Merge branch 'main' into SP3-13-Assets-Manager
This commit is contained in:
commit
6d0089ee12
|
@ -1,16 +1,16 @@
|
|||
[Window][MainStatusBar]
|
||||
Pos=0,1060
|
||||
Pos=0,1007
|
||||
Size=1920,20
|
||||
Collapsed=0
|
||||
|
||||
[Window][SHEditorMenuBar]
|
||||
Pos=0,48
|
||||
Size=1920,1012
|
||||
Size=1920,959
|
||||
Collapsed=0
|
||||
|
||||
[Window][Hierarchy Panel]
|
||||
Pos=0,197
|
||||
Size=308,863
|
||||
Pos=0,189
|
||||
Size=308,818
|
||||
Collapsed=0
|
||||
DockId=0x00000004,0
|
||||
|
||||
|
@ -21,13 +21,13 @@ Collapsed=0
|
|||
|
||||
[Window][Inspector]
|
||||
Pos=1528,48
|
||||
Size=392,1012
|
||||
Size=392,959
|
||||
Collapsed=0
|
||||
DockId=0x00000006,0
|
||||
|
||||
[Window][Profiler]
|
||||
Pos=0,48
|
||||
Size=308,147
|
||||
Size=308,139
|
||||
Collapsed=0
|
||||
DockId=0x00000003,0
|
||||
|
||||
|
@ -76,7 +76,7 @@ DockId=0x0000000B,0
|
|||
|
||||
[Window][ Viewport]
|
||||
Pos=310,48
|
||||
Size=1216,715
|
||||
Size=1216,662
|
||||
Collapsed=0
|
||||
DockId=0x0000000B,0
|
||||
|
||||
|
@ -93,13 +93,19 @@ Collapsed=0
|
|||
DockId=0x0000000A,0
|
||||
|
||||
[Window][ Asset Browser]
|
||||
Pos=310,765
|
||||
Pos=310,712
|
||||
Size=1216,295
|
||||
Collapsed=0
|
||||
DockId=0x0000000C,0
|
||||
|
||||
[Window][Material Inspector]
|
||||
Pos=1528,48
|
||||
Size=392,959
|
||||
Collapsed=0
|
||||
DockId=0x00000006,1
|
||||
|
||||
[Docking][Data]
|
||||
DockSpace ID=0xC5C9B8AB Window=0xBE4044E9 Pos=8,79 Size=1920,1012 Split=X
|
||||
DockSpace ID=0xC5C9B8AB Window=0xBE4044E9 Pos=0,71 Size=1920,959 Split=X
|
||||
DockNode ID=0x00000005 Parent=0xC5C9B8AB SizeRef=1526,1036 Split=X
|
||||
DockNode ID=0x00000001 Parent=0x00000005 SizeRef=308,1036 Split=Y Selected=0x1E6EB881
|
||||
DockNode ID=0x00000003 Parent=0x00000001 SizeRef=225,147 Selected=0x1E6EB881
|
||||
|
@ -111,5 +117,5 @@ DockSpace ID=0xC5C9B8AB Window=0xBE4044E9 Pos=8,79 Size=1920,1012 Spli
|
|||
DockNode ID=0x0000000C Parent=0x00000009 SizeRef=1501,295 Selected=0xB128252A
|
||||
DockNode ID=0x0000000A Parent=0x00000007 SizeRef=1501,310 Selected=0xD446F7B6
|
||||
DockNode ID=0x00000008 Parent=0x00000002 SizeRef=1501,338 Selected=0xD9F31532
|
||||
DockNode ID=0x00000006 Parent=0xC5C9B8AB SizeRef=392,1036 Selected=0xE7039252
|
||||
DockNode ID=0x00000006 Parent=0xC5C9B8AB SizeRef=392,1036 Selected=0xD3697FB6
|
||||
|
||||
|
|
|
@ -0,0 +1,8 @@
|
|||
- VertexShader: 39210065
|
||||
FragmentShader: 46377769
|
||||
SubPass: G-Buffer Write
|
||||
Properties:
|
||||
data.color: {x: 1, y: 0.200000003, z: 0.100000001, w: 1}
|
||||
data.textureIndex: 64651793
|
||||
data.alpha: 0
|
||||
data.beta: {x: 1, y: 1, z: 1}
|
|
@ -0,0 +1,3 @@
|
|||
Name: TestMat
|
||||
ID: 126974645
|
||||
Type: 7
|
|
@ -0,0 +1,17 @@
|
|||
#version 450
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
#extension GL_EXT_nonuniform_qualifier : require
|
||||
|
||||
layout(location = 0) in struct
|
||||
{
|
||||
vec4 vertColor;
|
||||
} In;
|
||||
|
||||
|
||||
layout(location = 0) out vec4 outColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
outColor = In.vertColor;
|
||||
}
|
Binary file not shown.
|
@ -0,0 +1,3 @@
|
|||
Name: DebugDraw_FS
|
||||
ID: 36671027
|
||||
Type: 2
|
|
@ -0,0 +1,24 @@
|
|||
#version 450
|
||||
#extension GL_KHR_vulkan_glsl : enable
|
||||
|
||||
layout(location = 0) in vec4 aVertexPos;
|
||||
layout(location = 1) in vec4 aVertColor;
|
||||
|
||||
|
||||
layout(location = 0) out struct
|
||||
{
|
||||
vec4 vertColor; // location 0
|
||||
|
||||
} Out;
|
||||
|
||||
layout(set = 2, binding = 0) uniform CameraData
|
||||
{
|
||||
vec4 position;
|
||||
mat4 vpMat;
|
||||
} cameraData;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = cameraData.vpMat * vec4 (aVertexPos.xyz, 1.0f);
|
||||
Out.vertColor = aVertColor;
|
||||
}
|
Binary file not shown.
|
@ -0,0 +1,3 @@
|
|||
Name: DebugDraw_VS
|
||||
ID: 48002439
|
||||
Type: 2
|
|
@ -21,7 +21,8 @@ layout(set = 4, binding = 0, rgba32f) uniform image2D positions;
|
|||
layout(set = 4, binding = 1, rgba32f) uniform image2D normals;
|
||||
layout(set = 4, binding = 2, rgba8) uniform image2D albedo;
|
||||
layout(set = 4, binding = 3, r32ui) uniform uimage2D lightLayerData;
|
||||
layout(set = 4, binding = 4, rgba8) uniform image2D targetImage;
|
||||
layout(set = 4, binding = 4, r8) uniform image2D ssaoBlurredImage;
|
||||
layout(set = 4, binding = 5, rgba8) uniform image2D targetImage;
|
||||
|
||||
layout(set = 1, binding = 0) uniform LightCounts
|
||||
{
|
||||
|
@ -51,33 +52,46 @@ void main()
|
|||
vec3 pixelDiffuse = imageLoad (albedo, globalThread).rgb;
|
||||
|
||||
// Get position of fragment in world space
|
||||
vec3 positionWorld = imageLoad (positions, globalThread).rgb;
|
||||
vec3 positionView = imageLoad (positions, globalThread).rgb;
|
||||
|
||||
// normal of fragment
|
||||
vec3 normalWorld = imageLoad(normals, globalThread).rgb;
|
||||
vec3 normalView = imageLoad(normals, globalThread).rgb;
|
||||
|
||||
// light layer index
|
||||
uint lightLayer = imageLoad (lightLayerData, globalThread).r;
|
||||
|
||||
vec3 fragColor = vec3 (0.0f);
|
||||
|
||||
for (int i = 0; i < lightCounts.directionalLights; ++i)
|
||||
{
|
||||
// get normalized direction of light
|
||||
vec3 dLightNormalized = normalize (DirLightData.dLightData[i].direction);
|
||||
if ((lightLayer & DirLightData.dLightData[i].cullingMask) != 0)
|
||||
{
|
||||
// get normalized direction of light
|
||||
vec3 dLightNormalized = normalize (DirLightData.dLightData[i].direction);
|
||||
|
||||
// Get diffuse strength
|
||||
float diffuseStrength = max (0, dot (dLightNormalized, normalWorld));
|
||||
// Get diffuse strength
|
||||
float diffuseStrength = max (0, dot (dLightNormalized, normalView));
|
||||
|
||||
// Calculate the fragment color
|
||||
fragColor += DirLightData.dLightData[i].diffuseColor.rgb * diffuseStrength.rrr * pixelDiffuse;
|
||||
// Calculate the fragment color
|
||||
fragColor += DirLightData.dLightData[i].diffuseColor.rgb * diffuseStrength.rrr * pixelDiffuse;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < lightCounts.ambientLights; ++i)
|
||||
{
|
||||
// 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);
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
float ssaoVal = imageLoad (ssaoBlurredImage, globalThread).r;
|
||||
fragColor *= ssaoVal;
|
||||
|
||||
// store result into result image
|
||||
imageStore(targetImage, ivec2(gl_GlobalInvocationID.xy), vec4(fragColor, 1.0f));
|
||||
imageStore(targetImage, ivec2(gl_GlobalInvocationID.xy), vec4(fragColor.rgb, 1.0f));
|
||||
//imageStore(targetImage, ivec2(gl_GlobalInvocationID.xy), vec4(ssaoVal.rrr, 1.0f));
|
||||
|
||||
}
|
Binary file not shown.
|
@ -1,3 +1,3 @@
|
|||
Name: DeferredComposite_CS
|
||||
ID: 42814284
|
||||
ID: 45072428
|
||||
Type: 2
|
||||
|
|
Binary file not shown.
Binary file not shown.
|
@ -0,0 +1,58 @@
|
|||
#version 450
|
||||
|
||||
#define BLUR_WIDTH 5
|
||||
#define BLUR_HALF_WIDTH BLUR_WIDTH / 2
|
||||
#define SHM_WIDTH BLUR_WIDTH + 16 - 1
|
||||
|
||||
layout(local_size_x = 16, local_size_y = 16) in;
|
||||
layout(set = 4, binding = 0, r8) uniform image2D ssaoImage;
|
||||
layout(set = 4, binding = 1, r8) uniform image2D ssaoBlurImage;
|
||||
|
||||
|
||||
float GetSSAOValue(ivec2 uv, ivec2 imageSize)
|
||||
{
|
||||
if (uv.x >= 0 && uv.y >= 0 && uv.x < imageSize.x && uv.y < imageSize.y)
|
||||
{
|
||||
return imageLoad (ssaoImage, uv).r;
|
||||
}
|
||||
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
shared float sharedPixels[16 + BLUR_WIDTH - 1][16 + BLUR_WIDTH - 1];
|
||||
|
||||
void main()
|
||||
{
|
||||
ivec2 globalThread = ivec2 (gl_GlobalInvocationID.xy);
|
||||
ivec2 localThread = ivec2 (gl_LocalInvocationID.xy);
|
||||
ivec2 inputImageSize = imageSize(ssaoImage);
|
||||
|
||||
// Load color into shared memory
|
||||
ivec2 start = ivec2 (gl_WorkGroupID) * ivec2 (gl_WorkGroupSize) - (BLUR_HALF_WIDTH);
|
||||
for (int i = localThread.x; i < SHM_WIDTH; i += int (gl_WorkGroupSize.x))
|
||||
{
|
||||
for (int j = localThread.y; j < SHM_WIDTH; j += int (gl_WorkGroupSize.y))
|
||||
{
|
||||
float value = GetSSAOValue (start + ivec2 (i, j), inputImageSize);
|
||||
sharedPixels[i][j] = value;
|
||||
}
|
||||
}
|
||||
|
||||
// wait for all shared memory to load
|
||||
barrier();
|
||||
|
||||
ivec2 shmStart = ivec2 (localThread + (BLUR_HALF_WIDTH));
|
||||
|
||||
float sum = 0;
|
||||
for (int i = -BLUR_HALF_WIDTH; i <= BLUR_HALF_WIDTH; ++i)
|
||||
{
|
||||
for (int j = -BLUR_HALF_WIDTH; j <= BLUR_HALF_WIDTH; ++j)
|
||||
{
|
||||
float sharedVal = sharedPixels[shmStart.x + i][shmStart.y + j];
|
||||
sum += sharedVal;
|
||||
}
|
||||
}
|
||||
|
||||
sum /= (BLUR_WIDTH * BLUR_WIDTH);
|
||||
imageStore(ssaoBlurImage, globalThread, vec4(sum.rrr, 1.0f));
|
||||
}
|
Binary file not shown.
|
@ -0,0 +1,3 @@
|
|||
Name: SSAOBlur_CS
|
||||
ID: 39760835
|
||||
Type: 2
|
|
@ -0,0 +1,104 @@
|
|||
#version 450
|
||||
|
||||
const uint NUM_SAMPLES = 64;
|
||||
const uint NUM_ROTATIONS = 16;
|
||||
const int ROTATION_KERNEL_W = 4;
|
||||
const int ROTATION_KERNEL_H = 4;
|
||||
|
||||
// can perhaps pass in as push constant.
|
||||
const float RADIUS = 0.5f;
|
||||
const float BIAS = 0.025f;
|
||||
|
||||
layout(local_size_x = 16, local_size_y = 16) in;
|
||||
layout(set = 4, binding = 0, rgba32f) uniform image2D positions;
|
||||
layout(set = 4, binding = 1, rgba32f) uniform image2D normals;
|
||||
layout(set = 4, binding = 2, rgba32f) uniform image2D outputImage;
|
||||
|
||||
|
||||
// SSAO data
|
||||
layout(std430, set = 5, binding = 0) buffer SSAOData
|
||||
{
|
||||
vec4 samples[NUM_SAMPLES];
|
||||
|
||||
} ssaoData;
|
||||
|
||||
layout (set = 5, binding = 1) uniform sampler2D noiseTexture;
|
||||
|
||||
layout(set = 2, binding = 0) uniform CameraData
|
||||
{
|
||||
vec4 position;
|
||||
mat4 vpMat;
|
||||
mat4 viewMat;
|
||||
mat4 projMat;
|
||||
|
||||
} cameraData;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
// image size of the SSAO image
|
||||
ivec2 ssaoSize = imageSize (outputImage);
|
||||
|
||||
// global thread
|
||||
ivec2 globalThread = ivec2 (gl_GlobalInvocationID.xy);
|
||||
|
||||
// load all the necessary variables
|
||||
vec3 viewSpacePos = imageLoad (positions, globalThread).rgb;
|
||||
vec3 viewSpaceNormal = normalize (imageLoad (normals, globalThread).rgb);
|
||||
|
||||
// Get the noise dimension. This should be 4x4
|
||||
vec2 noiseDim = vec2 (textureSize(noiseTexture, 0));
|
||||
|
||||
// Get normlized thread UV coordinates
|
||||
vec2 threadUV = (vec2(globalThread)) / vec2(ssaoSize);
|
||||
vec2 noiseUVMult = vec2 (vec2(ssaoSize) / noiseDim);
|
||||
noiseUVMult *= threadUV;
|
||||
|
||||
// sample from the noise
|
||||
vec3 randomVec = texture(noiseTexture, noiseUVMult).rgb;
|
||||
|
||||
// Gram schmidt
|
||||
vec3 tangent = normalize (randomVec - (viewSpaceNormal * dot(viewSpaceNormal, randomVec)));
|
||||
vec3 bitangent = normalize (cross (tangent, viewSpaceNormal));
|
||||
|
||||
// matrix for tangent space to view space
|
||||
mat3 TBN = mat3(tangent, bitangent, viewSpaceNormal);
|
||||
|
||||
float occlusion = 0.0f;
|
||||
for (int i = 0; i < NUM_SAMPLES; ++i)
|
||||
{
|
||||
// We want to get a position at an offset from the view space position. Offset scaled by radius.
|
||||
vec3 displacementVector = TBN * ssaoData.samples[i].rgb;
|
||||
|
||||
// Why are we adding positions?
|
||||
displacementVector = viewSpacePos + displacementVector * RADIUS;
|
||||
|
||||
// Now we take that offset position and bring it to clip space
|
||||
vec4 offsetPos = vec4 (displacementVector, 1.0f);
|
||||
offsetPos = cameraData.projMat * offsetPos;
|
||||
|
||||
// then we do perspective division
|
||||
offsetPos.xyz /= offsetPos.w;
|
||||
|
||||
// and bring it from [-1, 1] to screen coordinates
|
||||
offsetPos.xyz = ((offsetPos.xyz * 0.5f) + 0.5f);
|
||||
offsetPos.xy *= vec2(ssaoSize.xy);
|
||||
|
||||
// Now we attempt to get a position at that point.
|
||||
float sampleDepth = imageLoad (positions, ivec2 (offsetPos.xy)).z;
|
||||
|
||||
// skip checks
|
||||
if (sampleDepth == 0.0f)
|
||||
continue;
|
||||
|
||||
// if sampled fragment is in front of current fragment, just occlude
|
||||
float rangeCheck = smoothstep (0.0f, 1.0f, RADIUS / abs (viewSpacePos.z - sampleDepth));
|
||||
occlusion += (sampleDepth <= displacementVector.z - BIAS ? 1.0f : 0.0f) * rangeCheck;
|
||||
}
|
||||
|
||||
occlusion = 1.0f - (occlusion / float(NUM_SAMPLES));
|
||||
|
||||
// store result into result image
|
||||
imageStore(outputImage, globalThread, occlusion.rrrr);
|
||||
|
||||
}
|
Binary file not shown.
|
@ -0,0 +1,3 @@
|
|||
Name: SSAO_CS
|
||||
ID: 38430899
|
||||
Type: 2
|
|
@ -43,7 +43,7 @@ void main()
|
|||
{
|
||||
position = In.vertPos;
|
||||
normals = In.normal;
|
||||
albedo = texture(textures[nonuniformEXT(MatProp.data[In2.materialIndex].textureIndex)], In.uv) + MatProp.data[In2.materialIndex].color / MatProp.data[In2.materialIndex].alpha;
|
||||
albedo = texture(textures[nonuniformEXT(MatProp.data[In2.materialIndex].textureIndex)], In.uv) * MatProp.data[In2.materialIndex].color;
|
||||
|
||||
outEntityID = In2.eid;
|
||||
lightLayerIndices = In2.lightLayerIndex;
|
||||
|
|
Binary file not shown.
|
@ -1,3 +1,3 @@
|
|||
Name: TestCube_FS
|
||||
ID: 37450402
|
||||
ID: 46377769
|
||||
Type: 2
|
||||
|
|
|
@ -33,18 +33,31 @@ layout(set = 2, binding = 0) uniform CameraData
|
|||
{
|
||||
vec4 position;
|
||||
mat4 vpMat;
|
||||
mat4 viewMat;
|
||||
mat4 projMat;
|
||||
} cameraData;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
Out2.materialIndex = gl_InstanceIndex;
|
||||
Out2.eid = integerData[0];
|
||||
Out2.lightLayerIndex = integerData[1];
|
||||
|
||||
Out.vertPos = worldTransform * vec4(aVertexPos, 1.0f);
|
||||
// for transforming gBuffer position and normal data
|
||||
mat4 modelViewMat = cameraData.viewMat * worldTransform;
|
||||
|
||||
// gBuffer position will be in view space
|
||||
Out.vertPos = modelViewMat * vec4(aVertexPos, 1.0f);
|
||||
|
||||
// uvs for texturing in fragment shader
|
||||
Out.uv = aUV;
|
||||
Out.normal.rgb = mat3(transpose(inverse(worldTransform))) * aNormal.rgb;
|
||||
|
||||
mat3 transposeInv = mat3 (transpose(inverse(modelViewMat)));
|
||||
|
||||
// normals are also in view space
|
||||
Out.normal.rgb = transposeInv * aNormal.rgb;
|
||||
Out.normal.rgb = normalize (Out.normal.rgb);
|
||||
|
||||
// clip space for rendering
|
||||
gl_Position = cameraData.vpMat * worldTransform * vec4 (aVertexPos, 1.0f);
|
||||
}
|
Binary file not shown.
|
@ -1,3 +1,3 @@
|
|||
Name: TestCube_VS
|
||||
ID: 41688429
|
||||
ID: 39210065
|
||||
Type: 2
|
||||
|
|
|
@ -31,6 +31,7 @@
|
|||
#include "FRC/SHFramerateController.h"
|
||||
#include "AudioSystem/SHAudioSystem.h"
|
||||
#include "Camera/SHCameraSystem.h"
|
||||
#include "Graphics/MiddleEnd/Interface/SHDebugDrawSystem.h"
|
||||
|
||||
// Components
|
||||
#include "Graphics/MiddleEnd/Interface/SHRenderable.h"
|
||||
|
@ -42,6 +43,7 @@
|
|||
#include "Assets/SHAssetManager.h"
|
||||
|
||||
#include "Tools/SHLogger.h"
|
||||
#include "Tools/SHDebugDraw.h"
|
||||
|
||||
using namespace SHADE;
|
||||
|
||||
|
@ -69,6 +71,10 @@ namespace Sandbox
|
|||
SHGraphicsSystem* graphicsSystem = static_cast<SHGraphicsSystem*>(SHSystemManager::GetSystem<SHGraphicsSystem>());
|
||||
SHSystemManager::CreateSystem<SHAudioSystem>();
|
||||
SHSystemManager::CreateSystem<SHCameraSystem>();
|
||||
SHSystemManager::CreateSystem<SHDebugDrawSystem>();
|
||||
|
||||
// Link up SHDebugDraw
|
||||
SHDebugDraw::Init(SHSystemManager::GetSystem<SHDebugDrawSystem>());
|
||||
|
||||
#ifdef SHEDITOR
|
||||
SDL_Init(SDL_INIT_VIDEO);
|
||||
|
@ -88,8 +94,10 @@ namespace Sandbox
|
|||
SHSystemManager::RegisterRoutine<SHPhysicsSystem, SHPhysicsSystem::PhysicsPreUpdate>();
|
||||
SHSystemManager::RegisterRoutine<SHPhysicsSystem, SHPhysicsSystem::PhysicsFixedUpdate>();
|
||||
SHSystemManager::RegisterRoutine<SHPhysicsSystem, SHPhysicsSystem::PhysicsPostUpdate>();
|
||||
SHSystemManager::RegisterRoutine<SHPhysicsSystem, SHPhysicsSystem::PhysicsDebugDraw>();
|
||||
|
||||
SHSystemManager::RegisterRoutine<SHTransformSystem, SHTransformSystem::TransformPostPhysicsUpdate>();
|
||||
SHSystemManager::RegisterRoutine<SHDebugDrawSystem, SHDebugDrawSystem::ProcessPointsRoutine>();
|
||||
|
||||
SHSystemManager::RegisterRoutine<SHGraphicsSystem, SHGraphicsSystem::BatcherDispatcherRoutine>();
|
||||
SHSystemManager::RegisterRoutine<SHGraphicsSystem, SHGraphicsSystem::BeginRoutine>();
|
||||
|
@ -108,13 +116,10 @@ namespace Sandbox
|
|||
SHComponentManager::CreateComponentSparseSet<SHColliderComponent>();
|
||||
SHComponentManager::CreateComponentSparseSet<SHTransformComponent>();
|
||||
SHComponentManager::CreateComponentSparseSet<SHRenderable>();
|
||||
SHComponentManager::CreateComponentSparseSet<SHCameraComponent>();
|
||||
//SHComponentManager::CreateComponentSparseSet<SHCameraComponent>();
|
||||
|
||||
SHAssetManager::Load();
|
||||
|
||||
auto id = SHFamilyID<SHSystem>::GetID<SHGraphicsSystem>();
|
||||
auto id2 = SHFamilyID<SHSystem>::GetID<SHGraphicsSystem>();
|
||||
auto id3 = SHFamilyID<SHSystem>::GetID<SHGraphicsSystem>();
|
||||
|
||||
SHSystemManager::RegisterRoutine<SHAudioSystem, SHAudioSystem::AudioRoutine>();
|
||||
|
||||
|
@ -126,6 +131,9 @@ namespace Sandbox
|
|||
SHSceneManager::InitSceneManager<SBTestScene>("TestScene");
|
||||
|
||||
SHFrameRateController::UpdateFRC();
|
||||
|
||||
// Link up SHDebugDraw
|
||||
SHDebugDraw::Init(SHSystemManager::GetSystem<SHDebugDrawSystem>());
|
||||
}
|
||||
|
||||
void SBApplication::Update(void)
|
||||
|
@ -144,6 +152,13 @@ namespace Sandbox
|
|||
#endif
|
||||
SHSystemManager::RunRoutines(editor->editorState != SHEditor::State::PLAY, 0.016f);
|
||||
editor->PollPicking();
|
||||
|
||||
static bool drawColliders = false;
|
||||
if (SHInputManager::GetKeyDown(SHInputManager::SH_KEYCODE::F10))
|
||||
{
|
||||
drawColliders = !drawColliders;
|
||||
SHSystemManager::GetSystem<SHPhysicsSystem>()->SetDrawColliders(drawColliders);
|
||||
}
|
||||
}
|
||||
// Finish all graphics jobs first
|
||||
graphicsSystem->AwaitGraphicsExecution();
|
||||
|
|
|
@ -16,7 +16,10 @@
|
|||
|
||||
#include "Assets/SHAssetManager.h"
|
||||
#include "Camera/SHCameraComponent.h"
|
||||
#include "Math/SHColour.h"
|
||||
#include "Resource/SHResourceManager.h"
|
||||
#include "Graphics/MiddleEnd/Interface/SHDebugDrawSystem.h"
|
||||
#include "Tools/SHDebugDraw.h"
|
||||
|
||||
using namespace SHADE;
|
||||
|
||||
|
@ -62,58 +65,20 @@ namespace Sandbox
|
|||
SHResourceManager::FinaliseChanges();
|
||||
|
||||
// Create Materials
|
||||
auto matInst = graphicsSystem->AddOrGetBaseMaterialInstance();
|
||||
auto customMat = graphicsSystem->AddMaterialInstanceCopy(matInst);
|
||||
customMat->SetProperty("data.color", SHVec4(0.0f, 1.0f, 1.0f, 1.0f));
|
||||
customMat->SetProperty("data.textureIndex", 0);
|
||||
customMat->SetProperty("data.alpha", 0.1f);
|
||||
auto baseRaccoonMat = graphicsSystem->AddOrGetBaseMaterialInstance();
|
||||
auto baseRaccoonMatInstant = graphicsSystem->AddMaterialInstanceCopy(baseRaccoonMat);
|
||||
baseRaccoonMatInstant->SetProperty("data.color", SHVec4(1.0f, 1.0f, 1.0f, 1.0f));
|
||||
baseRaccoonMatInstant->SetProperty("data.textureIndex", 0);
|
||||
baseRaccoonMatInstant->SetProperty("data.alpha", 0.1f);
|
||||
|
||||
// Create Stress Test Objects
|
||||
static const SHVec3 TEST_OBJ_SCALE = SHVec3::One;
|
||||
constexpr int NUM_ROWS = 3;
|
||||
constexpr int NUM_COLS = 1;
|
||||
static const SHVec3 TEST_OBJ_SPACING = { 0.1f, 0.1f, 0.1f };
|
||||
static const SHVec3 TEST_OBJ_START_POS = { -(NUM_COLS / 2 * TEST_OBJ_SPACING.x) + 1.0f, -2.0f, -1.0f };
|
||||
auto baseFloorMatInstant = graphicsSystem->AddMaterialInstanceCopy(baseRaccoonMat);
|
||||
baseFloorMatInstant->SetProperty("data.color", SHVec4(1.0f, 1.0f, 1.0f, 1.0f));
|
||||
baseFloorMatInstant->SetProperty("data.textureIndex", 0);
|
||||
baseFloorMatInstant->SetProperty("data.alpha", 0.1f);
|
||||
|
||||
for (int y = 0; y < NUM_ROWS; ++y)
|
||||
for (int x = 0; x < NUM_COLS; ++x)
|
||||
{
|
||||
auto entity = SHEntityManager::CreateEntity<SHRenderable, SHTransformComponent, SHRigidBodyComponent, SHColliderComponent>();
|
||||
auto& renderable = *SHComponentManager::GetComponent_s<SHRenderable>(entity);
|
||||
auto& transform = *SHComponentManager::GetComponent_s<SHTransformComponent>(entity);
|
||||
auto& collider = *SHComponentManager::GetComponent_s<SHColliderComponent>(entity);
|
||||
auto dummy = SHEntityManager::CreateEntity<>();
|
||||
|
||||
//renderable.Mesh = handles.front();
|
||||
renderable.SetMesh(CUBE_MESH);
|
||||
renderable.SetMaterial(customMat);
|
||||
|
||||
if (y == 50)
|
||||
renderable.GetModifiableMaterial()->SetProperty("data.color", SHVec4(1.0f, 0.0f, 0.0f, 1.0f));
|
||||
|
||||
//Set initial positions
|
||||
transform.SetWorldPosition(TEST_OBJ_START_POS + SHVec3{ x * TEST_OBJ_SPACING.x, y * TEST_OBJ_SPACING.y, SHMath::GenerateRandomNumber(-3.5f, -5.0f) });
|
||||
//transform.SetWorldPosition({-1.0f, -1.0f, -1.0f});
|
||||
transform.SetWorldRotation(SHMath::GenerateRandomNumber(0.0f, 360.0f), SHMath::GenerateRandomNumber(0.0f, 360.0f), SHMath::GenerateRandomNumber(0.0f, 360.0f));
|
||||
transform.SetWorldScale(TEST_OBJ_SCALE);
|
||||
|
||||
collider.AddBoundingBox(SHVec3::One, SHVec3::Zero);
|
||||
stressTestObjects.emplace_back(entity);
|
||||
}
|
||||
|
||||
auto raccoonSpin = SHEntityManager::CreateEntity<SHRenderable, SHTransformComponent>();
|
||||
auto& renderable = *SHComponentManager::GetComponent_s<SHRenderable>(raccoonSpin);
|
||||
auto& transform = *SHComponentManager::GetComponent_s<SHTransformComponent>(raccoonSpin);
|
||||
|
||||
renderable.SetMesh(handles.front());
|
||||
renderable.SetMaterial(customMat);
|
||||
renderable.GetModifiableMaterial()->SetProperty("data.color", SHVec4(0.0f, 0.0f, 0.0f, 0.0f));
|
||||
renderable.GetModifiableMaterial()->SetProperty("data.alpha", 1.0f);
|
||||
renderable.GetModifiableMaterial()->SetProperty("data.textureIndex", 0);
|
||||
|
||||
transform.SetWorldPosition({ -3.0f, -1.0f, -1.0f });
|
||||
transform.SetLocalScale({ 5.0f, 5.0f, 5.0f });
|
||||
|
||||
auto floor = SHEntityManager::CreateEntity<SHRenderable, SHTransformComponent, SHRigidBodyComponent, SHColliderComponent>();
|
||||
auto floor = SHEntityManager::CreateEntity<SHTransformComponent,SHRenderable, SHRigidBodyComponent, SHColliderComponent>();
|
||||
auto& floorRenderable = *SHComponentManager::GetComponent_s<SHRenderable>(floor);
|
||||
auto& floorTransform = *SHComponentManager::GetComponent_s<SHTransformComponent>(floor);
|
||||
auto& floorRigidBody = *SHComponentManager::GetComponent_s<SHRigidBodyComponent>(floor);
|
||||
|
@ -122,13 +87,12 @@ namespace Sandbox
|
|||
floorRenderable.SetMesh(CUBE_MESH);
|
||||
floorRenderable.SetMaterial(graphicsSystem->GetDefaultMaterialInstance());
|
||||
|
||||
floorTransform.SetWorldScale({ 7.5f, 0.5f, 7.5 });
|
||||
floorTransform.SetWorldScale({ 17.5f, 0.5f, 17.5f });
|
||||
floorTransform.SetWorldPosition({ 0.0f, -3.0f, -5.0f });
|
||||
|
||||
floorRigidBody.SetType(SHRigidBodyComponent::Type::STATIC);
|
||||
|
||||
auto* floorBox = floorCollider.AddBoundingBox();
|
||||
floorBox->SetHalfExtents(floorTransform.GetWorldScale() * 0.5f);
|
||||
|
||||
// Create blank entity with a script
|
||||
//testObj = SHADE::SHEntityManager::CreateEntity<SHRenderable, SHTransformComponent>();
|
||||
|
@ -136,17 +100,96 @@ namespace Sandbox
|
|||
//testObjRenderable.Mesh = CUBE_MESH;
|
||||
//testObjRenderable.SetMaterial(matInst);
|
||||
|
||||
//raccoon =======================================================================================================================
|
||||
auto racoon = SHEntityManager::CreateEntity<SHRenderable, SHTransformComponent, SHRigidBodyComponent, SHColliderComponent>(MAX_EID, "Player");
|
||||
auto& racoonRenderable = *SHComponentManager::GetComponent_s<SHRenderable>(racoon);
|
||||
auto& racoonTransform = *SHComponentManager::GetComponent_s<SHTransformComponent>(racoon);
|
||||
auto& racoonRigidBody = *SHComponentManager::GetComponent_s<SHRigidBodyComponent>(racoon);
|
||||
auto& racoonCollider = *SHComponentManager::GetComponent_s<SHColliderComponent>(racoon);
|
||||
|
||||
racoonRenderable.SetMesh(handles.front());
|
||||
racoonRenderable.SetMaterial(baseRaccoonMatInstant);
|
||||
|
||||
racoonTransform.SetWorldScale({ 2.0f, 2.0f, 2.0f });
|
||||
racoonTransform.SetWorldPosition({ -3.0f, -2.0f, -5.0f });
|
||||
|
||||
racoonCollider.AddBoundingBox();
|
||||
racoonCollider.GetCollider(0).SetPositionOffset(SHVec3(0.0f,0.5f,0.0f));
|
||||
racoonCollider.GetCollider(0).SetBoundingBox(SHVec3(0.5f, 0.5f, 0.5f));
|
||||
|
||||
auto racoonItemLocation = SHEntityManager::CreateEntity<SHTransformComponent>();
|
||||
auto& racoonItemLocationTransform = *SHComponentManager::GetComponent_s<SHTransformComponent>(racoonItemLocation);
|
||||
SHSceneManager::GetCurrentSceneGraph().SetParent(racoonItemLocation, racoon);
|
||||
|
||||
auto racoonCamera = SHEntityManager::CreateEntity<SHTransformComponent>();
|
||||
SHSceneManager::GetCurrentSceneGraph().SetParent(racoonCamera, racoon);
|
||||
//================================================================================================================================
|
||||
|
||||
//item ===========================================================================================================================
|
||||
auto item = SHEntityManager::CreateEntity<SHRenderable, SHTransformComponent, SHRigidBodyComponent, SHColliderComponent>(MAX_EID, "item");
|
||||
auto& itemRenderable = *SHComponentManager::GetComponent_s<SHRenderable>(item);
|
||||
auto& itemTransform = *SHComponentManager::GetComponent_s<SHTransformComponent>(item);
|
||||
auto& itemRigidBody = *SHComponentManager::GetComponent_s<SHRigidBodyComponent>(item);
|
||||
auto& itemCollider = *SHComponentManager::GetComponent_s<SHColliderComponent>(item);
|
||||
|
||||
itemRenderable.SetMesh(handles.front());
|
||||
itemRenderable.SetMaterial(baseRaccoonMatInstant);
|
||||
|
||||
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.GetCollider(1).SetIsTrigger(true);
|
||||
|
||||
itemCollider.GetCollider(0).SetPositionOffset(SHVec3(0.0f, 0.5f, 0.0f));
|
||||
itemCollider.GetCollider(0).SetBoundingBox(SHVec3(0.5f, 0.5f, 0.5f));
|
||||
|
||||
itemCollider.GetCollider(1).SetPositionOffset(SHVec3(0.0f, 0.5f, 0.0f));
|
||||
itemCollider.GetCollider(1).SetBoundingBox(SHVec3(1.0f, 1.0f, 1.0f));
|
||||
|
||||
itemRigidBody.SetInterpolate(false);
|
||||
itemRigidBody.SetFreezeRotationX(true);
|
||||
itemRigidBody.SetFreezeRotationY(true);
|
||||
itemRigidBody.SetFreezeRotationZ(true);
|
||||
//================================================================================================================================
|
||||
|
||||
//AI =============================================================================================================================
|
||||
auto AI = SHEntityManager::CreateEntity<SHRenderable, SHTransformComponent, SHRigidBodyComponent, SHColliderComponent>(MAX_EID, "AI");
|
||||
auto& AIRenderable = *SHComponentManager::GetComponent_s<SHRenderable>(AI);
|
||||
auto& AITransform = *SHComponentManager::GetComponent_s<SHTransformComponent>(AI);
|
||||
auto& AIRigidBody = *SHComponentManager::GetComponent_s<SHRigidBodyComponent>(AI);
|
||||
auto& AICollider = *SHComponentManager::GetComponent_s<SHColliderComponent>(AI);
|
||||
|
||||
AIRenderable.SetMesh(handles.front());
|
||||
AIRenderable.SetMaterial(baseRaccoonMatInstant);
|
||||
|
||||
AITransform.SetWorldScale({ 2.0f, 2.0f, 2.0f });
|
||||
AITransform.SetWorldPosition({ -8.0f, -2.0f, 2.5f });
|
||||
|
||||
AICollider.AddBoundingBox();
|
||||
AICollider.GetCollider(0).SetPositionOffset(SHVec3(0.0f, 0.5f, 0.0f));
|
||||
AICollider.GetCollider(0).SetBoundingBox(SHVec3(0.5f, 0.5f, 0.5f));
|
||||
|
||||
AIRigidBody.SetInterpolate(false);
|
||||
AIRigidBody.SetFreezeRotationX(true);
|
||||
AIRigidBody.SetFreezeRotationY(true);
|
||||
AIRigidBody.SetFreezeRotationZ(true);
|
||||
//================================================================================================================================
|
||||
|
||||
SHADE::SHScriptEngine* scriptEngine = static_cast<SHADE::SHScriptEngine*>(SHADE::SHSystemManager::GetSystem<SHADE::SHScriptEngine>());
|
||||
scriptEngine->AddScript(raccoonSpin, "RaccoonSpin");
|
||||
scriptEngine->AddScript(racoon, "PlayerController");
|
||||
scriptEngine->AddScript(racoon, "PickAndThrow");
|
||||
scriptEngine->AddScript(racoonCamera, "ThirdPersonCamera");
|
||||
scriptEngine->AddScript(AI, "AIPrototype");
|
||||
|
||||
auto raccoonShowcase = SHEntityManager::CreateEntity<SHRenderable, SHTransformComponent>();
|
||||
auto& renderableShowcase = *SHComponentManager::GetComponent_s<SHRenderable>(raccoonShowcase);
|
||||
auto& transformShowcase = *SHComponentManager::GetComponent_s<SHTransformComponent>(raccoonShowcase);
|
||||
|
||||
renderableShowcase.SetMesh(handles.front());
|
||||
renderableShowcase.SetMaterial(customMat);
|
||||
renderableShowcase.GetModifiableMaterial()->SetProperty("data.color", SHVec4(0.0f, 0.0f, 0.0f, 0.0f));
|
||||
renderableShowcase.SetMaterial(baseRaccoonMatInstant);
|
||||
renderableShowcase.GetModifiableMaterial()->SetProperty("data.color", SHVec4(1.0f, 1.0f, 1.0f, 1.0f));
|
||||
renderableShowcase.GetModifiableMaterial()->SetProperty("data.alpha", 1.0f);
|
||||
renderableShowcase.GetModifiableMaterial()->SetProperty("data.textureIndex", 0);
|
||||
|
||||
|
@ -160,7 +203,7 @@ namespace Sandbox
|
|||
SHComponentManager::RemoveComponent <SHColliderComponent>(0);
|
||||
|
||||
auto ambientLight = SHEntityManager::CreateEntity<SHLightComponent>();
|
||||
SHComponentManager::GetComponent<SHLightComponent>(ambientLight)->SetColor(SHVec4(1.0f, 1.0f, 1.0f, 1.0f));
|
||||
SHComponentManager::GetComponent<SHLightComponent>(ambientLight)->SetColor(SHColour::WHITE);
|
||||
SHComponentManager::GetComponent<SHLightComponent>(ambientLight)->SetStrength(0.25f);
|
||||
SHComponentManager::GetComponent<SHLightComponent>(ambientLight)->SetType(SH_LIGHT_TYPE::AMBIENT);
|
||||
}
|
||||
|
@ -187,6 +230,8 @@ namespace Sandbox
|
|||
SHADE::SHScriptEngine* scriptEngine = static_cast<SHADE::SHScriptEngine*>(SHADE::SHSystemManager::GetSystem<SHADE::SHScriptEngine>());
|
||||
scriptEngine->RemoveAllScripts(testObj);
|
||||
}
|
||||
|
||||
SHDebugDraw::Cube(SHColour::CRIMSON, SHVec3(1.0f, 0.0f, 0.0f), SHVec3(1.0f, 1.0f, 1.0f));
|
||||
}
|
||||
|
||||
void SBTestScene::Render()
|
||||
|
|
|
@ -33,11 +33,11 @@ namespace SHADE
|
|||
struct SH_API SHMeshData : SHAssetData
|
||||
{
|
||||
SHMeshAssetHeader header;
|
||||
std::vector<SHVec3> vertexPositions;
|
||||
std::vector<SHVec3> vertexTangents;
|
||||
std::vector<SHVec3> vertexNormals;
|
||||
std::vector<SHVec2> vertexTexCoords;
|
||||
std::vector<uint32_t> indices;
|
||||
std::vector<SHVec3> VertexPositions;
|
||||
std::vector<SHVec3> VertexTangents;
|
||||
std::vector<SHVec3> VertexNormals;
|
||||
std::vector<SHVec2> VertexTexCoords;
|
||||
std::vector<uint32_t> Indices;
|
||||
};
|
||||
|
||||
struct SH_API SHModelAsset : SHAssetData
|
||||
|
|
|
@ -10,6 +10,7 @@
|
|||
*****************************************************************************/
|
||||
#pragma once
|
||||
|
||||
#include <vulkan/vulkan.hpp>
|
||||
#include "SHAssetData.h"
|
||||
#include "SH_API.h"
|
||||
#include <vector>
|
||||
|
@ -17,12 +18,14 @@
|
|||
|
||||
namespace SHADE
|
||||
{
|
||||
//! Tighter control over types of shaders. Maps directly to their
|
||||
//! equivalent vk::ShaderStageFlagBits.
|
||||
enum class SH_SHADER_TYPE : uint8_t
|
||||
{
|
||||
VERTEX,
|
||||
FRAGMENT,
|
||||
COMPUTE,
|
||||
INAVLID_TYPE
|
||||
VERTEX = static_cast<uint8_t>(vk::ShaderStageFlagBits::eVertex),
|
||||
FRAGMENT = static_cast<uint8_t>(vk::ShaderStageFlagBits::eFragment),
|
||||
COMPUTE = static_cast<uint8_t>(vk::ShaderStageFlagBits::eCompute),
|
||||
INAVLID_TYPE = std::numeric_limits<uint8_t>::max()
|
||||
};
|
||||
|
||||
struct SH_API SHShaderAsset : SHAssetData
|
||||
|
|
|
@ -19,144 +19,145 @@
|
|||
|
||||
namespace SHADE
|
||||
{
|
||||
std::string SHShaderSourceCompiler::CompileShaderSourceToBinary(AssetPath path, SHShaderAsset const& data) noexcept
|
||||
{
|
||||
std::string newPath{ path.string() };
|
||||
std::string SHShaderSourceCompiler::CompileShaderSourceToBinary(AssetPath path, SHShaderAsset const& data) noexcept
|
||||
{
|
||||
std::string newPath{ path.string() };
|
||||
newPath = newPath.substr(0, newPath.find_last_of('.'));
|
||||
newPath += SHADER_BUILT_IN_EXTENSION.data();
|
||||
|
||||
std::ofstream file{ newPath, std::ios::binary | std::ios::out | std::ios::trunc };
|
||||
std::ofstream file{ newPath, std::ios::binary | std::ios::out | std::ios::trunc };
|
||||
|
||||
file.write(
|
||||
reinterpret_cast<char const*>(& data.shaderType), sizeof(uint8_t)
|
||||
);
|
||||
file.write(
|
||||
reinterpret_cast<char const*>(& data.shaderType), sizeof(uint8_t)
|
||||
);
|
||||
|
||||
size_t const byteCount = sizeof(uint32_t) * data.spirvBinary.size();
|
||||
size_t const byteCount = sizeof(uint32_t) * data.spirvBinary.size();
|
||||
|
||||
file.write(
|
||||
reinterpret_cast<char const*>(&byteCount), sizeof(size_t)
|
||||
);
|
||||
file.write(
|
||||
reinterpret_cast<char const*>(&byteCount), sizeof(size_t)
|
||||
);
|
||||
|
||||
file.write(
|
||||
reinterpret_cast<char const*>(data.spirvBinary.data()), byteCount
|
||||
);
|
||||
file.write(
|
||||
reinterpret_cast<char const*>(data.spirvBinary.data()), byteCount
|
||||
);
|
||||
|
||||
file.close();
|
||||
file.close();
|
||||
|
||||
return newPath;
|
||||
}
|
||||
return newPath;
|
||||
}
|
||||
|
||||
SHShaderAsset const* SHShaderSourceCompiler::CompileShaderSourceToMemory(std::string const& data, std::string const& name, SH_SHADER_TYPE type) noexcept
|
||||
{
|
||||
// shaderc compiler
|
||||
shaderc::Compiler compiler;
|
||||
shaderc::CompileOptions options;
|
||||
SHShaderAsset const* SHShaderSourceCompiler::CompileShaderSourceToMemory(std::string const& data, std::string const& name, SH_SHADER_TYPE type) noexcept
|
||||
{
|
||||
// shaderc compiler
|
||||
shaderc::Compiler compiler;
|
||||
shaderc::CompileOptions options;
|
||||
|
||||
options.AddMacroDefinition("MY_DEFINE", "1");
|
||||
options.AddMacroDefinition("MY_DEFINE", "1");
|
||||
|
||||
//TODO: Check if we need optimisation levels when compiling into spirv
|
||||
// Set optimization levels
|
||||
//if (opLevel != shaderc_optimization_level_zero)
|
||||
// options.SetOptimizationLevel(opLevel);
|
||||
//TODO: Check if we need optimisation levels when compiling into spirv
|
||||
// Set optimization levels
|
||||
//if (opLevel != shaderc_optimization_level_zero)
|
||||
// options.SetOptimizationLevel(opLevel);
|
||||
|
||||
// Attempt to get the shaderc equivalent shader stage
|
||||
shaderc_shader_kind shaderKind;
|
||||
switch (type)
|
||||
{
|
||||
case SH_SHADER_TYPE::VERTEX:
|
||||
shaderKind = shaderc_shader_kind::shaderc_glsl_vertex_shader;
|
||||
break;
|
||||
case SH_SHADER_TYPE::FRAGMENT:
|
||||
shaderKind = shaderc_shader_kind::shaderc_glsl_fragment_shader;
|
||||
break;
|
||||
case SH_SHADER_TYPE::COMPUTE:
|
||||
shaderKind = shaderc_shader_kind::shaderc_glsl_compute_shader;
|
||||
break;
|
||||
default:
|
||||
shaderKind = shaderc_shader_kind::shaderc_glsl_vertex_shader;
|
||||
break;
|
||||
}
|
||||
// Attempt to get the shaderc equivalent shader stage
|
||||
shaderc_shader_kind shaderKind;
|
||||
switch (type)
|
||||
{
|
||||
case SH_SHADER_TYPE::VERTEX:
|
||||
shaderKind = shaderc_shader_kind::shaderc_glsl_vertex_shader;
|
||||
break;
|
||||
case SH_SHADER_TYPE::FRAGMENT:
|
||||
shaderKind = shaderc_shader_kind::shaderc_glsl_fragment_shader;
|
||||
break;
|
||||
case SH_SHADER_TYPE::COMPUTE:
|
||||
shaderKind = shaderc_shader_kind::shaderc_glsl_compute_shader;
|
||||
break;
|
||||
default:
|
||||
shaderKind = shaderc_shader_kind::shaderc_glsl_vertex_shader;
|
||||
break;
|
||||
}
|
||||
|
||||
// Compile the shader and get the result
|
||||
shaderc::SpvCompilationResult compileResult = compiler.CompileGlslToSpv(data, shaderKind, name.c_str(), options);
|
||||
// Compile the shader and get the result
|
||||
shaderc::SpvCompilationResult compileResult = compiler.CompileGlslToSpv(data, shaderKind, name.c_str(), options);
|
||||
|
||||
if (compileResult.GetCompilationStatus() != shaderc_compilation_status_success)
|
||||
{
|
||||
SHLOG_ERROR("Shaderc failed to compile GLSL shader to binary | " + compileResult.GetErrorMessage());
|
||||
return nullptr;
|
||||
}
|
||||
if (compileResult.GetCompilationStatus() != shaderc_compilation_status_success)
|
||||
{
|
||||
SHLOG_ERROR("Shaderc failed to compile GLSL shader to binary | " + compileResult.GetErrorMessage());
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
auto result = new SHShaderAsset();
|
||||
result->spirvBinary.resize(compileResult.end() - compileResult.begin());
|
||||
auto result = new SHShaderAsset();
|
||||
result->spirvBinary.resize(compileResult.end() - compileResult.begin());
|
||||
|
||||
std::ranges::copy(compileResult.begin(), compileResult.end(), result->spirvBinary.data());
|
||||
std::ranges::copy(compileResult.begin(), compileResult.end(), result->spirvBinary.data());
|
||||
|
||||
result->name = name;
|
||||
result->shaderType = type;
|
||||
|
||||
return result;
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
SH_SHADER_TYPE SHShaderSourceCompiler::GetShaderTypeFromFilename(std::string name) noexcept
|
||||
{
|
||||
for (auto i { 0}; i < SHADER_TYPE_MAX_COUNT; ++i)
|
||||
{
|
||||
if (name.find(SHADER_IDENTIFIERS[i].data()) != std::string::npos)
|
||||
{
|
||||
return static_cast<SH_SHADER_TYPE>(i);
|
||||
}
|
||||
}
|
||||
SH_SHADER_TYPE SHShaderSourceCompiler::GetShaderTypeFromFilename(std::string name) noexcept
|
||||
{
|
||||
for (auto i { 0 }; i < SHADER_TYPE_MAX_COUNT; ++i)
|
||||
{
|
||||
const auto& [SHADER_SUFFIX, SHADER_TYPE] = SHADER_IDENTIFIERS[i];
|
||||
if (name.find(SHADER_SUFFIX.data()) != std::string::npos)
|
||||
{
|
||||
return SHADER_TYPE;
|
||||
}
|
||||
}
|
||||
|
||||
return SH_SHADER_TYPE::INAVLID_TYPE;
|
||||
}
|
||||
return SH_SHADER_TYPE::INAVLID_TYPE;
|
||||
}
|
||||
|
||||
std::optional<AssetPath> SHShaderSourceCompiler::LoadAndCompileShader(AssetPath path) noexcept
|
||||
{
|
||||
auto type = GetShaderTypeFromFilename(path.filename().string());
|
||||
{
|
||||
auto type = GetShaderTypeFromFilename(path.filename().string());
|
||||
|
||||
if (type == SH_SHADER_TYPE::INAVLID_TYPE)
|
||||
{
|
||||
SHLOG_ERROR("Invalid filename for shaders, follow suffix in SHAssetMacros.h: {}", path.string());
|
||||
return {};
|
||||
}
|
||||
if (type == SH_SHADER_TYPE::INAVLID_TYPE)
|
||||
{
|
||||
SHLOG_ERROR("Invalid filename for shaders, follow suffix in SHAssetMacros.h: {}", path.string());
|
||||
return {};
|
||||
}
|
||||
|
||||
path.make_preferred();
|
||||
|
||||
std::ifstream file{ path.string(), std::ios::in };
|
||||
std::ifstream file{ path.string(), std::ios::in };
|
||||
|
||||
if (file.is_open())
|
||||
{
|
||||
std::stringstream stream;
|
||||
if (file.is_open())
|
||||
{
|
||||
std::stringstream stream;
|
||||
|
||||
stream << file.rdbuf();
|
||||
stream << file.rdbuf();
|
||||
|
||||
std::string const content = stream.str();
|
||||
std::string const content = stream.str();
|
||||
|
||||
auto data = CompileShaderSourceToMemory(content, path.filename().string(), type);
|
||||
auto data = CompileShaderSourceToMemory(content, path.filename().string(), type);
|
||||
|
||||
if (data == nullptr)
|
||||
{
|
||||
return{};
|
||||
}
|
||||
if (data == nullptr)
|
||||
{
|
||||
return{};
|
||||
}
|
||||
|
||||
return CompileShaderSourceToBinary(path, *data);
|
||||
}
|
||||
return CompileShaderSourceToBinary(path, *data);
|
||||
}
|
||||
|
||||
SHLOG_ERROR("Unable to open shader file: {}", path.string());
|
||||
SHLOG_ERROR("Unable to open shader file: {}", path.string());
|
||||
|
||||
return {};
|
||||
}
|
||||
return {};
|
||||
}
|
||||
|
||||
std::optional<AssetPath> SHShaderSourceCompiler::CompileShaderFromString
|
||||
(std::string const& string, AssetPath path, SH_SHADER_TYPE type) noexcept
|
||||
{
|
||||
auto const data = CompileShaderSourceToMemory(string, path.filename().string(), type);
|
||||
std::optional<AssetPath> SHShaderSourceCompiler::CompileShaderFromString
|
||||
(std::string const& string, AssetPath path, SH_SHADER_TYPE type) noexcept
|
||||
{
|
||||
auto const data = CompileShaderSourceToMemory(string, path.filename().string(), type);
|
||||
|
||||
if (data == nullptr)
|
||||
{
|
||||
return{};
|
||||
}
|
||||
if (data == nullptr)
|
||||
{
|
||||
return{};
|
||||
}
|
||||
|
||||
return CompileShaderSourceToBinary(path, *data);
|
||||
}
|
||||
return CompileShaderSourceToBinary(path, *data);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -29,19 +29,19 @@ namespace SHADE
|
|||
auto const vertexVec3Byte{ sizeof(SHVec3) * header.vertexCount };
|
||||
auto const vertexVec2Byte{ sizeof(SHVec2) * header.vertexCount };
|
||||
|
||||
data.vertexPositions.resize(header.vertexCount);
|
||||
data.vertexTangents.resize(header.vertexCount);
|
||||
data.vertexNormals.resize(header.vertexCount);
|
||||
data.vertexTexCoords.resize(header.vertexCount);
|
||||
data.indices.resize(header.indexCount);
|
||||
data.VertexPositions.resize(header.vertexCount);
|
||||
data.VertexTangents.resize(header.vertexCount);
|
||||
data.VertexNormals.resize(header.vertexCount);
|
||||
data.VertexTexCoords.resize(header.vertexCount);
|
||||
data.Indices.resize(header.indexCount);
|
||||
data.header.name.resize(header.charCount);
|
||||
|
||||
file.read(data.header.name.data(), header.charCount);
|
||||
file.read(reinterpret_cast<char*>(data.vertexPositions.data()), vertexVec3Byte);
|
||||
file.read(reinterpret_cast<char*>(data.vertexTangents.data()), vertexVec3Byte);
|
||||
file.read(reinterpret_cast<char*>(data.vertexNormals.data()), vertexVec3Byte);
|
||||
file.read(reinterpret_cast<char*>(data.vertexTexCoords.data()), vertexVec2Byte);
|
||||
file.read(reinterpret_cast<char*>(data.indices.data()), sizeof(uint32_t) * header.indexCount);
|
||||
file.read(reinterpret_cast<char*>(data.VertexPositions.data()), vertexVec3Byte);
|
||||
file.read(reinterpret_cast<char*>(data.VertexTangents.data()), vertexVec3Byte);
|
||||
file.read(reinterpret_cast<char*>(data.VertexNormals.data()), vertexVec3Byte);
|
||||
file.read(reinterpret_cast<char*>(data.VertexTexCoords.data()), vertexVec2Byte);
|
||||
file.read(reinterpret_cast<char*>(data.Indices.data()), sizeof(uint32_t) * header.indexCount);
|
||||
|
||||
data.header.vertexCount = header.vertexCount;
|
||||
data.header.indexCount = header.indexCount;
|
||||
|
|
|
@ -11,6 +11,10 @@
|
|||
#pragma once
|
||||
#include "SHAssetLoader.h"
|
||||
|
||||
#include "Assets/Asset Types/SHPrefabAsset.h"
|
||||
#include "Assets/Asset Types/SHSceneAsset.h"
|
||||
#include "Assets/Asset Types/SHMaterialAsset.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
struct SHTextBasedLoader : SHAssetLoader
|
||||
|
|
|
@ -13,6 +13,7 @@
|
|||
#include <cstdint>
|
||||
#include <string>
|
||||
#include <filesystem>
|
||||
#include "Asset Types/SHShaderAsset.h"
|
||||
|
||||
// FMOD Fwd Declare
|
||||
namespace FMOD
|
||||
|
@ -117,10 +118,10 @@ constexpr std::string_view VERTEX_SHADER{ "_VS" };
|
|||
constexpr std::string_view FRAGMENT_SHADER{ "_FS" };
|
||||
constexpr std::string_view COMPUTER_SHADER{ "_CS" };
|
||||
|
||||
constexpr std::string_view SHADER_IDENTIFIERS[] = {
|
||||
VERTEX_SHADER,
|
||||
FRAGMENT_SHADER,
|
||||
COMPUTER_SHADER
|
||||
constexpr std::pair<std::string_view, SHADE::SH_SHADER_TYPE> SHADER_IDENTIFIERS[] = {
|
||||
std::make_pair(VERTEX_SHADER, SHADE::SH_SHADER_TYPE::VERTEX),
|
||||
std::make_pair(FRAGMENT_SHADER, SHADE::SH_SHADER_TYPE::FRAGMENT),
|
||||
std::make_pair(COMPUTER_SHADER, SHADE::SH_SHADER_TYPE::COMPUTE)
|
||||
};
|
||||
|
||||
constexpr size_t SHADER_TYPE_MAX_COUNT{ 3 };
|
||||
|
|
|
@ -153,19 +153,29 @@ namespace SHADE
|
|||
****************************************************************************/
|
||||
AssetID SHAssetManager::CreateNewAsset(AssetType type, AssetName name) noexcept
|
||||
{
|
||||
SHAssetData* data = nullptr;
|
||||
std::string newPath{ ASSET_ROOT };
|
||||
switch (type)
|
||||
{
|
||||
case AssetType::PREFAB:
|
||||
newPath += PREFAB_FOLDER;
|
||||
newPath += name;
|
||||
newPath += PREFAB_EXTENSION;
|
||||
data = new SHPrefabAsset();
|
||||
break;
|
||||
|
||||
case AssetType::SCENE:
|
||||
newPath += SCENE_FOLDER;
|
||||
newPath += name;
|
||||
newPath += SCENE_EXTENSION;
|
||||
data = new SHSceneAsset();
|
||||
break;
|
||||
|
||||
case AssetType::MATERIAL:
|
||||
newPath += MATERIAL_FOLDER;
|
||||
newPath += name;
|
||||
newPath += MATERIAL_EXTENSION;
|
||||
data = new SHMaterialAsset();
|
||||
break;
|
||||
|
||||
default:
|
||||
|
@ -193,6 +203,8 @@ namespace SHADE
|
|||
)
|
||||
});
|
||||
|
||||
assetData.emplace(id, data);
|
||||
|
||||
return id;
|
||||
}
|
||||
|
||||
|
|
|
@ -0,0 +1,68 @@
|
|||
#include "SHpch.h"
|
||||
#include "SHCameraArmComponent.h"
|
||||
|
||||
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
|
||||
SHCameraArmComponent::SHCameraArmComponent()
|
||||
:pitch(0.0f), yaw(0.0f), armLength(1.0f),offset(), dirty(true), lookAtCameraOrigin(true)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
SHVec3 const& SHCameraArmComponent::GetOffset() const noexcept
|
||||
{
|
||||
return offset;
|
||||
}
|
||||
|
||||
float SHCameraArmComponent::GetPitch() const noexcept
|
||||
{
|
||||
return pitch;
|
||||
}
|
||||
|
||||
float SHCameraArmComponent::GetYaw() const noexcept
|
||||
{
|
||||
return yaw;
|
||||
}
|
||||
|
||||
float SHCameraArmComponent::GetArmLength() const noexcept
|
||||
{
|
||||
return armLength;
|
||||
}
|
||||
|
||||
void SHCameraArmComponent::SetPitch(float pitch) noexcept
|
||||
{
|
||||
this->pitch = pitch;
|
||||
dirty = true;
|
||||
}
|
||||
|
||||
void SHCameraArmComponent::SetYaw(float yaw) noexcept
|
||||
{
|
||||
this->yaw = yaw;
|
||||
dirty = true;
|
||||
}
|
||||
|
||||
void SHCameraArmComponent::SetArmLength(float length) noexcept
|
||||
{
|
||||
this->armLength = length;
|
||||
dirty = true;
|
||||
}
|
||||
|
||||
}//namespace SHADE
|
||||
|
||||
|
||||
RTTR_REGISTRATION
|
||||
{
|
||||
using namespace SHADE;
|
||||
using namespace rttr;
|
||||
|
||||
registration::class_<SHCameraArmComponent>("Camera Arm Component")
|
||||
.property("Arm Pitch", &SHCameraArmComponent::GetPitch, &SHCameraArmComponent::SetPitch)
|
||||
.property("Arm Yaw", &SHCameraArmComponent::GetYaw, &SHCameraArmComponent::SetYaw)
|
||||
.property("Arm Length", &SHCameraArmComponent::GetArmLength, &SHCameraArmComponent::SetArmLength)
|
||||
.property("Look At Camera Origin", &SHCameraArmComponent::lookAtCameraOrigin);
|
||||
|
||||
}
|
|
@ -0,0 +1,44 @@
|
|||
#pragma once
|
||||
|
||||
|
||||
#include <rttr/registration>
|
||||
#include "ECS_Base/Components/SHComponent.h"
|
||||
#include "Math/SHMatrix.h"
|
||||
#include "SH_API.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
class SH_API SHCameraArmComponent final: public SHComponent
|
||||
{
|
||||
private:
|
||||
float pitch;
|
||||
float yaw;
|
||||
float armLength;
|
||||
|
||||
bool dirty;
|
||||
SHVec3 offset;
|
||||
|
||||
public:
|
||||
friend class SHCameraSystem;
|
||||
SHCameraArmComponent();
|
||||
virtual ~SHCameraArmComponent() = default;
|
||||
|
||||
bool lookAtCameraOrigin;
|
||||
//Getters
|
||||
//SHMatrix const& GetMatrix() const noexcept;
|
||||
SHVec3 const& GetOffset() const noexcept;
|
||||
float GetPitch() const noexcept;
|
||||
float GetYaw() const noexcept;
|
||||
float GetArmLength() const noexcept;
|
||||
|
||||
//Setters
|
||||
void SetPitch(float pitch) noexcept;
|
||||
void SetYaw(float yaw) noexcept;
|
||||
void SetArmLength(float length) noexcept;
|
||||
|
||||
protected:
|
||||
|
||||
|
||||
};
|
||||
|
||||
}//namespace SHADE
|
|
@ -13,7 +13,7 @@ namespace SHADE
|
|||
, width(1920.0f), height(1080.0f), zNear(0.01f), zFar(10000.0f), fov(90.0f), movementSpeed(1.0f), turnSpeed(0.5f)
|
||||
, perspProj(true), dirtyView(true), dirtyProj(true)
|
||||
, viewMatrix(), projMatrix()
|
||||
, position()
|
||||
, position(), offset()
|
||||
{
|
||||
ComponentFamily::GetID<SHCameraComponent>();
|
||||
}
|
||||
|
|
|
@ -33,7 +33,7 @@ namespace SHADE
|
|||
SHVec3 position;
|
||||
|
||||
bool perspProj;
|
||||
|
||||
SHVec3 offset;
|
||||
|
||||
|
||||
|
||||
|
@ -41,7 +41,7 @@ namespace SHADE
|
|||
friend class SHCameraSystem;
|
||||
|
||||
SHCameraComponent();
|
||||
~SHCameraComponent();
|
||||
virtual ~SHCameraComponent();
|
||||
|
||||
|
||||
//Getters and setters.
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
#include "SHpch.h"
|
||||
#include "SHCameraDirector.h"
|
||||
#include "SHCameraComponent.h"
|
||||
#include "SHCameraArmComponent.h"
|
||||
#include "ECS_Base/Managers/SHComponentManager.h"
|
||||
#include "ECS_Base/SHECSMacros.h"
|
||||
#include "ECS_Base/Managers/SHEntityManager.h"
|
||||
|
@ -48,6 +49,7 @@ namespace SHADE
|
|||
viewMatrix = camComponent->GetViewMatrix();
|
||||
projMatrix = camComponent->GetProjMatrix();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void SHCameraDirector::SetMainCamera(SHCameraComponent& camera) noexcept
|
||||
|
|
|
@ -21,6 +21,7 @@ namespace SHADE
|
|||
|
||||
EntityID mainCameraEID;
|
||||
EntityID transitionCameraEID;
|
||||
|
||||
|
||||
SHMatrix GetViewMatrix() const noexcept;
|
||||
SHMatrix GetProjMatrix() const noexcept;
|
||||
|
@ -35,7 +36,7 @@ namespace SHADE
|
|||
protected:
|
||||
SHMatrix viewMatrix;
|
||||
SHMatrix projMatrix;
|
||||
|
||||
|
||||
};
|
||||
|
||||
typedef Handle<SHCameraDirector> DirectorHandle;
|
||||
|
|
|
@ -1,10 +1,12 @@
|
|||
#include "SHpch.h"
|
||||
#include "SHCameraSystem.h"
|
||||
#include "SHCameraArmComponent.h"
|
||||
#include "Math/SHMathHelpers.h"
|
||||
#include "Input/SHInputManager.h"
|
||||
#include "Math/Vector/SHVec2.h"
|
||||
#include "ECS_Base/Managers/SHComponentManager.h"
|
||||
#include "Math/Transform/SHTransformComponent.h"
|
||||
#include <math.h>
|
||||
|
||||
|
||||
namespace SHADE
|
||||
|
@ -59,6 +61,7 @@ namespace SHADE
|
|||
}
|
||||
|
||||
UpdateCameraComponent(editorCamera);
|
||||
|
||||
}
|
||||
void SHCameraSystem::EditorCameraUpdate::Execute(double dt) noexcept
|
||||
{
|
||||
|
@ -112,6 +115,8 @@ namespace SHADE
|
|||
|
||||
//std::cout << "Camera position: " << camera.position.x << " " << camera.position.y << std::endl;
|
||||
system->UpdateCameraComponent(system->editorCamera);
|
||||
|
||||
system->DecomposeViewMatrix(camera.viewMatrix, camera.pitch, camera.yaw, camera.roll, camera.position);
|
||||
}
|
||||
|
||||
void SHCameraSystem::Init(void)
|
||||
|
@ -121,6 +126,9 @@ namespace SHADE
|
|||
editorCamera.SetYaw(0.0f);
|
||||
editorCamera.SetRoll(0.0f);
|
||||
editorCamera.movementSpeed = 2.0f;
|
||||
|
||||
SHComponentManager::CreateComponentSparseSet<SHCameraComponent>();
|
||||
SHComponentManager::CreateComponentSparseSet<SHCameraArmComponent>();
|
||||
|
||||
}
|
||||
|
||||
|
@ -134,6 +142,26 @@ namespace SHADE
|
|||
return &editorCamera;
|
||||
}
|
||||
|
||||
void SHCameraSystem::UpdatePivotArmComponent(SHCameraArmComponent& pivot) noexcept
|
||||
{
|
||||
if (pivot.dirty)
|
||||
{
|
||||
|
||||
SHVec3 offset{ 0.0f,0.0f, pivot.GetArmLength() };
|
||||
offset = SHVec3::RotateX(offset, -(SHMath::DegreesToRadians(pivot.GetPitch())));
|
||||
offset = SHVec3::RotateY(offset, (SHMath::DegreesToRadians(pivot.GetYaw())));
|
||||
|
||||
|
||||
//pivot.rtMatrix = SHMatrix::RotateX(SHMath::DegreesToRadians(pivot.GetPitch()))
|
||||
// * SHMatrix::RotateY(SHMath::DegreesToRadians(pivot.GetYaw()))
|
||||
// * SHMatrix::Translate(SHVec3(0.0f , 0.0f, pivot.GetArmLength()));
|
||||
|
||||
pivot.offset = offset;
|
||||
// pivot.rtMatrix = SHMatrix::Inverse(pivot.rtMatrix);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void SHCameraSystem::UpdateCameraComponent(SHCameraComponent& camera) noexcept
|
||||
{
|
||||
if (SHComponentManager::HasComponent<SHTransformComponent>(camera.GetEID()) == true && &camera != &editorCamera)
|
||||
|
@ -151,6 +179,15 @@ namespace SHADE
|
|||
if (camera.dirtyView)
|
||||
{
|
||||
|
||||
camera.offset = SHVec3{ 0.0f };
|
||||
if (SHComponentManager::HasComponent<SHCameraArmComponent>(camera.GetEID()))
|
||||
{
|
||||
auto arm = SHComponentManager::GetComponent<SHCameraArmComponent>(camera.GetEID());
|
||||
camera.offset = arm->GetOffset();
|
||||
if(arm->lookAtCameraOrigin)
|
||||
CameraLookAt(camera, camera.position);
|
||||
}
|
||||
|
||||
SHVec3 view, right, UP;
|
||||
|
||||
|
||||
|
@ -171,9 +208,12 @@ namespace SHADE
|
|||
camera.viewMatrix(2, 1) = view[1];
|
||||
camera.viewMatrix(2, 2) = view[2];
|
||||
|
||||
camera.viewMatrix(0, 3) = -right.Dot(camera.position);
|
||||
camera.viewMatrix(1, 3) = -UP.Dot(camera.position);
|
||||
camera.viewMatrix(2, 3) = -view.Dot(camera.position);
|
||||
camera.viewMatrix(0, 3) = -right.Dot(camera.position + camera.offset);
|
||||
camera.viewMatrix(1, 3) = -UP.Dot(camera.position + camera.offset);
|
||||
camera.viewMatrix(2, 3) = -view.Dot(camera.position + camera.offset);
|
||||
|
||||
|
||||
|
||||
|
||||
camera.dirtyView = false;
|
||||
}
|
||||
|
@ -221,6 +261,8 @@ namespace SHADE
|
|||
SHVec3 up = { 0.0f,1.0f,0.0f };
|
||||
|
||||
|
||||
|
||||
|
||||
target = SHVec3::RotateX(target, SHMath::DegreesToRadians(camera.pitch));
|
||||
target = SHVec3::RotateY(target, SHMath::DegreesToRadians(camera.yaw));
|
||||
target += camera.position;
|
||||
|
@ -241,6 +283,13 @@ namespace SHADE
|
|||
{
|
||||
SHCameraSystem* system = static_cast<SHCameraSystem*>(GetSystem());
|
||||
auto& dense = SHComponentManager::GetDense<SHCameraComponent>();
|
||||
auto& pivotDense = SHComponentManager::GetDense<SHCameraArmComponent>();
|
||||
|
||||
for (auto& pivot : pivotDense)
|
||||
{
|
||||
system->UpdatePivotArmComponent(pivot);
|
||||
}
|
||||
|
||||
for (auto& cam : dense)
|
||||
{
|
||||
system->UpdateCameraComponent(cam);
|
||||
|
@ -274,18 +323,115 @@ namespace SHADE
|
|||
}
|
||||
void SHCameraSystem::ClampCameraRotation(SHCameraComponent& camera) noexcept
|
||||
{
|
||||
constexpr float clampVal = 85.0f;
|
||||
|
||||
|
||||
if (camera.pitch > clampVal)
|
||||
camera.SetPitch(clampVal);
|
||||
if (camera.pitch < -clampVal)
|
||||
camera.SetPitch(-clampVal);
|
||||
if (camera.roll > clampVal)
|
||||
camera.SetRoll(clampVal);
|
||||
if (camera.roll < -clampVal)
|
||||
camera.SetRoll(-clampVal);
|
||||
|
||||
if (camera.pitch > 85)
|
||||
camera.SetPitch(85);
|
||||
if (camera.pitch < -85)
|
||||
camera.SetPitch(-85);
|
||||
if (camera.roll > 85)
|
||||
camera.SetRoll(85);
|
||||
if (camera.roll < -85)
|
||||
camera.SetRoll(-85);
|
||||
while (camera.yaw > 360)
|
||||
camera.yaw -= 360;
|
||||
while (camera.yaw < -360)
|
||||
camera.yaw += 360;
|
||||
|
||||
}
|
||||
|
||||
void SHCameraSystem::SetMainCamera(EntityID eid, size_t directorIndex) noexcept
|
||||
{
|
||||
if (SHComponentManager::HasComponent<SHCameraComponent>(eid) && directorIndex < directorHandleList.size())
|
||||
directorHandleList[directorIndex]->SetMainCamera(*SHComponentManager::GetComponent<SHCameraComponent>(eid));
|
||||
else
|
||||
{
|
||||
SHLOG_WARNING("Set Main Camera warning: Entity does not have camera component or director does not exist.")
|
||||
}
|
||||
}
|
||||
|
||||
void SHCameraSystem::DecomposeViewMatrix(SHMatrix const& viewMatrix, float& pitch, float& yaw, float& roll, SHVec3& pos) noexcept
|
||||
{
|
||||
|
||||
float initPitch = pitch;
|
||||
SHVec3 initPos = pos;
|
||||
SHVec3 translate3, scale;
|
||||
SHQuaternion quat;
|
||||
|
||||
//SHMatrix viewInverse = viewMatrix;
|
||||
|
||||
viewMatrix.Decompose(translate3, quat, scale);
|
||||
yaw = 180+ SHMath::RadiansToDegrees(quat.ToEuler().y);
|
||||
pitch = -SHMath::RadiansToDegrees(quat.ToEuler().x);
|
||||
|
||||
SHVec4 dotPos{ -viewMatrix(0,3),-viewMatrix(1,3), -viewMatrix(2,3), 1.0f };
|
||||
SHMatrix mtx = viewMatrix;
|
||||
mtx(0, 3) = 0.0f;
|
||||
mtx(1, 3) = 0.0f;
|
||||
mtx(2, 3) = 0.0f;
|
||||
mtx.Transpose();
|
||||
mtx = SHMatrix::Inverse(mtx);
|
||||
SHVec4 translate = mtx* dotPos;
|
||||
|
||||
pos.x = translate.x;
|
||||
pos.y = translate.y;
|
||||
pos.z = translate.z;
|
||||
|
||||
}
|
||||
void SHCameraSystem::SetCameraViewMatrix(SHCameraComponent& camera, SHMatrix const& viewMatrix) noexcept
|
||||
{
|
||||
DecomposeViewMatrix(viewMatrix, camera.pitch, camera.yaw, camera.roll, camera.position);
|
||||
camera.dirtyView = true;
|
||||
}
|
||||
|
||||
void SHCameraSystem::CameraLookAt(SHCameraComponent& camera, SHVec3 target) noexcept
|
||||
{
|
||||
|
||||
if (camera.position == target)
|
||||
{
|
||||
//lets off set it abit so the view is nt fked
|
||||
target.z -= 0.0001f;
|
||||
}
|
||||
SHVec3 forward, right, upVec;
|
||||
|
||||
SHVec3 up = { 0.0f,1.0f,0.0f };
|
||||
|
||||
|
||||
////SHVec3::RotateZ(target, SHMath::DegreesToRadians(camera.roll));
|
||||
|
||||
//target = SHVec3::Normalise(target);
|
||||
|
||||
SHVec3::RotateZ(up, camera.roll);
|
||||
up = SHVec3::Normalise(up);
|
||||
|
||||
|
||||
forward = target - (camera.position + camera.offset); forward = SHVec3::Normalise(forward);
|
||||
right = SHVec3::Cross(forward, up); right = SHVec3::Normalise(right);
|
||||
upVec = SHVec3::Cross(forward, right);
|
||||
|
||||
|
||||
SHMatrix viewMtx;
|
||||
viewMtx = SHMatrix::Identity;
|
||||
viewMtx(0, 0) = right[0];
|
||||
viewMtx(0, 1) = right[1];
|
||||
viewMtx(0, 2) = right[2];
|
||||
|
||||
viewMtx(1, 0) = upVec[0];
|
||||
viewMtx(1, 1) = upVec[1];
|
||||
viewMtx(1, 2) = upVec[2];
|
||||
|
||||
viewMtx(2, 0) = forward[0];
|
||||
viewMtx(2, 1) = forward[1];
|
||||
viewMtx(2, 2) = forward[2];
|
||||
|
||||
viewMtx(0, 3) = -right.Dot(camera.position + camera.offset);
|
||||
viewMtx(1, 3) = -upVec.Dot(camera.position + camera.offset);
|
||||
viewMtx(2, 3) = -forward.Dot(camera.position + camera.offset);
|
||||
|
||||
|
||||
SetCameraViewMatrix(camera, viewMtx);
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -9,6 +9,9 @@
|
|||
|
||||
namespace SHADE
|
||||
{
|
||||
|
||||
class SHCameraArmComponent;
|
||||
|
||||
class SH_API SHCameraSystem final : public SHSystem
|
||||
{
|
||||
private:
|
||||
|
@ -19,6 +22,11 @@ namespace SHADE
|
|||
SHResourceLibrary<SHCameraDirector> directorLibrary;
|
||||
std::vector<DirectorHandle> directorHandleList;
|
||||
|
||||
|
||||
void UpdateCameraComponent(SHCameraComponent& camera) noexcept;
|
||||
void UpdatePivotArmComponent(SHCameraArmComponent& pivot) noexcept;
|
||||
|
||||
|
||||
public:
|
||||
SHCameraSystem(void) = default;
|
||||
virtual ~SHCameraSystem(void) = default;
|
||||
|
@ -39,7 +47,7 @@ namespace SHADE
|
|||
class SH_API CameraSystemUpdate final: public SHSystemRoutine
|
||||
{
|
||||
public:
|
||||
CameraSystemUpdate() : SHSystemRoutine("Camera System Update", false) {};
|
||||
CameraSystemUpdate() : SHSystemRoutine("Camera System Update", true) {};
|
||||
virtual void Execute(double dt)noexcept override final;
|
||||
};
|
||||
friend class CameraSystemUpdate;
|
||||
|
@ -51,12 +59,10 @@ namespace SHADE
|
|||
DirectorHandle GetDirector(size_t index) noexcept;
|
||||
void ClampCameraRotation(SHCameraComponent& camera) noexcept;
|
||||
void UpdateEditorCamera(double dt) noexcept;
|
||||
protected:
|
||||
|
||||
void UpdateCameraComponent(SHCameraComponent& camera) noexcept;
|
||||
|
||||
|
||||
|
||||
void SetMainCamera(EntityID eid, size_t directorIndex) noexcept;
|
||||
void DecomposeViewMatrix(SHMatrix const& matrix, float& pitch, float& yaw, float& roll, SHVec3& pos) noexcept;
|
||||
void SetCameraViewMatrix(SHCameraComponent& camera, SHMatrix const& viewMatrix) noexcept;
|
||||
void CameraLookAt(SHCameraComponent& camera, SHVec3 target) noexcept;
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -33,12 +33,18 @@ namespace SHADE
|
|||
return;
|
||||
}
|
||||
|
||||
std::vector<SHComponentRemovedEvent> eventVec;
|
||||
|
||||
for (uint32_t i = 0; i < componentSet.Size(); ++i)
|
||||
{
|
||||
SHComponent* comp = (SHComponent*) componentSet.GetElement(i, EntityHandleGenerator::GetIndex(entityID));
|
||||
if (comp)
|
||||
{
|
||||
comp->OnDestroy();
|
||||
SHComponentRemovedEvent eventData;
|
||||
eventData.eid = entityID;
|
||||
eventData.removedComponentType = i;
|
||||
eventVec.push_back(eventData);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -51,8 +57,15 @@ namespace SHADE
|
|||
|
||||
componentSet.RemoveElements(EntityHandleGenerator::GetIndex(entityID));
|
||||
|
||||
for (auto& eventData : eventVec)
|
||||
{
|
||||
SHEventManager::BroadcastEvent<SHComponentRemovedEvent>(eventData, SH_COMPONENT_REMOVED_EVENT);
|
||||
}
|
||||
|
||||
|
||||
//entityHandle.RemoveHandle(entityID);
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -29,7 +29,7 @@ namespace SHADE
|
|||
{
|
||||
system.second->Init();
|
||||
#ifdef _DEBUG
|
||||
std::cout << system.first << " Init" << std::endl;
|
||||
SHLOG_INFO("Initialising System {}...", system.first)
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
|
|
@ -5,15 +5,19 @@
|
|||
#include "Editor/SHImGuiHelpers.hpp"
|
||||
#include <imgui.h>
|
||||
#include <imgui_internal.h>
|
||||
#include <misc/cpp/imgui_stdlib.h>
|
||||
|
||||
#include "Assets/SHAssetManager.h"
|
||||
#include "ECS_Base/Managers/SHSystemManager.h"
|
||||
#include "Editor/IconsFontAwesome6.h"
|
||||
#include "Editor/SHEditor.h"
|
||||
#include "Editor/DragDrop/SHDragDrop.hpp"
|
||||
#include "Editor/EditorWindow/MaterialInspector/SHMaterialInspector.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
SHAssetBrowser::SHAssetBrowser()
|
||||
:SHEditorWindow("\xee\x8b\x87 Asset Browser", ImGuiWindowFlags_MenuBar), rootFolder(SHAssetManager::GetRootFolder()), prevFolder(rootFolder), currentFolder(rootFolder)
|
||||
:SHEditorWindow("\xee\x8b\x87 Asset Browser", ImGuiWindowFlags_MenuBar), rootFolder(SHAssetManager::GetRootFolder()), prevFolder(rootFolder), currentFolder(rootFolder), assetBeingCreated(std::nullopt)
|
||||
{
|
||||
}
|
||||
|
||||
|
@ -53,14 +57,33 @@ namespace SHADE
|
|||
flags |= ImGuiTreeNodeFlags_Selected;
|
||||
if (folder == rootFolder)
|
||||
flags |= ImGuiTreeNodeFlags_DefaultOpen;
|
||||
|
||||
|
||||
bool isOpen = ImGui::TreeNodeEx(folder, flags, "%s %s", ICON_MD_FOLDER, folder->name.data());
|
||||
ImGuiID folderID = ImGui::GetItemID();
|
||||
const ImRect nodeRect = ImRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax());
|
||||
if(ImGui::IsItemClicked())
|
||||
|
||||
if (ImGui::BeginPopupContextItem())
|
||||
{
|
||||
if (ImGui::BeginMenu("Create Asset"))
|
||||
{
|
||||
//TODO: Change to rttr type enum align
|
||||
if (ImGui::Selectable("Material"))
|
||||
{
|
||||
assetBeingCreated = { folder, AssetType::MATERIAL, "New Material" };
|
||||
ImGui::TreeNodeSetOpen(folderID, true);
|
||||
isOpen = true;
|
||||
}
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
ImGui::EndPopup();
|
||||
}
|
||||
|
||||
if (ImGui::IsItemClicked())
|
||||
{
|
||||
selectedFolders.clear();
|
||||
selectedFolders.push_back(folder);
|
||||
}
|
||||
|
||||
if (isOpen)
|
||||
{
|
||||
const ImColor treeLineColor = ImGui::GetColorU32(ImGuiCol_CheckMark);
|
||||
|
@ -86,6 +109,9 @@ namespace SHADE
|
|||
vertLineEnd.y = midPoint;
|
||||
}
|
||||
drawList->AddLine(vertLineStart, vertLineEnd, treeLineColor, 1);
|
||||
if(assetBeingCreated.has_value() && std::get<0>(assetBeingCreated.value()) == folder)
|
||||
DrawAssetBeingCreated();
|
||||
|
||||
ImGui::TreePop();
|
||||
}
|
||||
return nodeRect;
|
||||
|
@ -130,7 +156,7 @@ namespace SHADE
|
|||
flags |= ImGuiTreeNodeFlags_Selected;
|
||||
std::string icon{};
|
||||
|
||||
switch(file.assetMeta->type)
|
||||
switch (file.assetMeta->type)
|
||||
{
|
||||
case AssetType::INVALID: break;
|
||||
case AssetType::SHADER: icon = ICON_FA_FILE_CODE; break;
|
||||
|
@ -141,24 +167,64 @@ namespace SHADE
|
|||
case AssetType::PREFAB: icon = ICON_FA_BOX_OPEN; break;
|
||||
case AssetType::MATERIAL: break;
|
||||
case AssetType::MAX_COUNT: break;
|
||||
default: ;
|
||||
default:;
|
||||
}
|
||||
|
||||
ImGui::TreeNodeEx(file.assetMeta, flags, "%s %s", icon.data(), file.assetMeta->name.data());
|
||||
const ImRect nodeRect = ImRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax());
|
||||
if(SHDragDrop::BeginSource())
|
||||
if (SHDragDrop::BeginSource())
|
||||
{
|
||||
auto id = file.assetMeta->id;
|
||||
ImGui::Text("Moving Asset: %s [%zu]", file.name.data(), file.assetMeta->id);
|
||||
SHDragDrop::SetPayload<AssetID>(SHDragDrop::DRAG_RESOURCE, &id);
|
||||
SHDragDrop::EndSource();
|
||||
}
|
||||
if(ImGui::IsItemClicked())
|
||||
if (ImGui::IsItemClicked())
|
||||
{
|
||||
selectedAssets.clear();
|
||||
selectedAssets.push_back(file.assetMeta->id);
|
||||
}
|
||||
if (ImGui::IsItemHovered() && ImGui::IsMouseDoubleClicked(ImGuiMouseButton_Left))
|
||||
{
|
||||
switch (file.assetMeta->type)
|
||||
{
|
||||
case AssetType::INVALID: break;
|
||||
case AssetType::SHADER: icon = ICON_FA_FILE_CODE; break;
|
||||
case AssetType::SHADER_BUILT_IN: icon = ICON_FA_FILE_CODE; break;
|
||||
case AssetType::TEXTURE: icon = ICON_FA_IMAGES; break;
|
||||
case AssetType::MESH: icon = ICON_FA_CUBES; break;
|
||||
case AssetType::SCENE: icon = ICON_MD_IMAGE; break;
|
||||
case AssetType::PREFAB: icon = ICON_FA_BOX_OPEN; break;
|
||||
case AssetType::MATERIAL:
|
||||
if (auto matInspector = SHEditorWindowManager::GetEditorWindow<SHMaterialInspector>())
|
||||
{
|
||||
matInspector->OpenMaterial(file.assetMeta->id);
|
||||
}
|
||||
break;
|
||||
case AssetType::MAX_COUNT: break;
|
||||
default:;
|
||||
}
|
||||
|
||||
}
|
||||
ImGui::TreePop();
|
||||
return nodeRect;
|
||||
}
|
||||
|
||||
void SHAssetBrowser::DrawAssetBeingCreated() noexcept
|
||||
{
|
||||
if (!assetBeingCreated.has_value())
|
||||
return;
|
||||
auto& path = std::get<0>(assetBeingCreated.value());
|
||||
auto& type = std::get<1>(assetBeingCreated.value());
|
||||
auto& assetName = std::get<2>(assetBeingCreated.value());
|
||||
if (ImGui::InputText("##newAssetname", &assetName, ImGuiInputTextFlags_EnterReturnsTrue))
|
||||
{
|
||||
AssetID assetId = SHAssetManager::CreateNewAsset(type, assetName);
|
||||
if (auto matInspector = SHEditorWindowManager::GetEditorWindow<SHMaterialInspector>())
|
||||
{
|
||||
matInspector->OpenMaterial(assetId, true);
|
||||
}
|
||||
assetBeingCreated.reset();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -10,6 +10,7 @@ namespace SHADE
|
|||
class SHAssetBrowser final : public SHEditorWindow
|
||||
{
|
||||
public:
|
||||
using AssetEntry = std::tuple<FolderPointer, AssetType, std::string>;
|
||||
SHAssetBrowser();
|
||||
|
||||
void Init();
|
||||
|
@ -21,11 +22,12 @@ namespace SHADE
|
|||
ImRect RecursivelyDrawTree(FolderPointer folder);
|
||||
void DrawCurrentFolder();
|
||||
ImRect DrawFile(SHFile const& file) noexcept;
|
||||
void DrawAssetBeingCreated() noexcept;
|
||||
|
||||
FolderPointer rootFolder, prevFolder, currentFolder;
|
||||
std::optional<AssetEntry> assetBeingCreated;
|
||||
std::vector<FolderPointer> selectedFolders;
|
||||
std::vector<AssetID> selectedAssets;
|
||||
static constexpr float tileWidth = 50.0f;
|
||||
|
||||
};
|
||||
}
|
||||
|
|
|
@ -45,7 +45,7 @@ namespace SHADE
|
|||
SHEditorWindow::Update();
|
||||
|
||||
isAnyNodeSelected = false;
|
||||
|
||||
|
||||
if (Begin())
|
||||
{
|
||||
if (skipFrame)
|
||||
|
@ -108,6 +108,12 @@ namespace SHADE
|
|||
}
|
||||
|
||||
}
|
||||
if(ImGui::IsWindowHovered() && !ImGui::IsAnyItemHovered() && ImGui::IsMouseReleased(ImGuiMouseButton_Left))
|
||||
{
|
||||
ParentSelectedEntities(MAX_EID, draggingEntities);
|
||||
draggingEntities.clear();
|
||||
ImGui::ClearDragDrop();
|
||||
}
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
|
@ -195,25 +201,30 @@ namespace SHADE
|
|||
if (SHDragDrop::BeginSource())
|
||||
{
|
||||
std::string moveLabel = "Moving EID: ";
|
||||
draggingEntities = editor->selectedEntities;
|
||||
if (!isSelected)
|
||||
editor->selectedEntities.push_back(eid);
|
||||
for (int i = 0; i < static_cast<int>(editor->selectedEntities.size()); ++i)
|
||||
{
|
||||
moveLabel.append(std::to_string(editor->selectedEntities[i]));
|
||||
if (i + 1 < static_cast<int>(editor->selectedEntities.size()))
|
||||
draggingEntities.clear();
|
||||
draggingEntities.push_back(eid);
|
||||
}
|
||||
for (int i = 0; i < static_cast<int>(draggingEntities.size()); ++i)
|
||||
{
|
||||
moveLabel.append(std::to_string(draggingEntities[i]));
|
||||
if (i + 1 < static_cast<int>(draggingEntities.size()))
|
||||
{
|
||||
moveLabel.append(", ");
|
||||
}
|
||||
}
|
||||
ImGui::Text(moveLabel.c_str());
|
||||
SHDragDrop::SetPayload<std::vector<EntityID>>(SHDragDrop::DRAG_EID, &editor->selectedEntities);
|
||||
SHDragDrop::SetPayload<std::vector<EntityID>>(SHDragDrop::DRAG_EID, &draggingEntities);
|
||||
SHDragDrop::EndSource();
|
||||
}
|
||||
else if (SHDragDrop::BeginTarget()) //If Received DragDrop
|
||||
{
|
||||
if (const std::vector<EntityID>* eidPayload = SHDragDrop::AcceptPayload<std::vector<EntityID>>(SHDragDrop::DRAG_EID)) //If payload is valid
|
||||
{
|
||||
ParentSelectedEntities(eid);
|
||||
ParentSelectedEntities(eid, draggingEntities);
|
||||
draggingEntities.clear();
|
||||
SHDragDrop::EndTarget();
|
||||
}
|
||||
}
|
||||
|
@ -251,7 +262,7 @@ namespace SHADE
|
|||
|
||||
if ((currentNode->GetParent() != sceneGraph.GetRoot()) && ImGui::Selectable(std::format("{} Unparent Selected", ICON_MD_NORTH_WEST).data()))
|
||||
{
|
||||
ParentSelectedEntities(MAX_EID);
|
||||
ParentSelectedEntities(MAX_EID, editor->selectedEntities);
|
||||
}
|
||||
ImGui::EndPopup();
|
||||
}
|
||||
|
@ -319,14 +330,16 @@ namespace SHADE
|
|||
SHEntityManager::CreateEntity(MAX_EID, "DefaultChild", parentEID);
|
||||
}
|
||||
|
||||
void SHHierarchyPanel::ParentSelectedEntities(EntityID parentEID) const noexcept
|
||||
void SHHierarchyPanel::ParentSelectedEntities(EntityID parentEID, std::vector<EntityID> const& entities) const noexcept
|
||||
{
|
||||
auto const& sceneGraph = SHSceneManager::GetCurrentSceneGraph();
|
||||
auto const editor = SHSystemManager::GetSystem<SHEditor>();
|
||||
//auto const editor = SHSystemManager::GetSystem<SHEditor>();
|
||||
SHEntityParentCommand::EntityParentData entityParentData;
|
||||
std::vector<EntityID> parentedEIDS;
|
||||
for (auto const& eid : editor->selectedEntities)
|
||||
for (auto const& eid : entities)
|
||||
{
|
||||
if(eid == parentEID)
|
||||
continue;
|
||||
if (sceneGraph.GetChild(eid, parentEID) == nullptr)
|
||||
{
|
||||
parentedEIDS.push_back(eid);
|
||||
|
|
|
@ -28,7 +28,7 @@ namespace SHADE
|
|||
void DrawMenuBar() const noexcept;
|
||||
ImRect RecursivelyDrawEntityNode(SHSceneNode* const);
|
||||
void CreateChildEntity(EntityID parentEID) const noexcept;
|
||||
void ParentSelectedEntities(EntityID parentEID) const noexcept;
|
||||
void ParentSelectedEntities(EntityID parentEID, std::vector<EntityID> const& entities) const noexcept;
|
||||
void SelectRangeOfEntities(EntityID beginEID, EntityID EndEID);
|
||||
void SelectAllEntities();
|
||||
void CopySelectedEntities();
|
||||
|
@ -37,6 +37,8 @@ namespace SHADE
|
|||
std::string filter;
|
||||
bool isAnyNodeSelected = false;
|
||||
EntityID scrollTo = MAX_EID;
|
||||
std::vector<EntityID> draggingEntities;
|
||||
|
||||
};//class SHHierarchyPanel
|
||||
|
||||
//Might move to a different file
|
||||
|
|
|
@ -244,19 +244,23 @@ namespace SHADE
|
|||
SHCollider* collider = &component->GetCollider(i);
|
||||
auto cursorPos = ImGui::GetCursorPos();
|
||||
|
||||
//collider->IsTrigger
|
||||
|
||||
if (collider->GetType() == SHCollider::Type::BOX)
|
||||
{
|
||||
SHEditorWidgets::BeginPanel(std::format("{} Box Collider #{}", ICON_FA_CUBE, i).data(), { ImGui::GetContentRegionAvail().x, ImGui::GetContentRegionAvail().y });
|
||||
SHEditorWidgets::CheckBox("Is Trigger", [collider]() {return collider->IsTrigger(); }, [collider](bool const& value) {collider->SetIsTrigger(value); }, "Is Trigger");
|
||||
auto box = reinterpret_cast<SHBoundingBox*>(collider->GetShape());
|
||||
SHEditorWidgets::DragVec3
|
||||
(
|
||||
"Half Extents", { "X", "Y", "Z" },
|
||||
[box, transformComponent] { return (transformComponent->GetWorldScale() * 2.0f) * box->GetHalfExtents(); },
|
||||
[box, transformComponent] { return (box->GetHalfExtents() * 2.0f) / transformComponent->GetWorldScale(); },
|
||||
[collider](SHVec3 const& vec) { collider->SetBoundingBox(vec); });
|
||||
}
|
||||
else if (collider->GetType() == SHCollider::Type::SPHERE)
|
||||
{
|
||||
SHEditorWidgets::BeginPanel(std::format("{} Sphere Collider #{}", ICON_MD_CIRCLE, i).data(), { ImGui::GetContentRegionAvail().x, ImGui::GetContentRegionAvail().y });
|
||||
SHEditorWidgets::CheckBox("Is Trigger", [collider]() {return collider->IsTrigger(); }, [collider](bool const& value) {collider->SetIsTrigger(value); }, "Is Trigger");
|
||||
auto sphere = reinterpret_cast<SHBoundingSphere*>(collider->GetShape());
|
||||
SHEditorWidgets::DragFloat
|
||||
(
|
||||
|
@ -265,19 +269,42 @@ namespace SHADE
|
|||
{
|
||||
const SHVec3& TF_WORLD_SCALE = transformComponent->GetWorldScale();
|
||||
const float MAX_SCALE = SHMath::Max({ TF_WORLD_SCALE.x, TF_WORLD_SCALE.y, TF_WORLD_SCALE.z });
|
||||
return sphere->GetRadius() / MAX_SCALE;
|
||||
return (sphere->GetRadius() / MAX_SCALE) * 2.0f;
|
||||
},
|
||||
[collider](float const& value) { collider->SetBoundingSphere(value); });
|
||||
[collider](float const& value) { collider->SetBoundingSphere(value); });
|
||||
}
|
||||
else if (collider->GetType() == SHCollider::Type::CAPSULE)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
{
|
||||
SHEditorWidgets::BeginPanel("Offset", { ImGui::GetContentRegionAvail().x, 30.0f });
|
||||
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("Rotation", { "X", "Y", "Z" },
|
||||
[&collider]
|
||||
{
|
||||
auto offset = collider->GetRotationOffset();
|
||||
offset.x = SHMath::RadiansToDegrees(offset.x);
|
||||
offset.y = SHMath::RadiansToDegrees(offset.y);
|
||||
offset.z = SHMath::RadiansToDegrees(offset.z);
|
||||
return offset;
|
||||
},
|
||||
[&collider](SHVec3 const& vec)
|
||||
{
|
||||
const SHVec3 vecInRad
|
||||
{
|
||||
SHMath::DegreesToRadians(vec.x)
|
||||
, SHMath::DegreesToRadians(vec.y)
|
||||
, SHMath::DegreesToRadians(vec.z)
|
||||
};
|
||||
collider->SetRotationOffset(vecInRad);
|
||||
});
|
||||
SHEditorWidgets::EndPanel();
|
||||
}
|
||||
|
||||
SHEditorWidgets::CheckBox("Is Trigger", [collider] { return collider->IsTrigger(); }, [collider](bool value) { collider->SetIsTrigger(value); });
|
||||
|
||||
if (ImGui::Button(std::format("{} Remove Collider #{}", ICON_MD_REMOVE, i).data()))
|
||||
{
|
||||
colliderToDelete = i;
|
||||
|
@ -349,6 +376,7 @@ namespace SHADE
|
|||
{
|
||||
DrawContextMenu(component);
|
||||
Handle<SHMesh> const& mesh = component->GetMesh();
|
||||
Handle<SHMaterialInstance> const& mat = component->GetMaterial();
|
||||
|
||||
SHEditorWidgets::DragDropReadOnlyField<AssetID>("Mesh", std::to_string(SHResourceManager::GetAssetID<SHMesh>(mesh).value_or(0)).data(), [component]()
|
||||
{
|
||||
|
@ -358,6 +386,20 @@ namespace SHADE
|
|||
[component](AssetID const& id)
|
||||
{
|
||||
component->SetMesh(SHResourceManager::LoadOrGet<SHMesh>(id));
|
||||
SHResourceManager::FinaliseChanges();
|
||||
}, SHDragDrop::DRAG_RESOURCE);
|
||||
|
||||
SHEditorWidgets::DragDropReadOnlyField<AssetID>("Material", mat ? std::to_string(SHResourceManager::GetAssetID<SHMaterial>(mat->GetBaseMaterial()).value_or(0)).data() : "", [component]()
|
||||
{
|
||||
Handle<SHMaterialInstance> const& mat = component->GetMaterial();
|
||||
if(!mat)
|
||||
return static_cast<AssetID>(0);
|
||||
return SHResourceManager::GetAssetID<SHMaterial>(mat->GetBaseMaterial()).value_or(0);
|
||||
},
|
||||
[component](AssetID const& id)
|
||||
{
|
||||
auto gfxSystem = SHSystemManager::GetSystem<SHGraphicsSystem>();
|
||||
component->SetMaterial(gfxSystem->AddOrGetBaseMaterialInstance(SHResourceManager::LoadOrGet<SHMaterial>(id)));
|
||||
}, SHDragDrop::DRAG_RESOURCE);
|
||||
}
|
||||
else
|
||||
|
|
|
@ -17,6 +17,7 @@
|
|||
#include "Physics/Components/SHRigidBodyComponent.h"
|
||||
#include "Physics/Components/SHColliderComponent.h"
|
||||
#include "Camera/SHCameraComponent.h"
|
||||
#include "Camera/SHCameraArmComponent.h"
|
||||
#include "SHEditorComponentView.h"
|
||||
|
||||
namespace SHADE
|
||||
|
@ -126,6 +127,9 @@ namespace SHADE
|
|||
if (auto cameraComponent = SHComponentManager::GetComponent_s<SHCameraComponent>(eid))
|
||||
{
|
||||
DrawComponent(cameraComponent);
|
||||
}if (auto cameraArmComponent = SHComponentManager::GetComponent_s<SHCameraArmComponent>(eid))
|
||||
{
|
||||
DrawComponent(cameraArmComponent);
|
||||
}
|
||||
ImGui::Separator();
|
||||
// Render Scripts
|
||||
|
@ -136,6 +140,7 @@ namespace SHADE
|
|||
{
|
||||
DrawAddComponentButton<SHTransformComponent>(eid);
|
||||
DrawAddComponentButton<SHCameraComponent>(eid);
|
||||
DrawAddComponentButton<SHCameraArmComponent>(eid);
|
||||
DrawAddComponentButton<SHLightComponent>(eid);
|
||||
|
||||
// Components that require Transforms
|
||||
|
|
|
@ -0,0 +1,257 @@
|
|||
#include "SHpch.h"
|
||||
#include "Serialization/SHSerializationHelper.hpp"
|
||||
#include "SHMaterialInspector.h"
|
||||
#include "Editor/SHImGuiHelpers.hpp"
|
||||
#include <imgui.h>
|
||||
|
||||
#include "Assets/SHAssetManager.h"
|
||||
#include "Editor/IconsMaterialDesign.h"
|
||||
#include "Graphics/MiddleEnd/Materials/SHMaterialSpec.h"
|
||||
#include "Editor/SHEditorWidgets.hpp"
|
||||
#include "Resource/SHResourceManager.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
SHMaterialInspector::SHMaterialInspector()
|
||||
:SHEditorWindow("Material Inspector", ImGuiWindowFlags_MenuBar), isDirty(false), isNewMaterial(false), currentViewedMaterial(0)
|
||||
{
|
||||
}
|
||||
|
||||
void SHMaterialInspector::OpenMaterial(AssetID const& assetId, bool isNew) noexcept
|
||||
{
|
||||
//Get mat data
|
||||
if(isDirty)
|
||||
return;
|
||||
isDirty = isNew;
|
||||
isOpen = true;
|
||||
SetFocusToWindow();
|
||||
currentViewedMaterial = assetId;
|
||||
|
||||
//currentMatSpec = //Get mat spec
|
||||
|
||||
currentMatSpec = SHResourceManager::LoadOrGet<SHMaterialSpec>(assetId);
|
||||
currentMaterial = SHResourceManager::LoadOrGet<SHMaterial>(assetId);
|
||||
}
|
||||
|
||||
void SHMaterialInspector::Init()
|
||||
{
|
||||
SHEditorWindow::Init();
|
||||
}
|
||||
|
||||
void SHMaterialInspector::Update()
|
||||
{
|
||||
SHEditorWindow::Update();
|
||||
|
||||
if (Begin())
|
||||
{
|
||||
if(currentViewedMaterial)
|
||||
{
|
||||
DrawMenuBar();
|
||||
|
||||
//if (SHEditorWidgets::DragDropReadOnlyField<AssetID>("Vertex Shader", std::to_string(currentMatSpec->vertexShader), [&]() {return currentMatSpec->vertexShader; }, [&](AssetID const& id) {currentMatSpec->vertexShader = id; }, SHDragDrop::DRAG_RESOURCE))
|
||||
//{
|
||||
// isDirty = true;
|
||||
// vertShaderHandle = SHResourceManager::LoadOrGet<SHVkShaderModule>(currentMatSpec->vertexShader);
|
||||
//}
|
||||
//if (SHEditorWidgets::DragDropReadOnlyField<AssetID>("Fragment Shader", std::to_string(currentMatSpec->fragShader), [&]() {return currentMatSpec->fragShader; }, [&](AssetID const& id) {currentMatSpec->fragShader = id; }, SHDragDrop::DRAG_RESOURCE))
|
||||
//{
|
||||
// isDirty = true;
|
||||
// fragShaderHandle = SHResourceManager::LoadOrGet<SHVkShaderModule>(currentMatSpec->fragShader);
|
||||
//}
|
||||
|
||||
DrawShaderProperties(/*fragShaderHandle*/);
|
||||
}
|
||||
|
||||
}
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
void SHMaterialInspector::Exit()
|
||||
{
|
||||
SHEditorWindow::Exit();
|
||||
}
|
||||
|
||||
void SHMaterialInspector::DrawMenuBar()
|
||||
{
|
||||
if (ImGui::BeginMenuBar())
|
||||
{
|
||||
ImGui::BeginDisabled(!isDirty);
|
||||
if(ImGui::Button(std::format("{} Save", ICON_MD_SAVE).data()))
|
||||
{
|
||||
//save
|
||||
if(auto matAsset = SHAssetManager::GetData<SHMaterialAsset>(currentViewedMaterial))
|
||||
{
|
||||
YAML::Emitter out;
|
||||
out << YAML::BeginSeq;
|
||||
out << YAML::convert<SHMaterialSpec>::encode(*currentMatSpec);
|
||||
out << YAML::EndSeq;
|
||||
matAsset->data = out.c_str();
|
||||
|
||||
Handle<SHShaderBlockInterface> pipelineProperties = currentMaterial->GetShaderBlockInterface();
|
||||
for (int i = 0; i < static_cast<int>(pipelineProperties->GetVariableCount()); ++i)
|
||||
{
|
||||
const std::string& PROP_NAME = pipelineProperties->GetVariableName(i);
|
||||
const YAML::Node& PROP_NODE = currentMatSpec->properties[PROP_NAME.data()];
|
||||
if (PROP_NODE.IsDefined())
|
||||
{
|
||||
const std::string& VAR_NAME = pipelineProperties->GetVariableName(i);
|
||||
const SHShaderBlockInterface::Variable* VARIABLE = pipelineProperties->GetVariable(i);
|
||||
switch (VARIABLE->type)
|
||||
{
|
||||
case SHADE::SHShaderBlockInterface::Variable::Type::FLOAT:
|
||||
currentMaterial->SetProperty(VARIABLE->offset, PROP_NODE.as<float>());
|
||||
break;
|
||||
case SHADE::SHShaderBlockInterface::Variable::Type::INT:
|
||||
currentMaterial->SetProperty(VARIABLE->offset, PROP_NODE.as<int>());
|
||||
break;
|
||||
case SHADE::SHShaderBlockInterface::Variable::Type::VECTOR2:
|
||||
currentMaterial->SetProperty(VARIABLE->offset, PROP_NODE.as<SHVec2>());
|
||||
break;
|
||||
case SHADE::SHShaderBlockInterface::Variable::Type::VECTOR3:
|
||||
currentMaterial->SetProperty(VARIABLE->offset, PROP_NODE.as<SHVec3>());
|
||||
break;
|
||||
case SHADE::SHShaderBlockInterface::Variable::Type::VECTOR4:
|
||||
currentMaterial->SetProperty(VARIABLE->offset, PROP_NODE.as<SHVec4>());
|
||||
break;
|
||||
case SHADE::SHShaderBlockInterface::Variable::Type::OTHER:
|
||||
default:
|
||||
continue;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(SHAssetManager::SaveAsset(currentViewedMaterial))
|
||||
{
|
||||
isDirty = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
ImGui::EndDisabled();
|
||||
ImGui::EndMenuBar();
|
||||
}
|
||||
}
|
||||
|
||||
void SHMaterialInspector::DrawShaderProperties(/*Handle<SHVkShaderModule> shaderModule*/)
|
||||
{
|
||||
/*if(!shaderModule)
|
||||
return;*/
|
||||
auto gfxSystem = SHSystemManager::GetSystem<SHGraphicsSystem>();
|
||||
auto interface = gfxSystem->GetDefaultMaterialInstance()->GetBaseMaterial()->GetShaderBlockInterface();
|
||||
//auto interface = shaderModule->GetReflectedData().GetDescriptorBindingInfo().GetShaderBlockInterface(SHGraphicsConstants::DescriptorSetIndex::PER_INSTANCE, SHGraphicsConstants::DescriptorSetBindings::BATCHED_PER_INST_DATA);
|
||||
|
||||
int const varCount = static_cast<int>(interface->GetVariableCount());
|
||||
|
||||
for (int i = 0; i < varCount; ++i)
|
||||
{
|
||||
auto variable = interface->GetVariable(i);
|
||||
const std::string& VAR_NAME = interface->GetVariableName(i);
|
||||
if(VAR_NAME.empty())
|
||||
continue;
|
||||
switch (variable->type)
|
||||
{
|
||||
case SHShaderBlockInterface::Variable::Type::FLOAT:
|
||||
isDirty |= SHEditorWidgets::DragFloat(VAR_NAME,
|
||||
[&]()
|
||||
{
|
||||
if (currentMatSpec->properties[VAR_NAME].IsDefined())
|
||||
return currentMatSpec->properties[VAR_NAME].as<float>();
|
||||
else
|
||||
return 0.0f;
|
||||
},
|
||||
[&](float const& value)
|
||||
{
|
||||
currentMatSpec->properties[VAR_NAME] = value;
|
||||
}
|
||||
);
|
||||
break;
|
||||
case SHShaderBlockInterface::Variable::Type::INT:
|
||||
isDirty |= SHEditorWidgets::DragInt(VAR_NAME,
|
||||
[&]()
|
||||
{
|
||||
if (currentMatSpec->properties[VAR_NAME].IsDefined())
|
||||
return currentMatSpec->properties[VAR_NAME].as<int>();
|
||||
else
|
||||
return 0;
|
||||
},
|
||||
[&](int const& value)
|
||||
{
|
||||
currentMatSpec->properties[VAR_NAME] = value;
|
||||
}
|
||||
);
|
||||
if(SHDragDrop::BeginTarget())
|
||||
{
|
||||
if(AssetID* payload = SHDragDrop::AcceptPayload<AssetID>(SHDragDrop::DRAG_RESOURCE))
|
||||
{
|
||||
currentMatSpec->properties[VAR_NAME] = *payload;
|
||||
isDirty = true;
|
||||
SHDragDrop::EndTarget();
|
||||
}
|
||||
}
|
||||
break;
|
||||
case SHShaderBlockInterface::Variable::Type::VECTOR2:
|
||||
isDirty |= SHEditorWidgets::DragVec2(VAR_NAME, { "X", "Y" },
|
||||
[&]()
|
||||
{
|
||||
if (currentMatSpec->properties[VAR_NAME].IsDefined())
|
||||
return currentMatSpec->properties[VAR_NAME].as<SHVec2>();
|
||||
else
|
||||
return SHVec2::Zero;
|
||||
},
|
||||
[&](SHVec2 const& value)
|
||||
{
|
||||
currentMatSpec->properties[VAR_NAME] = value;
|
||||
}
|
||||
);
|
||||
break;
|
||||
case SHShaderBlockInterface::Variable::Type::VECTOR3:
|
||||
isDirty |= SHEditorWidgets::DragVec3(VAR_NAME, { "X", "Y", "Z" },
|
||||
[&]()
|
||||
{
|
||||
if (currentMatSpec->properties[VAR_NAME].IsDefined())
|
||||
return currentMatSpec->properties[VAR_NAME].as<SHVec3>();
|
||||
else
|
||||
return SHVec3::Zero;
|
||||
},
|
||||
[&](SHVec3 const& value)
|
||||
{
|
||||
currentMatSpec->properties[VAR_NAME] = value;
|
||||
}
|
||||
);
|
||||
break;
|
||||
case SHShaderBlockInterface::Variable::Type::VECTOR4:
|
||||
isDirty |= SHEditorWidgets::DragVec4(VAR_NAME, { "X", "Y", "Z", "W" },
|
||||
[&]()
|
||||
{
|
||||
if (currentMatSpec->properties[VAR_NAME].IsDefined())
|
||||
return currentMatSpec->properties[VAR_NAME].as<SHVec4>();
|
||||
else
|
||||
return SHVec4::Zero;
|
||||
},
|
||||
[&](SHVec4 const& value)
|
||||
{
|
||||
currentMatSpec->properties[VAR_NAME] = value;
|
||||
}
|
||||
);
|
||||
break;
|
||||
case SHShaderBlockInterface::Variable::Type::OTHER:
|
||||
isDirty |= SHEditorWidgets::InputText(VAR_NAME,
|
||||
[&]()
|
||||
{
|
||||
if (currentMatSpec->properties[VAR_NAME].IsDefined())
|
||||
return currentMatSpec->properties[VAR_NAME].as<std::string>();
|
||||
else
|
||||
return std::string();
|
||||
},
|
||||
[&](std::string const& value)
|
||||
{
|
||||
currentMatSpec->properties[VAR_NAME] = value;
|
||||
}
|
||||
);
|
||||
default:
|
||||
continue;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,33 @@
|
|||
#pragma once
|
||||
#include "Assets/SHAssetMacros.h"
|
||||
#include "Editor/EditorWindow/SHEditorWindow.h"
|
||||
#include "Graphics/MiddleEnd/Materials/SHMaterialSpec.h"
|
||||
#include "Graphics/Shaders/SHVkShaderModule.h"
|
||||
#include "Resource/SHHandle.h"
|
||||
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
class SHMaterialInspector final : public SHEditorWindow
|
||||
{
|
||||
public:
|
||||
SHMaterialInspector();
|
||||
~SHMaterialInspector() = default;
|
||||
|
||||
void Init() override;
|
||||
void Update() override;
|
||||
void Exit() override;
|
||||
|
||||
void OpenMaterial(AssetID const& assetId, bool isNew = false) noexcept;
|
||||
private:
|
||||
void DrawMenuBar();
|
||||
void DrawShaderProperties(/*Handle<SHVkShaderModule> shaderModule*/);
|
||||
|
||||
bool isDirty;
|
||||
bool isNewMaterial;
|
||||
AssetID currentViewedMaterial;
|
||||
Handle<SHMaterialSpec> currentMatSpec;
|
||||
Handle<SHMaterial> currentMaterial;
|
||||
Handle<SHVkShaderModule> vertShaderHandle, fragShaderHandle;
|
||||
};
|
||||
}
|
|
@ -175,19 +175,37 @@ namespace SHADE
|
|||
ImGui::BeginDisabled(editor->editorState == SHEditor::State::PLAY);
|
||||
if(ImGui::SmallButton(ICON_MD_PLAY_ARROW))
|
||||
{
|
||||
const SHEditorStateChangeEvent STATE_CHANGE_EVENT
|
||||
{
|
||||
.previousState = editor->editorState
|
||||
};
|
||||
editor->editorState = SHEditor::State::PLAY;
|
||||
|
||||
SHEventManager::BroadcastEvent<SHEditorStateChangeEvent>(STATE_CHANGE_EVENT, SH_EDITOR_ON_PLAY_EVENT);
|
||||
}
|
||||
ImGui::EndDisabled();
|
||||
ImGui::BeginDisabled(editor->editorState == SHEditor::State::PAUSE);
|
||||
if(ImGui::SmallButton(ICON_MD_PAUSE))
|
||||
{
|
||||
const SHEditorStateChangeEvent STATE_CHANGE_EVENT
|
||||
{
|
||||
.previousState = editor->editorState
|
||||
};
|
||||
editor->editorState = SHEditor::State::PAUSE;
|
||||
|
||||
SHEventManager::BroadcastEvent<SHEditorStateChangeEvent>(STATE_CHANGE_EVENT, SH_EDITOR_ON_PAUSE_EVENT);
|
||||
}
|
||||
ImGui::EndDisabled();
|
||||
ImGui::BeginDisabled(editor->editorState == SHEditor::State::STOP);
|
||||
if(ImGui::SmallButton(ICON_MD_STOP))
|
||||
{
|
||||
const SHEditorStateChangeEvent STATE_CHANGE_EVENT
|
||||
{
|
||||
.previousState = editor->editorState
|
||||
};
|
||||
editor->editorState = SHEditor::State::STOP;
|
||||
|
||||
SHEventManager::BroadcastEvent<SHEditorStateChangeEvent>(STATE_CHANGE_EVENT, SH_EDITOR_ON_STOP_EVENT);
|
||||
}
|
||||
ImGui::EndDisabled();
|
||||
ImGui::EndMenuBar();
|
||||
|
|
|
@ -20,4 +20,10 @@ namespace SHADE
|
|||
float menuBarHeight = 20.0f;
|
||||
std::vector<std::filesystem::path> layoutPaths;
|
||||
};//class SHEditorMenuBar
|
||||
|
||||
struct SHEditorStateChangeEvent
|
||||
{
|
||||
SHEditor::State previousState;
|
||||
};
|
||||
|
||||
}//namespace SHADE
|
|
@ -19,7 +19,7 @@ namespace SHADE
|
|||
//|| Public Member Functions ||
|
||||
//#==============================================================#
|
||||
SHEditorWindow::SHEditorWindow(std::string_view const& name, ImGuiWindowFlags const& inFlags)
|
||||
: windowName(name), windowFlags(inFlags), io(ImGui::GetIO())
|
||||
:isOpen(true), isWindowHovered(false), windowName(name), windowFlags(inFlags), io(ImGui::GetIO())
|
||||
{
|
||||
}
|
||||
|
||||
|
@ -68,5 +68,10 @@ namespace SHADE
|
|||
void SHEditorWindow::OnPosChange()
|
||||
{
|
||||
}
|
||||
|
||||
void SHEditorWindow::SetFocusToWindow()
|
||||
{
|
||||
ImGui::SetWindowFocus(windowName.data());
|
||||
}
|
||||
}//namespace SHADE
|
||||
|
||||
|
|
|
@ -34,6 +34,7 @@ namespace SHADE
|
|||
virtual bool Begin();
|
||||
virtual void OnResize();
|
||||
virtual void OnPosChange();
|
||||
virtual void SetFocusToWindow();
|
||||
|
||||
ImGuiWindowFlags windowFlags = 0;
|
||||
ImGuiIO& io;
|
||||
|
|
|
@ -1,7 +1,8 @@
|
|||
#pragma once
|
||||
#include "MenuBar/SHEditorMenuBar.h" //Menu Bar
|
||||
#include "HierarchyPanel/SHHierarchyPanel.h" //Hierarchy Panel
|
||||
#include "Inspector/SHEditorInspector.h" //Inspector
|
||||
#include "Profiling/SHEditorProfiler.h" //Profiler
|
||||
#include "ViewportWindow/SHEditorViewport.h" //Editor Viewport
|
||||
#include "AssetBrowser/SHAssetBrowser.h" //Asset Browser
|
||||
#include "MenuBar/SHEditorMenuBar.h" //Menu Bar
|
||||
#include "HierarchyPanel/SHHierarchyPanel.h" //Hierarchy Panel
|
||||
#include "Inspector/SHEditorInspector.h" //Inspector
|
||||
#include "Profiling/SHEditorProfiler.h" //Profiler
|
||||
#include "ViewportWindow/SHEditorViewport.h" //Editor Viewport
|
||||
#include "AssetBrowser/SHAssetBrowser.h" //Asset Browser
|
||||
#include "MaterialInspector/SHMaterialInspector.h" //Material Inspector
|
|
@ -46,6 +46,7 @@
|
|||
#include <backends/imgui_impl_vulkan.h>
|
||||
|
||||
#include "Graphics/MiddleEnd/Interface/SHMousePickSystem.h"
|
||||
#include "Tools/SHDebugDraw.h"
|
||||
|
||||
RTTR_REGISTRATION
|
||||
{
|
||||
|
@ -77,7 +78,6 @@ namespace SHADE
|
|||
//#==============================================================#
|
||||
void SHEditor::Init()
|
||||
{
|
||||
|
||||
IMGUI_CHECKVERSION();
|
||||
if(auto context = ImGui::CreateContext())
|
||||
{
|
||||
|
@ -93,6 +93,8 @@ namespace SHADE
|
|||
SHEditorWindowManager::CreateEditorWindow<SHEditorInspector>();
|
||||
SHEditorWindowManager::CreateEditorWindow<SHEditorProfiler>();
|
||||
SHEditorWindowManager::CreateEditorWindow<SHAssetBrowser>();
|
||||
SHEditorWindowManager::CreateEditorWindow<SHMaterialInspector>();
|
||||
|
||||
SHEditorWindowManager::CreateEditorWindow<SHEditorViewport>();
|
||||
|
||||
io = &ImGui::GetIO();
|
||||
|
@ -120,6 +122,17 @@ namespace SHADE
|
|||
window->Init();
|
||||
}
|
||||
|
||||
/* Editor View Gridlines */
|
||||
SetUpGridLines(true, true);
|
||||
// Handle state changes so that we only show in edit mode
|
||||
std::shared_ptr<SHEventReceiverSpec<SHEditor>> stateChangeEventReceiver
|
||||
{
|
||||
std::make_shared<SHEventReceiverSpec<SHEditor>>(this, &SHEditor::onEditorStateChanged)
|
||||
};
|
||||
SHEventManager::SubscribeTo(SH_EDITOR_ON_PLAY_EVENT, std::dynamic_pointer_cast<SHEventReceiver>(stateChangeEventReceiver));
|
||||
SHEventManager::SubscribeTo(SH_EDITOR_ON_PAUSE_EVENT, std::dynamic_pointer_cast<SHEventReceiver>(stateChangeEventReceiver));
|
||||
SHEventManager::SubscribeTo(SH_EDITOR_ON_STOP_EVENT, std::dynamic_pointer_cast<SHEventReceiver>(stateChangeEventReceiver));
|
||||
|
||||
SHLOG_INFO("Successfully initialised SHADE Engine Editor")
|
||||
}
|
||||
|
||||
|
@ -180,6 +193,97 @@ namespace SHADE
|
|||
io->Fonts->Build();
|
||||
}
|
||||
|
||||
void SHEditor::SetUpGridLines(bool drawGrid, bool drawAxes)
|
||||
{
|
||||
// Clear existing lines
|
||||
SHDebugDraw::ClearPersistentDraws();
|
||||
|
||||
static constexpr float DELTA = 1.0f;
|
||||
static constexpr int EXTENT_COUNT = static_cast<int>(500.0f /* TODO: Remove hard code */ / DELTA);
|
||||
static constexpr float LINE_HALF_LENGTH = (DELTA * static_cast<float>(EXTENT_COUNT)) * 0.5f;
|
||||
|
||||
// Render Grid
|
||||
static const SHColour GRID_COL = { 0.2f, 0.2f, 0.2f, 1.0f };
|
||||
if (drawGrid)
|
||||
{
|
||||
for (int i = 1; i < EXTENT_COUNT; ++i)
|
||||
{
|
||||
// X-Axis Lines
|
||||
SHDebugDraw::PersistentLine
|
||||
(
|
||||
GRID_COL,
|
||||
SHVec3 { -LINE_HALF_LENGTH, 0.0f, i * DELTA },
|
||||
SHVec3 { LINE_HALF_LENGTH, 0.0f, i * DELTA }
|
||||
);
|
||||
SHDebugDraw::PersistentLine
|
||||
(
|
||||
GRID_COL,
|
||||
SHVec3 { -LINE_HALF_LENGTH, 0.0f, i * -DELTA },
|
||||
SHVec3 { LINE_HALF_LENGTH, 0.0f, i * -DELTA }
|
||||
);
|
||||
// Y-Axis Lines
|
||||
SHDebugDraw::PersistentLine
|
||||
(
|
||||
GRID_COL,
|
||||
SHVec3 { i * DELTA, 0.0f, -LINE_HALF_LENGTH },
|
||||
SHVec3 { i * DELTA, 0.0f, LINE_HALF_LENGTH }
|
||||
);
|
||||
SHDebugDraw::PersistentLine
|
||||
(
|
||||
GRID_COL,
|
||||
SHVec3 { -i * DELTA, 0.0f, -LINE_HALF_LENGTH },
|
||||
SHVec3 { -i * DELTA, 0.0f, LINE_HALF_LENGTH }
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
// Render World Axes
|
||||
if (drawAxes || drawGrid)
|
||||
{
|
||||
const SHColour X_AXIS_COL = drawAxes ? SHColour::RED : GRID_COL;
|
||||
const SHColour Y_AXIS_COL = drawAxes ? SHColour::GREEN : GRID_COL;
|
||||
const SHColour Z_AXIS_COL = drawAxes ? SHColour::BLUE : GRID_COL;
|
||||
// X
|
||||
SHDebugDraw::PersistentLine
|
||||
(
|
||||
X_AXIS_COL,
|
||||
SHVec3 { -LINE_HALF_LENGTH, 0.0f, 0.0f },
|
||||
SHVec3 { LINE_HALF_LENGTH, 0.0f, 0.0f }
|
||||
);
|
||||
// Y
|
||||
SHDebugDraw::PersistentLine
|
||||
(
|
||||
Y_AXIS_COL,
|
||||
SHVec3 { 0.0f, -LINE_HALF_LENGTH, 0.0f },
|
||||
SHVec3 { 0.0f, LINE_HALF_LENGTH, 0.0f }
|
||||
);
|
||||
// Z
|
||||
SHDebugDraw::PersistentLine
|
||||
(
|
||||
Z_AXIS_COL,
|
||||
SHVec3 { 0.0f, 0.0f, -LINE_HALF_LENGTH },
|
||||
SHVec3 { 0.0f, 0.0f, LINE_HALF_LENGTH }
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
SHEventHandle SHEditor::onEditorStateChanged(SHEventPtr eventPtr)
|
||||
{
|
||||
auto eventData = reinterpret_cast<const SHEventSpec<SHEditorStateChangeEvent>*>(eventPtr.get());
|
||||
switch (editorState)
|
||||
{
|
||||
case State::PAUSE:
|
||||
case State::STOP:
|
||||
SetUpGridLines(true, true);
|
||||
break;
|
||||
case State::PLAY:
|
||||
default:
|
||||
SHDebugDraw::ClearPersistentDraws();
|
||||
break;
|
||||
}
|
||||
return eventData->handle;
|
||||
}
|
||||
|
||||
void SHEditor::Exit()
|
||||
{
|
||||
for (const auto& window : SHEditorWindowManager::editorWindows | std::views::values)
|
||||
|
|
|
@ -15,9 +15,10 @@
|
|||
#include "ECS_Base/System/SHSystemRoutine.h"
|
||||
#include "Resource/SHHandle.h"
|
||||
#include "EditorWindow/SHEditorWindow.h"
|
||||
#include "Tools/SHLogger.h"
|
||||
#include "Gizmos/SHTransformGizmo.h"
|
||||
|
||||
#include "Tools/SHLog.h"
|
||||
#include "Gizmos/SHTransformGizmo.h"`
|
||||
#include "Events/SHEventDefines.h"
|
||||
#include "Events/SHEvent.h"
|
||||
|
||||
//#==============================================================#
|
||||
//|| Library Includes ||
|
||||
|
@ -76,7 +77,7 @@ namespace SHADE
|
|||
}
|
||||
else
|
||||
{
|
||||
SHLOG_WARNING("Attempt to create duplicate of Editor window type")
|
||||
SHLog::Warning("Attempt to create duplicate of Editor window type");
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -194,6 +195,10 @@ namespace SHADE
|
|||
|
||||
void InitFonts() noexcept;
|
||||
|
||||
void SetUpGridLines(bool drawGrid, bool drawAxes);
|
||||
|
||||
SHEventHandle onEditorStateChanged(SHEventPtr eventPtr);
|
||||
|
||||
// Handle to command pool used for ImGui Vulkan Backend
|
||||
Handle<SHVkCommandPool> imguiCommandPool;
|
||||
// Handle to command buffer used for ImGui Vulkan Backend
|
||||
|
|
|
@ -16,6 +16,7 @@ of DigiPen Institute of Technology is prohibited.
|
|||
// External Dependencies
|
||||
#include <imgui.h>
|
||||
#include "SHEditorWidgets.hpp"
|
||||
#include "ECS_Base/Managers/SHEntityManager.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
|
@ -156,7 +157,7 @@ namespace SHADE
|
|||
if (isHovered)
|
||||
*isHovered = ImGui::IsItemHovered();
|
||||
ImGui::SameLine();
|
||||
return ImGui::Checkbox("#", &value);
|
||||
return ImGui::Checkbox("##", &value);
|
||||
}
|
||||
bool SHEditorUI::InputInt(const std::string& label, int& value, bool* isHovered)
|
||||
{
|
||||
|
@ -164,7 +165,7 @@ namespace SHADE
|
|||
if (isHovered)
|
||||
*isHovered = ImGui::IsItemHovered();
|
||||
ImGui::SameLine();
|
||||
return ImGui::InputInt("#", &value,
|
||||
return ImGui::InputInt("##", &value,
|
||||
1, 10,
|
||||
ImGuiInputTextFlags_EnterReturnsTrue);
|
||||
}
|
||||
|
@ -175,7 +176,7 @@ namespace SHADE
|
|||
if (isHovered)
|
||||
*isHovered = ImGui::IsItemHovered();
|
||||
ImGui::SameLine();
|
||||
const bool CHANGED = InputInt("#", signedVal);
|
||||
const bool CHANGED = InputInt("##", signedVal);
|
||||
if (CHANGED)
|
||||
{
|
||||
signedVal = std::clamp(signedVal, 0, std::numeric_limits<int>::max());
|
||||
|
@ -189,7 +190,7 @@ namespace SHADE
|
|||
if (isHovered)
|
||||
*isHovered = ImGui::IsItemHovered();
|
||||
ImGui::SameLine();
|
||||
return ImGui::InputFloat("#", &value,
|
||||
return ImGui::InputFloat("##", &value,
|
||||
0.1f, 1.0f, "%.3f",
|
||||
ImGuiInputTextFlags_EnterReturnsTrue);
|
||||
}
|
||||
|
@ -199,7 +200,7 @@ namespace SHADE
|
|||
if (isHovered)
|
||||
*isHovered = ImGui::IsItemHovered();
|
||||
ImGui::SameLine();
|
||||
return ImGui::InputDouble("#", &value,
|
||||
return ImGui::InputDouble("##", &value,
|
||||
0.1, 1.0, "%.3f",
|
||||
ImGuiInputTextFlags_EnterReturnsTrue);
|
||||
}
|
||||
|
@ -209,7 +210,7 @@ namespace SHADE
|
|||
if (isHovered)
|
||||
*isHovered = ImGui::IsItemHovered();
|
||||
ImGui::SameLine();
|
||||
return ImGui::InputDouble("#", &value,
|
||||
return ImGui::InputDouble("##", &value,
|
||||
1.0, 45.0, "%.3f",
|
||||
ImGuiInputTextFlags_EnterReturnsTrue);
|
||||
}
|
||||
|
@ -279,7 +280,7 @@ namespace SHADE
|
|||
if (isHovered)
|
||||
*isHovered = ImGui::IsItemHovered();
|
||||
ImGui::SameLine();
|
||||
const bool CHANGED = ImGui::InputText("#", &buffer[0], TEXT_FIELD_MAX_LENGTH);
|
||||
const bool CHANGED = ImGui::InputText("##", &buffer[0], TEXT_FIELD_MAX_LENGTH);
|
||||
if (CHANGED)
|
||||
{
|
||||
value = std::string(buffer.data(), buffer.data() + TEXT_FIELD_MAX_LENGTH);
|
||||
|
@ -287,6 +288,35 @@ namespace SHADE
|
|||
return CHANGED;
|
||||
}
|
||||
|
||||
bool SHEditorUI::InputGameObjectField(const std::string& label, uint32_t& value, bool* isHovered)
|
||||
{
|
||||
ImGui::Text(label.c_str());
|
||||
if (isHovered)
|
||||
*isHovered = ImGui::IsItemHovered();
|
||||
ImGui::SameLine();
|
||||
SHEntity* entity = SHEntityManager::GetEntityByID(value);
|
||||
std::ostringstream oss;
|
||||
if (entity)
|
||||
{
|
||||
oss << value << ": " << entity->name;
|
||||
}
|
||||
std::string entityName = oss.str();
|
||||
bool changed = ImGui::InputText("##", &entityName, ImGuiInputTextFlags_ReadOnly);
|
||||
if (SHDragDrop::BeginTarget())
|
||||
{
|
||||
if (const std::vector<EntityID>* payload = SHDragDrop::AcceptPayload<std::vector<EntityID>>(SHDragDrop::DRAG_EID))
|
||||
{
|
||||
if (!payload->empty())
|
||||
{
|
||||
value = payload->at(0);
|
||||
changed = true;
|
||||
}
|
||||
SHDragDrop::EndTarget();
|
||||
}
|
||||
}
|
||||
return changed;
|
||||
}
|
||||
|
||||
bool SHEditorUI::InputEnumCombo(const std::string& label, int& v, const std::vector<std::string>& enumNames, bool* isHovered)
|
||||
{
|
||||
// Clamp input value
|
||||
|
@ -297,7 +327,7 @@ namespace SHADE
|
|||
if (isHovered)
|
||||
*isHovered = ImGui::IsItemHovered();
|
||||
ImGui::SameLine();
|
||||
if (ImGui::BeginCombo("#", INITIAL_NAME.c_str(), ImGuiComboFlags_None))
|
||||
if (ImGui::BeginCombo("##", INITIAL_NAME.c_str(), ImGuiComboFlags_None))
|
||||
{
|
||||
for (int i = 0; i < enumNames.size(); ++i)
|
||||
{
|
||||
|
|
|
@ -308,6 +308,14 @@ namespace SHADE
|
|||
/// <returns>True if the value was changed.</returns>
|
||||
static bool InputTextField(const std::string& label, std::string& value, bool* isHovered = nullptr);
|
||||
/// <summary>
|
||||
/// Creates a drag field widget for int input.
|
||||
/// </summary>
|
||||
/// <param name="label">Label used to identify this widget.</param>
|
||||
/// <param name="value">Reference to the variable to store the result.</param>
|
||||
/// <param name="isHovered>If set, stores the hover state of this widget.</param>
|
||||
/// <returns>True if the value was changed.</returns>
|
||||
static bool InputGameObjectField(const std::string& label, uint32_t& value, bool* isHovered = nullptr);
|
||||
/// <summary>
|
||||
/// Creates a combo box for enumeration input.
|
||||
/// </summary>
|
||||
/// <typeparam name="Enum">The type of enum to input.</typeparam>
|
||||
|
|
|
@ -422,12 +422,13 @@ namespace SHADE
|
|||
ImGui::BeginGroup();
|
||||
ImGui::PushID(label.data());
|
||||
TextLabel(label);
|
||||
bool const changed = ImGui::InputText("##", &text, ImGuiInputTextFlags_ReadOnly, nullptr, nullptr);
|
||||
bool changed = ImGui::InputText("##", &text, ImGuiInputTextFlags_ReadOnly, nullptr, nullptr);
|
||||
if(SHDragDrop::BeginTarget())
|
||||
{
|
||||
if(T* payload = SHDragDrop::AcceptPayload<T>(dragDropTag))
|
||||
{
|
||||
SHCommandManager::PerformCommand(std::reinterpret_pointer_cast<SHBaseCommand>(std::make_shared<SHCommand<T>>(get(), *payload, set)), false);
|
||||
changed = true;
|
||||
SHDragDrop::EndTarget();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -13,4 +13,7 @@ constexpr SHEventIdentifier SH_COMPONENT_REMOVED_EVENT { 4 };
|
|||
constexpr SHEventIdentifier SH_SCENEGRAPH_CHANGE_PARENT_EVENT { 5 };
|
||||
constexpr SHEventIdentifier SH_PHYSICS_COLLIDER_ADDED_EVENT { 6 };
|
||||
constexpr SHEventIdentifier SH_PHYSICS_COLLIDER_REMOVED_EVENT { 7 };
|
||||
constexpr SHEventIdentifier SH_EDITOR_ON_PLAY_EVENT { 8 };
|
||||
constexpr SHEventIdentifier SH_EDITOR_ON_PAUSE_EVENT { 9 };
|
||||
constexpr SHEventIdentifier SH_EDITOR_ON_STOP_EVENT { 10 };
|
||||
|
||||
|
|
|
@ -64,6 +64,11 @@ namespace SHADE
|
|||
return bufferUsageFlags;
|
||||
}
|
||||
|
||||
uint32_t SHVkBuffer::GetSizeStored(void) const noexcept
|
||||
{
|
||||
return sizeStored;
|
||||
}
|
||||
|
||||
/***************************************************************************/
|
||||
/*!
|
||||
|
||||
|
|
|
@ -102,8 +102,9 @@ namespace SHADE
|
|||
/*-----------------------------------------------------------------------*/
|
||||
/* SETTERS AND GETTERS */
|
||||
/*-----------------------------------------------------------------------*/
|
||||
vk::Buffer GetVkBuffer (void) const noexcept;
|
||||
vk::Buffer GetVkBuffer (void) const noexcept;
|
||||
vk::BufferUsageFlags GetUsageBits(void) const noexcept;
|
||||
uint32_t GetSizeStored (void) const noexcept;
|
||||
|
||||
template <typename T>
|
||||
T GetDataFromMappedPointer(uint32_t index) const noexcept
|
||||
|
|
|
@ -282,6 +282,11 @@ namespace SHADE
|
|||
|
||||
}
|
||||
|
||||
void SHVkCommandBuffer::SetLineWidth(float lineWidth) noexcept
|
||||
{
|
||||
vkCommandBuffer.setLineWidth(lineWidth);
|
||||
}
|
||||
|
||||
/***************************************************************************/
|
||||
/*!
|
||||
|
||||
|
|
|
@ -115,6 +115,7 @@ namespace SHADE
|
|||
|
||||
// Dynamic State
|
||||
void SetViewportScissor (float vpWidth, float vpHeight, uint32_t sWidth, uint32_t sHeight, float vpX = 0.0f, float vpY = 0.0f, int32_t sX = 0.0f, int32_t sY = 0.0f, float vpMinDepth = 0.0f, float vpMaxDepth = 1.0f) noexcept;
|
||||
void SetLineWidth (float lineWidth) noexcept;
|
||||
|
||||
// Binding Commands
|
||||
void BindPipeline (Handle<SHVkPipeline> const& pipelineHdl) noexcept;
|
||||
|
|
|
@ -119,6 +119,18 @@ namespace SHADE
|
|||
return setIndex;
|
||||
}
|
||||
|
||||
uint32_t SHVkDescriptorSetLayout::GetNumDynamicOffsetsRequired(void) const noexcept
|
||||
{
|
||||
uint32_t numDynamicBindings = 0;
|
||||
for (auto& binding : layoutDesc)
|
||||
{
|
||||
if (binding.Type == vk::DescriptorType::eUniformBufferDynamic || binding.Type == vk::DescriptorType::eStorageBufferDynamic)
|
||||
++numDynamicBindings;
|
||||
}
|
||||
|
||||
return numDynamicBindings;
|
||||
}
|
||||
|
||||
SHVkDescriptorSetLayout& SHVkDescriptorSetLayout::operator=(SHVkDescriptorSetLayout&& rhs) noexcept
|
||||
{
|
||||
if (&rhs == this)
|
||||
|
|
|
@ -99,6 +99,7 @@ namespace SHADE
|
|||
inline const vk::DescriptorSetLayout& GetVkHandle() const { return setLayout; }
|
||||
std::vector<Binding> const& GetBindings (void) const noexcept;
|
||||
SetIndex GetSetIndex (void) const noexcept;
|
||||
uint32_t GetNumDynamicOffsetsRequired (void) const noexcept;
|
||||
|
||||
private:
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
|
|
|
@ -74,11 +74,12 @@ namespace SHADE
|
|||
|
||||
void SHBatch::Remove(const SHRenderable* renderable)
|
||||
{
|
||||
// Check if we have a SubBatch with the same mesh yet
|
||||
// Check if we have a SubBatch with the existing mesh yet (if changed, we use the old mesh)
|
||||
Handle<SHMesh> prevSubBatchMesh = renderable->HasMeshChanged() ? renderable->GetPrevMesh() : renderable->GetMesh();
|
||||
auto subBatch = std::find_if(subBatches.begin(), subBatches.end(), [&](const SHSubBatch& batch)
|
||||
{
|
||||
return batch.Mesh == renderable->GetMesh();
|
||||
});
|
||||
{
|
||||
return batch.Mesh == prevSubBatchMesh;
|
||||
});
|
||||
|
||||
// Attempt to remove if it exists
|
||||
if (subBatch == subBatches.end())
|
||||
|
@ -88,9 +89,7 @@ namespace SHADE
|
|||
|
||||
// Check if other renderables in subBatches contain the same material instance
|
||||
bool matUnused = true;
|
||||
|
||||
Handle<SHMaterialInstance> matToCheck = renderable->HasMaterialChanged() ? renderable->GetPrevMaterial() : renderable->GetMaterial();
|
||||
|
||||
for (const auto& sb : subBatches)
|
||||
{
|
||||
// Check material usage
|
||||
|
|
|
@ -37,9 +37,9 @@ namespace SHADE
|
|||
|
||||
// Check if we have a batch with the same pipeline first
|
||||
auto batch = std::find_if(batches.begin(), batches.end(), [&](const SHBatch& batch)
|
||||
{
|
||||
return batch.GetPipeline() == PIPELINE;
|
||||
});
|
||||
{
|
||||
return batch.GetPipeline() == PIPELINE;
|
||||
});
|
||||
|
||||
|
||||
// Create one if not found
|
||||
|
|
|
@ -79,7 +79,7 @@ namespace SHADE
|
|||
SHVkDescriptorSetLayout::Binding cameraDataBinding
|
||||
{
|
||||
.Type = vk::DescriptorType::eUniformBufferDynamic,
|
||||
.Stage = vk::ShaderStageFlagBits::eVertex,
|
||||
.Stage = vk::ShaderStageFlagBits::eVertex | vk::ShaderStageFlagBits::eCompute,
|
||||
.BindPoint = SHGraphicsConstants::DescriptorSetBindings::CAMERA_DATA,
|
||||
.DescriptorCount = 1,
|
||||
};
|
||||
|
|
|
@ -0,0 +1,326 @@
|
|||
/************************************************************************************//*!
|
||||
\file SHDebugDrawSystem.cpp
|
||||
\author Tng Kah Wei, kahwei.tng, 390009620
|
||||
\par email: kahwei.tng\@digipen.edu
|
||||
\date Oct 16, 2022
|
||||
\brief Contains the definition of functions of the SHDebugDrawSystem class.
|
||||
|
||||
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 "SHDebugDrawSystem.h"
|
||||
// STL Includes
|
||||
#include <algorithm>
|
||||
// Project Includes
|
||||
#include "Assets/Asset Types/SHModelAsset.h"
|
||||
#include "../Meshes/SHPrimitiveGenerator.h"
|
||||
#include "ECS_Base/Managers/SHSystemManager.h"
|
||||
#include "SHGraphicsSystem.h"
|
||||
#include "Graphics/Devices/SHVkLogicalDevice.h"
|
||||
#include "../../SHVkUtil.h"
|
||||
#include "Graphics/MiddleEnd/Interface/SHViewport.h"
|
||||
#include "Graphics/MiddleEnd/Interface/SHRenderer.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* DrawRoutine */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
SHDebugDrawSystem::ProcessPointsRoutine::ProcessPointsRoutine()
|
||||
: SHSystemRoutine("Debug Draw", true)
|
||||
{
|
||||
SystemFamily::GetID<SHDebugDrawSystem>();
|
||||
}
|
||||
|
||||
void SHDebugDrawSystem::ProcessPointsRoutine::Execute(double dt) noexcept
|
||||
{
|
||||
auto gfxSys = SHSystemManager::GetSystem<SHGraphicsSystem>();
|
||||
if (!gfxSys)
|
||||
{
|
||||
SHLOG_WARNING("[DebugDraw] Attempted to do debug draw without a graphics system.");
|
||||
return;
|
||||
}
|
||||
|
||||
// Get the system
|
||||
SHDebugDrawSystem* system = static_cast<SHDebugDrawSystem*>(GetSystem());
|
||||
|
||||
// Get current frame index
|
||||
const uint32_t FRAME_IDX = gfxSys->GetCurrentFrameIndex();
|
||||
|
||||
/* Non-Persistent Buffer */
|
||||
// Update the buffer
|
||||
system->numPoints[FRAME_IDX] = system->points.size();
|
||||
const uint32_t DATA_SIZE = sizeof(PointVertex) * system->points.size();
|
||||
if (DATA_SIZE > 0)
|
||||
{
|
||||
system->vertexBuffers[FRAME_IDX]->WriteToMemory(system->points.data(), DATA_SIZE, 0, 0);
|
||||
}
|
||||
|
||||
// Reset for next frame
|
||||
system->points.clear();
|
||||
|
||||
/* Persistent Buffer */
|
||||
// Check if there are changes
|
||||
if (system->persistentBuffersCleared[FRAME_IDX]
|
||||
||
|
||||
system->numPersistentPoints[FRAME_IDX] != system->persistentPoints.size())
|
||||
{
|
||||
// Update Buffer
|
||||
system->numPersistentPoints[FRAME_IDX] = system->persistentPoints.size();
|
||||
const uint32_t DATA_SIZE = sizeof(PointVertex) * system->persistentPoints.size();
|
||||
if (DATA_SIZE > 0)
|
||||
{
|
||||
system->persistentVertexBuffers[FRAME_IDX]->WriteToMemory(system->persistentPoints.data(), DATA_SIZE, 0, 0);
|
||||
}
|
||||
|
||||
// Reset Flag
|
||||
system->persistentBuffersCleared[FRAME_IDX] = false;
|
||||
}
|
||||
}
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* SHSystem overrides */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
void SHDebugDrawSystem::Init()
|
||||
{
|
||||
// Register function for subpass
|
||||
const auto* GFX_SYSTEM = SHSystemManager::GetSystem<SHGraphicsSystem>();
|
||||
auto const& RENDERERS = GFX_SYSTEM->GetDefaultViewport()->GetRenderers();
|
||||
auto renderGraph = RENDERERS[SHGraphicsConstants::RenderGraphIndices::WORLD]->GetRenderGraph();
|
||||
auto subPass = renderGraph->GetNode("Debug Draw")->GetSubpass("Debug Draw");
|
||||
subPass->AddExteriorDrawCalls([this, GFX_SYSTEM](Handle<SHVkCommandBuffer>& cmdBuffer)
|
||||
{
|
||||
// Get Current frame index
|
||||
const uint32_t FRAME_IDX = GFX_SYSTEM->GetCurrentFrameIndex();
|
||||
|
||||
// Don't draw if no points
|
||||
if (numPoints[FRAME_IDX] > 0)
|
||||
{
|
||||
cmdBuffer->BindPipeline(GFX_SYSTEM->GetDebugDrawPipeline());
|
||||
cmdBuffer->SetLineWidth(LineWidth);
|
||||
cmdBuffer->BindVertexBuffer(0, vertexBuffers[FRAME_IDX], 0);
|
||||
cmdBuffer->DrawArrays(numPoints[FRAME_IDX], 1, 0, 0);
|
||||
}
|
||||
});
|
||||
auto subPassWithDepth = renderGraph->GetNode("Debug Draw with Depth")->GetSubpass("Debug Draw with Depth");
|
||||
subPassWithDepth->AddExteriorDrawCalls([this, GFX_SYSTEM](Handle<SHVkCommandBuffer>& cmdBuffer)
|
||||
{
|
||||
// Get Current frame index
|
||||
const uint32_t FRAME_IDX = GFX_SYSTEM->GetCurrentFrameIndex();
|
||||
|
||||
// Don't draw if no points
|
||||
if (numPersistentPoints[FRAME_IDX] > 0)
|
||||
{
|
||||
cmdBuffer->BindPipeline(GFX_SYSTEM->GetDebugDrawDepthPipeline());
|
||||
cmdBuffer->SetLineWidth(LineWidth);
|
||||
cmdBuffer->BindVertexBuffer(0, persistentVertexBuffers[FRAME_IDX], 0);
|
||||
cmdBuffer->DrawArrays(numPersistentPoints[FRAME_IDX], 1, 0, 0);
|
||||
}
|
||||
});
|
||||
|
||||
// Reset trackers
|
||||
std::fill_n(numPoints.begin(), numPoints.size(), 0);
|
||||
std::fill_n(numPersistentPoints.begin(), numPersistentPoints.size(), 0);
|
||||
for (bool& cleared : persistentBuffersCleared)
|
||||
cleared = true;
|
||||
|
||||
// Allocate buffers
|
||||
// - Non-Persistent Draws
|
||||
static constexpr uint32_t BUFFER_SIZE = MAX_POINTS * sizeof(PointVertex);
|
||||
for (Handle<SHVkBuffer>& bufHandle : vertexBuffers)
|
||||
{
|
||||
bufHandle = GFX_SYSTEM->GetDevice()->CreateBuffer
|
||||
(
|
||||
BUFFER_SIZE,
|
||||
nullptr,
|
||||
0,
|
||||
vk::BufferUsageFlagBits::eVertexBuffer,
|
||||
VmaMemoryUsage::VMA_MEMORY_USAGE_AUTO,
|
||||
VmaAllocationCreateFlagBits::VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT | VmaAllocationCreateFlagBits::VMA_ALLOCATION_CREATE_MAPPED_BIT
|
||||
);
|
||||
}
|
||||
// - Persistent Draws
|
||||
for (Handle<SHVkBuffer>& bufHandle : persistentVertexBuffers)
|
||||
{
|
||||
bufHandle = GFX_SYSTEM->GetDevice()->CreateBuffer
|
||||
(
|
||||
BUFFER_SIZE,
|
||||
nullptr,
|
||||
0,
|
||||
vk::BufferUsageFlagBits::eVertexBuffer,
|
||||
VmaMemoryUsage::VMA_MEMORY_USAGE_AUTO,
|
||||
VmaAllocationCreateFlagBits::VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT | VmaAllocationCreateFlagBits::VMA_ALLOCATION_CREATE_MAPPED_BIT
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
void SHDebugDrawSystem::Exit()
|
||||
{
|
||||
for (auto vertexBuffer : vertexBuffers)
|
||||
{
|
||||
if (vertexBuffer)
|
||||
vertexBuffer.Free();
|
||||
}
|
||||
for (auto vertexBuffer : persistentVertexBuffers)
|
||||
{
|
||||
if (vertexBuffer)
|
||||
vertexBuffer.Free();
|
||||
}
|
||||
}
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Draw Functions */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
void SHDebugDrawSystem::DrawLine(const SHVec4& color, const SHVec3& startPt, const SHVec3& endPt)
|
||||
{
|
||||
drawLine(points, color, startPt, endPt);
|
||||
}
|
||||
|
||||
void SHDebugDrawSystem::DrawTri(const SHVec4& color, const SHVec3& pt1, const SHVec3& pt2, const SHVec3& pt3)
|
||||
{
|
||||
drawPoly(points, color, { pt1, pt2, pt3 });
|
||||
}
|
||||
|
||||
void SHDebugDrawSystem::DrawQuad(const SHVec4& color, const SHVec3& pt1, const SHVec3& pt2, const SHVec3& pt3, const SHVec3& pt4)
|
||||
{
|
||||
drawPoly(points, color, { pt1, pt2, pt3, pt4 });
|
||||
}
|
||||
|
||||
void SHDebugDrawSystem::DrawPoly(const SHVec4& color, std::initializer_list<SHVec3> pointList)
|
||||
{
|
||||
drawPoly(points, color, pointList.begin(), pointList.end());
|
||||
}
|
||||
|
||||
void SHDebugDrawSystem::DrawCube(const SHVec4& color, const SHVec3& pos, const SHVec3& size)
|
||||
{
|
||||
drawCube(points, color, pos, size);
|
||||
}
|
||||
|
||||
void SHDebugDrawSystem::DrawSphere(const SHVec4& color, const SHVec3& pos, double radius)
|
||||
{
|
||||
drawSphere(points, color, pos, radius);
|
||||
}
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Persistent Draw Functions */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
void SHDebugDrawSystem::DrawPersistentLine(const SHVec4& color, const SHVec3& startPt, const SHVec3& endPt)
|
||||
{
|
||||
drawLine(persistentPoints, color, startPt, endPt);
|
||||
}
|
||||
|
||||
void SHDebugDrawSystem::DrawPersistentTri(const SHVec4& color, const SHVec3& pt1, const SHVec3& pt2, const SHVec3& pt3)
|
||||
{
|
||||
drawPoly(persistentPoints, color, { pt1, pt2, pt3 });
|
||||
}
|
||||
|
||||
void SHDebugDrawSystem::DrawPersistentQuad(const SHVec4& color, const SHVec3& pt1, const SHVec3& pt2, const SHVec3& pt3, const SHVec3& pt4)
|
||||
{
|
||||
drawPoly(persistentPoints, color, { pt1, pt2, pt3, pt4 });
|
||||
}
|
||||
|
||||
void SHDebugDrawSystem::DrawPersistentPoly(const SHVec4& color, std::initializer_list<SHVec3> pointList)
|
||||
{
|
||||
drawPoly(persistentPoints, color, pointList.begin(), pointList.end());
|
||||
}
|
||||
|
||||
void SHDebugDrawSystem::DrawPersistentCube(const SHVec4& color, const SHVec3& pos, const SHVec3& size)
|
||||
{
|
||||
drawCube(persistentPoints, color, pos, size);
|
||||
}
|
||||
|
||||
void SHDebugDrawSystem::DrawPersistentSphere(const SHVec4& color, const SHVec3& pos, double radius)
|
||||
{
|
||||
drawSphere(persistentPoints, color, pos, radius);
|
||||
}
|
||||
|
||||
void SHDebugDrawSystem::ClearPersistentDraws()
|
||||
{
|
||||
persistentPoints.clear();
|
||||
for (bool& cleared : persistentBuffersCleared)
|
||||
cleared = true;
|
||||
}
|
||||
|
||||
void SHDebugDrawSystem::drawLine(std::vector<PointVertex>& storage, const SHVec4& color, const SHVec3& startPt, const SHVec3& endPt)
|
||||
{
|
||||
if (storage.size() > MAX_POINTS)
|
||||
{
|
||||
SHLOG_WARNING("[DebugDraw] Exceeded maximum size of drawable debug elements.");
|
||||
return;
|
||||
}
|
||||
|
||||
storage.emplace_back(PointVertex{ startPt, color });
|
||||
storage.emplace_back(PointVertex{ endPt, color });
|
||||
}
|
||||
|
||||
void SHDebugDrawSystem::drawLineSet(std::vector<PointVertex>& storage, const SHVec4& color, std::initializer_list<SHVec3> pointList)
|
||||
{
|
||||
drawLineSet(storage, color, pointList.begin(), pointList.end());
|
||||
}
|
||||
|
||||
void SHDebugDrawSystem::drawPoly(std::vector<PointVertex>& storage, const SHVec4& color, std::initializer_list<SHVec3> pointList)
|
||||
{
|
||||
drawPoly(storage, color, pointList.begin(), pointList.end());
|
||||
}
|
||||
|
||||
void SHDebugDrawSystem::drawCube(std::vector<PointVertex>& storage, const SHVec4& color, const SHVec3& pos, const SHVec3& size)
|
||||
{
|
||||
static const SHVec3 EXTENTS = SHVec3{ 0.5f, 0.5f, 0.5f };
|
||||
static const SHVec3 UNIT_BOT_LEFT_FRONT = SHVec3{ pos - EXTENTS };
|
||||
static const SHVec3 UNIT_BOT_RIGHT_FRONT = SHVec3{ pos + SHVec3 { EXTENTS.x, -EXTENTS.y, -EXTENTS.z } };
|
||||
static const SHVec3 UNIT_BOT_RIGHT_BACK = SHVec3{ pos + SHVec3 { EXTENTS.x, -EXTENTS.y, EXTENTS.z } };
|
||||
static const SHVec3 UNIT_BOT_LEFT_BACK = SHVec3{ pos + SHVec3 { -EXTENTS.x, -EXTENTS.y, EXTENTS.z } };
|
||||
static const SHVec3 UNIT_TOP_LEFT_BACK = SHVec3{ pos + SHVec3 { -EXTENTS.x, EXTENTS.y, EXTENTS.z } };
|
||||
static const SHVec3 UNIT_TOP_RIGHT_FRONT = SHVec3{ pos + SHVec3 { EXTENTS.x, EXTENTS.y, -EXTENTS.z } };
|
||||
static const SHVec3 UNIT_TOP_LEFT_FRONT = SHVec3{ pos + SHVec3 { -EXTENTS.x, EXTENTS.y, -EXTENTS.z } };
|
||||
static const SHVec3 UNIT_TOP_RIGHT_BACK = SHVec3{ pos + EXTENTS };
|
||||
|
||||
const SHVec3 BOT_LEFT_BACK = UNIT_BOT_LEFT_BACK * size;
|
||||
const SHVec3 BOT_RIGHT_BACK = UNIT_BOT_RIGHT_BACK * size;
|
||||
const SHVec3 BOT_LEFT_FRONT = UNIT_BOT_LEFT_FRONT * size;
|
||||
const SHVec3 BOT_RIGHT_FRONT = UNIT_BOT_RIGHT_FRONT * size;
|
||||
const SHVec3 TOP_LEFT_BACK = UNIT_TOP_LEFT_BACK * size;
|
||||
const SHVec3 TOP_RIGHT_BACK = UNIT_TOP_RIGHT_BACK * size;
|
||||
const SHVec3 TOP_LEFT_FRONT = UNIT_TOP_LEFT_FRONT * size;
|
||||
const SHVec3 TOP_RIGHT_FRONT = UNIT_TOP_RIGHT_FRONT * size;
|
||||
|
||||
drawLineSet
|
||||
(
|
||||
storage,
|
||||
color,
|
||||
{
|
||||
// Bottom Square
|
||||
BOT_LEFT_BACK , BOT_RIGHT_BACK,
|
||||
BOT_RIGHT_BACK , BOT_RIGHT_FRONT,
|
||||
BOT_RIGHT_FRONT, BOT_LEFT_FRONT,
|
||||
BOT_LEFT_FRONT , BOT_LEFT_BACK,
|
||||
// Top Square
|
||||
TOP_LEFT_BACK , TOP_RIGHT_BACK,
|
||||
TOP_RIGHT_BACK , TOP_RIGHT_FRONT,
|
||||
TOP_RIGHT_FRONT, TOP_LEFT_FRONT,
|
||||
TOP_LEFT_FRONT , TOP_LEFT_BACK,
|
||||
// Middle Lines
|
||||
TOP_LEFT_BACK , BOT_LEFT_BACK,
|
||||
TOP_RIGHT_BACK , BOT_RIGHT_BACK,
|
||||
TOP_RIGHT_FRONT, BOT_RIGHT_FRONT,
|
||||
TOP_LEFT_FRONT , BOT_LEFT_FRONT
|
||||
}
|
||||
);
|
||||
}
|
||||
|
||||
void SHDebugDrawSystem::drawSphere(std::vector<PointVertex>& storage, const SHVec4& color, const SHVec3& pos, double radius)
|
||||
{
|
||||
if (spherePoints.empty())
|
||||
{
|
||||
// Generate
|
||||
static const SHMeshData SPHERE = SHPrimitiveGenerator::Sphere();
|
||||
for (const auto& idx : SPHERE.Indices)
|
||||
{
|
||||
spherePoints.emplace_back(SPHERE.VertexPositions[idx]);
|
||||
}
|
||||
}
|
||||
drawLineSet(storage, color, spherePoints.begin(), spherePoints.end());
|
||||
}
|
||||
}
|
|
@ -0,0 +1,253 @@
|
|||
/************************************************************************************//*!
|
||||
\file SHDebugDrawSystem.h
|
||||
\author Tng Kah Wei, kahwei.tng, 390009620
|
||||
\par email: kahwei.tng\@digipen.edu
|
||||
\date Oct 16, 2022
|
||||
\brief Contains the definition of the SHDebugDrawSystem class.
|
||||
|
||||
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
|
||||
|
||||
// STL Includes
|
||||
#include <vector>
|
||||
// Project Includes
|
||||
#include "SH_API.h"
|
||||
#include "Math/Vector/SHVec2.h"
|
||||
#include "Math/Vector/SHVec3.h"
|
||||
#include "Math/Vector/SHVec4.h"
|
||||
#include "ECS_Base/System/SHSystem.h"
|
||||
#include "ECS_Base/System/SHSystemRoutine.h"
|
||||
#include "Resource/SHHandle.h"
|
||||
#include "Graphics/Buffers/SHVkBuffer.h"
|
||||
#include "SHGraphicsConstants.h"
|
||||
#include "Math/SHColour.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Forward Declarations */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
class SHVkBuffer;
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Type Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/// <summary>
|
||||
/// Manages the Debug Draw system.
|
||||
/// </summary>
|
||||
class SH_API SHDebugDrawSystem final : public SHSystem
|
||||
{
|
||||
public:
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* System Routines */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
class SH_API ProcessPointsRoutine final : public SHSystemRoutine
|
||||
{
|
||||
public:
|
||||
ProcessPointsRoutine();
|
||||
virtual void Execute(double dt) noexcept override final;
|
||||
};
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* SHSystem overrides */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
virtual void Init() override final;
|
||||
virtual void Exit() override final;
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Configuration Functions */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/// <summary>
|
||||
/// Configures the line width used to draw all lines in the Debug Draw system.
|
||||
/// </summary>
|
||||
float LineWidth = 1.0f;
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Draw Functions */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/// <summary>
|
||||
/// Renders a line between two points in world space.
|
||||
/// </summary>
|
||||
/// <param name="color">Colour of the line.</param>
|
||||
/// <param name="startPt">First point of the line.</param>
|
||||
/// <param name="endPt">Second point of the line.</param>
|
||||
void DrawLine(const SHVec4& color, const SHVec3& startPt, const SHVec3& endPt);
|
||||
/// <summary>
|
||||
/// Renders a triangle indicated by three points in world space.
|
||||
/// </summary>
|
||||
/// <param name="color">Colour of the triangle.</param>
|
||||
/// <param name="pt1">First point of the triangle.</param>
|
||||
/// <param name="pt2">Second point of the triangle.</param>
|
||||
/// <param name="pt3">Third point of the triangle.</param>
|
||||
void DrawTri(const SHVec4& color, const SHVec3& pt1, const SHVec3& pt2, const SHVec3& pt3);
|
||||
/// <summary>
|
||||
/// Renders a quadrilateral indicated by four points in world space.
|
||||
/// </summary>
|
||||
/// <param name="color">Colour of the quadrilateral.</param>
|
||||
/// <param name="pt1">First point of the triangle.</param>
|
||||
/// <param name="pt2">Second point of the quadrilateral.</param>
|
||||
/// <param name="pt3">Third point of the quadrilateral.</param>
|
||||
/// <param name="pt4">Third point of the quadrilateral.</param>
|
||||
void DrawQuad(const SHVec4& color, const SHVec3& pt1, const SHVec3& pt2, const SHVec3& pt3, const SHVec3& pt4);
|
||||
/// <summary>
|
||||
/// Renders a polygon indicated by the specified set of points in world space.
|
||||
/// </summary>
|
||||
/// <param name="color">Colour of the polygon.</param>
|
||||
/// <param name="pointList">List of points for the polygon.</param>
|
||||
void DrawPoly(const SHVec4& color, std::initializer_list<SHVec3> pointList);
|
||||
/// <summary>
|
||||
/// Renders a polygon indicated by the specified set of points in world space.
|
||||
/// </summary>
|
||||
/// <typeparam name="IterType">Iterator for a STL-like container.</typeparam>
|
||||
/// <param name="color">Colour of the polygon.</param>
|
||||
/// <param name="pointListBegin">
|
||||
/// Iterator to the first point of the point container.
|
||||
/// </param>
|
||||
/// <param name="pointListEnd">
|
||||
/// One past last iterator of the point container.
|
||||
/// </param>
|
||||
template<typename IterType>
|
||||
void DrawPoly(const SHVec4& color, IterType pointListBegin, IterType pointListEnd);
|
||||
/// <summary>
|
||||
/// Renders a wireframe cube centered around the position specified in world space.
|
||||
/// </summary>
|
||||
/// <param name="color">Colour of the cube.</param>
|
||||
/// <param name="pos">Position where the cube wil be centered at.</param>
|
||||
/// <param name="size">Size of the rendered cube.</param>
|
||||
void DrawCube(const SHVec4& color, const SHVec3& pos, const SHVec3& size);
|
||||
/// <summary>
|
||||
/// Renders a wireframe sphere centered around the position specified in world space.
|
||||
/// </summary>
|
||||
/// <param name="color">Colour of the sphere.</param>
|
||||
/// <param name="pos">Position where the sphere wil be centered at.</param>
|
||||
/// <param name="size">Size of the rendered sphere.</param>
|
||||
void DrawSphere(const SHVec4& color, const SHVec3& pos, double radius);
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Persistent Draw Functions */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/// <summary>
|
||||
/// Renders a line between two points in world space that will persist until
|
||||
/// ClearPersistentDraws() is called. These lines are depth tested.
|
||||
/// </summary>
|
||||
/// <param name="color">Colour of the line.</param>
|
||||
/// <param name="startPt">First point of the line.</param>
|
||||
/// <param name="endPt">Second point of the line.</param>
|
||||
void DrawPersistentLine(const SHVec4& color, const SHVec3& startPt, const SHVec3& endPt);
|
||||
/// <summary>
|
||||
/// Renders a triangle indicated by three points in world space that will persist
|
||||
/// until ClearPersistentDraws() is called. These lines are depth tested.
|
||||
/// </summary>
|
||||
/// <param name="color">Colour of the triangle.</param>
|
||||
/// <param name="pt1">First point of the triangle.</param>
|
||||
/// <param name="pt2">Second point of the triangle.</param>
|
||||
/// <param name="pt3">Third point of the triangle.</param>
|
||||
void DrawPersistentTri(const SHVec4& color, const SHVec3& pt1, const SHVec3& pt2, const SHVec3& pt3);
|
||||
/// <summary>
|
||||
/// Renders a quadrilateral indicated by four points in world space that will persist
|
||||
/// until ClearPersistentDraws() is called. These lines are depth tested.
|
||||
/// </summary>
|
||||
/// <param name="color">Colour of the quadrilateral.</param>
|
||||
/// <param name="pt1">First point of the triangle.</param>
|
||||
/// <param name="pt2">Second point of the quadrilateral.</param>
|
||||
/// <param name="pt3">Third point of the quadrilateral.</param>
|
||||
/// <param name="pt4">Third point of the quadrilateral.</param>
|
||||
void DrawPersistentQuad(const SHVec4& color, const SHVec3& pt1, const SHVec3& pt2, const SHVec3& pt3, const SHVec3& pt4);
|
||||
/// <summary>
|
||||
/// Renders a polygon indicated by the specified set of points in world space that
|
||||
/// will persist until ClearPersistentDraws() is called. These lines are depth
|
||||
/// tested.
|
||||
/// </summary>
|
||||
/// <param name="color">Colour of the polygon.</param>
|
||||
/// <param name="pointList">List of points for the polygon.</param>
|
||||
void DrawPersistentPoly(const SHVec4& color, std::initializer_list<SHVec3> pointList);
|
||||
/// <summary>
|
||||
/// Renders a polygon indicated by the specified set of points in world space that
|
||||
/// will persist until ClearPersistentDraws() is called. These lines are depth
|
||||
/// tested.
|
||||
/// </summary>
|
||||
/// <typeparam name="IterType">Iterator for a STL-like container.</typeparam>
|
||||
/// <param name="color">Colour of the polygon.</param>
|
||||
/// <param name="pointListBegin">
|
||||
/// Iterator to the first point of the point container.
|
||||
/// </param>
|
||||
/// <param name="pointListEnd">
|
||||
/// One past last iterator of the point container.
|
||||
/// </param>
|
||||
template<typename IterType>
|
||||
void DrawPersistentPoly(const SHVec4& color, IterType pointListBegin, IterType pointListEnd);
|
||||
/// <summary>
|
||||
/// Renders a wireframe cube centered around the position specified in world space
|
||||
/// that will persist until ClearPersistentDraws() is called. These lines are depth
|
||||
/// tested.
|
||||
/// </summary>
|
||||
/// <param name="color">Colour of the cube.</param>
|
||||
/// <param name="pos">Position where the cube wil be centered at.</param>
|
||||
/// <param name="size">Size of the rendered cube.</param>
|
||||
void DrawPersistentCube(const SHVec4& color, const SHVec3& pos, const SHVec3& size);
|
||||
/// <summary>
|
||||
/// Renders a wireframe sphere centered around the position specified in world space
|
||||
/// that will persist until ClearPersistentDraws() is called. These lines are depth
|
||||
/// tested.
|
||||
/// </summary>
|
||||
/// <param name="color">Colour of the sphere.</param>
|
||||
/// <param name="pos">Position where the sphere wil be centered at.</param>
|
||||
/// <param name="size">Size of the rendered sphere.</param>
|
||||
void DrawPersistentSphere(const SHVec4& color, const SHVec3& pos, double radius);
|
||||
/// <summary>
|
||||
/// Clears any persistent drawn debug primitives.
|
||||
/// </summary>
|
||||
void ClearPersistentDraws();
|
||||
|
||||
private:
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Type Definitions */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
struct SH_API PointVertex
|
||||
{
|
||||
SHVec4 Position;
|
||||
SHVec4 Color;
|
||||
};
|
||||
using TripleBuffer = std::array<Handle<SHVkBuffer>, SHGraphicsConstants::NUM_FRAME_BUFFERS>;
|
||||
using TripleUInt = std::array<uint32_t , SHGraphicsConstants::NUM_FRAME_BUFFERS>;
|
||||
using TripleBool = std::array<bool , SHGraphicsConstants::NUM_FRAME_BUFFERS>;
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Constants */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
static constexpr uint32_t MAX_POINTS = 100'000;
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Data Members */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
// CPU Buffers
|
||||
std::vector<PointVertex> points;
|
||||
std::vector<PointVertex> persistentPoints;
|
||||
// GPU Buffers
|
||||
TripleBuffer vertexBuffers;
|
||||
TripleUInt numPoints;
|
||||
TripleBuffer persistentVertexBuffers;
|
||||
TripleUInt numPersistentPoints;
|
||||
TripleBool persistentBuffersCleared;
|
||||
// Cached Points for polygon drawing
|
||||
std::vector<SHVec3> spherePoints;
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Helper Draw Functions */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
void drawLine(std::vector<PointVertex>& storage, const SHVec4& color, const SHVec3& startPt, const SHVec3& endPt);
|
||||
void drawLineSet(std::vector<PointVertex>& storage, const SHVec4& color, std::initializer_list<SHVec3> pointList);
|
||||
template<typename IterType>
|
||||
void drawLineSet(std::vector<PointVertex>& storage, const SHVec4& color, IterType pointListBegin, IterType pointListEnd);
|
||||
void drawPoly(std::vector<PointVertex>& storage, const SHVec4& color, std::initializer_list<SHVec3> pointList);
|
||||
template<typename IterType>
|
||||
void drawPoly(std::vector<PointVertex>& storage, const SHVec4& color, IterType pointListBegin, IterType pointListEnd);
|
||||
void drawCube(std::vector<PointVertex>& storage, const SHVec4& color, const SHVec3& pos, const SHVec3& size);
|
||||
void drawSphere(std::vector<PointVertex>& storage, const SHVec4& color, const SHVec3& pos, double radius);
|
||||
};
|
||||
}
|
||||
|
||||
#include "SHDebugDrawSystem.hpp"
|
|
@ -0,0 +1,89 @@
|
|||
/************************************************************************************//*!
|
||||
\file SHDebugDrawSystem.hpp
|
||||
\author Tng Kah Wei, kahwei.tng, 390009620
|
||||
\par email: kahwei.tng\@digipen.edu
|
||||
\date Oct 16, 2022
|
||||
\brief Contains the definition of template functions the SHDebugDrawSystem
|
||||
class.
|
||||
|
||||
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 "SHDebugDrawSystem.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Draw Functions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
template<typename IterType>
|
||||
void SHDebugDrawSystem::DrawPoly(const SHVec4& color, IterType pointListBegin, IterType pointListEnd)
|
||||
{
|
||||
drawPoly(points, color, pointListBegin, pointListEnd);
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Helper Draw Functions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
template<typename IterType>
|
||||
void SHDebugDrawSystem::drawLineSet(std::vector<PointVertex>& storage, const SHVec4& color, IterType pointListBegin, IterType pointListEnd)
|
||||
{
|
||||
// Ensure dereferenced type is SHVec3
|
||||
static_assert(std::is_same_v<SHVec3, std::remove_cvref_t<decltype(*pointListBegin)>>, "Parameters to DrawPoly must be SHVec3.");
|
||||
|
||||
// Check if points exceeded max
|
||||
if (storage.size() > MAX_POINTS)
|
||||
{
|
||||
SHLOG_WARNING("[DebugDraw] Exceeded maximum size of drawable debug elements.");
|
||||
return;
|
||||
}
|
||||
|
||||
const size_t POINTS_COUNT = pointListEnd - pointListBegin;
|
||||
// Invalid polygon
|
||||
if (POINTS_COUNT < 2)
|
||||
{
|
||||
SHLOG_WARNING("[SHDebugDraw] Invalid polygon provided to DrawPoly().");
|
||||
return;
|
||||
}
|
||||
|
||||
const size_t POINTS_ROUNDED_COUNT = POINTS_COUNT / 2 * 2;
|
||||
for (auto pointIter = pointListBegin; pointIter != (pointListBegin + POINTS_ROUNDED_COUNT); ++pointIter)
|
||||
{
|
||||
storage.emplace_back(PointVertex{ *pointIter, color });
|
||||
}
|
||||
}
|
||||
template<typename IterType>
|
||||
void SHDebugDrawSystem::drawPoly(std::vector<PointVertex>& storage, const SHVec4& color, IterType pointListBegin, IterType pointListEnd)
|
||||
{
|
||||
// Ensure dereferenced type is SHVec3
|
||||
static_assert(std::is_same_v<SHVec3, std::remove_cvref_t<decltype(*pointListBegin)>>, "Parameters to DrawPoly must be SHVec3.");
|
||||
|
||||
// Check if points exceeded max
|
||||
if (storage.size() > MAX_POINTS)
|
||||
{
|
||||
SHLOG_WARNING("[DebugDraw] Exceeded maximum size of drawable debug elements.");
|
||||
return;
|
||||
}
|
||||
|
||||
const size_t POINTS_COUNT = pointListEnd - pointListBegin;
|
||||
// Invalid polygon
|
||||
if (POINTS_COUNT < 2)
|
||||
{
|
||||
SHLOG_WARNING("[SHDebugDraw] Invalid polygon provided to DrawPoly().");
|
||||
return;
|
||||
}
|
||||
|
||||
// Trace the polygon
|
||||
for (auto pointIter = pointListBegin + 1; pointIter != pointListEnd; ++pointIter)
|
||||
{
|
||||
storage.emplace_back(PointVertex{ *(pointIter - 1), color });
|
||||
storage.emplace_back(PointVertex{ *pointIter , color });
|
||||
}
|
||||
|
||||
// Close the line loop
|
||||
storage.emplace_back(PointVertex{ *(pointListEnd - 1), color });
|
||||
storage.emplace_back(PointVertex{ *pointListBegin , color });
|
||||
}
|
||||
}
|
|
@ -70,7 +70,17 @@ namespace SHADE
|
|||
*/
|
||||
/***************************************************************************/
|
||||
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, 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;
|
||||
|
||||
};
|
||||
|
||||
|
@ -119,6 +129,7 @@ namespace SHADE
|
|||
*/
|
||||
/***************************************************************************/
|
||||
static constexpr uint32_t BATCHED_PER_INST_DATA = 0;
|
||||
|
||||
};
|
||||
|
||||
struct VertexBufferBindings
|
||||
|
|
|
@ -37,6 +37,10 @@ of DigiPen Institute of Technology is prohibited.
|
|||
#include "Assets/Asset Types/SHTextureAsset.h"
|
||||
#include "Graphics/MiddleEnd/Interface/SHMousePickSystem.h"
|
||||
#include "Graphics/MiddleEnd/Lights/SHLightingSubSystem.h"
|
||||
#include "Assets/SHAssetManager.h"
|
||||
#include "Resource/SHResourceManager.h"
|
||||
#include "Graphics/SHVkUtil.h"
|
||||
#include "Graphics/RenderGraph/SHRenderGraphNodeCompute.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
|
@ -48,7 +52,11 @@ namespace SHADE
|
|||
/* BACKEND BOILERPLATE */
|
||||
/*-----------------------------------------------------------------------*/
|
||||
// Set Up Instance
|
||||
#ifdef _DEBUG
|
||||
SHVkInstance::Init(true, true, true);
|
||||
#else
|
||||
SHVkInstance::Init(true, false, true);
|
||||
#endif
|
||||
|
||||
// Get Physical Device and Construct Logical Device
|
||||
physicalDevice = SHVkInstance::CreatePhysicalDevice(SH_PHYSICAL_DEVICE_TYPE::BEST);
|
||||
|
@ -104,14 +112,16 @@ namespace SHADE
|
|||
descPool = device->CreateDescriptorPools();
|
||||
|
||||
// Create generic command buffer
|
||||
//transferCmdPool = device->CreateCommandPool(SH_QUEUE_FAMILY_ARRAY_INDEX::GRAPHICS, SH_CMD_POOL_RESET::POOL_BASED, true);
|
||||
graphicsCmdPool = device->CreateCommandPool(SH_QUEUE_FAMILY_ARRAY_INDEX::GRAPHICS, SH_CMD_POOL_RESET::POOL_BASED, true);
|
||||
transferCmdBuffer = graphicsCmdPool->RequestCommandBuffer(SH_CMD_BUFFER_TYPE::PRIMARY);
|
||||
graphicsTexCmdBuffer = graphicsCmdPool->RequestCommandBuffer(SH_CMD_BUFFER_TYPE::PRIMARY);
|
||||
|
||||
|
||||
shaderModuleLibrary.ImportAllShaderSource(device);
|
||||
shaderModuleLibrary.ReflectAllShaderModules();
|
||||
// Load Built In Shaders
|
||||
static constexpr AssetID VS_DEFAULT = 39210065; defaultVertShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(VS_DEFAULT);
|
||||
static constexpr AssetID FS_DEFAULT = 46377769; defaultFragShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(FS_DEFAULT);
|
||||
static constexpr AssetID VS_DEBUG = 48002439; debugVertShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(VS_DEBUG);
|
||||
static constexpr AssetID FS_DEBUG = 36671027; debugFragShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(FS_DEBUG);
|
||||
static constexpr AssetID CS_COMPOSITE = 45072428; deferredCompositeShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(CS_COMPOSITE);
|
||||
static constexpr AssetID SSAO = 38430899; ssaoShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(SSAO);
|
||||
static constexpr AssetID SSAO_BLUR = 39760835; ssaoBlurShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(SSAO_BLUR);
|
||||
}
|
||||
|
||||
void SHGraphicsSystem::InitSceneRenderGraph(void) noexcept
|
||||
|
@ -150,67 +160,121 @@ namespace SHADE
|
|||
renderContextCmdPools[i] = renderContext.GetFrameData(i).cmdPoolHdls[0];
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------*/
|
||||
/* SCENE RENDER GRAPH RESOURCES */
|
||||
/*-----------------------------------------------------------------------*/
|
||||
// Initialize world render graph
|
||||
worldRenderGraph->Init(device, swapchain);
|
||||
worldRenderGraph->AddResource("Position", { 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);
|
||||
worldRenderGraph->AddResource("Normals", { 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);
|
||||
//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);
|
||||
worldRenderGraph->AddResource("Albedo", { SH_ATT_DESC_TYPE_FLAGS::COLOR, SH_ATT_DESC_TYPE_FLAGS::INPUT, SH_ATT_DESC_TYPE_FLAGS::STORAGE }, windowDims.first, windowDims.second);
|
||||
worldRenderGraph->AddResource("Depth Buffer", { SH_ATT_DESC_TYPE_FLAGS::DEPTH_STENCIL }, windowDims.first, windowDims.second, vk::Format::eD32SfloatS8Uint);
|
||||
worldRenderGraph->AddResource("Entity ID", { SH_ATT_DESC_TYPE_FLAGS::COLOR }, windowDims.first, windowDims.second, vk::Format::eR32Uint, 1, vk::ImageUsageFlagBits::eTransferSrc);
|
||||
worldRenderGraph->AddResource("Light Layer Indices", { SH_ATT_DESC_TYPE_FLAGS::COLOR, SH_ATT_DESC_TYPE_FLAGS::INPUT, SH_ATT_DESC_TYPE_FLAGS::STORAGE }, windowDims.first, windowDims.second, vk::Format::eR32Uint, 1, vk::ImageUsageFlagBits::eTransferSrc);
|
||||
worldRenderGraph->AddResource("Scene", { SH_ATT_DESC_TYPE_FLAGS::COLOR, SH_ATT_DESC_TYPE_FLAGS::INPUT, SH_ATT_DESC_TYPE_FLAGS::STORAGE }, windowDims.first, windowDims.second);
|
||||
worldRenderGraph->AddResource("SSAO", { SH_ATT_DESC_TYPE_FLAGS::COLOR, SH_ATT_DESC_TYPE_FLAGS::INPUT, SH_ATT_DESC_TYPE_FLAGS::STORAGE }, windowDims.first, windowDims.second, vk::Format::eR8Unorm);
|
||||
worldRenderGraph->AddResource("SSAO Blur", { SH_ATT_DESC_TYPE_FLAGS::COLOR, SH_ATT_DESC_TYPE_FLAGS::INPUT, SH_ATT_DESC_TYPE_FLAGS::STORAGE }, windowDims.first, windowDims.second, vk::Format::eR8Unorm);
|
||||
|
||||
/*-----------------------------------------------------------------------*/
|
||||
/* MAIN NODE */
|
||||
/*-----------------------------------------------------------------------*/
|
||||
auto gBufferNode = worldRenderGraph->AddNode("G-Buffer",
|
||||
{
|
||||
"Position",
|
||||
"Entity ID",
|
||||
"Light Layer Indices",
|
||||
"Normals",
|
||||
//"Tangents",
|
||||
"Albedo",
|
||||
"Depth Buffer",
|
||||
"Scene"
|
||||
"Scene",
|
||||
"SSAO",
|
||||
"SSAO Blur"
|
||||
},
|
||||
{}); // no predecessors
|
||||
|
||||
/*-----------------------------------------------------------------------*/
|
||||
/* G-BUFFER SUBPASS INIT */
|
||||
/*-----------------------------------------------------------------------*/
|
||||
auto gBufferSubpass = gBufferNode->AddSubpass("G-Buffer Write");
|
||||
gBufferSubpass->AddColorOutput("Position");
|
||||
gBufferSubpass->AddColorOutput("Entity ID");
|
||||
gBufferSubpass->AddColorOutput("Light Layer Indices");
|
||||
gBufferSubpass->AddColorOutput("Normals");
|
||||
//gBufferSubpass->AddColorOutput("Tangents");
|
||||
gBufferSubpass->AddColorOutput("Albedo");
|
||||
gBufferSubpass->AddDepthOutput("Depth Buffer", SH_ATT_DESC_TYPE_FLAGS::DEPTH_STENCIL);
|
||||
|
||||
//// kirsch
|
||||
//auto kirschShader = shaderModuleLibrary.GetShaderModule("KirschCs.glsl");
|
||||
//gBufferNode->AddNodeCompute(kirschShader, { "Position", "Scene" });
|
||||
/*-----------------------------------------------------------------------*/
|
||||
/* SSAO PASS AND DATA INIT */
|
||||
/*-----------------------------------------------------------------------*/
|
||||
ssaoStorage = resourceManager.Create<SHSSAO>();
|
||||
|
||||
//// copy
|
||||
//auto pureCopyShader = shaderModuleLibrary.GetShaderModule("PureCopyCs.glsl");
|
||||
//gBufferNode->AddNodeCompute(pureCopyShader, { "Position", "Scene" });
|
||||
ssaoTransferCmdBuffer = graphicsCmdPool->RequestCommandBuffer(SH_CMD_BUFFER_TYPE::PRIMARY);
|
||||
ssaoTransferCmdBuffer->BeginRecording();
|
||||
|
||||
// deferred composite
|
||||
auto deferredCompositeShader = shaderModuleLibrary.GetBuiltInShaderModule("DeferredComposite_CS");
|
||||
gBufferNode->AddNodeCompute(deferredCompositeShader, { "Position", "Normals", "Albedo", "Light Layer Indices", "Scene" });
|
||||
ssaoStorage->Init(device, ssaoTransferCmdBuffer);
|
||||
|
||||
ssaoTransferCmdBuffer->EndRecording();
|
||||
graphicsQueue->SubmitCommandBuffer({ ssaoTransferCmdBuffer });
|
||||
// Set up Debug Draw Passes
|
||||
// - Depth Tested
|
||||
auto debugDrawNodeDepth = worldRenderGraph->AddNode("Debug Draw with Depth", { "Scene", "Depth Buffer" }, {"G-Buffer"});
|
||||
auto debugDrawDepthSubpass = debugDrawNodeDepth->AddSubpass("Debug Draw with Depth");
|
||||
debugDrawDepthSubpass->AddColorOutput("Scene");
|
||||
debugDrawDepthSubpass->AddDepthOutput("Depth Buffer");
|
||||
// - No Depth Test
|
||||
auto debugDrawNode = worldRenderGraph->AddNode("Debug Draw", { "Scene" }, { "Debug Draw with Depth" });
|
||||
auto debugDrawSubpass = debugDrawNode->AddSubpass("Debug Draw");
|
||||
debugDrawSubpass->AddColorOutput("Scene");
|
||||
|
||||
graphicsQueue->WaitIdle();
|
||||
|
||||
ssaoStorage->PrepareRotationVectorsVkData(device);
|
||||
|
||||
Handle<SHRenderGraphNodeCompute> ssaoPass = gBufferNode->AddNodeCompute(ssaoShader, {"Position", "Normals", "SSAO"});
|
||||
auto ssaoDataBuffer = ssaoStorage->GetBuffer();
|
||||
ssaoPass->ModifyWriteDescBufferComputeResource(SHGraphicsConstants::DescriptorSetIndex::RENDERGRAPH_NODE_COMPUTE_RESOURCE, SHSSAO::DESC_SET_BUFFER_BINDING, { &ssaoDataBuffer, 1 }, 0, ssaoStorage->GetBuffer()->GetSizeStored());
|
||||
auto viewSamplerLayout = ssaoStorage->GetViewSamplerLayout();
|
||||
|
||||
ssaoPass->ModifyWriteDescImageComputeResource(SHGraphicsConstants::DescriptorSetIndex::RENDERGRAPH_NODE_COMPUTE_RESOURCE, SHSSAO::DESC_SET_IMAGE_BINDING, {&viewSamplerLayout, 1});
|
||||
|
||||
|
||||
auto dummyNode = worldRenderGraph->AddNode("Dummy Pass", { "Scene" }, {"G-Buffer"}); // no predecessors
|
||||
Handle<SHRenderGraphNodeCompute> ssaoBlurPass = gBufferNode->AddNodeCompute(ssaoBlurShader, { "SSAO", "SSAO Blur"});
|
||||
|
||||
/*-----------------------------------------------------------------------*/
|
||||
/* DEFERRED COMPOSITE SUBPASS INIT */
|
||||
/*-----------------------------------------------------------------------*/
|
||||
gBufferNode->AddNodeCompute(deferredCompositeShader, { "Position", "Normals", "Albedo", "Light Layer Indices", "SSAO Blur", "Scene" });
|
||||
|
||||
// Dummy Node
|
||||
auto dummyNode = worldRenderGraph->AddNode("Dummy Pass", { "Scene" }, { "Debug Draw" }); // no predecessors
|
||||
auto dummySubpass = dummyNode->AddSubpass("Dummy Subpass");
|
||||
dummySubpass->AddInput("Scene");
|
||||
|
||||
|
||||
/*-----------------------------------------------------------------------*/
|
||||
/* GENERATE RENDER GRAPH */
|
||||
/*-----------------------------------------------------------------------*/
|
||||
// Generate world render graph
|
||||
worldRenderGraph->Generate();
|
||||
|
||||
|
||||
/*-----------------------------------------------------------------------*/
|
||||
/* BIND RENDER GRAPH TO RENDERER */
|
||||
/*-----------------------------------------------------------------------*/
|
||||
// Add world renderer to default viewport
|
||||
worldRenderer = worldViewport->AddRenderer(resourceManager, swapchain->GetNumImages(), renderContextCmdPools, descPool, SHGraphicsGlobalData::GetDescSetLayouts()[SHGraphicsConstants::DescriptorSetIndex::HIGH_FREQUENCY_GLOBALS], worldRenderGraph);
|
||||
worldRenderer->SetCamera(worldCamera);
|
||||
|
||||
worldRenderer->SetCameraDirector(cameraSystem->CreateDirector());
|
||||
|
||||
auto cubeVS = shaderModuleLibrary.GetBuiltInShaderModule("TestCube_VS");
|
||||
auto cubeFS = shaderModuleLibrary.GetBuiltInShaderModule("TestCube_FS");
|
||||
// Create default materials
|
||||
defaultMaterial = AddMaterial(defaultVertShader, defaultFragShader, gBufferSubpass);
|
||||
|
||||
defaultMaterial = AddMaterial(cubeVS, cubeFS, gBufferSubpass);
|
||||
// Create debug draw pipeline
|
||||
debugDrawPipeline = createDebugDrawPipeline(debugDrawNode->GetRenderpass(), debugDrawSubpass);
|
||||
debugDrawDepthPipeline = createDebugDrawPipeline(debugDrawNodeDepth->GetRenderpass(), debugDrawDepthSubpass);
|
||||
}
|
||||
|
||||
void SHGraphicsSystem::InitMiddleEnd(void) noexcept
|
||||
|
@ -249,6 +313,7 @@ namespace SHADE
|
|||
|
||||
lightingSubSystem = resourceManager.Create<SHLightingSubSystem>();
|
||||
lightingSubSystem->Init(device, descPool);
|
||||
|
||||
}
|
||||
|
||||
#ifdef SHEDITOR
|
||||
|
@ -354,6 +419,17 @@ namespace SHADE
|
|||
auto cameraSystem = SHSystemManager::GetSystem<SHCameraSystem>();
|
||||
|
||||
|
||||
{
|
||||
#ifdef SHEDITOR
|
||||
auto editorSystem = SHSystemManager::GetSystem<SHEditor>();
|
||||
if (editorSystem->editorState != SHEditor::State::PLAY)
|
||||
lightingSubSystem->Run(cameraSystem->GetEditorCamera()->GetViewMatrix(), frameIndex);
|
||||
else
|
||||
lightingSubSystem->Run(worldRenderer->GetCameraDirector()->GetViewMatrix(), frameIndex);
|
||||
#else
|
||||
lightingSubSystem->Run(worldRenderer->GetCameraDirector()->GetViewMatrix(), frameIndex);
|
||||
#endif
|
||||
}
|
||||
|
||||
// For every viewport
|
||||
for (int vpIndex = 0; vpIndex < static_cast<int>(viewports.size()); ++vpIndex)
|
||||
|
@ -390,8 +466,7 @@ namespace SHADE
|
|||
currentCmdBuffer->BindIndexBuffer(buffer, 0);
|
||||
}
|
||||
|
||||
// Bind the descriptor set for lights
|
||||
lightingSubSystem->Run(currentCmdBuffer, frameIndex);
|
||||
lightingSubSystem->BindDescSet(currentCmdBuffer, frameIndex);
|
||||
|
||||
// Bind textures
|
||||
auto textureDescSet = texLibrary.GetTextureDescriptorSetGroup();
|
||||
|
@ -415,7 +490,7 @@ namespace SHADE
|
|||
{
|
||||
auto editorSystem = SHSystemManager::GetSystem<SHEditor>();
|
||||
if (editorSystem->editorState != SHEditor::State::PLAY)
|
||||
worldRenderer->UpdateDataAndBind(currentCmdBuffer, frameIndex, SHMatrix::Transpose(cameraSystem->GetEditorCamera()->GetProjMatrix() * cameraSystem->GetEditorCamera()->GetViewMatrix()));
|
||||
worldRenderer->UpdateDataAndBind(currentCmdBuffer, frameIndex, cameraSystem->GetEditorCamera()->GetViewMatrix(), cameraSystem->GetEditorCamera()->GetProjMatrix());
|
||||
else
|
||||
renderers[renIndex]->UpdateDataAndBind(currentCmdBuffer, frameIndex);
|
||||
}
|
||||
|
@ -630,10 +705,14 @@ namespace SHADE
|
|||
|
||||
void SHGraphicsSystem::BuildMeshBuffers()
|
||||
{
|
||||
transferCmdBuffer = graphicsCmdPool->RequestCommandBuffer(SH_CMD_BUFFER_TYPE::PRIMARY);
|
||||
device->WaitIdle();
|
||||
transferCmdBuffer->BeginRecording();
|
||||
meshLibrary.BuildBuffers(device, transferCmdBuffer);
|
||||
transferCmdBuffer->EndRecording();
|
||||
graphicsQueue->SubmitCommandBuffer({ transferCmdBuffer });
|
||||
device->WaitIdle();
|
||||
transferCmdBuffer.Free(); transferCmdBuffer = {};
|
||||
}
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
@ -658,10 +737,19 @@ namespace SHADE
|
|||
|
||||
void SHGraphicsSystem::BuildTextures()
|
||||
{
|
||||
graphicsTexCmdBuffer = graphicsCmdPool->RequestCommandBuffer(SH_CMD_BUFFER_TYPE::PRIMARY);
|
||||
device->WaitIdle();
|
||||
texLibrary.BuildTextures
|
||||
(
|
||||
device, graphicsTexCmdBuffer, graphicsQueue, descPool
|
||||
);
|
||||
device->WaitIdle();
|
||||
graphicsTexCmdBuffer.Free(); graphicsTexCmdBuffer = {};
|
||||
}
|
||||
|
||||
Handle<SHTexture> SHGraphicsSystem::GetTextureHandle(SHTexture::Index textureId) const
|
||||
{
|
||||
return texLibrary.GetTextureHandle(textureId);
|
||||
}
|
||||
|
||||
#pragma endregion ADD_REMOVE
|
||||
|
@ -701,6 +789,7 @@ namespace SHADE
|
|||
void SHGraphicsSystem::EndRoutine::Execute(double) noexcept
|
||||
{
|
||||
reinterpret_cast<SHGraphicsSystem*>(system)->EndRender();
|
||||
SHResourceManager::FinaliseChanges();
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
@ -718,8 +807,13 @@ namespace SHADE
|
|||
if (!renderable.HasChanged())
|
||||
continue;
|
||||
|
||||
// Remove from old material's SuperBatch
|
||||
Handle<SHMaterialInstance> prevMaterial = renderable.GetPrevMaterial();
|
||||
if (!renderable.GetMesh())
|
||||
{
|
||||
SHLOG_CRITICAL("NULL Mesh provided!");
|
||||
}
|
||||
|
||||
// Remove from the SuperBatch it is previously in (prevMat if mat has changed)
|
||||
Handle<SHMaterialInstance> prevMaterial = renderable.HasMaterialChanged() ? renderable.GetPrevMaterial() : renderable.GetMaterial();
|
||||
if (prevMaterial)
|
||||
{
|
||||
Handle<SHSuperBatch> oldSuperBatch = prevMaterial->GetBaseMaterial()->GetPipeline()->GetPipelineState().GetSubpass()->GetSuperBatch();
|
||||
|
@ -808,5 +902,57 @@ namespace SHADE
|
|||
return worldRenderGraph->GetNode(G_BUFFER_RENDER_GRAPH_NODE_NAME.data());
|
||||
}
|
||||
|
||||
Handle<SHVkPipeline> SHGraphicsSystem::createDebugDrawPipeline(Handle<SHVkRenderpass> renderPass, Handle<SHSubpass> subpass)
|
||||
{
|
||||
auto pipelineLayout = resourceManager.Create<SHVkPipelineLayout>
|
||||
(
|
||||
device, SHPipelineLayoutParams
|
||||
{
|
||||
.shaderModules = { debugVertShader, debugFragShader },
|
||||
.globalDescSetLayouts = SHGraphicsGlobalData::GetDescSetLayouts()
|
||||
}
|
||||
);
|
||||
auto pipeline = resourceManager.Create<SHVkPipeline>(device, pipelineLayout, nullptr, renderPass, subpass);
|
||||
pipeline->GetPipelineState().SetRasterizationState(SHRasterizationState
|
||||
{
|
||||
.polygonMode = vk::PolygonMode::eLine,
|
||||
.cull_mode = vk::CullModeFlagBits::eNone
|
||||
});
|
||||
pipeline->GetPipelineState().SetInputAssemblyState(SHInputAssemblyState
|
||||
{
|
||||
.topology = vk::PrimitiveTopology::eLineList
|
||||
});
|
||||
|
||||
SHVertexInputState debugDrawVertexInputState;
|
||||
debugDrawVertexInputState.AddBinding(false, true, { SHVertexAttribute(SHAttribFormat::FLOAT_4D), SHVertexAttribute(SHAttribFormat::FLOAT_4D) });
|
||||
pipeline->GetPipelineState().SetVertexInputState(debugDrawVertexInputState);
|
||||
SHColorBlendState colorBlendState{};
|
||||
colorBlendState.logic_op_enable = VK_FALSE;
|
||||
colorBlendState.logic_op = vk::LogicOp::eCopy;
|
||||
|
||||
auto const& subpassColorReferences = subpass->GetColorAttachmentReferences();
|
||||
colorBlendState.attachments.reserve(subpassColorReferences.size());
|
||||
|
||||
for (auto& att : subpassColorReferences)
|
||||
{
|
||||
colorBlendState.attachments.push_back(vk::PipelineColorBlendAttachmentState
|
||||
{
|
||||
.blendEnable = SHVkUtil::IsBlendCompatible(subpass->GetFormatFromAttachmentReference(att.attachment)),
|
||||
.srcColorBlendFactor = vk::BlendFactor::eSrcAlpha,
|
||||
.dstColorBlendFactor = vk::BlendFactor::eOneMinusSrcAlpha,
|
||||
.colorBlendOp = vk::BlendOp::eAdd,
|
||||
.srcAlphaBlendFactor = vk::BlendFactor::eOne,
|
||||
.dstAlphaBlendFactor = vk::BlendFactor::eZero,
|
||||
.alphaBlendOp = vk::BlendOp::eAdd,
|
||||
.colorWriteMask = vk::ColorComponentFlagBits::eR | vk::ColorComponentFlagBits::eG | vk::ColorComponentFlagBits::eB | vk::ColorComponentFlagBits::eA,
|
||||
});
|
||||
}
|
||||
|
||||
pipeline->GetPipelineState().SetColorBlenState(colorBlendState);
|
||||
pipeline->ConstructPipeline();
|
||||
|
||||
return pipeline;
|
||||
}
|
||||
|
||||
#pragma endregion MISC
|
||||
}
|
||||
|
|
|
@ -25,13 +25,13 @@ of DigiPen Institute of Technology is prohibited.
|
|||
#include "ECS_Base/System/SHSystemRoutine.h"
|
||||
#include "Graphics/Descriptors/SHVkDescriptorPool.h"
|
||||
#include "Graphics/RenderGraph/SHRenderGraph.h"
|
||||
#include "Graphics/MiddleEnd/Shaders/SHShaderModuleLibrary.h"
|
||||
#include "SHMeshLibrary.h"
|
||||
#include "Graphics/MiddleEnd/Materials/SHMaterialInstanceCache.h"
|
||||
#include "../Textures/SHTextureLibrary.h"
|
||||
#include "../Textures/SHVkSamplerCache.h"
|
||||
#include "Graphics/MiddleEnd/Interface/SHPostOffscreenRenderSystem.h"
|
||||
#include "Graphics/MiddleEnd/Lights/SHLightingSubSystem.h"
|
||||
#include "Graphics/MiddleEnd/PostProcessing/SHSSAO.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
|
@ -263,6 +263,21 @@ namespace SHADE
|
|||
*/
|
||||
/***************************************************************************/
|
||||
void BuildTextures();
|
||||
/***************************************************************************/
|
||||
/*!
|
||||
*
|
||||
\brief
|
||||
Retrieves the texture handle at the specified texture index.
|
||||
|
||||
\param textureId
|
||||
Index of the texture to look for.
|
||||
|
||||
\returns
|
||||
Handle to the texture
|
||||
|
||||
*/
|
||||
/***************************************************************************/
|
||||
Handle<SHTexture> GetTextureHandle(SHTexture::Index textureId) const;
|
||||
|
||||
void PrepareResize(uint32_t newWidth, uint32_t newHeight) noexcept;
|
||||
void HandleResize(void) noexcept;
|
||||
|
@ -289,10 +304,14 @@ namespace SHADE
|
|||
Handle<SHMousePickSystem> GetMousePickSystem(void) const noexcept {return mousePickSystem;};
|
||||
Handle<SHPostOffscreenRenderSystem> GetPostOffscreenRenderSystem(void) const noexcept {return postOffscreenRender;};
|
||||
Handle<SHRenderGraphNode> GetPrimaryRenderpass() const noexcept;
|
||||
//SHRenderGraph const& GetRenderGraph(void) const noexcept;
|
||||
|
||||
//Handle<SHVkRenderpass> GetRenderPass() const { return renderPass; }
|
||||
Handle<SHVkPipeline> GetDebugDrawPipeline(void) const noexcept { return debugDrawPipeline; }
|
||||
Handle<SHVkPipeline> GetDebugDrawDepthPipeline(void) const noexcept { return debugDrawDepthPipeline; }
|
||||
uint32_t GetCurrentFrameIndex(void) const noexcept { return renderContext.GetCurrentFrame(); }
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Getters */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
SHWindow* GetWindow() noexcept { return window; }
|
||||
|
||||
private:
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
|
@ -313,6 +332,7 @@ namespace SHADE
|
|||
Handle<SHVkDescriptorPool> descPool;
|
||||
Handle<SHVkCommandPool> graphicsCmdPool;
|
||||
Handle<SHVkCommandBuffer> transferCmdBuffer;
|
||||
Handle<SHVkCommandBuffer> ssaoTransferCmdBuffer;
|
||||
Handle<SHVkCommandBuffer> graphicsTexCmdBuffer;
|
||||
SHRenderContext renderContext;
|
||||
std::array<Handle<SHVkSemaphore>, 2> graphSemaphores;
|
||||
|
@ -320,11 +340,12 @@ namespace SHADE
|
|||
SHWindow* window = nullptr;
|
||||
|
||||
// Middle End Resources
|
||||
SHResourceHub resourceManager;
|
||||
SHResourceHub resourceManager;
|
||||
SHMeshLibrary meshLibrary;
|
||||
SHTextureLibrary texLibrary;
|
||||
SHSamplerCache samplerCache;
|
||||
SHMaterialInstanceCache materialInstanceCache;
|
||||
|
||||
// Viewports
|
||||
#ifdef SHEDITOR
|
||||
Handle<SHViewport> editorViewport;
|
||||
|
@ -335,21 +356,27 @@ namespace SHADE
|
|||
Handle<SHViewport> worldViewport; // Whole screen
|
||||
std::vector<Handle<SHViewport>> viewports; // Additional viewports
|
||||
|
||||
// Debug Renderers
|
||||
Handle<SHRenderer> debugWorldRenderer;
|
||||
Handle<SHRenderer> debugScreenRenderer;
|
||||
|
||||
// Temp renderers
|
||||
Handle<SHRenderer> worldRenderer;
|
||||
|
||||
// Temp Cameras
|
||||
Handle<SHCamera> worldCamera;
|
||||
Handle<SHCamera> screenCamera;
|
||||
|
||||
SHShaderModuleLibrary shaderModuleLibrary;
|
||||
|
||||
// Temp Materials
|
||||
// Built-In Shaders
|
||||
Handle<SHVkShaderModule> defaultVertShader;
|
||||
Handle<SHVkShaderModule> defaultFragShader;
|
||||
Handle<SHVkShaderModule> debugVertShader;
|
||||
Handle<SHVkShaderModule> debugFragShader;
|
||||
Handle<SHVkShaderModule> deferredCompositeShader;
|
||||
Handle<SHVkShaderModule> ssaoShader;
|
||||
Handle<SHVkShaderModule> ssaoBlurShader;
|
||||
|
||||
|
||||
// Built-In Materials
|
||||
Handle<SHMaterial> defaultMaterial;
|
||||
Handle<SHVkPipeline> debugDrawPipeline;
|
||||
Handle<SHVkPipeline> debugDrawDepthPipeline;
|
||||
|
||||
Handle<SHRenderGraph> worldRenderGraph;
|
||||
|
||||
|
@ -357,10 +384,15 @@ namespace SHADE
|
|||
Handle<SHMousePickSystem> mousePickSystem;
|
||||
Handle<SHPostOffscreenRenderSystem> postOffscreenRender;
|
||||
Handle<SHLightingSubSystem> lightingSubSystem;
|
||||
Handle<SHSSAO> ssaoStorage;
|
||||
|
||||
uint32_t resizeWidth;
|
||||
uint32_t resizeHeight;
|
||||
bool restoredFromMinimize = false;
|
||||
uint32_t resizeWidth = 1;
|
||||
uint32_t resizeHeight = 1;
|
||||
bool restoredFromMinimize = false;
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Helper Functions */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
Handle<SHVkPipeline> createDebugDrawPipeline(Handle<SHVkRenderpass> renderPass, Handle<SHSubpass> subpass);
|
||||
};
|
||||
}
|
|
@ -0,0 +1,77 @@
|
|||
/************************************************************************************//*!
|
||||
\file SHGraphicsSystemInterface.cpp
|
||||
\author Tng Kah Wei, kahwei.tng, 390009620
|
||||
\par email: kahwei.tng\@digipen.edu
|
||||
\date Oct 31, 2022
|
||||
\brief Contains the definitions of the functions of the static
|
||||
SHGraphicsSystemInterface class.
|
||||
|
||||
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.
|
||||
*//*************************************************************************************/
|
||||
// Precompiled Headers
|
||||
#include "SHpch.h"
|
||||
// Primary Header
|
||||
#include "SHGraphicsSystemInterface.h"
|
||||
// Project Includes
|
||||
#include "ECS_Base/Managers/SHSystemManager.h"
|
||||
#include "Graphics/MiddleEnd/Interface/SHGraphicsSystem.h"
|
||||
#include "Graphics/Windowing/SHWindow.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Static Usage Functions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
uint32_t SHGraphicsSystemInterface::GetWindowWidth()
|
||||
{
|
||||
auto gfxSystem = SHSystemManager::GetSystem<SHGraphicsSystem>();
|
||||
if (gfxSystem)
|
||||
{
|
||||
const auto WND = gfxSystem->GetWindow();
|
||||
return WND->GetWindowSize().first;
|
||||
}
|
||||
|
||||
SHLOG_WARNING("[SHGraphicsSystemInterface] Failed to get window width. Value of 0 returned instead.");
|
||||
return 0;
|
||||
}
|
||||
|
||||
uint32_t SHGraphicsSystemInterface::GetWindowHeight()
|
||||
{
|
||||
auto gfxSystem = SHSystemManager::GetSystem<SHGraphicsSystem>();
|
||||
if (gfxSystem)
|
||||
{
|
||||
const auto WND = gfxSystem->GetWindow();
|
||||
return WND->GetWindowSize().second;
|
||||
}
|
||||
|
||||
SHLOG_WARNING("[SHGraphicsSystemInterface] Failed to get window height. Value of 0 returned instead.");
|
||||
return 0;
|
||||
}
|
||||
|
||||
bool SHGraphicsSystemInterface::IsFullscreen()
|
||||
{
|
||||
auto gfxSystem = SHSystemManager::GetSystem<SHGraphicsSystem>();
|
||||
if (gfxSystem)
|
||||
{
|
||||
const auto WND = gfxSystem->GetWindow();
|
||||
return WND->GetWindowData().isFullscreen;
|
||||
}
|
||||
|
||||
SHLOG_WARNING("[SHGraphicsSystemInterface] Failed to get window fullscreen status. Value of false returned instead.");
|
||||
return false;
|
||||
}
|
||||
|
||||
void SHGraphicsSystemInterface::CloseWindow()
|
||||
{
|
||||
auto gfxSystem = SHSystemManager::GetSystem<SHGraphicsSystem>();
|
||||
if (gfxSystem)
|
||||
{
|
||||
auto WND = gfxSystem->GetWindow();
|
||||
return WND->Close();
|
||||
}
|
||||
|
||||
SHLOG_WARNING("[SHGraphicsSystemInterface] Failed to close window.");
|
||||
}
|
||||
}
|
|
@ -0,0 +1,52 @@
|
|||
/************************************************************************************//*!
|
||||
\file SHGraphicsSystemInterface.h
|
||||
\author Tng Kah Wei, kahwei.tng, 390009620
|
||||
\par email: kahwei.tng\@digipen.edu
|
||||
\date Oct 31, 2022
|
||||
\brief Contains the definition of the SHGraphicsSystemInterface static class.
|
||||
|
||||
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
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
/// <summary>
|
||||
/// Static class that wraps up certain functions in the SHGraphicsSystem so that
|
||||
/// accessing it from SHADE_Managed would not cause issues due to C++20 features.
|
||||
/// </summary>
|
||||
class SH_API SHGraphicsSystemInterface final
|
||||
{
|
||||
public:
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Constructor */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
SHGraphicsSystemInterface() = delete;
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Static Usage Functions */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/// <summary>
|
||||
/// Retrieves the current window width.
|
||||
/// </summary>
|
||||
/// <returns>The current window width.</returns>
|
||||
static uint32_t GetWindowWidth();
|
||||
/// <summary>
|
||||
/// Retrieves the current window height.
|
||||
/// </summary>
|
||||
/// <returns>The current window height.</returns>
|
||||
static uint32_t GetWindowHeight();
|
||||
/// <summary>
|
||||
/// Retrieves the current window fullscreen status.
|
||||
/// </summary>
|
||||
/// <returns>The current window fullscreen status..</returns>
|
||||
static bool IsFullscreen();
|
||||
/// <summary>
|
||||
/// Closes the current window, and depending on the implementation, should also
|
||||
/// close the application.
|
||||
/// </summary>
|
||||
static void CloseWindow();
|
||||
};
|
||||
}
|
|
@ -83,13 +83,14 @@ namespace SHADE
|
|||
{
|
||||
if (camera && cameraDirector)
|
||||
{
|
||||
UpdateDataAndBind(cmdBuffer, frameIndex, SHMatrix::Transpose(cameraDirector->GetVPMatrix()));
|
||||
//UpdateDataAndBind(cmdBuffer, frameIndex, SHMatrix::Transpose(cameraDirector->GetVPMatrix()));
|
||||
UpdateDataAndBind(cmdBuffer, frameIndex, cameraDirector->GetViewMatrix(), cameraDirector->GetProjMatrix());
|
||||
}
|
||||
}
|
||||
|
||||
void SHRenderer::UpdateDataAndBind(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex, SHMatrix exteriorMatrix) noexcept
|
||||
void SHRenderer::UpdateDataAndBind(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex, SHMatrix const& viewMatrix, SHMatrix const& projMatrix) noexcept
|
||||
{
|
||||
SetViewProjectionMatrix(exteriorMatrix);
|
||||
SetViewProjectionMatrix(viewMatrix, projMatrix);
|
||||
|
||||
//cpuCameraData.viewProjectionMatrix = camera->GetViewProjectionMatrix();
|
||||
cameraBuffer->WriteToMemory(&cpuCameraData, sizeof(SHShaderCameraData), 0, cameraDataAlignedSize * frameIndex);
|
||||
|
@ -97,16 +98,19 @@ namespace SHADE
|
|||
std::array<uint32_t, 1> dynamicOffsets{ frameIndex * cameraDataAlignedSize };
|
||||
|
||||
cmdBuffer->BindDescriptorSet(cameraDescriptorSet, SH_PIPELINE_TYPE::GRAPHICS, SHGraphicsConstants::DescriptorSetIndex::HIGH_FREQUENCY_GLOBALS, std::span{ dynamicOffsets.data(), 1 });
|
||||
cmdBuffer->BindDescriptorSet(cameraDescriptorSet, SH_PIPELINE_TYPE::COMPUTE, SHGraphicsConstants::DescriptorSetIndex::HIGH_FREQUENCY_GLOBALS, std::span{ dynamicOffsets.data(), 1 });
|
||||
}
|
||||
|
||||
void SHRenderer::UpdateCameraDataToBuffer(void) noexcept
|
||||
{
|
||||
}
|
||||
|
||||
void SHRenderer::SetViewProjectionMatrix(SHMatrix const& vpMatrix) noexcept
|
||||
void SHRenderer::SetViewProjectionMatrix(SHMatrix const& viewMatrix, SHMatrix const& projMatrix) noexcept
|
||||
{
|
||||
//cpuCameraData.viewProjectionMatrix = camera->GetViewMatrix() * camera->GetProjectionMatrix();
|
||||
cpuCameraData.viewProjectionMatrix = vpMatrix;
|
||||
cpuCameraData.viewProjectionMatrix = SHMatrix::Transpose(projMatrix * viewMatrix);
|
||||
cpuCameraData.viewMatrix = SHMatrix::Transpose(viewMatrix);
|
||||
cpuCameraData.projectionMatrix = SHMatrix::Transpose(projMatrix);
|
||||
}
|
||||
|
||||
Handle<SHRenderGraph> SHRenderer::GetRenderGraph(void) const noexcept
|
||||
|
@ -119,4 +123,9 @@ namespace SHADE
|
|||
return commandBuffers[frameIndex];
|
||||
}
|
||||
|
||||
Handle<SHCameraDirector> SHRenderer::GetCameraDirector(void) const noexcept
|
||||
{
|
||||
return cameraDirector;
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -46,6 +46,8 @@ namespace SHADE
|
|||
{
|
||||
SHVec4 cameraPosition;
|
||||
SHMatrix viewProjectionMatrix;
|
||||
SHMatrix viewMatrix;
|
||||
SHMatrix projectionMatrix;
|
||||
};
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
@ -79,15 +81,16 @@ namespace SHADE
|
|||
/*-----------------------------------------------------------------------------*/
|
||||
void Draw(uint32_t frameIndex, Handle<SHVkDescriptorPool> descPool) noexcept;
|
||||
void UpdateDataAndBind(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex) noexcept;
|
||||
void UpdateDataAndBind(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex, SHMatrix exteriorMatrix) noexcept;
|
||||
void UpdateDataAndBind(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex, SHMatrix const& viewMatrix, SHMatrix const& projMatrix) noexcept;
|
||||
void UpdateCameraDataToBuffer (void) noexcept;
|
||||
void SetViewProjectionMatrix (SHMatrix const& vpMatrix) noexcept;
|
||||
void SetViewProjectionMatrix (SHMatrix const& viewMatrix, SHMatrix const& projMatrix) noexcept;
|
||||
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
/* Setters and Getters */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
Handle<SHRenderGraph> GetRenderGraph (void) const noexcept;
|
||||
Handle<SHRenderGraph> GetRenderGraph (void) const noexcept;
|
||||
Handle<SHVkCommandBuffer> GetCommandBuffer(uint32_t frameIndex) const noexcept;
|
||||
Handle<SHCameraDirector> GetCameraDirector (void) const noexcept;
|
||||
|
||||
private:
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
|
|
|
@ -9,9 +9,9 @@ namespace SHADE
|
|||
{
|
||||
lightData.Reset();
|
||||
SetType(SH_LIGHT_TYPE::DIRECTIONAL);
|
||||
indexInBuffer = std::numeric_limits<uint32_t>::max();
|
||||
//indexInBuffer = std::numeric_limits<uint32_t>::max();
|
||||
isActive = true;
|
||||
Unbind();
|
||||
//Unbind();
|
||||
}
|
||||
|
||||
|
||||
|
@ -23,28 +23,28 @@ namespace SHADE
|
|||
void SHLightComponent::SetPosition(SHVec3 const& position) noexcept
|
||||
{
|
||||
lightData.position = position;
|
||||
MakeDirty();
|
||||
//MakeDirty();
|
||||
}
|
||||
|
||||
|
||||
void SHLightComponent::SetType(SH_LIGHT_TYPE type) noexcept
|
||||
{
|
||||
lightData.type = type;
|
||||
MakeDirty();
|
||||
//MakeDirty();
|
||||
}
|
||||
|
||||
|
||||
void SHLightComponent::SetDirection(SHVec3 const& direction) noexcept
|
||||
{
|
||||
lightData.direction = direction;
|
||||
MakeDirty();
|
||||
//MakeDirty();
|
||||
}
|
||||
|
||||
|
||||
void SHLightComponent::SetColor(SHVec4 const& color) noexcept
|
||||
{
|
||||
lightData.color = color;
|
||||
MakeDirty();
|
||||
//MakeDirty();
|
||||
}
|
||||
|
||||
void SHLightComponent::ModifyCullingMask(uint8_t layerIndex, bool value) noexcept
|
||||
|
@ -54,7 +54,7 @@ namespace SHADE
|
|||
else
|
||||
lightData.cullingMask &= ~(1u << layerIndex);
|
||||
|
||||
MakeDirty();
|
||||
//MakeDirty();
|
||||
}
|
||||
|
||||
void SHLightComponent::SetCullingMask(uint32_t const& value) noexcept
|
||||
|
@ -65,43 +65,43 @@ namespace SHADE
|
|||
void SHLightComponent::SetAllLayers(void) noexcept
|
||||
{
|
||||
lightData.cullingMask = std::numeric_limits<uint32_t>::max();
|
||||
MakeDirty();
|
||||
//MakeDirty();
|
||||
}
|
||||
|
||||
|
||||
void SHLightComponent::ClearAllLayers(void) noexcept
|
||||
{
|
||||
lightData.cullingMask = 0;
|
||||
MakeDirty();
|
||||
//MakeDirty();
|
||||
}
|
||||
|
||||
void SHLightComponent::MakeDirty(void) noexcept
|
||||
{
|
||||
dirty = true;
|
||||
}
|
||||
//void SHLightComponent::MakeDirty(void) noexcept
|
||||
//{
|
||||
// dirty = true;
|
||||
//}
|
||||
|
||||
void SHLightComponent::ClearDirtyFlag(void) noexcept
|
||||
{
|
||||
dirty = false;
|
||||
}
|
||||
//void SHLightComponent::ClearDirtyFlag(void) noexcept
|
||||
//{
|
||||
// dirty = false;
|
||||
//}
|
||||
|
||||
void SHLightComponent::Unbind(void) noexcept
|
||||
{
|
||||
bound = false;
|
||||
MakeDirty();
|
||||
}
|
||||
|
||||
void SHLightComponent::SetBound(uint32_t inIndexInBuffer) noexcept
|
||||
{
|
||||
bound = true;
|
||||
indexInBuffer = inIndexInBuffer;
|
||||
}
|
||||
// void SHLightComponent::Unbind(void) noexcept
|
||||
// {
|
||||
// bound = false;
|
||||
// MakeDirty();
|
||||
// }
|
||||
//
|
||||
// void SHLightComponent::SetBound(uint32_t inIndexInBuffer) noexcept
|
||||
//{
|
||||
// bound = true;
|
||||
// indexInBuffer = inIndexInBuffer;
|
||||
// }
|
||||
|
||||
|
||||
void SHLightComponent::SetStrength(float value) noexcept
|
||||
{
|
||||
lightData.strength = value;
|
||||
MakeDirty();
|
||||
//MakeDirty();
|
||||
}
|
||||
|
||||
SHLightData const& SHLightComponent::GetLightData(void) const noexcept
|
||||
|
@ -135,20 +135,20 @@ namespace SHADE
|
|||
}
|
||||
|
||||
|
||||
bool SHLightComponent::IsDirty(void) const noexcept
|
||||
{
|
||||
return dirty;
|
||||
}
|
||||
//bool SHLightComponent::IsDirty(void) const noexcept
|
||||
//{
|
||||
// return dirty;
|
||||
//}
|
||||
|
||||
bool SHLightComponent::GetBound(void) const noexcept
|
||||
{
|
||||
return bound;
|
||||
}
|
||||
//bool SHLightComponent::GetBound(void) const noexcept
|
||||
//{
|
||||
// return bound;
|
||||
//}
|
||||
|
||||
uint32_t SHLightComponent::GetIndexInBuffer(void) const noexcept
|
||||
{
|
||||
return indexInBuffer;
|
||||
}
|
||||
//uint32_t SHLightComponent::GetIndexInBuffer(void) const noexcept
|
||||
//{
|
||||
// return indexInBuffer;
|
||||
//}
|
||||
|
||||
float SHLightComponent::GetStrength(void) const noexcept
|
||||
{
|
||||
|
|
|
@ -17,13 +17,13 @@ namespace SHADE
|
|||
//! 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.
|
||||
uint32_t indexInBuffer;
|
||||
//uint32_t indexInBuffer;
|
||||
|
||||
//! If the light component changed some value we mark this true.
|
||||
bool dirty;
|
||||
////! If the light component changed some value we mark this true.
|
||||
//bool dirty;
|
||||
|
||||
//! If the light's data is already in the buffers, this will be set to true.
|
||||
bool bound;
|
||||
////! If the light's data is already in the buffers, this will be set to true.
|
||||
//bool bound;
|
||||
|
||||
|
||||
public:
|
||||
|
@ -44,10 +44,10 @@ namespace SHADE
|
|||
void SetCullingMask (uint32_t const& value) noexcept;
|
||||
void SetAllLayers (void) noexcept; // serialized
|
||||
void ClearAllLayers (void) noexcept; // serialized
|
||||
void MakeDirty (void) noexcept;
|
||||
void ClearDirtyFlag (void) noexcept;
|
||||
void Unbind (void) noexcept;
|
||||
void SetBound (uint32_t inIndexInBuffer) noexcept;
|
||||
//void MakeDirty (void) noexcept;
|
||||
//void ClearDirtyFlag (void) noexcept;
|
||||
//void Unbind (void) noexcept;
|
||||
//void SetBound (uint32_t inIndexInBuffer) noexcept;
|
||||
void SetStrength (float value) noexcept; // serialized
|
||||
|
||||
|
||||
|
@ -57,8 +57,8 @@ namespace SHADE
|
|||
SHVec3 const& GetDirection (void) const noexcept; // serialized
|
||||
SHVec4 const& GetColor (void) const noexcept; // serialized
|
||||
uint32_t const& GetCullingMask (void) const noexcept; // serialized
|
||||
bool IsDirty (void) const noexcept;
|
||||
bool GetBound (void) const noexcept;
|
||||
//bool IsDirty (void) const noexcept;
|
||||
//bool GetBound (void) const noexcept;
|
||||
uint32_t GetIndexInBuffer (void) const noexcept;
|
||||
float GetStrength (void) const noexcept;
|
||||
RTTR_ENABLE()
|
||||
|
|
|
@ -8,6 +8,8 @@
|
|||
#include "SHLightComponent.h"
|
||||
#include "ECS_Base/Managers/SHComponentManager.h"
|
||||
#include "SHLightComponent.h"
|
||||
#include "Math/Vector/SHVec4.h"
|
||||
#include "Math/SHMatrix.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
|
@ -31,7 +33,7 @@ namespace SHADE
|
|||
|
||||
*/
|
||||
/***************************************************************************/
|
||||
void SHLightingSubSystem::PerTypeData::WriteLightToAddress(void* address, SHLightComponent* lightComp) noexcept
|
||||
void SHLightingSubSystem::PerTypeData::WriteLightToAddress(void* address, SHMatrix const& viewMat, SHLightComponent* lightComp) noexcept
|
||||
{
|
||||
auto const& lightData = lightComp->GetLightData();
|
||||
switch (lightData.type)
|
||||
|
@ -40,8 +42,12 @@ namespace SHADE
|
|||
{
|
||||
SHDirectionalLightData* lightPtr = reinterpret_cast<SHDirectionalLightData*>(address);
|
||||
|
||||
// #NoteToSelf: NEED TO TRANSPOSE HERE BECAUSE MULTIPLICATION IS ROW MAJOR.
|
||||
SHVec4 transformedDir = SHMatrix::Transpose(viewMat) * SHVec4(lightData.direction[0], lightData.direction[1], lightData.direction[2], 0.0f);
|
||||
|
||||
lightPtr->cullingMask = lightData.cullingMask;
|
||||
lightPtr->direction = lightData.direction;
|
||||
lightPtr->direction = SHVec3 (transformedDir.x, transformedDir.y, transformedDir.z);
|
||||
//lightPtr->direction = lightData.direction;
|
||||
lightPtr->diffuseColor = lightData.color;
|
||||
lightPtr->active = lightComp->isActive;
|
||||
break;
|
||||
|
@ -240,7 +246,7 @@ namespace SHADE
|
|||
|
||||
*/
|
||||
/***************************************************************************/
|
||||
void SHLightingSubSystem::PerTypeData::AddLight(Handle<SHVkLogicalDevice> logicalDevice, SHLightComponent* unboundLight, bool expanded) noexcept
|
||||
void SHLightingSubSystem::PerTypeData::AddLight(Handle<SHVkLogicalDevice> logicalDevice, SHLightComponent* unboundLight, SHMatrix const& viewMat, bool& expanded) noexcept
|
||||
{
|
||||
if (unboundLight)
|
||||
{
|
||||
|
@ -259,10 +265,10 @@ namespace SHADE
|
|||
void* writeLocation = reinterpret_cast<uint8_t*>(intermediateData.get()) + (lightDataAlignedSize * numLights);
|
||||
|
||||
// Write the light data to address
|
||||
WriteLightToAddress(writeLocation, unboundLight);
|
||||
WriteLightToAddress(writeLocation, viewMat, unboundLight);
|
||||
|
||||
// Set the light component to be bound to that location
|
||||
unboundLight->SetBound(numLights);
|
||||
//unboundLight->SetBound(numLights);
|
||||
|
||||
// Increase light count
|
||||
++numLights;
|
||||
|
@ -280,11 +286,11 @@ namespace SHADE
|
|||
|
||||
*/
|
||||
/***************************************************************************/
|
||||
void SHLightingSubSystem::PerTypeData::ModifyLight(SHLightComponent* lightComp) noexcept
|
||||
{
|
||||
void* writeLocation = reinterpret_cast<uint8_t*>(intermediateData.get()) + (lightDataAlignedSize * lightComp->GetIndexInBuffer());
|
||||
WriteLightToAddress(writeLocation, lightComp);
|
||||
}
|
||||
//void SHLightingSubSystem::PerTypeData::ModifyLight(SHLightComponent* lightComp) noexcept
|
||||
//{
|
||||
// void* writeLocation = reinterpret_cast<uint8_t*>(intermediateData.get()) + (lightDataAlignedSize * lightComp->GetIndexInBuffer());
|
||||
// WriteLightToAddress(writeLocation, lightComp);
|
||||
//}
|
||||
|
||||
void SHLightingSubSystem::PerTypeData::WriteToGPU(uint32_t frameIndex) noexcept
|
||||
{
|
||||
|
@ -406,7 +412,7 @@ namespace SHADE
|
|||
dynamicOffsets[i].resize(NUM_LIGHT_TYPES + 1); // +1 for the count
|
||||
}
|
||||
|
||||
numLightComponents = 0;
|
||||
//numLightComponents = 0;
|
||||
}
|
||||
|
||||
/***************************************************************************/
|
||||
|
@ -419,21 +425,25 @@ namespace SHADE
|
|||
|
||||
*/
|
||||
/***************************************************************************/
|
||||
void SHLightingSubSystem::Run(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex) noexcept
|
||||
void SHLightingSubSystem::Run(SHMatrix const& viewMat, uint32_t frameIndex) noexcept
|
||||
{
|
||||
static uint32_t constexpr NUM_LIGHT_TYPES = SHUtilities::ToUnderlying(SH_LIGHT_TYPE::NUM_TYPES);
|
||||
|
||||
auto& lightComps = SHComponentManager::GetDense<SHLightComponent>();
|
||||
bool expanded = false;
|
||||
bool rewrite = false;
|
||||
|
||||
if (numLightComponents > lightComps.size())
|
||||
{
|
||||
rewrite = true;
|
||||
ResetNumLights();
|
||||
}
|
||||
// First we reset the number of lights. We do this every frame so that we can count how many lights we have
|
||||
ResetNumLights();
|
||||
|
||||
numLightComponents = lightComps.size();
|
||||
//bool rewrite = false;
|
||||
|
||||
//if (numLightComponents > lightComps.size())
|
||||
//{
|
||||
// rewrite = true;
|
||||
// ResetNumLights();
|
||||
//}
|
||||
|
||||
//numLightComponents = lightComps.size();
|
||||
|
||||
for (auto& light : lightComps)
|
||||
{
|
||||
|
@ -441,22 +451,22 @@ namespace SHADE
|
|||
|
||||
// First we want to make sure the light is already bound to the system. if it
|
||||
// isn't, we write it to the correct buffer.
|
||||
if (!light.GetBound() || rewrite)
|
||||
//if (!light.GetBound() || rewrite)
|
||||
{
|
||||
perTypeData[enumValue].AddLight(logicalDevice, &light, expanded);
|
||||
perTypeData[enumValue].AddLight(logicalDevice, &light, viewMat, expanded);
|
||||
|
||||
//// add to light count
|
||||
// add to light count
|
||||
//++lightCountsData[enumValue];
|
||||
}
|
||||
|
||||
// if there was modification to the light data
|
||||
if (light.IsDirty())
|
||||
//if (light.IsDirty())
|
||||
{
|
||||
// Write the data to the CPU
|
||||
perTypeData[enumValue].ModifyLight(&light);
|
||||
//perTypeData[enumValue].ModifyLight(&light);
|
||||
|
||||
// Light is now updated in the container
|
||||
light.ClearDirtyFlag();
|
||||
//light.ClearDirtyFlag();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -488,8 +498,6 @@ namespace SHADE
|
|||
// so we do it anyway. #NoteToSelf: if at any point it affects performance, do a check before computing.
|
||||
ComputeDynamicOffsets();
|
||||
|
||||
// Bind descriptor set (We bind at an offset because the buffer holds NUM_FRAME_BUFFERS sets of data).
|
||||
cmdBuffer->BindDescriptorSet(lightingDataDescSet, SH_PIPELINE_TYPE::COMPUTE, SHGraphicsConstants::DescriptorSetIndex::DYNAMIC_GLOBALS, {dynamicOffsets[frameIndex]});
|
||||
|
||||
}
|
||||
|
||||
|
@ -505,4 +513,12 @@ namespace SHADE
|
|||
{
|
||||
|
||||
}
|
||||
|
||||
void SHLightingSubSystem::BindDescSet(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex) noexcept
|
||||
{
|
||||
//Bind descriptor set(We bind at an offset because the buffer holds NUM_FRAME_BUFFERS sets of data).
|
||||
cmdBuffer->BindDescriptorSet(lightingDataDescSet, SH_PIPELINE_TYPE::COMPUTE, SHGraphicsConstants::DescriptorSetIndex::DYNAMIC_GLOBALS, { dynamicOffsets[frameIndex] });
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -95,15 +95,15 @@ namespace SHADE
|
|||
//! to the GPU that stores NUM_FRAME_BUFFERS copies.
|
||||
std::unique_ptr<uint8_t[]> intermediateData;
|
||||
|
||||
void WriteLightToAddress (void* address, SHLightComponent* lightComp) noexcept;
|
||||
void WriteLightToAddress (void* address, SHMatrix const& viewMat, SHLightComponent* lightComp) noexcept;
|
||||
public:
|
||||
/*-----------------------------------------------------------------------*/
|
||||
/* PUBLIC MEMBER FUNCTIONS */
|
||||
/*-----------------------------------------------------------------------*/
|
||||
void InitializeData (Handle<SHVkLogicalDevice> logicalDevice, SH_LIGHT_TYPE type) noexcept;
|
||||
void Expand (Handle<SHVkLogicalDevice> logicalDevice) noexcept;
|
||||
void AddLight (Handle<SHVkLogicalDevice> logicalDevice, SHLightComponent* unboundLight, bool expanded) noexcept;
|
||||
void ModifyLight (SHLightComponent* lightComp) noexcept;
|
||||
void AddLight (Handle<SHVkLogicalDevice> logicalDevice, SHLightComponent* unboundLight, SHMatrix const& viewMat, bool& expanded) noexcept;
|
||||
//void ModifyLight (SHLightComponent* lightComp) noexcept;
|
||||
void WriteToGPU (uint32_t frameIndex) noexcept;
|
||||
void ResetNumLights (void) noexcept;
|
||||
|
||||
|
@ -144,7 +144,7 @@ namespace SHADE
|
|||
//! Number of SHLightComponents recorded. If at the beginning of the run function the size returned by the dense
|
||||
//! set is less than the size recorded, rewrite all light components into the its respective buffers. If its more,
|
||||
//! don't do anything.
|
||||
uint32_t numLightComponents;
|
||||
//uint32_t numLightComponents;
|
||||
|
||||
/*-----------------------------------------------------------------------*/
|
||||
/* PRIVATE MEMBER FUNCTIONS */
|
||||
|
@ -159,8 +159,10 @@ namespace SHADE
|
|||
/* PUBLIC MEMBER FUNCTIONS */
|
||||
/*-----------------------------------------------------------------------*/
|
||||
void Init (Handle<SHVkLogicalDevice> device, Handle<SHVkDescriptorPool> descPool) noexcept;
|
||||
void Run (Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex) noexcept;
|
||||
void Run (SHMatrix const& viewMat, uint32_t frameIndex) noexcept;
|
||||
void Exit (void) noexcept;
|
||||
|
||||
void BindDescSet (Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex) noexcept;
|
||||
|
||||
};
|
||||
}
|
||||
|
|
|
@ -0,0 +1,74 @@
|
|||
/************************************************************************************//*!
|
||||
\file SHMaterialSpec.cpp
|
||||
\author Tng Kah Wei, kahwei.tng, 390009620
|
||||
\par email: kahwei.tng\@digipen.edu
|
||||
\date Nov 2, 2022
|
||||
\brief Contains the function definitions of SHMaterialSpec.
|
||||
|
||||
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 "SHMaterialSpec.h"
|
||||
#include "Graphics/Shaders/SHVkShaderModule.h"
|
||||
#include "Resource/SHResourceManager.h"
|
||||
#include "Graphics/MiddleEnd/Interface/SHMaterial.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Constructors */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
SHMaterialSpec::SHMaterialSpec(const SHMaterial& material)
|
||||
{
|
||||
// Get Shader Handles
|
||||
const auto& SHADERS = material.GetPipeline()->GetPipelineLayout()->GetShaderModules();
|
||||
Handle<SHVkShaderModule> vShaderMod, fShaderMod;
|
||||
for (const auto& shader : SHADERS)
|
||||
{
|
||||
const auto FLAG_BITS = shader->GetShaderStageFlagBits();
|
||||
if (FLAG_BITS & vk::ShaderStageFlagBits::eVertex)
|
||||
vShaderMod = shader;
|
||||
else if (FLAG_BITS & vk::ShaderStageFlagBits::eFragment)
|
||||
fShaderMod = shader;
|
||||
}
|
||||
vertexShader = SHResourceManager::GetAssetID<SHVkShaderModule>(vShaderMod).value_or(0);
|
||||
fragShader = SHResourceManager::GetAssetID<SHVkShaderModule>(fShaderMod).value_or(0);
|
||||
subpassName = material.GetPipeline()->GetPipelineState().GetSubpass()->GetName();
|
||||
|
||||
// Write Properties
|
||||
Handle<SHShaderBlockInterface> pipelineProperties = material.GetShaderBlockInterface();
|
||||
for (int i = 0; i < static_cast<int>(pipelineProperties->GetVariableCount()); ++i)
|
||||
{
|
||||
const SHShaderBlockInterface::Variable* VARIABLE = pipelineProperties->GetVariable(i);
|
||||
if (!VARIABLE)
|
||||
break;
|
||||
const std::string& VAR_NAME = pipelineProperties->GetVariableName(i);
|
||||
YAML::Node propNode;
|
||||
switch (VARIABLE->type)
|
||||
{
|
||||
case SHADE::SHShaderBlockInterface::Variable::Type::FLOAT:
|
||||
propNode = material.GetProperty<float>(VARIABLE->offset);
|
||||
break;
|
||||
case SHADE::SHShaderBlockInterface::Variable::Type::INT:
|
||||
propNode = material.GetProperty<int>(VARIABLE->offset);
|
||||
break;
|
||||
case SHADE::SHShaderBlockInterface::Variable::Type::VECTOR2:
|
||||
propNode = material.GetProperty<SHVec2>(VARIABLE->offset);
|
||||
break;
|
||||
case SHADE::SHShaderBlockInterface::Variable::Type::VECTOR3:
|
||||
propNode = material.GetProperty<SHVec3>(VARIABLE->offset);
|
||||
break;
|
||||
case SHADE::SHShaderBlockInterface::Variable::Type::VECTOR4:
|
||||
propNode = material.GetProperty<SHVec4>(VARIABLE->offset);
|
||||
break;
|
||||
case SHADE::SHShaderBlockInterface::Variable::Type::OTHER:
|
||||
default:
|
||||
continue;
|
||||
break;
|
||||
}
|
||||
properties[VAR_NAME.data()] = propNode;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,51 @@
|
|||
/************************************************************************************//*!
|
||||
\file SHMaterialSpec.h
|
||||
\author Tng Kah Wei, kahwei.tng, 390009620
|
||||
\par email: kahwei.tng\@digipen.edu
|
||||
\date Oct 31, 2022
|
||||
\brief Contains the struct definition of SHMaterialSpec.
|
||||
|
||||
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
|
||||
// Standard Library
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include <utility>
|
||||
// Project Includes
|
||||
#include "Assets/SHAssetMacros.h"
|
||||
#include <yaml-cpp/yaml.h>
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Forward Declaration */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
class SHMaterial;
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Type Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/*************************************************************************************/
|
||||
/*!
|
||||
\brief
|
||||
Describes a Material's serialized properties. A representation of a material that is
|
||||
independent of GPU resources.
|
||||
*/
|
||||
/*************************************************************************************/
|
||||
struct SHMaterialSpec
|
||||
{
|
||||
AssetID vertexShader;
|
||||
AssetID fragShader;
|
||||
std::string subpassName;
|
||||
YAML::Node properties;
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Constructors */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
SHMaterialSpec() = default;
|
||||
explicit SHMaterialSpec(const SHMaterial& material);
|
||||
};
|
||||
}
|
|
@ -3,7 +3,7 @@
|
|||
\author Tng Kah Wei, kahwei.tng, 390009620
|
||||
\par email: kahwei.tng\@digipen.edu
|
||||
\date Aug 30, 2022
|
||||
\brief Contains definitions for all of the functions of the classes that deal
|
||||
\brief Contains definitions for all of the functions of the classes that deal
|
||||
with storage and management of vertex and index buffers of meshes.
|
||||
|
||||
Copyright (C) 2022 DigiPen Institute of Technology.
|
||||
|
@ -18,50 +18,59 @@ of DigiPen Institute of Technology is prohibited.
|
|||
|
||||
namespace SHADE
|
||||
{
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Static Member Definitions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
SHMeshData SHPrimitiveGenerator::cubeMesh;
|
||||
SHMeshData SHPrimitiveGenerator::sphereMesh;
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Primitive Generation Functions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
SHMeshData SHPrimitiveGenerator::Cube() noexcept
|
||||
{
|
||||
SHMeshData mesh;
|
||||
|
||||
mesh.vertexPositions =
|
||||
mesh.VertexPositions =
|
||||
{
|
||||
// front
|
||||
SHVec3(-0.5f, -0.5f, 0.5f),
|
||||
SHVec3( 0.5f, -0.5f, 0.5f),
|
||||
SHVec3( 0.5f, 0.5f, 0.5f),
|
||||
SHVec3(-0.5f, 0.5f, 0.5f),
|
||||
SHVec3(-0.5f, -0.5f, 0.5f),
|
||||
SHVec3(0.5f, -0.5f, 0.5f),
|
||||
SHVec3(0.5f, 0.5f, 0.5f),
|
||||
SHVec3(-0.5f, 0.5f, 0.5f),
|
||||
|
||||
// back
|
||||
SHVec3(-0.5f, -0.5f, -0.5f),
|
||||
SHVec3(-0.5f, 0.5f, -0.5f),
|
||||
SHVec3( 0.5f, 0.5f, -0.5f),
|
||||
SHVec3( 0.5f, -0.5f, -0.5f),
|
||||
SHVec3(-0.5f, -0.5f, -0.5f),
|
||||
SHVec3(-0.5f, 0.5f, -0.5f),
|
||||
SHVec3(0.5f, 0.5f, -0.5f),
|
||||
SHVec3(0.5f, -0.5f, -0.5f),
|
||||
|
||||
// top
|
||||
// top
|
||||
SHVec3(-0.5f, 0.5f, -0.5f),
|
||||
SHVec3(-0.5f, 0.5f, 0.5f),
|
||||
SHVec3( 0.5f, 0.5f, 0.5f),
|
||||
SHVec3( 0.5f, 0.5f, -0.5f),
|
||||
|
||||
SHVec3(0.5f, 0.5f, 0.5f),
|
||||
SHVec3(0.5f, 0.5f, -0.5f),
|
||||
|
||||
// bottom
|
||||
SHVec3(-0.5f, -0.5f, -0.5f),
|
||||
SHVec3( 0.5f, -0.5f, -0.5f),
|
||||
SHVec3( 0.5f, -0.5f, 0.5f),
|
||||
SHVec3(-0.5f, -0.5f, 0.5f),
|
||||
|
||||
SHVec3(-0.5f, -0.5f, -0.5f),
|
||||
SHVec3(0.5f, -0.5f, -0.5f),
|
||||
SHVec3(0.5f, -0.5f, 0.5f),
|
||||
SHVec3(-0.5f, -0.5f, 0.5f),
|
||||
|
||||
// right
|
||||
SHVec3(0.5f, -0.5f, -0.5f),
|
||||
SHVec3(0.5f, 0.5f, -0.5f),
|
||||
SHVec3(0.5f, 0.5f, 0.5f),
|
||||
SHVec3(0.5f, -0.5f, 0.5f),
|
||||
|
||||
SHVec3(0.5f, -0.5f, -0.5f),
|
||||
SHVec3(0.5f, 0.5f, -0.5f),
|
||||
SHVec3(0.5f, 0.5f, 0.5f),
|
||||
SHVec3(0.5f, -0.5f, 0.5f),
|
||||
|
||||
// left
|
||||
SHVec3(-0.5f, -0.5f, -0.5f),
|
||||
SHVec3(-0.5f, -0.5f, 0.5f),
|
||||
SHVec3(-0.5f, 0.5f, 0.5f),
|
||||
SHVec3(-0.5f, 0.5f, -0.5f)
|
||||
SHVec3(-0.5f, -0.5f, -0.5f),
|
||||
SHVec3(-0.5f, -0.5f, 0.5f),
|
||||
SHVec3(-0.5f, 0.5f, 0.5f),
|
||||
SHVec3(-0.5f, 0.5f, -0.5f)
|
||||
};
|
||||
|
||||
mesh.vertexTexCoords =
|
||||
mesh.VertexTexCoords =
|
||||
{
|
||||
SHVec2(0.0f, 1.0f),
|
||||
SHVec2(1.0f, 1.0f),
|
||||
|
@ -99,7 +108,7 @@ namespace SHADE
|
|||
SHVec2(0.0f, 0.0f)
|
||||
};
|
||||
|
||||
mesh.vertexTangents =
|
||||
mesh.VertexTangents =
|
||||
{
|
||||
// front
|
||||
SHVec3(1.0f, 0.0f, 0.0f),
|
||||
|
@ -118,7 +127,7 @@ namespace SHADE
|
|||
SHVec3(1.0f, 0.0f, 0.0f),
|
||||
SHVec3(1.0f, 0.0f, 0.0f),
|
||||
SHVec3(1.0f, 0.0f, 0.0f),
|
||||
|
||||
|
||||
// bottom
|
||||
SHVec3(1.0f, 0.0f, 0.0f),
|
||||
SHVec3(1.0f, 0.0f, 0.0f),
|
||||
|
@ -139,7 +148,7 @@ namespace SHADE
|
|||
|
||||
};
|
||||
|
||||
mesh.vertexNormals =
|
||||
mesh.VertexNormals =
|
||||
{
|
||||
// front
|
||||
SHVec3(0.0f, 0.0f, 1.0f),
|
||||
|
@ -178,7 +187,7 @@ namespace SHADE
|
|||
SHVec3(-1.0f, 0.0f, 0.0f)
|
||||
};
|
||||
|
||||
mesh.indices =
|
||||
mesh.Indices =
|
||||
{
|
||||
0, 1, 2, 0, 2, 3,
|
||||
4, 5, 6, 4, 6, 7,
|
||||
|
@ -193,31 +202,113 @@ namespace SHADE
|
|||
|
||||
Handle<SHMesh> SHPrimitiveGenerator::Cube(SHMeshLibrary& meshLibrary) noexcept
|
||||
{
|
||||
static SHMeshData meshData = Cube();
|
||||
return meshLibrary.AddMesh
|
||||
(
|
||||
static_cast<uint32_t>(meshData.vertexPositions.size()),
|
||||
meshData.vertexPositions.data(),
|
||||
meshData.vertexTexCoords.data(),
|
||||
meshData.vertexTangents.data(),
|
||||
meshData.vertexNormals.data(),
|
||||
static_cast<uint32_t>(meshData.indices.size()),
|
||||
meshData.indices.data()
|
||||
);
|
||||
if (cubeMesh.VertexPositions.empty())
|
||||
cubeMesh = Cube();
|
||||
return addMeshDataTo(cubeMesh, meshLibrary);
|
||||
}
|
||||
|
||||
Handle<SHADE::SHMesh> SHPrimitiveGenerator::Cube(SHGraphicsSystem& gfxSystem) noexcept
|
||||
{
|
||||
static SHMeshData meshData = Cube();
|
||||
if (cubeMesh.VertexPositions.empty())
|
||||
cubeMesh = Cube();
|
||||
return addMeshDataTo(cubeMesh, gfxSystem);
|
||||
}
|
||||
|
||||
SHADE::SHMeshData SHPrimitiveGenerator::Sphere() noexcept
|
||||
{
|
||||
SHMeshData meshData;
|
||||
|
||||
const int LAT_SLICES = 12;
|
||||
const int LONG_SLICES = 12;
|
||||
float radius = 1;
|
||||
for (int latNum = 0; latNum <= LAT_SLICES; ++latNum)
|
||||
{
|
||||
float theta = static_cast<float>(latNum * std::numbers::pi / LAT_SLICES);
|
||||
float sinTheta = sin(theta);
|
||||
float cosTheta = cos(theta);
|
||||
|
||||
for (int longNum = 0; longNum <= LONG_SLICES; ++longNum)
|
||||
{
|
||||
float phi = static_cast<float>(longNum * 2 * std::numbers::pi / LONG_SLICES);
|
||||
float sinPhi = sin(phi);
|
||||
float cosPhi = cos(phi);
|
||||
|
||||
const SHVec3 NORMAL = SHVec3(cosPhi * sinTheta, cosTheta, sinPhi * sinTheta);
|
||||
meshData.VertexNormals.emplace_back(NORMAL);
|
||||
meshData.VertexTangents.emplace_back(/* TODO */);
|
||||
meshData.VertexTexCoords.emplace_back
|
||||
(
|
||||
1.0f - (longNum / static_cast<float>(LONG_SLICES)),
|
||||
1.0f - (latNum / static_cast<float>(LAT_SLICES))
|
||||
);
|
||||
meshData.VertexPositions.emplace_back(radius * NORMAL.x, radius * NORMAL.y, radius * NORMAL.z);
|
||||
}
|
||||
}
|
||||
|
||||
for (int latNumber{}; latNumber < LAT_SLICES; latNumber++)
|
||||
{
|
||||
for (int longNumber{}; longNumber < LONG_SLICES; longNumber++)
|
||||
{
|
||||
const auto FIRST = (latNumber * (LONG_SLICES + 1)) + longNumber;
|
||||
const auto SECOND = (FIRST + LONG_SLICES + 1);
|
||||
|
||||
meshData.Indices.emplace_back(FIRST);
|
||||
meshData.Indices.emplace_back(SECOND);
|
||||
meshData.Indices.emplace_back(FIRST + 1);
|
||||
|
||||
meshData.Indices.emplace_back(SECOND);
|
||||
meshData.Indices.emplace_back(SECOND + 1);
|
||||
meshData.Indices.emplace_back(FIRST + 1);
|
||||
}
|
||||
}
|
||||
|
||||
return meshData;
|
||||
}
|
||||
|
||||
SHADE::Handle<SHADE::SHMesh> SHPrimitiveGenerator::Sphere(SHMeshLibrary& meshLibrary) noexcept
|
||||
{
|
||||
if (sphereMesh.VertexPositions.empty())
|
||||
sphereMesh = Sphere();
|
||||
|
||||
return addMeshDataTo(sphereMesh, meshLibrary);
|
||||
}
|
||||
|
||||
SHADE::Handle<SHADE::SHMesh> SHPrimitiveGenerator::Sphere(SHGraphicsSystem& gfxSystem) noexcept
|
||||
{
|
||||
if (sphereMesh.VertexPositions.empty())
|
||||
sphereMesh = Sphere();
|
||||
|
||||
return addMeshDataTo(sphereMesh, gfxSystem);
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Helper Functions */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
SHADE::Handle<SHADE::SHMesh> SHPrimitiveGenerator::addMeshDataTo(const SHMeshData& meshData, SHMeshLibrary& meshLibrary) noexcept
|
||||
{
|
||||
return meshLibrary.AddMesh
|
||||
(
|
||||
static_cast<uint32_t>(meshData.VertexPositions.size()),
|
||||
meshData.VertexPositions.data(),
|
||||
meshData.VertexTexCoords.data(),
|
||||
meshData.VertexTangents.data(),
|
||||
meshData.VertexNormals.data(),
|
||||
static_cast<uint32_t>(meshData.Indices.size()),
|
||||
meshData.Indices.data()
|
||||
);
|
||||
}
|
||||
|
||||
SHADE::Handle<SHADE::SHMesh> SHPrimitiveGenerator::addMeshDataTo(const SHMeshData& meshData, SHGraphicsSystem& gfxSystem) noexcept
|
||||
{
|
||||
return gfxSystem.AddMesh
|
||||
(
|
||||
static_cast<uint32_t>(meshData.vertexPositions.size()),
|
||||
meshData.vertexPositions.data(),
|
||||
meshData.vertexTexCoords.data(),
|
||||
meshData.vertexTangents.data(),
|
||||
meshData.vertexNormals.data(),
|
||||
static_cast<uint32_t>(meshData.indices.size()),
|
||||
meshData.indices.data()
|
||||
static_cast<uint32_t>(meshData.VertexPositions.size()),
|
||||
meshData.VertexPositions.data(),
|
||||
meshData.VertexTexCoords.data(),
|
||||
meshData.VertexTangents.data(),
|
||||
meshData.VertexNormals.data(),
|
||||
static_cast<uint32_t>(meshData.Indices.size()),
|
||||
meshData.Indices.data()
|
||||
);
|
||||
}
|
||||
}
|
|
@ -4,9 +4,9 @@
|
|||
\par email: kahwei.tng\@digipen.edu
|
||||
\date Sep 18, 2022
|
||||
\brief Contains the static class definition of SHPrimitiveGenerator.
|
||||
|
||||
|
||||
Copyright (C) 2022 DigiPen Institute of Technology.
|
||||
Reproduction or disclosure of this file or its contents without the prior written consent
|
||||
Reproduction or disclosure of this file or its contents without the prior written consent
|
||||
of DigiPen Institute of Technology is prohibited.
|
||||
*//*************************************************************************************/
|
||||
#pragma once
|
||||
|
@ -30,12 +30,12 @@ namespace SHADE
|
|||
/*************************************************************************************/
|
||||
/*!
|
||||
\brief
|
||||
Static class that contains functions for generating 3D primitives.
|
||||
Static class that contains functions for generating 3D primitives.
|
||||
*/
|
||||
/*************************************************************************************/
|
||||
class SH_API SHPrimitiveGenerator
|
||||
{
|
||||
public:
|
||||
public:
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Constructors */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
|
@ -43,7 +43,7 @@ namespace SHADE
|
|||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Primitive Generation Functions */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/***********************************************************************************/
|
||||
/*!
|
||||
\brief
|
||||
|
@ -53,20 +53,20 @@ namespace SHADE
|
|||
SHMeshData object containing vertex data for the cube.
|
||||
*/
|
||||
/***********************************************************************************/
|
||||
[[nodiscard]] static SHMeshData Cube() noexcept;
|
||||
[[nodiscard]] static SHMeshData Cube() noexcept;
|
||||
/***********************************************************************************/
|
||||
/*!
|
||||
\brief
|
||||
Produces a cube and constructs a SHMesh using the SHMeshLibrary provided.
|
||||
|
||||
\param meshLibrary
|
||||
Reference to the SHMeshLibrary to procude and store a cube mesh in.
|
||||
Reference to the SHMeshLibrary to produce and store a cube mesh in.
|
||||
|
||||
\return
|
||||
SHMesh object that points to the generated cube mesh in the SHMeshLibrary.
|
||||
*/
|
||||
/***********************************************************************************/
|
||||
[[nodiscard]] static Handle<SHMesh> Cube(SHMeshLibrary& meshLibrary) noexcept;
|
||||
[[nodiscard]] static Handle<SHMesh> Cube(SHMeshLibrary& meshLibrary) noexcept;
|
||||
/***********************************************************************************/
|
||||
/*!
|
||||
\brief
|
||||
|
@ -79,12 +79,55 @@ namespace SHADE
|
|||
SHMesh object that points to the generated cube mesh in the SHGraphicsSystem.
|
||||
*/
|
||||
/***********************************************************************************/
|
||||
[[nodiscard]] static Handle<SHMesh> Cube(SHGraphicsSystem& gfxSystem) noexcept;
|
||||
[[nodiscard]] static Handle<SHMesh> Cube(SHGraphicsSystem& gfxSystem) noexcept;
|
||||
/***********************************************************************************/
|
||||
/*!
|
||||
\brief
|
||||
Produces a sphere and stores the data in a SHMeshData object.
|
||||
|
||||
private:
|
||||
\return
|
||||
SHMeshData object containing vertex data for the sphere.
|
||||
*/
|
||||
/***********************************************************************************/
|
||||
[[nodiscard]] static SHMeshData Sphere() noexcept;
|
||||
/***********************************************************************************/
|
||||
/*!
|
||||
\brief
|
||||
Produces a sphere and constructs a SHMesh using the SHMeshLibrary provided.
|
||||
|
||||
\param meshLibrary
|
||||
Reference to the SHMeshLibrary to produce and store a sphere mesh in.
|
||||
|
||||
\return
|
||||
SHMesh object that points to the generated sphere mesh in the SHMeshLibrary.
|
||||
*/
|
||||
/***********************************************************************************/
|
||||
[[nodiscard]] static Handle<SHMesh> Sphere(SHMeshLibrary& meshLibrary) noexcept;
|
||||
/***********************************************************************************/
|
||||
/*!
|
||||
\brief
|
||||
Produces a sphere and constructs a SHMesh using the SHGraphicsSystem provided.
|
||||
|
||||
\param gfxSystem
|
||||
Reference to the SHGraphicsSystem to produce and store a sphere mesh in.
|
||||
|
||||
\return
|
||||
SHMesh object that points to the generated sphere mesh in the SHGraphicsSystem.
|
||||
*/
|
||||
/***********************************************************************************/
|
||||
[[nodiscard]] static Handle<SHMesh> Sphere(SHGraphicsSystem& gfxSystem) noexcept;
|
||||
|
||||
private:
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Helper Functions */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
[[nodiscard]] static SHMeshData genCubeData() noexcept;
|
||||
static Handle<SHMesh> addMeshDataTo(const SHMeshData& meshData, SHMeshLibrary& meshLibrary) noexcept;
|
||||
static Handle<SHMesh> addMeshDataTo(const SHMeshData& meshData, SHGraphicsSystem& gfxSystem) noexcept;
|
||||
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
/* Data Members */
|
||||
/*---------------------------------------------------------------------------------*/
|
||||
static SHMeshData cubeMesh;
|
||||
static SHMeshData sphereMesh;
|
||||
};
|
||||
}
|
|
@ -0,0 +1,138 @@
|
|||
#include "SHpch.h"
|
||||
#include "SHSSAO.h"
|
||||
#include "Graphics/Devices/SHVkLogicalDevice.h"
|
||||
#include "Graphics/Buffers/SHVkBuffer.h"
|
||||
#include "Graphics/Images/SHVkImage.h"
|
||||
#include "Graphics/Images/SHVkSampler.h"
|
||||
#include <random>
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
void SHSSAO::Init(Handle<SHVkLogicalDevice> logicalDevice, Handle<SHVkCommandBuffer> cmdBuffer) noexcept
|
||||
{
|
||||
// Initialize a distribution to get values from 0 to 1
|
||||
std::uniform_real_distribution<float> distrib{0.0f, 1.0f};
|
||||
|
||||
// generator for random number
|
||||
std::default_random_engine generator;
|
||||
|
||||
// generate samples
|
||||
for (uint32_t i = 0; i < NUM_SAMPLES; ++i)
|
||||
{
|
||||
//SHVec3 temp
|
||||
//{
|
||||
// distrib(generator) * 2.0f - 1.0f, // -1.0f - 1.0f
|
||||
// distrib(generator) * 2.0f - 1.0f, // -1.0f - 1.0f
|
||||
// distrib(generator), // 0.0f - 1.0f so that sample space is a hemisphere
|
||||
//};
|
||||
|
||||
//temp = SHVec3::Normalise(temp);
|
||||
//temp *= distrib(generator);
|
||||
|
||||
//// This makes sure that most points are closer to fragment's position
|
||||
//float scale = 1.0f / static_cast<float>(NUM_SAMPLES);
|
||||
//scale = std::lerp(0.1f, 1.0f, scale * scale);
|
||||
//temp *= scale;
|
||||
//samples[i] = SHVec4 (temp.x, temp.y, temp.z, 0.0f);
|
||||
|
||||
|
||||
samples[i] = SHVec4
|
||||
{
|
||||
distrib(generator) * 2.0f - 1.0f, // -1.0f - 1.0f
|
||||
distrib(generator) * 2.0f - 1.0f, // -1.0f - 1.0f
|
||||
distrib(generator), // 0.0f - 1.0f so that sample space is a hemisphere
|
||||
0.0f
|
||||
};
|
||||
|
||||
// This makes sure that most points are closer to fragment's position
|
||||
float scale = 1.0f / static_cast<float>(NUM_SAMPLES);
|
||||
scale = std::lerp(0.1f, 1.0f, scale * scale);
|
||||
samples[i] *= scale;
|
||||
}
|
||||
|
||||
// generate rotation vector
|
||||
for (uint32_t i = 0; i < NUM_ROTATION_VECTORS; ++i)
|
||||
{
|
||||
rotationVectors[i] = SHVec4
|
||||
{
|
||||
distrib(generator) * 2.0f - 1.0f, // -1.0f - 1.0f
|
||||
distrib(generator) * 2.0f - 1.0f, // -1.0f - 1.0f
|
||||
0.0f, // we want to rotate about the z axis in tangent space
|
||||
0.0f
|
||||
};
|
||||
}
|
||||
|
||||
SHImageCreateParams imageDetails =
|
||||
{
|
||||
.imageType = vk::ImageType::e2D,
|
||||
.width = NUM_ROTATION_VECTORS_W,
|
||||
.height = NUM_ROTATION_VECTORS_H,
|
||||
.depth = 1,
|
||||
.levels = 1,
|
||||
.arrayLayers = 1,
|
||||
.imageFormat = vk::Format::eR32G32B32A32Sfloat,
|
||||
.usageFlags = vk::ImageUsageFlagBits::eSampled | vk::ImageUsageFlagBits::eTransferDst,
|
||||
.createFlags = {}
|
||||
};
|
||||
|
||||
uint32_t mipOffset = 0;
|
||||
rotationVectorsImage = logicalDevice->CreateImage(imageDetails, reinterpret_cast<unsigned char*>( rotationVectors.data()), static_cast<uint32_t>(sizeof(rotationVectors)), {&mipOffset, 1}, VMA_MEMORY_USAGE_AUTO, {});
|
||||
|
||||
vk::ImageMemoryBarrier transferBarrier{};
|
||||
rotationVectorsImage->PrepareImageTransitionInfo(vk::ImageLayout::eUndefined, vk::ImageLayout::eTransferDstOptimal, transferBarrier);
|
||||
|
||||
cmdBuffer->PipelineBarrier(vk::PipelineStageFlagBits::eTopOfPipe, vk::PipelineStageFlagBits::eTransfer, {}, {}, {}, {transferBarrier});
|
||||
|
||||
rotationVectorsImage->TransferToDeviceResource(cmdBuffer);
|
||||
|
||||
vk::ImageMemoryBarrier shaderReadBarrier{};
|
||||
rotationVectorsImage->PrepareImageTransitionInfo(vk::ImageLayout::eTransferDstOptimal, vk::ImageLayout::eShaderReadOnlyOptimal, shaderReadBarrier);
|
||||
cmdBuffer->PipelineBarrier(vk::PipelineStageFlagBits::eTransfer, vk::PipelineStageFlagBits::eComputeShader, {}, {}, {}, { shaderReadBarrier });
|
||||
|
||||
|
||||
// Get aligned size for buffer
|
||||
uint32_t alignedSize = logicalDevice->PadSSBOSize(sizeof (samples));
|
||||
|
||||
// Create buffer
|
||||
ssaoDataBuffer = logicalDevice->CreateBuffer(alignedSize, samples.data(), alignedSize, vk::BufferUsageFlagBits::eStorageBuffer | vk::BufferUsageFlagBits::eTransferDst, VMA_MEMORY_USAGE_AUTO, {});
|
||||
|
||||
ssaoDataBuffer->TransferToDeviceResource(cmdBuffer);
|
||||
}
|
||||
|
||||
void SHSSAO::PrepareRotationVectorsVkData(Handle<SHVkLogicalDevice> logicalDevice) noexcept
|
||||
{
|
||||
SHImageViewDetails DETAILS =
|
||||
{
|
||||
.viewType = vk::ImageViewType::e2D,
|
||||
.format = vk::Format::eR32G32B32A32Sfloat,
|
||||
.imageAspectFlags = vk::ImageAspectFlagBits::eColor,
|
||||
.baseMipLevel = 0,
|
||||
.mipLevelCount = 1,
|
||||
.baseArrayLayer = 0,
|
||||
.layerCount = 1
|
||||
};
|
||||
rotationVectorsImageView = rotationVectorsImage->CreateImageView(logicalDevice, rotationVectorsImage, DETAILS);
|
||||
|
||||
SHVkSamplerParams samplerParams
|
||||
{
|
||||
.minFilter = vk::Filter::eNearest,
|
||||
.magFilter = vk::Filter::eNearest,
|
||||
.addressMode = vk::SamplerAddressMode::eRepeat,
|
||||
.mipmapMode = vk::SamplerMipmapMode::eNearest,
|
||||
.maxLod = 1u
|
||||
};
|
||||
|
||||
rotationVectorsSampler = logicalDevice->CreateSampler(samplerParams);
|
||||
}
|
||||
|
||||
SHVkDescriptorSetGroup::viewSamplerLayout SHSSAO::GetViewSamplerLayout(void) const noexcept
|
||||
{
|
||||
return std::make_tuple(rotationVectorsImageView, rotationVectorsSampler, vk::ImageLayout::eShaderReadOnlyOptimal);
|
||||
}
|
||||
|
||||
Handle<SHVkBuffer> SHSSAO::GetBuffer(void) const noexcept
|
||||
{
|
||||
return ssaoDataBuffer;
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,49 @@
|
|||
#pragma once
|
||||
|
||||
#include "Resource/SHHandle.h"
|
||||
#include "Graphics/SHVulkanIncludes.h"
|
||||
#include "Math/Vector/SHVec4.h"
|
||||
#include "Graphics/Descriptors/SHVkDescriptorSetGroup.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
class SHVkBuffer;
|
||||
class SHVkLogicalDevice;
|
||||
class SHVkCommandBuffer;
|
||||
class SHVkImage;
|
||||
class SHVkImageView;
|
||||
class SHVkSampler;
|
||||
|
||||
class SHSSAO
|
||||
{
|
||||
public:
|
||||
static constexpr uint32_t DESC_SET_BUFFER_BINDING = 0;
|
||||
static constexpr uint32_t DESC_SET_IMAGE_BINDING = 1;
|
||||
|
||||
private:
|
||||
static constexpr uint32_t NUM_SAMPLES = 64;
|
||||
static constexpr uint32_t NUM_ROTATION_VECTORS_W = 4;
|
||||
static constexpr uint32_t NUM_ROTATION_VECTORS_H = 4;
|
||||
static constexpr uint32_t NUM_ROTATION_VECTORS = NUM_ROTATION_VECTORS_W * NUM_ROTATION_VECTORS_H;
|
||||
|
||||
private:
|
||||
//! distances from a pixel we want to sample
|
||||
std::array<SHVec4, NUM_SAMPLES> samples;
|
||||
|
||||
//! For passing SSAO samples and kernel to GPU
|
||||
Handle<SHVkBuffer> ssaoDataBuffer;
|
||||
|
||||
std::array<SHVec4, NUM_ROTATION_VECTORS> rotationVectors;
|
||||
|
||||
Handle<SHVkImage> rotationVectorsImage;
|
||||
Handle<SHVkImageView> rotationVectorsImageView;
|
||||
Handle<SHVkSampler> rotationVectorsSampler;
|
||||
|
||||
public:
|
||||
void Init (Handle<SHVkLogicalDevice> logicalDevice, Handle<SHVkCommandBuffer> cmdBuffer) noexcept;
|
||||
void PrepareRotationVectorsVkData (Handle<SHVkLogicalDevice> logicalDevice) noexcept;
|
||||
SHVkDescriptorSetGroup::viewSamplerLayout GetViewSamplerLayout (void) const noexcept;
|
||||
|
||||
Handle<SHVkBuffer> GetBuffer (void) const noexcept;
|
||||
};
|
||||
}
|
|
@ -1,139 +0,0 @@
|
|||
#include "SHPch.h"
|
||||
#include "SHShaderModuleLibrary.h"
|
||||
#include "Graphics/Devices/SHVkLogicalDevice.h"
|
||||
#include "Assets/SHAssetManager.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
/***************************************************************************/
|
||||
/*!
|
||||
|
||||
\brief
|
||||
Imports all shader binaries from the source library.
|
||||
|
||||
\param logicalDeviceHdl
|
||||
For creating shader modules.
|
||||
|
||||
\param sourceLib
|
||||
The source library class that stores the container of shader binary data.
|
||||
|
||||
*/
|
||||
/***************************************************************************/
|
||||
//void SHShaderModuleLibrary::ImportFromSourceLibrary(Handle<SHVkLogicalDevice>& logicalDeviceHdl, SHShaderSourceLibrary const& sourceLib) noexcept
|
||||
//{
|
||||
// auto const& sources = sourceLib.GetSourceLibrary();
|
||||
// for (auto const& source : sources)
|
||||
// {
|
||||
// vk::ShaderStageFlagBits shaderType{};
|
||||
// switch (source.shaderType)
|
||||
// {
|
||||
// case SH_SHADER_TYPE::VERTEX:
|
||||
// shaderType = vk::ShaderStageFlagBits::eVertex;
|
||||
// break;
|
||||
// case SH_SHADER_TYPE::FRAGMENT:
|
||||
// shaderType = vk::ShaderStageFlagBits::eFragment;
|
||||
// break;
|
||||
// case SH_SHADER_TYPE::COMPUTE:
|
||||
// shaderType = vk::ShaderStageFlagBits::eCompute;
|
||||
// break;
|
||||
// default:
|
||||
// shaderType = vk::ShaderStageFlagBits::eVertex;
|
||||
// break;
|
||||
// }
|
||||
|
||||
// Handle<SHVkShaderModule> newShaderModule = logicalDeviceHdl->CreateShaderModule(source.spirvBinary, "main", shaderType, source.name);
|
||||
// shaderModules.emplace(source.id, newShaderModule);
|
||||
// stringToID.emplace(source.name, source.id);
|
||||
// }
|
||||
//}
|
||||
|
||||
/***************************************************************************/
|
||||
/*!
|
||||
|
||||
\brief
|
||||
Gets the shader module based on module name.
|
||||
|
||||
\param shaderName
|
||||
|
||||
\return
|
||||
|
||||
*/
|
||||
/***************************************************************************/
|
||||
//Handle<SHVkShaderModule> SHShaderModuleLibrary::GetShaderModule(std::string shaderName) const noexcept
|
||||
//{
|
||||
// if (stringToID.contains(shaderName))
|
||||
// return shaderModules.at(stringToID.at(shaderName));
|
||||
// else
|
||||
// return {};
|
||||
//}
|
||||
|
||||
vk::ShaderStageFlagBits SHShaderModuleLibrary::GetVkShaderFlag(SH_SHADER_TYPE type) noexcept
|
||||
{
|
||||
vk::ShaderStageFlagBits shaderType{};
|
||||
switch (type)
|
||||
{
|
||||
case SH_SHADER_TYPE::VERTEX:
|
||||
shaderType = vk::ShaderStageFlagBits::eVertex;
|
||||
break;
|
||||
case SH_SHADER_TYPE::FRAGMENT:
|
||||
shaderType = vk::ShaderStageFlagBits::eFragment;
|
||||
break;
|
||||
case SH_SHADER_TYPE::COMPUTE:
|
||||
shaderType = vk::ShaderStageFlagBits::eCompute;
|
||||
break;
|
||||
default:
|
||||
shaderType = vk::ShaderStageFlagBits::eVertex;
|
||||
break;
|
||||
}
|
||||
|
||||
return shaderType;
|
||||
}
|
||||
|
||||
Handle<SHVkShaderModule> SHShaderModuleLibrary::GetBuiltInShaderModule(std::string shaderName) const noexcept
|
||||
{
|
||||
if (builtInShaderModules.contains(shaderName))
|
||||
return builtInShaderModules.at(shaderName);
|
||||
else
|
||||
return {};
|
||||
}
|
||||
|
||||
void SHShaderModuleLibrary::ImportAllShaderSource(Handle<SHVkLogicalDevice>& logicalDeviceHdl) noexcept
|
||||
{
|
||||
uint32_t idCounter{ 0 };
|
||||
|
||||
auto const data = SHAssetManager::GetAllDataOfType(AssetType::SHADER);
|
||||
for (auto const& dataPtr : data)
|
||||
{
|
||||
auto const shader = dynamic_cast<SHShaderAsset const*>(dataPtr);
|
||||
|
||||
Handle<SHVkShaderModule> newShaderModule =
|
||||
logicalDeviceHdl->CreateShaderModule(shader->spirvBinary, "main", GetVkShaderFlag(shader->shaderType), shader->name);
|
||||
|
||||
shaderModules.emplace(idCounter++, newShaderModule);
|
||||
}
|
||||
|
||||
auto const builtIn = SHAssetManager::GetAllDataOfType(AssetType::SHADER_BUILT_IN);
|
||||
for (auto const& dataPtr : builtIn)
|
||||
{
|
||||
auto const shader = dynamic_cast<SHShaderAsset const*>(dataPtr);
|
||||
|
||||
Handle<SHVkShaderModule> newShaderModule =
|
||||
logicalDeviceHdl->CreateShaderModule(shader->spirvBinary, "main", GetVkShaderFlag(shader->shaderType), shader->name);
|
||||
|
||||
builtInShaderModules.emplace(shader->name, newShaderModule);
|
||||
}
|
||||
}
|
||||
|
||||
void SHShaderModuleLibrary::ReflectAllShaderModules() noexcept
|
||||
{
|
||||
for (auto& module : shaderModules)
|
||||
{
|
||||
module.second->Reflect();
|
||||
}
|
||||
|
||||
for (auto& module : builtInShaderModules)
|
||||
{
|
||||
module.second->Reflect();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,44 +0,0 @@
|
|||
#ifndef SH_SHADER_MODULE_LIBRARY_H
|
||||
#define SH_SHADER_MODULE_LIBRARY_H
|
||||
|
||||
#include "Graphics/Shaders/SHVkShaderModule.h"
|
||||
#include "Assets/Asset Types/SHShaderAsset.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
class SHVkLogicalDevice;
|
||||
|
||||
/*
|
||||
* The purpose of this shader module library is to be separate from the source library. The source library contains
|
||||
* pure shader binary data that contains no vulkan related objects. Every time we load on unload a scene/level,
|
||||
* this class and the source library class is cleared of its modules and recreated.
|
||||
*/
|
||||
class SHShaderModuleLibrary
|
||||
{
|
||||
private:
|
||||
/*-----------------------------------------------------------------------*/
|
||||
/* PRIVATE MEMBER VARIABLES */
|
||||
/*-----------------------------------------------------------------------*/
|
||||
//! Stored shader modules
|
||||
std::unordered_map<uint32_t, Handle<SHVkShaderModule>> shaderModules;
|
||||
std::unordered_map<std::string, Handle<SHVkShaderModule>> builtInShaderModules;
|
||||
|
||||
inline vk::ShaderStageFlagBits GetVkShaderFlag(SH_SHADER_TYPE type) noexcept;
|
||||
|
||||
public:
|
||||
/*-----------------------------------------------------------------------*/
|
||||
/* PUBLIC MEMBER FUNCTIONS */
|
||||
/*-----------------------------------------------------------------------*/
|
||||
//void ImportFromSourceLibrary(Handle<SHVkLogicalDevice>& logicalDeviceHdl, SHShaderSourceLibrary const& sourceLib) noexcept;
|
||||
|
||||
/*-----------------------------------------------------------------------*/
|
||||
/* SETTERS AND GETTERS */
|
||||
/*-----------------------------------------------------------------------*/
|
||||
Handle<SHVkShaderModule> GetBuiltInShaderModule(std::string shaderName) const noexcept;
|
||||
|
||||
void ImportAllShaderSource(Handle<SHVkLogicalDevice>& logicalDeviceHdl) noexcept;
|
||||
void ReflectAllShaderModules() noexcept;
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
|
@ -129,6 +129,21 @@ namespace SHADE
|
|||
/* Getter Functions */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
Handle<SHVkDescriptorSetGroup> GetTextureDescriptorSetGroup() const noexcept { return texDescriptors; }
|
||||
/***************************************************************************/
|
||||
/*!
|
||||
*
|
||||
\brief
|
||||
Retrieves the texture handle at the specified texture index.
|
||||
|
||||
\param textureId
|
||||
Index of the texture to look for.
|
||||
|
||||
\returns
|
||||
Handle to the texture
|
||||
|
||||
*/
|
||||
/***************************************************************************/
|
||||
Handle<SHTexture> GetTextureHandle(SHTexture::Index textureId) const { return texOrder[textureId]; };
|
||||
|
||||
private:
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
|
|
|
@ -2,8 +2,10 @@
|
|||
#define SH_PIPELINE_LAYOUT_PARAMS_H
|
||||
|
||||
#include "Graphics/SHVulkanIncludes.h"
|
||||
#include "Graphics/SHVulkanDefines.h"
|
||||
#include "Resource/SHHandle.h"
|
||||
#include "Graphics/Descriptors/SHVkDescriptorSetLayout.h"
|
||||
#include <unordered_set>
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
|
@ -24,6 +26,12 @@ namespace SHADE
|
|||
//! want to use the layout to initialize the pipeline layout but we do not
|
||||
//! want to use it for allocating descriptor sets.
|
||||
std::vector<Handle<SHVkDescriptorSetLayout>> const& globalDescSetLayouts = {};
|
||||
|
||||
//! Since both SPIRV-Reflect and GLSL don't provide ways to describe UBOs or
|
||||
//! SSBOs as dynamic, we need to do it ourselves. This will store bindings
|
||||
//! which we will use when parsing for descriptor set layouts. If a parsed
|
||||
//! binding is in this container, we make that binding's descriptor dynamic.
|
||||
std::unordered_set<BindingAndSetHash> dynamicBufferBindings;
|
||||
};
|
||||
|
||||
struct SHPipelineLayoutParamsDummy
|
||||
|
|
|
@ -47,12 +47,13 @@ namespace SHADE
|
|||
/*-----------------------------------------------------------------------*/
|
||||
/* CTORS AND DTORS */
|
||||
/*-----------------------------------------------------------------------*/
|
||||
//! For constructing a graphics pipeline
|
||||
SHVkPipeline (Handle<SHVkLogicalDevice> const& inLogicalDeviceHdl,
|
||||
Handle<SHVkPipelineLayout> const& inPipelineLayout,
|
||||
SHVkPipelineState const* const state,
|
||||
Handle<SHVkRenderpass> const& renderpassHdl,
|
||||
Handle<SHSubpass> subpass) noexcept;
|
||||
|
||||
//! For constructing a compute pipeline
|
||||
SHVkPipeline(Handle<SHVkLogicalDevice> const& inLogicalDeviceHdl,
|
||||
Handle<SHVkPipelineLayout> const& inPipelineLayout) noexcept;
|
||||
|
||||
|
|
|
@ -165,6 +165,28 @@ namespace SHADE
|
|||
newBinding.Stage = shaderModule->GetShaderStageFlagBits();
|
||||
newBinding.Type = descBindingInfo.ConvertFromReflectDescType(reflectedBinding->descriptor_type);
|
||||
|
||||
// Here we want to check if a binding is supposed to be dynamic. If it is, make it dynamic.
|
||||
if (newBinding.Type == vk::DescriptorType::eUniformBuffer || newBinding.Type == vk::DescriptorType::eStorageBuffer)
|
||||
{
|
||||
for (auto& bsHash : dynamicBufferBindings)
|
||||
{
|
||||
uint32_t set = static_cast<uint32_t>(bsHash >> 32);
|
||||
uint32_t binding = static_cast<uint32_t>(bsHash & 0xFFFFFFFF);
|
||||
if (set == CURRENT_SET && binding == newBinding.BindPoint)
|
||||
{
|
||||
switch (newBinding.Type)
|
||||
{
|
||||
case vk::DescriptorType::eUniformBuffer:
|
||||
newBinding.Type = vk::DescriptorType::eUniformBufferDynamic;
|
||||
break;
|
||||
case vk::DescriptorType::eStorageBuffer:
|
||||
newBinding.Type = vk::DescriptorType::eStorageBufferDynamic;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// In reality, the check for variable descriptor sets do not exists in spirv-reflect. Fortunately, when a shader
|
||||
// defines a boundless descriptor binding in the shader, the information reflected makes the array dimensions
|
||||
// contain a 1 element of value 1. Knowing that having an array [1] doesn't make sense, we can use this to
|
||||
|
@ -300,6 +322,7 @@ namespace SHADE
|
|||
, vkDescriptorSetLayoutsAllocate{}
|
||||
, descriptorSetLayoutsPipeline{}
|
||||
, vkDescriptorSetLayoutsPipeline{}
|
||||
, dynamicBufferBindings{std::move (pipelineLayoutParams.dynamicBufferBindings)}
|
||||
{
|
||||
for (auto& mod : shaderModules)
|
||||
{
|
||||
|
|
|
@ -29,6 +29,9 @@ namespace SHADE
|
|||
//! Push constant interface
|
||||
SHPushConstantInterface pushConstantInterface;
|
||||
|
||||
//! See SHPipelineLayoutParams for details
|
||||
std::unordered_set<BindingAndSetHash> dynamicBufferBindings;
|
||||
|
||||
//! Push constant ranges
|
||||
std::vector<vk::PushConstantRange> vkPcRanges;
|
||||
|
||||
|
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue