Trajectory rendering WIP
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5acca02363
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@ -0,0 +1,22 @@
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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#extension GL_EXT_nonuniform_qualifier : require
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layout(location = 0) in struct
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{
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vec4 vertPos; // location 0
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vec2 uv; // location = 1
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vec4 color; // location = 2
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} In;
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layout(location = 0) out vec4 fragColor;
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void main()
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{
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// default red first
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fragColor = In.color;
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}
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@ -0,0 +1,36 @@
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#version 450
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#extension GL_KHR_vulkan_glsl : enable
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// vertex inputs
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layout(location = 0) in vec4 aPos;
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layout(location = 1) in vec2 aUV;
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layout(location = 2) in vec2 aColor;
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layout(location = 3) in mat4 aTransform;
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// between shader stages
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layout(location = 0) out struct
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{
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vec4 vertPos; // location 0
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vec2 uv; // location = 1
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vec4 color; // location = 2
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} Out;
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// Camera data
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layout(set = 1, binding = 0) uniform CameraData
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{
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vec4 position;
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mat4 vpMat;
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mat4 viewMat;
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mat4 projMat;
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} cameraData;
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void main()
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{
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Out.uv = aUV;
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Out.color = aColor;
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gl_Position = cameraData.projMat * aTransform * vec4(aPos, 1.0f);
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}
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@ -52,6 +52,12 @@ namespace SHADE
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{SHPredefinedDescriptorTypes::RENDER_GRAPH_RESOURCE, 3},
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{SHPredefinedDescriptorTypes::RENDER_GRAPH_RESOURCE, 3},
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{SHPredefinedDescriptorTypes::RENDER_GRAPH_NODE_COMPUTE_RESOURCE, 4},
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{SHPredefinedDescriptorTypes::RENDER_GRAPH_NODE_COMPUTE_RESOURCE, 4},
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});
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});
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perSystemData[SHUtilities::ConvertEnum(SystemType::TRAJECTORY_RENDERING)].descMappings.AddMappings
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({
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{SHPredefinedDescriptorTypes::STATIC_DATA, 0},
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{SHPredefinedDescriptorTypes::CAMERA, 1},
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});
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}
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}
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void SHGraphicsPredefinedData::InitDummyPipelineLayouts(Handle<SHVkLogicalDevice> logicalDevice) noexcept
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void SHGraphicsPredefinedData::InitDummyPipelineLayouts(Handle<SHVkLogicalDevice> logicalDevice) noexcept
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@ -222,6 +228,12 @@ namespace SHADE
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SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes::CAMERA |
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SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes::CAMERA |
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SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes::LIGHTS
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SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes::LIGHTS
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);
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);
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perSystemData[SHUtilities::ConvertEnum(SystemType::TRAJECTORY_RENDERING)].descSetLayouts = GetPredefinedDescSetLayouts
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(
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SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes::STATIC_DATA |
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SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes::CAMERA
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);
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}
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}
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void SHGraphicsPredefinedData::InitPredefinedVertexInputState(void) noexcept
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void SHGraphicsPredefinedData::InitPredefinedVertexInputState(void) noexcept
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@ -38,6 +38,7 @@ namespace SHADE
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BATCHING_ANIM,
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BATCHING_ANIM,
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TEXT_RENDERING,
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TEXT_RENDERING,
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RENDER_GRAPH_NODE_COMPUTE,
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RENDER_GRAPH_NODE_COMPUTE,
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TRAJECTORY_RENDERING,
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NUM_TYPES
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NUM_TYPES
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};
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};
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static constexpr int SYSTEM_TYPE_COUNT = static_cast<int>(SystemType::NUM_TYPES);
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static constexpr int SYSTEM_TYPE_COUNT = static_cast<int>(SystemType::NUM_TYPES);
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@ -282,6 +282,13 @@ namespace SHADE
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*/
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*/
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/***************************************************************************/
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/***************************************************************************/
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static constexpr uint32_t BONE_MATRIX_FIRST_INDEX = 8;
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static constexpr uint32_t BONE_MATRIX_FIRST_INDEX = 8;
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/***************************************************************************/
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/*!
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\brief
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Vertex buffer bindings for color
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*/
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/***************************************************************************/
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static constexpr uint32_t TRAJECTORY_COLOR = 2;
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static constexpr uint32_t CALCULATED_GLYPH_POSITION = 0;
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static constexpr uint32_t CALCULATED_GLYPH_POSITION = 0;
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static constexpr uint32_t GLYPH_INDEX = 1;
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static constexpr uint32_t GLYPH_INDEX = 1;
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@ -433,6 +433,11 @@ namespace SHADE
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auto uiNode = renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::SCREEN_SPACE_PASS.data());
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auto uiNode = renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::SCREEN_SPACE_PASS.data());
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textRenderingSubSystem->Init(device, uiNode->GetRenderpass(), uiNode->GetSubpass(SHGraphicsConstants::RenderGraphEntityNames::UI_SUBPASS), descPool, textVS, textFS);
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textRenderingSubSystem->Init(device, uiNode->GetRenderpass(), uiNode->GetSubpass(SHGraphicsConstants::RenderGraphEntityNames::UI_SUBPASS), descPool, textVS, textFS);
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trajectoryRenderingSubSystem = resourceManager.Create<SHTrajectoryRenderingSubSystem>();
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//auto gBufferNode = renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::SCREEN_SPACE_PASS.data());
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//trajectoryRenderingSubSystem->Init(device, )
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SHGlobalDescriptorSets::SetLightingSubSystem(lightingSubSystem);
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SHGlobalDescriptorSets::SetLightingSubSystem(lightingSubSystem);
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}
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}
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@ -589,19 +594,19 @@ namespace SHADE
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static bool shadowAdded = false;
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static bool shadowAdded = false;
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if (shadowAdded == false && SHInputManager::GetKey(SHInputManager::SH_KEYCODE::B))
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//if (shadowAdded == false && SHInputManager::GetKey(SHInputManager::SH_KEYCODE::B))
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{
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shadowAdded = true;
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auto& lightComps = SHComponentManager::GetDense<SHLightComponent>();
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//if (lightComps.size() > 2)
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//{
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//{
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// lightComps[2].SetEnableShadow(true);
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// shadowAdded = true;
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// auto& lightComps = SHComponentManager::GetDense<SHLightComponent>();
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// //if (lightComps.size() > 2)
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// //{
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// // lightComps[2].SetEnableShadow(true);
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// //}
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// for (auto& comp : lightComps)
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// {
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// comp.SetEnableShadow(true);
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// }
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//}
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//}
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for (auto& comp : lightComps)
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{
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comp.SetEnableShadow(true);
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}
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}
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renderGraph->Begin(frameIndex);
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renderGraph->Begin(frameIndex);
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auto cmdBuffer = renderGraph->GetCommandBuffer(frameIndex);
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auto cmdBuffer = renderGraph->GetCommandBuffer(frameIndex);
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#include "Graphics/MiddleEnd/TextRendering/SHFontLibrary.h"
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#include "Graphics/MiddleEnd/TextRendering/SHFontLibrary.h"
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#include "Graphics/MiddleEnd/Interface/SHRenderer.h"
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#include "Graphics/MiddleEnd/Interface/SHRenderer.h"
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#include "Graphics/Events/SHGraphicsEvents.h"
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#include "Graphics/Events/SHGraphicsEvents.h"
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#include "Graphics/MiddleEnd/TrajectoryRendering/SHTrajectoryRenderingSubSystem.h"
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namespace SHADE
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namespace SHADE
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{
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{
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Handle<SHPostOffscreenRenderSystem> postOffscreenRenderSubSystem;
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Handle<SHPostOffscreenRenderSystem> postOffscreenRenderSubSystem;
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Handle<SHLightingSubSystem> lightingSubSystem;
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Handle<SHLightingSubSystem> lightingSubSystem;
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Handle<SHTextRenderingSubSystem> textRenderingSubSystem;
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Handle<SHTextRenderingSubSystem> textRenderingSubSystem;
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Handle<SHTrajectoryRenderingSubSystem> trajectoryRenderingSubSystem;
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Handle<SHSSAO> ssaoStorage;
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Handle<SHSSAO> ssaoStorage;
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uint32_t resizeWidth = 1;
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uint32_t resizeWidth = 1;
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#include "SHpch.h"
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#include "SHTrajectoryRenderableComponent.h"
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namespace SHADE
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{
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/***************************************************************************/
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/*!
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\brief
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On create the text has nothing.
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*/
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/***************************************************************************/
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void SHTrajectoryRenderableComponent::OnCreate(void)
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{
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}
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void SHTrajectoryRenderableComponent::OnDestroy(void)
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{
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}
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void SHTrajectoryRenderableComponent::ClearPositions(void) noexcept
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{
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positions.clear();
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}
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bool SHTrajectoryRenderableComponent::HasPositions(void) const noexcept
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{
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return !positions.empty();
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}
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std::vector<SHVec3> SHTrajectoryRenderableComponent::GetPositions(void) const noexcept
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{
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return positions;
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}
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Handle<SHMesh> SHTrajectoryRenderableComponent::GetMesh(void) const noexcept
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{
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return mesh;
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}
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SHVec4 const& SHTrajectoryRenderableComponent::GetStartColor(void) const noexcept
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{
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return startColor;
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}
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SHVec4 const& SHTrajectoryRenderableComponent::GetEndColor(void) const noexcept
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{
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return endColor;
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}
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float SHTrajectoryRenderableComponent::GetColorEvolveRate(void) const noexcept
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{
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return colorEvolveRate;
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}
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void SHTrajectoryRenderableComponent::SetMesh(Handle<SHMesh> newMesh) noexcept
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{
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mesh = newMesh;
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}
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void SHTrajectoryRenderableComponent::SetStartColor(SHVec4 color) noexcept
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{
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startColor = color;
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}
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void SHTrajectoryRenderableComponent::SetEndColor(SHVec4 color) noexcept
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{
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endColor = color;
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}
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void SHTrajectoryRenderableComponent::SetColorEvolveRate(float rate) noexcept
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{
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colorEvolveRate = rate;
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}
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}
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namespace rttr
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{
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RTTR_REGISTRATION
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{
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using namespace SHADE;
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registration::class_<SHTrajectoryRenderableComponent>("Trajectory Renderer Component");
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};
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}
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#pragma once
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#include "Math/Vector/SHVec3.h"
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#include "Math/Vector/SHVec4.h"
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#include "Resource/SHHandle.h"
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#include "ECS_Base/Components/SHComponent.h"
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#include <rttr/registration>
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namespace SHADE
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{
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class SHMesh;
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class SHTrajectoryRenderableComponent : public SHComponent
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{
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private:
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//! Mesh used to render the trajectory
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Handle<SHMesh> mesh;
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//! positions to plot for rendering. Will be cleared every frame.
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std::vector<SHVec3> positions;
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//! Starting color of the trajectory
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SHVec4 startColor;
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//! Color the trajectory should evolve to the longer it is
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SHVec4 endColor;
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//! evolving rate of the color (with respect to dt)
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float colorEvolveRate;
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public:
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/*-----------------------------------------------------------------------*/
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/* PRIVATE MEMBER FUNCTIONS */
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/*-----------------------------------------------------------------------*/
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void SetMesh(Handle<SHMesh> newMesh) noexcept;
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void SetStartColor(SHVec4 startColor) noexcept;
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void SetEndColor (SHVec4 endColor) noexcept;
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void SetColorEvolveRate (float rate) noexcept;
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std::vector<SHVec3> GetPositions (void) const noexcept;
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Handle<SHMesh> GetMesh (void) const noexcept;
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SHVec4 const& GetStartColor (void) const noexcept;
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SHVec4 const& GetEndColor (void) const noexcept;
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float GetColorEvolveRate (void) const noexcept;
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void OnCreate(void) override final;
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void OnDestroy(void) override final;
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void ClearPositions(void) noexcept;
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bool HasPositions(void) const noexcept;
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RTTR_ENABLE()
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};
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}
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#include "SHpch.h"
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#include "SHTrajectoryRenderingSubSystem.h"
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#include "ECS_Base/Managers/SHComponentManager.h"
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#include "Graphics/MiddleEnd/TrajectoryRendering/SHTrajectoryRenderableComponent.h"
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#include "Graphics/Devices/SHVkLogicalDevice.h"
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#include "Math/Transform/SHTransformComponent.h"
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#include "Graphics\MiddleEnd\Interface\SHMeshLibrary.h"
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#include "Graphics/SHVkUtil.h"
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#include "Graphics/MiddleEnd/GlobalData/SHGraphicsPredefinedData.h"
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#include "Graphics/Pipeline/SHVkPipeline.h"
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#include "Graphics/RenderGraph/SHSubpass.h"
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#include "Graphics/MiddleEnd/GlobalData/SHGlobalDescriptorSets.h"
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#include "Graphics/MiddleEnd/Interface/SHRenderer.h"
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namespace SHADE
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{
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void SHTrajectoryRenderingSubSystem::Init(Handle<SHVkLogicalDevice> device, Handle<SHVkRenderpass> compatibleRenderpass, Handle<SHSubpass> subpass, Handle<SHVkShaderModule> trajectoryVS, Handle<SHVkShaderModule> trajectoryFS) noexcept
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{
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logicalDevice = device;
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SHComponentManager::CreateComponentSparseSet<SHTrajectoryRenderableComponent>();
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// prepare pipeline layout params
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SHPipelineLayoutParams plParams
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{
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.shaderModules = {trajectoryVS, trajectoryFS},
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.predefinedDescSetLayouts = SHGraphicsPredefinedData::GetSystemData(SHGraphicsPredefinedData::SystemType::TRAJECTORY_RENDERING).descSetLayouts
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};
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pipelineLayout = logicalDevice->CreatePipelineLayout(plParams);
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// Create pipeline
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pipeline = logicalDevice->CreateGraphicsPipeline(pipelineLayout, nullptr, compatibleRenderpass, subpass);
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// vertex input state of the pipeline
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SHVertexInputState vertexInputState;
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vertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_3D) }); // Attribute positions at binding 0
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vertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_2D) }); // Attribute uv at binding 1
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vertexInputState.AddBinding(true, true, { SHVertexAttribute(SHAttribFormat::FLOAT_4D) }); // Instanced attribute color at binding 2
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vertexInputState.AddBinding(true, true, { SHVertexAttribute(SHAttribFormat::MAT_4D) }); // Instanced Transform at binding 3 - 6 (4 slots)
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pipeline->GetPipelineState().SetVertexInputState(vertexInputState);
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SHColorBlendState colorBlendState{};
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colorBlendState.logic_op_enable = VK_FALSE;
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colorBlendState.logic_op = vk::LogicOp::eCopy;
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auto const& subpassColorReferences = subpass->GetColorAttachmentReferences();
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colorBlendState.attachments.reserve(static_cast<uint32_t>(subpassColorReferences.size()));
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for (auto& att : subpassColorReferences)
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{
|
||||||
|
colorBlendState.attachments.push_back(vk::PipelineColorBlendAttachmentState
|
||||||
|
{
|
||||||
|
.blendEnable = SHVkUtil::IsBlendCompatible(subpass->GetFormatFromAttachmentReference(att.attachment)) ? true : false,
|
||||||
|
.srcColorBlendFactor = vk::BlendFactor::eSrcAlpha,
|
||||||
|
.dstColorBlendFactor = vk::BlendFactor::eOneMinusSrcAlpha,
|
||||||
|
.colorBlendOp = vk::BlendOp::eAdd,
|
||||||
|
.srcAlphaBlendFactor = vk::BlendFactor::eOne,
|
||||||
|
.dstAlphaBlendFactor = vk::BlendFactor::eZero,
|
||||||
|
.alphaBlendOp = vk::BlendOp::eAdd,
|
||||||
|
.colorWriteMask = vk::ColorComponentFlagBits::eR | vk::ColorComponentFlagBits::eG | vk::ColorComponentFlagBits::eB | vk::ColorComponentFlagBits::eA,
|
||||||
|
}
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
pipeline->GetPipelineState().SetColorBlenState(colorBlendState);
|
||||||
|
}
|
||||||
|
|
||||||
|
void SHTrajectoryRenderingSubSystem::Run(uint32_t frameIndex, float dt) noexcept
|
||||||
|
{
|
||||||
|
auto& comps = SHComponentManager::GetDense<SHTrajectoryRenderableComponent>();
|
||||||
|
for (auto& comp : comps)
|
||||||
|
{
|
||||||
|
// If has positions, feed data to buffer.
|
||||||
|
if (comp.HasPositions())
|
||||||
|
{
|
||||||
|
SHTransformComponent* transform = SHComponentManager::GetComponent_s<SHTransformComponent>(comp.GetEID());
|
||||||
|
if (transform)
|
||||||
|
{
|
||||||
|
// convenient variable
|
||||||
|
SHVec4 const& startColor = comp.GetStartColor();
|
||||||
|
SHVec4 const& endColor = comp.GetEndColor();
|
||||||
|
float colorEvolveRate = comp.GetColorEvolveRate();
|
||||||
|
|
||||||
|
// trs to be reused
|
||||||
|
SHMatrix trs = transform->GetTRS();
|
||||||
|
|
||||||
|
// starting color of trajectory
|
||||||
|
SHVec4 currentColor = comp.GetStartColor();
|
||||||
|
|
||||||
|
// Start from 0 and slowly evolve to 1
|
||||||
|
float lerpValue = 0.0f;
|
||||||
|
|
||||||
|
// Will be used for baseInstance later
|
||||||
|
uint32_t oldTransformDataSize = transformData.size();
|
||||||
|
|
||||||
|
auto meshHandle = comp.GetMesh();
|
||||||
|
|
||||||
|
auto const& positions = comp.GetPositions();
|
||||||
|
for (auto& pos : positions)
|
||||||
|
{
|
||||||
|
// modify position and reuse matrix
|
||||||
|
trs.m[3][0] = pos.x;
|
||||||
|
trs.m[3][1] = pos.y;
|
||||||
|
trs.m[3][2] = pos.z;
|
||||||
|
|
||||||
|
transformData.push_back(trs);
|
||||||
|
colorData.push_back(currentColor);
|
||||||
|
|
||||||
|
// evolve color
|
||||||
|
currentColor = SHVec4::Lerp(startColor, endColor, lerpValue);
|
||||||
|
|
||||||
|
// evolve lerp value and clamp to 1
|
||||||
|
lerpValue = std::max (1.0f, lerpValue + (colorEvolveRate * dt));
|
||||||
|
}
|
||||||
|
|
||||||
|
// add draw data for this trajectory
|
||||||
|
drawData.push_back(vk::DrawIndexedIndirectCommand
|
||||||
|
{
|
||||||
|
.indexCount = meshHandle->IndexCount,
|
||||||
|
.instanceCount = static_cast<uint32_t>(transformData.size()) - oldTransformDataSize,
|
||||||
|
.firstIndex = meshHandle->FirstIndex,
|
||||||
|
.vertexOffset = meshHandle->FirstVertex,
|
||||||
|
.firstInstance = oldTransformDataSize
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// clear at the end of every frame since data is already in buffers
|
||||||
|
comp.ClearPositions();
|
||||||
|
}
|
||||||
|
|
||||||
|
// read transform data to buffer
|
||||||
|
// read draw data to buffer
|
||||||
|
SHVkUtil::EnsureBufferAndCopyHostVisibleData(logicalDevice, transformBuffer, transformData.data(), sizeof (SHMatrix) * transformData.size(), vk::BufferUsageFlagBits::eVertexBuffer, "Trajectory System Transform Buffer");
|
||||||
|
|
||||||
|
SHVkUtil::EnsureBufferAndCopyHostVisibleData(logicalDevice, drawDataBuffer, drawData.data(), sizeof(vk::DrawIndexedIndirectCommand) * drawData.size(), vk::BufferUsageFlagBits::eIndirectBuffer, "Trajectory System Draw Data Buffer");
|
||||||
|
|
||||||
|
SHVkUtil::EnsureBufferAndCopyHostVisibleData(logicalDevice, colorBuffer, colorData.data(), sizeof(SHVec4) * colorData.size(), vk::BufferUsageFlagBits::eVertexBuffer, "Trajectory System Color Data Buffer");
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void SHTrajectoryRenderingSubSystem::Render(Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHRenderer> renderer, uint32_t frameIndex) noexcept
|
||||||
|
{
|
||||||
|
auto const& mappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::TRAJECTORY_RENDERING);
|
||||||
|
uint32_t staticGlobalSetIndex = mappings.at(SHPredefinedDescriptorTypes::STATIC_DATA);
|
||||||
|
uint32_t cameraSetIndex = mappings.at(SHPredefinedDescriptorTypes::CAMERA);
|
||||||
|
|
||||||
|
cmdBuffer->BindPipeline(pipeline);
|
||||||
|
|
||||||
|
// Bind global data
|
||||||
|
SHGlobalDescriptorSets::BindStaticGlobalData(cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, staticGlobalSetIndex);
|
||||||
|
|
||||||
|
// Bind camera data
|
||||||
|
renderer->BindDescriptorSet(cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, cameraSetIndex, frameIndex);
|
||||||
|
|
||||||
|
// Bind color vertex buffer
|
||||||
|
cmdBuffer->BindVertexBuffer(SHGraphicsConstants::VertexBufferBindings::TRAJECTORY_COLOR, colorBuffer, 0);
|
||||||
|
|
||||||
|
// call draw call
|
||||||
|
cmdBuffer->DrawMultiIndirect(drawDataBuffer, drawData.size());
|
||||||
|
|
||||||
|
// clear CPU transform and draw data
|
||||||
|
transformData.clear();
|
||||||
|
drawData.clear();
|
||||||
|
colorData.clear();
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void SHTrajectoryRenderingSubSystem::Exit(void) noexcept
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
|
@ -0,0 +1,66 @@
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "Resource/SHHandle.h"
|
||||||
|
#include "Graphics/Pipeline/SHPipelineState.h"
|
||||||
|
#include "Math/SHMatrix.h"
|
||||||
|
|
||||||
|
namespace SHADE
|
||||||
|
{
|
||||||
|
class SHVkLogicalDevice;
|
||||||
|
class SHVkDescriptorPool;
|
||||||
|
class SHVkDescriptorSetGroup;
|
||||||
|
class SHVkDescriptorSetLayout;
|
||||||
|
class SHVkBuffer;
|
||||||
|
class SHLightComponent;
|
||||||
|
class SHVkCommandBuffer;
|
||||||
|
class SHVkPipeline;
|
||||||
|
class SHVkPipelineLayout;
|
||||||
|
class SHVkRenderpass;
|
||||||
|
class SHSubpass;
|
||||||
|
class SHVkShaderModule;
|
||||||
|
class SHRenderer;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
class SHTrajectoryRenderingSubSystem
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
|
||||||
|
Handle<SHVkLogicalDevice> logicalDevice;
|
||||||
|
|
||||||
|
//! Every trajectory renderable will have one of these
|
||||||
|
std::vector<vk::DrawIndexedIndirectCommand> drawData;
|
||||||
|
|
||||||
|
//! For the MDI call
|
||||||
|
Handle<SHVkBuffer> drawDataBuffer;
|
||||||
|
|
||||||
|
//! matrix data to copy into buffer
|
||||||
|
std::vector<SHMatrix> transformData;
|
||||||
|
|
||||||
|
//! All trajectory renderables will use this transform buffer
|
||||||
|
Handle<SHVkBuffer> transformBuffer;
|
||||||
|
|
||||||
|
//! Each object will have their own color data
|
||||||
|
std::vector<SHVec4> colorData;
|
||||||
|
|
||||||
|
//! buffer to hold color data for objects
|
||||||
|
Handle<SHVkBuffer> colorBuffer;
|
||||||
|
|
||||||
|
//! Pipeline for rendering the trajectories
|
||||||
|
Handle<SHVkPipeline> pipeline;
|
||||||
|
|
||||||
|
//! Pipeline layout for the pipeline
|
||||||
|
Handle<SHVkPipelineLayout> pipelineLayout;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
public:
|
||||||
|
void Init (Handle<SHVkLogicalDevice> device, Handle<SHVkRenderpass> compatibleRenderpass, Handle<SHSubpass> subpass, Handle<SHVkShaderModule> textVS, Handle<SHVkShaderModule> textFS) noexcept;
|
||||||
|
|
||||||
|
void Run(uint32_t frameIndex, float dt) noexcept;
|
||||||
|
|
||||||
|
void Render(Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHRenderer> renderer, uint32_t frameIndex) noexcept;
|
||||||
|
void Exit(void) noexcept;
|
||||||
|
|
||||||
|
};
|
||||||
|
}
|
Loading…
Reference in New Issue