Merge branch 'main' into PlayerController
This commit is contained in:
commit
75a5127648
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@ -1,3 +1,3 @@
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Name: DeferredComposite_CS
|
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ID: 42814284
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ID: 45072428
|
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Type: 2
|
||||
|
|
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@ -1,3 +1,3 @@
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Name: TestCube_FS
|
||||
ID: 37450402
|
||||
ID: 46377769
|
||||
Type: 2
|
||||
|
|
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@ -1,3 +1,3 @@
|
|||
Name: TestCube_VS
|
||||
ID: 41688429
|
||||
ID: 39210065
|
||||
Type: 2
|
||||
|
|
|
@ -108,13 +108,10 @@ 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>();
|
||||
|
||||
|
|
|
@ -10,6 +10,7 @@
|
|||
*****************************************************************************/
|
||||
#pragma once
|
||||
|
||||
#include <vulkan/vulkan.hpp>
|
||||
#include "SHAssetData.h"
|
||||
#include "SH_API.h"
|
||||
#include <vector>
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||||
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -13,6 +13,7 @@
|
|||
#include <cstdint>
|
||||
#include <string>
|
||||
#include <filesystem>
|
||||
#include "Asset Types/SHShaderAsset.h"
|
||||
|
||||
// FMOD Fwd Declare
|
||||
namespace FMOD
|
||||
|
@ -113,10 +114,10 @@ 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 };
|
||||
|
|
|
@ -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;
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -39,6 +39,12 @@ namespace SHADE
|
|||
if (comp)
|
||||
{
|
||||
comp->OnDestroy();
|
||||
|
||||
SHComponentRemovedEvent eventData;
|
||||
eventData.eid = entityID;
|
||||
eventData.removedComponentType = i;
|
||||
|
||||
SHEventManager::BroadcastEvent<SHComponentRemovedEvent>(eventData, SH_COMPONENT_REMOVED_EVENT);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -53,6 +59,7 @@ namespace SHADE
|
|||
|
||||
//entityHandle.RemoveHandle(entityID);
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -37,6 +37,8 @@ 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"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
|
@ -109,9 +111,10 @@ namespace SHADE
|
|||
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 CS_COMPOSITE = 45072428; deferredCompositeShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(CS_COMPOSITE);
|
||||
}
|
||||
|
||||
void SHGraphicsSystem::InitSceneRenderGraph(void) noexcept
|
||||
|
@ -180,16 +183,7 @@ namespace SHADE
|
|||
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" });
|
||||
|
||||
//// copy
|
||||
//auto pureCopyShader = shaderModuleLibrary.GetShaderModule("PureCopyCs.glsl");
|
||||
//gBufferNode->AddNodeCompute(pureCopyShader, { "Position", "Scene" });
|
||||
|
||||
// deferred composite
|
||||
auto deferredCompositeShader = shaderModuleLibrary.GetBuiltInShaderModule("DeferredComposite_CS");
|
||||
gBufferNode->AddNodeCompute(deferredCompositeShader, { "Position", "Normals", "Albedo", "Light Layer Indices", "Scene" });
|
||||
|
||||
|
||||
|
@ -207,10 +201,7 @@ namespace SHADE
|
|||
|
||||
worldRenderer->SetCameraDirector(cameraSystem->CreateDirector());
|
||||
|
||||
auto cubeVS = shaderModuleLibrary.GetBuiltInShaderModule("TestCube_VS");
|
||||
auto cubeFS = shaderModuleLibrary.GetBuiltInShaderModule("TestCube_FS");
|
||||
|
||||
defaultMaterial = AddMaterial(cubeVS, cubeFS, gBufferSubpass);
|
||||
defaultMaterial = AddMaterial(defaultVertShader, defaultFragShader, gBufferSubpass);
|
||||
}
|
||||
|
||||
void SHGraphicsSystem::InitMiddleEnd(void) noexcept
|
||||
|
|
|
@ -25,7 +25,6 @@ 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"
|
||||
|
@ -329,6 +328,7 @@ namespace SHADE
|
|||
SHTextureLibrary texLibrary;
|
||||
SHSamplerCache samplerCache;
|
||||
SHMaterialInstanceCache materialInstanceCache;
|
||||
|
||||
// Viewports
|
||||
#ifdef SHEDITOR
|
||||
Handle<SHViewport> editorViewport;
|
||||
|
@ -349,10 +349,13 @@ namespace SHADE
|
|||
// Temp Cameras
|
||||
Handle<SHCamera> worldCamera;
|
||||
Handle<SHCamera> screenCamera;
|
||||
|
||||
SHShaderModuleLibrary shaderModuleLibrary;
|
||||
|
||||
// Temp Materials
|
||||
// Built-In Shaders
|
||||
Handle<SHVkShaderModule> defaultVertShader;
|
||||
Handle<SHVkShaderModule> defaultFragShader;
|
||||
Handle<SHVkShaderModule> deferredCompositeShader;
|
||||
|
||||
// Built-In Materials
|
||||
Handle<SHMaterial> defaultMaterial;
|
||||
|
||||
Handle<SHRenderGraph> worldRenderGraph;
|
||||
|
|
|
@ -0,0 +1,36 @@
|
|||
/************************************************************************************//*!
|
||||
\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"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
/*************************************************************************************/
|
||||
/*!
|
||||
\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;
|
||||
};
|
||||
}
|
|
@ -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
|
|
@ -612,10 +612,17 @@ namespace SHADE
|
|||
auto* rigidBodyComponent = SHComponentManager::GetComponent_s<SHRigidBodyComponent>(ENTITY_ID);
|
||||
auto* colliderComponent = SHComponentManager::GetComponent_s<SHColliderComponent>(ENTITY_ID);
|
||||
|
||||
SHASSERT(physicsObject != nullptr, "Physics object has been lost from the world!")
|
||||
SHASSERT(physicsObject != nullptr, "Physics object " + std::to_string(ENTITY_ID) + " has been lost from the world!")
|
||||
|
||||
if (REMOVED_ID == RIGID_BODY_ID)
|
||||
{
|
||||
// Wake up all physics objects
|
||||
for (auto& [entityID, object] : map)
|
||||
{
|
||||
if (SHComponentManager::HasComponent<SHRigidBodyComponent>(entityID))
|
||||
reinterpret_cast<rp3d::RigidBody*>(object.rp3dBody)->setIsSleeping(false);
|
||||
}
|
||||
|
||||
world->destroyRigidBody(reinterpret_cast<rp3d::RigidBody*>(physicsObject->rp3dBody));
|
||||
physicsObject->rp3dBody = nullptr;
|
||||
|
||||
|
@ -630,13 +637,6 @@ namespace SHADE
|
|||
for (auto& collider : colliderComponent->colliders)
|
||||
physicsObject->AddCollider(&collider);
|
||||
}
|
||||
|
||||
// Wake up all physics objects
|
||||
for (auto& [entityID, object] : map)
|
||||
{
|
||||
if (SHComponentManager::HasComponent<SHRigidBodyComponent>(entityID))
|
||||
reinterpret_cast<rp3d::RigidBody*>(object.rp3dBody)->setIsSleeping(false);
|
||||
}
|
||||
}
|
||||
|
||||
if (REMOVED_ID == COLLIDER_ID)
|
||||
|
|
|
@ -17,9 +17,45 @@ of DigiPen Institute of Technology is prohibited.
|
|||
#include "SH_API.h"
|
||||
#include "SHResourceLibrary.h"
|
||||
#include "Assets/SHAssetMacros.h"
|
||||
#include "Assets/Asset Types/SHMeshAsset.h"
|
||||
#include "Assets/Asset Types/SHTextureAsset.h"
|
||||
#include "Assets/Asset Types/SHShaderAsset.h"
|
||||
#include "Graphics/Shaders/SHVkShaderModule.h"
|
||||
#include "Graphics/MiddleEnd/Textures/SHTextureLibrary.h"
|
||||
#include "Graphics/MiddleEnd/Interface/SHMeshLibrary.h"
|
||||
#include "Graphics/MiddleEnd/Interface/SHMaterial.h"
|
||||
#include "Assets/Asset Types/SHMaterialAsset.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
template<typename T = void>
|
||||
struct SHResourceLoader
|
||||
{
|
||||
using AssetType = void;
|
||||
};
|
||||
|
||||
template<>
|
||||
struct SHResourceLoader<SHMesh>
|
||||
{
|
||||
using AssetType = SHMeshAsset;
|
||||
};
|
||||
template<>
|
||||
struct SHResourceLoader<SHTexture>
|
||||
{
|
||||
using AssetType = SHTextureAsset;
|
||||
};
|
||||
template<>
|
||||
struct SHResourceLoader<SHVkShaderModule>
|
||||
{
|
||||
using AssetType = SHShaderAsset;
|
||||
};
|
||||
template<>
|
||||
struct SHResourceLoader<SHMaterial>
|
||||
{
|
||||
using AssetType = SHMaterialAsset;
|
||||
};
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Static class responsible for loading and caching runtime resources from their
|
||||
/// serialised Asset IDs.
|
||||
|
@ -124,6 +160,14 @@ namespace SHADE
|
|||
/// <returns>Reference to the AssetHandleMap of the specified type.</returns>
|
||||
template<typename ResourceType>
|
||||
static std::pair<AssetHandleMapRef, HandleAssetMapRef> getAssetHandleMap();
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <typeparam name="ResourceType"></typeparam>
|
||||
/// <param name="assetData"></param>
|
||||
/// <returns></returns>
|
||||
template<typename ResourceType>
|
||||
static Handle<ResourceType> load(AssetID assetId, const typename SHResourceLoader<ResourceType>::AssetType& assetData);
|
||||
};
|
||||
}
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
\author Tng Kah Wei, kahwei.tng, 390009620
|
||||
\par email: kahwei.tng\@digipen.edu
|
||||
\date Oct 21, 2022
|
||||
\brief Contains the definition of the function templates of the
|
||||
\brief Contains the definition of the function templates of the
|
||||
SHResourceManager static class.
|
||||
|
||||
Copyright (C) 2022 DigiPen Institute of Technology.
|
||||
|
@ -13,12 +13,17 @@ of DigiPen Institute of Technology is prohibited.
|
|||
#pragma once
|
||||
// Primary Include
|
||||
#include "SHResourceManager.h"
|
||||
// External Dependencies
|
||||
#include <yaml-cpp/yaml.h>
|
||||
// Project Includes
|
||||
#include "Assets/SHAssetManager.h"
|
||||
#include "Assets/Asset Types/SHAssetIncludes.h"
|
||||
#include "Graphics/MiddleEnd/Interface/SHGraphicsSystem.h"
|
||||
#include "ECS_Base/Managers/SHSystemManager.h"
|
||||
#include "Tools/SHLog.h"
|
||||
#include "Graphics/Shaders/SHVkShaderModule.h"
|
||||
#include "Graphics/Devices/SHVkLogicalDevice.h"
|
||||
#include "Graphics/MiddleEnd/Materials/SHMaterialSpec.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
|
@ -40,67 +45,19 @@ namespace SHADE
|
|||
return Handle<ResourceType>(typedHandleMap.get()[assetId]);
|
||||
|
||||
/* Otherwise, we need to load it! */
|
||||
// Meshes
|
||||
if constexpr (std::is_same_v<ResourceType, SHMesh>)
|
||||
// Load Asset Data
|
||||
const auto* assetData = SHAssetManager::GetData<SHResourceLoader<ResourceType>::AssetType>(assetId);
|
||||
if (assetData == nullptr)
|
||||
{
|
||||
// Get system
|
||||
SHGraphicsSystem* gfxSystem = SHSystemManager::GetSystem<SHGraphicsSystem>();
|
||||
if (gfxSystem == nullptr)
|
||||
throw std::runtime_error("[SHResourceManager] Attempted to load graphics resource without a SHGraphicsSystem installed.");
|
||||
|
||||
// Load
|
||||
const SHMeshAsset* assetData = SHAssetManager::GetData<SHMeshAsset>(assetId);
|
||||
if (assetData == nullptr)
|
||||
{
|
||||
SHLog::Warning("[SHResourceManager] Attempted to load an asset with an invalid Asset ID.");
|
||||
return {};
|
||||
}
|
||||
loadedAssetData.emplace_back(assetId);
|
||||
|
||||
Handle<SHMesh> meshHandle = gfxSystem->AddMesh
|
||||
(
|
||||
assetData->vertexPosition.size(),
|
||||
assetData->vertexPosition.data(),
|
||||
assetData->texCoords.data(),
|
||||
assetData->vertexTangent.data(),
|
||||
assetData->vertexNormal.data(),
|
||||
assetData->indices.size(),
|
||||
assetData->indices.data()
|
||||
);
|
||||
Handle genericHandle = Handle(meshHandle);
|
||||
typedHandleMap.get().emplace(assetId, genericHandle);
|
||||
typedAssetIdMap.get().emplace(genericHandle, assetId);
|
||||
return meshHandle;
|
||||
SHLog::Warning("[SHResourceManager] Attempted to load an asset with an invalid Asset ID.");
|
||||
return {};
|
||||
}
|
||||
// Textures
|
||||
else if constexpr (std::is_same_v<ResourceType, SHTexture>)
|
||||
{
|
||||
// Get system
|
||||
SHGraphicsSystem* gfxSystem = SHSystemManager::GetSystem<SHGraphicsSystem>();
|
||||
if (gfxSystem == nullptr)
|
||||
throw std::runtime_error("[SHResourceManager] Attempted to load graphics resource without a SHGraphicsSystem installed.");
|
||||
|
||||
// Load
|
||||
const SHTextureAsset* assetData = SHAssetManager::GetData<SHTextureAsset>(assetId);
|
||||
if (assetData == nullptr)
|
||||
{
|
||||
SHLog::Warning("[SHResourceManager] Attempted to load an asset with an invalid Asset ID.");
|
||||
return {};
|
||||
}
|
||||
loadedAssetData.emplace_back(assetId);
|
||||
|
||||
Handle<SHTexture> texHandle = gfxSystem->AddTexture
|
||||
(
|
||||
assetData->numBytes,
|
||||
assetData->pixelData,
|
||||
assetData->width,
|
||||
assetData->height,
|
||||
assetData->format,
|
||||
assetData->mipOffsets
|
||||
);
|
||||
typedHandleMap.get().emplace(assetId, Handle(texHandle));
|
||||
return texHandle;
|
||||
}
|
||||
auto handle = load<ResourceType>(assetId, *assetData);
|
||||
Handle genericHandle = Handle();
|
||||
typedHandleMap.get().emplace(assetId, genericHandle);
|
||||
typedAssetIdMap.get().emplace(genericHandle, assetId);
|
||||
return handle;
|
||||
}
|
||||
|
||||
template<typename ResourceType>
|
||||
|
@ -152,7 +109,7 @@ namespace SHADE
|
|||
template<typename ResourceType>
|
||||
std::pair<SHResourceManager::AssetHandleMapRef, SHResourceManager::HandleAssetMapRef> SHResourceManager::getAssetHandleMap()
|
||||
{
|
||||
const std::type_index TYPE = typeid(ResourceType);
|
||||
const std::type_index TYPE = typeid(ResourceType);
|
||||
|
||||
if (!handlesMap.contains(TYPE))
|
||||
{
|
||||
|
@ -160,7 +117,7 @@ namespace SHADE
|
|||
assetIdMap.emplace(TYPE, HandleAssetMap{});
|
||||
typedFreeFuncMap.emplace
|
||||
(
|
||||
TYPE,
|
||||
TYPE,
|
||||
[TYPE](AssetID assetId)
|
||||
{
|
||||
static_cast<Handle<ResourceType>>(SHResourceManager::handlesMap[TYPE][assetId]).Free();
|
||||
|
@ -169,4 +126,129 @@ namespace SHADE
|
|||
}
|
||||
return std::make_pair(std::ref(handlesMap[TYPE]), std::ref(assetIdMap[TYPE]));
|
||||
}
|
||||
|
||||
template<typename ResourceType>
|
||||
Handle<ResourceType> SHResourceManager::load(AssetID assetId, const typename SHResourceLoader<ResourceType>::AssetType& assetData)
|
||||
{
|
||||
// Get system
|
||||
SHGraphicsSystem* gfxSystem = SHSystemManager::GetSystem<SHGraphicsSystem>();
|
||||
if (gfxSystem == nullptr)
|
||||
throw std::runtime_error("[SHResourceManager] Attempted to load graphics resource without a SHGraphicsSystem installed.");
|
||||
|
||||
// Meshes
|
||||
if constexpr (std::is_same_v<ResourceType, SHMesh>)
|
||||
{
|
||||
loadedAssetData.emplace_back(assetId);
|
||||
|
||||
return gfxSystem->AddMesh
|
||||
(
|
||||
assetData.vertexPosition.size(),
|
||||
assetData.vertexPosition.data(),
|
||||
assetData.texCoords.data(),
|
||||
assetData.vertexTangent.data(),
|
||||
assetData.vertexNormal.data(),
|
||||
assetData.indices.size(),
|
||||
assetData.indices.data()
|
||||
);
|
||||
}
|
||||
// Textures
|
||||
else if constexpr (std::is_same_v<ResourceType, SHTexture>)
|
||||
{
|
||||
loadedAssetData.emplace_back(assetId);
|
||||
|
||||
return gfxSystem->AddTexture
|
||||
(
|
||||
assetData.numBytes,
|
||||
assetData.pixelData,
|
||||
assetData.width,
|
||||
assetData.height,
|
||||
assetData.format,
|
||||
assetData.mipOffsets
|
||||
);
|
||||
}
|
||||
// Shaders
|
||||
else if constexpr (std::is_same_v<ResourceType, SHVkShaderModule>)
|
||||
{
|
||||
auto shader = gfxSystem->GetDevice()->CreateShaderModule
|
||||
(
|
||||
assetData.spirvBinary,
|
||||
"main",
|
||||
static_cast<vk::ShaderStageFlagBits>(assetData.shaderType),
|
||||
assetData.name
|
||||
);
|
||||
shader->Reflect();
|
||||
return shader;
|
||||
}
|
||||
// Materials
|
||||
else if constexpr (std::is_same_v<ResourceType, SHMaterial>)
|
||||
{
|
||||
// Get the data we need to construct
|
||||
SHMaterialSpec matSpec = YAML::Node(assetData.data).as<SHMaterialSpec>();
|
||||
|
||||
// Load shaders
|
||||
auto vertexShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(matSpec.vertexShader);
|
||||
auto fragShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(matSpec.fragShader);
|
||||
|
||||
// Ensure that both shaders are present
|
||||
if (!(vertexShader && fragShader))
|
||||
{
|
||||
SHLOG_ERROR("[SHResourceManager] Failed to load material as shaders failed to be loaded.");
|
||||
return {};
|
||||
}
|
||||
|
||||
// Grab subpass from worldRenderer
|
||||
auto renderPass = gfxSystem->GetPrimaryRenderpass();
|
||||
if (!renderPass)
|
||||
{
|
||||
SHLOG_ERROR("[SHResourceManager] Failed to load material as RenderPass could not be found.");
|
||||
return {};
|
||||
}
|
||||
auto subPass = renderPass->GetSubpass(matSpec.subpassName);
|
||||
if (!subPass)
|
||||
{
|
||||
SHLOG_ERROR("[SHResourceManager] Failed to load material as SubPass could not be found.");
|
||||
return {};
|
||||
}
|
||||
|
||||
// Create material
|
||||
auto matHandle = gfxSystem->AddMaterial(vertexShader, fragShader, subPass);
|
||||
|
||||
// Set properties for the material
|
||||
Handle<SHShaderBlockInterface> pipelineProperties = matHandle->GetShaderBlockInterface();
|
||||
for (int i = 0; i < static_cast<int>(pipelineProperties->GetVariableCount()); ++i)
|
||||
{
|
||||
const std::string& PROP_NAME = pipelineProperties->GetVariableName(i);
|
||||
const auto& PROP_NODE = matSpec.properties;
|
||||
if (PROP_NODE)
|
||||
{
|
||||
const std::string& VAR_NAME = pipelineProperties->GetVariableName(i);
|
||||
const SHShaderBlockInterface::Variable* VARIABLE = pipelineProperties->GetVariable(i);
|
||||
switch (VARIABLE->type)
|
||||
{
|
||||
case SHADE::SHShaderBlockInterface::Variable::Type::FLOAT:
|
||||
matHandle->SetProperty(VARIABLE->offset, PROP_NODE.as<float>());
|
||||
break;
|
||||
case SHADE::SHShaderBlockInterface::Variable::Type::INT:
|
||||
matHandle->SetProperty(VARIABLE->offset, PROP_NODE.as<int>());
|
||||
break;
|
||||
case SHADE::SHShaderBlockInterface::Variable::Type::VECTOR2:
|
||||
matHandle->SetProperty(VARIABLE->offset, PROP_NODE.as<SHVec2>());
|
||||
break;
|
||||
case SHADE::SHShaderBlockInterface::Variable::Type::VECTOR3:
|
||||
matHandle->SetProperty(VARIABLE->offset, PROP_NODE.as<SHVec3>());
|
||||
break;
|
||||
case SHADE::SHShaderBlockInterface::Variable::Type::VECTOR4:
|
||||
matHandle->SetProperty(VARIABLE->offset, PROP_NODE.as<SHVec4>());
|
||||
break;
|
||||
case SHADE::SHShaderBlockInterface::Variable::Type::OTHER:
|
||||
default:
|
||||
continue;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return matHandle;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -12,8 +12,11 @@
|
|||
#include "Resource/SHResourceManager.h"
|
||||
#include "Graphics/MiddleEnd/Interface/SHRenderable.h"
|
||||
#include "Graphics/MiddleEnd/Interface/SHMaterial.h"
|
||||
#include "Graphics/MiddleEnd/Interface/SHMaterialInstance.h"
|
||||
#include "SHSerializationTools.h"
|
||||
#include "Physics/Components/SHColliderComponent.h"
|
||||
#include "Graphics/MiddleEnd/Materials/SHMaterialSpec.h"
|
||||
#include "Tools/SHLog.h"
|
||||
|
||||
namespace YAML
|
||||
{
|
||||
|
@ -303,104 +306,45 @@ namespace YAML
|
|||
// Write Material
|
||||
YAML::Node node;
|
||||
|
||||
node[VERT_SHADER_YAML_TAG.data()] = 0; // SHResourceManager::GetAssetID<SHVkShaderModule>(vertexShader).value_or(0);
|
||||
node[FRAG_SHADER_YAML_TAG.data()] = 0; // SHResourceManager::GetAssetID<SHVkShaderModule>(fragShader).value_or(0);
|
||||
node[SUBPASS_YAML_TAG.data()] = rhs.GetPipeline()->GetPipelineState().GetSubpass()->GetName();
|
||||
node[VERT_SHADER_YAML_TAG.data()] = SHResourceManager::GetAssetID<SHVkShaderModule>(vertexShader).value_or(0);
|
||||
node[FRAG_SHADER_YAML_TAG.data()] = SHResourceManager::GetAssetID<SHVkShaderModule>(fragShader).value_or(0);
|
||||
node[SUBPASS_YAML_TAG.data()] = rhs.GetPipeline()->GetPipelineState().GetSubpass()->GetName();
|
||||
node[PROPS_YAML_TAG.data()] = propertiesNode;
|
||||
|
||||
return node;
|
||||
}
|
||||
static bool decode(YAML::Node const& node, SHMaterial& rhs)
|
||||
{
|
||||
/*
|
||||
// Retrieve Shader Asset IDs
|
||||
AssetID vertShaderId = 0;
|
||||
AssetID fragShaderId = 0;
|
||||
if (node[VERT_SHADER_YAML_TAG.data()])
|
||||
vertShaderId = node[VERT_SHADER_YAML_TAG.data()].as<AssetID>();
|
||||
if (node[FRAG_SHADER_YAML_TAG.data()])
|
||||
fragShaderId = node[FRAG_SHADER_YAML_TAG.data()].as<AssetID>();
|
||||
};
|
||||
|
||||
// Ensure that both shaders are present
|
||||
if (vertShaderId == 0 || fragShaderId == 0)
|
||||
return false; // No pipeline
|
||||
template<>
|
||||
struct convert<SHMaterialSpec>
|
||||
{
|
||||
static constexpr std::string_view VERT_SHADER_YAML_TAG = "VertexShader";
|
||||
static constexpr std::string_view FRAG_SHADER_YAML_TAG = "FragmentShader";
|
||||
static constexpr std::string_view SUBPASS_YAML_TAG = "SubPass";
|
||||
static constexpr std::string_view PROPS_YAML_TAG = "Properties";
|
||||
|
||||
// Get Shader Modules
|
||||
Handle<SHVkShaderModule> vertexShader, fragShader;
|
||||
vertexShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(vertShaderId);
|
||||
fragShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(fragShaderId);
|
||||
static bool decode(YAML::Node const& node, SHMaterialSpec& rhs)
|
||||
{
|
||||
// Retrieve Shader Asset IDs
|
||||
if (!node[VERT_SHADER_YAML_TAG.data()])
|
||||
return false;
|
||||
rhs.vertexShader = node[VERT_SHADER_YAML_TAG.data()].as<AssetID>();
|
||||
if (!node[FRAG_SHADER_YAML_TAG.data()])
|
||||
return false;
|
||||
rhs.fragShader = node[FRAG_SHADER_YAML_TAG.data()].as<AssetID>();
|
||||
|
||||
// Get Pipeline Library
|
||||
if (node[SUBPASS_YAML_TAG.data()])
|
||||
{
|
||||
auto gfxSystem = SHSystemManager::GetSystem<SHGraphicsSystem>();
|
||||
if (!gfxSystem)
|
||||
return false;
|
||||
// Retrieve Subpass
|
||||
if (!node[SUBPASS_YAML_TAG.data()])
|
||||
return false;
|
||||
rhs.subpassName = node[SUBPASS_YAML_TAG.data()].as<std::string>();
|
||||
|
||||
// Grab subpass from worldRenderer
|
||||
auto renderPass = gfxSystem->GetPrimaryRenderpass();
|
||||
if (!renderPass)
|
||||
return false;
|
||||
auto subPass = renderPass->GetSubpass(node[SUBPASS_YAML_TAG.data()].as<std::string>());
|
||||
if (!subPass)
|
||||
return false;
|
||||
// Retrieve
|
||||
if (!node[PROPS_YAML_TAG.data()])
|
||||
return false;
|
||||
rhs.properties = node[PROPS_YAML_TAG.data()];
|
||||
|
||||
// Set Pipeline
|
||||
rhs.SetPipeline(renderPass->GetOrCreatePipeline
|
||||
(
|
||||
std::make_pair(vertexShader, fragShader),
|
||||
subPass
|
||||
));
|
||||
}
|
||||
*/
|
||||
|
||||
// TODO: Load Proper Material!
|
||||
// Set default material
|
||||
auto gfxSystem = SHSystemManager::GetSystem<SHGraphicsSystem>();
|
||||
if (!gfxSystem)
|
||||
return false;
|
||||
rhs.SetPipeline(gfxSystem->GetDefaultMaterial()->GetPipeline());
|
||||
|
||||
if (node[PROPS_YAML_TAG.data()].IsDefined())
|
||||
{
|
||||
// Loop through all properties
|
||||
Handle<SHShaderBlockInterface> pipelineProperties = rhs.GetShaderBlockInterface();
|
||||
const YAML::Node& PROPS_NODE = node[PROPS_YAML_TAG.data()];
|
||||
for (int i = 0; i < static_cast<int>(pipelineProperties->GetVariableCount()); ++i)
|
||||
{
|
||||
const std::string& PROP_NAME = pipelineProperties->GetVariableName(i);
|
||||
const auto& PROP_NODE = PROPS_NODE[PROP_NAME.data()];
|
||||
if (PROP_NODE)
|
||||
{
|
||||
const std::string& VAR_NAME = pipelineProperties->GetVariableName(i);
|
||||
const SHShaderBlockInterface::Variable* VARIABLE = pipelineProperties->GetVariable(i);
|
||||
switch (VARIABLE->type)
|
||||
{
|
||||
case SHADE::SHShaderBlockInterface::Variable::Type::FLOAT:
|
||||
rhs.SetProperty(VARIABLE->offset, PROP_NODE.as<float>());
|
||||
break;
|
||||
case SHADE::SHShaderBlockInterface::Variable::Type::INT:
|
||||
rhs.SetProperty(VARIABLE->offset, PROP_NODE.as<int>());
|
||||
break;
|
||||
case SHADE::SHShaderBlockInterface::Variable::Type::VECTOR2:
|
||||
rhs.SetProperty(VARIABLE->offset, SHSerializationTools::YAMLToVec2(PROP_NODE));
|
||||
break;
|
||||
case SHADE::SHShaderBlockInterface::Variable::Type::VECTOR3:
|
||||
rhs.SetProperty(VARIABLE->offset, SHSerializationTools::YAMLToVec3(PROP_NODE));
|
||||
break;
|
||||
case SHADE::SHShaderBlockInterface::Variable::Type::VECTOR4:
|
||||
rhs.SetProperty(VARIABLE->offset, SHSerializationTools::YAMLToVec4(PROP_NODE));
|
||||
break;
|
||||
case SHADE::SHShaderBlockInterface::Variable::Type::OTHER:
|
||||
default:
|
||||
continue;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
template<>
|
||||
|
@ -413,7 +357,7 @@ namespace YAML
|
|||
{
|
||||
YAML::Node node;
|
||||
node[MESH_YAML_TAG.data()] = SHResourceManager::GetAssetID<SHMesh>(rhs.GetMesh()).value_or(0);
|
||||
node[MAT_YAML_TAG.data()] = 0; // TODO: Asset ID
|
||||
node[MAT_YAML_TAG.data()] = SHResourceManager::GetAssetID<SHMaterial>(rhs.GetMaterial()->GetBaseMaterial()).value_or(0);
|
||||
return node;
|
||||
}
|
||||
static bool decode(YAML::Node const& node, SHRenderable& rhs)
|
||||
|
@ -424,12 +368,17 @@ namespace YAML
|
|||
}
|
||||
if (node[MAT_YAML_TAG.data()].IsDefined())
|
||||
{
|
||||
// TODO: Convert Asset ID To Material HAndle
|
||||
// Temporarily, use default material
|
||||
auto gfxSystem = SHSystemManager::GetSystem<SHGraphicsSystem>();
|
||||
if (!gfxSystem)
|
||||
return false;
|
||||
rhs.SetMaterial(gfxSystem->AddOrGetBaseMaterialInstance(gfxSystem->GetDefaultMaterial()));
|
||||
Handle<SHMaterial> baseMat = SHResourceManager::LoadOrGet<SHMaterial>(node[MAT_YAML_TAG.data()].as<AssetID>());
|
||||
if (!baseMat)
|
||||
{
|
||||
baseMat = gfxSystem->GetDefaultMaterial();
|
||||
SHLog::Warning("[SHSerializationHelper] Unable to load specified material. Falling back to default material.");
|
||||
}
|
||||
rhs.SetMaterial(gfxSystem->AddOrGetBaseMaterialInstance(baseMat));
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue