This commit is contained in:
Brandon Mak 2022-11-18 22:03:21 +08:00
parent 09249cf9e8
commit 798803cf81
21 changed files with 263 additions and 11 deletions

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@ -0,0 +1,8 @@
- VertexShader: 46580970
FragmentShader: 35983630
SubPass: G-Buffer Write
Properties:
data.color: {x: 1, y: 1, z: 1, w: 1}
data.textureIndex: 0
data.alpha: 0
data.beta: {x: 1, y: 1, z: 1}

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@ -0,0 +1,3 @@
Name: UIMat
ID: 129340704
Type: 7

104
Assets/Models/Quad.gltf Normal file
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@ -0,0 +1,104 @@
{
"asset" : {
"generator" : "Khronos glTF Blender I/O v3.3.27",
"version" : "2.0"
},
"scene" : 0,
"scenes" : [
{
"name" : "Scene",
"nodes" : [
0
]
}
],
"nodes" : [
{
"mesh" : 0,
"name" : "Quad"
}
],
"meshes" : [
{
"name" : "Plane",
"primitives" : [
{
"attributes" : {
"POSITION" : 0,
"NORMAL" : 1,
"TEXCOORD_0" : 2
},
"indices" : 3
}
]
}
],
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BIN
Assets/Models/Quad.shmodel Normal file

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@ -0,0 +1,7 @@
Name: Quad
ID: 80501355
Type: 4
Sub Assets:
Name: Quad
ID: 141771688
Type: 8

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@ -15,6 +15,9 @@ layout(set = 2, binding = 0) uniform CameraData
{
vec4 position;
mat4 vpMat;
mat4 viewMat;
mat4 perspectiveMat;
mat4 orthoMat;
} cameraData;
void main()

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@ -34,7 +34,8 @@ layout(set = 2, binding = 0) uniform CameraData
vec4 position;
mat4 vpMat;
mat4 viewMat;
mat4 projMat;
mat4 perspectiveMat;
mat4 orthoMat;
} cameraData;
void main()

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@ -30,7 +30,8 @@ layout(set = 2, binding = 0) uniform CameraData
vec4 position;
mat4 vpMat;
mat4 viewMat;
mat4 projMat;
mat4 perspectiveMat;
mat4 orthoMat;
} cameraData;
// push constants

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48
Assets/Shaders/UI_FS.glsl Normal file
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@ -0,0 +1,48 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_EXT_nonuniform_qualifier : require
struct MatPropData
{
vec4 color;
int textureIndex;
float alpha;
vec3 beta;
};
layout(location = 0) in struct
{
vec4 vertPos; // location 0
vec2 uv; // location = 1
vec4 normal; // location = 2
} In;
// material stuff
layout(location = 3) flat in struct
{
int materialIndex;
uint eid;
uint lightLayerIndex;
} In2;
layout (set = 0, binding = 1) uniform sampler2D textures[]; // for textures (global)
layout (std430, set = 3, binding = 0) buffer MaterialProperties // For materials
{
MatPropData data[];
} MatProp;
layout(location = 0) out vec4 position;
layout(location = 1) out uint outEntityID;
layout(location = 2) out uint lightLayerIndices;
layout(location = 3) out vec4 normals;
layout(location = 4) out vec4 albedo;
void main()
{
albedo = vec4(1.0f);
outEntityID = In2.eid;
lightLayerIndices = In2.lightLayerIndex;
}

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@ -0,0 +1,3 @@
Name: UI_FS
ID: 35983630
Type: 2

64
Assets/Shaders/UI_VS.glsl Normal file
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@ -0,0 +1,64 @@
#version 450
#extension GL_KHR_vulkan_glsl : enable
//#include "ShaderDescriptorDefinitions.glsl"
layout(location = 0) in vec3 aVertexPos;
layout(location = 1) in vec2 aUV;
layout(location = 2) in vec3 aNormal;
layout(location = 3) in vec3 aTangent;
layout(location = 4) in mat4 worldTransform;
layout(location = 8) in uvec2 integerData;
layout(location = 0) out struct
{
vec4 vertPos; // location 0
vec2 uv; // location = 1
vec4 normal; // location = 2
} Out;
// material stuff
layout(location = 3) out struct
{
int materialIndex;
uint eid;
uint lightLayerIndex;
} Out2;
layout(set = 2, binding = 0) uniform CameraData
{
vec4 position;
mat4 vpMat;
mat4 viewMat;
mat4 perspectiveMat;
mat4 orthoMat;
} cameraData;
void main()
{
Out2.materialIndex = gl_InstanceIndex;
Out2.eid = integerData[0];
Out2.lightLayerIndex = integerData[1];
// 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;
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.orthoMat * worldTransform * vec4 (aVertexPos, 1.0f);
}

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@ -0,0 +1,3 @@
Name: UI_VS
ID: 46580970
Type: 2

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@ -21,7 +21,7 @@ namespace SHADE
template<typename T>
static bool SetPayload(DragDropTag const& type, T* object, ImGuiCond const cond = 0)
{
ImGui::SetDragDropPayload(type.data(), static_cast<void*>(object), sizeof(T), cond);
hasDragDrop = ImGui::SetDragDropPayload(type.data(), static_cast<void*>(object), sizeof(T), cond);
hasDragDrop = true;
currentDragDropTag = type;

View File

@ -119,6 +119,11 @@ namespace SHADE
SHAssetManager::CompileAsset("../../Assets/Shaders/Text_VS.glsl", false);
SHAssetManager::CompileAsset("../../Assets/Shaders/Text_FS.glsl", false);
SHAssetManager::CompileAsset("../../Assets/Shaders/TestCube_VS.glsl", false);
SHAssetManager::CompileAsset("../../Assets/Shaders/UI_VS.glsl", false);
SHAssetManager::CompileAsset("../../Assets/Shaders/UI_FS.glsl", false);
SHAssetManager::CompileAsset("../../Assets/Models/Quad.gltf", false);
// Load Built In Shaders
static constexpr AssetID VS_DEFAULT = 39210065; defaultVertShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(VS_DEFAULT);
@ -574,7 +579,7 @@ namespace SHADE
{
auto editorSystem = SHSystemManager::GetSystem<SHEditor>();
if (editorSystem->editorState != SHEditor::State::PLAY)
worldRenderer->UpdateDataAndBind(currentCmdBuffer, frameIndex, cameraSystem->GetEditorCamera()->GetViewMatrix(), cameraSystem->GetEditorCamera()->GetProjMatrix());
worldRenderer->UpdateDataAndBind(currentCmdBuffer, frameIndex, cameraSystem->GetEditorCamera()->GetViewMatrix(), cameraSystem->GetEditorCamera()->GetProjMatrix(), cameraSystem->GetEditorCamera()->GetOrthoMatrix());
else
renderers[renIndex]->UpdateDataAndBind(currentCmdBuffer, frameIndex);
}

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@ -90,13 +90,13 @@ namespace SHADE
if (camera && cameraDirector)
{
//UpdateDataAndBind(cmdBuffer, frameIndex, SHMatrix::Transpose(cameraDirector->GetVPMatrix()));
UpdateDataAndBind(cmdBuffer, frameIndex, cameraDirector->GetViewMatrix(), cameraDirector->GetProjMatrix());
UpdateDataAndBind(cmdBuffer, frameIndex, cameraDirector->GetViewMatrix(), cameraDirector->GetProjMatrix(), cameraDirector->GetOrthoMatrix());
}
}
void SHRenderer::UpdateDataAndBind(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex, SHMatrix const& viewMatrix, SHMatrix const& projMatrix) noexcept
void SHRenderer::UpdateDataAndBind(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex, SHMatrix const& viewMatrix, SHMatrix const& projMatrix, SHMatrix const& orthoMatrix) noexcept
{
SetViewProjectionMatrix(viewMatrix, projMatrix);
SetViewProjectionMatrix(viewMatrix, projMatrix, orthoMatrix);
//cpuCameraData.viewProjectionMatrix = camera->GetViewProjectionMatrix();
cameraBuffer->WriteToMemory(&cpuCameraData, sizeof(SHShaderCameraData), 0, cameraDataAlignedSize * frameIndex);
@ -116,12 +116,13 @@ namespace SHADE
{
}
void SHRenderer::SetViewProjectionMatrix(SHMatrix const& viewMatrix, SHMatrix const& projMatrix) noexcept
void SHRenderer::SetViewProjectionMatrix(SHMatrix const& viewMatrix, SHMatrix const& projMatrix, SHMatrix const& orthoMatrix) noexcept
{
//cpuCameraData.viewProjectionMatrix = camera->GetViewMatrix() * camera->GetProjectionMatrix();
cpuCameraData.viewProjectionMatrix = SHMatrix::Transpose(projMatrix * viewMatrix);
cpuCameraData.viewMatrix = SHMatrix::Transpose(viewMatrix);
cpuCameraData.projectionMatrix = SHMatrix::Transpose(projMatrix);
cpuCameraData.orthoMatrix = SHMatrix::Transpose (orthoMatrix);
}
Handle<SHRenderGraph> SHRenderer::GetRenderGraph(void) const noexcept

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@ -48,6 +48,7 @@ namespace SHADE
SHMatrix viewProjectionMatrix;
SHMatrix viewMatrix;
SHMatrix projectionMatrix;
SHMatrix orthoMatrix;
};
/*---------------------------------------------------------------------------------*/
@ -82,10 +83,10 @@ 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 const& viewMatrix, SHMatrix const& projMatrix) noexcept;
void UpdateDataAndBind(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex, SHMatrix const& viewMatrix, SHMatrix const& projMatrix, SHMatrix const& orthoMatrix) noexcept;
void BindDescSet (Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex) noexcept;
void UpdateCameraDataToBuffer (void) noexcept;
void SetViewProjectionMatrix (SHMatrix const& viewMatrix, SHMatrix const& projMatrix) noexcept;
void SetViewProjectionMatrix (SHMatrix const& viewMatrix, SHMatrix const& projMatrix, SHMatrix const& orthoMatrix) noexcept;
/*-----------------------------------------------------------------------------*/
/* Setters and Getters */

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@ -65,7 +65,7 @@ namespace SHADE
// allocate GPU buffer for matrices
matrixDataBuffer = logicalDevice->CreateBuffer(glyphDataSize, fontAsset.glyphTransformations.data(), glyphDataSize, vk::BufferUsageFlagBits::eTransferDst | vk::BufferUsageFlagBits::eStorageBuffer, VMA_MEMORY_USAGE_AUTO, {});
sampler = logicalDevice->CreateSampler(SHVkSamplerParams{});
}