@ namespace SHADE
/* Setter Function Definitions */
/*-----------------------------------------------------------------------------------*/
void SHBox::SetCenter(const SHVec3& newCenter) noexcept
void SHAABB::SetCenter(const SHVec3& newCenter) noexcept
{
Center = newCenter;
}
void SHBox::SetWorldExtents(const SHVec3& newWorldExtents) noexcept
void SHAABB::SetExtents(const SHVec3& newHalfExtents) noexcept
{
Extents = newWorldExtents;
Extents = newHalfExtents;
}
void SHBox::SetRelativeExtents(const SHVec3& newRelativeExtents) noexcept
{
RelativeExtents = newRelativeExtents;
}
void SHBox::SetMin(const SHVec3& min) noexcept
void SHAABB::SetMin(const SHVec3& min) noexcept
{
const SHVec3 MAX = GetMax();
@ -153,7 +120,7 @@ namespace SHADE
Extents = SHVec3::Abs((MAX - min) * 0.5f);
}
void SHBox::SetMax(const SHVec3& max) noexcept
void SHAABB::SetMax(const SHVec3& max) noexcept
{
const SHVec3 MIN = GetMin();
@ -161,13 +128,13 @@ namespace SHADE
Extents = SHVec3::Abs((max - MIN) * 0.5f);
}
void SHBox::SetMinMax(const SHVec3& min, const SHVec3& max) noexcept
void SHAABB::SetMinMax(const SHVec3& min, const SHVec3& max) noexcept
{
Center = SHVec3::Lerp(min, max, 0.5f);
Extents = SHVec3::Abs((max - min) * 0.5f);
}
std::vector<SHVec3> SHBox::GetVertices() const noexcept
std::vector<SHVec3> SHAABB::GetVertices() const noexcept
{
std::vector<SHVec3> vertices{ 8 };
GetCorners(vertices.data());
@ -178,12 +145,12 @@ namespace SHADE
/* Public Function Member Definitions */
/*-----------------------------------------------------------------------------------*/
bool SHBox::TestPoint(const SHVec3& point) const noexcept
bool SHAABB::TestPoint(const SHVec3& point) const noexcept
{
return BoundingBox::Contains(point);
}
SHRaycastResult SHBox::Raycast(const SHRay& ray) const noexcept
SHRaycastResult SHAABB::Raycast(const SHRay& ray) const noexcept
{
SHRaycastResult result;
@ -192,22 +159,24 @@ namespace SHADE
{
result.position = ray.position + ray.direction * result.distance;
result.angle = SHVec3::Angle(ray.position, result.position);
// TODO: Compute normal
}
return result;
}
bool SHBox::Contains(const SHBox& rhs) const noexcept
bool SHAABB::Contains(const SHAABB& rhs) const noexcept
{
return BoundingBox::Contains(rhs);
return BoundingBox::Contains(rhs) == CONTAINS;
}
float SHBox::Volume() const noexcept
float SHAABB::Volume() const noexcept
{
return 8.0f * (Extents.x * Extents.y * Extents.z);
}
float SHBox::SurfaceArea() const noexcept
float SHAABB::SurfaceArea() const noexcept
{
return 8.0f * ((Extents.x * Extents.y)
+ (Extents.x * Extents.z)
@ -218,21 +187,21 @@ namespace SHADE
/* Static Function Member Definitions */
/*-----------------------------------------------------------------------------------*/
SHBox SHBox::Combine(const SHBox& lhs, const SHBox& rhs) noexcept
SHAABB SHAABB::Combine(const SHAABB& lhs, const SHAABB& rhs) noexcept
{
SHBox result;
SHAABB result;
CreateMerged(result, lhs, rhs);
return result;
}
bool SHBox::Intersect(const SHBox& lhs, const SHBox& rhs) noexcept
bool SHAABB::Intersect(const SHAABB& lhs, const SHAABB& rhs) noexcept
{
return lhs.Intersects(rhs);
}
SHBox SHBox::BuildFromBoxes(const SHBox* boxes, size_t numBoxes) noexcept
SHAABB SHAABB::BuildFromBoxes(const SHAABB* boxes, size_t numBoxes) noexcept
{
SHBox result;
SHAABB result;
for (size_t i = 1; i < numBoxes; ++i)
CreateMerged(result, boxes[i - 1], boxes[i]);
@ -240,9 +209,9 @@ namespace SHADE
return result;
}
SHBox SHBox::BuildFromVertices(const SHVec3* vertices, size_t numVertices, size_t stride) noexcept
SHAABB SHAABB::BuildFromVertices(const SHVec3* vertices, size_t numVertices, size_t stride) noexcept
{
SHBox result;
SHAABB result;
CreateFromPoints(result, numVertices, vertices, stride);
return result;
}

View File

@ -0,0 +1,173 @@
/****************************************************************************************
* \file SHAABB.h
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for a 3-Dimensional Axis Aligned Bounding Box
*
* \copyright 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
#include <DirectXCollision.h>
// Project Headers
#include "Math/SHRay.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
/**
* @brief
* Encapsulates a 3D Axis-Aligned Bounding Box.
*/
class SH_API SHAABB : private DirectX::BoundingBox
{
public:
/*---------------------------------------------------------------------------------*/
/* Static Data Members */
/*---------------------------------------------------------------------------------*/
static constexpr size_t NUM_VERTICES = 8;
/*---------------------------------------------------------------------------------*/
/* Constructors & Destructor */
/*---------------------------------------------------------------------------------*/
~SHAABB () noexcept = default;
SHAABB () noexcept;
SHAABB (const SHVec3& center, const SHVec3& halfExtents) noexcept;
SHAABB (const SHAABB& rhs) noexcept;
SHAABB (SHAABB&& rhs) noexcept;
/*---------------------------------------------------------------------------------*/
/* Operator Overloads */
/*---------------------------------------------------------------------------------*/
SHAABB& operator= (const SHAABB& rhs) noexcept;
SHAABB& operator= (SHAABB&& rhs) noexcept;
/*---------------------------------------------------------------------------------*/
/* Getter Functions */
/*---------------------------------------------------------------------------------*/
[[nodiscard]] SHVec3 GetCenter () const noexcept;
[[nodiscard]] SHVec3 GetExtents () const noexcept;
[[nodiscard]] SHVec3 GetMin () const noexcept;
[[nodiscard]] SHVec3 GetMax () const noexcept;
[[nodiscard]] std::vector<SHVec3> GetVertices () const noexcept;
/*---------------------------------------------------------------------------------*/
/* Setter Functions */
/*---------------------------------------------------------------------------------*/
void SetCenter (const SHVec3& newCenter) noexcept;
void SetExtents (const SHVec3& newHalfExtents) noexcept;
void SetMin (const SHVec3& min) noexcept;
void SetMax (const SHVec3& max) noexcept;
void SetMinMax (const SHVec3& min, const SHVec3& max) noexcept;
/*---------------------------------------------------------------------------------*/
/* Member Functions */
/*---------------------------------------------------------------------------------*/
/**
* @brief
* Checks if a point is inside the aabb.
* @param point
* The point to check.
* @return
* True if the point is inside the aabb.
*/
[[nodiscard]] bool TestPoint (const SHVec3& point) const noexcept;
/**
* @brief
* Casts a ray against the aabb.
* @param ray
* The ray to cast.
* @return
* The result of the raycast. <br/>
* See the corresponding header for the contents of the raycast result object.
*/
[[nodiscard]] SHRaycastResult Raycast (const SHRay& ray) const noexcept;
/**
* @brief
* Checks if an entire other aabb is contained by this aabb.
* @param rhs
* The aabb to check.
* @return
* True if the other sphere is completely contained by this aabb.
*/
[[nodiscard]] bool Contains (const SHAABB& rhs) const noexcept;
/**
* @brief
* Calculates the volume of the aabb.
*/
[[nodiscard]] float Volume () const noexcept;
/**
* @brief
* Calculates the surface area of the aabb.
*/
[[nodiscard]] float SurfaceArea () const noexcept;
/*---------------------------------------------------------------------------------*/
/* Static Member Functions */
/*---------------------------------------------------------------------------------*/
/**
* @brief
* Combines two aabbs to form a larger aabb.
* If one aabb is completely contained by the other, the result is the larger aabb.
* @return
* The combined aabb.
*/
[[nodiscard]] static SHAABB Combine (const SHAABB& lhs, const SHAABB& rhs) noexcept;
/**
* @brief
* Checks if two aabbs are intersecting.
* @return
* True if they are intersecting.
*/
[[nodiscard]] static bool Intersect (const SHAABB& lhs, const SHAABB& rhs) noexcept;
/**
* @brief
* Builds a single aabb from multiple aabbs.
* @param spheres
* The set of aabbs to build from.
* @param numSpheres
* The number of aabbs in the set to build from.
* @return
* An aabb that contains all the spheres in the set.
*/
[[nodiscard]] static SHAABB BuildFromBoxes (const SHAABB* boxes, size_t numBoxes) noexcept;
/**
* @brief
* Builds a aabb from a set of vertices.
* @param vertices
* The vertices to build a aabb from.
* @param numVertices
* The number of vertices in the set to build from.
* @param stride
* The stride between each vertex, in the instance there is data in between each
* vertex that does not define the geometry of the object.
* @return
* An aabb that contains all the vertices in the set.
*/
[[nodiscard]] static SHAABB BuildFromVertices (const SHVec3* vertices, size_t numVertices, size_t stride = 0) noexcept;
};
} // namespace SHADE

View File

@ -1,105 +0,0 @@
/****************************************************************************************
* \file SHBox.h
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for a 3-Dimensional Axis Aligned Bounding Box
*
* \copyright 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
#include <DirectXCollision.h>
// Project Headers
#include "SHShape.h"
#include "SH_API.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
class SH_API SHBox : public SHShape,
private DirectX::BoundingBox
{
public:
/*---------------------------------------------------------------------------------*/
/* Static Data Members */
/*---------------------------------------------------------------------------------*/
static constexpr size_t NUM_VERTICES = 8;
/*---------------------------------------------------------------------------------*/
/* Constructors & Destructor */
/*---------------------------------------------------------------------------------*/
~SHBox () override = default;
SHBox () noexcept;
SHBox (const SHVec3& center, const SHVec3& halfExtents) noexcept;
SHBox (const SHBox& rhs) noexcept;
SHBox (SHBox&& rhs) noexcept;
/*---------------------------------------------------------------------------------*/
/* Operator Overloads */
/*---------------------------------------------------------------------------------*/
SHBox& operator= (const SHBox& rhs) noexcept;
SHBox& operator= (SHBox&& rhs) noexcept;
/*---------------------------------------------------------------------------------*/
/* Getter Functions */
/*---------------------------------------------------------------------------------*/
[[nodiscard]] SHVec3 GetCenter () const noexcept;
[[nodiscard]] SHVec3 GetWorldExtents () const noexcept;
[[nodiscard]] const SHVec3& GetRelativeExtents () const noexcept;
[[nodiscard]] SHVec3 GetMin () const noexcept;
[[nodiscard]] SHVec3 GetMax () const noexcept;
[[nodiscard]] std::vector<SHVec3> GetVertices () const noexcept;
/*---------------------------------------------------------------------------------*/
/* Setter Functions */
/*---------------------------------------------------------------------------------*/
void SetCenter (const SHVec3& newCenter) noexcept;
void SetWorldExtents (const SHVec3& newWorldExtents) noexcept;
void SetRelativeExtents (const SHVec3& newRelativeExtents) noexcept;
void SetMin (const SHVec3& min) noexcept;
void SetMax (const SHVec3& max) noexcept;
void SetMinMax (const SHVec3& min, const SHVec3& max) noexcept;
/*---------------------------------------------------------------------------------*/
/* Function Members */
/*---------------------------------------------------------------------------------*/
[[nodiscard]] bool TestPoint (const SHVec3& point) const noexcept override;
[[nodiscard]] SHRaycastResult Raycast(const SHRay& ray) const noexcept override;
[[nodiscard]] bool Contains (const SHBox& rhs) const noexcept;
[[nodiscard]] float Volume () const noexcept;
[[nodiscard]] float SurfaceArea () const noexcept;
/*---------------------------------------------------------------------------------*/
/* Static Function Members */
/*---------------------------------------------------------------------------------*/
[[nodiscard]] static SHBox Combine (const SHBox& lhs, const SHBox& rhs) noexcept;
[[nodiscard]] static bool Intersect (const SHBox& lhs, const SHBox& rhs) noexcept;
[[nodiscard]] static SHBox BuildFromBoxes (const SHBox* boxes, size_t numBoxes) noexcept;
[[nodiscard]] static SHBox BuildFromVertices (const SHVec3* vertices, size_t numVertices, size_t stride = 0) noexcept;
private:
/*---------------------------------------------------------------------------------*/
/* Data Members */
/*---------------------------------------------------------------------------------*/
SHVec3 RelativeExtents;
};
} // namespace SHADE

View File

@ -0,0 +1,141 @@
/****************************************************************************************
* \file SHPlane.cpp
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for a plane.
*
* \copyright 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.
****************************************************************************************/
#include <SHpch.h>
#include <DirectXMath.h>
// Primary Header
#include "SHPlane.h"
#include "Input/SHInputManager.h"
#include "Math/SHMathHelpers.h"
using namespace DirectX;
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Constructors & Destructor Definitions */
/*-----------------------------------------------------------------------------------*/
SHPlane::SHPlane() noexcept
: planeEquation { SHVec3::One }
{
planeEquation.w = 0.0f;
}
SHPlane::SHPlane(const SHVec3& point, const SHVec3& normal) noexcept
{
XMStoreFloat4(&planeEquation, XMPlaneFromPointNormal(point, normal));
}
SHPlane::SHPlane(float a, float b, float c, float d) noexcept
: planeEquation { a, b, c, d }
{}
SHPlane::SHPlane(const SHVec3& normal, float distance) noexcept
: planeEquation { normal }
{
planeEquation.w = distance;
}
/*-----------------------------------------------------------------------------------*/
/* Operator Overload Definitions */
/*-----------------------------------------------------------------------------------*/
bool SHPlane::operator==(const SHPlane& rhs) const noexcept
{
return XMPlaneEqual(planeEquation, rhs.planeEquation);
}
bool SHPlane::operator!=(const SHPlane& rhs) const noexcept
{
return XMPlaneNotEqual(planeEquation, rhs.planeEquation);
}
/*-----------------------------------------------------------------------------------*/
/* Getter Function Definitions */
/*-----------------------------------------------------------------------------------*/
SHVec3 SHPlane::GetNormal() const noexcept
{
return SHVec3{ planeEquation.x, planeEquation.y, planeEquation.z };
}
float SHPlane::GetDistance() const noexcept
{
return planeEquation.w;
}
/*-----------------------------------------------------------------------------------*/
/* Setter Function Definitions */
/*-----------------------------------------------------------------------------------*/
void SHPlane::SetNormal(const SHVec3& normal) noexcept
{
planeEquation.x = normal.x;
planeEquation.y = normal.y;
planeEquation.z = normal.z;
}
void SHPlane::SetDistance(float distance) noexcept
{
planeEquation.w = distance;
}
/*-----------------------------------------------------------------------------------*/
/* Public Function Member Definitions */
/*-----------------------------------------------------------------------------------*/
bool SHPlane::TestPoint(const SHVec3& point) const noexcept
{
const float DISTANCE = SignedDistance(point);
return SHMath::CompareFloat(DISTANCE, 0.0f);
}
SHRaycastResult SHPlane::Raycast(const SHRay& ray) const noexcept
{
SHRaycastResult result;
const SHVec3 N = GetNormal();
// Check if ray is parallel to plane
const float N_DOT_D = N.Dot(ray.direction);
if (SHMath::CompareFloat(N_DOT_D, 0.0f))
{
result.hit = false;
return result;
}
const float DIST = (planeEquation.w - N.Dot(ray.position)) / N_DOT_D;
if (DIST < 0.0f || !SHMath::CompareFloat(DIST, 0.0f))
{
result.hit = false;
return result;
}
result.hit = true;
result.distance = DIST;
result.position = ray.position + ray.direction * DIST;
result.angle = SHVec3::Angle(ray.position, result.position);
// The normal is either the plane's normal or the reverse if the ray came from below
result.normal = N_DOT_D < 0.0f ? -N : N;
return result;
}
float SHPlane::SignedDistance(const SHVec3& point) const noexcept
{
return XMVectorGetX(XMPlaneDotCoord(planeEquation, point));
}
} // namespace SHADE

View File

@ -0,0 +1,121 @@
/****************************************************************************************
* \file SHPlane.h
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for a plane.
*
* \copyright 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 Headers
#include "Math/SHRay.h"
#include "Math/Vector/SHVec4.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
/**
* @brief
* Encapsulates a 3D plane in point-normal form.
*/
class SH_API SHPlane
{
public:
/*---------------------------------------------------------------------------------*/
/* Constructors & Destructor */
/*---------------------------------------------------------------------------------*/
~SHPlane () noexcept = default;
SHPlane (const SHPlane& rhs) noexcept = default;
SHPlane (SHPlane&& rhs) noexcept = default;
SHPlane () noexcept;
SHPlane (const SHVec3& point, const SHVec3& normal) noexcept;
SHPlane (float a, float b, float c, float d) noexcept;
SHPlane (const SHVec3& normal, float distance) noexcept;
/*---------------------------------------------------------------------------------*/
/* Operator Overloads */
/*---------------------------------------------------------------------------------*/
SHPlane& operator= (const SHPlane& rhs) noexcept = default;
SHPlane& operator= (SHPlane&& rhs) noexcept = default;
bool operator== (const SHPlane& rhs) const noexcept;
bool operator!= (const SHPlane& rhs) const noexcept;
/*---------------------------------------------------------------------------------*/
/* Getter Functions */
/*---------------------------------------------------------------------------------*/
[[nodiscard]] SHVec3 GetNormal () const noexcept;
[[nodiscard]] float GetDistance () const noexcept;
/*---------------------------------------------------------------------------------*/
/* Setter Functions */
/*---------------------------------------------------------------------------------*/
void SetNormal (const SHVec3& normal) noexcept;
void SetDistance (float distance) noexcept;
/*---------------------------------------------------------------------------------*/
/* Member Functions */
/*---------------------------------------------------------------------------------*/
/**
* @brief
* Checks if a point is on the plane.
* @param point
* The point to check.
* @return
* True if the point is on the plane.
*/
[[nodiscard]] bool TestPoint (const SHVec3& point) const noexcept;
/**
* @brief
* Casts a ray against the plane.
* @param ray
* The ray to cast.
* @return
* The result of the raycast. <br/>
* See the corresponding header for the contents of the raycast result object.
*/
[[nodiscard]] SHRaycastResult Raycast (const SHRay& ray) const noexcept;
/**
* @brief
* Gets the signed distance from a point to the plane.
* @param point
* The point to check.
* @return
* The signed distance of the point to a plane. <br/>
* If the signed distance is negative, the point is behind the plane. <br/>
* If the signed distance is zero, the point is on the plane. <br/>
* If the signed distance is positive, the point is in front of the plane. <br/>
*/
[[nodiscard]] float SignedDistance (const SHVec3& point) const noexcept;
/*---------------------------------------------------------------------------------*/
/* Static Member Functions */
/*---------------------------------------------------------------------------------*/
/*
* TODO:
* Transform plane
* Intersection Tests
*/
private:
SHVec4 planeEquation;
};
} // namespace SHADE

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@ -1,208 +0,0 @@
/****************************************************************************************
* \file SHBoundingSphere.cpp
* \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Implementation for a Bounding Sphere
*
* \copyright 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.
****************************************************************************************/
#include <SHpch.h>
// Primary Header
#include "SHSphere.h"
// Project Headers
#include "Math/SHMathHelpers.h"
#include "Math/SHRay.h"
using namespace DirectX;
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Constructors & Destructor Definitions */
/*-----------------------------------------------------------------------------------*/
SHSphere::SHSphere() noexcept
: RelativeRadius { 1.0f }
{
type = Type::SPHERE;
}
SHSphere::SHSphere(const SHVec3& center, float radius) noexcept
: RelativeRadius { 1.0f }
{
type = Type::SPHERE;
Center = center;
Radius = radius;
}
SHSphere::SHSphere(const SHSphere& rhs) noexcept
{
if (this == &rhs)
return;
type = Type::SPHERE;
Center = rhs.Center;
Radius = rhs.Radius;
RelativeRadius = rhs.RelativeRadius;
}
SHSphere::SHSphere(SHSphere&& rhs) noexcept
{
type = Type::SPHERE;
Center = rhs.Center;
Radius = rhs.Radius;
RelativeRadius = rhs.RelativeRadius;
}
/*-----------------------------------------------------------------------------------*/
/* Operator Overload Definitions */
/*-----------------------------------------------------------------------------------*/
SHSphere& SHSphere::operator=(const SHSphere& rhs) noexcept
{
if (rhs.type != Type::SPHERE)
{
SHLOG_WARNING("Cannot assign a non-sphere to a sphere!")
}
else if (this != &rhs)
{
Center = rhs.Center;
Radius = rhs.Radius;
RelativeRadius = rhs.RelativeRadius;
}
return *this;
}
SHSphere& SHSphere::operator=(SHSphere&& rhs) noexcept
{
if (rhs.type != Type::SPHERE)
{
SHLOG_WARNING("Cannot assign a non-sphere to a sphere!")
}
else
{
Center = rhs.Center;
Radius = rhs.Radius;
RelativeRadius = rhs.RelativeRadius;
}
return *this;
}
/*-----------------------------------------------------------------------------------*/
/* Getter Function Definitions */
/*-----------------------------------------------------------------------------------*/
SHVec3 SHSphere::GetCenter() const noexcept
{
return Center;
}
float SHSphere::GetWorldRadius() const noexcept
{
return Radius;
}
float SHSphere::GetRelativeRadius() const noexcept
{
return RelativeRadius;
}
/*-----------------------------------------------------------------------------------*/
/* Setter Function Definitions */
/*-----------------------------------------------------------------------------------*/
void SHSphere::SetCenter(const SHVec3& center) noexcept
{
Center = center;
}
void SHSphere::SetWorldRadius(float newWorldRadius) noexcept
{
Radius = newWorldRadius;
}
void SHSphere::SetRelativeRadius(float newRelativeRadius) noexcept
{
RelativeRadius = newRelativeRadius;
}
/*-----------------------------------------------------------------------------------*/
/* Public Function Member Definitions */
/*-----------------------------------------------------------------------------------*/
bool SHSphere::TestPoint(const SHVec3& point) const noexcept
{
return BoundingSphere::Contains(point);
}
SHRaycastResult SHSphere::Raycast(const SHRay& ray) const noexcept
{
SHRaycastResult result;
result.hit = Intersects(ray.position, ray.direction, result.distance);
if (result.hit)
{
result.position = ray.position + ray.direction * result.distance;
result.angle = SHVec3::Angle(ray.position, result.position);
}
return result;
}
bool SHSphere::Contains(const SHSphere& rhs) const noexcept
{
return BoundingSphere::Contains(rhs);
}
float SHSphere::Volume() const noexcept
{
return (4.0f / 3.0f) * SHMath::PI * (Radius * Radius * Radius);
}
float SHSphere::SurfaceArea() const noexcept
{
return 4.0f * SHMath::PI * (Radius * Radius);
}
/*-----------------------------------------------------------------------------------*/
/* Static Function Member Definitions */
/*-----------------------------------------------------------------------------------*/
SHSphere SHSphere::Combine(const SHSphere& lhs, const SHSphere& rhs) noexcept
{
SHSphere result;
CreateMerged(result, lhs, rhs);
return result;
}
bool SHSphere::Intersect(const SHSphere& lhs, const SHSphere& rhs) noexcept
{
return lhs.Intersects(rhs);
}
SHSphere SHSphere::BuildFromSpheres(const SHSphere* spheres, size_t numSpheres) noexcept
{
SHSphere result;
for (size_t i = 1; i < numSpheres; ++i)
CreateMerged(result, spheres[i - 1], spheres[i]);
return result;
}
SHSphere SHSphere::BuildFromVertices(const SHVec3* vertices, size_t numVertices, size_t stride) noexcept
{
SHSphere result;
CreateFromPoints(result, numVertices, vertices, stride);
return result;
}
} // namespace SHADE

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