diff --git a/Assets/Application.SHConfig b/Assets/Application.SHConfig index ee5e42a8..5673556d 100644 --- a/Assets/Application.SHConfig +++ b/Assets/Application.SHConfig @@ -1,4 +1,4 @@ Start in Fullscreen: false -Starting Scene ID: 87244611 +Starting Scene ID: 97158628 Window Size: {x: 1920, y: 1080} Window Title: SHADE Engine \ No newline at end of file diff --git a/Assets/Materials/UIMat_LoseScene.shmat b/Assets/Materials/UIMat_LoseScene.shmat index b962f5ad..5be3677e 100644 --- a/Assets/Materials/UIMat_LoseScene.shmat +++ b/Assets/Materials/UIMat_LoseScene.shmat @@ -1,6 +1,6 @@ - VertexShader: 46580970 FragmentShader: 35983630 - SubPass: G-Buffer Write + SubPass: UI Properties: data.color: {x: 1, y: 1, z: 1, w: 1} data.textureIndex: 54324293 diff --git a/Assets/Materials/UIMat_MainMenu.shmat b/Assets/Materials/UIMat_MainMenu.shmat index 625021b0..0ca4c7a1 100644 --- a/Assets/Materials/UIMat_MainMenu.shmat +++ b/Assets/Materials/UIMat_MainMenu.shmat @@ -1,6 +1,6 @@ - VertexShader: 46580970 FragmentShader: 35983630 - SubPass: G-Buffer Write + SubPass: UI Properties: data.color: {x: 1, y: 1, z: 1, w: 1} data.textureIndex: 54429632 diff --git a/Assets/Materials/UIMat_WinScene.shmat b/Assets/Materials/UIMat_WinScene.shmat index b8d5b183..e9c36f65 100644 --- a/Assets/Materials/UIMat_WinScene.shmat +++ b/Assets/Materials/UIMat_WinScene.shmat @@ -1,6 +1,6 @@ - VertexShader: 46580970 FragmentShader: 35983630 - SubPass: G-Buffer Write + SubPass: UI Properties: data.color: {x: 1, y: 1, z: 1, w: 1} data.textureIndex: 57302694 diff --git a/Assets/Shaders/UI_FS.glsl b/Assets/Shaders/UI_FS.glsl index 0c4c526c..a28642f4 100644 --- a/Assets/Shaders/UI_FS.glsl +++ b/Assets/Shaders/UI_FS.glsl @@ -33,18 +33,11 @@ layout (std430, set = 2, binding = 0) buffer MaterialProperties // For mater MatPropData data[]; } MatProp; -layout(location = 0) out vec4 position; +layout(location = 0) out vec4 fragColor; 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() { - position = In.vertPos; - normals = In.normal; - albedo = texture(textures[nonuniformEXT(MatProp.data[In2.materialIndex].textureIndex)], In.uv); - + fragColor = texture(textures[nonuniformEXT(MatProp.data[In2.materialIndex].textureIndex)], In.uv); outEntityID = In2.eid; - lightLayerIndices = In2.lightLayerIndex; } \ No newline at end of file diff --git a/Assets/Shaders/UI_FS.shshaderb b/Assets/Shaders/UI_FS.shshaderb index 703040e1..ce1dd7e9 100644 Binary files a/Assets/Shaders/UI_FS.shshaderb and b/Assets/Shaders/UI_FS.shshaderb differ diff --git a/SHADE_Engine/src/Camera/SHCameraSystem.cpp b/SHADE_Engine/src/Camera/SHCameraSystem.cpp index 6feece48..8b78045a 100644 --- a/SHADE_Engine/src/Camera/SHCameraSystem.cpp +++ b/SHADE_Engine/src/Camera/SHCameraSystem.cpp @@ -314,7 +314,7 @@ namespace SHADE camera.orthoProjMatrix(3, 3) = 1.0f; //camera.perspProjMatrix = SHMatrix::OrthographicLH(9.0f, 9.0f, 0.1f, 20.0f); - camera.orthoProjMatrix = SHMatrix::OrthographicRH(camera.GetWidth(), camera.GetHeight(), camera.GetNear(), camera.GetFar()); + //camera.orthoProjMatrix = SHMatrix::OrthographicLH(camera.GetWidth(), camera.GetHeight(), camera.GetNear(), camera.GetFar()); //camera.perspProjMatrix = SHMatrix::OrthographicLH(5.0f, 5.0f, 0.1f, 20.0f); //camera.projMatrix.Transpose(); diff --git a/SHADE_Engine/src/Graphics/MiddleEnd/Interface/SHGraphicsSystem.cpp b/SHADE_Engine/src/Graphics/MiddleEnd/Interface/SHGraphicsSystem.cpp index 6914df49..a416b149 100644 --- a/SHADE_Engine/src/Graphics/MiddleEnd/Interface/SHGraphicsSystem.cpp +++ b/SHADE_Engine/src/Graphics/MiddleEnd/Interface/SHGraphicsSystem.cpp @@ -127,12 +127,15 @@ namespace SHADE SHFreetypeInstance::Init(); - SHAssetManager::CompileAsset("../../Assets/Shaders/DeferredComposite_CS.glsl", false); - SHAssetManager::CompileAsset("../../Assets/Shaders/SSAO_CS.glsl", false); - SHAssetManager::CompileAsset("../../Assets/Shaders/SSAOBlur_CS.glsl", false); - SHAssetManager::CompileAsset("../../Assets/Shaders/PureCopy_CS.glsl", false); - SHAssetManager::CompileAsset("../../Assets/Shaders/TestCube_VS.glsl", false); - SHAssetManager::CompileAsset("../../Assets/Shaders/TestCube_FS.glsl", false); + //SHAssetManager::CompileAsset("../../Assets/Shaders/DeferredComposite_CS.glsl", false); + //SHAssetManager::CompileAsset("../../Assets/Shaders/SSAO_CS.glsl", false); + //SHAssetManager::CompileAsset("../../Assets/Shaders/SSAOBlur_CS.glsl", false); + //SHAssetManager::CompileAsset("../../Assets/Shaders/PureCopy_CS.glsl", false); + //SHAssetManager::CompileAsset("../../Assets/Shaders/TestCube_VS.glsl", false); + //SHAssetManager::CompileAsset("../../Assets/Shaders/TestCube_FS.glsl", false); + //SHAssetManager::CompileAsset("../../Assets/Shaders/UI_VS.glsl", false); + //SHAssetManager::CompileAsset("../../Assets/Shaders/UI_FS.glsl", false); + //SHAssetManager::CompileAsset("../../Assets/Shaders/Text_VS.glsl", false); // Load Built In Shaders static constexpr AssetID VS_DEFAULT = 39210065; defaultVertShader = SHResourceManager::LoadOrGet(VS_DEFAULT); @@ -418,7 +421,7 @@ namespace SHADE .addressMode = vk::SamplerAddressMode::eClampToBorder, }) ); - + textRenderingSubSystem = resourceManager.Create(); // initialize the text renderer @@ -567,7 +570,7 @@ namespace SHADE else renderer->UpdateData(frameIndex); #else - renderers[renIndex]->UpdateDataAndBind(frameIndex); + renderer->UpdateData(frameIndex); #endif } @@ -583,16 +586,8 @@ namespace SHADE renderGraph->Begin(frameIndex); auto cmdBuffer = renderGraph->GetCommandBuffer(frameIndex); - // Bind all the buffers required for meshes - for (auto& [buffer, bindingPoint] : MESH_DATA) - { - if (buffer->GetUsageBits() & vk::BufferUsageFlagBits::eVertexBuffer) - cmdBuffer->BindVertexBuffer(bindingPoint, buffer, 0); - else if (buffer->GetUsageBits() & vk::BufferUsageFlagBits::eIndexBuffer) - cmdBuffer->BindIndexBuffer(buffer, 0); - } - renderGraph->Execute(frameIndex, descPool); + renderGraph->Execute(frameIndex, descPool, MESH_DATA); renderGraph->End(frameIndex); graphicsQueue->SubmitCommandBuffer diff --git a/SHADE_Engine/src/Graphics/RenderGraph/SHRenderGraph.cpp b/SHADE_Engine/src/Graphics/RenderGraph/SHRenderGraph.cpp index 74ea951a..c312535e 100644 --- a/SHADE_Engine/src/Graphics/RenderGraph/SHRenderGraph.cpp +++ b/SHADE_Engine/src/Graphics/RenderGraph/SHRenderGraph.cpp @@ -565,7 +565,7 @@ namespace SHADE // TODO: The graph scope buffers were meant to bind vertex buffers and index buffers for meshes. Find a // better way to manage these - void SHRenderGraph::Execute(uint32_t frameIndex, Handle descPool) noexcept + void SHRenderGraph::Execute(uint32_t frameIndex, Handle descPool, const std::initializer_list, uint32_t>> MESH_DATA) noexcept { auto cmdBuffer = commandBuffers[frameIndex]; cmdBuffer->BeginLabeledSegment(name); @@ -577,6 +577,7 @@ namespace SHADE cmdBuffer->ForceSetPipelineLayout(batchingSystemData.dummyPipelineLayout, SH_PIPELINE_TYPE::COMPUTE); auto const& descMappings = SHGraphicsPredefinedData::GetMappings(SHGraphicsPredefinedData::SystemType::BATCHING); + for (auto& node : nodes) { @@ -585,6 +586,15 @@ namespace SHADE // bind static global data SHGlobalDescriptorSets::BindStaticGlobalData(cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, descMappings.at(SHPredefinedDescriptorTypes::STATIC_DATA)); + // Bind all the buffers required for meshes + for (auto& [buffer, bindingPoint] : MESH_DATA) + { + if (buffer->GetUsageBits() & vk::BufferUsageFlagBits::eVertexBuffer) + cmdBuffer->BindVertexBuffer(bindingPoint, buffer, 0); + else if (buffer->GetUsageBits() & vk::BufferUsageFlagBits::eIndexBuffer) + cmdBuffer->BindIndexBuffer(buffer, 0); + } + node->Execute(cmdBuffer, descPool, frameIndex); } } diff --git a/SHADE_Engine/src/Graphics/RenderGraph/SHRenderGraph.h b/SHADE_Engine/src/Graphics/RenderGraph/SHRenderGraph.h index 5abcd6b6..0ae30015 100644 --- a/SHADE_Engine/src/Graphics/RenderGraph/SHRenderGraph.h +++ b/SHADE_Engine/src/Graphics/RenderGraph/SHRenderGraph.h @@ -143,7 +143,7 @@ namespace SHADE void Generate (void) noexcept; void CheckForNodeComputes (void) noexcept; - void Execute (uint32_t frameIndex, Handle descPool) noexcept; + void Execute (uint32_t frameIndex, Handle descPool, const std::initializer_list, uint32_t>> MESH_DATA) noexcept; void Begin (uint32_t frameIndex) noexcept; void End (uint32_t frameIndex) noexcept; void FinaliseBatch (uint32_t frameIndex, Handle descPool);