Merge branch 'main' into SP3-4-Editor

This commit is contained in:
Sri Sham Haran 2022-10-30 11:28:01 +08:00
commit 86e8415845
89 changed files with 2916 additions and 676 deletions

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@ -0,0 +1,83 @@
#version 450
struct DirectionalLightStruct
{
vec3 direction;
uint isActive;
uint cullingMask;
vec4 diffuseColor;
};
struct AmbientLightStruct
{
vec4 ambientColor;
float strength;
uint isActive;
uint cullingMask;
};
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, rgba8) uniform image2D albedo;
layout(set = 4, binding = 3, r32ui) uniform uimage2D lightLayerData;
layout(set = 4, binding = 4, rgba8) uniform image2D targetImage;
layout(set = 1, binding = 0) uniform LightCounts
{
uint directionalLights;
uint pointLights;
uint spotLights;
uint ambientLights;
} lightCounts;
layout(std430, set = 1, binding = 1) buffer DirectionalLightData
{
DirectionalLightStruct dLightData[];
} DirLightData;
layout(std430, set = 1, binding = 4) buffer AmbientLightData
{
AmbientLightStruct aLightData[];
} AmbLightData;
void main()
{
// convenient variables
ivec2 globalThread = ivec2(gl_GlobalInvocationID);
// Get the diffuse color of the pixel
vec3 pixelDiffuse = imageLoad (albedo, globalThread).rgb;
// Get position of fragment in world space
vec3 positionWorld = imageLoad (positions, globalThread).rgb;
// normal of fragment
vec3 normalWorld = imageLoad(normals, globalThread).rgb;
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);
// Get diffuse strength
float diffuseStrength = max (0, dot (dLightNormalized, normalWorld));
// 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);
}
// store result into result image
imageStore(targetImage, ivec2(gl_GlobalInvocationID.xy), vec4(fragColor, 1.0f));
}

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@ -0,0 +1,3 @@
Name: DeferredComposite_CS
ID: 42814284
Type: 2

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@ -1,3 +1,3 @@
Name: Kirsch_CS
ID: 19931255
ID: 39301863
Type: 2

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@ -1,3 +1,3 @@
Name: PureCopy_CS
ID: 29659779
ID: 34987209
Type: 2

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@ -13,37 +13,38 @@ struct MatPropData
layout(location = 0) in struct
{
vec4 vertColor;
vec2 uv;
vec4 vertPos; // location 0
vec2 uv; // location = 1
vec4 normal; // location = 2
} In;
// material stuff
layout(location = 2) flat in struct
layout(location = 3) flat in struct
{
int materialIndex;
uint eid;
uint lightLayerIndex;
} In2;
//layout (set = 0, binding = )
layout (set = 0, binding = 1) uniform sampler2D textures[]; // for textures (global)
layout (set = 3, binding = 0) buffer MaterialProperties // For materials
layout (std430, set = 3, binding = 0) buffer MaterialProperties // For materials
{
MatPropData data[];
} MatProp;
layout(location = 0) out vec4 outColor;
layout(location = 0) out vec4 position;
layout(location = 1) out uint outEntityID;
layout(location = 2) out uint lightLayerIndices;
layout(location = 3) out vec4 normals;
layout(location = 4) out vec4 albedo;
void main()
{
outColor = texture(textures[nonuniformEXT(MatProp.data[In2.materialIndex].textureIndex)], In.uv) +
MatProp.data[In2.materialIndex].color / MatProp.data[In2.materialIndex].alpha;
position = In.vertPos;
normals = In.normal;
albedo = texture(textures[nonuniformEXT(MatProp.data[In2.materialIndex].textureIndex)], In.uv) + MatProp.data[In2.materialIndex].color / MatProp.data[In2.materialIndex].alpha;
outEntityID = In2.eid;
lightLayerIndices = In2.lightLayerIndex;
//outColor = vec4 (1.0f);
}

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@ -1,3 +1,3 @@
Name: TestCube_FS
ID: 18415057
ID: 37450402
Type: 2

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@ -14,13 +14,14 @@ layout(location = 8) in uvec2 integerData;
layout(location = 0) out struct
{
vec4 vertColor; // location 0
vec4 vertPos; // location 0
vec2 uv; // location = 1
vec4 normal; // location = 2
} Out;
// material stuff
layout(location = 2) out struct
layout(location = 3) out struct
{
int materialIndex;
uint eid;
@ -36,10 +37,14 @@ layout(set = 2, binding = 0) uniform CameraData
void main()
{
Out.uv = aUV;
Out2.materialIndex = gl_InstanceIndex;
Out2.eid = integerData[0];
Out2.lightLayerIndex = integerData[1];
Out.vertPos = worldTransform * vec4(aVertexPos, 1.0f);
Out.uv = aUV;
Out.normal.rgb = mat3(transpose(inverse(worldTransform))) * aNormal.rgb;
Out.normal.rgb = normalize (Out.normal.rgb);
gl_Position = cameraData.vpMat * worldTransform * vec4 (aVertexPos, 1.0f);
Out.vertColor = vec4 (aVertexPos, 1.0f);
}

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@ -1,3 +1,3 @@
Name: TestCube_VS
ID: 29315909
ID: 41688429
Type: 2

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@ -159,7 +159,7 @@ namespace Sandbox
SHSceneManager::Exit();
SHSystemManager::Exit();
SHAssetManager::Unload();
SHAssetManager::Exit();
}
}

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@ -158,12 +158,22 @@ namespace Sandbox
SHComponentManager::AddComponent<SHLightComponent>(0);
SHComponentManager::RemoveComponent <SHRigidBodyComponent>(0);
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)->SetStrength(0.25f);
SHComponentManager::GetComponent<SHLightComponent>(ambientLight)->SetType(SH_LIGHT_TYPE::AMBIENT);
}
void SBTestScene::Update(float dt)
{
static float rotation = 0.0f;
SHVec3 direction{0.0f, 0.0f, 1.0f};
direction = SHVec3::RotateY(direction, rotation);
auto* lightComp =SHComponentManager::GetComponent<SHLightComponent>(0);
lightComp->SetDirection (direction);
rotation += 0.005f;
//auto& transform = *SHADE::SHComponentManager::GetComponent_s<SHADE::SHTransformComponent>(testObj);
//transform.SetWorldPosition({1.0f, 1.0f, -1.0f});

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@ -61,8 +61,25 @@ namespace SHADE
/// </summary>
public CallbackAction() {}
/// <summary>
/// Constructs a CallbackAction that represents a call to the specified method on the
/// specified target.
/// Constructs a CallbackAction that represents a call to the specified static
/// method.
/// </summary>
/// <param name="method">Method to call.</param>
/// <exception cref="ArgumentException">
/// Thrown if a method that is not compatible with the target is specified. The method's
/// source type must match the target's type.
/// </exception>
public CallbackAction(MethodInfo method)
{
// No errors, assign
targetMethod = method;
// Create storage for parameters for calling
parameters = new Object[1];
}
/// <summary>
/// Constructs a CallbackAction that represents a call to a specified member
/// method on the specified target.
/// </summary>
/// <param name="target">Object to call the method on.</param>
/// <param name="method">Method to call.</param>
@ -86,7 +103,7 @@ namespace SHADE
/// <summary>
/// Constructs a Callback action based on an action.
/// </summary>
/// <param name="action"></param>
/// <param name="action">Action that wraps a function to be called.</param>
public CallbackAction(Action<T1> action)
{
targetAction = action;
@ -103,7 +120,7 @@ namespace SHADE
{
targetAction.Invoke(t1);
}
else if (TargetObject != null && targetMethod != null)
else if (targetMethod != null)
{
parameters[0] = t1;
_ = targetMethod.Invoke(TargetObject, parameters);
@ -138,8 +155,25 @@ namespace SHADE
/// </summary>
public CallbackAction() {}
/// <summary>
/// Constructs a CallbackAction that represents a call to the specified method on the
/// specified target.
/// Constructs a CallbackAction that represents a call to the specified static
/// method.
/// </summary>
/// <param name="method">Method to call.</param>
/// <exception cref="ArgumentException">
/// Thrown if a method that is not compatible with the target is specified. The method's
/// source type must match the target's type.
/// </exception>
public CallbackAction(MethodInfo method)
{
// No errors, assign
targetMethod = method;
// Create storage for parameters for calling
parameters = new Object[2];
}
/// <summary>
/// Constructs a CallbackAction that represents a call to a specified member
/// method on the specified target.
/// </summary>
/// <param name="target">Object to call the method on.</param>
/// <param name="method">Method to call.</param>
@ -158,12 +192,12 @@ namespace SHADE
targetMethod = method;
// Create storage for parameters for calling
parameters = new Object[1];
parameters = new Object[2];
}
/// <summary>
/// Constructs a Callback action based on an action.
/// </summary>
/// <param name="action"></param>
/// <param name="action">Action that wraps a function to be called.</param>
public CallbackAction(Action<T1, T2> action)
{
targetAction = action;
@ -180,7 +214,7 @@ namespace SHADE
{
targetAction.Invoke(t1, t2);
}
else if (TargetObject != null && targetMethod != null)
else if (targetMethod != null)
{
parameters[0] = t1;
parameters[1] = t2;
@ -216,8 +250,25 @@ namespace SHADE
/// </summary>
public CallbackAction() {}
/// <summary>
/// Constructs a CallbackAction that represents a call to the specified method on the
/// specified target.
/// Constructs a CallbackAction that represents a call to the specified static
/// method.
/// </summary>
/// <param name="method">Method to call.</param>
/// <exception cref="ArgumentException">
/// Thrown if a method that is not compatible with the target is specified. The method's
/// source type must match the target's type.
/// </exception>
public CallbackAction(MethodInfo method)
{
// No errors, assign
targetMethod = method;
// Create storage for parameters for calling
parameters = new Object[3];
}
/// <summary>
/// Constructs a CallbackAction that represents a call to a specified member
/// method on the specified target.
/// </summary>
/// <param name="target">Object to call the method on.</param>
/// <param name="method">Method to call.</param>
@ -236,12 +287,12 @@ namespace SHADE
targetMethod = method;
// Create storage for parameters for calling
parameters = new Object[1];
parameters = new Object[3];
}
/// <summary>
/// Constructs a Callback action based on an action.
/// </summary>
/// <param name="action"></param>
/// <param name="action">Action that wraps a function to be called.</param>
public CallbackAction(Action<T1, T2, T3> action)
{
targetAction = action;
@ -258,7 +309,7 @@ namespace SHADE
{
targetAction.Invoke(t1, t2, t3);
}
else if (TargetObject != null && targetMethod != null)
else if (targetMethod != null)
{
parameters[0] = t1;
parameters[1] = t2;
@ -295,8 +346,25 @@ namespace SHADE
/// </summary>
public CallbackAction() {}
/// <summary>
/// Constructs a CallbackAction that represents a call to the specified method on the
/// specified target.
/// Constructs a CallbackAction that represents a call to the specified static
/// method.
/// </summary>
/// <param name="method">Method to call.</param>
/// <exception cref="ArgumentException">
/// Thrown if a method that is not compatible with the target is specified. The method's
/// source type must match the target's type.
/// </exception>
public CallbackAction(MethodInfo method)
{
// No errors, assign
targetMethod = method;
// Create storage for parameters for calling
parameters = new Object[4];
}
/// <summary>
/// Constructs a CallbackAction that represents a call to a specified member
/// method on the specified target.
/// </summary>
/// <param name="target">Object to call the method on.</param>
/// <param name="method">Method to call.</param>
@ -315,12 +383,12 @@ namespace SHADE
targetMethod = method;
// Create storage for parameters for calling
parameters = new Object[1];
parameters = new Object[4];
}
/// <summary>
/// Constructs a Callback action based on an action.
/// </summary>
/// <param name="action"></param>
/// <param name="action">Action that wraps a function to be called.</param>
public CallbackAction(Action<T1, T2, T3, T4> action)
{
targetAction = action;
@ -337,7 +405,7 @@ namespace SHADE
{
targetAction.Invoke(t1, t2, t3, t4);
}
else if (TargetObject != null && targetMethod != null)
else if (targetMethod != null)
{
parameters[0] = t1;
parameters[1] = t2;
@ -375,8 +443,25 @@ namespace SHADE
/// </summary>
public CallbackAction() {}
/// <summary>
/// Constructs a CallbackAction that represents a call to the specified method on the
/// specified target.
/// Constructs a CallbackAction that represents a call to the specified static
/// method.
/// </summary>
/// <param name="method">Method to call.</param>
/// <exception cref="ArgumentException">
/// Thrown if a method that is not compatible with the target is specified. The method's
/// source type must match the target's type.
/// </exception>
public CallbackAction(MethodInfo method)
{
// No errors, assign
targetMethod = method;
// Create storage for parameters for calling
parameters = new Object[5];
}
/// <summary>
/// Constructs a CallbackAction that represents a call to a specified member
/// method on the specified target.
/// </summary>
/// <param name="target">Object to call the method on.</param>
/// <param name="method">Method to call.</param>
@ -395,12 +480,12 @@ namespace SHADE
targetMethod = method;
// Create storage for parameters for calling
parameters = new Object[1];
parameters = new Object[5];
}
/// <summary>
/// Constructs a Callback action based on an action.
/// </summary>
/// <param name="action"></param>
/// <param name="action">Action that wraps a function to be called.</param>
public CallbackAction(Action<T1, T2, T3, T4, T5> action)
{
targetAction = action;
@ -417,7 +502,7 @@ namespace SHADE
{
targetAction.Invoke(t1, t2, t3, t4, t5);
}
else if (TargetObject != null && targetMethod != null)
else if (targetMethod != null)
{
parameters[0] = t1;
parameters[1] = t2;
@ -456,8 +541,25 @@ namespace SHADE
/// </summary>
public CallbackAction() {}
/// <summary>
/// Constructs a CallbackAction that represents a call to the specified method on the
/// specified target.
/// Constructs a CallbackAction that represents a call to the specified static
/// method.
/// </summary>
/// <param name="method">Method to call.</param>
/// <exception cref="ArgumentException">
/// Thrown if a method that is not compatible with the target is specified. The method's
/// source type must match the target's type.
/// </exception>
public CallbackAction(MethodInfo method)
{
// No errors, assign
targetMethod = method;
// Create storage for parameters for calling
parameters = new Object[6];
}
/// <summary>
/// Constructs a CallbackAction that represents a call to a specified member
/// method on the specified target.
/// </summary>
/// <param name="target">Object to call the method on.</param>
/// <param name="method">Method to call.</param>
@ -476,12 +578,12 @@ namespace SHADE
targetMethod = method;
// Create storage for parameters for calling
parameters = new Object[1];
parameters = new Object[6];
}
/// <summary>
/// Constructs a Callback action based on an action.
/// </summary>
/// <param name="action"></param>
/// <param name="action">Action that wraps a function to be called.</param>
public CallbackAction(Action<T1, T2, T3, T4, T5, T6> action)
{
targetAction = action;
@ -498,7 +600,7 @@ namespace SHADE
{
targetAction.Invoke(t1, t2, t3, t4, t5, t6);
}
else if (TargetObject != null && targetMethod != null)
else if (targetMethod != null)
{
parameters[0] = t1;
parameters[1] = t2;
@ -538,8 +640,25 @@ namespace SHADE
/// </summary>
public CallbackAction() {}
/// <summary>
/// Constructs a CallbackAction that represents a call to the specified method on the
/// specified target.
/// Constructs a CallbackAction that represents a call to the specified static
/// method.
/// </summary>
/// <param name="method">Method to call.</param>
/// <exception cref="ArgumentException">
/// Thrown if a method that is not compatible with the target is specified. The method's
/// source type must match the target's type.
/// </exception>
public CallbackAction(MethodInfo method)
{
// No errors, assign
targetMethod = method;
// Create storage for parameters for calling
parameters = new Object[7];
}
/// <summary>
/// Constructs a CallbackAction that represents a call to a specified member
/// method on the specified target.
/// </summary>
/// <param name="target">Object to call the method on.</param>
/// <param name="method">Method to call.</param>
@ -558,12 +677,12 @@ namespace SHADE
targetMethod = method;
// Create storage for parameters for calling
parameters = new Object[1];
parameters = new Object[7];
}
/// <summary>
/// Constructs a Callback action based on an action.
/// </summary>
/// <param name="action"></param>
/// <param name="action">Action that wraps a function to be called.</param>
public CallbackAction(Action<T1, T2, T3, T4, T5, T6, T7> action)
{
targetAction = action;
@ -580,7 +699,7 @@ namespace SHADE
{
targetAction.Invoke(t1, t2, t3, t4, t5, t6, t7);
}
else if (TargetObject != null && targetMethod != null)
else if (targetMethod != null)
{
parameters[0] = t1;
parameters[1] = t2;
@ -621,8 +740,25 @@ namespace SHADE
/// </summary>
public CallbackAction() {}
/// <summary>
/// Constructs a CallbackAction that represents a call to the specified method on the
/// specified target.
/// Constructs a CallbackAction that represents a call to the specified static
/// method.
/// </summary>
/// <param name="method">Method to call.</param>
/// <exception cref="ArgumentException">
/// Thrown if a method that is not compatible with the target is specified. The method's
/// source type must match the target's type.
/// </exception>
public CallbackAction(MethodInfo method)
{
// No errors, assign
targetMethod = method;
// Create storage for parameters for calling
parameters = new Object[8];
}
/// <summary>
/// Constructs a CallbackAction that represents a call to a specified member
/// method on the specified target.
/// </summary>
/// <param name="target">Object to call the method on.</param>
/// <param name="method">Method to call.</param>
@ -641,12 +777,12 @@ namespace SHADE
targetMethod = method;
// Create storage for parameters for calling
parameters = new Object[1];
parameters = new Object[8];
}
/// <summary>
/// Constructs a Callback action based on an action.
/// </summary>
/// <param name="action"></param>
/// <param name="action">Action that wraps a function to be called.</param>
public CallbackAction(Action<T1, T2, T3, T4, T5, T6, T7, T8> action)
{
targetAction = action;
@ -663,7 +799,7 @@ namespace SHADE
{
targetAction.Invoke(t1, t2, t3, t4, t5, t6, t7, t8);
}
else if (TargetObject != null && targetMethod != null)
else if (targetMethod != null)
{
parameters[0] = t1;
parameters[1] = t2;
@ -705,8 +841,25 @@ namespace SHADE
/// </summary>
public CallbackAction() {}
/// <summary>
/// Constructs a CallbackAction that represents a call to the specified method on the
/// specified target.
/// Constructs a CallbackAction that represents a call to the specified static
/// method.
/// </summary>
/// <param name="method">Method to call.</param>
/// <exception cref="ArgumentException">
/// Thrown if a method that is not compatible with the target is specified. The method's
/// source type must match the target's type.
/// </exception>
public CallbackAction(MethodInfo method)
{
// No errors, assign
targetMethod = method;
// Create storage for parameters for calling
parameters = new Object[9];
}
/// <summary>
/// Constructs a CallbackAction that represents a call to a specified member
/// method on the specified target.
/// </summary>
/// <param name="target">Object to call the method on.</param>
/// <param name="method">Method to call.</param>
@ -725,12 +878,12 @@ namespace SHADE
targetMethod = method;
// Create storage for parameters for calling
parameters = new Object[1];
parameters = new Object[9];
}
/// <summary>
/// Constructs a Callback action based on an action.
/// </summary>
/// <param name="action"></param>
/// <param name="action">Action that wraps a function to be called.</param>
public CallbackAction(Action<T1, T2, T3, T4, T5, T6, T7, T8, T9> action)
{
targetAction = action;
@ -747,7 +900,7 @@ namespace SHADE
{
targetAction.Invoke(t1, t2, t3, t4, t5, t6, t7, t8, t9);
}
else if (TargetObject != null && targetMethod != null)
else if (targetMethod != null)
{
parameters[0] = t1;
parameters[1] = t2;
@ -790,8 +943,25 @@ namespace SHADE
/// </summary>
public CallbackAction() {}
/// <summary>
/// Constructs a CallbackAction that represents a call to the specified method on the
/// specified target.
/// Constructs a CallbackAction that represents a call to the specified static
/// method.
/// </summary>
/// <param name="method">Method to call.</param>
/// <exception cref="ArgumentException">
/// Thrown if a method that is not compatible with the target is specified. The method's
/// source type must match the target's type.
/// </exception>
public CallbackAction(MethodInfo method)
{
// No errors, assign
targetMethod = method;
// Create storage for parameters for calling
parameters = new Object[10];
}
/// <summary>
/// Constructs a CallbackAction that represents a call to a specified member
/// method on the specified target.
/// </summary>
/// <param name="target">Object to call the method on.</param>
/// <param name="method">Method to call.</param>
@ -810,12 +980,12 @@ namespace SHADE
targetMethod = method;
// Create storage for parameters for calling
parameters = new Object[1];
parameters = new Object[10];
}
/// <summary>
/// Constructs a Callback action based on an action.
/// </summary>
/// <param name="action"></param>
/// <param name="action">Action that wraps a function to be called.</param>
public CallbackAction(Action<T1, T2, T3, T4, T5, T6, T7, T8, T9, T10> action)
{
targetAction = action;
@ -832,7 +1002,7 @@ namespace SHADE
{
targetAction.Invoke(t1, t2, t3, t4, t5, t6, t7, t8, t9, t10);
}
else if (TargetObject != null && targetMethod != null)
else if (targetMethod != null)
{
parameters[0] = t1;
parameters[1] = t2;

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@ -78,8 +78,25 @@ namespace SHADE
/// </summary>
public CallbackAction() {}
/// <summary>
/// Constructs a CallbackAction that represents a call to the specified method on the
/// specified target.
/// Constructs a CallbackAction that represents a call to the specified static
/// method.
/// </summary>
/// <param name="method">Method to call.</param>
/// <exception cref="ArgumentException">
/// Thrown if a method that is not compatible with the target is specified. The method's
/// source type must match the target's type.
/// </exception>
public CallbackAction(MethodInfo method)
{
// No errors, assign
targetMethod = method;
// Create storage for parameters for calling
parameters = new Object[<#=i#>];
}
/// <summary>
/// Constructs a CallbackAction that represents a call to a specified member
/// method on the specified target.
/// </summary>
/// <param name="target">Object to call the method on.</param>
/// <param name="method">Method to call.</param>
@ -98,12 +115,12 @@ namespace SHADE
targetMethod = method;
// Create storage for parameters for calling
parameters = new Object[1];
parameters = new Object[<#=i#>];
}
/// <summary>
/// Constructs a Callback action based on an action.
/// </summary>
/// <param name="action"></param>
/// <param name="action">Action that wraps a function to be called.</param>
public CallbackAction(Action<<# for (int t = 1; t < i + 1; ++t) { #>T<#=t#><# if (t != i) { #>, <# } #><# } #>> action)
{
targetAction = action;
@ -120,7 +137,7 @@ namespace SHADE
{
targetAction.Invoke(<# for (int t = 1; t < i + 1; ++t) { #>t<#=t#><# if (t != i) { #>, <# } #><# } #>);
}
else if (TargetObject != null && targetMethod != null)
else if (targetMethod != null)
{
<# for (int t = 0; t < i; ++t) {#>parameters[<#=t#>] = t<#=t+1#>;
<# } #>_ = targetMethod.Invoke(TargetObject, parameters);

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@ -0,0 +1,23 @@
/******************************************************************************
* \file SHMaterialAsset.h
* \author Loh Xiao Qi
* \date 29 October 2022
* \brief
*
* \copyright Copyright (c) 2021 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 "Assets/Asset Types/SHAssetData.h"
#include <string>
namespace SHADE
{
struct SHMaterialAsset : SHAssetData
{
std::string name;
std::string data;
};
}

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@ -0,0 +1,23 @@
/******************************************************************************
* \file SHPrefabAsset.h
* \author Loh Xiao Qi
* \date 28 October 2022
* \brief
*
* \copyright Copyright (c) 2021 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 "SHAssetData.h"
#include <string>
namespace SHADE
{
struct SHPrefabAsset : SHAssetData
{
std::string name;
std::string data;
};
}

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@ -0,0 +1,23 @@
/******************************************************************************
* \file SHSceneAsset.h
* \author Loh Xiao Qi
* \date 28 October 2022
* \brief
*
* \copyright Copyright (c) 2021 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 "SHAssetData.h"
#include <string>
namespace SHADE
{
struct SHSceneAsset : SHAssetData
{
std::string name;
std::string data;
};
}

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@ -18,5 +18,6 @@ namespace SHADE
struct SHAssetLoader
{
virtual SHAssetData* Load(AssetPath path) = 0;
virtual void Write(SHAssetData const* data, AssetPath path) = 0;
};
}

View File

@ -22,6 +22,7 @@ namespace SHADE
if (!file.is_open())
{
SHLOG_ERROR("Unable to open SHMesh File: {}", path.string());
return;
}
const std::string name{ path.stem().string() };
@ -75,4 +76,55 @@ namespace SHADE
return result;
}
void SHMeshLoader::Write(SHAssetData const* data, AssetPath path)
{
std::ofstream file{ path, std::ios::out | std::ios::binary | std::ios::trunc };
if (!file.is_open())
{
SHLOG_ERROR("Unable to open file for writing mesh file: {}", path.string());
}
auto asset = *dynamic_cast<SHMeshAsset const*>(data);
file.write(
reinterpret_cast<char const*>(&(asset.header.vertexCount)),
sizeof(uint32_t)
);
file.write(
reinterpret_cast<const char*>(&(asset.header.indexCount)),
sizeof(uint32_t)
);
auto const vertexVec3Byte{ sizeof(SHVec3) * asset.header.vertexCount };
auto const vertexVec2Byte{ sizeof(SHVec2) * asset.header.vertexCount };
file.write(
reinterpret_cast<char const*>(asset.vertexPosition.data()),
vertexVec3Byte
);
file.write(
reinterpret_cast<char const*>(asset.vertexTangent.data()),
vertexVec3Byte
);
file.write(
reinterpret_cast<char const*>(asset.vertexNormal.data()),
vertexVec3Byte
);
file.write(
reinterpret_cast<char const*>(asset.texCoords.data()),
vertexVec2Byte
);
file.write(
reinterpret_cast<char const*>(asset.indices.data()),
sizeof(uint32_t) * asset.header.indexCount
);
file.close();
}
}

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@ -10,7 +10,6 @@
* of DigiPen Institute of Technology is prohibited.
*****************************************************************************/
#pragma once
#include "Assets/SHAssetMacros.h"
#include "Assets/Asset Types/SHMeshAsset.h"
#include "SHAssetLoader.h"
@ -20,5 +19,6 @@ namespace SHADE
{
void LoadSHMesh(AssetPath path, SHMeshAsset& meshes) noexcept;
SHAssetData* Load(AssetPath path) override;
void Write(SHAssetData const* data, AssetPath path) override;
};
}

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@ -43,4 +43,27 @@ namespace SHADE
return result;
}
void SHShaderSourceLoader::Write(SHAssetData const* data, AssetPath path)
{
std::ofstream file{ path, std::ios::binary | std::ios::out | std::ios::trunc };
auto asset = *dynamic_cast<SHShaderAsset const*>(data);
file.write(
reinterpret_cast<char const*>(&asset.shaderType), sizeof(uint8_t)
);
size_t const byteCount = sizeof(uint32_t) * asset.spirvBinary.size();
file.write(
reinterpret_cast<char const*>(&byteCount), sizeof(size_t)
);
file.write(
reinterpret_cast<char const*>(asset.spirvBinary.data()), byteCount
);
file.close();
}
}

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@ -11,12 +11,12 @@
#pragma once
#include "Assets/Libraries/Loaders/SHAssetLoader.h"
#include "Assets/SHAssetMacros.h"
namespace SHADE
{
struct SHShaderSourceLoader : SHAssetLoader
{
SHAssetData* Load(AssetPath path) override;
void Write(SHAssetData const* data, AssetPath path) override;
};
}

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@ -0,0 +1,95 @@
/******************************************************************************
* \file SHTextBasedLoader.cpp
* \author Loh Xiao Qi
* \date 28 October 2022
* \brief
*
* \copyright Copyright (c) 2021 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 "SHTextBasedLoader.h"
#include "Assets/Asset Types/SHSceneAsset.h"
#include "Assets/Asset Types/SHPrefabAsset.h"
#include "Assets/Asset Types/SHMaterialAsset.h"
#include <fstream>
#include <sstream>
namespace SHADE
{
SHAssetData* SHTextBasedLoader::Load(AssetPath path)
{
std::ifstream file{ path, std::ios::in };
if (!file.is_open())
{
SHLOG_ERROR("Unable to open text File: {}", path.string());
return nullptr;
}
std::stringstream stream;
stream << file.rdbuf();
std::string content = stream.str();
SHAssetData* result;
if (path.extension().string() == SCENE_EXTENSION)
{
auto data = new SHSceneAsset();
data->name = path.stem().string();
data->data = std::move(content);
result = data;
}
else if (path.extension().string() == PREFAB_EXTENSION)
{
auto data = new SHPrefabAsset();
data->name = path.stem().string();
data->data = std::move(content);
result = data;
}
else if (path.extension().string() == MATERIAL_EXTENSION)
{
auto data = new SHMaterialAsset();
data->name = path.stem().string();
data->data = std::move(content);
result = data;
}
file.close();
return result;
}
void SHTextBasedLoader::Write(SHAssetData const* data, AssetPath path)
{
std::ofstream file{ path, std::ios::out | std::ios::trunc };
if (!file.is_open())
{
SHLOG_ERROR("Unable to open text File: {}", path.string());
return;
}
if (path.extension().string() == SCENE_EXTENSION)
{
auto scene = dynamic_cast<SHSceneAsset const*>(data);
file << scene->data;
}
else if (path.extension().string() == PREFAB_EXTENSION)
{
auto prefab = dynamic_cast<SHPrefabAsset const*>(data);
file << prefab->data;
}
else if (path.extension().string() == MATERIAL_EXTENSION)
{
auto material = dynamic_cast<SHMaterialAsset const*>(data);
file << material->data;
}
file.close();
}
}

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@ -0,0 +1,21 @@
/******************************************************************************
* \file Header.h
* \author Loh Xiao Qi
* \date 28 October 2022
* \brief
*
* \copyright Copyright (c) 2021 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 "SHAssetLoader.h"
namespace SHADE
{
struct SHTextBasedLoader : SHAssetLoader
{
SHAssetData* Load(AssetPath path) override;
void Write(SHAssetData const* data, AssetPath path) override;
};
}

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@ -17,42 +17,94 @@
namespace SHADE
{
void SHTextureLoader::LoadSHTexture(AssetPath path, SHTextureAsset& asset) noexcept
{
std::ifstream file{ path.string(), std::ios::in | std::ios::binary };
if (!file.is_open())
{
SHLOG_ERROR("Error opening SHTexture file: {}", path.string());
}
void SHTextureLoader::LoadSHTexture(AssetPath path, SHTextureAsset& asset) noexcept
{
std::ifstream file{ path.string(), std::ios::in | std::ios::binary };
if (!file.is_open())
{
SHLOG_ERROR("Error opening SHTexture file: {}", path.string());
}
auto const intBytes{ sizeof(uint32_t) };
uint32_t mipCount;
auto const intBytes{ sizeof(uint32_t) };
uint32_t mipCount;
file.read(reinterpret_cast<char*>(&asset.numBytes), intBytes);
file.read(reinterpret_cast<char*>(&asset.width), intBytes);
file.read(reinterpret_cast<char*>(&asset.height), intBytes);
file.read(reinterpret_cast<char*>(&asset.format), sizeof(SHTexture::TextureFormat));
file.read(reinterpret_cast<char*>(&asset.numBytes), intBytes);
file.read(reinterpret_cast<char*>(&asset.width), intBytes);
file.read(reinterpret_cast<char*>(&asset.height), intBytes);
file.read(reinterpret_cast<char*>(&asset.format), sizeof(SHTexture::TextureFormat));
file.read(reinterpret_cast<char*>(&mipCount), intBytes);
std::vector<uint32_t> mips(mipCount);
file.read(reinterpret_cast<char*>(mips.data()), intBytes * mipCount);
file.read(reinterpret_cast<char*>(&mipCount), intBytes);
std::vector<uint32_t> mips(mipCount);
file.read(reinterpret_cast<char*>(mips.data()), intBytes * mipCount);
auto pixel = new SHTexture::PixelChannel[asset.numBytes];
file.read(reinterpret_cast<char*>(pixel), asset.numBytes);
auto pixel = new SHTexture::PixelChannel[asset.numBytes];
file.read(reinterpret_cast<char*>(pixel), asset.numBytes);
asset.mipOffsets = std::move(mips);
asset.pixelData = std::move(pixel);
asset.mipOffsets = std::move(mips);
asset.pixelData = std::move(pixel);
asset.compiled = true;
file.close();
}
asset.compiled = true;
file.close();
}
SHAssetData* SHTextureLoader::Load(AssetPath path)
{
auto result = new SHTextureAsset();
SHAssetData* SHTextureLoader::Load(AssetPath path)
{
auto result = new SHTextureAsset();
LoadSHTexture(path, *result);
LoadSHTexture(path, *result);
return result;
}
return result;
}
void SHTextureLoader::Write(SHAssetData const* data, AssetPath path)
{
std::ofstream file{ path, std::ios::out | std::ios::binary };
if (!file.is_open())
{
SHLOG_ERROR("Unable to open file for writing texture file: {}", path.string());
}
auto asset = *dynamic_cast<SHTextureAsset const*>(data);
constexpr auto intBytes{ sizeof(uint32_t) };
uint32_t const mipOffsetCount{ static_cast<uint32_t>(asset.mipOffsets.size()) };
file.write(
reinterpret_cast<char const*>(&asset.numBytes),
intBytes
);
file.write(
reinterpret_cast<char const*>(&asset.width),
intBytes
);
file.write(
reinterpret_cast<char const*>(&asset.height),
intBytes
);
file.write(
reinterpret_cast<char const*>(&asset.format),
sizeof(SHTexture::TextureFormat)
);
file.write(
reinterpret_cast<char const*>(&mipOffsetCount),
intBytes
);
file.write(
reinterpret_cast<char const*>(asset.mipOffsets.data()),
intBytes * asset.mipOffsets.size()
);
file.write(
reinterpret_cast<char const*>(asset.pixelData),
asset.numBytes
);
file.close();
}
}

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@ -10,8 +10,6 @@
* of DigiPen Institute of Technology is prohibited.
*****************************************************************************/
#pragma once
#include "Assets/SHAssetMacros.h"
#include "Assets/Asset Types/SHTextureAsset.h"
#include "SHAssetLoader.h"
@ -21,5 +19,6 @@ namespace SHADE
{
void LoadSHTexture(AssetPath path, SHTextureAsset& asset) noexcept;
SHAssetData* Load(AssetPath path) override;
void Write(SHAssetData const* data, AssetPath path) override;
};
}

View File

@ -11,7 +11,6 @@
*****************************************************************************/
#pragma once
#include "Filesystem/SHFileSystem.h"
#include "Assets/SHAssetMacros.h"
#include "SH_API.h"
@ -23,6 +22,5 @@ namespace SHADE
AssetID id;
AssetType type;
AssetPath path;
FolderLocation location;
};
}

View File

@ -47,17 +47,27 @@ enum class AssetType : AssetTypeMeta
SHADER_BUILT_IN,
TEXTURE,
MESH,
SCENE,
PREFAB,
MATERIAL,
MAX_COUNT
};
constexpr size_t TYPE_COUNT{ static_cast<size_t>(AssetType::MAX_COUNT) };
//Directory
#ifdef _PUBLISH
constexpr std::string_view ASSET_ROOT {"Assets"};
constexpr std::string_view ASSET_ROOT{ "Assets" };
constexpr std::string_view BUILT_IN_ASSET_ROOT {"Built_In"};
#else
constexpr std::string_view ASSET_ROOT {"../../Assets"};
constexpr std::string_view BUILT_IN_ASSET_ROOT{ "../../Built_In" };
#endif
// INTERNAL ASSET PATHS
constexpr std::string_view SCENE_FOLDER{ "/Scenes/" };
constexpr std::string_view PREFAB_FOLDER{ "/Prefabs/" };
constexpr std::string_view MATERIAL_FOLDER{ "/Materials/" };
// ASSET EXTENSIONS
constexpr std::string_view META_EXTENSION {".shmeta"};

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@ -10,27 +10,33 @@
#include "SHpch.h"
#include <random>
#include <chrono>
#include <ranges>
#include "SHAssetManager.h"
#include "SHAssetMetaHandler.h"
#include "Filesystem/SHFileSystem.h"
#include "Libraries/Loaders/SHMeshLoader.h"
#include "Libraries/Loaders/SHTextureLoader.h"
#include "Libraries/Loaders/SHShaderSourceLoader.h"
#include "Libraries/Loaders/SHTextBasedLoader.h"
#include "Libraries/Compilers/SHMeshCompiler.h"
#include "Libraries/Compilers/SHTextureCompiler.h"
#include "Libraries/Compilers/SHShaderSourceCompiler.h"
#include "Filesystem/SHFileSystem.h"
namespace SHADE
{
FolderPointer SHAssetManager::folderRoot{ nullptr };
FMOD::System* SHAssetManager::audioSystem;
std::unordered_map<AssetID, SHSound >* SHAssetManager::audioSoundList;
std::vector<SHAssetLoader*> SHAssetManager::loaders(TYPE_COUNT);
std::vector<SHAsset> SHAssetManager::assetCollection;
std::unordered_map<AssetID, SHAsset> SHAssetManager::assetCollection;
std::unordered_map<AssetID, SHAssetData * const> SHAssetManager::assetData;
/****************************************************************************
* \brief Static function to generate asset ID.
@ -45,13 +51,7 @@ namespace SHADE
result |= unique;
while (result == 0 ||
std::ranges::any_of(
assetCollection.begin(),
assetCollection.end(),
[result](SHAsset const& asset) { return asset.id == result; }
)
)
while (result == 0 || assetCollection.contains(result))
{
result = GenerateAssetID(type);
}
@ -61,11 +61,6 @@ namespace SHADE
/****************************************************************************
* \brief Deallocate all memory used by asset data
****************************************************************************/
void SHAssetManager::Unload() noexcept
{
}
void SHAssetManager::Unload(AssetID assetId) noexcept
{
// TODO
@ -73,14 +68,14 @@ namespace SHADE
void SHAssetManager::Exit() noexcept
{
for (auto const& loader : loaders)
{
delete loader;
}
delete loaders[static_cast<size_t>(AssetType::SHADER)];
delete loaders[static_cast<size_t>(AssetType::TEXTURE)];
delete loaders[static_cast<size_t>(AssetType::MESH)];
delete loaders[static_cast<size_t>(AssetType::SCENE)];
for (auto const& data : assetData)
for (auto const& data : std::ranges::views::values(assetData))
{
delete data.second;
delete data;
}
}
@ -113,8 +108,8 @@ namespace SHADE
{
case AssetType::SHADER:
case AssetType::SHADER_BUILT_IN:
folder = "Shaders/";
break;
folder = "Shaders/";
break;
default:
folder = "/";
@ -133,9 +128,17 @@ namespace SHADE
*
* \return const& to unordered_map<AssetName, AssetID>
****************************************************************************/
std::vector<SHAsset> const& SHAssetManager::GetAllAssets() noexcept
std::vector<SHAsset> SHAssetManager::GetAllAssets() noexcept
{
return assetCollection;
std::vector<SHAsset> result;
result.reserve(assetCollection.size());
for (auto const& asset : std::ranges::views::values(assetCollection))
{
result.push_back(asset);
}
return result;
}
/****************************************************************************
@ -148,41 +151,113 @@ namespace SHADE
****************************************************************************/
AssetID SHAssetManager::CreateNewAsset(AssetType type, AssetName name) noexcept
{
AssetID id{ GenerateAssetID(type) };
SHAsset meta;
meta.id = id;
meta.type = type;
std::string newPath{ ASSET_ROOT };
switch (type)
{
case AssetType::PREFAB:
newPath += PREFAB_FOLDER;
break;
std::string folder;
//TODO implement folder choosing
//switch (type)
//{
//default:
// folder = "";
// break;
//}
AssetPath path{ std::string{ASSET_ROOT} + folder + name + SHAssetMetaHandler::GetExtensionFromType(type) };
case AssetType::SCENE:
newPath += SCENE_FOLDER;
break;
SHAssetMetaHandler::WriteMetaData(meta);
case AssetType::MATERIAL:
newPath += MATERIAL_FOLDER;
break;
assetCollection.push_back(meta);
default:
SHLOG_ERROR("Asset type of {} not an internal asset type, cannot be created", name);
return 0;
}
auto id = GenerateAssetID(type);
SHAsset asset{
name,
id,
type,
newPath
};
assetCollection.insert({
id,
SHAsset(
name,
id,
type,
newPath
)
});
return id;
}
AssetID SHAssetManager::CreateAsset(AssetName name, AssetType type) noexcept
{
AssetID id = GenerateAssetID(type);
bool SHAssetManager::SaveAsset(AssetID id) noexcept
{
if (assetCollection.contains(id))
{
auto const& asset = assetCollection[id];
if (
asset.type == AssetType::SCENE ||
asset.type == AssetType::PREFAB ||
asset.type == AssetType::MATERIAL
)
{
if (assetData.contains(id))
{
auto const data = assetData.at(id);
loaders[static_cast<size_t>(asset.type)]->Write(data, asset.path);
SHAssetMetaHandler::WriteMetaData(asset);
return true;
}
SHLOG_ERROR("Asset data has not been written into, cannot be saved: {}",
asset.path.filename().string());
return false;
}
}
SHLOG_WARNING("Asset id: {} not an internal asset type, save cannot be triggered", id);
return false;
}
bool SHAssetManager::DeleteAsset(AssetID id) noexcept
{
if (assetCollection.contains(id))
{
auto const& asset = assetCollection[id];
if (
asset.type == AssetType::SCENE ||
asset.type == AssetType::PREFAB ||
asset.type == AssetType::MATERIAL
)
{
return (DeleteLocalFile(asset.path) && DeleteLocalFile(asset.path.string() + META_EXTENSION.data()));
}
SHLOG_WARNING("Asset id: {} not an internal asset type, file deletion not allowed", id);
}
SHLOG_WARNING("Asset id does not exist, nothing was deleted: {}", id);
return false;
}
//AssetID SHAssetManager::CreateAsset(AssetName name, AssetType type) noexcept
//{
// AssetID id = GenerateAssetID(type);
// assetCollection.emplace_back(
// name,
// id,
// type,
// GenerateNewPath(name, type)
// );
// return id;
//}
assetCollection.emplace_back(
name,
id,
type,
GenerateNewPath(name, type),
0
);
return id;
}
/****************************************************************************
* \brief Import new asset from outside editor window.
*
@ -205,7 +280,8 @@ namespace SHADE
std::filesystem::copy(path, newPath);
assetCollection.push_back(CreateAssetFromPath(newPath));
auto asset = CreateAssetFromPath(newPath);
assetCollection.insert({asset.id, asset});
return id;
}
@ -235,7 +311,7 @@ namespace SHADE
std::vector<SHAsset> SHAssetManager::GetAllRecordOfType(AssetType type) noexcept
{
std::vector<SHAsset> result;
for (auto const& asset : assetCollection)
for (auto const& asset : std::ranges::views::values(assetCollection))
{
if (asset.type == type)
{
@ -246,26 +322,30 @@ namespace SHADE
return result;
}
AssetID SHAssetManager::CompileAsset(AssetPath path) noexcept
AssetID SHAssetManager::CompileAsset(AssetPath const& path) noexcept
{
SHAsset newAsset
{
.name = path.stem().string()
};
auto const ext{ path.extension().string() };
if (ext == GLSL_EXTENSION.data())
{
newAsset.path = SHShaderSourceCompiler::LoadAndCompileShader(path).value();
newAsset.id = GenerateAssetID(AssetType::SHADER_BUILT_IN);
newAsset.type = AssetType::SHADER_BUILT_IN;
}
assetCollection.insert({ newAsset.id, newAsset });
SHAssetMetaHandler::WriteMetaData(newAsset);
return newAsset.id;
}
FolderPointer SHAssetManager::GetRootFolder() noexcept
{
SHAsset newAsset
{
.name = path.stem().string(),
.location = 0
};
auto const ext{ path.extension().string() };
if (ext == GLSL_EXTENSION.data())
{
newAsset.path = SHShaderSourceCompiler::LoadAndCompileShader(path).value();
newAsset.id = GenerateAssetID(AssetType::SHADER_BUILT_IN);
newAsset.type = AssetType::SHADER_BUILT_IN;
}
assetCollection.push_back(newAsset);
SHAssetMetaHandler::WriteMetaData(newAsset);
return newAsset.id;
return folderRoot;
}
bool SHAssetManager::IsRecognised(char const* ext) noexcept
@ -289,82 +369,88 @@ namespace SHADE
result.type = SHAssetMetaHandler::GetTypeFromExtension(path.extension().string());
result.id = GenerateAssetID(result.type);
result.path = path;
result.location = 0;
return result;
}
void SHAssetManager::CompileAll() noexcept
void SHAssetManager::CompileAll() noexcept
{
std::vector<AssetPath> paths;
for (auto const& dir : std::filesystem::recursive_directory_iterator{ ASSET_ROOT })
{
if (dir.is_regular_file())
{
for (auto const& ext : EXTERNALS)
{
if (dir.path().extension().string() == ext.data())
{
paths.push_back(dir.path());
}
}
}
}
for (auto const& path : paths)
{
SHAsset newAsset
{
.name = path.stem().string()
};
auto const ext{ path.extension().string() };
if (ext == GLSL_EXTENSION.data())
{
newAsset.path = SHShaderSourceCompiler::LoadAndCompileShader(path).value();
newAsset.id = GenerateAssetID(AssetType::SHADER_BUILT_IN);
newAsset.type = AssetType::SHADER_BUILT_IN;
}
else if (ext == DDS_EXTENSION.data())
{
newAsset.path = SHTextureCompiler::CompileTextureAsset(path).value();
newAsset.id = GenerateAssetID(AssetType::TEXTURE);
newAsset.type = AssetType::TEXTURE;
}
else if (ext == GLTF_EXTENSION.data() || ext == FBX_EXTENSION.data())
{
std::vector<SHMeshAsset*> meshes;
std::vector<SHAnimationAsset*> anims;
SHMeshCompiler::LoadFromFile(path, meshes, anims);
for (auto const& mesh : meshes)
{
SHAsset meshAsset{
.name = mesh->header.name
};
meshAsset.path = SHMeshCompiler::CompileMeshBinary(*mesh, path).value();
meshAsset.id = GenerateAssetID(AssetType::MESH);
meshAsset.type = AssetType::MESH;
assetCollection.insert({ meshAsset.id, meshAsset });
SHAssetMetaHandler::WriteMetaData(meshAsset);
}
continue;
}
assetCollection.insert({ newAsset.id, newAsset });
SHAssetMetaHandler::WriteMetaData(newAsset);
}
}
bool SHAssetManager::DeleteLocalFile(AssetPath path) noexcept
{
std::vector<AssetPath> paths;
for (auto const& dir : std::filesystem::recursive_directory_iterator{ ASSET_ROOT })
{
if (dir.is_regular_file())
{
for (auto const& ext : EXTERNALS)
{
if (dir.path().extension().string() == ext.data())
{
paths.push_back(dir.path());
}
}
}
}
for (auto const& path : paths)
{
SHAsset newAsset
{
.name = path.stem().string(),
.location = 0
};
auto const ext{ path.extension().string() };
if (ext == GLSL_EXTENSION.data())
{
newAsset.path = SHShaderSourceCompiler::LoadAndCompileShader(path).value();
newAsset.id = GenerateAssetID(AssetType::SHADER_BUILT_IN);
newAsset.type = AssetType::SHADER_BUILT_IN;
}
else if (ext == DDS_EXTENSION.data())
{
newAsset.path = SHTextureCompiler::CompileTextureAsset(path).value();
newAsset.id = GenerateAssetID(AssetType::TEXTURE);
newAsset.type = AssetType::TEXTURE;
}
else if (ext == GLTF_EXTENSION.data() || ext == FBX_EXTENSION.data())
{
std::vector<SHMeshAsset*> meshes;
std::vector<SHAnimationAsset*> anims;
SHMeshCompiler::LoadFromFile(path, meshes, anims);
for (auto const& mesh : meshes)
{
SHAsset meshAsset{
.name = mesh->header.name,
.location = 0
};
meshAsset.path = SHMeshCompiler::CompileMeshBinary(*mesh, path).value();
meshAsset.id = GenerateAssetID(AssetType::MESH);
meshAsset.type = AssetType::MESH;
assetCollection.push_back(meshAsset);
SHAssetMetaHandler::WriteMetaData(meshAsset);
}
continue;
}
assetCollection.push_back(newAsset);
SHAssetMetaHandler::WriteMetaData(newAsset);
}
//TODO Move this to dedicated library
return std::filesystem::remove(path);
}
void SHAssetManager::InitLoaders() noexcept
void SHAssetManager:: InitLoaders() noexcept
{
loaders[static_cast<size_t>(AssetType::SHADER)] = dynamic_cast<SHAssetLoader*>(new SHShaderSourceLoader());
loaders[static_cast<size_t>(AssetType::SHADER_BUILT_IN)] = loaders[static_cast<size_t>(AssetType::SHADER)];
loaders[static_cast<size_t>(AssetType::TEXTURE)] = dynamic_cast<SHAssetLoader*>(new SHTextureLoader());
loaders[static_cast<size_t>(AssetType::MESH)] = dynamic_cast<SHAssetLoader*>(new SHMeshLoader());
loaders[static_cast<size_t>(AssetType::TEXTURE)] = dynamic_cast<SHAssetLoader*>(new SHTextureLoader());
loaders[static_cast<size_t>(AssetType::MESH)] = dynamic_cast<SHAssetLoader*>(new SHMeshLoader());
loaders[static_cast<size_t>(AssetType::SCENE)] = dynamic_cast<SHAssetLoader*>(new SHTextBasedLoader());
loaders[static_cast<size_t>(AssetType::PREFAB)] = loaders[static_cast<size_t>(AssetType::SCENE)];
loaders[static_cast<size_t>(AssetType::MATERIAL)] = loaders[static_cast<size_t>(AssetType::SCENE)];
}
/****************************************************************************
@ -372,9 +458,9 @@ namespace SHADE
****************************************************************************/
void SHAssetManager::Load() noexcept
{
//CompileAll();
//CompileAll();
BuildAssetCollection();
InitLoaders();
BuildAssetCollection();
//LoadAllData();
}
@ -383,7 +469,7 @@ namespace SHADE
****************************************************************************/
void SHAssetManager::LoadAllData() noexcept
{
for (auto const& asset : assetCollection)
for (auto const& asset : std::ranges::views::values(assetCollection))
{
SHAssetData* data = loaders[static_cast<size_t>(asset.type)]->Load(asset.path);
assetData.emplace(asset.id, data);
@ -406,17 +492,8 @@ namespace SHADE
return data;
}
void SHAssetManager::BuildAssetCollection() noexcept
{
for (auto const& dir : std::filesystem::recursive_directory_iterator{ASSET_ROOT})
{
if (dir.is_regular_file())
{
if (dir.path().extension().string() == META_EXTENSION.data())
{
assetCollection.push_back(SHAssetMetaHandler::RetrieveMetaData(dir.path()));
}
}
}
}
void SHAssetManager::BuildAssetCollection() noexcept
{
SHFileSystem::BuildDirectory(ASSET_ROOT.data(), folderRoot, assetCollection);
}
}

View File

@ -10,10 +10,12 @@
******************************************************************************/
#pragma once
#include "tinyddsloader.h"
#include "SHAsset.h"
#include "Asset Types/SHAssetData.h"
#include "Assets/Libraries/Loaders/SHAssetLoader.h"
#include <memory>
#include "Filesystem/SHFolder.h"
#include "SH_API.h"
@ -26,19 +28,17 @@ namespace SHADE
* \brief Static function to generate resource ID.
****************************************************************************/
static AssetID GenerateAssetID(AssetType type) noexcept;
static AssetPath GenerateLocalPath(AssetPath path) noexcept;
static AssetPath GenerateNewPath(AssetName name, AssetType type);
/****************************************************************************
* \brief Deallocate all memory used by resource data
****************************************************************************/
static void Unload() noexcept;
static void Unload(AssetID assetId) noexcept;
static void Exit() noexcept;
static void Unload(AssetID assetId) noexcept;
/****************************************************************************
* \brief Load all resources that are in the folder
****************************************************************************/
@ -49,7 +49,7 @@ namespace SHADE
*
* \return const& to unordered_map<AssetName, AssetID>
****************************************************************************/
static std::vector<SHAsset> const& GetAllAssets() noexcept;
static std::vector<SHAsset> GetAllAssets() noexcept;
/****************************************************************************
* \brief Create record for new resource. CAN ONLY CREATE FOR CUSTOM
@ -59,8 +59,9 @@ namespace SHADE
* \param name of resource
* \return resource id generated for new asset
****************************************************************************/
static AssetID CreateNewAsset(AssetType, AssetName) noexcept;
static AssetID CreateAsset(AssetName name, AssetType type) noexcept;
static AssetID CreateNewAsset(AssetType type, AssetName name) noexcept;
static bool SaveAsset(AssetID id) noexcept;
static bool DeleteAsset(AssetID id) noexcept;
/****************************************************************************
* \brief Import new resource from outside editor window.
@ -78,12 +79,17 @@ namespace SHADE
// -------------------------------------------------------------------------/
template<typename T>
static std::enable_if_t<std::is_base_of_v<SHAssetData, T>, T const* const> GetData(AssetID id) noexcept;
static std::enable_if_t<std::is_base_of_v<SHAssetData, T>, T* const> GetData(AssetID id) noexcept;
template<typename T>
static std::enable_if_t<std::is_base_of_v<SHAssetData, T>, T const* const> GetConstData(AssetID id) noexcept;
static std::vector<SHAssetData const*> GetAllDataOfType(AssetType type) noexcept;
static std::vector<SHAsset> GetAllRecordOfType(AssetType type) noexcept;
static AssetID CompileAsset(AssetPath path) noexcept;
static AssetID CompileAsset(AssetPath const& path) noexcept;
static FolderPointer GetRootFolder() noexcept;
private:
@ -98,13 +104,20 @@ namespace SHADE
static void CompileAll() noexcept;
static bool DeleteLocalFile(AssetPath path) noexcept;
//TODO use this function to create asset data internall at all calls to generate id
//static AssetID CreateAsset(AssetName name, AssetType type) noexcept;
static FolderPointer folderRoot;
static FMOD::System* audioSystem;
static std::unordered_map<AssetID,SHSound>* audioSoundList;
static std::vector<SHAssetLoader*> loaders;
// For all resources
static std::vector<SHAsset> assetCollection;
static std::unordered_map<AssetID, SHAsset> assetCollection;
static std::unordered_map<AssetID, SHAssetData * const> assetData;
};
}

View File

@ -4,16 +4,16 @@
namespace SHADE
{
template<typename T>
std::enable_if_t<std::is_base_of_v<SHAssetData, T>, T const* const> SHAssetManager::GetData(AssetID id) noexcept
std::enable_if_t<std::is_base_of_v<SHAssetData, T>, T* const> SHAssetManager::GetData(AssetID id) noexcept
{
if (!assetData.contains(id))
{
for (auto const& asset : assetCollection)
for (auto const& asset : std::ranges::views::values(assetCollection))
{
if (asset.id == id)
{
assetData.emplace(id, LoadData(asset));
return dynamic_cast<T const* const>(assetData[id]);
return dynamic_cast<T* const>(assetData[id]);
}
}
@ -21,6 +21,27 @@ namespace SHADE
return nullptr;
}
return dynamic_cast<T const* const>(assetData[id]);
return dynamic_cast<T* const>(assetData[id]);
}
template<typename T>
std::enable_if_t<std::is_base_of_v<SHAssetData, T>, T const * const> SHAssetManager::GetConstData(AssetID id) noexcept
{
if (!assetData.contains(id))
{
for (auto const& asset : std::ranges::views::values(assetCollection))
{
if (asset.id == id)
{
assetData.emplace(id, LoadData(asset));
return dynamic_cast<T const* const>(assetData[id]);
}
}
SHLOG_ERROR("Asset ID provided does not exist: {}", id);
return nullptr;
}
return dynamic_cast<T const* const>(assetData[id]);
}
}

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@ -13,11 +13,25 @@
#include "Editor/IconsFontAwesome6.h"
#include "ECS_Base/Components/SHComponent.h"
#include "Editor/SHEditorWidgets.hpp"
#include "Graphics/MiddleEnd/Lights/SHLightComponent.h"
#include "Physics/Components/SHColliderComponent.h"
#include "Reflection/SHReflectionMetadata.h"
namespace SHADE
{
template<typename T>
std::vector<const char*> GetRTTREnumNames()
{
auto const rttrType = rttr::type::get<T>();
if(!rttrType.is_enumeration())
return {};
auto const enumAlign = rttrType.get_enumeration();
auto const names = enumAlign.get_names();
std::vector<const char*> result;
std::transform(names.begin(), names.end(), std::back_inserter(result), [](rttr::string_view const& name){return name.data();});
return result;
}
template<typename T, std::enable_if_t<std::is_base_of<SHComponent, T>::value, bool> = true>
static void DrawContextMenu(T* component)
{
@ -290,4 +304,34 @@ namespace SHADE
}
else DrawContextMenu(component);
}
template<>
static void DrawComponent(SHLightComponent* component)
{
if (!component)
return;
const auto componentType = rttr::type::get(*component);
SHEditorWidgets::CheckBox("##IsActive", [component]() {return component->isActive; }, [component](bool const& active) {component->isActive = active; });
ImGui::SameLine();
if (ImGui::CollapsingHeader(componentType.get_name().data()))
{
DrawContextMenu(component);
static auto const enumAlign = rttr::type::get<SH_LIGHT_TYPE>().get_enumeration();
static std::vector<const char*> list(GetRTTREnumNames<SH_LIGHT_TYPE>());
SHEditorWidgets::ComboBox("Type", list, [component] {return static_cast<int>(component->GetType()); }, [component](int const& idx)
{
component->SetType(static_cast<SH_LIGHT_TYPE>(idx));
});
SHEditorWidgets::DragVec3("Position", {"X", "Y", "Z"}, [component](){return component->GetPosition();}, [component](SHVec3 const& vec){component->SetPosition(vec);});
SHEditorWidgets::DragVec3("Direction", {"X", "Y", "Z"}, [component](){return component->GetDirection();}, [component](SHVec3 const& vec){component->SetDirection(vec);});
SHEditorWidgets::ColorPicker("Color", [component](){return component->GetColor();}, [component](SHVec4 const& rgba){component->SetColor(rgba);});
SHEditorWidgets::DragFloat("Strength", [component](){return component->GetStrength();}, [component](float const& value){component->SetStrength(value);});
}
else
{
DrawContextMenu(component);
}
}
}

View File

@ -100,6 +100,10 @@ namespace SHADE
{
DrawComponent(rigidbodyComponent);
}
if(auto lightComponent = SHComponentManager::GetComponent_s<SHLightComponent>(eid))
{
DrawComponent(lightComponent);
}
if (auto cameraComponent = SHComponentManager::GetComponent_s<SHCameraComponent>(eid))
{
DrawComponent(cameraComponent);

View File

@ -196,8 +196,8 @@ namespace SHADE
ImGuiColors::colors[i], 4);
ImGui::SameLine(0, g.Style.ItemInnerSpacing.x);
ImGui::PopID();
ImGui::PopItemWidth();
ImGui::PopID();
}
ImGui::EndColumns();
ImGui::PopID();
@ -641,5 +641,43 @@ namespace SHADE
}
return edited;
}
static bool ColorPicker(const std::string_view& label, std::function<SHVec4(void)> get, std::function<void(SHVec4 const&)> set, std::string_view const& tooltip = {}, float speed = 0.1f, const char* displayFormat = "%.3f", float valueMin = 0.0f, float valueMax = 0.0f,
ImGuiSliderFlags flags = 0)
{
bool changed = false;
ImGui::BeginGroup();
ImGui::PushID(label.data());
SHVec4 values = get();
//changed |= DragN<float, 4>(label.data(), {"R", "G", "B", "A"}, { &values.x, &values.y, &values.z, &values.w }, speed, displayFormat, valueMin, valueMax, flags);
//ImGui::SameLine();
TextLabel(label);
changed = ImGui::ColorEdit4("##Col4", &values.x, ImGuiColorEditFlags_AlphaPreviewHalf | ImGuiColorEditFlags_AlphaBar | ImGuiColorEditFlags_DisplayRGB );
static bool startRecording = false;
if(changed)
{
SHCommandManager::PerformCommand(std::reinterpret_pointer_cast<SHBaseCommand>(std::make_shared<SHCommand<SHVec4>>(get(), values, set)), startRecording);
if(!startRecording)
startRecording = true;
}
if (startRecording && ImGui::IsMouseReleased(ImGuiMouseButton_Left))
{
startRecording = false;
}
ImGui::PopID();
ImGui::EndGroup();
if (!tooltip.empty())
{
if (ImGui::IsItemHovered())
{
ImGui::BeginTooltip();
ImGui::Text(tooltip.data());
ImGui::EndTooltip();
}
}
return changed;
}
};
}//namespace SHADE

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@ -1,159 +1,82 @@
/*************************************************************************//**
* \file SHFileSystem.cpp
* \author Loh Xiao Qi
* \date 30 October 2022
* \brief
*
* 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 "SHFileSystem.h"
#include "fileapi.h"
#include <filesystem>
#include <queue>
#include "Assets/SHAssetMetaHandler.h"
namespace SHADE
{
char const FOLDER_MAX_COUNT {15};
std::unordered_map<FolderLocation, std::unique_ptr<SHFolder>> SHFileSystem::folders;
FolderPointer SHFileSystem::root {nullptr};
SHFolder::SHFolder(FolderHandle id, FolderName name)
:id{ id }, name{ name }, subFolders(0), folded{ false }, path{""}
{
}
FolderLocation SHFileSystem::CreateNewFolderHere(FolderName name, FolderLocation here) noexcept
{
if (here == 0)
{
if (!folders.contains(0))
{
folders[0] = std::make_unique<SHFolder>(0, "root");
}
auto const count = static_cast<FolderCounter>(folders[here]->subFolders.size());
if (count >= FOLDER_MAX_COUNT)
{
SHLOG_ERROR("Max subfolder reached: {}\n", name);
}
auto const location = static_cast<FolderLocation>(count);
CreateFolder(folders[0]->path, here, location, name);
return location;
}
if (!folders.contains(here))
{
SHLOG_ERROR("Folder creation location does not exist/invalid: {}\n", here);
}
auto const count = static_cast<FolderCounter>(folders[here]->subFolders.size());
FolderHandle location = here;
location <<= FOLDER_BIT_ALLOCATE;
location |= count;
if (count >= FOLDER_MAX_COUNT)
{
SHLOG_ERROR("Max subfolder reached: {}\n", name);
}
CreateFolder(folders[0]->path, here, location, name);
return location;
}
bool SHFileSystem::DeleteFolder(FolderPointer location) noexcept
{
if (!folders.contains(location->id))
{
SHLOG_ERROR("Delete target does not exist/invalid: {}\n", location->name);
}
for (auto const& subFolder : folders[location->id]->subFolders)
{
DeleteFolder(subFolder);
}
RemoveDirectoryA(folders[location->id]->path.c_str());
//TODO IMPLEMENT
return true;
}
void SHFileSystem::StartupFillDirectories(FolderPath path) noexcept
void SHFileSystem::BuildDirectory(FolderPath path, FolderPointer& root, std::unordered_map<AssetID, SHAsset>& assetCollection) noexcept
{
std::queue<FolderPointer> folderQueue;
folderQueue.push(RegisterFolder(path, 0, 0, "Root"));
root = new SHFolder("root");
root->path = path;
folderQueue.push(root);
while (!folderQueue.empty())
{
auto folder = folderQueue.front();
auto const folder = folderQueue.front();
folderQueue.pop();
FolderCounter count = 0;
std::vector<SHAsset> assets;
for (auto const& dirEntry : std::filesystem::directory_iterator(folder->path))
{
auto const& path = dirEntry.path();
if (!dirEntry.is_directory())
{
folder->files.emplace_back(
dirEntry.path().filename().string(),
dirEntry.path().string(),
dirEntry.path().extension().string()
);
continue;
if (path.extension().string() == META_EXTENSION)
{
//auto asset = SHAssetMetaHandler::RetrieveMetaData(path);
//assetCollection.insert({ asset.id, asset });
assets.push_back(SHAssetMetaHandler::RetrieveMetaData(path));
}
else
{
folder->files.emplace_back(
path.stem().string(),
path.string(),
path.extension().string(),
nullptr
);
}
continue;
}
FolderLocation location = folder->id;
location <<= FOLDER_BIT_ALLOCATE;
location |= ++count;
std::string name = dirEntry.path().string();
name = name.substr(name.find_last_of('/') + 1, name.length() - name.find_last_of('/'));
FolderPointer newFolder{ RegisterFolder(
dirEntry.path().string(),
folder->id,
location,
name)
};
folderQueue.push(newFolder);
folder->subFolders.push_back(newFolder);
auto newFolder{ folder->CreateSubFolderHere(path.stem().string()) };
folderQueue.push(newFolder);
}
for (auto const& asset : assets)
{
assetCollection.emplace(asset.id, asset);
for(auto& file : folder->files)
{
if (file.name == asset.name)
{
file.assetMeta = &assetCollection[asset.id];
break;
}
}
}
}
}
FolderPointer SHFileSystem::GetRoot() noexcept
{
return root;
}
FolderPointer SHFileSystem::CreateFolder(FolderPath path, FolderLocation parent, FolderHandle location, FolderName name) noexcept
{
if (!CreateDirectoryA(path.c_str(), nullptr))
{
SHLOG_ERROR("Failed to create folder: {}\n", path);
}
folders[location] = std::make_unique<SHFolder>(location, name);
folders[location]->path = path;
folders[parent]->subFolders.push_back(folders[location].get());
return FolderMakeHelper(path, parent, location, name);
}
FolderPointer SHFileSystem::RegisterFolder(FolderPath path, FolderLocation parent, FolderHandle location,
FolderName name) noexcept
{
return FolderMakeHelper(path, parent, location, name);
}
FolderPointer SHFileSystem::FolderMakeHelper(FolderPath path, FolderLocation parent, FolderHandle location,
FolderName name) noexcept
{
folders[location] = std::make_unique<SHFolder>(location, name);
folders[location]->path = path;
folders[parent]->subFolders.push_back(folders[location].get());
return folders[location].get();
}
}

View File

@ -1,70 +1,28 @@
/******************************************************************************
* \file SHFileSystem.h
* \author Loh Xiao Qi
* \date 28 October 2022
* \brief
*
* \copyright Copyright (c) 2021 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 <string>
#include <vector>
#include <memory>
#include "SHFolder.h"
#include <unordered_map>
namespace SHADE
{
class SHFolder;
typedef unsigned char FolderCounter;
typedef unsigned char FileCounter;
typedef uint64_t FolderLocation;
typedef uint64_t FolderHandle;
typedef std::string FolderName;
typedef std::string FileName;
typedef std::string FolderPath;
typedef std::string FilePath;
typedef std::string FileExt;
typedef SHFolder* FolderPointer;
constexpr char FOLDER_BIT_ALLOCATE{ 4 };
constexpr char FOLDER_MAX_DEPTH{ 16 };
struct SHFile
{
FileName name;
FilePath path;
FileExt ext;
};
class SHFolder
{
public:
SHFolder(FolderHandle id, FolderName name);
FolderHandle id;
FolderName name;
std::vector<FolderPointer> subFolders;
std::vector<SHFile> files;
bool folded;
private:
FolderPath path;
friend class SHFileSystem;
};
class SHFileSystem
{
public:
static FolderLocation CreateNewFolderHere(FolderName name, FolderLocation here = 0) noexcept;
static bool DeleteFolder(FolderPointer location) noexcept;
static void StartupFillDirectories(FolderPath path) noexcept;
static FolderPointer GetRoot() noexcept;
static void BuildDirectory(FolderPath path, FolderPointer& root, std::unordered_map<AssetID, SHAsset>& assetCollection) noexcept;
private:
static FolderPointer root;
static std::unordered_map<FolderLocation, std::unique_ptr<SHFolder>> folders;
static FolderPointer CreateFolder(FolderPath path, FolderLocation parent, FolderHandle location, FolderName name) noexcept;
static FolderPointer RegisterFolder(FolderPath path, FolderLocation parent, FolderHandle location, FolderName name) noexcept;
static FolderPointer FolderMakeHelper(FolderPath path, FolderLocation parent, FolderHandle location, FolderName name) noexcept;
static bool DeleteFolder(FolderPointer location) noexcept;
};
}

View File

@ -0,0 +1,38 @@
/*************************************************************************//**
* \file SHFolder.cpp
* \author Loh Xiao Qi
* \date 30 October 2022
* \brief
*
* 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 "SHFolder.h"
namespace SHADE
{
SHFolder::SHFolder(FolderName name)
:name{ name }, subFolders(0), folded{ false }, path{ "" }
{
}
FolderPointer SHFolder::CreateSubFolderHere(FolderName name)
{
for (auto const& folder : subFolders)
{
if (name == folder->name)
{
SHLOG_ERROR("Unable to create subfolder {} at {} as it already exists", name, folder->name);
return nullptr;
}
}
auto result = new SHFolder(name);
result->path = path + "/" + name;
subFolders.push_back(result);
return result;
}
}

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@ -0,0 +1,52 @@
/******************************************************************************
* \file SHFolder.h
* \author Loh Xiao Qi
* \date 28 October 2022
* \brief
*
* \copyright Copyright (c) 2021 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 <string>
#include <vector>
#include "Assets/SHAsset.h"
namespace SHADE
{
class SHFolder;
typedef unsigned char FolderCounter;
typedef unsigned char FileCounter;
typedef std::string FolderName;
typedef std::string FileName;
typedef std::string FolderPath;
typedef std::string FilePath;
typedef std::string FileExt;
typedef SHFolder* FolderPointer;
struct SHFile
{
FileName name;
FilePath path;
FileExt ext;
SHAsset const* assetMeta;
};
class SHFolder
{
public:
SHFolder(FolderName name);
FolderName name;
std::vector<FolderPointer> subFolders;
std::vector<SHFile> files;
bool folded;
FolderPointer CreateSubFolderHere(FolderName name);
FolderPath path;
};
}

View File

@ -186,9 +186,10 @@ namespace SHADE
vk::PhysicalDeviceFeatures features{}; // ADD MORE FEATURES HERE IF NEEDED
// point and lines fill mode
features.fillModeNonSolid = true;
features.fillModeNonSolid = VK_TRUE;
features.samplerAnisotropy = VK_TRUE;
features.multiDrawIndirect = true;
features.multiDrawIndirect = VK_TRUE;
features.independentBlend = VK_TRUE;
// for wide lines
features.wideLines = true;

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@ -194,7 +194,8 @@ namespace SHADE
{
SHLOG_WARNING("[SHBatch] Entity with a missing SHRenderable found!");
}
propsCurrPtr += singleMatPropAlignedSize;
//propsCurrPtr += singleMatPropAlignedSize;
propsCurrPtr += singleMatPropSize;
}
// Transfer to GPU
@ -316,7 +317,7 @@ namespace SHADE
{
singleMatPropSize = SHADER_INFO->GetBytesRequired();
singleMatPropAlignedSize = device->PadSSBOSize(static_cast<uint32_t>(singleMatPropSize));
matPropTotalBytes = numTotalElements * singleMatPropAlignedSize;
matPropTotalBytes = numTotalElements * singleMatPropSize;
if (matPropsDataSize < matPropTotalBytes)
{
matPropsData.reset(new char[matPropTotalBytes]);
@ -375,7 +376,8 @@ namespace SHADE
{
SHLOG_WARNING("[SHBatch] Entity with a missing SHRenderable found!");
}
propsCurrPtr += singleMatPropAlignedSize;
//propsCurrPtr += singleMatPropAlignedSize;
propsCurrPtr += singleMatPropSize;
}
}
}

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@ -47,36 +47,35 @@ namespace SHADE
// For global data (generic data and textures)
Handle<SHVkDescriptorSetLayout> staticGlobalLayout = logicalDevice->CreateDescriptorSetLayout(SHGraphicsConstants::DescriptorSetIndex::STATIC_GLOBALS,{ genericDataBinding, texturesBinding });
std::vector<SHVkDescriptorSetLayout::Binding> lightBindings{};
for (uint32_t i = 0; i < SHUtilities::ToUnderlying(SH_LIGHT_TYPE::NUM_TYPES); ++i)
// This is the binding we use to count the lights (binding 0)
lightBindings.push_back(SHVkDescriptorSetLayout::Binding
{
.Type = vk::DescriptorType::eUniformBufferDynamic,
.Stage = vk::ShaderStageFlagBits::eCompute,
.BindPoint = 0,
.DescriptorCount = 1,
});
for (uint32_t i = 1; i <= SHUtilities::ToUnderlying(SH_LIGHT_TYPE::NUM_TYPES); ++i)
{
lightBindings.push_back (SHVkDescriptorSetLayout::Binding
{
.Type = vk::DescriptorType::eStorageBufferDynamic,
.Stage = vk::ShaderStageFlagBits::eFragment,
.Stage = vk::ShaderStageFlagBits::eCompute,
.BindPoint = i,
.DescriptorCount = 1,
});
}
//SHVkDescriptorSetLayout::Binding pointLightBinding
//{
// .Type = vk::DescriptorType::eStorageBufferDynamic,
// .Stage = vk::ShaderStageFlagBits::eFragment,
// .BindPoint = SHGraphicsConstants::DescriptorSetBindings::POINT_LIGHT_DATA,
// .DescriptorCount = 1,
//};
//SHVkDescriptorSetLayout::Binding spotLightBinding
//{
// .Type = vk::DescriptorType::eStorageBufferDynamic,
// .Stage = vk::ShaderStageFlagBits::eFragment,
// .BindPoint = SHGraphicsConstants::DescriptorSetBindings::SPOT_LIGHT_DATA,
// .DescriptorCount = 1,
//};
// For Dynamic global data (lights)
Handle<SHVkDescriptorSetLayout> dynamicGlobalLayout = logicalDevice->CreateDescriptorSetLayout(SHGraphicsConstants::DescriptorSetIndex::DYNAMIC_GLOBALS, lightBindings);
SHVkDescriptorSetLayout::Binding cameraDataBinding
{
.Type = vk::DescriptorType::eUniformBufferDynamic,

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@ -94,32 +94,14 @@ namespace SHADE
/***************************************************************************/
static constexpr uint32_t IMAGE_AND_SAMPLERS_DATA = 1;
///***************************************************************************/
///*!
// \brief
// DescriptorSet binding for directional lights.
/***************************************************************************/
/*!
\brief
DescriptorSet binding for combined image sampler data.
//*/
///***************************************************************************/
//static constexpr uint32_t DIRECTIONAL_LIGHT_DATA = 0;
///***************************************************************************/
///*!
// \brief
// DescriptorSet binding for directional lights.
//*/
///***************************************************************************/
//static constexpr uint32_t POINT_LIGHT_DATA = 1;
///***************************************************************************/
///*!
// \brief
// DescriptorSet binding for directional lights.
//*/
///***************************************************************************/
//static constexpr uint32_t SPOT_LIGHT_DATA = 2;
*/
/***************************************************************************/
static constexpr uint32_t LIGHTING_COUNT = 0;
/***************************************************************************/
/*!

View File

@ -73,15 +73,7 @@ namespace SHADE
if (width == 0 || height == 0)
return;
#ifdef SHEDITOR
//PrepareResize(1, 1, SHVec2(0, 0));
#else
PrepareResize(resizeWidth, resizeHeight, SHVec2(0, 0));
#endif
PrepareResize(resizeWidth, resizeHeight);
});
window->RegisterWindowCloseCallback([&](void)
@ -160,26 +152,45 @@ namespace SHADE
// Initialize world render graph
worldRenderGraph->Init(device, swapchain);
worldRenderGraph->AddResource("Scene Pre-Process", { SH_ATT_DESC_TYPE_FLAGS::COLOR, SH_ATT_DESC_TYPE_FLAGS::INPUT, SH_ATT_DESC_TYPE_FLAGS::STORAGE }, windowDims.first, windowDims.second);
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("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("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 }, windowDims.first, windowDims.second, vk::Format::eR32Uint, 1, vk::ImageUsageFlagBits::eTransferSrc);
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);
auto gBufferNode = worldRenderGraph->AddNode("G-Buffer",
{
"Position",
"Entity ID",
"Light Layer Indices",
"Normals",
"Albedo",
"Depth Buffer",
"Scene"
},
{}); // no predecessors
auto gBufferNode = worldRenderGraph->AddNode("G-Buffer", { "Light Layer Indices", "Entity ID", "Depth Buffer", "Scene", "Scene Pre-Process"}, {}); // no predecessors
auto gBufferSubpass = gBufferNode->AddSubpass("G-Buffer Write");
gBufferSubpass->AddColorOutput("Scene Pre-Process");
gBufferSubpass->AddColorOutput("Position");
gBufferSubpass->AddColorOutput("Entity ID");
gBufferSubpass->AddColorOutput("Light Layer Indices");
gBufferSubpass->AddColorOutput("Normals");
gBufferSubpass->AddColorOutput("Albedo");
gBufferSubpass->AddDepthOutput("Depth Buffer", SH_ATT_DESC_TYPE_FLAGS::DEPTH_STENCIL);
//// kirsch
//auto kirschShader = shaderModuleLibrary.GetShaderModule("KirschCs");
//gBufferNode->AddNodeCompute(kirschShader, { "Scene Pre-Process", "Scene" });
//auto kirschShader = shaderModuleLibrary.GetShaderModule("KirschCs.glsl");
//gBufferNode->AddNodeCompute(kirschShader, { "Position", "Scene" });
// copy
auto pureCopyShader = shaderModuleLibrary.GetBuiltInShaderModule("PureCopy_CS");
gBufferNode->AddNodeCompute(pureCopyShader, { "Scene Pre-Process", "Scene" });
//// copy
//auto pureCopyShader = shaderModuleLibrary.GetShaderModule("PureCopyCs.glsl");
//gBufferNode->AddNodeCompute(pureCopyShader, { "Position", "Scene" });
// deferred composite
auto deferredCompositeShader = shaderModuleLibrary.GetBuiltInShaderModule("DeferredComposite_CS");
gBufferNode->AddNodeCompute(deferredCompositeShader, { "Position", "Normals", "Albedo", "Light Layer Indices", "Scene" });
auto dummyNode = worldRenderGraph->AddNode("Dummy Pass", { "Scene" }, {"G-Buffer"}); // no predecessors
@ -311,6 +322,12 @@ namespace SHADE
void SHGraphicsSystem::Run(double) noexcept
{
if (window->IsMinimized() || renderContext.GetWindowIsDead())
{
restoredFromMinimize = true;
return;
}
if (restoredFromMinimize)
return;
// Frame data for the current frame
@ -362,6 +379,7 @@ namespace SHADE
// Force set the pipeline layout
currentCmdBuffer->ForceSetPipelineLayout(SHGraphicsGlobalData::GetDummyPipelineLayout(), SH_PIPELINE_TYPE::GRAPHICS);
currentCmdBuffer->ForceSetPipelineLayout(SHGraphicsGlobalData::GetDummyPipelineLayout(), SH_PIPELINE_TYPE::COMPUTE);
// Bind all the buffers required for meshes
for (auto& [buffer, bindingPoint] : MESH_DATA)
@ -444,7 +462,15 @@ namespace SHADE
void SHGraphicsSystem::BeginRender()
{
if (window->IsMinimized() || renderContext.GetWindowIsDead())
{
restoredFromMinimize = true;
return;
}
if (restoredFromMinimize)
{
return;
}
// Finalise all batches
for (auto vp : viewports)
@ -493,7 +519,17 @@ namespace SHADE
void SHGraphicsSystem::EndRender()
{
if (window->IsMinimized() || renderContext.GetWindowIsDead())
{
restoredFromMinimize = true;
return;
}
if (restoredFromMinimize)
{
restoredFromMinimize = false;
return;
}
const uint32_t CURR_FRAME_IDX = renderContext.GetCurrentFrame();
auto& currFrameData = renderContext.GetCurrentFrameData();

View File

@ -360,5 +360,7 @@ namespace SHADE
uint32_t resizeWidth;
uint32_t resizeHeight;
bool restoredFromMinimize = false;
};
}

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@ -58,7 +58,7 @@ namespace SHADE
}
// Get offset and return the memory directly
T* dataPtr = propMemory.get() + PROP_INFO->offset;
T* dataPtr = reinterpret_cast<T*>(propMemory.get() + PROP_INFO->offset);
return *dataPtr;
}
template<typename T>

View File

@ -69,15 +69,15 @@ namespace SHADE
// Search Override Data for the property
uint32_t PROP_IDX = SHADER_INFO->GetVariableIndex(key);
auto prop = std::find(overrideData.begin(), overrideData.end(), [&](const OverrideData& data)
{
return PROP_IDX == data.Index;
});
auto prop = std::find_if(overrideData.begin(), overrideData.end(), [&](const OverrideData& data)
{
return PROP_IDX == data.Index;
});
if (prop == overrideData.end())
throw std::invalid_argument("Attempted to get an property that was not set previously!");
// Get offset and return the memory directly
T* dataPtr = dataStore.get() + prop->StoredDataOffset;
T* dataPtr = reinterpret_cast<T*>(dataStore.get() + prop->StoredDataOffset);
return *dataPtr;
}
template<typename T>

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@ -17,7 +17,8 @@ of DigiPen Institute of Technology is prohibited.
// Project Includes
#include "Resource/SHHandle.h"
#include "Resource/SHResourceLibrary.h"
#include "Math/SHMath.h"
#include "Math/Vector/SHVec2.h"
#include "Math/Vector/SHVec3.h"
namespace SHADE
{

View File

@ -28,7 +28,7 @@ namespace SHADE
material = {};
oldMaterial = {};
lightLayer = 0;
lightLayer = 1;
}
void SHRenderable::OnDestroy()

View File

@ -10,7 +10,7 @@ namespace SHADE
lightData.Reset();
SetType(SH_LIGHT_TYPE::DIRECTIONAL);
indexInBuffer = std::numeric_limits<uint32_t>::max();
active = true;
isActive = true;
Unbind();
}
@ -20,7 +20,7 @@ namespace SHADE
}
void SHLightComponent::SetPosition(SHVec3 position) noexcept
void SHLightComponent::SetPosition(SHVec3 const& position) noexcept
{
lightData.position = position;
MakeDirty();
@ -34,20 +34,20 @@ namespace SHADE
}
void SHLightComponent::SetDirection(SHVec3 direction) noexcept
void SHLightComponent::SetDirection(SHVec3 const& direction) noexcept
{
lightData.direction = direction;
MakeDirty();
}
void SHLightComponent::SetDiffuseColor(SHVec4 diffuseColor) noexcept
void SHLightComponent::SetColor(SHVec4 const& color) noexcept
{
lightData.diffuseColor = diffuseColor;
lightData.color = color;
MakeDirty();
}
void SHLightComponent::ModifyLayer(uint8_t layerIndex, bool value) noexcept
void SHLightComponent::ModifyCullingMask(uint8_t layerIndex, bool value) noexcept
{
if (value)
lightData.cullingMask |= (1u << layerIndex);
@ -57,6 +57,10 @@ namespace SHADE
MakeDirty();
}
void SHLightComponent::SetCullingMask(uint32_t const& value) noexcept
{
lightData.cullingMask = value;
}
void SHLightComponent::SetAllLayers(void) noexcept
{
@ -93,11 +97,11 @@ namespace SHADE
indexInBuffer = inIndexInBuffer;
}
void SHLightComponent::SetActive(bool flag) noexcept
{
MakeDirty();
active = flag;
void SHLightComponent::SetStrength(float value) noexcept
{
lightData.strength = value;
MakeDirty();
}
SHLightData const& SHLightComponent::GetLightData(void) const noexcept
@ -105,6 +109,32 @@ namespace SHADE
return lightData;
}
SHVec3 const& SHLightComponent::GetPosition(void) const noexcept
{
return lightData.position;
}
SH_LIGHT_TYPE SHLightComponent::GetType(void) const noexcept
{
return lightData.type;
}
SHVec3 const& SHLightComponent::GetDirection(void) const noexcept
{
return lightData.direction;
}
SHVec4 const& SHLightComponent::GetColor(void) const noexcept
{
return lightData.color;
}
uint32_t const& SHLightComponent::GetCullingMask(void) const noexcept
{
return lightData.cullingMask;
}
bool SHLightComponent::IsDirty(void) const noexcept
{
return dirty;
@ -120,4 +150,32 @@ namespace SHADE
return indexInBuffer;
}
float SHLightComponent::GetStrength(void) const noexcept
{
return lightData.strength;
}
}
RTTR_REGISTRATION
{
using namespace SHADE;
using namespace rttr;
registration::enumeration<SH_LIGHT_TYPE>("Light Type")
(
value("Directional", SH_LIGHT_TYPE::DIRECTIONAL),
value("Point", SH_LIGHT_TYPE::POINT),
value("Spot", SH_LIGHT_TYPE::SPOT),
value("Ambient", SH_LIGHT_TYPE::AMBIENT)
);
registration::class_<SHLightComponent>("Light Component")
.property("Position", &SHLightComponent::GetPosition, &SHLightComponent::SetPosition)
.property("Type", &SHLightComponent::GetType, &SHLightComponent::SetType)
.property("Direction", &SHLightComponent::GetDirection, &SHLightComponent::SetDirection)
.property("Color", &SHLightComponent::GetColor, &SHLightComponent::SetColor)
.property("Layer", &SHLightComponent::GetCullingMask, &SHLightComponent::SetCullingMask)
.property("Strength", &SHLightComponent::GetStrength, &SHLightComponent::SetStrength)
;
}

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@ -1,5 +1,6 @@
#pragma once
#include <rttr/registration>
#include "ECS_Base/Components/SHComponent.h"
#include "SHLightData.h"
@ -24,8 +25,6 @@ namespace SHADE
//! If the light's data is already in the buffers, this will be set to true.
bool bound;
//! If the light is active, this is true.
bool active;
public:
/*-----------------------------------------------------------------------*/
@ -37,24 +36,31 @@ namespace SHADE
/*-----------------------------------------------------------------------*/
/* SETTERS AND GETTERS */
/*-----------------------------------------------------------------------*/
void SetPosition (SHVec3 position) noexcept;
void SetType (SH_LIGHT_TYPE type) noexcept;
void SetDirection (SHVec3 direction) noexcept;
void SetDiffuseColor (SHVec4 diffuseColor) noexcept;
void ModifyLayer (uint8_t layerIndex, bool value) noexcept;
void SetAllLayers (void) noexcept;
void ClearAllLayers (void) noexcept;
void MakeDirty (void) noexcept;
void ClearDirtyFlag (void) noexcept;
void Unbind (void) noexcept;
void SetBound (uint32_t inIndexInBuffer) noexcept;
void SetActive (bool flag) noexcept;
void SetPosition (SHVec3 const& position) noexcept; // serialized
void SetType (SH_LIGHT_TYPE type) noexcept; // serialized
void SetDirection (SHVec3 const& direction) noexcept; // serialized
void SetColor (SHVec4 const& color) noexcept; // serialized
void ModifyCullingMask (uint8_t layerIndex, bool value) noexcept; // serialized
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 SetStrength (float value) noexcept; // serialized
SHLightData const& GetLightData (void) const noexcept;
SHLightData const& GetLightData (void) const noexcept;
SHVec3 const& GetPosition (void) const noexcept; // serialized
SH_LIGHT_TYPE GetType (void) const noexcept; // serialized
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;
uint32_t GetIndexInBuffer (void) const noexcept;
float GetStrength (void) const noexcept;
RTTR_ENABLE()
};
}

View File

@ -15,7 +15,7 @@ namespace SHADE
direction = SHVec3::Forward;
// Diffuse color set to 1
diffuseColor = SHVec4::One;
color = SHVec4::One;
}
}

View File

@ -10,6 +10,7 @@ namespace SHADE
DIRECTIONAL = 0,
POINT,
SPOT,
AMBIENT,
NUM_TYPES
};
@ -40,7 +41,11 @@ namespace SHADE
uint32_t cullingMask;
//! Diffuse color emitted by the light
SHVec4 diffuseColor;
SHVec4 color;
//! Strength of the light
float strength;
void Reset (void) noexcept;
//! TODO:

View File

@ -42,13 +42,23 @@ namespace SHADE
lightPtr->cullingMask = lightData.cullingMask;
lightPtr->direction = lightData.direction;
lightPtr->diffuseColor = lightData.diffuseColor;
lightPtr->diffuseColor = lightData.color;
lightPtr->active = lightComp->isActive;
break;
}
case SH_LIGHT_TYPE::POINT:
break;
case SH_LIGHT_TYPE::SPOT:
break;
case SH_LIGHT_TYPE::AMBIENT:
{
SHAmbientLightData* lightPtr = reinterpret_cast<SHAmbientLightData*>(address);
lightPtr->ambientColor = lightData.color;
lightPtr->strength = lightData.strength;
lightPtr->cullingMask = lightData.cullingMask;
lightPtr->active = lightComp->isActive;
break;
}
case SH_LIGHT_TYPE::NUM_TYPES:
break;
default:
@ -57,6 +67,7 @@ namespace SHADE
}
}
/***************************************************************************/
/*!
@ -76,8 +87,9 @@ namespace SHADE
// boilerplate
intermediateData = nullptr;
// initialize alignment
lightDataAlignmentSize = logicalDevice->PadSSBOSize(GetLightTypeSize(type));
// Get data required for struct
lightDataSize = GetLightTypeSize(type);
lightDataAlignedSize = logicalDevice->PadSSBOSize(lightDataSize);
// So create some data!
Expand(logicalDevice);
@ -94,7 +106,7 @@ namespace SHADE
/***************************************************************************/
void SHLightingSubSystem::PerTypeData::Expand(Handle<SHVkLogicalDevice> logicalDevice) noexcept
{
if (lightDataAlignmentSize == 0)
if (lightDataSize == 0)
{
SHLOG_ERROR ("One of the types of lights have not been accounted for. Make sure lightDataAlignmentSize is not nullptr.");
return;
@ -111,10 +123,12 @@ namespace SHADE
numLights = 0;
// Initialize the data for lights
intermediateData = std::make_unique<uint8_t[]>(lightDataAlignmentSize * maxLights);
intermediateData = std::make_unique<uint8_t[]>(lightDataSize * maxLights);
lightDataTotalAlignedSize = logicalDevice->PadSSBOSize(lightDataAlignedSize * maxLights);
// We want to initialize 3 times the amount of data required.
dataBuffer = logicalDevice->CreateBuffer(maxLights * lightDataAlignmentSize * SHGraphicsConstants::NUM_FRAME_BUFFERS, nullptr, maxLights * lightDataAlignmentSize * SHGraphicsConstants::NUM_FRAME_BUFFERS, vk::BufferUsageFlagBits::eStorageBuffer, VMA_MEMORY_USAGE_AUTO, VMA_ALLOCATION_CREATE_MAPPED_BIT | VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT);
dataBuffer = logicalDevice->CreateBuffer(lightDataTotalAlignedSize * SHGraphicsConstants::NUM_FRAME_BUFFERS, nullptr, lightDataTotalAlignedSize * SHGraphicsConstants::NUM_FRAME_BUFFERS, vk::BufferUsageFlagBits::eStorageBuffer, VMA_MEMORY_USAGE_AUTO, VMA_ALLOCATION_CREATE_MAPPED_BIT | VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT);
}
else
{
@ -122,24 +136,27 @@ namespace SHADE
uint32_t const OLD_MAX_LIGHTS = maxLights;
// before we increase the number of lights, create space to store old data.
std::unique_ptr<uint8_t[]> oldData = std::make_unique<uint8_t[]>(lightDataAlignmentSize * OLD_MAX_LIGHTS);
std::unique_ptr<uint8_t[]> oldData = std::make_unique<uint8_t[]>(lightDataSize * OLD_MAX_LIGHTS);
// copy data over.
std::memcpy (oldData.get(), intermediateData.get(), lightDataAlignmentSize * OLD_MAX_LIGHTS);
std::memcpy (oldData.get(), intermediateData.get(), lightDataSize * OLD_MAX_LIGHTS);
// now we start to expand....
// double space for lights
maxLights *= 2;
// calculate total + padding
lightDataTotalAlignedSize = logicalDevice->PadSSBOSize(lightDataAlignedSize * maxLights);
// destroy old data and initialize container for double the amount of data.
intermediateData = std::make_unique<uint8_t[]>(lightDataAlignmentSize * maxLights);
intermediateData = std::make_unique<uint8_t[]>(lightDataSize * maxLights);
// copy old data to new container
std::memcpy(intermediateData.get(), oldData.get(), lightDataAlignmentSize * OLD_MAX_LIGHTS);
std::memcpy(intermediateData.get(), oldData.get(), lightDataSize * OLD_MAX_LIGHTS);
// Resize the GPU buffer. TODO: Replace with Resize no copy here
dataBuffer->ResizeReplace(maxLights * lightDataAlignmentSize * SHGraphicsConstants::NUM_FRAME_BUFFERS, oldData.get(), lightDataAlignmentSize * OLD_MAX_LIGHTS);
dataBuffer->ResizeReplace(maxLights * lightDataTotalAlignedSize * SHGraphicsConstants::NUM_FRAME_BUFFERS, oldData.get(), lightDataTotalAlignedSize * OLD_MAX_LIGHTS);
}
@ -171,6 +188,9 @@ namespace SHADE
case SH_LIGHT_TYPE::SPOT:
// TOOD: Change after creating spot light struct
return 4;
case SH_LIGHT_TYPE::AMBIENT:
return sizeof(SHAmbientLightData);
return 4;
case SH_LIGHT_TYPE::NUM_TYPES:
default:
return 4;
@ -187,7 +207,12 @@ namespace SHADE
uint32_t SHLightingSubSystem::PerTypeData::GetAlignmentSize(void) const noexcept
{
return lightDataAlignmentSize;
return lightDataTotalAlignedSize;
}
uint32_t SHLightingSubSystem::PerTypeData::GetDataSize(void) const noexcept
{
return lightDataSize;
}
uint32_t SHLightingSubSystem::PerTypeData::GetNumLights(void) const noexcept
@ -231,7 +256,7 @@ namespace SHADE
// Now that the container is big enough, bind the new light
// Get address of write location
void* writeLocation = reinterpret_cast<uint8_t*>(intermediateData.get()) + (lightDataAlignmentSize * numLights);
void* writeLocation = reinterpret_cast<uint8_t*>(intermediateData.get()) + (lightDataAlignedSize * numLights);
// Write the light data to address
WriteLightToAddress(writeLocation, unboundLight);
@ -257,7 +282,7 @@ namespace SHADE
/***************************************************************************/
void SHLightingSubSystem::PerTypeData::ModifyLight(SHLightComponent* lightComp) noexcept
{
void* writeLocation = reinterpret_cast<uint8_t*>(intermediateData.get()) + (lightDataAlignmentSize * lightComp->GetIndexInBuffer());
void* writeLocation = reinterpret_cast<uint8_t*>(intermediateData.get()) + (lightDataAlignedSize * lightComp->GetIndexInBuffer());
WriteLightToAddress(writeLocation, lightComp);
}
@ -266,10 +291,15 @@ namespace SHADE
if (intermediateData)
{
// we want to write to the offset of the current frame
dataBuffer->WriteToMemory(intermediateData.get(), lightDataAlignmentSize * numLights, 0, lightDataAlignmentSize * maxLights * frameIndex);
dataBuffer->WriteToMemory(intermediateData.get(), lightDataAlignedSize * numLights, 0, lightDataAlignedSize * maxLights * frameIndex);
}
}
void SHLightingSubSystem::PerTypeData::ResetNumLights(void) noexcept
{
numLights = 0;
}
/***************************************************************************/
/*!
@ -287,12 +317,12 @@ namespace SHADE
// We bind the buffer with the correct desc set binding
lightingDataDescSet->ModifyWriteDescBuffer(SHGraphicsConstants::DescriptorSetIndex::DYNAMIC_GLOBALS,
binding,
binding + 1, // we want to +1 here because the first binding is reserved for count
{ &buffer, 1 },
0,
perTypeData[binding].GetAlignmentSize() * perTypeData[binding].GetMaxLights());
perTypeData[binding].GetDataSize() * perTypeData[binding].GetMaxLights());
lightingDataDescSet->UpdateDescriptorSetBuffer(SHGraphicsConstants::DescriptorSetIndex::DYNAMIC_GLOBALS, binding);
lightingDataDescSet->UpdateDescriptorSetBuffer(SHGraphicsConstants::DescriptorSetIndex::DYNAMIC_GLOBALS, binding + 1); // +1 here, same reason. see above
}
/***************************************************************************/
@ -307,16 +337,27 @@ namespace SHADE
{
for (uint32_t i = 0; i < SHGraphicsConstants::NUM_FRAME_BUFFERS; ++i)
{
for (uint32_t j = 0; j < dynamicOffsets.size(); ++j)
dynamicOffsets[i][0] = i * lightCountsAlignedSize;
// Even if the first binding is a count, we want to account for that too
for (uint32_t j = 0; j < static_cast<uint32_t>(SH_LIGHT_TYPE::NUM_TYPES); ++j)
{
auto const& typeData = perTypeData[j];
{
dynamicOffsets[i][j] = j * typeData.GetAlignmentSize() * typeData.GetMaxLights();
// +1 because 1st reserved for count
dynamicOffsets[i][j + 1] = i * typeData.GetAlignmentSize();
}
}
}
}
void SHLightingSubSystem::ResetNumLights(void) noexcept
{
for (auto& data : perTypeData)
{
data.ResetNumLights();
}
}
/***************************************************************************/
/*!
@ -346,12 +387,26 @@ namespace SHADE
// initialize all the data first. We add more lights here as we add more types.
perTypeData[i].InitializeData(logicalDevice, static_cast<SH_LIGHT_TYPE>(i));
UpdateDescSet(i);
// no lights at first
lightCountsData[i] = 0;
}
lightCountsAlignedSize = sizeof (uint32_t) * NUM_LIGHT_TYPES;
lightCountsAlignedSize = logicalDevice->PadUBOSize(lightCountsAlignedSize);
// Create the GPU buffer to hold light count
lightCountsBuffer = logicalDevice->CreateBuffer(lightCountsAlignedSize * SHGraphicsConstants::NUM_FRAME_BUFFERS, nullptr, lightCountsAlignedSize * SHGraphicsConstants::NUM_FRAME_BUFFERS, vk::BufferUsageFlagBits::eUniformBuffer, VMA_MEMORY_USAGE_AUTO, VMA_ALLOCATION_CREATE_MAPPED_BIT | VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT);
lightingDataDescSet->ModifyWriteDescBuffer(SHGraphicsConstants::DescriptorSetIndex::DYNAMIC_GLOBALS, SHGraphicsConstants::DescriptorSetBindings::LIGHTING_COUNT, {&lightCountsBuffer, 1}, 0, sizeof (uint32_t) * NUM_LIGHT_TYPES);
lightingDataDescSet->UpdateDescriptorSetBuffer(SHGraphicsConstants::DescriptorSetIndex::DYNAMIC_GLOBALS, SHGraphicsConstants::DescriptorSetBindings::LIGHTING_COUNT);
for (uint32_t i = 0; i < SHGraphicsConstants::NUM_FRAME_BUFFERS; ++i)
{
dynamicOffsets[i].resize(NUM_LIGHT_TYPES);
dynamicOffsets[i].resize(NUM_LIGHT_TYPES + 1); // +1 for the count
}
numLightComponents = 0;
}
/***************************************************************************/
@ -366,17 +421,32 @@ namespace SHADE
/***************************************************************************/
void SHLightingSubSystem::Run(Handle<SHVkCommandBuffer> cmdBuffer, 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();
}
numLightComponents = lightComps.size();
for (auto& light : lightComps)
{
auto enumValue = SHUtilities::ToUnderlying(light.GetLightData().type);
// 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())
if (!light.GetBound() || rewrite)
{
perTypeData[enumValue].AddLight(logicalDevice, &light, expanded);
//// add to light count
//++lightCountsData[enumValue];
}
// if there was modification to the light data
@ -396,6 +466,13 @@ namespace SHADE
data.WriteToGPU(frameIndex);
}
for (uint32_t i = 0; i < NUM_LIGHT_TYPES; ++i)
{
lightCountsData[i] = perTypeData[i].GetNumLights();
}
lightCountsBuffer->WriteToMemory(lightCountsData.data(), static_cast<uint32_t>(lightCountsData.size()) * sizeof (uint32_t), 0, lightCountsAlignedSize * frameIndex);
// If any of the buffers got expanded, the descriptor set is invalid because the expanded buffer
// is a new buffer. If some expansion was detected, update descriptor sets.
if (expanded)
@ -412,7 +489,7 @@ namespace SHADE
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::GRAPHICS, SHGraphicsConstants::DescriptorSetIndex::DYNAMIC_GLOBALS, {dynamicOffsets[frameIndex]});
cmdBuffer->BindDescriptorSet(lightingDataDescSet, SH_PIPELINE_TYPE::COMPUTE, SHGraphicsConstants::DescriptorSetIndex::DYNAMIC_GLOBALS, {dynamicOffsets[frameIndex]});
}

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@ -17,7 +17,7 @@ namespace SHADE
class SHVkCommandBuffer;
// Represents how the data will be interpreted in GPU. we want to copy to a container of these before passing to GPU.
struct SHDirectionalLightData
struct SHDirectionalLightData
{
//! Direction of the light
SHVec3 direction;
@ -31,7 +31,27 @@ namespace SHADE
uint32_t cullingMask;
//! Diffuse color emitted by the light
SHVec4 diffuseColor;
alignas (16) SHVec4 diffuseColor;
};
// Represents how the data will be interpreted in GPU. we want to copy to a container of these before passing to GPU.
struct SHAmbientLightData
{
//! Diffuse color emitted by the light
SHVec4 ambientColor;
//! Strength of the ambient light
float strength;
//! Represents if the light is active or not
uint32_t active;
//! Each bit in this 32 bit field will represent a layer. If the bit is set,
//! when a fragment is being evaluated, the shader will use the fragment's
//! layer value to AND with the light's. If result is 1, do lighting calculations.
uint32_t cullingMask;
};
@ -45,7 +65,7 @@ namespace SHADE
/*-----------------------------------------------------------------------*/
/* STATIC MEMBER VARIABLES */
/*-----------------------------------------------------------------------*/
static constexpr uint32_t STARTING_NUM_LIGHTS = 20;
static constexpr uint32_t STARTING_NUM_LIGHTS = 50;
/*-----------------------------------------------------------------------*/
/* PRIVATE MEMBER VARIABLES */
@ -53,8 +73,13 @@ namespace SHADE
//! Capacity of the container.
uint32_t maxLights;
//! SSBOs need to be aligned. This is to pad lighting structs
uint32_t lightDataAlignmentSize;
//! SSBOs need to be aligned. This is to pad descriptor offset
uint32_t lightDataTotalAlignedSize;
//! size needed to store 1 struct object
uint32_t lightDataSize;
uint32_t lightDataAlignedSize;
//! type of the light. Will be used later when we want to expand
SH_LIGHT_TYPE lightType;
@ -80,6 +105,7 @@ namespace SHADE
void AddLight (Handle<SHVkLogicalDevice> logicalDevice, SHLightComponent* unboundLight, bool expanded) noexcept;
void ModifyLight (SHLightComponent* lightComp) noexcept;
void WriteToGPU (uint32_t frameIndex) noexcept;
void ResetNumLights (void) noexcept;
/*-----------------------------------------------------------------------*/
/* GETTERS */
@ -87,6 +113,7 @@ namespace SHADE
static uint32_t GetLightTypeSize (SH_LIGHT_TYPE type) noexcept;
Handle<SHVkBuffer> GetDataBuffer (void) const noexcept;
uint32_t GetAlignmentSize (void) const noexcept;
uint32_t GetDataSize (void) const noexcept;
uint32_t GetNumLights (void) const noexcept;
uint32_t GetMaxLights (void) const noexcept;
};
@ -105,11 +132,26 @@ namespace SHADE
//! Container to store dynamic offsets for binding descriptor sets
std::array<std::vector<uint32_t>, static_cast<uint32_t>(SHGraphicsConstants::NUM_FRAME_BUFFERS)> dynamicOffsets;
//! holds the data that represents how many lights are in the scene
std::array<uint32_t, static_cast<uint32_t>(SH_LIGHT_TYPE::NUM_TYPES)> lightCountsData;
//! GPU buffer to hold lightCountData
Handle<SHVkBuffer> lightCountsBuffer;
//! For padding in the buffer
uint32_t lightCountsAlignedSize;
//! 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;
/*-----------------------------------------------------------------------*/
/* PRIVATE MEMBER FUNCTIONS */
/*-----------------------------------------------------------------------*/
void UpdateDescSet (uint32_t binding) noexcept;
void ComputeDynamicOffsets (void) noexcept;
void ResetNumLights (void) noexcept;
public:

View File

@ -133,6 +133,7 @@ namespace SHADE
{
SHLOG_ERROR("Frame index retrieved from vkAcquireNextImageKHR is not the same as currentFrame.");
}
currentFrame = frameIndex;
}

View File

@ -214,66 +214,4 @@ namespace SHADE
SHLOG_ERROR("Image layouts are invalid. ");
}
}
vk::Format SHTextureLibrary::ddsLoaderToVkFormat(tinyddsloader::DDSFile::DXGIFormat format, bool isLinear)
{
switch (format)
{
case tinyddsloader::DDSFile::DXGIFormat::BC1_UNorm:
return vk::Format::eBc1RgbaUnormBlock;
case tinyddsloader::DDSFile::DXGIFormat::BC1_UNorm_SRGB:
return vk::Format::eBc1RgbaSrgbBlock;
case tinyddsloader::DDSFile::DXGIFormat::BC2_UNorm:
case tinyddsloader::DDSFile::DXGIFormat::BC2_UNorm_SRGB:
return isLinear ? vk::Format::eBc2UnormBlock : vk::Format::eBc2SrgbBlock;
case tinyddsloader::DDSFile::DXGIFormat::BC3_UNorm:
case tinyddsloader::DDSFile::DXGIFormat::BC3_UNorm_SRGB:
return isLinear ? vk::Format::eBc3UnormBlock : vk::Format::eBc3SrgbBlock;
case tinyddsloader::DDSFile::DXGIFormat::BC5_UNorm:
case tinyddsloader::DDSFile::DXGIFormat::BC5_SNorm:
return isLinear ? vk::Format::eBc5UnormBlock : vk::Format::eBc5SnormBlock;
case tinyddsloader::DDSFile::DXGIFormat::R8G8B8A8_UNorm:
case tinyddsloader::DDSFile::DXGIFormat::R8G8B8A8_UNorm_SRGB:
return isLinear ? vk::Format::eR8G8B8A8Unorm : vk::Format::eR8G8B8A8Srgb;
case tinyddsloader::DDSFile::DXGIFormat::R8G8B8A8_SNorm:
return vk::Format::eR8G8B8A8Snorm;
case tinyddsloader::DDSFile::DXGIFormat::B8G8R8A8_UNorm:
case tinyddsloader::DDSFile::DXGIFormat::B8G8R8A8_UNorm_SRGB:
return isLinear ? vk::Format::eB8G8R8A8Unorm : vk::Format::eB8G8R8A8Srgb;
case tinyddsloader::DDSFile::DXGIFormat::B8G8R8X8_UNorm:
case tinyddsloader::DDSFile::DXGIFormat::B8G8R8X8_UNorm_SRGB:
return isLinear ? vk::Format::eB8G8R8A8Unorm : vk::Format::eB8G8R8Srgb;
default:
throw std::runtime_error("Unsupported DDS format.");
}
//switch (format)
//{
//case tinyddsloader::DDSFile::DXGIFormat::R8G8B8A8_UNorm:
//case tinyddsloader::DDSFile::DXGIFormat::R8G8B8A8_UNorm_SRGB:
// return (isLinear) ? vk::Format::eR8G8B8A8Unorm : vk::Format::eR8G8B8A8Srgb;
//
//case tinyddsloader::DDSFile::DXGIFormat::B8G8R8A8_UNorm:
//case tinyddsloader::DDSFile::DXGIFormat::B8G8R8A8_UNorm_SRGB:
// return (isLinear) ? vk::Format::eB8G8R8A8Unorm : vk::Format::eB8G8R8A8Srgb;
//
//case tinyddsloader::DDSFile::DXGIFormat::BC1_UNorm:
//case tinyddsloader::DDSFile::DXGIFormat::BC1_UNorm_SRGB:
// return (isLinear) ? vk::Format::eBc1RgbaUnormBlock : vk::Format::eBc1RgbaSrgbBlock;
//case tinyddsloader::DDSFile::DXGIFormat::BC2_UNorm:
//case tinyddsloader::DDSFile::DXGIFormat::BC2_UNorm_SRGB:
// return (isLinear) ? vk::Format::eBc2UnormBlock : vk::Format::eBc2SrgbBlock;
//case tinyddsloader::DDSFile::DXGIFormat::BC3_UNorm:
//case tinyddsloader::DDSFile::DXGIFormat::BC3_UNorm_SRGB:
// return (isLinear) ? vk::Format::eBc3UnormBlock : vk::Format::eBc3SrgbBlock;
//case tinyddsloader::DDSFile::DXGIFormat::BC5_UNorm:
// return (isLinear) ? vk::Format::eBc5UnormBlock : vk::Format::eBc5SnormBlock;
//
//}
}
}

View File

@ -14,8 +14,6 @@ of DigiPen Institute of Technology is prohibited.
// STL Includes
#include <vector>
// External Dependencies
#include "tinyddsloader.h"
// Project Includes
#include "Resource/SHHandle.h"
#include "Resource/SHResourceLibrary.h"
@ -169,6 +167,5 @@ namespace SHADE
/* Helper Functions */
/*-----------------------------------------------------------------------------*/
void preparePipelineBarriers(vk::ImageLayout oldLayout, vk::ImageLayout newLayout, vk::PipelineStageFlagBits& srcStage, vk::PipelineStageFlagBits& dstStage, std::vector<vk::ImageMemoryBarrier>& barriers);
vk::Format ddsLoaderToVkFormat(tinyddsloader::DDSFile::DXGIFormat format, bool isLinear);
};
}

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@ -276,7 +276,7 @@ namespace SHADE
}
// Create the subpass compute with the resources
auto nodeCompute = graphStorage->resourceManager->Create<SHRenderGraphNodeCompute>(graphStorage, computeShaderModule, std::move(nodeComputeResources));
auto nodeCompute = graphStorage->resourceManager->Create<SHRenderGraphNodeCompute>(graphStorage, computeShaderModule, std::move(nodeComputeResources), nodeComputes.empty());
nodeComputes.push_back(nodeCompute);
return nodeCompute;

View File

@ -13,12 +13,13 @@
namespace SHADE
{
SHRenderGraphNodeCompute::SHRenderGraphNodeCompute(Handle<SHRenderGraphStorage> graphStorage, Handle<SHVkShaderModule> computeShaderModule, std::vector<Handle<SHRenderGraphResource>>&& subpassComputeResources, float inNumWorkGroupScale/* = 1.0f*/) noexcept
SHRenderGraphNodeCompute::SHRenderGraphNodeCompute(Handle<SHRenderGraphStorage> graphStorage, Handle<SHVkShaderModule> computeShaderModule, std::vector<Handle<SHRenderGraphResource>>&& subpassComputeResources, bool followingEndRP, float inNumWorkGroupScale/* = 1.0f*/) noexcept
: computePipeline{}
, pipelineLayout{}
, resources{}
, groupSizeX{0}
, groupSizeY{0}
, followingEndRenderpass {followingEndRP}
, numWorkGroupScale {std::clamp(inNumWorkGroupScale, 0.0f, 1.0f)}
{
SHPipelineLayoutParams pipelineLayoutParams
@ -53,7 +54,6 @@ namespace SHADE
descSetGroups[i] = graphStorage->descriptorPool->Allocate(layouts, variableCounts);
}
HandleResize();
}
@ -68,8 +68,9 @@ namespace SHADE
// dispatch compute
cmdBuffer->ComputeDispatch(groupSizeX, groupSizeY, 1);
// TODO: barrier
cmdBuffer->PipelineBarrier((followingEndRenderpass) ? vk::PipelineStageFlagBits::eFragmentShader : vk::PipelineStageFlagBits::eComputeShader,
vk::PipelineStageFlagBits::eFragmentShader,
{}, {}, {}, memoryBarriers[frameIndex]);
}
void SHRenderGraphNodeCompute::HandleResize(void) noexcept
@ -104,6 +105,36 @@ namespace SHADE
groupSizeX = maxWidth / workGroupSizeX;
groupSizeY = maxHeight / workGroupSizeY;
for (uint32_t i = 0; auto& barriers : memoryBarriers)
{
barriers.clear();
for (auto& resource : resources)
{
vk::AccessFlags srcAccessMask = (followingEndRenderpass) ? vk::AccessFlagBits::eInputAttachmentRead : (vk::AccessFlagBits::eShaderRead | vk::AccessFlagBits::eShaderWrite);
barriers.push_back(vk::ImageMemoryBarrier
{
.srcAccessMask = srcAccessMask,
.dstAccessMask = vk::AccessFlagBits::eShaderRead | vk::AccessFlagBits::eShaderWrite,
.oldLayout = vk::ImageLayout::eGeneral,
.newLayout = vk::ImageLayout::eGeneral,
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.image = resource->GetImage((resource->resourceTypeFlags & static_cast<uint32_t>(SH_ATT_DESC_TYPE_FLAGS::COLOR_PRESENT)) ? i : 0)->GetVkImage(),
.subresourceRange = vk::ImageSubresourceRange
{
.aspectMask = resource->imageAspectFlags,
.baseMipLevel = 0,
.levelCount = resource->mipLevels,
.baseArrayLayer = 0,
.layerCount = 1,
}
});
}
++i;
}
}
}

View File

@ -2,6 +2,7 @@
#include "Resource/SHHandle.h"
#include "Graphics/MiddleEnd/Interface/SHGraphicsConstants.h"
#include "Graphics/SHVulkanIncludes.h"
#include <initializer_list>
#include <string>
#include <unordered_set>
@ -44,8 +45,12 @@ namespace SHADE
float numWorkGroupScale;
bool followingEndRenderpass;
std::array<std::vector<vk::ImageMemoryBarrier>, SHGraphicsConstants::NUM_FRAME_BUFFERS> memoryBarriers;
public:
SHRenderGraphNodeCompute(Handle<SHRenderGraphStorage> graphStorage, Handle<SHVkShaderModule> computeShaderModule, std::vector<Handle<SHRenderGraphResource>>&& subpassComputeResources, float inNumWorkGroupScale = 1.0f) noexcept;
SHRenderGraphNodeCompute(Handle<SHRenderGraphStorage> graphStorage, Handle<SHVkShaderModule> computeShaderModule, std::vector<Handle<SHRenderGraphResource>>&& subpassComputeResources, bool followingEndRP, float inNumWorkGroupScale = 1.0f) noexcept;
void Execute (Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex) noexcept;
void HandleResize (void) noexcept;

View File

@ -195,6 +195,11 @@ namespace SHADE
template<typename T>
inline bool operator==(const Handle<T>& rhs) const noexcept;
/*-----------------------------------------------------------------------------*/
/* Query Functions */
/*-----------------------------------------------------------------------------*/
inline SHResourceLibraryBase* GetLibrary() const;
protected:
/*-----------------------------------------------------------------------------*/
/* Data Members */
@ -206,6 +211,7 @@ namespace SHADE
/*-----------------------------------------------------------------------------*/
template<typename T>
friend class Handle;
friend class Convert;
};
/// <summary>

View File

@ -96,6 +96,11 @@ namespace SHADE
return id.Raw == rhs.id.Raw && library == static_cast<void*>(rhs.library);
}
SHResourceLibraryBase* SHADE::Handle<void>::GetLibrary() const
{
return library;
}
/*---------------------------------------------------------------------------------*/
/* ISelfHandle<T> - Constructors */
/*---------------------------------------------------------------------------------*/

View File

@ -70,13 +70,13 @@ namespace SHADE
}
template<typename T>
SparseSet<T>::reference SparseSet<T>::at(index_type idx)
typename SparseSet<T>::reference SparseSet<T>::at(index_type idx)
{
return const_cast<reference>(static_cast<const SparseSet<T>&>(*this).at(idx));
}
template<typename T>
SparseSet<T>::const_reference SparseSet<T>::at(index_type idx) const
typename SparseSet<T>::const_reference SparseSet<T>::at(index_type idx) const
{
// Range Check
if (idx >= sparseArray.size() || !contains(idx))
@ -84,7 +84,7 @@ namespace SHADE
return denseArray[sparseArray[idx]];
}
template<typename T>
SparseSet<T>::size_type SparseSet<T>::size() const
typename SparseSet<T>::size_type SparseSet<T>::size() const
{
return denseArray.size();
}
@ -105,7 +105,7 @@ namespace SHADE
}
template<typename T>
template<typename ...Args>
SparseSet<T>::reference SparseSet<T>::insert(index_type idx, Args && ...args)
typename SparseSet<T>::reference SparseSet<T>::insert(index_type idx, Args && ...args)
{
// We need to resize the array
if (idx >= sparseArray.size())

View File

@ -14,6 +14,7 @@
#include "Math/Transform/SHTransformComponent.h"
#include "Physics/Components/SHRigidBodyComponent.h"
#include "ECS_Base/Managers/SHSystemManager.h"
#include "Graphics/MiddleEnd/Lights/SHLightComponent.h"
#include "Scripting/SHScriptEngine.h"
namespace SHADE
@ -192,6 +193,10 @@ namespace SHADE
{
components[rttr::type::get<SHRigidBodyComponent>().get_name().data()] = SHSerializationHelper::SerializeComponentToNode(rigidbody);
}
if(const auto light = SHComponentManager::GetComponent_s<SHLightComponent>(eid))
{
components[rttr::type::get<SHLightComponent>().get_name().data()] = SHSerializationHelper::SerializeComponentToNode(light);
}
node[ComponentsNode] = components;
YAML::Node scripts;
@ -250,6 +255,10 @@ namespace SHADE
if (id.has_value())
componentIDList.push_back(id.value());
id = GetComponentID<SHLightComponent>(componentsNode);
if(id.has_value())
componentIDList.push_back(id.value());
return componentIDList;
}
@ -260,5 +269,6 @@ namespace SHADE
return;
SHSerializationHelper::InitializeComponentFromNode<SHTransformComponent>(componentsNode, eid);
SHSerializationHelper::ConvertNodeToComponent<SHRenderable>(componentsNode, eid);
SHSerializationHelper::InitializeComponentFromNode<SHLightComponent>(componentsNode, eid);
}
}

View File

@ -386,12 +386,12 @@ namespace SHADE
return;
auto rttrType = rttr::type::get<ComponentType>();
auto componentNode = componentsNode[rttrType.get_name().data()];
if (componentsNode.IsNull())
if(!componentNode.IsDefined())
return;
auto properties = rttrType.get_properties();
for (auto const& prop : properties)
{
if (componentNode[prop.get_name().data()])
if (componentNode[prop.get_name().data()].IsDefined())
{
InitializeProperty<ComponentType>(component, prop, componentNode[prop.get_name().data()]);
}

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@ -0,0 +1,119 @@
/************************************************************************************//*!
\file Material.cxx
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Oct 28, 2022
\brief Contains the implementation of the functions of the managed Material
class.
Note: This file is written in C++17/CLI.
Copyright (C) 2022 DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the prior written consent
of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/
// Precompiled Headers
#include "SHpch.h"
// Primary Header
#include "Material.hxx"
// Standard Library
#include <stdexcept>
// Project Includes
#include "Utility/Convert.hxx"
namespace SHADE
{
/*---------------------------------------------------------------------------------*/
/* Macro Definitions */
/*---------------------------------------------------------------------------------*/
#define SET_PROP(NATIVE_TYPE, MANAGED_TYPE) \
(T::typeid == MANAGED_TYPE::typeid) \
{ \
const NATIVE_TYPE VAL = safe_cast<NATIVE_TYPE>(System::Convert::ChangeType(value, MANAGED_TYPE::typeid)); \
NativeObject->SetProperty<NATIVE_TYPE>(PROP_NAME, VAL); \
} \
#define SET_PROP_CONVERT(NATIVE_TYPE, MANAGED_TYPE) \
(T::typeid == MANAGED_TYPE::typeid) \
{ \
const NATIVE_TYPE VAL = Convert::ToNative(safe_cast<MANAGED_TYPE>(System::Convert::ChangeType(value, MANAGED_TYPE::typeid))); \
NativeObject->SetProperty<NATIVE_TYPE>(PROP_NAME, VAL); \
} \
#define GET_PROP(NATIVE_TYPE, MANAGED_TYPE) \
(T::typeid == MANAGED_TYPE::typeid) \
{ \
return safe_cast<T>(NativeObject->GetProperty<NATIVE_TYPE>(PROP_NAME)); \
} \
#define GET_PROP_CONVERT(NATIVE_TYPE, MANAGED_TYPE) \
(T::typeid == MANAGED_TYPE::typeid) \
{ \
return safe_cast<T>(Convert::ToCLI(NativeObject->GetProperty<NATIVE_TYPE>(PROP_NAME))); \
}
/*---------------------------------------------------------------------------------*/
/* Explicit Template Instantiation */
/*---------------------------------------------------------------------------------*/
template ref class NativeAsset<SHMaterialInstance>;
/*---------------------------------------------------------------------------------*/
/* Constructors/Destructor */
/*---------------------------------------------------------------------------------*/
Material::Material(Handle<SHMaterialInstance> material)
: NativeAsset<SHMaterialInstance>{ material }
{}
/*---------------------------------------------------------------------------------*/
/* Material Properties Functions */
/*---------------------------------------------------------------------------------*/
generic<typename T>
void Material::SetProperty(System::String^ name, T value)
{
if (!NativeObject)
throw gcnew System::InvalidOperationException("Attempted to set property on an invalid material!");
// Call the correct one based on type
const std::string PROP_NAME = Convert::ToNative(name);
try
{
if SET_PROP (int, System::Int32)
else if SET_PROP (int, System::Int64)
else if SET_PROP (float, float)
else if SET_PROP (double, double)
else if SET_PROP_CONVERT(SHVec2, Vector2)
else if SET_PROP_CONVERT(SHVec3, Vector3)
// TODO: Vector4
}
catch (const std::invalid_argument&)
{
throw gcnew System::ArgumentException("Attempted to modify an invalid property on a material.");
}
}
generic<typename T>
T Material::GetProperty(System::String^ name)
{
if (!NativeObject)
throw gcnew System::InvalidOperationException("[Material] Attempted to get property of an invalid material!");
// Call the correct one based on type
const std::string PROP_NAME = Convert::ToNative(name);
try
{
if GET_PROP (int, System::Int32)
else if GET_PROP (int, System::Int64)
else if GET_PROP (float, float)
else if GET_PROP (double, double)
else if GET_PROP_CONVERT(SHVec2, Vector2)
else if GET_PROP_CONVERT(SHVec3, Vector3)
// TODO: Vector4
}
catch (const std::invalid_argument&)
{
throw gcnew System::ArgumentException("Attempted to retrieve a property on a material with an invalid type.");
}
throw gcnew System::ArgumentException("Attempted to retrieve an invalid property on a material.");
}
}

View File

@ -0,0 +1,81 @@
/************************************************************************************//*!
\file Material.hxx
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Oct 28, 2022
\brief Contains the definition of the managed Mesh class.
Note: This file is written in C++17/CLI.
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
// External Dependencies
#include "Resource/SHHandle.h"
#include "Graphics/MiddleEnd/Interface/SHMaterialInstance.h"
// Project Includes
#include "NativeAsset.hxx"
#include "Engine/GenericHandle.hxx"
namespace SHADE
{
/// <summary>
/// Managed counterpart of the native MaterialInstance object containing material
/// data that can be fed to Renderables for rendering.
/// </summary>
public ref class Material : public NativeAsset<SHMaterialInstance>
{
internal:
/*-----------------------------------------------------------------------------*/
/* Constructors/Destructor */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Constructor for the Material
/// </summary>
/// <param name="material">Handle to the native material object.</param>
Material(Handle<SHMaterialInstance> material);
public:
/*-----------------------------------------------------------------------------*/
/* Properties */
/*-----------------------------------------------------------------------------*/
// TODO: Change Shader
/*-----------------------------------------------------------------------------*/
/* Material Properties Functions */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Set the value of a specific property.
/// </summary>
/// <typeparam name="T">Type of property to set.</typeparam>
/// <param name="name">Name of the property to set.</param>
/// <param name="value">Value to set te property to.</param>
/// <exception cref="System.InvalidOperationException">
/// If this Material object is invalid.
/// </exception>
/// <exception cref="System.ArgumentException">
/// If the name or type was specified that does not match the material's shader's
/// defined properties.
/// </exception>
generic<typename T>
void SetProperty(System::String^ name, T value);
/// <summary>
/// Retrieves the value of a specified property on the material.
/// </summary>
/// <typeparam name="T">Type of property to get.</typeparam>
/// <param name="name">Name of the property to get.</param>
/// <returns>Value of that property on the material.</returns>
/// <exception cref="System.InvalidOperationException">
/// If this Material object is invalid.
/// </exception>
/// <exception cref="System.ArgumentException">
/// If the name or type was specified that does not match the material's shader's
/// defined properties.
/// </exception>
generic<typename T>
T GetProperty(System::String^ name);
};
}

View File

@ -0,0 +1,34 @@
/************************************************************************************//*!
\file Mesh.cxx
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Oct 28, 2022
\brief Contains the implementation of the functions of the managed Mesh class.
Note: This file is written in C++17/CLI.
Copyright (C) 2022 DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the prior written consent
of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/
// Precompiled Headers
#include "SHpch.h"
// Primary Header
#include "Mesh.hxx"
// Project Headers
#include "Utility/Convert.hxx"
namespace SHADE
{
/*---------------------------------------------------------------------------------*/
/* Explicit Template Instantiation */
/*---------------------------------------------------------------------------------*/
template ref class NativeAsset<SHMesh>;
/*---------------------------------------------------------------------------------*/
/* Constructors/Destructor */
/*---------------------------------------------------------------------------------*/
Mesh::Mesh(Handle<SHMesh> mesh)
: NativeAsset<SHMesh> { mesh }
{}
}

View File

@ -0,0 +1,41 @@
/************************************************************************************//*!
\file Mesh.hxx
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Oct 28, 2022
\brief Contains the definition of the managed Mesh class.
Note: This file is written in C++17/CLI.
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
// External Dependencies
#include "Resource/SHHandle.h"
#include "Graphics/MiddleEnd/Interface/SHMeshLibrary.h"
// Project Includes
#include "NativeAsset.hxx"
#include "Engine/GenericHandle.hxx"
namespace SHADE
{
/// <summary>
/// Managed counterpart of the native Mesh object containing vertex data that can
/// be fed to Renderables for rendering.
/// </summary>
public ref class Mesh : public NativeAsset<SHMesh>
{
internal:
/*-----------------------------------------------------------------------------*/
/* Constructors/Destructor */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Constructor for the Mesh
/// </summary>
/// <param name="mesh">Handle to the mesh object.</param>
Mesh(Handle<SHMesh> mesh);
};
}

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@ -0,0 +1,26 @@
/************************************************************************************//*!
\file NativeAsset.cxx
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Oct 28, 2022
\brief Contains the explicit template instantiation for some types of the
templated managed NativeAsset class.
Note: This file is written in C++17/CLI.
Copyright (C) 2022 DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the prior written consent
of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/
#include "SHpch.h"
// Primary Include
#include "NativeAsset.hxx"
// Project Includes
#include "Engine/GenericHandle.hxx"
namespace SHADE
{
/*---------------------------------------------------------------------------------*/
/* Explicit Tempalte Instantiations */
/*---------------------------------------------------------------------------------*/
}

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@ -0,0 +1,49 @@
/************************************************************************************//*!
\file NativeAsset.h++
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Oct 28, 2022
\brief Contains the definition of templated functions for the managed
NativeAsset classes.
Note: This file is written in C++17/CLI.
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
// Primary Include
#include "NativeAsset.hxx"
namespace SHADE
{
/*---------------------------------------------------------------------------------*/
/* Properties */
/*---------------------------------------------------------------------------------*/
template <typename NativeAssetType>
GenericHandle NativeAsset<NativeAssetType>::NativeObjectHandle::get()
{
return nativeObjHandle;
}
template <typename NativeAssetType>
Handle<NativeAssetType> NativeAsset<NativeAssetType>::NativeObject::get()
try
{
return Handle<NativeAssetType>(Convert::ToNative(nativeObjHandle));
}
catch (const BadHandleCastException&)
{
return Handle<NativeAssetType>(); // Null handle
}
/*---------------------------------------------------------------------------------*/
/* Constructors */
/*---------------------------------------------------------------------------------*/
template <typename NativeAssetType>
NativeAsset<NativeAssetType>::NativeAsset(Handle<NativeAssetType> nativeObj)
: nativeObjHandle{ Convert::ToCLI(Handle<void>(nativeObj)) }
{}
}

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@ -0,0 +1,66 @@
/************************************************************************************//*!
\file NativeAsset.hxx
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Oct 28, 2022
\brief Contains the template definition of the managed class that represents
native assets with a pointer to the corresponding native object.
Note: This file is written in C++17/CLI.
Copyright (C) 2021 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 "Engine/GenericHandle.hxx"
namespace SHADE
{
/// <summary>
/// Generalised template class for a managed representation of a native asset
/// </summary>
/// <typeparam name="NativeAssetType">
/// The type of the asset's native representation.
/// </typeparam>
template<typename NativeAssetType>
public ref class NativeAsset
{
internal:
/*-----------------------------------------------------------------------------*/
/* Properties */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Generic handle for the native object
/// </summary>
property GenericHandle NativeObjectHandle
{
GenericHandle get();
}
/// <summary>
/// Copy of the Handle to the native object.
/// </summary>
property Handle<NativeAssetType> NativeObject
{
Handle<NativeAssetType> get();
}
/*-----------------------------------------------------------------------------*/
/* Constructors/Destructor */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Constructor for the native asset
/// </summary>
/// <param name="ptr">Native asset object.</param>
NativeAsset(Handle<NativeAssetType> ptr);
protected:
/*-----------------------------------------------------------------------------*/
/* Data Members */
/*-----------------------------------------------------------------------------*/
GenericHandle nativeObjHandle;
};
}
#include "NativeAsset.h++"

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@ -27,7 +27,7 @@ namespace SHADE
/// <summary>
/// Base interface for all Collider Shapes.
/// </summary>
public ref class CollisionShape
public ref class CollisionShape abstract
{
public:
/*-----------------------------------------------------------------------------*/
@ -194,7 +194,7 @@ namespace SHADE
/* Properties */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Total number of ColliderBounds in the Collider component.
/// Total number of ColliderShapes in the Collider component.
/// </summary>
property int CollisionShapeCount
{

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@ -0,0 +1,67 @@
/************************************************************************************//*!
\file Renderable.cxx
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Oct 28, 2022
\brief Contains the definition of the functions of the managed Renderable class.
Note: This file is written in C++17/CLI.
Copyright (C) 2022 DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the prior written consent
of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/
// Precompiled Headers
#include "SHpch.h"
// Primary Header
#include "Renderable.hxx"
#include "Assets/NativeAsset.hxx"
#include "Utility/Convert.hxx"
namespace SHADE
{
/*---------------------------------------------------------------------------------*/
/* Constructors */
/*---------------------------------------------------------------------------------*/
Renderable::Renderable(Entity entity)
: Component(entity)
{}
/*---------------------------------------------------------------------------------*/
/* Properties */
/*---------------------------------------------------------------------------------*/
SHADE::Mesh^ Renderable::Mesh::get()
{
return gcnew SHADE::Mesh(GetNativeComponent()->GetMesh());
}
void Renderable::Mesh::set(SHADE::Mesh^ value)
{
if (value == nullptr)
{
GetNativeComponent()->SetMesh(Handle<SHMesh>());
}
else
{
GetNativeComponent()->SetMesh(Handle<SHMesh>(Convert::ToNative(value->NativeObjectHandle)));
}
}
SHADE::Material^ Renderable::Material::get()
{
return gcnew SHADE::Material(GetNativeComponent()->GetMaterial());
}
void Renderable::Material::set(SHADE::Material^ value)
{
if (value == nullptr)
{
GetNativeComponent()->SetMaterial(Handle<SHMaterialInstance>());
}
else
{
GetNativeComponent()->SetMaterial(Handle<SHMaterialInstance>(Convert::ToNative(value->NativeObjectHandle)));
}
}
System::Byte Renderable::LightLayer::get()
{
return GetNativeComponent()->GetLightLayer();
}
}

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@ -0,0 +1,73 @@
/************************************************************************************//*!
\file Renderable.hxx
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Oct 28, 2022
\brief Contains the definition of the managed Renderable class with the
declaration of functions for working with it.
Note: This file is written in C++17/CLI.
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 "Components/Component.hxx"
#include "Math/Vector3.hxx"
#include "Math/Quaternion.hxx"
// External Dependencies
#include "Graphics/MiddleEnd/Interface/SHRenderable.h"
#include "Assets/Mesh.hxx"
#include "Assets/Material.hxx"
namespace SHADE
{
/// <summary>
/// CLR version of the SHADE Engine's SHRenderableComponent.
/// </summary>
public ref class Renderable : public Component<SHRenderable>
{
internal:
/*-----------------------------------------------------------------------------*/
/* Constructors */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Constructs a Renderable Component that represents a native Renderable
/// component tied to the specified Entity.
/// </summary>
/// <param name="entity">Entity that this Component will be tied to.</param>
Renderable(Entity entity);
public:
/*-----------------------------------------------------------------------------*/
/* Properties */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Mesh used to render this Renderable.
/// </summary>
property SHADE::Mesh^ Mesh
{
SHADE::Mesh^ get();
void set(SHADE::Mesh^ value);
}
/// <summary>
/// Material used to render this Renderable.
/// </summary>
property SHADE::Material^ Material
{
SHADE::Material^ get();
void set(SHADE::Material^ value);
}
/// <summary>
/// Material used to render this Renderable.
/// </summary>
property System::Byte LightLayer
{
System::Byte get();
}
};
}

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@ -0,0 +1,47 @@
/************************************************************************************//*!
\file Renderable.cxx
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Oct 28, 2022
\brief Contains the definition of the functions of the managed Renderable class.
Note: This file is written in C++17/CLI.
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 "GenericHandle.hxx"
namespace SHADE
{
/*---------------------------------------------------------------------------------*/
/* Constructors */
/*---------------------------------------------------------------------------------*/
GenericHandle::GenericHandle(Handle<void> handle)
: id { handle.GetId().Raw }
, library { reinterpret_cast<void*>(handle.GetLibrary()) }
{}
/*---------------------------------------------------------------------------------*/
/* Properties */
/*---------------------------------------------------------------------------------*/
System::UInt64 GenericHandle::Id::get()
{
return id;
}
System::IntPtr GenericHandle::Library::get()
{
return library;
}
/*---------------------------------------------------------------------------------*/
/* Overloaded Operators */
/*---------------------------------------------------------------------------------*/
GenericHandle::operator bool()
{
return library.ToPointer() != nullptr && id != System::UInt64::MaxValue;
}
}

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@ -0,0 +1,68 @@
/************************************************************************************//*!
\file Handle.hxx
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Oct 28, 2022
\brief Contains the definition of the managed GenericHandle struct.
Note: This file is written in C++17/CLI.
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
// External Dependencies
#include "Resource/SHHandle.h"
namespace SHADE
{
/// <summary>
/// Managed version of the generic Handle<void>.
/// </summary>
public value struct GenericHandle
{
public:
/*-----------------------------------------------------------------------------*/
/* Constructors */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Constructs a GenericHandle for a native generic Handle<void>.
/// </summary>
/// <param name="handle">Handle to create a GenericHandle from.</param>
explicit GenericHandle(Handle<void> handle);
/*-----------------------------------------------------------------------------*/
/* Properties */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// The internal ID of the handle.
/// </summary>
property System::UInt64 Id
{
System::UInt64 get();
}
/// <summary>
/// The library that the handle was issued by.
/// </summary>
property System::IntPtr Library
{
System::IntPtr get();
}
/*-----------------------------------------------------------------------------*/
/* Overloaded Operators */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Converts to true if this is a valid Handle.
/// </summary>
inline operator bool();
/*-----------------------------------------------------------------------------*/
/* Data Members */
/*-----------------------------------------------------------------------------*/
System::UInt64 id;
System::IntPtr library;
};
}

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@ -0,0 +1,154 @@
/************************************************************************************//*!
\file Color.cxx
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Nov 3, 2021
\brief Contains the definition of the functions of the managed Color struct.
Note: This file is written in C++17/CLI.
Copyright (C) 2021 DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the prior written consent
of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/
// Precompiled Headers
#include "SHpch.h"
// Primary Header
#include "Graphics/Color.hxx"
// Standard Libraries
#include <algorithm>
// Project Includes
#include "Math/Math.hxx"
namespace SHADE
{
/*---------------------------------------------------------------------------------*/
/* Constructors */
/*---------------------------------------------------------------------------------*/
Color::Color(float _red)
: Color { _red, 0.0f, 0.0f, 1.0f }
{}
Color::Color(float _red, float _green)
: Color { _red, _green, 0.0f, 1.0f }
{}
Color::Color(float _red, float _green, float _blue)
: Color { _red, _green, _blue, 1.0f }
{}
Color::Color(float _red, float _green, float _blue, float _alpha)
: r { _red }
, g { _green }
, b { _blue }
, a { _alpha }
{}
/*---------------------------------------------------------------------------------*/
/* IEquatable */
/*---------------------------------------------------------------------------------*/
bool Color::Equals(Object^ o)
{
try
{
Color col = safe_cast<Color>(o);
return Equals(col);
}
catch (System::InvalidCastException^)
{
return false;
}
}
/*---------------------------------------------------------------------------------*/
/* Object Overrides */
/*---------------------------------------------------------------------------------*/
bool Color::Equals(Color other)
{
return Math::CompareFloat(this->r, other.r)
&&
Math::CompareFloat(this->g, other.g)
&&
Math::CompareFloat(this->b, other.b)
&&
Math::CompareFloat(this->a, other.a);
}
int Color::GetHashCode()
{
const int HASH = 19;
const int HASH2 = 23;
const int HASH3 = 29;
return r.GetHashCode() * HASH
+ g.GetHashCode() * HASH2
+ b.GetHashCode() * HASH3
+ a.GetHashCode();
}
/*---------------------------------------------------------------------------------*/
/* Static Functions */
/*---------------------------------------------------------------------------------*/
Color Color::Lerp(Color colA, Color colB, float t)
{
return LerpUnclamped(colA, colB, std::clamp(t, 0.0f, 1.0f));
}
Color Color::LerpUnclamped(Color colA, Color colB, float t)
{
return colA + ((colB - colA) * t);
}
Color Color::operator+(Color lhs, Color rhs)
{
return Color
(
lhs.r + rhs.r,
lhs.g + rhs.g,
lhs.b + rhs.b,
lhs.a + rhs.a
);
}
Color Color::operator-(Color lhs, Color rhs)
{
return Color
(
lhs.r - rhs.r,
lhs.g - rhs.g,
lhs.b - rhs.b,
lhs.a - rhs.a
);
}
Color Color::operator*(Color lhs, Color rhs)
{
return Color
(
lhs.r * rhs.r,
lhs.g * rhs.g,
lhs.b * rhs.b,
lhs.a * rhs.a
);
}
Color Color::operator*(Color lhs, float rhs)
{
return Color
(
lhs.r * rhs,
lhs.g * rhs,
lhs.b * rhs,
lhs.a * rhs
);
}
Color Color::operator/(Color lhs, float rhs)
{
return Color
(
lhs.r / rhs,
lhs.g / rhs,
lhs.b / rhs,
lhs.a / rhs
);
}
bool Color::operator==(Color lhs, Color rhs)
{
return lhs.Equals(rhs);
}
bool Color::operator!=(Color lhs, Color rhs)
{
return !(lhs == rhs);
}
}

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@ -0,0 +1,287 @@
/************************************************************************************//*!
\file Color.hxx
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Oct 28, 2022
\brief Contains the definition of the managed Color struct with the
declaration of functions for working with it.
Note: This file is written in C++17/CLI.
Copyright (C) 2022 DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the prior written consent
of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/
#pragma once
namespace SHADE
{
/// <summary>
/// CLR version of the the SHADE Engine's Color struct which describes a Color
/// encoded using floating point numbers that range from 0.0f to 1.0f.
/// </summary>
[System::Runtime::InteropServices::StructLayout(System::Runtime::InteropServices::LayoutKind::Sequential)]
public value struct Color : public System::IEquatable<Color>
{
public:
/*-----------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// A static class that contains a set of default Colors.
/// </summary>
ref class Defaults abstract sealed
{
public:
/*-------------------------------------------------------------------------*/
/* Properties */
/*-------------------------------------------------------------------------*/
/// <summary>
/// Pure black.
/// </summary>
static property Color Black
{
Color get() { return Color(0.0f, 0.0f, 0.0f); }
}
/// <summary>
/// Light Gray, lighter than gray.
/// </summary>
static property Color LightGray
{
Color get() { return Color(0.827451f, 0.827451f, 0.827451f); }
}
/// <summary>
/// Gray, halfway between black and white.
/// </summary>
static property Color Gray
{
Color get() { return Color(0.5f, 0.5f, 0.5f); }
}
/// <summary>
/// Dark Gray, darker than gray.
/// </summary>
static property Color DarkGray
{
Color get() { return Color(0.622f, 0.622f, 0.622f); }
}
/// <summary>
/// Pure white.
/// </summary>
static property Color White
{
Color get() { return Color(1.0f, 1.0f, 1.0f); }
}
/// <summary>
/// Pure red.
/// </summary>
static property Color Red
{
Color get() { return Color(1.0f, 0.0f, 0.0f); }
}
/// <summary>
/// Pure green.
/// </summary>
static property Color Green
{
Color get() { return Color(0.0f, 1.0f, 0.0f); }
}
/// <summary>
/// Pure blue.
/// </summary>
static property Color Blue
{
Color get() { return Color(0.0f, 0.0f, 1.0f); }
}
/// <summary>
/// Pure cyan, mix of pure green and blue.
/// </summary>
static property Color Cyan
{
Color get() { return Color(0.0f, 1.0f, 1.0f); }
}
/// <summary>
/// Pure magenta, mix of pure red and blue.
/// </summary>
static property Color Magenta
{
Color get() { return Color(1.0f, 0.0f, 1.0f); }
}
/// <summary>
/// Pure yellow, mix of pure red and green.
/// </summary>
static property Color Yellow
{
Color get() { return Color(1.0f, 1.0f, 0.0f); }
}
};
/*-----------------------------------------------------------------------------*/
/* Constructors */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Constructor to construct a Color with the specified components with the
/// green, blue and alpha component set to 1.0f.
/// </summary>
/// <param name="_red">Red component to set.</param>
Color(float _red);
/// <summary>
/// Constructor to construct a Color with the specified components with the
/// blue and alpha component set to 1.0f.
/// </summary>
/// <param name="_red">Red component to set.</param>
/// <param name="_green">Green component to set.</param>
Color(float _red, float _green);
/// <summary>
/// Constructor to construct a Color with the specified components with the
/// alpha component set to 1.0f.
/// </summary>
/// <param name="_red">Red component to set.</param>
/// <param name="_green">Green component to set.</param>
/// <param name="_blue">Blue component to set.</param>
Color(float _red, float _green, float _blue);
/// <summary>
/// Constructor to construct a Color with the specified components.
/// </summary>
/// <param name="_red">Red component to set.</param>
/// <param name="_green">Green component to set.</param>
/// <param name="_blue">Blue component to set.</param>
/// <param name="_alpha">Alpha component to set.</param>
Color(float _red, float _green, float _blue, float _alpha);
/*-----------------------------------------------------------------------------*/
/* Public Members */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Red component of the colour. Ranges from 0.0f to 1.0f.
/// </summary>
float r;
/// <summary>
/// Green component of the colour. Ranges from 0.0f to 1.0f.
/// </summary>
float g;
/// <summary>
/// Blue component of the colour. Ranges from 0.0f to 1.0f.
/// </summary>
float b;
/// <summary>
/// Alpha component of the colour. Ranges from 0.0f to 1.0f.
/// </summary>
float a;
/*-----------------------------------------------------------------------------*/
/* IEquatable */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Compares equality with an object of the same type.
/// </summary>
/// <param name="other">The object to compare with.</param>
/// <returns>True if both objects are the same.</returns>
virtual bool Equals(Color other);
/*-----------------------------------------------------------------------------*/
/* Object */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Compares equality with another unboxed object.
/// </summary>
/// <param name="o">The unboxed object to compare with.</param>
/// <returns>True if both objects are the same.</returns>
bool Equals(Object^ o) override;
/// <summary>
/// Gets a unique hash for this object.
/// </summary>
/// <returns>Unique hash for this object.</returns>
int GetHashCode() override;
/*-----------------------------------------------------------------------------*/
/* Static Functions */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Linearly interpolates between two specified points.
/// This is most commonly used to find a point some fraction of the way along a
/// line between two endpoints.
/// </summary>
/// <param name="colA">The start Color, returned when t = 0.0.</param>
/// <param name="colB">The end Color, returned when t = 1.0.</param>
/// <param name="t">
/// Value used to interpolate between a and b which is clamped to
/// the range[0, 1].
/// </param>
/// <returns>The interpolated Vector3.</returns>
static Color Lerp(Color colA, Color colB, float t);
/// <summary>
/// Linearly interpolates between two specified points.
/// This is most commonly used to find a point some fraction of the way along a
/// line between two endpoints.
/// Unlike Lerp(), t is not clamped to a range at all.
/// </summary>
/// <param name="colA">The start Color, returned when t = 0.0.</param>
/// <param name="colB">The end Color, returned when t = 1.0.</param>
/// <param name="t">Value used to interpolate between a and b.</param>
/// <returns>The interpolated Color.</returns>
static Color LerpUnclamped(Color colA, Color colB, float t);
/*-----------------------------------------------------------------------------*/
/* Overloaded Operators */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Adds two Colors together and returns the result.
/// </summary>
/// <param name="lhs">Color to add.</param>
/// <param name="rhs">Another Color to add.</param>
/// <returns>The result of lhs added to rhs</returns>
static Color operator+(Color lhs, Color rhs);
/// <summary>
/// Subtracts a Color from another Color and returns the result.
/// </summary>
/// <param name="lhs">Color to subtract from.</param>
/// <param name="rhs">Another Color to subtract.</param>
/// <returns>The result of rhs subtracted from lhs.</returns>
static Color operator-(Color lhs, Color rhs);
/// <summary>
/// Calculates the component-wise multiplication of two Colors and returns the
/// result.
/// </summary>
/// <param name="lhs">Color to multiply with.</param>
/// <param name="rhs">Another Color to multiply with.</param>
/// <returns>The result of rhs subtracted from lhs.</returns>
static Color operator*(Color lhs, Color rhs);
/// <summary>
/// Calculates the multiplication of a Color with a scalar value and returns
/// the result.
/// </summary>
/// <param name="lhs">Color to multiply with.</param>
/// <param name="rhs">Scalar to multiply with.</param>
/// <returns>The result of the scalar multiplication.</returns>
static Color operator*(Color lhs, float rhs);
/// <summary>
/// Calculates the division of a Color with a scalar value and returns
/// the result.
/// </summary>
/// <param name="lhs">Scalar to divide with.</param>
/// <param name="rhs">Color to divide with.</param>
/// <returns>The result of the scalar division.</returns>
static Color operator/(Color lhs, float rhs);
/// <summary>
/// Checks if two Colors are approximately equal.
/// </summary>
/// <param name="lhs">Color to compare.</param>
/// <param name="rhs">Another Color to compare.</param>
/// <returns>
/// True if all components are approximately equal within the default
/// tolerance value.
/// </returns>
static bool operator==(Color lhs, Color rhs);
/// <summary>
/// Checks if two Colors are not approximately equal.
/// </summary>
/// <param name="lhs">Color to compare.</param>
/// <param name="rhs">Another Color to compare.</param>
/// <returns>
/// True if all components are not approximately equal within the default
/// tolerance value.
/// </returns>
static bool operator!=(Color lhs, Color rhs);
};
}

View File

@ -54,4 +54,15 @@ namespace SHADE
{
return (value - a) / (b - a);
}
bool Math::CompareFloat(float a, float b)
{
return CompareFloat(a, b, Epsilon);
}
bool Math::CompareFloat(float a, float b, float tolerance)
{
return System::MathF::Abs(a - b) < tolerance;
}
}

View File

@ -81,12 +81,30 @@ namespace SHADE
/// <returns>The interpolated float result between the two float values.</returns>
static float LerpUnclamped(float a, float b, float t);
/// <summary>
/// Calculates the linear parameter t that produces the interpolant value within the range [a, b].
/// Calculates the linear parameter t that produces the interpolant value within
/// the range [a, b].
/// </summary>
/// <param name="a">Start value.</param>
/// <param name="b">End value.</param>
/// <param name="value">Value between start and end.</param>
/// <returns>Percentage of value between start and end.</returns>
static float InverseLerp(float a, float b, float value);
/// <summary>
/// Compares if two float values are close enough to be the same with a tolerance
/// of Epsilon.
/// </summary>
/// <param name="a">One of the values to compare.</param>
/// <param name="b">The other value to compare.</param>
/// <returns>True if a and b are practically the same.</returns>
static bool CompareFloat(float a, float b);
/// <summary>
/// Compares if two float values are close enough to be the same with the
/// specified tolerance value.
/// </summary>
/// <param name="a">One of the values to compare.</param>
/// <param name="b">The other value to compare.</param>
/// <param name="tolerance">Tolerance for floating point comparison.</param>
/// <returns>True if a and b are practically the same.</returns>
static bool CompareFloat(float a, float b, float tolerance);
};
}

View File

@ -84,4 +84,20 @@ namespace SHADE
{
return msclr::interop::marshal_as<System::String^>(str);
}
/*---------------------------------------------------------------------------------*/
/* Handle Conversions */
/*---------------------------------------------------------------------------------*/
Handle<void> Convert::ToNative(GenericHandle handle)
{
Handle<void> nativeHandle;
nativeHandle.id.Raw = handle.Id;
nativeHandle.library = reinterpret_cast<SHResourceLibraryBase*>(handle.Library.ToPointer());
return nativeHandle;
}
GenericHandle Convert::ToCLI(Handle<void> handle)
{
return GenericHandle(handle);
}
}

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@ -20,6 +20,7 @@ of DigiPen Institute of Technology is prohibited.
#include "Math/Vector/SHVec3.h"
#include "Math/SHQuaternion.h"
#include "Math/SHRay.h"
#include "Resource/SHHandle.h"
// Project Includes
#include "Engine/Entity.hxx"
@ -27,6 +28,7 @@ of DigiPen Institute of Technology is prohibited.
#include "Math/Vector3.hxx"
#include "Math/Quaternion.hxx"
#include "Math/Ray.hxx"
#include "Engine/GenericHandle.hxx"
namespace SHADE
{
@ -118,6 +120,23 @@ namespace SHADE
/// <param name="str">The native std::string to convert from.</param>
/// <returns>Managed copy of a native std::string.</returns>
static System::String^ ToCLI(const std::string& str);
/*-----------------------------------------------------------------------------*/
/* Handle Conversions */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Converts from a managed GenericHandle to a Handle<void>.
/// </summary>
/// <param name="handle">GenericHandle to convert from.</param>
/// <returns>Native generic Handle.</returns>
static Handle<void> ToNative(GenericHandle handle);
/// <summary>
/// Converts from a native generic Handle<void> to a managed GenericHandle.
/// </summary>
/// <param name="handle">The native handle to convert.</param>
/// <returns>Managed copy of the native Handle.</returns>
static GenericHandle ToCLI(Handle<void> handle);
};
/// <summary>

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@ -28,7 +28,7 @@ public class PhysicsTest : Script
Debug.LogError("Collider is NULL!");
}
var subColider = Collider.ColliderBoundsCount;
var subColider = Collider.CollisionShapeCount;
Debug.Log($"There are {subColider} colliders.");
}
protected override void update()

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@ -0,0 +1,83 @@
#version 450
struct DirectionalLightStruct
{
vec3 direction;
uint isActive;
uint cullingMask;
vec4 diffuseColor;
};
struct AmbientLightStruct
{
vec4 ambientColor;
float strength;
uint isActive;
uint cullingMask;
};
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, rgba8) uniform image2D albedo;
layout(set = 4, binding = 3, r32ui) uniform uimage2D lightLayerData;
layout(set = 4, binding = 4, rgba8) uniform image2D targetImage;
layout(set = 1, binding = 0) uniform LightCounts
{
uint directionalLights;
uint pointLights;
uint spotLights;
uint ambientLights;
} lightCounts;
layout(std430, set = 1, binding = 1) buffer DirectionalLightData
{
DirectionalLightStruct dLightData[];
} DirLightData;
layout(std430, set = 1, binding = 4) buffer AmbientLightData
{
AmbientLightStruct aLightData[];
} AmbLightData;
void main()
{
// convenient variables
ivec2 globalThread = ivec2(gl_GlobalInvocationID);
// Get the diffuse color of the pixel
vec3 pixelDiffuse = imageLoad (albedo, globalThread).rgb;
// Get position of fragment in world space
vec3 positionWorld = imageLoad (positions, globalThread).rgb;
// normal of fragment
vec3 normalWorld = imageLoad(normals, globalThread).rgb;
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);
// Get diffuse strength
float diffuseStrength = max (0, dot (dLightNormalized, normalWorld));
// 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);
}
// store result into result image
imageStore(targetImage, ivec2(gl_GlobalInvocationID.xy), vec4(fragColor, 1.0f));
}

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