Merge branch 'main' into SP3-4-Editor

This commit is contained in:
Sri Sham Haran 2022-11-02 21:41:38 +08:00
commit 86254a5bf3
115 changed files with 18321 additions and 508 deletions

View File

@ -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.

View File

@ -0,0 +1,3 @@
Name: DebugDraw_FS
ID: 36671027
Type: 2

View File

@ -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.

View File

@ -0,0 +1,3 @@
Name: DebugDraw_VS
ID: 48002439
Type: 2

View File

@ -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));
}

View File

@ -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.

View File

@ -0,0 +1,3 @@
Name: SSAOBlur_CS
ID: 39760835
Type: 2

104
Assets/Shaders/SSAO_CS.glsl Normal file
View File

@ -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.

View File

@ -0,0 +1,3 @@
Name: SSAO_CS
ID: 38430899
Type: 2

View File

@ -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.

View File

@ -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>();
@ -123,6 +131,9 @@ namespace Sandbox
SHSceneManager::InitSceneManager<SBTestScene>("TestScene");
SHFrameRateController::UpdateFRC();
// Link up SHDebugDraw
SHDebugDraw::Init(SHSystemManager::GetSystem<SHDebugDrawSystem>());
}
void SBApplication::Update(void)
@ -141,6 +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::SPACE))
{
drawColliders = !drawColliders;
SHSystemManager::GetSystem<SHPhysicsSystem>()->SetDrawColliders(drawColliders);
}
}
// Finish all graphics jobs first
graphicsSystem->AwaitGraphicsExecution();

View File

@ -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;
@ -159,7 +162,7 @@ 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);
}
@ -186,6 +189,8 @@ 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()

View File

@ -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
}
}

View File

@ -195,18 +195,22 @@ namespace SHADE
if (SHDragDrop::BeginSource())
{
std::string moveLabel = "Moving EID: ";
static std::vector<EntityID> 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

View File

@ -244,9 +244,12 @@ 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
(
@ -257,6 +260,7 @@ namespace SHADE
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;
@ -359,6 +386,7 @@ 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]()

View File

@ -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();

View File

@ -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

View File

@ -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())
{
@ -122,6 +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")
}
@ -182,6 +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)

View File

@ -16,8 +16,9 @@
#include "Resource/SHHandle.h"
#include "EditorWindow/SHEditorWindow.h"
#include "Tools/SHLog.h"
#include "Gizmos/SHTransformGizmo.h"
#include "Gizmos/SHTransformGizmo.h"`
#include "Events/SHEventDefines.h"
#include "Events/SHEvent.h"
//#==============================================================#
//|| Library Includes ||
@ -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

View File

@ -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)
{

View File

@ -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>

View File

@ -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 };

View File

@ -64,6 +64,11 @@ namespace SHADE
return bufferUsageFlags;
}
uint32_t SHVkBuffer::GetSizeStored(void) const noexcept
{
return sizeStored;
}
/***************************************************************************/
/*!

View File

@ -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

View File

@ -282,6 +282,11 @@ namespace SHADE
}
void SHVkCommandBuffer::SetLineWidth(float lineWidth) noexcept
{
vkCommandBuffer.setLineWidth(lineWidth);
}
/***************************************************************************/
/*!

View File

@ -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;

View File

@ -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)

View File

@ -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:
/*-----------------------------------------------------------------------------*/

View File

@ -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

View File

@ -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

View File

@ -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,
};

View File

@ -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 "../Meshes/SHMeshData.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());
}
}

View File

@ -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"

View File

@ -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 });
}
}

View File

@ -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

View File

@ -39,6 +39,8 @@ of DigiPen Institute of Technology is prohibited.
#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
{
@ -106,15 +108,16 @@ 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);
// 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
@ -153,55 +156,121 @@ 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);
// deferred composite
gBufferNode->AddNodeCompute(deferredCompositeShader, { "Position", "Normals", "Albedo", "Light Layer Indices", "Scene" });
/*-----------------------------------------------------------------------*/
/* SSAO PASS AND DATA INIT */
/*-----------------------------------------------------------------------*/
ssaoStorage = resourceManager.Create<SHSSAO>();
ssaoTransferCmdBuffer = graphicsCmdPool->RequestCommandBuffer(SH_CMD_BUFFER_TYPE::PRIMARY);
ssaoTransferCmdBuffer->BeginRecording();
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());
// Create default materials
defaultMaterial = AddMaterial(defaultVertShader, defaultFragShader, gBufferSubpass);
// Create debug draw pipeline
debugDrawPipeline = createDebugDrawPipeline(debugDrawNode->GetRenderpass(), debugDrawSubpass);
debugDrawDepthPipeline = createDebugDrawPipeline(debugDrawNodeDepth->GetRenderpass(), debugDrawDepthSubpass);
}
void SHGraphicsSystem::InitMiddleEnd(void) noexcept
@ -240,6 +309,7 @@ namespace SHADE
lightingSubSystem = resourceManager.Create<SHLightingSubSystem>();
lightingSubSystem->Init(device, descPool);
}
#ifdef SHEDITOR
@ -345,6 +415,17 @@ 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)
@ -381,8 +462,7 @@ 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();
@ -406,7 +486,7 @@ 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);
}
@ -621,10 +701,14 @@ 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 = {};
}
/*---------------------------------------------------------------------------------*/
@ -649,10 +733,14 @@ 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
@ -697,6 +785,7 @@ namespace SHADE
void SHGraphicsSystem::EndRoutine::Execute(double) noexcept
{
reinterpret_cast<SHGraphicsSystem*>(system)->EndRender();
SHResourceManager::FinaliseChanges();
}
/*-----------------------------------------------------------------------------------*/
@ -714,8 +803,13 @@ 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();
@ -804,5 +898,57 @@ 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
}

View File

@ -31,6 +31,7 @@ of DigiPen Institute of Technology is prohibited.
#include "../Textures/SHVkSamplerCache.h"
#include "Graphics/MiddleEnd/Interface/SHPostOffscreenRenderSystem.h"
#include "Graphics/MiddleEnd/Lights/SHLightingSubSystem.h"
#include "Graphics/MiddleEnd/PostProcessing/SHSSAO.h"
namespace SHADE
{
@ -303,9 +304,9 @@ 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 */
@ -331,6 +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;
@ -354,10 +356,6 @@ 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;
@ -368,10 +366,17 @@ namespace SHADE
// 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;
@ -379,10 +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);
};
}

View File

@ -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;
}
}

View File

@ -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:
/*-----------------------------------------------------------------------------*/

View File

@ -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
{

View File

@ -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()

View File

@ -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] });
}
}

View File

@ -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;
};
}

View File

@ -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),
@ -193,10 +202,93 @@ namespace SHADE
Handle<SHMesh> SHPrimitiveGenerator::Cube(SHMeshLibrary& meshLibrary) noexcept
{
static SHMeshData meshData = Cube();
if (cubeMesh.VertexPositions.empty())
cubeMesh = Cube();
return addMeshDataTo(cubeMesh, meshLibrary);
}
Handle<SHADE::SHMesh> SHPrimitiveGenerator::Cube(SHGraphicsSystem& gfxSystem) noexcept
{
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()),
static_cast<uint32_t>(meshData.VertexPositions.size()),
meshData.VertexPositions.data(),
meshData.VertexTexCoords.data(),
meshData.VertexTangents.data(),
@ -206,17 +298,16 @@ namespace SHADE
);
}
Handle<SHADE::SHMesh> SHPrimitiveGenerator::Cube(SHGraphicsSystem& gfxSystem) noexcept
SHADE::Handle<SHADE::SHMesh> SHPrimitiveGenerator::addMeshDataTo(const SHMeshData& meshData, SHGraphicsSystem& gfxSystem) noexcept
{
static SHMeshData meshData = Cube();
return gfxSystem.AddMesh
(
static_cast<uint32_t>(meshData.VertexPositions.size()),
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()),
static_cast<uint32_t>(meshData.Indices.size()),
meshData.Indices.data()
);
}

View File

@ -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
@ -29,12 +29,12 @@ 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 */
/*---------------------------------------------------------------------------------*/
@ -42,7 +42,7 @@ namespace SHADE
/*---------------------------------------------------------------------------------*/
/* Primitive Generation Functions */
/*---------------------------------------------------------------------------------*/
/*---------------------------------------------------------------------------------*/
/***********************************************************************************/
/*!
\brief
@ -52,20 +52,20 @@ 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
@ -78,12 +78,55 @@ 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;
};
}

View File

@ -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;
}
}

View File

@ -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;
};
}

View File

@ -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

View File

@ -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;

View File

@ -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)
{

View File

@ -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;

View File

@ -129,4 +129,9 @@ namespace SHADE
return vkQueue;
}
void SHVkQueue::WaitIdle(void) const noexcept
{
vkQueue.waitIdle();
}
}

View File

@ -50,6 +50,8 @@ namespace SHADE
void SubmitCommandBuffer (std::initializer_list<Handle<SHVkCommandBuffer>> cmdBuffers, std::initializer_list<Handle<SHVkSemaphore>> signalSems = {}, std::initializer_list<Handle<SHVkSemaphore>> waitSems = {}, vk::PipelineStageFlags waitDstStageMask = {}, Handle<SHVkFence> const& fence = {}) noexcept;
vk::Result Present (Handle<SHVkSwapchain> const& swapchain, std::initializer_list<Handle<SHVkSemaphore>> waitSems, uint32_t frameIndex) noexcept;
vk::Queue GetVkQueue() noexcept;
void WaitIdle (void) const noexcept;
};
}

View File

@ -263,7 +263,7 @@ namespace SHADE
return subpass;
}
Handle<SHRenderGraphNodeCompute> SHRenderGraphNode::AddNodeCompute(Handle<SHVkShaderModule> computeShaderModule, std::initializer_list<std::string> resources, float numWorkGroupScale/* = 1.0f*/) noexcept
Handle<SHRenderGraphNodeCompute> SHRenderGraphNode::AddNodeCompute(Handle<SHVkShaderModule> computeShaderModule, std::initializer_list<std::string> resources, std::unordered_set<BindingAndSetHash>&& dynamicBufferBindings, float numWorkGroupScale/* = 1.0f*/) noexcept
{
// Look for the required resources in the graph
std::vector<Handle<SHRenderGraphResource>> nodeComputeResources{};
@ -276,7 +276,7 @@ namespace SHADE
}
// Create the subpass compute with the resources
auto nodeCompute = graphStorage->resourceManager->Create<SHRenderGraphNodeCompute>(graphStorage, computeShaderModule, std::move(nodeComputeResources), nodeComputes.empty());
auto nodeCompute = graphStorage->resourceManager->Create<SHRenderGraphNodeCompute>(graphStorage, computeShaderModule, std::move(nodeComputeResources), std::move (dynamicBufferBindings), nodeComputes.empty());
nodeComputes.push_back(nodeCompute);
return nodeCompute;

View File

@ -100,7 +100,7 @@ namespace SHADE
/* PUBLIC MEMBER FUNCTIONS */
/*-----------------------------------------------------------------------*/
Handle<SHSubpass> AddSubpass(std::string subpassName) noexcept;
Handle<SHRenderGraphNodeCompute> AddNodeCompute(Handle<SHVkShaderModule> computeShaderModule, std::initializer_list<std::string> resources, float numWorkGroupScale = 1.0f) noexcept;
Handle<SHRenderGraphNodeCompute> AddNodeCompute(Handle<SHVkShaderModule> computeShaderModule, std::initializer_list<std::string> resources, std::unordered_set<BindingAndSetHash>&& dynamicBufferBindings = {}, float numWorkGroupScale = 1.0f) noexcept;
void AddDummySubpassIfNeeded (void) noexcept;
// TODO: RemoveSubpass()

View File

@ -13,7 +13,7 @@
namespace SHADE
{
SHRenderGraphNodeCompute::SHRenderGraphNodeCompute(Handle<SHRenderGraphStorage> graphStorage, Handle<SHVkShaderModule> computeShaderModule, std::vector<Handle<SHRenderGraphResource>>&& subpassComputeResources, bool followingEndRP, float inNumWorkGroupScale/* = 1.0f*/) noexcept
SHRenderGraphNodeCompute::SHRenderGraphNodeCompute(Handle<SHRenderGraphStorage> graphStorage, Handle<SHVkShaderModule> computeShaderModule, std::vector<Handle<SHRenderGraphResource>>&& subpassComputeResources, std::unordered_set<BindingAndSetHash>&& dynamicBufferBindings, bool followingEndRP, float inNumWorkGroupScale/* = 1.0f*/) noexcept
: computePipeline{}
, pipelineLayout{}
, resources{}
@ -21,11 +21,13 @@ namespace SHADE
, groupSizeY{0}
, followingEndRenderpass {followingEndRP}
, numWorkGroupScale {std::clamp(inNumWorkGroupScale, 0.0f, 1.0f)}
, computeResource{}
{
SHPipelineLayoutParams pipelineLayoutParams
{
.shaderModules = {computeShaderModule},
.globalDescSetLayouts = SHGraphicsGlobalData::GetDescSetLayouts()
.globalDescSetLayouts = SHGraphicsGlobalData::GetDescSetLayouts(),
.dynamicBufferBindings = std::move(dynamicBufferBindings),
};
// Create pipeline layout from parameters
@ -42,16 +44,31 @@ namespace SHADE
//Get the descriptor set layouts required to allocate. We only want the ones for allocate because
//global descriptors are already bound in the main system.
auto const& layouts = computePipeline->GetPipelineLayout()->GetDescriptorSetLayoutsAllocate();
//Variable counts for the descriptor sets (all should be 1).
std::vector<uint32_t> variableCounts{ static_cast<uint32_t>(layouts.size()) };
std::fill(variableCounts.begin(), variableCounts.end(), 0);
auto const& graphResourceLayout = computePipeline->GetPipelineLayout()->GetDescriptorSetLayoutsPipeline()[SHGraphicsConstants::DescriptorSetIndex::RENDERGRAPH_RESOURCE];
// Allocate descriptor sets to hold the images for reading (STORAGE_IMAGE)
for (uint32_t i = 0; i < SHGraphicsConstants::NUM_FRAME_BUFFERS; ++i)
{
descSetGroups[i] = graphStorage->descriptorPool->Allocate(layouts, variableCounts);
graphResourceDescSets[i] = graphStorage->descriptorPool->Allocate({graphResourceLayout}, { 1 });
}
auto const& layouts = computePipeline->GetPipelineLayout()->GetDescriptorSetLayoutsPipeline();
if (layouts.size() == SHGraphicsConstants::DescriptorSetIndex::RENDERGRAPH_NODE_COMPUTE_RESOURCE + 1)
{
// create compute resources
computeResource = graphStorage->resourceManager->Create<ComputeResource>();
auto computeResourceLayout = layouts[SHGraphicsConstants::DescriptorSetIndex::RENDERGRAPH_NODE_COMPUTE_RESOURCE];
computeResource->descSet = graphStorage->descriptorPool->Allocate({ computeResourceLayout }, { 1 });
// Allocate for descriptor offsets
for (uint32_t i = 0; i < SHGraphicsConstants::NUM_FRAME_BUFFERS; ++i)
computeResource->dynamicOffsets[i].resize(computeResourceLayout->GetNumDynamicOffsetsRequired());
// 1st set all start at 0
for (auto& index : computeResource->dynamicOffsets[0])
index = 0;
}
HandleResize();
@ -63,7 +80,12 @@ namespace SHADE
cmdBuffer->BindPipeline(computePipeline);
// bind descriptor sets
cmdBuffer->BindDescriptorSet(descSetGroups[frameIndex], SH_PIPELINE_TYPE::COMPUTE, SHGraphicsConstants::DescriptorSetIndex::RENDERGRAPH_RESOURCE, {});
cmdBuffer->BindDescriptorSet(graphResourceDescSets[frameIndex], SH_PIPELINE_TYPE::COMPUTE, SHGraphicsConstants::DescriptorSetIndex::RENDERGRAPH_RESOURCE, {});
if (computeResource)
{
cmdBuffer->BindDescriptorSet(computeResource->descSet, SH_PIPELINE_TYPE::COMPUTE, SHGraphicsConstants::DescriptorSetIndex::RENDERGRAPH_NODE_COMPUTE_RESOURCE, computeResource->dynamicOffsets[frameIndex]);
}
// dispatch compute
cmdBuffer->ComputeDispatch(groupSizeX, groupSizeY, 1);
@ -89,8 +111,8 @@ namespace SHADE
uint32_t imageIndex = (resources[i]->resourceTypeFlags & static_cast<uint32_t>(SH_ATT_DESC_TYPE_FLAGS::COLOR_PRESENT)) ? frameIndex : 0;
SHVkDescriptorSetGroup::viewSamplerLayout vsl = std::make_tuple(resources[i]->GetImageView(imageIndex), Handle<SHVkSampler>{}, vk::ImageLayout::eGeneral);
descSetGroups[frameIndex]->ModifyWriteDescImage(SHGraphicsConstants::DescriptorSetIndex::RENDERGRAPH_RESOURCE, binding.BindPoint, { &vsl, 1 });
descSetGroups[frameIndex]->UpdateDescriptorSetImages(SHGraphicsConstants::DescriptorSetIndex::RENDERGRAPH_RESOURCE, binding.BindPoint);
graphResourceDescSets[frameIndex]->ModifyWriteDescImage(SHGraphicsConstants::DescriptorSetIndex::RENDERGRAPH_RESOURCE, binding.BindPoint, { &vsl, 1 });
graphResourceDescSets[frameIndex]->UpdateDescriptorSetImages(SHGraphicsConstants::DescriptorSetIndex::RENDERGRAPH_RESOURCE, binding.BindPoint);
++i;
}
}
@ -137,4 +159,27 @@ namespace SHADE
}
}
void SHRenderGraphNodeCompute::SetDynamicOffsets(std::span<uint32_t> perFrameSizes) noexcept
{
for (uint32_t i = 0; i < SHGraphicsConstants::NUM_FRAME_BUFFERS; ++i)
{
auto dynamicOffsets = computeResource->dynamicOffsets[i];
for (uint32_t j = 0; j < perFrameSizes.size(); ++j)
dynamicOffsets[j] = perFrameSizes[j] * i;
}
}
void SHRenderGraphNodeCompute::ModifyWriteDescBufferComputeResource(uint32_t set, uint32_t binding, std::span<Handle<SHVkBuffer>> const& buffers, uint32_t offset, uint32_t range) noexcept
{
computeResource->descSet->ModifyWriteDescBuffer(set, binding, buffers, offset, range);
computeResource->descSet->UpdateDescriptorSetBuffer(set, binding);
}
void SHRenderGraphNodeCompute::ModifyWriteDescImageComputeResource(uint32_t set, uint32_t binding, std::span<SHVkDescriptorSetGroup::viewSamplerLayout> const& viewSamplerLayouts) noexcept
{
computeResource->descSet->ModifyWriteDescImage(set, binding, viewSamplerLayouts);
computeResource->descSet->UpdateDescriptorSetImages(set, binding);
}
}

View File

@ -2,6 +2,7 @@
#include "Resource/SHHandle.h"
#include "Graphics/MiddleEnd/Interface/SHGraphicsConstants.h"
#include "Graphics/Descriptors/SHVkDescriptorSetGroup.h"
#include "Graphics/SHVulkanIncludes.h"
#include <initializer_list>
#include <string>
@ -10,7 +11,6 @@
namespace SHADE
{
class SHVkPipeline;
class SHVkDescriptorSetGroup;
class SHVkDescriptorPool;
class SHVkLogicalDevice;
class SHVkPipelineLayout;
@ -18,9 +18,22 @@ namespace SHADE
class SHRenderGraphResource;
class SHVkShaderModule;
class SHVkCommandBuffer;
class SHVkBuffer;
class SHRenderGraphNodeCompute
{
private:
// Binding of set SHGraphicsConstants::DescriptorSetIndex::RENDERGRAPH_NODE_COMPUTE_RESOURCE
struct ComputeResource
{
//! Descriptor set (initialized by parent class)
Handle<SHVkDescriptorSetGroup> descSet {};
//! Dynamic offsets into these resources (initialized from the outside).
std::array<std::vector<uint32_t>, SHGraphicsConstants::NUM_FRAME_BUFFERS> dynamicOffsets {};
};
private:
static constexpr uint32_t workGroupSizeX = 16;
static constexpr uint32_t workGroupSizeY = 16;
@ -32,7 +45,10 @@ namespace SHADE
Handle<SHVkPipelineLayout> pipelineLayout;
//! Descriptor set group to hold the images for reading (STORAGE_IMAGE)
std::array<Handle<SHVkDescriptorSetGroup>, SHGraphicsConstants::NUM_FRAME_BUFFERS> descSetGroups;
std::array<Handle<SHVkDescriptorSetGroup>, SHGraphicsConstants::NUM_FRAME_BUFFERS> graphResourceDescSets;
//! Compute resources
Handle<ComputeResource> computeResource;
//! vector of resources needed by the subpass compute
std::vector<Handle<SHRenderGraphResource>> resources;
@ -50,11 +66,17 @@ namespace SHADE
std::array<std::vector<vk::ImageMemoryBarrier>, SHGraphicsConstants::NUM_FRAME_BUFFERS> memoryBarriers;
public:
SHRenderGraphNodeCompute(Handle<SHRenderGraphStorage> graphStorage, Handle<SHVkShaderModule> computeShaderModule, std::vector<Handle<SHRenderGraphResource>>&& subpassComputeResources, bool followingEndRP, float inNumWorkGroupScale = 1.0f) noexcept;
SHRenderGraphNodeCompute(Handle<SHRenderGraphStorage> graphStorage, Handle<SHVkShaderModule> computeShaderModule, std::vector<Handle<SHRenderGraphResource>>&& subpassComputeResources, std::unordered_set<BindingAndSetHash>&& dynamicBufferBindings, bool followingEndRP, float inNumWorkGroupScale = 1.0f) noexcept;
void Execute (Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex) noexcept;
void HandleResize (void) noexcept;
void SetDynamicOffsets (std::span<uint32_t> perFrameSizes) noexcept;
void ModifyWriteDescBufferComputeResource (uint32_t set, uint32_t binding, std::span<Handle<SHVkBuffer>> const& buffers, uint32_t offset, uint32_t range) noexcept;
void ModifyWriteDescImageComputeResource(uint32_t set, uint32_t binding, std::span<SHVkDescriptorSetGroup::viewSamplerLayout> const& viewSamplerLayouts) noexcept;
friend class SHRenderGraph;
friend class SHRenderGraphNode;
};

View File

@ -142,6 +142,16 @@ namespace SHADE
case SpvOp::SpvOpTypeRuntimeArray:
recurseForInfo(&member, interfaceHdl, member.offset, biggestAlignment, parentVarName + std::string(member.name) + ".");
break;
case SpvOp::SpvOpTypeArray:
interfaceHdl->AddVariable(parentVarName + std::string (member.name),
SHShaderBlockInterface::Variable
(
parentOffset + member.offset,
SHShaderBlockInterface::Variable::Type::OTHER
)
);
biggestAlignment = std::max(biggestAlignment, member.size);
break;
}
}
};

View File

@ -87,19 +87,19 @@ namespace SHADE
/*-----------------------------------------------------------------------------------*/
SHColour::SHColour() noexcept
: SHVec4 { 0.0f, 0.0f, 0.0f, 1.0f }
: XMFLOAT4 { 0.0f, 0.0f, 0.0f, 1.0f }
{}
SHColour::SHColour(float r, float g, float b) noexcept
: SHVec4 { r, g, b, 1.0f }
: XMFLOAT4 { r, g, b, 1.0f }
{}
SHColour::SHColour(float r, float g, float b, float a) noexcept
: SHVec4 { r, g, b, a }
: XMFLOAT4 { r, g, b, a }
{}
SHColour::SHColour(uint8_t r, uint8_t g, uint8_t b) noexcept
: SHVec4
: XMFLOAT4
{
static_cast<float>(r) / 255.0f,
static_cast<float>(g) / 255.0f,
@ -109,7 +109,7 @@ namespace SHADE
{}
SHColour::SHColour(uint8_t r, uint8_t g, uint8_t b, uint8_t a) noexcept
: SHVec4
: XMFLOAT4
{
static_cast<float>(r) / 255.0f,
static_cast<float>(g) / 255.0f,
@ -118,12 +118,35 @@ namespace SHADE
}
{}
SHColour::SHColour(const DirectX::XMFLOAT3& colour) noexcept
: SHVec4 { colour.x, colour.y, colour.z, 1.0f }
SHColour::SHColour(uint32_t rgba) noexcept
: XMFLOAT4 { 0.0f, 0.0f, 0.0f, 1.0f }
{
const SHColour32 TMP { ._32bitValue = rgba };
x = static_cast<float>(TMP._8bitValues[0]) / 255.0f;
y = static_cast<float>(TMP._8bitValues[1]) / 255.0f;
z = static_cast<float>(TMP._8bitValues[2]) / 255.0f;
w = static_cast<float>(TMP._8bitValues[3]) / 255.0f;
}
SHColour::SHColour(const SHVec3& rgb) noexcept
: XMFLOAT4 { rgb.x, rgb.y, rgb.z, 1.0f }
{}
SHColour::SHColour(const SHVec4& rgba) noexcept
: XMFLOAT4 { rgba.x, rgba.y, rgba.z, rgba.w }
{}
SHColour::SHColour(const DirectX::XMFLOAT3& rgb) noexcept
: XMFLOAT4 { rgb.x, rgb.y, rgb.z, 1.0f }
{}
SHColour::SHColour(const DirectX::XMFLOAT4& rgba) noexcept
: XMFLOAT4 { rgba.x, rgba.y, rgba.z, rgba.w }
{}
SHColour::SHColour(const DirectX::XMVECTORF32& colour) noexcept
: SHVec4
: XMFLOAT4
{
XMVectorGetX(colour),
XMVectorGetY(colour),
@ -136,6 +159,86 @@ namespace SHADE
/* Operator Overload Definitions */
/*-----------------------------------------------------------------------------------*/
SHColour::operator XMVECTOR() const noexcept
{
return XMLoadFloat4(this);
}
SHColour::operator SHVec4() const noexcept
{
return SHVec4{ *this };
}
SHColour& SHColour::operator+=(const SHColour& rhs) noexcept
{
return *this = *this + rhs;
}
SHColour& SHColour::operator-=(const SHColour& rhs) noexcept
{
return *this = *this - rhs;
}
SHColour& SHColour::operator*=(const SHColour& rhs) noexcept
{
return *this = *this * rhs;
}
SHColour& SHColour::operator*=(float rhs) noexcept
{
return *this = *this * rhs;
}
SHColour& SHColour::operator/=(const SHColour& rhs) noexcept
{
return *this = *this / rhs;
}
SHColour SHColour::operator+(const SHColour& rhs) const noexcept
{
SHColour result;
XMStoreFloat4(&result, XMVectorAdd(*this, rhs));
return result;
}
SHColour SHColour::operator-(const SHColour& rhs) const noexcept
{
SHColour result;
XMStoreFloat4(&result, XMVectorSubtract(*this, rhs));
return result;
}
SHColour SHColour::operator-() const noexcept
{
return SHColour{ -x, -y, -z, -w };
}
SHColour SHColour::operator*(const SHColour& rhs) const noexcept
{
SHColour result;
XMStoreFloat4(&result, XMVectorMultiply(*this, rhs));
return result;
}
SHColour SHColour::operator*(float rhs) const noexcept
{
SHColour result;
XMStoreFloat4(&result, XMVectorScale(*this, rhs));
return result;
}
SHColour SHColour::operator/(const SHColour& rhs) const noexcept
{
SHColour result;
XMStoreFloat4(&result, XMVectorDivide(*this, rhs));
return result;
}
bool SHColour::operator==(const SHColour& rhs) const noexcept
{
return XMColorEqual(*this, rhs);
@ -146,6 +249,70 @@ namespace SHADE
return XMColorNotEqual(*this, rhs);
}
float& SHColour::operator[](int index)
{
if (index >= SIZE || index < 0)
throw std::invalid_argument("Index out of range!");
switch (index)
{
case 0: return x;
case 1: return y;
case 2: return z;
case 3: return w;
}
}
float& SHColour::operator[](size_t index)
{
if (index >= SIZE || index < 0)
throw std::invalid_argument("Index out of range!");
switch (index)
{
case 0: return x;
case 1: return y;
case 2: return z;
case 3: return w;
}
}
float SHColour::operator[](int index) const
{
if (index >= SIZE || index < 0)
throw std::invalid_argument("Index out of range!");
switch (index)
{
case 0: return x;
case 1: return y;
case 2: return z;
case 3: return w;
}
}
float SHColour::operator[](size_t index) const
{
if (index >= SIZE || index < 0)
throw std::invalid_argument("Index out of range!");
switch (index)
{
case 0: return x;
case 1: return y;
case 2: return z;
case 3: return w;
}
}
SHColour operator* (float lhs, const SHColour& rhs) noexcept
{
SHColour result;
XMStoreFloat4(&result, XMVectorScale(rhs, lhs));
return result;
}
/*-----------------------------------------------------------------------------------*/
/* Function Member Definitions */
/*-----------------------------------------------------------------------------------*/

View File

@ -19,12 +19,6 @@
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Forward Declarations */
/*-----------------------------------------------------------------------------------*/
class SHColour;
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
@ -40,7 +34,13 @@ namespace SHADE
float v = 0.0f;
};
class SH_API SHColour : private SHVec4
union SH_API SHColour32
{
uint32_t _32bitValue;
uint8_t _8bitValues[4];
};
class SH_API SHColour : public DirectX::XMFLOAT4
{
public:
/*---------------------------------------------------------------------------------*/
@ -52,10 +52,13 @@ namespace SHADE
SHColour (float r, float g, float b, float a) noexcept;
SHColour (uint8_t r, uint8_t g, uint8_t b) noexcept;
SHColour (uint8_t r, uint8_t g, uint8_t b, uint8_t a) noexcept;
SHColour (uint32_t rgba) noexcept;
SHColour (const SHVec3& colour) noexcept;
SHColour (const DirectX::XMFLOAT3& colour) noexcept;
SHColour (const DirectX::XMVECTORF32& colour) noexcept;
SHColour (const SHVec3& rgb) noexcept;
SHColour (const SHVec4& rgba) noexcept;
SHColour (const DirectX::XMFLOAT3& rgb) noexcept;
SHColour (const DirectX::XMFLOAT4& rgba) noexcept;
SHColour (const DirectX::XMVECTORF32& rgba) noexcept;
SHColour (const SHColour&) = default;
SHColour (SHColour&&) = default;
@ -66,11 +69,32 @@ namespace SHADE
/* Operator Overloads */
/*---------------------------------------------------------------------------------*/
SHColour& operator= (const SHColour&) = default;
SHColour& operator= (SHColour&&) = default;
SHColour& operator= (const SHColour&) = default;
SHColour& operator= (SHColour&&) = default;
bool operator== (const SHColour& rhs) const noexcept;
bool operator!= (const SHColour& rhs) const noexcept;
operator DirectX::XMVECTOR () const noexcept;
operator SHVec4 () const noexcept;
SHColour& operator+= (const SHColour& rhs) noexcept;
SHColour& operator-= (const SHColour& rhs) noexcept;
SHColour& operator*= (const SHColour& rhs) noexcept;
SHColour& operator*= (float rhs) noexcept;
SHColour& operator/= (const SHColour& rhs) noexcept;
[[nodiscard]] SHColour operator+ (const SHColour& rhs) const noexcept;
[[nodiscard]] SHColour operator- (const SHColour& rhs) const noexcept;
[[nodiscard]] SHColour operator- () const noexcept;
[[nodiscard]] SHColour operator* (const SHColour& rhs) const noexcept;
[[nodiscard]] SHColour operator* (float rhs) const noexcept;
[[nodiscard]] SHColour operator/ (const SHColour& rhs) const noexcept;
[[nodiscard]] bool operator== (const SHColour& rhs) const noexcept;
[[nodiscard]] bool operator!= (const SHColour& rhs) const noexcept;
[[nodiscard]] float& operator[] (int index);
[[nodiscard]] float& operator[] (size_t index);
[[nodiscard]] float operator[] (int index) const;
[[nodiscard]] float operator[] (size_t index) const;
/*---------------------------------------------------------------------------------*/
/* Properties */
@ -105,6 +129,8 @@ namespace SHADE
/* Static Data Members */
/*---------------------------------------------------------------------------------*/
static constexpr size_t SIZE = 4U;
static const SHColour BEIGE ;
static const SHColour BLACK ;
static const SHColour BLUE ;
@ -159,8 +185,9 @@ namespace SHADE
static const SHColour TURQUOISE ;
static const SHColour VIOLET ;
static const SHColour WHITE ;
static const SHColour YELLOW;
static const SHColour YELLOW ;
};
SHColour operator* (float lhs, const SHColour& rhs) noexcept;
} // namespace SHADE

View File

@ -9,4 +9,6 @@
#include "SHQuaternion.h"
#include "SHMatrix.h"
#include "SHColour.h"
#include "Transform/SHTransform.h"

View File

@ -191,7 +191,7 @@ namespace SHADE
SHVec4 SHMatrix::operator*(const SHVec4& rhs) const noexcept
{
return SHVec4::Transform3D(rhs, *this);
return SHVec4::Transform(rhs, *this);
}
SHMatrix SHMatrix::operator*(float rhs) const noexcept

View File

@ -185,7 +185,7 @@ RTTR_REGISTRATION
using namespace rttr;
registration::class_<SHTransformComponent>("Transform Component")
.property("Translate" ,&SHTransformComponent::GetLocalPosition ,&SHTransformComponent::SetLocalPosition ) (metadata(META::tooltip, "Translate"))
.property("Rotate" ,&SHTransformComponent::GetLocalRotation ,select_overload<void(const SHVec3&)>(&SHTransformComponent::SetLocalRotation) ) (metadata(META::tooltip, "Rotate"), metadata(META::angleInRad, true))
.property("Scale" ,&SHTransformComponent::GetLocalScale ,&SHTransformComponent::SetLocalScale ) (metadata(META::tooltip, "Scale"));
.property("Translate" ,&SHTransformComponent::GetLocalPosition ,&SHTransformComponent::SetLocalPosition ) (metadata(META::tooltip, "Translate"))
.property("Rotate" ,&SHTransformComponent::GetLocalRotation ,select_overload<void(const SHVec3&)>(&SHTransformComponent::SetLocalRotation)) (metadata(META::tooltip, "Rotate"), metadata(META::angleInRad, true))
.property("Scale" ,&SHTransformComponent::GetLocalScale ,&SHTransformComponent::SetLocalScale ) (metadata(META::tooltip, "Scale"));
}

View File

@ -261,7 +261,7 @@ namespace SHADE
auto* node = EVENT_DATA->data->node;
auto* tf = SHComponentManager::GetComponent_s<SHTransformComponent>(node->GetEntityID());
if(tf == nullptr)
if (tf == nullptr)
return EVENT_DATA->handle;
// Recompute local transform and store localToWorld Matrix

View File

@ -445,9 +445,7 @@ namespace SHADE
{
SHVec3 result;
const XMMATRIX TF = XMLoadFloat4x4(&transformMtx);
XMStoreFloat3(&result, XMVector3TransformCoord(v, TF));
XMStoreFloat3(&result, XMVector3TransformCoord(v, transformMtx));
return result;
}
}

View File

@ -14,6 +14,7 @@
#include "SHVec4.h"
// Project Headers
#include "Math/SHMatrix.h"
#include "Math/SHColour.h"
#include "Tools/SHLogger.h"
using namespace DirectX;
@ -460,13 +461,19 @@ namespace SHADE
return result;
}
SHVec4 SHVec4::Transform(const SHVec4& v, const SHMatrix& transformMtx) noexcept
{
SHVec4 result;
XMStoreFloat4(&result, XMVector4Transform(v, transformMtx));
return result;
}
SHVec4 SHVec4::Transform3D(const SHVec4& v, const SHMatrix& transformMtx) noexcept
{
SHVec4 result;
const XMMATRIX TF = XMLoadFloat4x4(&transformMtx);
XMStoreFloat4(&result, XMVector3TransformCoord(v, TF));
XMStoreFloat4(&result, XMVector3TransformCoord(v, transformMtx));
return result;
}
}

View File

@ -23,7 +23,9 @@ namespace SHADE
/*-----------------------------------------------------------------------------------*/
/* Forward Declarations */
/*-----------------------------------------------------------------------------------*/
class SHMatrix;
class SHColour;
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
@ -134,6 +136,7 @@ namespace SHADE
[[nodiscard]] static SHVec4 Project3D (const SHVec4& v, const SHVec4& u) noexcept;
[[nodiscard]] static SHVec4 Reflect (const SHVec4& v, const SHVec4& normal) noexcept;
[[nodiscard]] static SHVec4 Reflect3D (const SHVec4& v, const SHVec4& normal) noexcept;
[[nodiscard]] static SHVec4 Transform (const SHVec4& v, const SHMatrix& transformMtx) noexcept;
[[nodiscard]] static SHVec4 Transform3D (const SHVec4& v, const SHMatrix& transformMtx) noexcept;
};

View File

@ -17,6 +17,7 @@
#include "Math/Geometry/SHBoundingSphere.h"
#include "Math/Transform/SHTransformComponent.h"
#include "Math/SHMathHelpers.h"
#include "Reflection/SHReflectionMetadata.h"
namespace SHADE
{
@ -158,6 +159,11 @@ namespace SHADE
return positionOffset;
}
const SHVec3& SHCollider::GetRotationOffset() const noexcept
{
return rotationOffset;
}
SHShape* SHCollider::GetShape() noexcept
{
dirty = true;
@ -206,7 +212,7 @@ 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 });
worldRadius *= MAX_SCALE;
worldRadius *= MAX_SCALE * 0.5f;
}
if (type == Type::SPHERE)
@ -275,6 +281,12 @@ namespace SHADE
}
}
void SHCollider::SetRotationOffset(const SHVec3& rotOffset) noexcept
{
dirty = true;
rotationOffset = rotOffset;
}
/*-----------------------------------------------------------------------------------*/
/* Private Function Member Definitions */
/*-----------------------------------------------------------------------------------*/
@ -316,5 +328,6 @@ RTTR_REGISTRATION
);
registration::class_<SHCollider>("Collider")
.property("Position Offset", &SHCollider::GetPositionOffset, &SHCollider::SetPositionOffset);
.property("Position Offset", &SHCollider::GetPositionOffset, &SHCollider::SetPositionOffset)
.property("Rotation Offset", &SHCollider::GetRotationOffset, &SHCollider::SetRotationOffset) (metadata(META::angleInRad, true));
}

View File

@ -80,6 +80,7 @@ namespace SHADE
[[nodiscard]] const SHPhysicsMaterial& GetMaterial () const noexcept;
[[nodiscard]] const SHVec3& GetPositionOffset () const noexcept;
[[nodiscard]] const SHVec3& GetRotationOffset () const noexcept;
[[nodiscard]] SHShape* GetShape () noexcept;
@ -96,7 +97,8 @@ namespace SHADE
void SetDensity (float density) noexcept;
void SetMaterial (const SHPhysicsMaterial& newMaterial) noexcept;
void SetPositionOffset (const SHVec3& posOffset) noexcept;
void SetPositionOffset (const SHVec3& posOffset) noexcept;
void SetRotationOffset (const SHVec3& rotOffset) noexcept;
private:
/*---------------------------------------------------------------------------------*/
@ -110,6 +112,7 @@ namespace SHADE
SHShape* shape;
SHPhysicsMaterial material;
SHVec3 positionOffset;
SHVec3 rotationOffset;
/*---------------------------------------------------------------------------------*/
/* Function Members */

View File

@ -130,6 +130,8 @@ namespace SHADE
int SHPhysicsObject::AddCollider(SHCollider* collider)
{
const rp3d::Transform OFFSETS{ collider->GetPositionOffset(), collider->GetRotationOffset() };
switch (collider->GetType())
{
case SHCollider::Type::BOX:
@ -137,7 +139,7 @@ namespace SHADE
const auto* box = reinterpret_cast<SHBoundingBox*>(collider->GetShape());
rp3d::BoxShape* newBox = factory->createBoxShape(box->GetHalfExtents());
rp3dBody->addCollider(newBox, rp3d::Transform{ collider->GetPositionOffset(), SHQuaternion::Identity });
rp3dBody->addCollider(newBox, OFFSETS);
break;
}
case SHCollider::Type::SPHERE:
@ -145,7 +147,7 @@ namespace SHADE
const auto* sphere = reinterpret_cast<SHBoundingSphere*>(collider->GetShape());
rp3d::SphereShape* newSphere = factory->createSphereShape(sphere->GetRadius());
rp3dBody->addCollider(newSphere, rp3d::Transform{ collider->GetPositionOffset(), SHQuaternion::Identity });
rp3dBody->addCollider(newSphere, OFFSETS);
break;
}
// TODO(Diren): Add more collider shapes
@ -182,7 +184,7 @@ namespace SHADE
rp3dCollider->setIsTrigger(collider.IsTrigger());
// Update offsets
rp3dCollider->setLocalToBodyTransform(rp3d::Transform(collider.GetPositionOffset(), SHQuaternion::Identity));
rp3dCollider->setLocalToBodyTransform(rp3d::Transform(collider.GetPositionOffset(), collider.GetRotationOffset()));
switch (collider.GetType())
{

View File

@ -17,11 +17,12 @@
#include "ECS_Base/Managers/SHComponentManager.h"
#include "ECS_Base/Managers/SHEntityManager.h"
#include "ECS_Base/Managers/SHSystemManager.h"
#include "Editor/SHEditor.h"
#include "Graphics/MiddleEnd/Interface/SHDebugDrawSystem.h"
#include "Math/SHMathHelpers.h"
#include "Math/Transform/SHTransformComponent.h"
#include "Scene/SHSceneManager.h"
#include "Scripting/SHScriptEngine.h"
#include "Tools/SHUtilities.h"
namespace SHADE
{
@ -31,6 +32,7 @@ namespace SHADE
SHPhysicsSystem::SHPhysicsSystem()
: worldUpdated { false }
, debugDrawFlags { 0 }
, interpolationFactor { 0.0 }
, fixedDT { 60.0 }
, world { nullptr }
@ -48,6 +50,11 @@ namespace SHADE
: SHSystemRoutine { "Physics PostUpdate", false }
{}
SHPhysicsSystem::PhysicsDebugDraw::PhysicsDebugDraw()
: SHSystemRoutine { "Physics DebugDraw", true }
{}
/*-----------------------------------------------------------------------------------*/
/* Getter Function Definitions */
/*-----------------------------------------------------------------------------------*/
@ -100,6 +107,31 @@ namespace SHADE
return 0;
}
bool SHPhysicsSystem::GetDrawColliders() const noexcept
{
return debugDrawFlags & SHUtilities::ConvertEnum(DebugDrawFlags::COLLIDER);
}
bool SHPhysicsSystem::GetDrawColliderAABBs() const noexcept
{
return debugDrawFlags & SHUtilities::ConvertEnum(DebugDrawFlags::COLLIDER_AABB);
}
bool SHPhysicsSystem::GetDrawBroadPhase() const noexcept
{
return debugDrawFlags & SHUtilities::ConvertEnum(DebugDrawFlags::BROAD_PHASE_AABB);
}
bool SHPhysicsSystem::GetDrawContactPoints() const noexcept
{
return debugDrawFlags & SHUtilities::ConvertEnum(DebugDrawFlags::CONTACT_POINTS);
}
bool SHPhysicsSystem::GetDrawContactNormals() const noexcept
{
return debugDrawFlags & SHUtilities::ConvertEnum(DebugDrawFlags::CONTACT_NORMALS);
}
const SHPhysicsSystem::CollisionEvents& SHPhysicsSystem::GetCollisionInfo() const noexcept
{
return collisionInfo;
@ -182,6 +214,96 @@ namespace SHADE
}
}
void SHPhysicsSystem::SetDrawColliders(bool shouldDraw) noexcept
{
static constexpr auto FLAG_VALUE = SHUtilities::ConvertEnum(DebugDrawFlags::COLLIDER);
shouldDraw ? debugDrawFlags |= FLAG_VALUE : debugDrawFlags &= ~(FLAG_VALUE);
if (world == nullptr)
{
SHLOGV_WARNING("No physics world has been initialised!")
return;
}
world->getDebugRenderer().setIsDebugItemDisplayed
(
rp3d::DebugRenderer::DebugItem::COLLISION_SHAPE,
shouldDraw
);
}
void SHPhysicsSystem::SetDrawColliderAABBs(bool shouldDraw) noexcept
{
static constexpr auto FLAG_VALUE = SHUtilities::ConvertEnum(DebugDrawFlags::COLLIDER_AABB);
shouldDraw ? debugDrawFlags |= FLAG_VALUE : debugDrawFlags &= ~(FLAG_VALUE);
if (world == nullptr)
{
SHLOGV_WARNING("No physics world has been initialised!")
return;
}
world->getDebugRenderer().setIsDebugItemDisplayed
(
rp3d::DebugRenderer::DebugItem::COLLIDER_AABB,
shouldDraw
);
}
void SHPhysicsSystem::SetDrawBroadPhase(bool shouldDraw) noexcept
{
static constexpr auto FLAG_VALUE = SHUtilities::ConvertEnum(DebugDrawFlags::BROAD_PHASE_AABB);
shouldDraw ? debugDrawFlags |= FLAG_VALUE : debugDrawFlags &= ~(FLAG_VALUE);
if (world == nullptr)
{
SHLOGV_WARNING("No physics world has been initialised!")
return;
}
world->getDebugRenderer().setIsDebugItemDisplayed
(
rp3d::DebugRenderer::DebugItem::COLLIDER_BROADPHASE_AABB,
shouldDraw
);
}
void SHPhysicsSystem::SetDrawContactPoints(bool shouldDraw) noexcept
{
static constexpr auto FLAG_VALUE = SHUtilities::ConvertEnum(DebugDrawFlags::CONTACT_POINTS);
shouldDraw ? debugDrawFlags |= FLAG_VALUE : debugDrawFlags &= ~(FLAG_VALUE);
if (world == nullptr)
{
SHLOGV_WARNING("No physics world has been initialised!")
return;
}
world->getDebugRenderer().setIsDebugItemDisplayed
(
rp3d::DebugRenderer::DebugItem::CONTACT_POINT,
shouldDraw
);
}
void SHPhysicsSystem::SetDrawContactNormals(bool shouldDraw) noexcept
{
static constexpr auto FLAG_VALUE = SHUtilities::ConvertEnum(DebugDrawFlags::CONTACT_NORMALS);
shouldDraw ? debugDrawFlags |= FLAG_VALUE : debugDrawFlags &= ~(FLAG_VALUE);
if (world == nullptr)
{
SHLOGV_WARNING("No physics world has been initialised!")
return;
}
world->getDebugRenderer().setIsDebugItemDisplayed
(
rp3d::DebugRenderer::DebugItem::CONTACT_NORMAL,
shouldDraw
);
}
/*-----------------------------------------------------------------------------------*/
/* Public Function Member Definitions */
/*-----------------------------------------------------------------------------------*/
@ -199,6 +321,7 @@ namespace SHADE
world = factory.createPhysicsWorld(settings);
world->setEventListener(this);
world->setIsDebugRenderingEnabled(true);
// Set up solvers
world->setContactsPositionCorrectionTechnique(rp3d::ContactsPositionCorrectionTechnique::SPLIT_IMPULSES);
@ -212,6 +335,12 @@ namespace SHADE
const std::shared_ptr REMOVE_COMPONENT_RECEIVER { std::make_shared<SHEventReceiverSpec<SHPhysicsSystem>>(this, &SHPhysicsSystem::RemovePhysicsComponent) };
const ReceiverPtr REMOVE_COMPONENT_RECEIVER_PTR = std::dynamic_pointer_cast<SHEventReceiver>(REMOVE_COMPONENT_RECEIVER);
SHEventManager::SubscribeTo(SH_COMPONENT_REMOVED_EVENT, REMOVE_COMPONENT_RECEIVER_PTR);
#ifdef SHEDITOR
const std::shared_ptr EDITOR_STOP_RECEIVER { std::make_shared<SHEventReceiverSpec<SHPhysicsSystem>>(this, &SHPhysicsSystem::ResetWorld) };
const ReceiverPtr EDITOR_STOP_RECEIVER_PTR = std::dynamic_pointer_cast<SHEventReceiver>(EDITOR_STOP_RECEIVER);
SHEventManager::SubscribeTo(SH_EDITOR_ON_STOP_EVENT, EDITOR_STOP_RECEIVER_PTR);
#endif
}
void SHPhysicsSystem::Exit()
@ -289,16 +418,6 @@ namespace SHADE
if (rigidBodyComponent)
{
// Clear all forces and velocities if editor is stopped
if (SHSystemManager::GetSystem<SHEditor>()->editorState == SHEditor::State::STOP)
{
auto* rp3dRigidBody = reinterpret_cast<rp3d::RigidBody*>(physicsObject.rp3dBody);
rp3dRigidBody->resetForce();
rp3dRigidBody->resetTorque();
rp3dRigidBody->setLinearVelocity(SHVec3::Zero);
rp3dRigidBody->setAngularVelocity(SHVec3::Zero);
}
// Sync active states
const bool COMPONENT_ACTIVE = rigidBodyComponent->isActive;
SyncActiveStates(physicsObject, COMPONENT_ACTIVE);
@ -324,11 +443,11 @@ namespace SHADE
void SHPhysicsSystem::PhysicsFixedUpdate::Execute(double dt) noexcept
{
auto* physicsSystem = reinterpret_cast<SHPhysicsSystem*>(GetSystem());
auto scriptSys = SHSystemManager::GetSystem<SHScriptEngine>();
if (!scriptSys)
auto* physicsSystem = reinterpret_cast<SHPhysicsSystem*>(GetSystem());
auto* scriptingSystem = SHSystemManager::GetSystem<SHScriptEngine>();
if (scriptingSystem == nullptr)
{
SHLOG_WARNING("[SHPhysicsSystem] Unable to invoke FixedUpdate() on scripts due to missing SHScriptEngine!");
SHLOGV_ERROR("Unable to invoke FixedUpdate() on scripts due to missing SHScriptEngine!");
}
fixedTimeStep = 1.0 / physicsSystem->fixedDT;
@ -337,10 +456,9 @@ namespace SHADE
int count = 0;
while (accumulatedTime > fixedTimeStep)
{
if (scriptSys)
{
scriptSys->ExecuteFixedUpdates();
}
if (scriptingSystem != nullptr)
scriptingSystem->ExecuteFixedUpdates();
physicsSystem->world->update(static_cast<rp3d::decimal>(fixedTimeStep));
accumulatedTime -= fixedTimeStep;
@ -356,6 +474,11 @@ namespace SHADE
void SHPhysicsSystem::PhysicsPostUpdate::Execute(double) noexcept
{
auto* physicsSystem = reinterpret_cast<SHPhysicsSystem*>(GetSystem());
auto* scriptingSystem = SHSystemManager::GetSystem<SHScriptEngine>();
if (scriptingSystem == nullptr)
{
SHLOGV_ERROR("Unable to invoke collision and trigger script events due to missing SHScriptEngine!");
}
// Interpolate transforms for rendering
if (physicsSystem->worldUpdated)
@ -363,20 +486,47 @@ namespace SHADE
physicsSystem->SyncTransforms();
// Collision & Trigger messages
auto scriptSys = SHSystemManager::GetSystem<SHScriptEngine>();
if (scriptSys)
{
scriptSys->ExecuteCollisionFunctions();
}
else
{
SHLOG_WARNING("[SHPhysicsSystem] Unable to invoke collision and trigger script events due to missing SHScriptEngine!");
}
if (scriptingSystem != nullptr)
scriptingSystem->ExecuteCollisionFunctions();
physicsSystem->ClearInvalidCollisions();
}
}
void SHPhysicsSystem::PhysicsDebugDraw::Execute(double) noexcept
{
const auto* PHYSICS_SYSTEM = reinterpret_cast<SHPhysicsSystem*>(GetSystem());
if (PHYSICS_SYSTEM->debugDrawFlags == 0)
return;
auto* debugDrawSystem = SHSystemManager::GetSystem<SHDebugDrawSystem>();
if (debugDrawSystem == nullptr)
{
SHLOGV_ERROR("Unable to debug draw physics objects due to missing SHDebugDrawSystem!");
return;
}
const auto& RP3D_DEBUG_RENDERER = PHYSICS_SYSTEM->world->getDebugRenderer();
const auto& LINES = RP3D_DEBUG_RENDERER.getLines();
const auto& TRIANGLES = RP3D_DEBUG_RENDERER.getTriangles();
// Draw all lines
for (uint32_t i = 0; i < RP3D_DEBUG_RENDERER.getNbLines(); ++i)
{
const auto& LINE = LINES[i];
debugDrawSystem->DrawLine(SHColour{ LINE.color1 }, LINE.point1, LINE.point2);
}
for (uint32_t i = 0; i < RP3D_DEBUG_RENDERER.getNbTriangles(); ++i)
{
const auto& TRIANGLE = TRIANGLES[i];
SHColour triColour{ TRIANGLE.color1 };
triColour.a() = 1.0f;
debugDrawSystem->DrawTri(triColour, TRIANGLE.point1, TRIANGLE.point2, TRIANGLE.point3);
}
}
void SHPhysicsSystem::onContact(const CallbackData& callbackData)
{
for (uint32_t i = 0; i < callbackData.getNbContactPairs(); ++i)
@ -630,19 +780,17 @@ namespace SHADE
auto* rigidBodyComponent = SHComponentManager::GetComponent_s<SHRigidBodyComponent>(ENTITY_ID);
auto* colliderComponent = SHComponentManager::GetComponent_s<SHColliderComponent>(ENTITY_ID);
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)
{
// Wake up all physics objects
for (auto& [entityID, object] : map)
{
if (SHComponentManager::HasComponent<SHRigidBodyComponent>(entityID))
reinterpret_cast<rp3d::RigidBody*>(object.rp3dBody)->setIsSleeping(false);
}
if (SHComponentManager::HasComponent<SHRigidBodyComponent>(entityID))
reinterpret_cast<rp3d::RigidBody*>(object.rp3dBody)->setIsSleeping(false);
}
if (REMOVED_ID == RIGID_BODY_ID && physicsObject != nullptr)
{
world->destroyRigidBody(reinterpret_cast<rp3d::RigidBody*>(physicsObject->rp3dBody));
physicsObject->rp3dBody = nullptr;
physicsObject->rp3dBody = nullptr;
if (colliderComponent != nullptr)
{
@ -657,7 +805,7 @@ namespace SHADE
}
}
if (REMOVED_ID == COLLIDER_ID)
if (REMOVED_ID == COLLIDER_ID && physicsObject != nullptr)
{
// Remove all colliders
const int NUM_COLLIDERS = static_cast<int>(physicsObject->rp3dBody->getNbColliders());
@ -673,11 +821,30 @@ namespace SHADE
physicsObject->rp3dBody = nullptr;
}
if (physicsObject->rp3dBody == nullptr)
DestroyPhysicsObject(ENTITY_ID);
if (physicsObject != nullptr && physicsObject->rp3dBody == nullptr)
DestroyPhysicsObject(ENTITY_ID);
}
return EVENT_DATA->handle;
}
SHEventHandle SHPhysicsSystem::ResetWorld(SHEventPtr editorStopEvent)
{
// TODO(Diren): Rebuild world based on how scene reloading is done
for (auto& [entityID, physicsObject] : map)
{
if (SHComponentManager::HasComponent<SHRigidBodyComponent>(entityID))
{
auto* rp3dRigidBody = reinterpret_cast<rp3d::RigidBody*>(physicsObject.rp3dBody);
rp3dRigidBody->resetForce();
rp3dRigidBody->resetTorque();
rp3dRigidBody->setLinearVelocity(SHVec3::Zero);
rp3dRigidBody->setAngularVelocity(SHVec3::Zero);
}
}
return editorStopEvent->handle;
}
} // namespace SHADE

View File

@ -51,6 +51,15 @@ namespace SHADE
using CollisionEvents = std::vector<SHCollisionEvent>;
enum class DebugDrawFlags : uint8_t
{
COLLIDER = 1
, COLLIDER_AABB = 2
, BROAD_PHASE_AABB = 4
, CONTACT_POINTS = 8
, CONTACT_NORMALS = 16
};
/*---------------------------------------------------------------------------------*/
/* Constructors & Destructor */
/*---------------------------------------------------------------------------------*/
@ -69,6 +78,12 @@ namespace SHADE
[[nodiscard]] uint16_t GetNumberVelocityIterations () const noexcept;
[[nodiscard]] uint16_t GetNumberPositionIterations () const noexcept;
[[nodiscard]] bool GetDrawColliders () const noexcept;
[[nodiscard]] bool GetDrawColliderAABBs () const noexcept;
[[nodiscard]] bool GetDrawBroadPhase () const noexcept;
[[nodiscard]] bool GetDrawContactPoints () const noexcept;
[[nodiscard]] bool GetDrawContactNormals () const noexcept;
[[nodiscard]] const CollisionEvents& GetCollisionInfo () const noexcept;
[[nodiscard]] const CollisionEvents& GetTriggerInfo () const noexcept;
@ -85,6 +100,13 @@ namespace SHADE
void SetWorldSettings (const WorldSettings& settings) const noexcept;
// TODO(Diren): Can the debug draw flags be done through an enum?
void SetDrawColliders (bool shouldDraw) noexcept;
void SetDrawColliderAABBs (bool shouldDraw) noexcept;
void SetDrawBroadPhase (bool shouldDraw) noexcept;
void SetDrawContactPoints (bool shouldDraw) noexcept;
void SetDrawContactNormals (bool shouldDraw) noexcept;
/*---------------------------------------------------------------------------------*/
/* Function Members */
/*---------------------------------------------------------------------------------*/
@ -105,48 +127,31 @@ namespace SHADE
class SH_API PhysicsPreUpdate final : public SHSystemRoutine
{
public:
/*-------------------------------------------------------------------------------*/
/* Constructors & Destructor */
/*-------------------------------------------------------------------------------*/
PhysicsPreUpdate();
/*-------------------------------------------------------------------------------*/
/* Function Members */
/*-------------------------------------------------------------------------------*/
void Execute(double dt) noexcept override;
};
class SH_API PhysicsFixedUpdate final : public SHFixedSystemRoutine
{
public:
/*-------------------------------------------------------------------------------*/
/* Constructors & Destructor */
/*-------------------------------------------------------------------------------*/
PhysicsFixedUpdate();
/*-------------------------------------------------------------------------------*/
/* Function Members */
/*-------------------------------------------------------------------------------*/
void Execute (double dt) noexcept override;
};
class SH_API PhysicsPostUpdate final : public SHSystemRoutine
{
public:
/*-------------------------------------------------------------------------------*/
/* Constructors & Destructor */
/*-------------------------------------------------------------------------------*/
PhysicsPostUpdate();
void Execute(double dt) noexcept override;
};
/*-------------------------------------------------------------------------------*/
/* Function Members */
/*-------------------------------------------------------------------------------*/
class SH_API PhysicsDebugDraw final : public SHSystemRoutine
{
public:
PhysicsDebugDraw();
void Execute(double dt) noexcept override;
};
@ -162,6 +167,7 @@ namespace SHADE
/*---------------------------------------------------------------------------------*/
bool worldUpdated;
uint8_t debugDrawFlags;
double interpolationFactor;
double fixedDT;
@ -189,6 +195,7 @@ namespace SHADE
SHEventHandle AddPhysicsComponent (SHEventPtr addComponentEvent);
SHEventHandle RemovePhysicsComponent (SHEventPtr removeComponentEvent);
SHEventHandle ResetWorld (SHEventPtr editorStopEvent);
template <typename RP3DCollisionPair, typename = std::enable_if_t
<std::is_same_v<RP3DCollisionPair, rp3d::CollisionCallback::ContactPair>

View File

@ -21,9 +21,11 @@ namespace SHADE
/*-----------------------------------------------------------------------------------*/
SHResourceHub SHResourceManager::resourceHub;
std::unordered_map<std::type_index, std::unordered_map<AssetID, Handle<void>>> SHResourceManager::handlesMap;
std::unordered_map<std::type_index, SHADE::SHResourceManager::HandleAssetMap> SHResourceManager::assetIdMap;
std::unordered_map<std::type_index, SHResourceManager::HandleAssetMap> SHResourceManager::assetIdMap;
std::unordered_map<std::type_index, std::function<void(AssetID)>> SHResourceManager::typedFreeFuncMap;
std::vector<AssetID> SHResourceManager::loadedAssetData;
bool SHResourceManager::textureChanged = false;
bool SHResourceManager::meshChanged = false;
/*-----------------------------------------------------------------------------------*/
/* Function Definitions */
@ -63,8 +65,17 @@ namespace SHADE
SHGraphicsSystem* gfxSystem = SHSystemManager::GetSystem<SHGraphicsSystem>();
if (gfxSystem == nullptr)
throw std::runtime_error("[SHResourceManager] Attempted to load graphics resource without a SHGraphicsSystem installed.");
gfxSystem->BuildMeshBuffers();
gfxSystem->BuildTextures();
if (meshChanged)
{
gfxSystem->BuildMeshBuffers();
meshChanged = false;
}
if (textureChanged)
{
gfxSystem->BuildTextures();
textureChanged = false;
}
// Free CPU Resources
for (auto assetId : loadedAssetData)

View File

@ -31,37 +31,17 @@ namespace SHADE { class SHMaterial; }
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<SHMaterialSpec> { using AssetType = SHMaterialAsset; };
template<>
struct SHResourceLoader<SHMaterial>
{
using AssetType = SHMaterialSpec;
};
/// <summary>
/// Template structs that maps a resource to their loaded asset representation type.
/// </summary>
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<SHMaterialSpec> { using AssetType = SHMaterialAsset; };
template<> struct SHResourceLoader<SHMaterial> { using AssetType = SHMaterialSpec; };
/// <summary>
/// Static class responsible for loading and caching runtime resources from their
/// serialised Asset IDs.
/// </summary>
@ -104,7 +84,7 @@ namespace SHADE
/// <param name="assetId">Handle to the resource to unload.</param>
static void Unload(AssetID assetId);
/// <summary>
/// Needs to be called to finalise all changes to loads.
/// Needs to be called to finalise all changes to loads, unless at runtime.
/// </summary>
static void FinaliseChanges();
@ -154,6 +134,9 @@ namespace SHADE
static std::unordered_map<std::type_index, std::function<void(AssetID)>> typedFreeFuncMap;
// Pointers to temp CPU resources
static std::vector<AssetID> loadedAssetData;
// Dirty Flags
static bool meshChanged;
static bool textureChanged;
/*---------------------------------------------------------------------------------*/
/* Helper Functions */

View File

@ -176,6 +176,7 @@ namespace SHADE
if constexpr (std::is_same_v<ResourceType, SHMesh>)
{
loadedAssetData.emplace_back(assetId);
meshChanged = true;
return gfxSystem->AddMesh
(
@ -192,6 +193,7 @@ namespace SHADE
else if constexpr (std::is_same_v<ResourceType, SHTexture>)
{
loadedAssetData.emplace_back(assetId);
textureChanged = true;
return gfxSystem->AddTexture
(

View File

@ -0,0 +1,109 @@
/************************************************************************************//*!
\file SHDebugDrawSystem.cpp
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Nov 2, 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.
*//*************************************************************************************/
// Precompiled Header
#include "SHpch.h"
// Primary Include
#include "SHDebugDraw.h"
// Project Includes
#include "Math/Vector/SHVec4.h"
#include "Math/SHColour.h"
#include "Graphics/MiddleEnd/Interface/SHDebugDrawSystem.h"
#include "ECS_Base/Managers/SHSystemManager.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Static Member Definitions */
/*-----------------------------------------------------------------------------------*/
SHDebugDrawSystem* SHDebugDraw::dbgDrawSys = nullptr;
/*-----------------------------------------------------------------------------------*/
/* Lifecycle Functions */
/*-----------------------------------------------------------------------------------*/
void SHDebugDraw::Init(SHDebugDrawSystem* sys)
{
dbgDrawSys = sys;
if (dbgDrawSys == nullptr)
{
SHLOG_ERROR("[SHDebugDraw] Invalid SHDebugDrawSystem provided for initialization!");
}
}
/*-----------------------------------------------------------------------------------*/
/* Draw Functions */
/*-----------------------------------------------------------------------------------*/
void SHDebugDraw::Line(const SHVec4& color, const SHVec3& startPt, const SHVec3& endPt)
{
dbgDrawSys->DrawLine(color, startPt, endPt);
}
void SHDebugDraw::Tri(const SHVec4& color, const SHVec3& pt1, const SHVec3& pt2, const SHVec3& pt3)
{
dbgDrawSys->DrawTri(color, pt1, pt2, pt3);
}
void SHDebugDraw::Quad(const SHVec4& color, const SHVec3& pt1, const SHVec3& pt2, const SHVec3& pt3, const SHVec3& pt4)
{
dbgDrawSys->DrawQuad(color, pt1, pt2, pt3, pt4);
}
void SHDebugDraw::Poly(const SHVec4& color, std::initializer_list<SHVec3> pointList)
{
dbgDrawSys->DrawPoly(color, pointList);
}
void SHDebugDraw::Cube(const SHVec4& color, const SHVec3& pos, const SHVec3& size)
{
dbgDrawSys->DrawCube(color, pos, size);
}
void SHDebugDraw::Sphere(const SHVec4& color, const SHVec3& pos, double radius)
{
dbgDrawSys->DrawSphere(color, pos, radius);
}
void SHDebugDraw::PersistentLine(const SHVec4& color, const SHVec3& startPt, const SHVec3& endPt)
{
dbgDrawSys->DrawPersistentLine(color, startPt, endPt);
}
void SHDebugDraw::PersistentTri(const SHVec4& color, const SHVec3& pt1, const SHVec3& pt2, const SHVec3& pt3)
{
dbgDrawSys->DrawPersistentTri(color, pt1, pt2, pt3);
}
void SHDebugDraw::PersistentQuad(const SHVec4& color, const SHVec3& pt1, const SHVec3& pt2, const SHVec3& pt3, const SHVec3& pt4)
{
dbgDrawSys->DrawPersistentQuad(color, pt1, pt2, pt3, pt4);
}
void SHDebugDraw::PersistentPoly(const SHVec4& color, std::initializer_list<SHVec3> pointList)
{
dbgDrawSys->DrawPersistentPoly(color, pointList);
}
void SHDebugDraw::PersistentCube(const SHVec4& color, const SHVec3& pos, const SHVec3& size)
{
dbgDrawSys->DrawPersistentCube(color, pos, size);
}
void SHDebugDraw::PersistentSphere(const SHVec4& color, const SHVec3& pos, double radius)
{
dbgDrawSys->DrawPersistentSphere(color, pos, radius);
}
void SHDebugDraw::ClearPersistentDraws()
{
dbgDrawSys->ClearPersistentDraws();
}
}

View File

@ -0,0 +1,159 @@
/************************************************************************************//*!
\file SHDebugDraw.h
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Nov 2, 2022
\brief Contains the definition of the SHDebugDraw 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
// Project Includes
#include "SH_API.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Forward Declarations */
/*-----------------------------------------------------------------------------------*/
class SHDebugDrawSystem;
class SHVec4;
class SHVec3;
class SHColour;
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
/// <summary>
/// Static helper class to make it easier to do debug drawing and enable support for
/// managed code to execute it withot dependency hell due to graphics system
/// dependencies.
/// </summary>
class SH_API SHDebugDraw final
{
public:
/*---------------------------------------------------------------------------------*/
/* Lifecycle Functions */
/*---------------------------------------------------------------------------------*/
/// <summary>
/// Sets up the link with the SHDebugDrawSystem. Must be called after the
/// SHDebugDrawSystem is spawned.
/// </summary>
static void Init(SHDebugDrawSystem* sys);
/*---------------------------------------------------------------------------------*/
/* 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>
static void Line(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>
static void Tri(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>
static void Quad(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>
static void Poly(const SHVec4& color, std::initializer_list<SHVec3> pointList);
/// <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>
static void Cube(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>
static void Sphere(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.
/// </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>
static void PersistentLine(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.
/// </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>
static void PersistentTri(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.
/// </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>
static void PersistentQuad(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.
/// </summary>
/// <param name="color">Colour of the polygon.</param>
/// <param name="pointList">List of points for the polygon.</param>
static void PersistentPoly(const SHVec4& color, std::initializer_list<SHVec3> pointList);
/// <summary>
/// Renders a wireframe cube centered around the position specified in world space
/// that will persist until ClearPersistentDraws() is called.
/// </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>
static void PersistentCube(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.
/// </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>
static void PersistentSphere(const SHVec4& color, const SHVec3& pos, double radius);
/// <summary>
/// Clears any persistent drawn debug primitives.
/// </summary>
static void ClearPersistentDraws();
private:
/*---------------------------------------------------------------------------------*/
/* Static Data Members */
/*---------------------------------------------------------------------------------*/
static SHDebugDrawSystem* dbgDrawSys;
};
}

View File

@ -39,7 +39,7 @@ namespace SHADE
* @param[in] enumClassMember A member of the specified enum class.
* @returns The value of the enum class member in the output type.
*/
template <IsEnum InputType, IsIntegral OutputType = int>
template <IsEnum InputType, IsIntegral OutputType = std::underlying_type_t<InputType>>
static constexpr OutputType ConvertEnum(InputType enumClassMember) noexcept;
/**

View File

@ -0,0 +1,136 @@
#include "SHpch.h"
#include "Camera.hxx"
#include "ECS_Base/Managers/SHSystemManager.h"
#include "Camera/SHCameraSystem.h"
namespace SHADE
{
Camera::Camera(Entity entity)
:Component(entity)
{
}
float Camera::Pitch::get()
{
return (GetNativeComponent()->GetPitch());
}
void Camera::Pitch::set(float val)
{
GetNativeComponent()->SetPitch(val);
}
float Camera::Yaw::get()
{
return (GetNativeComponent()->GetYaw());
}
void Camera::Yaw::set(float val)
{
GetNativeComponent()->SetYaw(val);
}
float Camera::Roll::get()
{
return (GetNativeComponent()->GetRoll());
}
void Camera::Roll::set(float val)
{
GetNativeComponent()->SetRoll(val);
}
float Camera::Width::get()
{
return (GetNativeComponent()->GetWidth());
}
void Camera::Width::set(float val)
{
GetNativeComponent()->SetWidth(val);
}
float Camera::Height::get()
{
return (GetNativeComponent()->GetHeight());
}
void Camera::Height::set(float val)
{
GetNativeComponent()->SetHeight(val);
}
float Camera::Near::get()
{
return (GetNativeComponent()->GetNear());
}
void Camera::Near::set(float val)
{
GetNativeComponent()->SetNear(val);
}
float Camera::Far::get()
{
return (GetNativeComponent()->GetFar());
}
void Camera::Far::set(float val)
{
GetNativeComponent()->SetFar(val);
}
float Camera::FOV::get()
{
return (GetNativeComponent()->GetFOV());
}
void Camera::FOV::set(float val)
{
GetNativeComponent()->SetFOV(val);
}
Vector3 Camera::Position::get()
{
return Convert::ToCLI(GetNativeComponent()->GetPosition());
}
void Camera::Position::set(Vector3 val)
{
GetNativeComponent()->SetPosition(Convert::ToNative(val));
}
void Camera::SetMainCamera(size_t directorIndex)
{
auto system = SHSystemManager::GetSystem<SHCameraSystem>();
system->SetMainCamera(GetNativeComponent()->GetEID(), directorIndex);
}
void Camera::SetMainCamera()
{
SetMainCamera(0);
}
void Camera::LookAt(Vector3 targetPosition)
{
auto system = SHSystemManager::GetSystem<SHCameraSystem>();
system->CameraLookAt(*GetNativeComponent(), Convert::ToNative(targetPosition));
}
Vector3 Camera::GetForward()
{
auto system = SHSystemManager::GetSystem<SHCameraSystem>();
SHVec3 forward, up, right;
system->GetCameraAxis(*GetNativeComponent(), forward, right, up);
return Convert::ToCLI(forward);
}
Vector3 Camera::GetRight()
{
auto system = SHSystemManager::GetSystem<SHCameraSystem>();
SHVec3 forward, up, right;
system->GetCameraAxis(*GetNativeComponent(), forward, right, up);
return Convert::ToCLI(right);
}
}

View File

@ -0,0 +1,72 @@
#pragma once
// Project Includes
#include "Components/Component.hxx"
#include "Math/Vector3.hxx"
#include "Math/Quaternion.hxx"
// External Dependencies
#include "Camera/SHCameraComponent.h"
namespace SHADE
{
public ref class Camera : public Component<SHCameraComponent>
{
internal:
Camera(Entity entity);
public:
property float Pitch
{
float get();
void set(float val);
}
property float Yaw
{
float get();
void set(float val);
}
property float Roll
{
float get();
void set(float val);
}
property float Width
{
float get();
void set(float val);
}
property float Height
{
float get();
void set(float val);
}
property float Near
{
float get();
void set(float val);
}
property float Far
{
float get();
void set(float val);
}
property float FOV
{
float get();
void set(float val);
}
property Vector3 Position
{
Vector3 get();
void set(Vector3 val);
}
void SetMainCamera(size_t directorIndex);
void SetMainCamera();
void LookAt(Vector3 targetPosition);
Vector3 GetForward();
Vector3 GetRight();
};
}

View File

@ -0,0 +1,51 @@
#include "SHpch.h"
#include "CameraArm.hxx"
namespace SHADE
{
CameraArm::CameraArm(Entity entity)
:Component(entity)
{
}
float CameraArm::Pitch::get()
{
return (GetNativeComponent()->GetPitch());
}
void CameraArm::Pitch::set(float val)
{
GetNativeComponent()->SetPitch(val);
}
float CameraArm::Yaw::get()
{
return (GetNativeComponent()->GetYaw());
}
void CameraArm::Yaw::set(float val)
{
GetNativeComponent()->SetYaw(val);
}
float CameraArm::ArmLength::get()
{
return (GetNativeComponent()->GetArmLength());
}
void CameraArm::ArmLength::set(float val)
{
GetNativeComponent()->SetArmLength(val);
}
bool CameraArm::LookAtCameraOrigin::get()
{
return GetNativeComponent()->lookAtCameraOrigin;
}
void CameraArm::LookAtCameraOrigin::set(bool val)
{
GetNativeComponent()->lookAtCameraOrigin = val;
}
}

View File

@ -0,0 +1,40 @@
#pragma once
// Project Includes
#include "Components/Component.hxx"
#include "Math/Vector3.hxx"
// External Dependencies
#include "Camera/SHCameraArmComponent.h"
namespace SHADE
{
public ref class CameraArm : public Component<SHCameraArmComponent>
{
internal:
CameraArm(Entity entity);
public:
property float Pitch
{
float get();
void set(float val);
}
property float Yaw
{
float get();
void set(float val);
}
property float ArmLength
{
float get();
void set(float val);
}
property bool LookAtCameraOrigin
{
bool get();
void set(bool val);
}
};
}

View File

@ -148,6 +148,14 @@ namespace SHADE
{
return Convert::ToCLI(GetNativeComponent()->GetTorque());
}
bool RigidBody::Interpolating::get()
{
return GetNativeComponent()->IsInterpolating();
}
void RigidBody::Interpolating::set(bool value)
{
GetNativeComponent()->SetInterpolate(value);
}
/*---------------------------------------------------------------------------------*/
/* Force Functions */

View File

@ -129,6 +129,11 @@ namespace SHADE
{
Vector3 get();
}
property bool Interpolating
{
bool get();
void set(bool value);
}
/*-----------------------------------------------------------------------------*/
/* Force Functions */

View File

@ -87,15 +87,6 @@ namespace SHADE
{
GetNativeComponent()->SetWorldScale(Convert::ToNative(val));
}
Transform^ Transform::Parent::get()
{
auto node = SHSceneManager::GetCurrentSceneGraph().GetNode(owner.GetEntity());
if (!node)
throw gcnew System::InvalidOperationException("[Transform] Unable to retrieve SceneGraphNode for an Entity.");
const auto PARENT = node->GetParent();
return PARENT ? gcnew Transform(PARENT->GetEntityID()) : nullptr;
}
/*---------------------------------------------------------------------------------*/
/* Constructors */
@ -103,21 +94,4 @@ namespace SHADE
Transform::Transform(Entity entity)
: Component(entity)
{}
/*---------------------------------------------------------------------------------*/
/* Usage Functions */
/*---------------------------------------------------------------------------------*/
void Transform::SetParent(Transform^ parent, bool worldPositionStays)
{
auto& sceneGraph = SHSceneManager::GetCurrentSceneGraph();
auto node = sceneGraph.GetNode(owner.GetEntity());
if (!node)
throw gcnew System::InvalidOperationException("[Transform] Unable to retrieve SceneGraphNode for an Entity.");
if (parent)
node->SetParent(sceneGraph.GetNode(parent->owner.GetEntity()));
else
sceneGraph.SetParent(parent->owner.GetEntity(), nullptr);
}
}

View File

@ -107,30 +107,6 @@ namespace SHADE
Vector3 get();
void set(Vector3 val);
}
/// <summary>
/// Parent Transform that affects this Transform.
/// </summary>
property Transform^ Parent
{
Transform^ get();
}
/*-----------------------------------------------------------------------------*/
/* Usage Functions */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Sets the parent of this Transform component.
/// </summary>
/// <param name="parent">
/// Entity that contains the Transform component that this Transform will be
/// parented to. If null, unparenting will occur.
/// </param>
/// <param name="worldPositionStays">
/// If true, the transform values of this Transform component will retain their
/// pre-parent-change global transforms. The local transform values will be
/// modified to ensure that the global transforms do not change.
/// </param>
void SetParent(Transform^ parent, bool worldPositionStays);
};
}

View File

@ -260,7 +260,7 @@ namespace SHADE
int val = safe_cast<int>(field->GetValue(object));
int oldVal = val;
if (SHEditorUI::InputEnumCombo(Convert::ToNative(field->Name), val, nativeEnumNames))
if (SHEditorUI::InputEnumCombo(Convert::ToNative(field->Name), val, nativeEnumNames, &isHovered))
{
field->SetValue(object, val);
registerUndoAction(object, field, val, oldVal);
@ -280,12 +280,23 @@ namespace SHADE
// Actual Field
std::string val = Convert::ToNative(stringVal);
std::string oldVal = val;
if (SHEditorUI::InputTextField(Convert::ToNative(field->Name), val))
if (SHEditorUI::InputTextField(Convert::ToNative(field->Name), val, &isHovered))
{
field->SetValue(object, Convert::ToCLI(val));
registerUndoAction(object, field, Convert::ToCLI(val), Convert::ToCLI(oldVal));
}
}
else if (field->FieldType == GameObject::typeid)
{
GameObject gameObj = safe_cast<GameObject>(field->GetValue(object));
uint32_t entityId = gameObj.GetEntity();
if (SHEditorUI::InputGameObjectField(Convert::ToNative(field->Name), entityId, &isHovered))
{
GameObject newVal = GameObject(entityId);
field->SetValue(object, newVal);
registerUndoAction(object, field, newVal, gameObj);
}
}
else
{
array<System::Type^>^ interfaces = field->FieldType->GetInterfaces();

View File

@ -33,6 +33,8 @@ of DigiPen Institute of Technology is prohibited.
#include "Components/Transform.hxx"
#include "Components\RigidBody.hxx"
#include "Components\Collider.hxx"
#include "Components/Camera.hxx"
#include "Components/CameraArm.hxx"
namespace SHADE
{
@ -248,6 +250,8 @@ namespace SHADE
componentMap.Add(createComponentSet<SHTransformComponent, Transform>());
componentMap.Add(createComponentSet<SHColliderComponent, Collider>());
componentMap.Add(createComponentSet<SHRigidBodyComponent, RigidBody>());
componentMap.Add(createComponentSet<SHCameraComponent, Camera>());
componentMap.Add(createComponentSet<SHCameraArmComponent, CameraArm>());
}
/*---------------------------------------------------------------------------------*/

View File

@ -17,6 +17,7 @@ of DigiPen Institute of Technology is prohibited.
#include "GameObject.hxx"
// External Dependencies
#include "ECS_Base/Managers/SHEntityManager.h"
#include "Scene/SHSceneGraph.h"
// Project Headers
#include "ECS.hxx"
#include "Utility/Convert.hxx"
@ -72,6 +73,31 @@ namespace SHADE
}
return node->IsActive();
}
Entity GameObject::EntityId::get()
{
return entity;
}
GameObject^ GameObject::Parent::get()
{
const auto& SCENE_GRAPH = SHSceneManager::GetCurrentSceneGraph();
const auto* ROOT = SCENE_GRAPH.GetRoot();
const auto* NODE = SCENE_GRAPH.GetNode(entity);
if (NODE == nullptr)
throw gcnew System::InvalidOperationException("Unable to retrieve SceneGraphNode for Entity " + entity.ToString());
const auto* PARENT = NODE->GetParent();
return PARENT != ROOT ? gcnew GameObject(PARENT->GetEntityID()) : nullptr;
}
void GameObject::Parent::set(GameObject^ newParent)
{
const auto& SCENE_GRAPH = SHSceneManager::GetCurrentSceneGraph();
if (newParent == nullptr)
SCENE_GRAPH.SetParent(entity, nullptr);
else
SCENE_GRAPH.SetParent(entity, newParent->EntityId);
}
/*---------------------------------------------------------------------------------*/
/* GameObject Property Functions */
@ -155,11 +181,13 @@ namespace SHADE
/* Constructors */
/*---------------------------------------------------------------------------------*/
GameObject::GameObject(const SHEntity& entity)
: entity { entity.GetEID() }
: entity { entity.GetEID() }
, children{ gcnew System::Collections::ArrayList }
{}
GameObject::GameObject(Entity entity)
: entity { entity }
: entity { entity }
, children{ gcnew System::Collections::ArrayList }
{}
/*---------------------------------------------------------------------------------*/

View File

@ -86,6 +86,21 @@ namespace SHADE
{
bool get();
}
/// <summary>
/// Native Entity ID value for this GameObject.
/// </summary>
property Entity EntityId
{
Entity get();
}
/// <summary>
/// The parent entity for this GameObject.
/// </summary>
property GameObject^ Parent
{
GameObject^ get();
void set(GameObject^);
}
/*-----------------------------------------------------------------------------*/
/* GameObject Property Functions */
@ -105,6 +120,7 @@ namespace SHADE
/// Whether to activate or deactivate this GameObject.
/// </param>
void SetActive(bool active);
/*-----------------------------------------------------------------------------*/
/* Component Access Functions */
@ -235,7 +251,8 @@ namespace SHADE
/*-----------------------------------------------------------------------------*/
/* Data Members */
/*-----------------------------------------------------------------------------*/
Entity entity;
Entity entity;
System::Collections::ArrayList^ children;
public:
/*-----------------------------------------------------------------------------*/

View File

@ -29,6 +29,12 @@ namespace SHADE
{
return SHFrameRateController::GetRawDeltaTime();
}
float Time::DeltaTimeF::get()
{
return static_cast<float>(SHFrameRateController::GetRawDeltaTime());
}
double Time::FixedDeltaTime::get()
{
return SHPhysicsSystemInterface::GetFixedDT();

View File

@ -32,6 +32,16 @@ namespace SHADE
{
double get();
}
/*-----------------------------------------------------------------------------*/
/* Properties */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Time taken to process the previous frame.
/// </summary>
static property float DeltaTimeF
{
float get();
}
/// <summary>
/// Time taken for Physics simulations. You should use this for operations
/// within Script.FixedUpdate()

View File

@ -99,4 +99,11 @@ namespace SHADE
return SHInputManager::GetKeyReleasedTime(static_cast<SHInputManager::SH_KEYCODE>(key));
}
Vector2 Input::GetMouseVelocity()
{
double velX, velY;
SHInputManager::GetMouseVelocity(&velX, &velY);
return Convert::ToCLI(SHVec2{ (float)velX,(float)velY });
}
}

View File

@ -471,5 +471,7 @@ namespace SHADE
/// <param name="key">The key to check.</param>
/// <returns>Time in seconds that the key was held.</returns>
static double GetMouseReleasedTime(MouseCode mouseButton);
static Vector2 GetMouseVelocity();
};
}

Some files were not shown because too many files have changed in this diff Show More