diff --git a/Assets/Shaders/ShadowMapAnim_VS.glsl b/Assets/Shaders/ShadowMapAnim_VS.glsl new file mode 100644 index 00000000..f5f9ab4e --- /dev/null +++ b/Assets/Shaders/ShadowMapAnim_VS.glsl @@ -0,0 +1,37 @@ +#version 450 +#extension GL_KHR_vulkan_glsl : enable + +//#include "ShaderDescriptorDefinitions.glsl" + + +layout(location = 0) in vec3 aVertexPos; +layout(location = 4) in mat4 worldTransform; +layout(location = 9) in uvec4 aBoneIndices; +layout(location = 10) in vec4 aBoneWeights; +layout(location = 11) in uint firstBoneIndex; + +layout(set = 1, binding = 0) uniform CameraData +{ + vec4 position; + mat4 vpMat; + mat4 viewMat; + mat4 projMat; +} cameraData; + +layout (std430, set = 2, binding = 1) buffer AnimBoneMatrices +{ + mat4 data[]; +} BoneMatrices; + +void main() +{ + // // Compute bone matrix + // mat4 boneMatrix = BoneMatrices.data[firstBoneIndex + aBoneIndices[0]] * aBoneWeights[0]; + // boneMatrix += BoneMatrices.data[firstBoneIndex + aBoneIndices[1]] * aBoneWeights[1]; + // boneMatrix += BoneMatrices.data[firstBoneIndex + aBoneIndices[2]] * aBoneWeights[2]; + // boneMatrix += BoneMatrices.data[firstBoneIndex + aBoneIndices[3]] * aBoneWeights[3]; + + // clip space for rendering + gl_Position = cameraData.vpMat * worldTransform * vec4 (aVertexPos, 1.0f); + // gl_Position = cameraData.vpMat * worldTransform * boneMatrix * vec4 (aVertexPos, 1.0f); +} \ No newline at end of file diff --git a/Assets/Shaders/ShadowMapAnim_VS.shshaderb b/Assets/Shaders/ShadowMapAnim_VS.shshaderb new file mode 100644 index 00000000..96c45e47 Binary files /dev/null and b/Assets/Shaders/ShadowMapAnim_VS.shshaderb differ diff --git a/Assets/Shaders/ShadowMapAnim_VS.shshaderb.shmeta b/Assets/Shaders/ShadowMapAnim_VS.shshaderb.shmeta new file mode 100644 index 00000000..e31f63b1 --- /dev/null +++ b/Assets/Shaders/ShadowMapAnim_VS.shshaderb.shmeta @@ -0,0 +1,3 @@ +Name: ShadowMapAnim_VS +ID: 39393999 +Type: 2 diff --git a/Assets/Shaders/ShinyHighlight_VS.glsl b/Assets/Shaders/ShinyHighlight_VS.glsl index 483af1f0..044a2d7a 100644 --- a/Assets/Shaders/ShinyHighlight_VS.glsl +++ b/Assets/Shaders/ShinyHighlight_VS.glsl @@ -7,9 +7,6 @@ layout(location = 2) in vec3 aNormal; layout(location = 3) in vec3 aTangent; layout(location = 4) in mat4 worldTransform; layout(location = 8) in uvec2 integerData; -layout(location = 9) in uvec4 aBoneIndices; -layout(location = 10) in vec4 aBoneWeights; -layout(location = 11) in uint firstBoneIndex; layout(location = 0) out struct { diff --git a/SHADE_Engine/src/Graphics/MiddleEnd/Batching/SHSuperBatch.cpp b/SHADE_Engine/src/Graphics/MiddleEnd/Batching/SHSuperBatch.cpp index f8298716..5a2a079c 100644 --- a/SHADE_Engine/src/Graphics/MiddleEnd/Batching/SHSuperBatch.cpp +++ b/SHADE_Engine/src/Graphics/MiddleEnd/Batching/SHSuperBatch.cpp @@ -17,6 +17,7 @@ of DigiPen Institute of Technology is prohibited. #include "Graphics/MiddleEnd/Interface/SHMaterialInstance.h" #include "Graphics/MiddleEnd/Interface/SHRenderable.h" #include "Graphics/Descriptors/SHVkDescriptorPool.h" +#include "Graphics/Commands/SHVkCommandBuffer.h" namespace SHADE { @@ -108,11 +109,19 @@ namespace SHADE } } - void SHSuperBatch::Draw(Handle cmdBuffer, uint32_t frameIndex, bool bindBatchPipeline /*= true*/) noexcept + void SHSuperBatch::Draw(Handle cmdBuffer, uint32_t frameIndex, bool bindBatchPipeline /*= true*/, Handle nonAnimPipeline/* = {}*/, Handle animPipeline/* = {}*/) noexcept { // Build all batches for (auto& batch : batches) { + if (!bindBatchPipeline) + { + if (batch.IsAnimated()) + cmdBuffer->BindPipeline(animPipeline); + else + cmdBuffer->BindPipeline(nonAnimPipeline); + } + batch.Draw(cmdBuffer, frameIndex, bindBatchPipeline); } } diff --git a/SHADE_Engine/src/Graphics/MiddleEnd/Batching/SHSuperBatch.h b/SHADE_Engine/src/Graphics/MiddleEnd/Batching/SHSuperBatch.h index 4d831b9c..3ef9fc5e 100644 --- a/SHADE_Engine/src/Graphics/MiddleEnd/Batching/SHSuperBatch.h +++ b/SHADE_Engine/src/Graphics/MiddleEnd/Batching/SHSuperBatch.h @@ -57,7 +57,7 @@ namespace SHADE void Clear() noexcept; void UpdateBuffers(uint32_t frameIndex, Handle descPool); void Build(Handle device, Handle descPool, uint32_t frameIndex) noexcept; - void Draw(Handle cmdBuffer, uint32_t frameIndex, bool bindBatchPipeline = true) noexcept; + void Draw(Handle cmdBuffer, uint32_t frameIndex, bool bindBatchPipeline = true, Handle nonAnimPipeline = {}, Handle animPipeline = {}) noexcept; /*-----------------------------------------------------------------------------*/ /* Getter Functions */ diff --git a/SHADE_Engine/src/Graphics/MiddleEnd/GlobalData/SHGraphicsPredefinedData.cpp b/SHADE_Engine/src/Graphics/MiddleEnd/GlobalData/SHGraphicsPredefinedData.cpp index 91ec0cea..ae2b6f35 100644 --- a/SHADE_Engine/src/Graphics/MiddleEnd/GlobalData/SHGraphicsPredefinedData.cpp +++ b/SHADE_Engine/src/Graphics/MiddleEnd/GlobalData/SHGraphicsPredefinedData.cpp @@ -14,6 +14,7 @@ namespace SHADE std::vector> SHGraphicsPredefinedData::predefinedLayouts; SHVertexInputState SHGraphicsPredefinedData::defaultVertexInputState; SHVertexInputState SHGraphicsPredefinedData::shadowMapVertexInputState; + SHVertexInputState SHGraphicsPredefinedData::shadowMapAnimVertexInputState; std::vector SHGraphicsPredefinedData::perSystemData; @@ -333,6 +334,17 @@ namespace SHADE shadowMapVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_3D)}); shadowMapVertexInputState.AddBinding(true, true, { SHVertexAttribute(SHAttribFormat::MAT_4D) }, 4, 4); // Transform at binding 4 - 7 (4 slots) + + shadowMapAnimVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_3D) }); + shadowMapAnimVertexInputState.AddBinding(true, true, { SHVertexAttribute(SHAttribFormat::MAT_4D) }, 4, 4); // Transform at binding 4 - 7 (4 slots) + shadowMapAnimVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::UINT32_4D) }, 9, 9); // Attribute bone indices at index 5 + shadowMapAnimVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_4D) }, 10, 10); // Attribute bone weights at index 6 + shadowMapAnimVertexInputState.AddBinding(true, true, { SHVertexAttribute(SHAttribFormat::UINT32_1D) }, 11, 11); // Instance bone matrix first index at index 7 + + + //shadowMapAnimVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_3D) }); + //shadowMapAnimVertexInputState.AddBinding(true, true, { SHVertexAttribute(SHAttribFormat::MAT_4D) }, 4, 4); // Transform at binding 4 - 7 (4 slots) + } void SHGraphicsPredefinedData::Init(Handle logicalDevice) noexcept @@ -368,6 +380,11 @@ namespace SHADE return shadowMapVertexInputState; } + SHVertexInputState const& SHGraphicsPredefinedData::GetShadowMapAnimViState(void) noexcept + { + return shadowMapAnimVertexInputState; + } + SHGraphicsPredefinedData::PerSystem const& SHGraphicsPredefinedData::GetSystemData(SystemType systemType) noexcept { return perSystemData[static_cast(systemType)]; diff --git a/SHADE_Engine/src/Graphics/MiddleEnd/GlobalData/SHGraphicsPredefinedData.h b/SHADE_Engine/src/Graphics/MiddleEnd/GlobalData/SHGraphicsPredefinedData.h index 4fbf06c1..051dce0d 100644 --- a/SHADE_Engine/src/Graphics/MiddleEnd/GlobalData/SHGraphicsPredefinedData.h +++ b/SHADE_Engine/src/Graphics/MiddleEnd/GlobalData/SHGraphicsPredefinedData.h @@ -67,6 +67,9 @@ namespace SHADE //! vertex input state for shadow mapping static SHVertexInputState shadowMapVertexInputState; + //! vertex input state for shadow mapping + static SHVertexInputState shadowMapAnimVertexInputState; + //! Predefined data for each type of system static std::vector perSystemData; @@ -101,6 +104,7 @@ namespace SHADE static std::vector> GetPredefinedDescSetLayouts (SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes types) noexcept; static SHVertexInputState const& GetDefaultViState (void) noexcept; static SHVertexInputState const& GetShadowMapViState (void) noexcept; + static SHVertexInputState const& GetShadowMapAnimViState (void) noexcept; static PerSystem const& GetSystemData (SystemType systemType) noexcept; static SHDescriptorMappings::MapType const& GetMappings (SystemType systemType) noexcept; //static PerSystem const& GetBatchingSystemData(void) noexcept; diff --git a/SHADE_Engine/src/Graphics/MiddleEnd/Interface/SHGraphicsSystem.cpp b/SHADE_Engine/src/Graphics/MiddleEnd/Interface/SHGraphicsSystem.cpp index bc50d0a7..69aa4188 100644 --- a/SHADE_Engine/src/Graphics/MiddleEnd/Interface/SHGraphicsSystem.cpp +++ b/SHADE_Engine/src/Graphics/MiddleEnd/Interface/SHGraphicsSystem.cpp @@ -128,8 +128,9 @@ namespace SHADE SHFreetypeInstance::Init(); - SHAssetManager::CompileAsset("../../Assets/Shaders/DeferredComposite_CS.glsl", false); - //SHAssetManager::CompileAsset("../../Assets/Shaders/ShadowMap_FS.glsl", false); + //SHAssetManager::CompileAsset("../../Assets/Shaders/DeferredComposite_CS.glsl", false); + //SHAssetManager::CompileAsset("../../Assets/Shaders/ShadowMap_VS.glsl", false); + //SHAssetManager::CompileAsset("../../Assets/Shaders/ShadowMapAnim_VS.glsl", false); //SHAssetManager::CompileAsset("../../Assets/Shaders/ShadowMap_FS.glsl", false); //SHAssetManager::CompileAsset("../../Assets/Shaders/SSAO_CS.glsl", false); //SHAssetManager::CompileAsset("../../Assets/Shaders/SSAOBlur_CS.glsl", false); @@ -145,24 +146,25 @@ namespace SHADE //SHAssetManager::CompileAsset("../../Assets/Shaders/Anim_VS.glsl", false); // Load Built In Shaders - static constexpr AssetID VS_DEFAULT = 39210065; defaultVertShader = SHResourceManager::LoadOrGet(VS_DEFAULT); - static constexpr AssetID VS_ANIM = 47911992; animtVertShader = SHResourceManager::LoadOrGet(VS_ANIM); - static constexpr AssetID FS_DEFAULT = 46377769; defaultFragShader = SHResourceManager::LoadOrGet(FS_DEFAULT); - static constexpr AssetID VS_DEBUG = 48002439; debugVertShader = SHResourceManager::LoadOrGet(VS_DEBUG); - static constexpr AssetID FS_DEBUG = 36671027; debugFragShader = SHResourceManager::LoadOrGet(FS_DEBUG); - static constexpr AssetID VS_DEBUG_MESH = 42127043; debugMeshVertShader = SHResourceManager::LoadOrGet(VS_DEBUG_MESH); - static constexpr AssetID CS_COMPOSITE = 45072428; deferredCompositeShader = SHResourceManager::LoadOrGet(CS_COMPOSITE); - static constexpr AssetID SSAO = 38430899; ssaoShader = SHResourceManager::LoadOrGet(SSAO); - static constexpr AssetID SSAO_BLUR = 39760835; ssaoBlurShader = SHResourceManager::LoadOrGet(SSAO_BLUR); - static constexpr AssetID TEXT_VS = 39816727; textVS = SHResourceManager::LoadOrGet(TEXT_VS); - static constexpr AssetID TEXT_FS = 38024754; textFS = SHResourceManager::LoadOrGet(TEXT_FS); - static constexpr AssetID RENDER_SC_VS = 48082949; renderToSwapchainVS = SHResourceManager::LoadOrGet(RENDER_SC_VS); - static constexpr AssetID RENDER_SC_FS = 36869006; renderToSwapchainFS = SHResourceManager::LoadOrGet(RENDER_SC_FS); - static constexpr AssetID SHADOW_MAP_VS = 44646107; shadowMapVS = SHResourceManager::LoadOrGet(SHADOW_MAP_VS); - static constexpr AssetID SHADOW_MAP_FS = 45925790; shadowMapFS = SHResourceManager::LoadOrGet(SHADOW_MAP_FS); - static constexpr AssetID TRAJECTORY_VS = 41042628; trajectoryVS = SHResourceManager::LoadOrGet(TRAJECTORY_VS); - static constexpr AssetID TRAJECTORY_FS = 45635685; trajectoryFS = SHResourceManager::LoadOrGet(TRAJECTORY_FS); - static constexpr AssetID SHADOW_BLUR_CS = 38004013; shadowMapBlurCS = SHResourceManager::LoadOrGet(SHADOW_BLUR_CS); + static constexpr AssetID VS_DEFAULT = 39210065; defaultVertShader = SHResourceManager::LoadOrGet(VS_DEFAULT); + static constexpr AssetID VS_ANIM = 47911992; animtVertShader = SHResourceManager::LoadOrGet(VS_ANIM); + static constexpr AssetID FS_DEFAULT = 46377769; defaultFragShader = SHResourceManager::LoadOrGet(FS_DEFAULT); + static constexpr AssetID VS_DEBUG = 48002439; debugVertShader = SHResourceManager::LoadOrGet(VS_DEBUG); + static constexpr AssetID FS_DEBUG = 36671027; debugFragShader = SHResourceManager::LoadOrGet(FS_DEBUG); + static constexpr AssetID VS_DEBUG_MESH = 42127043; debugMeshVertShader = SHResourceManager::LoadOrGet(VS_DEBUG_MESH); + static constexpr AssetID CS_COMPOSITE = 45072428; deferredCompositeShader = SHResourceManager::LoadOrGet(CS_COMPOSITE); + static constexpr AssetID SSAO = 38430899; ssaoShader = SHResourceManager::LoadOrGet(SSAO); + static constexpr AssetID SSAO_BLUR = 39760835; ssaoBlurShader = SHResourceManager::LoadOrGet(SSAO_BLUR); + static constexpr AssetID TEXT_VS = 39816727; textVS = SHResourceManager::LoadOrGet(TEXT_VS); + static constexpr AssetID TEXT_FS = 38024754; textFS = SHResourceManager::LoadOrGet(TEXT_FS); + static constexpr AssetID RENDER_SC_VS = 48082949; renderToSwapchainVS = SHResourceManager::LoadOrGet(RENDER_SC_VS); + static constexpr AssetID RENDER_SC_FS = 36869006; renderToSwapchainFS = SHResourceManager::LoadOrGet(RENDER_SC_FS); + static constexpr AssetID SHADOW_MAP_VS = 44646107; shadowMapVS = SHResourceManager::LoadOrGet(SHADOW_MAP_VS); + static constexpr AssetID SHADOW_MAP_ANIM_VS = 39393999; shadowMapAnimVS = SHResourceManager::LoadOrGet(SHADOW_MAP_ANIM_VS); + static constexpr AssetID SHADOW_MAP_FS = 45925790; shadowMapFS = SHResourceManager::LoadOrGet(SHADOW_MAP_FS); + static constexpr AssetID TRAJECTORY_VS = 41042628; trajectoryVS = SHResourceManager::LoadOrGet(TRAJECTORY_VS); + static constexpr AssetID TRAJECTORY_FS = 45635685; trajectoryFS = SHResourceManager::LoadOrGet(TRAJECTORY_FS); + static constexpr AssetID SHADOW_BLUR_CS = 38004013; shadowMapBlurCS = SHResourceManager::LoadOrGet(SHADOW_BLUR_CS); } @@ -919,10 +921,19 @@ namespace SHADE SHGraphicsPredefinedData::SystemType::BATCHING, SHGraphicsPredefinedData::GetShadowMapViState(), rasterState ); + + tempLibrary.CreateGraphicsPipelines + ( + { shadowMapAnimVS, shadowMapFS }, shadowMapNode->GetRenderpass(), shadowMapDrawSubpass, + SHGraphicsPredefinedData::SystemType::BATCHING_ANIM, + SHGraphicsPredefinedData::GetShadowMapAnimViState(), rasterState + ); + shadowMapPipeline = tempLibrary.GetGraphicsPipeline({ shadowMapVS, shadowMapFS, shadowMapDrawSubpass }); + shadowMapAnimPipeline = tempLibrary.GetGraphicsPipeline({ shadowMapAnimVS, shadowMapFS, shadowMapDrawSubpass }); } - shadowMapDrawSubpass->AddCompanionSubpass(gBufferWriteSubpass, shadowMapPipeline); // set companion subpass and pipeline - shadowMapDrawSubpass->AddCompanionSubpass(gBufferWriteVfxSubpass, shadowMapPipeline); // set companion subpass and pipeline + shadowMapDrawSubpass->AddCompanionSubpass(gBufferWriteSubpass, shadowMapPipeline, shadowMapAnimPipeline); // set companion subpass and pipeline + shadowMapDrawSubpass->AddCompanionSubpass(gBufferWriteVfxSubpass, shadowMapPipeline, shadowMapAnimPipeline); // set companion subpass and pipeline // add the shadow map and the blurred version to the lighting system uint32_t const NEW_SHADOW_MAP_INDEX = lightingSubSystem->AddShadowMap(renderGraph->GetRenderGraphResource(shadowMapBlurredResourceName), EVENT_DATA->lightEntity); diff --git a/SHADE_Engine/src/Graphics/MiddleEnd/Interface/SHGraphicsSystem.h b/SHADE_Engine/src/Graphics/MiddleEnd/Interface/SHGraphicsSystem.h index 68752a6e..e674efb6 100644 --- a/SHADE_Engine/src/Graphics/MiddleEnd/Interface/SHGraphicsSystem.h +++ b/SHADE_Engine/src/Graphics/MiddleEnd/Interface/SHGraphicsSystem.h @@ -479,6 +479,7 @@ namespace SHADE Handle renderToSwapchainVS; Handle renderToSwapchainFS; Handle shadowMapVS; + Handle shadowMapAnimVS; Handle shadowMapFS; Handle trajectoryVS; Handle trajectoryFS; @@ -499,6 +500,7 @@ namespace SHADE Handle debugDrawFilledPipeline; Handle debugDrawFilledDepthPipeline; Handle shadowMapPipeline; // initialized only when a shadow map is needed + Handle shadowMapAnimPipeline; // initialized only when a shadow map is needed Handle genericAndTextureDescSet; diff --git a/SHADE_Engine/src/Graphics/RenderGraph/SHSubpass.cpp b/SHADE_Engine/src/Graphics/RenderGraph/SHSubpass.cpp index ca13155d..87b3fc10 100644 --- a/SHADE_Engine/src/Graphics/RenderGraph/SHSubpass.cpp +++ b/SHADE_Engine/src/Graphics/RenderGraph/SHSubpass.cpp @@ -280,8 +280,8 @@ namespace SHADE for (auto& companion : companionSubpasses) { // if not bind pipeline for companion and and execute draw command - commandBuffer->BindPipeline(companion.pipeline); - companion.subpass->superBatch->Draw(commandBuffer, frameIndex, false); + //commandBuffer->BindPipeline(companion.nonAnimPipeline); + companion.subpass->superBatch->Draw(commandBuffer, frameIndex, false, companion.nonAnimPipeline, companion.animPipeline); } } } @@ -528,9 +528,9 @@ namespace SHADE subpassIndex = index; } - void SHSubpass::AddCompanionSubpass(Handle companion, Handle pipeline) noexcept + void SHSubpass::AddCompanionSubpass(Handle companion, Handle nonAnimPipeline, Handle animPipeline) noexcept { - companionSubpasses.push_back(CompanionSubpass{companion, pipeline}); + companionSubpasses.push_back(CompanionSubpass{companion, nonAnimPipeline, animPipeline}); //companionSubpass.companion = companion; //companionSubpass.pipeline = pipeline; } diff --git a/SHADE_Engine/src/Graphics/RenderGraph/SHSubpass.h b/SHADE_Engine/src/Graphics/RenderGraph/SHSubpass.h index 7f843773..f13e0871 100644 --- a/SHADE_Engine/src/Graphics/RenderGraph/SHSubpass.h +++ b/SHADE_Engine/src/Graphics/RenderGraph/SHSubpass.h @@ -35,8 +35,11 @@ namespace SHADE // subpass whose data will be borrowed to draw Handle subpass; - // Pipeline that will be used for all the draw calls from all batches of the companion subpass - Handle pipeline; + // Pipeline that will be used for all the draw calls from all batches (that render without animation data) of the companion subpass + Handle nonAnimPipeline; + + // Pipeline that will be used for all the draw calls from all batches (that render with animation data) of the companion subpass + Handle animPipeline; }; private: @@ -167,7 +170,7 @@ namespace SHADE /*-----------------------------------------------------------------------*/ /* PUBLIC SETTERS AND GETTERS */ /*-----------------------------------------------------------------------*/ - void AddCompanionSubpass (Handle companion, Handle pipeline) noexcept; + void AddCompanionSubpass (Handle companion, Handle nonAnimPipeline, Handle animPipeline) noexcept; Handle GetParentNode(void) const noexcept; SHSubPassIndex GetIndex() const noexcept;