Merge pull request #406 from SHADE-DP/SP3-1-Rendering
Implemented shadows. Light components can enable shadows through editor.
This commit is contained in:
commit
ef7cd4c0c0
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@ -20,10 +20,11 @@ layout(location = 0) out struct
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vec2 uv; // location = 1
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vec2 uv; // location = 1
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vec4 normal; // location = 2
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vec4 normal; // location = 2
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vec4 worldPos; // location = 3
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vec4 worldPos; // location = 3
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vec3 worldNormal; // location = 4
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} Out;
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} Out;
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// material stuff
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// material stuff
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layout(location = 4) out struct
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layout(location = 5) out struct
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{
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{
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int materialIndex;
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int materialIndex;
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uint eid;
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uint eid;
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@ -61,11 +62,13 @@ void main()
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// uvs for texturing in fragment shader
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// uvs for texturing in fragment shader
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Out.uv = aUV;
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Out.uv = aUV;
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mat3 transposeInv = mat3 (transpose(inverse(modelViewMat)));
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mat3 mvTransInv = mat3 (transpose(inverse(modelViewMat)));
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mat3 modelTransInv = mat3 (transpose(inverse(worldTransform)));
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// normals are also in view space
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// normals are also in view space
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Out.normal.rgb = transposeInv * aNormal.rgb;
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Out.normal.rgb = mvTransInv * aNormal.rgb;
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Out.normal.rgb = normalize (Out.normal.rgb);
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Out.normal.rgb = normalize (Out.normal.rgb);
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Out.worldNormal = normalize (modelTransInv * aNormal);
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// Compute bone matrix
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// Compute bone matrix
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mat4 boneMatrix = BoneMatrices.data[firstBoneIndex + aBoneIndices[0]] * aBoneWeights[0];
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mat4 boneMatrix = BoneMatrices.data[firstBoneIndex + aBoneIndices[0]] * aBoneWeights[0];
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Binary file not shown.
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@ -2,6 +2,7 @@
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struct DirectionalLightStruct
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struct DirectionalLightStruct
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{
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{
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vec4 directionWorld;
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vec3 direction;
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vec3 direction;
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uint isActive;
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uint isActive;
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uint cullingMask;
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uint cullingMask;
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@ -22,7 +23,7 @@ layout(local_size_x = 16, local_size_y = 16) in;
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layout(set = 3, binding = 0, rgba32f) uniform image2D positions;
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layout(set = 3, binding = 0, rgba32f) uniform image2D positions;
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layout(set = 3, binding = 1, rgba32f) uniform image2D normals;
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layout(set = 3, binding = 1, rgba32f) uniform image2D normals;
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layout(set = 3, binding = 2, rgba8) uniform image2D albedo;
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layout(set = 3, binding = 2, rgba8) uniform image2D albedo;
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layout(set = 3, binding = 3, r32ui) uniform uimage2D lightLayerData;
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layout(set = 3, binding = 3, rgba32ui) uniform uimage2D lightLayerData;
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layout(set = 3, binding = 4, r8) uniform image2D ssaoBlurredImage;
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layout(set = 3, binding = 4, r8) uniform image2D ssaoBlurredImage;
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layout(set = 3, binding = 5, rgba8) uniform image2D positionWorldSpace;
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layout(set = 3, binding = 5, rgba8) uniform image2D positionWorldSpace;
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layout(set = 3, binding = 6, rgba8) uniform image2D targetImage;
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layout(set = 3, binding = 6, rgba8) uniform image2D targetImage;
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@ -54,7 +55,7 @@ float LinStep (float val, float low, float high)
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return clamp ((val - low)/(high - low), 0.0f, 1.0f);
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return clamp ((val - low)/(high - low), 0.0f, 1.0f);
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}
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}
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float CalcShadowValue (sampler2D shadowMap, vec4 worldSpaceFragPos, mat4 lightPV)
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float CalcShadowValue (sampler2D shadowMap, vec4 worldSpaceFragPos, mat4 lightPV, vec3 worldNormal, vec3 lightDir)
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{
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{
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// clip space for fragment from light view space
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// clip space for fragment from light view space
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vec4 fragPosLightPOV = lightPV * worldSpaceFragPos;
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vec4 fragPosLightPOV = lightPV * worldSpaceFragPos;
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@ -69,6 +70,13 @@ float CalcShadowValue (sampler2D shadowMap, vec4 worldSpaceFragPos, mat4 lightPV
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if (converted.x < 0.0f || converted.x > 1.0f || converted.y < 0.0f || converted.y > 1.0f)
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if (converted.x < 0.0f || converted.x > 1.0f || converted.y < 0.0f || converted.y > 1.0f)
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return 1.0f;
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return 1.0f;
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float returnVal = 0.0f;
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float worldNormalDotLight = dot (normalize (worldNormal), normalize(lightDir));
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if (worldNormalDotLight < 0.0f)
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return 0.7f;
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if (fragPosLightPOV.z > moments.x && fragPosLightPOV.w > 0.0f)
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if (fragPosLightPOV.z > moments.x && fragPosLightPOV.w > 0.0f)
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{
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{
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float p = step (fragPosLightPOV.z, moments.x);
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float p = step (fragPosLightPOV.z, moments.x);
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@ -76,15 +84,19 @@ float CalcShadowValue (sampler2D shadowMap, vec4 worldSpaceFragPos, mat4 lightPV
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float d = fragPosLightPOV.z - moments.x;
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float d = fragPosLightPOV.z - moments.x;
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float pMax = LinStep (variance / (variance + (d * d)), 0.9f, 1.0f);
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float pMax = LinStep (variance / (variance + (d * d)), 0.9f, 1.0f);
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return min (max (p, pMax), 1.0f);
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returnVal = min (max (p, pMax) + 0.7f, 1.0f);
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return returnVal;
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}
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}
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else if (fragPosLightPOV.z > 1.0f)
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else if (fragPosLightPOV.z > 1.0f)
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{
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{
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return 0.0f;
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return 0.0f;
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}
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}
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else
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return 0.3f;
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return 1.0f;
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// return step (fragPosLightPOV.z, );
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}
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}
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void main()
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void main()
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@ -104,8 +116,12 @@ void main()
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// normal of fragment
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// normal of fragment
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vec3 normalView = imageLoad(normals, globalThread).rgb;
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vec3 normalView = imageLoad(normals, globalThread).rgb;
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uvec4 lightLayerAndNormal = imageLoad (lightLayerData, globalThread);
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// light layer index
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// light layer index
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uint lightLayer = imageLoad (lightLayerData, globalThread).r;
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uint lightLayer = lightLayerAndNormal.x;
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vec3 worldNormal = vec3 (unpackHalf2x16 (lightLayerAndNormal.y).xy, unpackHalf2x16 (lightLayerAndNormal.z).x);
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vec3 fragColor = vec3 (0.0f);
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vec3 fragColor = vec3 (0.0f);
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@ -138,7 +154,7 @@ void main()
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if ((DirLightData.dLightData[i].shadowData & uint(1)) == 1)
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if ((DirLightData.dLightData[i].shadowData & uint(1)) == 1)
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{
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{
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// calculate shadow map here
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// calculate shadow map here
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fragColor *= CalcShadowValue (shadowMaps[0], positionWorld, DirLightData.dLightData[i].pvMatrix).xxx;
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fragColor.rgb *= CalcShadowValue (shadowMaps[0], positionWorld, DirLightData.dLightData[i].pvMatrix, worldNormal, DirLightData.dLightData[i].directionWorld.xyz).xxx;
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}
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}
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}
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}
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}
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}
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@ -0,0 +1,58 @@
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#version 450
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#define BLUR_WIDTH 7
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#define BLUR_HALF_WIDTH BLUR_WIDTH / 2
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#define SHM_WIDTH BLUR_WIDTH + 16 - 1
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layout(local_size_x = 16, local_size_y = 16) in;
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layout(set = 3, binding = 0, r8) uniform image2D shadowMap;
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layout(set = 3, binding = 1, r8) uniform image2D shadowMapBlurred;
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vec4 GetShadowMapValue(ivec2 uv, ivec2 imageSize)
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{
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if (uv.x >= 0 && uv.y >= 0 && uv.x < imageSize.x && uv.y < imageSize.y)
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{
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return imageLoad (shadowMap, uv);
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}
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return vec4 (0.0f);
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}
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shared vec4 sharedPixels[16 + BLUR_WIDTH - 1][16 + BLUR_WIDTH - 1];
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void main()
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{
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ivec2 globalThread = ivec2 (gl_GlobalInvocationID.xy);
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ivec2 localThread = ivec2 (gl_LocalInvocationID.xy);
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ivec2 inputImageSize = imageSize(shadowMap);
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// Load color into shared memory
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ivec2 start = ivec2 (gl_WorkGroupID) * ivec2 (gl_WorkGroupSize) - (BLUR_HALF_WIDTH);
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for (int i = localThread.x; i < SHM_WIDTH; i += int (gl_WorkGroupSize.x))
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{
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for (int j = localThread.y; j < SHM_WIDTH; j += int (gl_WorkGroupSize.y))
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{
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vec4 value = GetShadowMapValue (start + ivec2 (i, j), inputImageSize);
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sharedPixels[i][j] = value;
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}
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}
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// wait for all shared memory to load
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barrier();
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ivec2 shmStart = ivec2 (localThread + (BLUR_HALF_WIDTH));
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vec4 sum = vec4 (0.0f);
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for (int i = -BLUR_HALF_WIDTH; i <= BLUR_HALF_WIDTH; ++i)
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{
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for (int j = -BLUR_HALF_WIDTH; j <= BLUR_HALF_WIDTH; ++j)
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{
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vec4 sharedVal = sharedPixels[shmStart.x + i][shmStart.y + j];
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sum += sharedVal;
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}
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}
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sum /= (BLUR_WIDTH * BLUR_WIDTH);
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imageStore(shadowMapBlurred, globalThread, sum);
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}
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Binary file not shown.
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@ -0,0 +1,3 @@
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Name: ShadowMapBlur_CS
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ID: 38004013
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Type: 2
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@ -7,6 +7,12 @@ layout(location = 0) out vec4 shadowMap;
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void main()
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void main()
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{
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{
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float depth = gl_FragCoord.z;
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float dx = dFdx(depth);
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float dy = dFdy(depth);
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float moment2 = depth * depth + 0.25f * (dx * dx + dy * dy);
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// shadowMap = vec4 (0.0f, 0.0f, gl_FragCoord.z, 1.0f);
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// shadowMap = vec4 (0.0f, 0.0f, gl_FragCoord.z, 1.0f);
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shadowMap = vec4 (gl_FragCoord.z, gl_FragCoord.z * gl_FragCoord.z, 0.0f, 1.0f);
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shadowMap = vec4 (gl_FragCoord.z, moment2, 0.0f, 1.0f);
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}
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}
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Binary file not shown.
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@ -32,10 +32,11 @@ layout(location = 0) in struct
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vec2 uv; // location = 1
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vec2 uv; // location = 1
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vec4 normal; // location = 2
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vec4 normal; // location = 2
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vec4 worldPos; // location = 3
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vec4 worldPos; // location = 3
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vec3 worldNormal; // location = 4
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} In;
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} In;
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// material stuff
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// material stuff
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layout(location = 4) flat in struct
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layout(location = 5) flat in struct
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{
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{
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int materialIndex;
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int materialIndex;
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uint eid;
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uint eid;
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@ -57,7 +58,7 @@ layout (std430, set = 2, binding = 0) buffer MaterialProperties // For mater
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layout(location = 0) out vec4 position;
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layout(location = 0) out vec4 position;
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layout(location = 1) out uint outEntityID;
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layout(location = 1) out uint outEntityID;
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layout(location = 2) out uint lightLayerIndices;
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layout(location = 2) out uvec4 lightLayerIndices;
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layout(location = 3) out vec4 normals;
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layout(location = 3) out vec4 normals;
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layout(location = 4) out vec4 albedo;
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layout(location = 4) out vec4 albedo;
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layout(location = 5) out vec4 worldSpacePosition;
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layout(location = 5) out vec4 worldSpacePosition;
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@ -72,11 +73,11 @@ void main()
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{
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{
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position = In.vertPos;
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position = In.vertPos;
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normals = In.normal;
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normals = In.normal;
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albedo = texture(textures[nonuniformEXT(MatProp.data[In2.materialIndex].textureIndex)], In.uv);
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albedo = vec4 (texture(textures[nonuniformEXT(MatProp.data[In2.materialIndex].textureIndex)], In.uv).xyz, 1.0f);
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worldSpacePosition = In.worldPos;
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worldSpacePosition = In.worldPos;
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outEntityID = In2.eid;
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outEntityID = In2.eid;
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lightLayerIndices = In2.lightLayerIndex;
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lightLayerIndices = uvec4 (In2.lightLayerIndex, 0, 0, 1);
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// float vpHeight = float (In2.screenSpacePos.y) - MatProp.data[In2.materialIndex].highlightPosition;
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// float vpHeight = float (In2.screenSpacePos.y) - MatProp.data[In2.materialIndex].highlightPosition;
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// bring the frame of reference to the object's screen space pos
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// bring the frame of reference to the object's screen space pos
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@ -101,4 +102,6 @@ void main()
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}
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}
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else
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else
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objectVFX = vec4(0.0f, 0.0f, 0.0f, 1.0f);
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objectVFX = vec4(0.0f, 0.0f, 0.0f, 1.0f);
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objectVFX.a = 1.0f;
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}
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}
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Binary file not shown.
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@ -17,6 +17,7 @@ layout(location = 0) out struct
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vec2 uv; // location = 1
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vec2 uv; // location = 1
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vec4 normal; // location = 2
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vec4 normal; // location = 2
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vec4 worldPos; // location = 3
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vec4 worldPos; // location = 3
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vec3 worldNormal; // location = 4
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} Out;
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} Out;
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@ -36,7 +37,7 @@ struct GenericData
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};
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};
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// material stuff
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// material stuff
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layout(location = 4) out struct
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layout(location = 5) out struct
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{
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{
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int materialIndex;
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int materialIndex;
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uint eid;
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uint eid;
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@ -76,11 +77,13 @@ void main()
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// uvs for texturing in fragment shader
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// uvs for texturing in fragment shader
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Out.uv = aUV;
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Out.uv = aUV;
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mat3 transposeInv = mat3 (transpose(inverse(modelViewMat)));
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mat3 mvTransInv = mat3 (transpose(inverse(modelViewMat)));
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mat3 modelTransInv = mat3 (transpose(inverse(worldTransform)));
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// normals are also in view space
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// normals are also in view space
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Out.normal.rgb = transposeInv * aNormal.rgb;
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Out.normal.rgb = mvTransInv * aNormal.rgb;
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Out.normal.rgb = normalize (Out.normal.rgb);
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Out.normal.rgb = normalize (Out.normal.rgb);
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Out.worldNormal = normalize (modelTransInv * aNormal);
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// Get center of object in world position
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// Get center of object in world position
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vec4 worldPos = vec4(worldTransform[3][0], worldTransform[3][1], worldTransform[3][2], 1.0f);
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vec4 worldPos = vec4(worldTransform[3][0], worldTransform[3][1], worldTransform[3][2], 1.0f);
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Binary file not shown.
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@ -17,10 +17,11 @@ layout(location = 0) in struct
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vec2 uv; // location = 1
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vec2 uv; // location = 1
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vec4 normal; // location = 2
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vec4 normal; // location = 2
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vec4 worldPos; // location = 3
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vec4 worldPos; // location = 3
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vec3 worldNormal; // location = 4
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} In;
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} In;
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// material stuff
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// material stuff
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layout(location = 4) flat in struct
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layout(location = 5) flat in struct
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{
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{
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int materialIndex;
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int materialIndex;
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uint eid;
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uint eid;
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@ -35,7 +36,7 @@ layout (std430, set = 2, binding = 0) buffer MaterialProperties // For mater
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|
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layout(location = 0) out vec4 position;
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layout(location = 0) out vec4 position;
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layout(location = 1) out uint outEntityID;
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layout(location = 1) out uint outEntityID;
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layout(location = 2) out uint lightLayerIndices;
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layout(location = 2) out uvec4 lightLayerIndices;
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layout(location = 3) out vec4 normals;
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layout(location = 3) out vec4 normals;
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layout(location = 4) out vec4 albedo;
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layout(location = 4) out vec4 albedo;
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layout(location = 5) out vec4 worldSpacePosition;
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layout(location = 5) out vec4 worldSpacePosition;
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@ -48,5 +49,5 @@ void main()
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worldSpacePosition = In.worldPos;
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worldSpacePosition = In.worldPos;
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outEntityID = In2.eid;
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outEntityID = In2.eid;
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lightLayerIndices = In2.lightLayerIndex;
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lightLayerIndices = uvec4 (In2.lightLayerIndex, packHalf2x16 (In.worldNormal.xy), packHalf2x16 (vec2 (In.worldNormal.z, 1.0f)), 1);
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}
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}
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Binary file not shown.
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@ -20,11 +20,12 @@ layout(location = 0) out struct
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vec2 uv; // location = 1
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vec2 uv; // location = 1
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vec4 normal; // location = 2
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vec4 normal; // location = 2
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vec4 worldPos; // location = 3
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vec4 worldPos; // location = 3
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vec3 worldNormal; // location = 4
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} Out;
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} Out;
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// material stuff
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// material stuff
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layout(location = 4) out struct
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layout(location = 5) out struct
|
||||||
{
|
{
|
||||||
int materialIndex;
|
int materialIndex;
|
||||||
uint eid;
|
uint eid;
|
||||||
|
@ -57,11 +58,13 @@ void main()
|
||||||
// uvs for texturing in fragment shader
|
// uvs for texturing in fragment shader
|
||||||
Out.uv = aUV;
|
Out.uv = aUV;
|
||||||
|
|
||||||
mat3 transposeInv = mat3 (transpose(inverse(modelViewMat)));
|
mat3 mvTransInv = mat3 (transpose(inverse(modelViewMat)));
|
||||||
|
mat3 modelTransInv = mat3 (transpose(inverse(worldTransform)));
|
||||||
|
|
||||||
// normals are also in view space
|
// normals are also in view space
|
||||||
Out.normal.rgb = transposeInv * aNormal.rgb;
|
Out.normal.rgb = mvTransInv * aNormal.rgb;
|
||||||
Out.normal.rgb = normalize (Out.normal.rgb);
|
Out.normal.rgb = normalize (Out.normal.rgb);
|
||||||
|
Out.worldNormal = normalize (modelTransInv * aNormal);
|
||||||
|
|
||||||
// clip space for rendering
|
// clip space for rendering
|
||||||
gl_Position = cameraData.vpMat * worldTransform * vec4 (aVertexPos, 1.0f);
|
gl_Position = cameraData.vpMat * worldTransform * vec4 (aVertexPos, 1.0f);
|
||||||
|
|
Binary file not shown.
|
@ -485,6 +485,7 @@ namespace SHADE
|
||||||
SHEditorWidgets::DragVec3("Direction", { "X", "Y", "Z" }, [component]() {return component->GetDirection(); }, [component](SHVec3 const& vec) {component->SetDirection(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::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); });
|
SHEditorWidgets::DragFloat("Strength", [component]() {return component->GetStrength(); }, [component](float const& value) {component->SetStrength(value); });
|
||||||
|
SHEditorWidgets::CheckBox("Casting Shadows", [comp = component]() {return comp->GetEnableShadow(); }, [comp = component](bool b) {comp->SetEnableShadow(b);});
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
|
|
@ -30,4 +30,5 @@ constexpr SHEventIdentifier SH_BUTTON_RELEASE_EVENT { 21 };
|
||||||
constexpr SHEventIdentifier SH_BUTTON_HOVER_ENTER_EVENT { 22 };
|
constexpr SHEventIdentifier SH_BUTTON_HOVER_ENTER_EVENT { 22 };
|
||||||
constexpr SHEventIdentifier SH_BUTTON_HOVER_EXIT_EVENT { 23 };
|
constexpr SHEventIdentifier SH_BUTTON_HOVER_EXIT_EVENT { 23 };
|
||||||
constexpr SHEventIdentifier SH_ASSET_COMPILE_EVENT { 24 };
|
constexpr SHEventIdentifier SH_ASSET_COMPILE_EVENT { 24 };
|
||||||
|
constexpr SHEventIdentifier SH_GRAPHICS_LIGHT_DELETE_EVENT { 25 };
|
||||||
|
|
||||||
|
|
|
@ -6,13 +6,16 @@
|
||||||
|
|
||||||
namespace SHADE
|
namespace SHADE
|
||||||
{
|
{
|
||||||
struct SHLightEnableShadowEvent
|
struct SHLightShadowEvent
|
||||||
{
|
{
|
||||||
//! We need to get the light component and initialize the relevant variables.
|
//! We need to get the light component and initialize the relevant variables.
|
||||||
EntityID lightEntity;
|
EntityID lightEntity;
|
||||||
|
|
||||||
//! Generate a renderer for the light component
|
//! Generate a renderer for the light component
|
||||||
bool generateRenderer;
|
bool firstEnable;
|
||||||
|
|
||||||
|
//! True when light is set enable shadow
|
||||||
|
bool enableShadow;
|
||||||
};
|
};
|
||||||
|
|
||||||
struct SHWindowResizeEvent
|
struct SHWindowResizeEvent
|
||||||
|
@ -23,4 +26,10 @@ namespace SHADE
|
||||||
// New height when window resizes
|
// New height when window resizes
|
||||||
uint32_t resizeHeight;
|
uint32_t resizeHeight;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
struct SHDeleteLightEvent
|
||||||
|
{
|
||||||
|
//! Entity of the light we are deleting
|
||||||
|
EntityID lightEntity;
|
||||||
|
};
|
||||||
}
|
}
|
||||||
|
|
|
@ -128,7 +128,7 @@ namespace SHADE
|
||||||
|
|
||||||
SHFreetypeInstance::Init();
|
SHFreetypeInstance::Init();
|
||||||
|
|
||||||
//SHAssetManager::CompileAsset("../../Assets/Shaders/DeferredComposite_CS.glsl", false);
|
SHAssetManager::CompileAsset("../../Assets/Shaders/DeferredComposite_CS.glsl", false);
|
||||||
//SHAssetManager::CompileAsset("../../Assets/Shaders/ShadowMap_FS.glsl", false);
|
//SHAssetManager::CompileAsset("../../Assets/Shaders/ShadowMap_FS.glsl", false);
|
||||||
//SHAssetManager::CompileAsset("../../Assets/Shaders/ShadowMap_FS.glsl", false);
|
//SHAssetManager::CompileAsset("../../Assets/Shaders/ShadowMap_FS.glsl", false);
|
||||||
//SHAssetManager::CompileAsset("../../Assets/Shaders/SSAO_CS.glsl", false);
|
//SHAssetManager::CompileAsset("../../Assets/Shaders/SSAO_CS.glsl", false);
|
||||||
|
@ -141,6 +141,8 @@ namespace SHADE
|
||||||
//SHAssetManager::CompileAsset("../../Assets/Shaders/Text_VS.glsl", false);
|
//SHAssetManager::CompileAsset("../../Assets/Shaders/Text_VS.glsl", false);
|
||||||
//SHAssetManager::CompileAsset("../../Assets/Shaders/Trajectory_VS.glsl", false);
|
//SHAssetManager::CompileAsset("../../Assets/Shaders/Trajectory_VS.glsl", false);
|
||||||
//SHAssetManager::CompileAsset("../../Assets/Shaders/Trajectory_FS.glsl", false);
|
//SHAssetManager::CompileAsset("../../Assets/Shaders/Trajectory_FS.glsl", false);
|
||||||
|
//SHAssetManager::CompileAsset("../../Assets/Shaders/ShadowMapBlur_CS.glsl", false);
|
||||||
|
//SHAssetManager::CompileAsset("../../Assets/Shaders/Anim_VS.glsl", false);
|
||||||
|
|
||||||
// Load Built In Shaders
|
// Load Built In Shaders
|
||||||
static constexpr AssetID VS_DEFAULT = 39210065; defaultVertShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(VS_DEFAULT);
|
static constexpr AssetID VS_DEFAULT = 39210065; defaultVertShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(VS_DEFAULT);
|
||||||
|
@ -160,6 +162,7 @@ namespace SHADE
|
||||||
static constexpr AssetID SHADOW_MAP_FS = 45925790; shadowMapFS = SHResourceManager::LoadOrGet<SHVkShaderModule>(SHADOW_MAP_FS);
|
static constexpr AssetID SHADOW_MAP_FS = 45925790; shadowMapFS = SHResourceManager::LoadOrGet<SHVkShaderModule>(SHADOW_MAP_FS);
|
||||||
static constexpr AssetID TRAJECTORY_VS = 41042628; trajectoryVS = SHResourceManager::LoadOrGet<SHVkShaderModule>(TRAJECTORY_VS);
|
static constexpr AssetID TRAJECTORY_VS = 41042628; trajectoryVS = SHResourceManager::LoadOrGet<SHVkShaderModule>(TRAJECTORY_VS);
|
||||||
static constexpr AssetID TRAJECTORY_FS = 45635685; trajectoryFS = SHResourceManager::LoadOrGet<SHVkShaderModule>(TRAJECTORY_FS);
|
static constexpr AssetID TRAJECTORY_FS = 45635685; trajectoryFS = SHResourceManager::LoadOrGet<SHVkShaderModule>(TRAJECTORY_FS);
|
||||||
|
static constexpr AssetID SHADOW_BLUR_CS = 38004013; shadowMapBlurCS = SHResourceManager::LoadOrGet<SHVkShaderModule>(SHADOW_BLUR_CS);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -217,7 +220,7 @@ namespace SHADE
|
||||||
renderGraph->AddResource("Albedo", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, true, windowDims.first, windowDims.second);
|
renderGraph->AddResource("Albedo", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, true, windowDims.first, windowDims.second);
|
||||||
renderGraph->AddResource("Depth Buffer", { SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT }, true, windowDims.first, windowDims.second, vk::Format::eD32SfloatS8Uint);
|
renderGraph->AddResource("Depth Buffer", { SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT }, true, windowDims.first, windowDims.second, vk::Format::eD32SfloatS8Uint);
|
||||||
renderGraph->AddResource("Entity ID", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::SHARED }, true, windowDims.first, windowDims.second, vk::Format::eR32Uint, 1, vk::ImageUsageFlagBits::eTransferSrc);
|
renderGraph->AddResource("Entity ID", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::SHARED }, true, windowDims.first, windowDims.second, vk::Format::eR32Uint, 1, vk::ImageUsageFlagBits::eTransferSrc);
|
||||||
renderGraph->AddResource("Light Layer Indices", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, true, windowDims.first, windowDims.second, vk::Format::eR32Uint, 1, vk::ImageUsageFlagBits::eTransferSrc);
|
renderGraph->AddResource("Light Layer Indices And World Normals", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, true, windowDims.first, windowDims.second, vk::Format::eR32G32B32A32Uint, 1, vk::ImageUsageFlagBits::eTransferSrc);
|
||||||
renderGraph->AddResource("Scene", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE, SH_RENDER_GRAPH_RESOURCE_FLAGS::SHARED }, true, windowDims.first, windowDims.second);
|
renderGraph->AddResource("Scene", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE, SH_RENDER_GRAPH_RESOURCE_FLAGS::SHARED }, true, windowDims.first, windowDims.second);
|
||||||
renderGraph->AddResource("SSAO", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, true, windowDims.first, windowDims.second, vk::Format::eR8Unorm);
|
renderGraph->AddResource("SSAO", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, true, windowDims.first, windowDims.second, vk::Format::eR8Unorm);
|
||||||
renderGraph->AddResource("SSAO Blur", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, true, windowDims.first, windowDims.second, vk::Format::eR8Unorm);
|
renderGraph->AddResource("SSAO Blur", { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, true, windowDims.first, windowDims.second, vk::Format::eR8Unorm);
|
||||||
|
@ -231,7 +234,7 @@ namespace SHADE
|
||||||
{
|
{
|
||||||
"Position",
|
"Position",
|
||||||
"Entity ID",
|
"Entity ID",
|
||||||
"Light Layer Indices",
|
"Light Layer Indices And World Normals",
|
||||||
"Normals",
|
"Normals",
|
||||||
"Albedo",
|
"Albedo",
|
||||||
"Depth Buffer",
|
"Depth Buffer",
|
||||||
|
@ -248,7 +251,7 @@ namespace SHADE
|
||||||
auto gBufferSubpass = gBufferNode->AddSubpass(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_WRITE_SUBPASS.data(), worldViewport, worldRenderer);
|
auto gBufferSubpass = gBufferNode->AddSubpass(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_WRITE_SUBPASS.data(), worldViewport, worldRenderer);
|
||||||
gBufferSubpass->AddColorOutput("Position");
|
gBufferSubpass->AddColorOutput("Position");
|
||||||
gBufferSubpass->AddColorOutput("Entity ID");
|
gBufferSubpass->AddColorOutput("Entity ID");
|
||||||
gBufferSubpass->AddColorOutput("Light Layer Indices");
|
gBufferSubpass->AddColorOutput("Light Layer Indices And World Normals");
|
||||||
gBufferSubpass->AddColorOutput("Normals");
|
gBufferSubpass->AddColorOutput("Normals");
|
||||||
gBufferSubpass->AddColorOutput("Albedo");
|
gBufferSubpass->AddColorOutput("Albedo");
|
||||||
gBufferSubpass->AddColorOutput("Position World Space");
|
gBufferSubpass->AddColorOutput("Position World Space");
|
||||||
|
@ -258,7 +261,7 @@ namespace SHADE
|
||||||
auto gBufferVfxSubpass = gBufferNode->AddSubpass(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_WRITE_VFX_SUBPASS.data(), worldViewport, worldRenderer);
|
auto gBufferVfxSubpass = gBufferNode->AddSubpass(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_WRITE_VFX_SUBPASS.data(), worldViewport, worldRenderer);
|
||||||
gBufferVfxSubpass->AddColorOutput("Position");
|
gBufferVfxSubpass->AddColorOutput("Position");
|
||||||
gBufferVfxSubpass->AddColorOutput("Entity ID");
|
gBufferVfxSubpass->AddColorOutput("Entity ID");
|
||||||
gBufferVfxSubpass->AddColorOutput("Light Layer Indices");
|
gBufferVfxSubpass->AddColorOutput("Light Layer Indices And World Normals");
|
||||||
gBufferVfxSubpass->AddColorOutput("Normals");
|
gBufferVfxSubpass->AddColorOutput("Normals");
|
||||||
gBufferVfxSubpass->AddColorOutput("Albedo");
|
gBufferVfxSubpass->AddColorOutput("Albedo");
|
||||||
gBufferVfxSubpass->AddColorOutput("Position World Space");
|
gBufferVfxSubpass->AddColorOutput("Position World Space");
|
||||||
|
@ -314,7 +317,7 @@ namespace SHADE
|
||||||
auto deferredCompositeNode = renderGraph->AddNode(SHGraphicsConstants::RenderGraphEntityNames::DEFERRED_COMPOSITE_PASS.data(),
|
auto deferredCompositeNode = renderGraph->AddNode(SHGraphicsConstants::RenderGraphEntityNames::DEFERRED_COMPOSITE_PASS.data(),
|
||||||
{
|
{
|
||||||
"Position",
|
"Position",
|
||||||
"Light Layer Indices",
|
"Light Layer Indices And World Normals",
|
||||||
"Normals",
|
"Normals",
|
||||||
"Albedo",
|
"Albedo",
|
||||||
"Scene",
|
"Scene",
|
||||||
|
@ -327,7 +330,7 @@ namespace SHADE
|
||||||
/*-----------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------*/
|
||||||
/* DEFERRED COMPOSITE SUBPASS INIT */
|
/* DEFERRED COMPOSITE SUBPASS INIT */
|
||||||
/*-----------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------*/
|
||||||
auto deferredCompositeCompute = deferredCompositeNode->AddNodeCompute(SHGraphicsConstants::RenderGraphEntityNames::DEFERRED_COMPOSITE_COMPUTE.data(), deferredCompositeShader, {"Position", "Normals", "Albedo", "Light Layer Indices", "SSAO Blur", "Position World Space", "Scene", "Object VFX"}, {}, SHLightingSubSystem::MAX_SHADOWS);
|
auto deferredCompositeCompute = deferredCompositeNode->AddNodeCompute(SHGraphicsConstants::RenderGraphEntityNames::DEFERRED_COMPOSITE_COMPUTE.data(), deferredCompositeShader, {"Position", "Normals", "Albedo", "Light Layer Indices And World Normals", "SSAO Blur", "Position World Space", "Scene", "Object VFX"}, {}, SHLightingSubSystem::MAX_SHADOWS);
|
||||||
deferredCompositeCompute->AddPreComputeFunction([=](Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex)
|
deferredCompositeCompute->AddPreComputeFunction([=](Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex)
|
||||||
{
|
{
|
||||||
lightingSubSystem->PrepareShadowMapsForRead(cmdBuffer);
|
lightingSubSystem->PrepareShadowMapsForRead(cmdBuffer);
|
||||||
|
@ -534,12 +537,21 @@ namespace SHADE
|
||||||
ReceiverPtr lightEnableShadowReceivePtr = std::dynamic_pointer_cast<SHEventReceiver>(lightEnableShadowReceiver);
|
ReceiverPtr lightEnableShadowReceivePtr = std::dynamic_pointer_cast<SHEventReceiver>(lightEnableShadowReceiver);
|
||||||
SHEventManager::SubscribeTo(SH_GRAPHICS_LIGHT_ENABLE_SHADOW_EVENT, lightEnableShadowReceivePtr);
|
SHEventManager::SubscribeTo(SH_GRAPHICS_LIGHT_ENABLE_SHADOW_EVENT, lightEnableShadowReceivePtr);
|
||||||
|
|
||||||
|
std::shared_ptr<SHEventReceiverSpec<SHGraphicsSystem>> lightDeleteEvent
|
||||||
|
{
|
||||||
|
std::make_shared<SHEventReceiverSpec<SHGraphicsSystem>>(this, &SHGraphicsSystem::ReceiveLightDeleteEvent)
|
||||||
|
};
|
||||||
|
ReceiverPtr lightDeleteReceivePtr = std::dynamic_pointer_cast<SHEventReceiver>(lightDeleteEvent);
|
||||||
|
SHEventManager::SubscribeTo(SH_GRAPHICS_LIGHT_DELETE_EVENT, lightDeleteReceivePtr);
|
||||||
|
|
||||||
|
|
||||||
std::shared_ptr<SHEventReceiverSpec<SHGraphicsSystem>> compileAssetReceiever
|
std::shared_ptr<SHEventReceiverSpec<SHGraphicsSystem>> compileAssetReceiever
|
||||||
{
|
{
|
||||||
std::make_shared<SHEventReceiverSpec<SHGraphicsSystem>>(this, &SHGraphicsSystem::ReceiveCompileAssetEvent)
|
std::make_shared<SHEventReceiverSpec<SHGraphicsSystem>>(this, &SHGraphicsSystem::ReceiveCompileAssetEvent)
|
||||||
};
|
};
|
||||||
ReceiverPtr compileAssetReceivePtr = std::dynamic_pointer_cast<SHEventReceiver>(compileAssetReceiever);
|
ReceiverPtr compileAssetReceivePtr = std::dynamic_pointer_cast<SHEventReceiver>(compileAssetReceiever);
|
||||||
SHEventManager::SubscribeTo(SH_ASSET_COMPILE_EVENT, compileAssetReceivePtr);
|
SHEventManager::SubscribeTo(SH_ASSET_COMPILE_EVENT, compileAssetReceivePtr);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void SHGraphicsSystem::InitGenericDataAndTexturesDescSet(void) noexcept
|
void SHGraphicsSystem::InitGenericDataAndTexturesDescSet(void) noexcept
|
||||||
|
@ -674,22 +686,6 @@ namespace SHADE
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
//static bool shadowAdded = false;
|
|
||||||
|
|
||||||
//if (shadowAdded == false && SHInputManager::GetKey(SHInputManager::SH_KEYCODE::B))
|
|
||||||
//{
|
|
||||||
// shadowAdded = true;
|
|
||||||
// auto& lightComps = SHComponentManager::GetDense<SHLightComponent>();
|
|
||||||
// //if (lightComps.size() > 2)
|
|
||||||
// //{
|
|
||||||
// // lightComps[2].SetEnableShadow(true);
|
|
||||||
// //}
|
|
||||||
// for (auto& comp : lightComps)
|
|
||||||
// {
|
|
||||||
// comp.SetEnableShadow(true);
|
|
||||||
// }
|
|
||||||
//}
|
|
||||||
|
|
||||||
renderGraph->Begin(frameIndex);
|
renderGraph->Begin(frameIndex);
|
||||||
auto cmdBuffer = renderGraph->GetCommandBuffer(frameIndex);
|
auto cmdBuffer = renderGraph->GetCommandBuffer(frameIndex);
|
||||||
|
|
||||||
|
@ -864,36 +860,47 @@ namespace SHADE
|
||||||
|
|
||||||
SHEventHandle SHGraphicsSystem::ReceiveLightEnableShadowEvent(SHEventPtr eventPtr) noexcept
|
SHEventHandle SHGraphicsSystem::ReceiveLightEnableShadowEvent(SHEventPtr eventPtr) noexcept
|
||||||
{
|
{
|
||||||
// we need to wait for the device to finish using the graph first
|
auto const& EVENT_DATA = reinterpret_cast<const SHEventSpec<SHLightShadowEvent>*>(eventPtr.get())->data;
|
||||||
device->WaitIdle();
|
|
||||||
|
|
||||||
auto const& EVENT_DATA = reinterpret_cast<const SHEventSpec<SHLightEnableShadowEvent>*>(eventPtr.get())->data;
|
|
||||||
auto* lightComp = SHComponentManager::GetComponent<SHLightComponent>(EVENT_DATA->lightEntity);
|
auto* lightComp = SHComponentManager::GetComponent<SHLightComponent>(EVENT_DATA->lightEntity);
|
||||||
std::string depthResourceName = "ShadowMap_Depth " + std::to_string(EVENT_DATA->lightEntity);
|
std::string depthResourceName = "ShadowMap_Depth " + std::to_string(EVENT_DATA->lightEntity);
|
||||||
std::string shadowMapResourceName = "ShadowMap " + std::to_string(EVENT_DATA->lightEntity);
|
std::string shadowMapResourceName = "ShadowMap " + std::to_string(EVENT_DATA->lightEntity);
|
||||||
Handle<SHSubpass> companionSubpass = renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS.data())->GetSubpass(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_WRITE_SUBPASS);
|
std::string shadowMapBlurredResourceName = "ShadowMap Blurred" + std::to_string(EVENT_DATA->lightEntity);
|
||||||
|
Handle<SHSubpass> gBufferWriteSubpass = renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS.data())->GetSubpass(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_WRITE_SUBPASS);
|
||||||
|
Handle<SHSubpass> gBufferWriteVfxSubpass = renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS.data())->GetSubpass(SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_WRITE_VFX_SUBPASS);
|
||||||
|
|
||||||
if (EVENT_DATA->generateRenderer)
|
if (EVENT_DATA->enableShadow)
|
||||||
{
|
{
|
||||||
|
// When the light first enables shadow rendering, we need to prepare the relevant objects to render shadows; namely renderpasses and subpasses, pipelines and descriptor sets
|
||||||
|
if (EVENT_DATA->firstEnable)
|
||||||
|
{
|
||||||
|
// we need to wait for the device to finish using the graph first
|
||||||
|
device->WaitIdle();
|
||||||
|
|
||||||
// Create new renderer for the light component and give it to the light component
|
// Create new renderer for the light component and give it to the light component
|
||||||
Handle<SHRenderer> newRenderer = resourceManager.Create<SHRenderer>(device, swapchain->GetNumImages(), descPool, SHRenderer::PROJECTION_TYPE::ORTHOGRAPHIC);
|
Handle<SHRenderer> newRenderer = resourceManager.Create<SHRenderer>(device, swapchain->GetNumImages(), descPool, SHRenderer::PROJECTION_TYPE::ORTHOGRAPHIC);
|
||||||
lightComp->SetRenderer (newRenderer);
|
lightComp->SetRenderer(newRenderer);
|
||||||
|
|
||||||
// assign shadow map index to light component
|
// assign shadow map index to light component
|
||||||
lightComp->SetShadowMapIndex (lightingSubSystem->GetNumShadowMaps());
|
lightComp->SetShadowMapIndex(lightingSubSystem->GetNumShadowMaps());
|
||||||
}
|
|
||||||
|
|
||||||
// Add the shadow map resource to the graph
|
// Add the shadow map resource to the graph
|
||||||
renderGraph->AddResource(depthResourceName, {SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH}, false, SHLightingSubSystem::SHADOW_MAP_WIDTH, SHLightingSubSystem::SHADOW_MAP_HEIGHT, vk::Format::eD32Sfloat);
|
renderGraph->AddResource(depthResourceName, { SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH }, false, SHLightingSubSystem::SHADOW_MAP_WIDTH, SHLightingSubSystem::SHADOW_MAP_HEIGHT, vk::Format::eD32Sfloat);
|
||||||
renderGraph->AddResource(shadowMapResourceName, { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT }, false, SHLightingSubSystem::SHADOW_MAP_WIDTH, SHLightingSubSystem::SHADOW_MAP_HEIGHT, vk::Format::eR32G32B32A32Sfloat);
|
renderGraph->AddResource(shadowMapResourceName, { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, false, SHLightingSubSystem::SHADOW_MAP_WIDTH, SHLightingSubSystem::SHADOW_MAP_HEIGHT, vk::Format::eR32G32B32A32Sfloat);
|
||||||
|
renderGraph->AddResource(shadowMapBlurredResourceName, { SH_RENDER_GRAPH_RESOURCE_FLAGS::COLOR, SH_RENDER_GRAPH_RESOURCE_FLAGS::INPUT, SH_RENDER_GRAPH_RESOURCE_FLAGS::STORAGE }, false, SHLightingSubSystem::SHADOW_MAP_WIDTH, SHLightingSubSystem::SHADOW_MAP_HEIGHT, vk::Format::eR32G32B32A32Sfloat);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
// link resource to node. This means linking the resource and regenerating the node's renderpass and framebuffer.
|
// link resource to node. This means linking the resource and regenerating the node's renderpass and framebuffer.
|
||||||
auto shadowMapNode = renderGraph->AddNodeAfter(SHGraphicsConstants::RenderGraphEntityNames::SHADOW_MAP_PASS.data() + shadowMapResourceName, {depthResourceName.c_str(), shadowMapResourceName.c_str()}, SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS.data());
|
auto shadowMapNode = renderGraph->AddNodeAfter(SHGraphicsConstants::RenderGraphEntityNames::SHADOW_MAP_PASS.data() + shadowMapResourceName, { depthResourceName.c_str(), shadowMapResourceName.c_str(), shadowMapBlurredResourceName.c_str() }, SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS.data());
|
||||||
|
|
||||||
// Add a subpass to render to that shadow map
|
// Add a subpass to render to that shadow map
|
||||||
auto newSubpass = shadowMapNode->RuntimeAddSubpass(shadowMapResourceName + " Subpass", shadowMapViewport, lightComp->GetRenderer());
|
auto shadowMapDrawSubpass = shadowMapNode->RuntimeAddSubpass(shadowMapResourceName + " Subpass", shadowMapViewport, lightComp->GetRenderer());
|
||||||
newSubpass->AddColorOutput(shadowMapResourceName);
|
shadowMapDrawSubpass->AddColorOutput(shadowMapResourceName);
|
||||||
newSubpass->AddDepthOutput(depthResourceName, SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH);
|
shadowMapDrawSubpass->AddDepthOutput(depthResourceName, SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH);
|
||||||
|
|
||||||
|
// add compute pass to blur shadow ma
|
||||||
|
shadowMapNode->AddNodeCompute(SHGraphicsConstants::RenderGraphEntityNames::SHADOW_MAP_PASS.data() + shadowMapResourceName, shadowMapBlurCS, { shadowMapResourceName.c_str(), shadowMapBlurredResourceName.c_str() });
|
||||||
|
|
||||||
// regenerate the node
|
// regenerate the node
|
||||||
shadowMapNode->RuntimeStandaloneRegenerate();
|
shadowMapNode->RuntimeStandaloneRegenerate();
|
||||||
|
@ -910,19 +917,63 @@ namespace SHADE
|
||||||
tempLibrary.Init(device);
|
tempLibrary.Init(device);
|
||||||
tempLibrary.CreateGraphicsPipelines
|
tempLibrary.CreateGraphicsPipelines
|
||||||
(
|
(
|
||||||
{ shadowMapVS, shadowMapFS }, shadowMapNode->GetRenderpass(), newSubpass,
|
{ shadowMapVS, shadowMapFS }, shadowMapNode->GetRenderpass(), shadowMapDrawSubpass,
|
||||||
SHGraphicsPredefinedData::SystemType::BATCHING,
|
SHGraphicsPredefinedData::SystemType::BATCHING,
|
||||||
SHGraphicsPredefinedData::GetShadowMapViState(), rasterState
|
SHGraphicsPredefinedData::GetShadowMapViState(), rasterState
|
||||||
);
|
);
|
||||||
shadowMapPipeline = tempLibrary.GetGraphicsPipeline({ shadowMapVS, shadowMapFS, newSubpass });
|
shadowMapPipeline = tempLibrary.GetGraphicsPipeline({ shadowMapVS, shadowMapFS, shadowMapDrawSubpass });
|
||||||
}
|
}
|
||||||
newSubpass->SetCompanionSubpass(companionSubpass, shadowMapPipeline); // set companion subpass and pipeline
|
shadowMapDrawSubpass->AddCompanionSubpass(gBufferWriteSubpass, shadowMapPipeline); // set companion subpass and pipeline
|
||||||
|
shadowMapDrawSubpass->AddCompanionSubpass(gBufferWriteVfxSubpass, shadowMapPipeline); // set companion subpass and pipeline
|
||||||
|
|
||||||
// add the shadow map to the lighting system
|
// add the shadow map and the blurred version to the lighting system
|
||||||
uint32_t const NEW_SHADOW_MAP_INDEX = lightingSubSystem->AddShadowMap(renderGraph->GetRenderGraphResource(shadowMapResourceName), EVENT_DATA->lightEntity);
|
uint32_t const NEW_SHADOW_MAP_INDEX = lightingSubSystem->AddShadowMap(renderGraph->GetRenderGraphResource(shadowMapBlurredResourceName), EVENT_DATA->lightEntity);
|
||||||
|
|
||||||
|
// Get deferred composite node compute and modify descriptor set
|
||||||
auto nodeCompute = renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::DEFERRED_COMPOSITE_PASS.data())->GetNodeCompute(SHGraphicsConstants::RenderGraphEntityNames::DEFERRED_COMPOSITE_COMPUTE.data());
|
auto nodeCompute = renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::DEFERRED_COMPOSITE_PASS.data())->GetNodeCompute(SHGraphicsConstants::RenderGraphEntityNames::DEFERRED_COMPOSITE_COMPUTE.data());
|
||||||
nodeCompute->ModifyWriteDescImageComputeResource(SHGraphicsConstants::DescriptorSetBindings::SHADOW_MAP_IMAGE_SAMPLER_DATA, lightingSubSystem->GetViewSamplerLayout(NEW_SHADOW_MAP_INDEX), NEW_SHADOW_MAP_INDEX);
|
nodeCompute->ModifyWriteDescImageComputeResource(SHGraphicsConstants::DescriptorSetBindings::SHADOW_MAP_IMAGE_SAMPLER_DATA, lightingSubSystem->GetViewSamplerLayout(NEW_SHADOW_MAP_INDEX), NEW_SHADOW_MAP_INDEX);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// get the shadow map node
|
||||||
|
renderGraph->GetNode (SHGraphicsConstants::RenderGraphEntityNames::SHADOW_MAP_PASS.data() + shadowMapResourceName)->SetDynamicActive(true);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// get the shadow map node
|
||||||
|
renderGraph->GetNode(SHGraphicsConstants::RenderGraphEntityNames::SHADOW_MAP_PASS.data() + shadowMapResourceName)->SetDynamicActive(false);
|
||||||
|
}
|
||||||
|
|
||||||
|
return eventPtr->handle;
|
||||||
|
}
|
||||||
|
|
||||||
|
SHEventHandle SHGraphicsSystem::ReceiveLightDeleteEvent(SHEventPtr eventPtr) noexcept
|
||||||
|
{
|
||||||
|
// we need to wait for the device to finish using the graph first
|
||||||
|
device->WaitIdle();
|
||||||
|
|
||||||
|
auto const& EVENT_DATA = reinterpret_cast<const SHEventSpec<SHLightShadowEvent>*>(eventPtr.get())->data;
|
||||||
|
auto* lightComp = SHComponentManager::GetComponent<SHLightComponent>(EVENT_DATA->lightEntity);
|
||||||
|
|
||||||
|
if (lightComp && lightComp->GetShadowMapIndex() != SHLightData::INVALID_SHADOW_MAP_INDEX)
|
||||||
|
{
|
||||||
|
std::string depthResourceName = "ShadowMap_Depth " + std::to_string(EVENT_DATA->lightEntity);
|
||||||
|
std::string shadowMapResourceName = "ShadowMap " + std::to_string(EVENT_DATA->lightEntity);
|
||||||
|
std::string shadowMapBlurredResourceName = "ShadowMap Blurred" + std::to_string(EVENT_DATA->lightEntity);
|
||||||
|
|
||||||
|
// Remove render graph node
|
||||||
|
//renderGraph->RemoveNode(SHGraphicsConstants::RenderGraphEntityNames::SHADOW_MAP_PASS.data() + shadowMapResourceName);
|
||||||
|
|
||||||
|
// Remove render graph resource
|
||||||
|
//renderGraph->RemoveResource(depthResourceName);
|
||||||
|
//renderGraph->RemoveResource(shadowMapResourceName);
|
||||||
|
//renderGraph->RemoveResource(shadowMapBlurredResourceName);
|
||||||
|
|
||||||
|
// Register light component shadow map index into light system as recyclable
|
||||||
|
lightingSubSystem->RemoveShadowMap (EVENT_DATA->lightEntity);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
return eventPtr->handle;
|
return eventPtr->handle;
|
||||||
}
|
}
|
||||||
|
|
|
@ -182,6 +182,7 @@ namespace SHADE
|
||||||
/* Light functions */
|
/* Light functions */
|
||||||
/*-----------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------*/
|
||||||
SHEventHandle ReceiveLightEnableShadowEvent (SHEventPtr eventPtr) noexcept;
|
SHEventHandle ReceiveLightEnableShadowEvent (SHEventPtr eventPtr) noexcept;
|
||||||
|
SHEventHandle ReceiveLightDeleteEvent (SHEventPtr eventPtr) noexcept;
|
||||||
|
|
||||||
/*-----------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------*/
|
||||||
/* Asset Events */
|
/* Asset Events */
|
||||||
|
@ -481,6 +482,7 @@ namespace SHADE
|
||||||
Handle<SHVkShaderModule> shadowMapFS;
|
Handle<SHVkShaderModule> shadowMapFS;
|
||||||
Handle<SHVkShaderModule> trajectoryVS;
|
Handle<SHVkShaderModule> trajectoryVS;
|
||||||
Handle<SHVkShaderModule> trajectoryFS;
|
Handle<SHVkShaderModule> trajectoryFS;
|
||||||
|
Handle<SHVkShaderModule> shadowMapBlurCS;
|
||||||
|
|
||||||
// Fonts
|
// Fonts
|
||||||
Handle<SHFont> testFont;
|
Handle<SHFont> testFont;
|
||||||
|
|
|
@ -21,6 +21,14 @@ namespace SHADE
|
||||||
|
|
||||||
void SHLightComponent::OnDestroy(void)
|
void SHLightComponent::OnDestroy(void)
|
||||||
{
|
{
|
||||||
|
if (lightData.shadowMapIndex != SHLightData::INVALID_SHADOW_MAP_INDEX)
|
||||||
|
{
|
||||||
|
// Create new event and broadcast it
|
||||||
|
SHDeleteLightEvent newEvent;
|
||||||
|
newEvent.lightEntity = GetEID();
|
||||||
|
|
||||||
|
SHEventManager::BroadcastEvent<SHDeleteLightEvent>(newEvent, SH_GRAPHICS_LIGHT_DELETE_EVENT);
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -113,15 +121,21 @@ namespace SHADE
|
||||||
lightData.castShadows = flag;
|
lightData.castShadows = flag;
|
||||||
|
|
||||||
// If the flag is true
|
// If the flag is true
|
||||||
if (flag && lightData.shadowMapIndex == SHLightData::INVALID_SHADOW_MAP_INDEX)
|
if (flag)
|
||||||
{
|
{
|
||||||
// Create new event and broadcast it
|
// Create new event and broadcast it
|
||||||
SHLightEnableShadowEvent newEvent;
|
SHLightShadowEvent newEvent;
|
||||||
newEvent.lightEntity = GetEID();
|
newEvent.lightEntity = GetEID();
|
||||||
newEvent.generateRenderer = static_cast<bool>(!renderer);
|
|
||||||
|
|
||||||
SHEventManager::BroadcastEvent<SHLightEnableShadowEvent>(newEvent, SH_GRAPHICS_LIGHT_ENABLE_SHADOW_EVENT);
|
// If shadow map index is invalid, that means light is enabling shadow for the first time.
|
||||||
|
newEvent.firstEnable = (lightData.shadowMapIndex == SHLightData::INVALID_SHADOW_MAP_INDEX);
|
||||||
|
|
||||||
|
// pass the flag to the event
|
||||||
|
newEvent.enableShadow = flag;
|
||||||
|
|
||||||
|
SHEventManager::BroadcastEvent<SHLightShadowEvent>(newEvent, SH_GRAPHICS_LIGHT_ENABLE_SHADOW_EVENT);
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void SHLightComponent::SetRenderer(Handle<SHRenderer> newRenderer) noexcept
|
void SHLightComponent::SetRenderer(Handle<SHRenderer> newRenderer) noexcept
|
||||||
|
@ -190,6 +204,16 @@ namespace SHADE
|
||||||
return renderer;
|
return renderer;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool SHLightComponent::GetEnableShadow(void) const noexcept
|
||||||
|
{
|
||||||
|
return lightData.castShadows;
|
||||||
|
}
|
||||||
|
|
||||||
|
uint32_t SHLightComponent::GetShadowMapIndex(void) const noexcept
|
||||||
|
{
|
||||||
|
return lightData.shadowMapIndex;
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
RTTR_REGISTRATION
|
RTTR_REGISTRATION
|
||||||
|
@ -212,5 +236,6 @@ RTTR_REGISTRATION
|
||||||
.property("Color", &SHLightComponent::GetColor, &SHLightComponent::SetColor)
|
.property("Color", &SHLightComponent::GetColor, &SHLightComponent::SetColor)
|
||||||
.property("Layer", &SHLightComponent::GetCullingMask, &SHLightComponent::SetCullingMask)
|
.property("Layer", &SHLightComponent::GetCullingMask, &SHLightComponent::SetCullingMask)
|
||||||
.property("Strength", &SHLightComponent::GetStrength, &SHLightComponent::SetStrength)
|
.property("Strength", &SHLightComponent::GetStrength, &SHLightComponent::SetStrength)
|
||||||
|
.property("Casting Shadows", &SHLightComponent::GetEnableShadow, &SHLightComponent::SetEnableShadow)
|
||||||
;
|
;
|
||||||
}
|
}
|
||||||
|
|
|
@ -69,6 +69,9 @@ namespace SHADE
|
||||||
//uint32_t GetIndexInBuffer (void) const noexcept;
|
//uint32_t GetIndexInBuffer (void) const noexcept;
|
||||||
float GetStrength (void) const noexcept;
|
float GetStrength (void) const noexcept;
|
||||||
Handle<SHRenderer> GetRenderer (void) const noexcept;
|
Handle<SHRenderer> GetRenderer (void) const noexcept;
|
||||||
|
bool GetEnableShadow (void) const noexcept;
|
||||||
|
uint32_t GetShadowMapIndex (void) const noexcept;
|
||||||
|
|
||||||
RTTR_ENABLE()
|
RTTR_ENABLE()
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
|
@ -53,7 +53,8 @@ namespace SHADE
|
||||||
SHVec4 transformedDir = SHMatrix::Transpose(viewMat) * SHVec4(lightData.direction[0], lightData.direction[1], lightData.direction[2], 0.0f);
|
SHVec4 transformedDir = SHMatrix::Transpose(viewMat) * SHVec4(lightData.direction[0], lightData.direction[1], lightData.direction[2], 0.0f);
|
||||||
|
|
||||||
lightPtr->cullingMask = lightData.cullingMask;
|
lightPtr->cullingMask = lightData.cullingMask;
|
||||||
lightPtr->direction = SHVec3 (transformedDir.x, transformedDir.y, transformedDir.z);
|
lightPtr->directionWorld = SHVec4 (lightData.direction.x, lightData.direction.y, lightData.direction.z, 1.0f);
|
||||||
|
lightPtr->direction = SHVec3(transformedDir.x, transformedDir.y, transformedDir.z);
|
||||||
//lightPtr->direction = lightData.direction;
|
//lightPtr->direction = lightData.direction;
|
||||||
lightPtr->diffuseColor = lightData.color;
|
lightPtr->diffuseColor = lightData.color;
|
||||||
lightPtr->active = lightComp->isActive;
|
lightPtr->active = lightComp->isActive;
|
||||||
|
@ -525,7 +526,7 @@ namespace SHADE
|
||||||
if (auto renderer = light.GetRenderer())
|
if (auto renderer = light.GetRenderer())
|
||||||
{
|
{
|
||||||
//SHMatrix orthoMatrix = SHMatrix::OrthographicRH()
|
//SHMatrix orthoMatrix = SHMatrix::OrthographicRH()
|
||||||
renderer->UpdateDataManual(frameIndex, GetViewMatrix(&light), SHMatrix::OrthographicLH(12.0f, 12.0f, 1.0f, 80.0f));
|
renderer->UpdateDataManual(frameIndex, GetViewMatrix(&light), SHMatrix::OrthographicLH(15.0f, 15.0f, 1.0f, 80.0f));
|
||||||
}
|
}
|
||||||
|
|
||||||
auto enumValue = SHUtilities::ConvertEnum(light.GetLightData().type);
|
auto enumValue = SHUtilities::ConvertEnum(light.GetLightData().type);
|
||||||
|
@ -598,49 +599,25 @@ namespace SHADE
|
||||||
{
|
{
|
||||||
//Bind descriptor set(We bind at an offset because the buffer holds NUM_FRAME_BUFFERS sets of data).
|
//Bind descriptor set(We bind at an offset because the buffer holds NUM_FRAME_BUFFERS sets of data).
|
||||||
cmdBuffer->BindDescriptorSet(lightingDataDescSet, SH_PIPELINE_TYPE::COMPUTE, setIndex, { dynamicOffsets[frameIndex] });
|
cmdBuffer->BindDescriptorSet(lightingDataDescSet, SH_PIPELINE_TYPE::COMPUTE, setIndex, { dynamicOffsets[frameIndex] });
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
uint32_t SHLightingSubSystem::AddShadowMap(Handle<SHRenderGraphResource> newShadowMap, EntityID lightEntity) noexcept
|
uint32_t SHLightingSubSystem::AddShadowMap(Handle<SHRenderGraphResource> newShadowMapBlurred, EntityID lightEntity) noexcept
|
||||||
{
|
{
|
||||||
// Add to container of shadow maps
|
uint32_t usedIndex = 0;
|
||||||
shadowMapIndexing.emplace(lightEntity, static_cast<uint32_t> (shadowMaps.size()));
|
|
||||||
shadowMaps.emplace_back(newShadowMap);
|
|
||||||
|
|
||||||
// Just use the image view stored in the resource
|
// Just use the image view stored in the resource
|
||||||
Handle<SHVkImageView> const NEW_IMAGE_VIEW = newShadowMap->GetImageView();
|
Handle<SHVkImageView> const NEW_IMAGE_VIEW = newShadowMapBlurred->GetImageView();
|
||||||
|
|
||||||
// Prepare to write to descriptor
|
|
||||||
shadowMapImageSamplers.emplace_back(NEW_IMAGE_VIEW, shadowMapSampler, vk::ImageLayout::eShaderReadOnlyOptimal);
|
|
||||||
|
|
||||||
// Update descriptor set
|
|
||||||
//static constexpr uint32_t SHADOW_MAP_DESC_SET_INDEX = 0;
|
|
||||||
//uint32_t const SHADOW_MAP_DESC_ARRAY_INDEX = static_cast<uint32_t>(shadowMapImageSamplers.size()) - 1u;
|
|
||||||
//shadowMapDescriptorSet->ModifyWriteDescImage
|
|
||||||
//(
|
|
||||||
// SHADOW_MAP_DESC_SET_INDEX,
|
|
||||||
// SHGraphicsConstants::DescriptorSetBindings::SHADOW_MAP_IMAGE_SAMPLER_DATA,
|
|
||||||
// shadowMapImageSamplers[SHADOW_MAP_DESC_ARRAY_INDEX],
|
|
||||||
// SHADOW_MAP_DESC_ARRAY_INDEX
|
|
||||||
//);
|
|
||||||
|
|
||||||
//// TODO: Definitely can be optimized by writing a function that modifies a specific descriptor in the array
|
|
||||||
//shadowMapDescriptorSet->UpdateDescriptorSetImages
|
|
||||||
//(
|
|
||||||
// SHADOW_MAP_DESC_SET_INDEX,
|
|
||||||
// SHGraphicsConstants::DescriptorSetBindings::SHADOW_MAP_IMAGE_SAMPLER_DATA
|
|
||||||
//);
|
|
||||||
|
|
||||||
// add to barriers
|
// add to barriers
|
||||||
shadowMapMemoryBarriers.push_back (vk::ImageMemoryBarrier
|
shadowMapMemoryBarriers.push_back (vk::ImageMemoryBarrier
|
||||||
{
|
{
|
||||||
.srcAccessMask = vk::AccessFlagBits::eColorAttachmentWrite | vk::AccessFlagBits::eColorAttachmentRead,
|
.srcAccessMask = vk::AccessFlagBits::eShaderWrite,
|
||||||
.dstAccessMask = vk::AccessFlagBits::eShaderRead,
|
.dstAccessMask = vk::AccessFlagBits::eShaderRead,
|
||||||
.oldLayout = vk::ImageLayout::eColorAttachmentOptimal,
|
.oldLayout = vk::ImageLayout::eGeneral,
|
||||||
.newLayout = vk::ImageLayout::eShaderReadOnlyOptimal,
|
.newLayout = vk::ImageLayout::eGeneral,
|
||||||
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
|
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
|
||||||
.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
|
.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
|
||||||
.image = newShadowMap->GetImage()->GetVkImage(),
|
.image = newShadowMapBlurred->GetImage()->GetVkImage(),
|
||||||
.subresourceRange = vk::ImageSubresourceRange
|
.subresourceRange = vk::ImageSubresourceRange
|
||||||
{
|
{
|
||||||
.aspectMask = vk::ImageAspectFlagBits::eColor,
|
.aspectMask = vk::ImageAspectFlagBits::eColor,
|
||||||
|
@ -651,38 +628,76 @@ namespace SHADE
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
|
|
||||||
|
if (recyclableIndices.empty())
|
||||||
|
{
|
||||||
|
shadowMaps.emplace_back(newShadowMapBlurred);
|
||||||
|
|
||||||
|
// Prepare to write to descriptor
|
||||||
|
shadowMapImageSamplers.emplace_back(NEW_IMAGE_VIEW, shadowMapSampler, vk::ImageLayout::eShaderReadOnlyOptimal);
|
||||||
|
|
||||||
|
// Add to container of shadow maps
|
||||||
|
shadowMapIndexing.emplace(lightEntity, static_cast<uint32_t> (shadowMaps.size()));
|
||||||
|
|
||||||
|
usedIndex = static_cast<uint32_t>(shadowMapImageSamplers.size()) - 1u;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
uint32_t usedIndex = recyclableIndices.top();
|
||||||
|
recyclableIndices.pop();
|
||||||
|
|
||||||
|
// Recycle the slot in the vector of shadow maps
|
||||||
|
shadowMaps[usedIndex] = newShadowMapBlurred;
|
||||||
|
|
||||||
|
// register indexing for shadow maps
|
||||||
|
shadowMapIndexing.emplace(lightEntity, usedIndex);
|
||||||
|
|
||||||
|
// Recycle the slot in the vector of image view, samplers and layout
|
||||||
|
shadowMapImageSamplers[usedIndex] = std::make_tuple(NEW_IMAGE_VIEW, shadowMapSampler, vk::ImageLayout::eShaderReadOnlyOptimal);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
// return new index of shadow map
|
// return new index of shadow map
|
||||||
return static_cast<uint32_t>(shadowMapImageSamplers.size()) - 1u;
|
return usedIndex;
|
||||||
|
}
|
||||||
|
|
||||||
|
void SHLightingSubSystem::RemoveShadowMap(EntityID lightEntity) noexcept
|
||||||
|
{
|
||||||
|
auto* lightComp = SHComponentManager::GetComponent<SHLightComponent>(lightEntity);
|
||||||
|
|
||||||
|
if (lightComp && shadowMapIndexing.contains(lightEntity))
|
||||||
|
{
|
||||||
|
uint32_t shadowMapIndex = shadowMapIndexing[lightEntity];
|
||||||
|
|
||||||
|
// Recycle the shadow map index used by the component
|
||||||
|
RecycleShadowMapIndex(lightComp);
|
||||||
|
|
||||||
|
// Not removed from container, can recycle
|
||||||
|
shadowMaps[shadowMapIndex] = {};
|
||||||
|
|
||||||
|
// Not removed from container, can recycle
|
||||||
|
shadowMapImageSamplers[shadowMapIndex] = {};
|
||||||
|
|
||||||
|
// Remove from barriers
|
||||||
|
shadowMapMemoryBarriers.erase(shadowMapMemoryBarriers.begin() + shadowMapIndex);
|
||||||
|
|
||||||
|
// remove from map for indexing
|
||||||
|
shadowMapIndexing.erase(lightEntity);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void SHLightingSubSystem::RecycleShadowMapIndex(SHLightComponent* lightComp) noexcept
|
||||||
|
{
|
||||||
|
// if index is recyclable, recycle it
|
||||||
|
if (lightComp && lightComp->GetShadowMapIndex() != SHLightData::INVALID_SHADOW_MAP_INDEX)
|
||||||
|
recyclableIndices.push (lightComp->GetShadowMapIndex());
|
||||||
}
|
}
|
||||||
|
|
||||||
void SHLightingSubSystem::PrepareShadowMapsForRead(Handle<SHVkCommandBuffer> cmdBuffer) noexcept
|
void SHLightingSubSystem::PrepareShadowMapsForRead(Handle<SHVkCommandBuffer> cmdBuffer) noexcept
|
||||||
{
|
{
|
||||||
// Issue barrier to transition shadow maps for reading in compute shader
|
// Issue barrier to transition shadow maps for reading in compute shader
|
||||||
cmdBuffer->PipelineBarrier(vk::PipelineStageFlagBits::eColorAttachmentOutput, vk::PipelineStageFlagBits::eComputeShader, {}, {}, {}, shadowMapMemoryBarriers);
|
cmdBuffer->PipelineBarrier(vk::PipelineStageFlagBits::eComputeShader, vk::PipelineStageFlagBits::eComputeShader, {}, {}, {}, shadowMapMemoryBarriers);
|
||||||
}
|
}
|
||||||
|
|
||||||
//void SHLightingSubSystem::HandleResize(Handle<SHRenderGraphNodeCompute> compute) noexcept
|
|
||||||
//{
|
|
||||||
// uint32_t const NUM_SHADOW_MAPS = static_cast<uint32_t>(shadowMaps.size());
|
|
||||||
// for (uint32_t i = 0; i < NUM_SHADOW_MAPS; ++i)
|
|
||||||
// {
|
|
||||||
// // Just use the image view stored in the resource
|
|
||||||
// Handle<SHVkImageView> const NEW_IMAGE_VIEW = shadowMaps[i]->GetImageView();
|
|
||||||
|
|
||||||
// // set new image view
|
|
||||||
// std::get<Handle<SHVkImageView>>(shadowMapImageSamplers[i]) = NEW_IMAGE_VIEW;
|
|
||||||
|
|
||||||
// // Set image for barrier
|
|
||||||
// shadowMapMemoryBarriers[i].image = shadowMaps[i]->GetImage()->GetVkImage();
|
|
||||||
// }
|
|
||||||
|
|
||||||
// if (NUM_SHADOW_MAPS > 0)
|
|
||||||
// {
|
|
||||||
// // modify descriptors in render graph node compute
|
|
||||||
// compute->ModifyWriteDescImageComputeResource (SHGraphicsConstants::DescriptorSetBindings::SHADOW_MAP_IMAGE_SAMPLER_DATA, shadowMapImageSamplers);
|
|
||||||
// }
|
|
||||||
//}
|
|
||||||
|
|
||||||
Handle<SHVkDescriptorSetGroup> SHLightingSubSystem::GetLightDataDescriptorSet(void) const noexcept
|
Handle<SHVkDescriptorSetGroup> SHLightingSubSystem::GetLightDataDescriptorSet(void) const noexcept
|
||||||
{
|
{
|
||||||
return lightingDataDescSet;
|
return lightingDataDescSet;
|
||||||
|
|
|
@ -9,6 +9,7 @@
|
||||||
#include "Graphics/MiddleEnd/Interface/SHGraphicsConstants.h"
|
#include "Graphics/MiddleEnd/Interface/SHGraphicsConstants.h"
|
||||||
#include "Graphics/RenderGraph/SHRenderGraphResource.h"
|
#include "Graphics/RenderGraph/SHRenderGraphResource.h"
|
||||||
#include "ECS_Base/SHECSMacros.h"
|
#include "ECS_Base/SHECSMacros.h"
|
||||||
|
#include <stack>
|
||||||
|
|
||||||
|
|
||||||
namespace SHADE
|
namespace SHADE
|
||||||
|
@ -28,6 +29,9 @@ namespace SHADE
|
||||||
// Represents how the data will be interpreted in GPU. we want to copy to a container of these before passing to GPU.
|
// 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
|
||||||
|
SHVec4 directionWorld;
|
||||||
|
|
||||||
//! Direction of the light
|
//! Direction of the light
|
||||||
SHVec3 direction;
|
SHVec3 direction;
|
||||||
|
|
||||||
|
@ -180,10 +184,6 @@ namespace SHADE
|
||||||
//! Shadow maps for every light that casts a shadow Order here doesn't matter. We just want to store it
|
//! Shadow maps for every light that casts a shadow Order here doesn't matter. We just want to store it
|
||||||
std::vector<Handle<SHRenderGraphResource>> shadowMaps;
|
std::vector<Handle<SHRenderGraphResource>> shadowMaps;
|
||||||
|
|
||||||
//! Descriptor sets required to be given to the compute shader for shadow calculation. This will be a descriptor array.
|
|
||||||
//! It will also be preallocated.
|
|
||||||
//Handle<SHVkDescriptorSetGroup> shadowMapDescriptorSet;
|
|
||||||
|
|
||||||
//! Combined image samplers for the texture descriptors
|
//! Combined image samplers for the texture descriptors
|
||||||
std::vector<std::tuple<Handle<SHVkImageView>, Handle<SHVkSampler>, vk::ImageLayout>> shadowMapImageSamplers;
|
std::vector<std::tuple<Handle<SHVkImageView>, Handle<SHVkSampler>, vk::ImageLayout>> shadowMapImageSamplers;
|
||||||
|
|
||||||
|
@ -191,6 +191,9 @@ namespace SHADE
|
||||||
//! to VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL)
|
//! to VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL)
|
||||||
std::vector<vk::ImageMemoryBarrier> shadowMapMemoryBarriers;
|
std::vector<vk::ImageMemoryBarrier> shadowMapMemoryBarriers;
|
||||||
|
|
||||||
|
//! recycled indices after deleting lights with shadows
|
||||||
|
std::stack<uint32_t> recyclableIndices;
|
||||||
|
|
||||||
//! Resource hub from Graphics System
|
//! Resource hub from Graphics System
|
||||||
SHResourceHub* resourceHub;
|
SHResourceHub* resourceHub;
|
||||||
|
|
||||||
|
@ -213,7 +216,9 @@ namespace SHADE
|
||||||
void Run (SHMatrix const& viewMat, uint32_t frameIndex) noexcept;
|
void Run (SHMatrix const& viewMat, uint32_t frameIndex) noexcept;
|
||||||
void Exit (void) noexcept;
|
void Exit (void) noexcept;
|
||||||
void BindDescSet (Handle<SHVkCommandBuffer> cmdBuffer, uint32_t setIndex, uint32_t frameIndex) noexcept;
|
void BindDescSet (Handle<SHVkCommandBuffer> cmdBuffer, uint32_t setIndex, uint32_t frameIndex) noexcept;
|
||||||
uint32_t AddShadowMap (Handle<SHRenderGraphResource> newShadowMap, EntityID lightEntity) noexcept;
|
uint32_t AddShadowMap (Handle<SHRenderGraphResource> newShadowMapBlurred, EntityID lightEntity) noexcept;
|
||||||
|
void RemoveShadowMap (EntityID lightEntity) noexcept;
|
||||||
|
void RecycleShadowMapIndex (SHLightComponent* lightComp) noexcept;
|
||||||
void PrepareShadowMapsForRead (Handle<SHVkCommandBuffer> cmdBuffer) noexcept;
|
void PrepareShadowMapsForRead (Handle<SHVkCommandBuffer> cmdBuffer) noexcept;
|
||||||
//void HandleResize (Handle<SHRenderGraphNodeCompute> compute) noexcept;
|
//void HandleResize (Handle<SHRenderGraphNodeCompute> compute) noexcept;
|
||||||
//void RemoveShadowMap (uint32_t index) noexcept;
|
//void RemoveShadowMap (uint32_t index) noexcept;
|
||||||
|
|
|
@ -81,7 +81,8 @@ namespace SHADE
|
||||||
|
|
||||||
renderGraphStorage->logicalDevice->WaitIdle();
|
renderGraphStorage->logicalDevice->WaitIdle();
|
||||||
|
|
||||||
uint64_t handleID = renderGraphStorage->graphResources->at (resourceName).GetId().Raw;
|
auto resourceHdl = renderGraphStorage->graphResources->at(resourceName);
|
||||||
|
uint64_t handleID = resourceHdl.GetId().Raw;
|
||||||
|
|
||||||
// Record nodes that will be affected
|
// Record nodes that will be affected
|
||||||
std::vector<uint32_t> affectedNodes{};
|
std::vector<uint32_t> affectedNodes{};
|
||||||
|
@ -89,7 +90,7 @@ namespace SHADE
|
||||||
// Detach resource from all nodes if applicable
|
// Detach resource from all nodes if applicable
|
||||||
for (uint32_t i = 0; i < nodes.size(); ++i)
|
for (uint32_t i = 0; i < nodes.size(); ++i)
|
||||||
{
|
{
|
||||||
if (nodes[i]->DetachResource(resourceName, handleID))
|
if (nodes[i] && nodes[i]->DetachResource(resourceName, handleID))
|
||||||
affectedNodes.emplace_back(i);
|
affectedNodes.emplace_back(i);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -109,6 +110,8 @@ namespace SHADE
|
||||||
|
|
||||||
renderGraphStorage->graphResources->at(resourceName).Free();
|
renderGraphStorage->graphResources->at(resourceName).Free();
|
||||||
renderGraphStorage->graphResources->erase (resourceName);
|
renderGraphStorage->graphResources->erase (resourceName);
|
||||||
|
|
||||||
|
resourceHdl.Free ();
|
||||||
/*
|
/*
|
||||||
* IMPORTANT NOTES
|
* IMPORTANT NOTES
|
||||||
*
|
*
|
||||||
|
@ -121,6 +124,21 @@ namespace SHADE
|
||||||
*/
|
*/
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void SHRenderGraph::RemoveNode(std::string nodeName) noexcept
|
||||||
|
{
|
||||||
|
if (nodeIndexing.contains(nodeName))
|
||||||
|
{
|
||||||
|
// wait for device to stop
|
||||||
|
renderGraphStorage->logicalDevice->WaitIdle();
|
||||||
|
|
||||||
|
// Get handle to node since it exists
|
||||||
|
auto nodeHdl = nodes[nodeIndexing[nodeName]];
|
||||||
|
|
||||||
|
nodeHdl.Free();
|
||||||
|
nodeIndexing.erase(nodeName);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
void SHRenderGraph::LinkNonOwningResource(Handle<SHRenderGraph> resourceOrigin, std::string resourceName) noexcept
|
void SHRenderGraph::LinkNonOwningResource(Handle<SHRenderGraph> resourceOrigin, std::string resourceName) noexcept
|
||||||
{
|
{
|
||||||
// resource to link
|
// resource to link
|
||||||
|
@ -479,7 +497,7 @@ namespace SHADE
|
||||||
// get target node
|
// get target node
|
||||||
auto targetNode = nodes.begin() + nodeIndexing.at(nodeToAddAfter);
|
auto targetNode = nodes.begin() + nodeIndexing.at(nodeToAddAfter);
|
||||||
|
|
||||||
auto node = nodes.insert(targetNode, renderGraphStorage->resourceHub->Create<SHRenderGraphNode>(nodeName, renderGraphStorage, std::move(descInitParams), std::vector<Handle<SHRenderGraphNode>>()));
|
auto node = nodes.insert(targetNode, renderGraphStorage->resourceHub->Create<SHRenderGraphNode>(nodeName, renderGraphStorage, std::move(descInitParams), std::vector<Handle<SHRenderGraphNode>>(), true));
|
||||||
ReindexNodes ();
|
ReindexNodes ();
|
||||||
return *node;
|
return *node;
|
||||||
|
|
||||||
|
@ -583,6 +601,10 @@ namespace SHADE
|
||||||
|
|
||||||
for (auto& node : nodes)
|
for (auto& node : nodes)
|
||||||
{
|
{
|
||||||
|
// if node is dynamic check for active flag
|
||||||
|
if ((node->isDynamic) ? !node->dynamicIsActive : false)
|
||||||
|
continue;
|
||||||
|
|
||||||
if (node->renderpass)
|
if (node->renderpass)
|
||||||
{
|
{
|
||||||
// bind static global data
|
// bind static global data
|
||||||
|
|
|
@ -112,6 +112,7 @@ namespace SHADE
|
||||||
);
|
);
|
||||||
|
|
||||||
void RemoveResource (std::string resourceName) noexcept;
|
void RemoveResource (std::string resourceName) noexcept;
|
||||||
|
void RemoveNode (std::string nodeName) noexcept;
|
||||||
|
|
||||||
void LinkNonOwningResource
|
void LinkNonOwningResource
|
||||||
(
|
(
|
||||||
|
|
|
@ -292,7 +292,7 @@ namespace SHADE
|
||||||
|
|
||||||
*/
|
*/
|
||||||
/***************************************************************************/
|
/***************************************************************************/
|
||||||
SHRenderGraphNode::SHRenderGraphNode(std::string nodeName, Handle<SHRenderGraphStorage> renderGraphStorage, std::vector<SHAttachmentDescInitParams> attDescInitParams, std::vector<Handle<SHRenderGraphNode>> predecessors) noexcept
|
SHRenderGraphNode::SHRenderGraphNode(std::string nodeName, Handle<SHRenderGraphStorage> renderGraphStorage, std::vector<SHAttachmentDescInitParams> attDescInitParams, std::vector<Handle<SHRenderGraphNode>> predecessors, bool inIsDynamic) noexcept
|
||||||
: graphStorage{ renderGraphStorage}
|
: graphStorage{ renderGraphStorage}
|
||||||
, renderpass{}
|
, renderpass{}
|
||||||
, framebuffers{}
|
, framebuffers{}
|
||||||
|
@ -305,6 +305,8 @@ namespace SHADE
|
||||||
, configured{ false }
|
, configured{ false }
|
||||||
, nodeComputes{}
|
, nodeComputes{}
|
||||||
, name { std::move(nodeName) }
|
, name { std::move(nodeName) }
|
||||||
|
, dynamicIsActive {true} // default set to true
|
||||||
|
, isDynamic{inIsDynamic}
|
||||||
{
|
{
|
||||||
// pipeline library initialization
|
// pipeline library initialization
|
||||||
pipelineLibrary.Init(graphStorage->logicalDevice);
|
pipelineLibrary.Init(graphStorage->logicalDevice);
|
||||||
|
@ -368,6 +370,8 @@ namespace SHADE
|
||||||
, nodeComputes{ std::move(rhs.nodeComputes) }
|
, nodeComputes{ std::move(rhs.nodeComputes) }
|
||||||
, name { std::move(rhs.name) }
|
, name { std::move(rhs.name) }
|
||||||
, ISelfHandle<SHRenderGraphNode>{std::move(rhs)}
|
, ISelfHandle<SHRenderGraphNode>{std::move(rhs)}
|
||||||
|
, dynamicIsActive {rhs.dynamicIsActive}
|
||||||
|
, isDynamic {rhs.isDynamic}
|
||||||
|
|
||||||
{
|
{
|
||||||
rhs.renderpass = {};
|
rhs.renderpass = {};
|
||||||
|
@ -393,12 +397,30 @@ namespace SHADE
|
||||||
spDeps = std::move(rhs.spDeps);
|
spDeps = std::move(rhs.spDeps);
|
||||||
nodeComputes = std::move(rhs.nodeComputes);
|
nodeComputes = std::move(rhs.nodeComputes);
|
||||||
name = std::move(rhs.name);
|
name = std::move(rhs.name);
|
||||||
|
dynamicIsActive = rhs.dynamicIsActive;
|
||||||
|
isDynamic = rhs.isDynamic;
|
||||||
|
|
||||||
rhs.renderpass = {};
|
rhs.renderpass = {};
|
||||||
|
|
||||||
return *this;
|
return *this;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
SHRenderGraphNode::~SHRenderGraphNode(void) noexcept
|
||||||
|
{
|
||||||
|
if (renderpass)
|
||||||
|
renderpass.Free();
|
||||||
|
|
||||||
|
for (auto& framebuffer : framebuffers)
|
||||||
|
framebuffer.Free();
|
||||||
|
|
||||||
|
for (auto& subpass : subpasses)
|
||||||
|
subpass.Free();
|
||||||
|
|
||||||
|
// Too tired to test, its nearing end of milestone 3....
|
||||||
|
//for (auto& nc : nodeComputes)
|
||||||
|
// nc.Free();
|
||||||
|
}
|
||||||
|
|
||||||
/***************************************************************************/
|
/***************************************************************************/
|
||||||
/*!
|
/*!
|
||||||
|
|
||||||
|
@ -798,12 +820,18 @@ namespace SHADE
|
||||||
/***************************************************************************/
|
/***************************************************************************/
|
||||||
void SHRenderGraphNode::RuntimeStandaloneRegenerate(void) noexcept
|
void SHRenderGraphNode::RuntimeStandaloneRegenerate(void) noexcept
|
||||||
{
|
{
|
||||||
|
AddDummySubpassIfNeeded();
|
||||||
StandaloneConfigureAttDesc(false);
|
StandaloneConfigureAttDesc(false);
|
||||||
ConfigureSubpasses();
|
ConfigureSubpasses();
|
||||||
CreateRenderpass();
|
CreateRenderpass();
|
||||||
CreateFramebuffer();
|
CreateFramebuffer();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void SHRenderGraphNode::SetDynamicActive(bool active) noexcept
|
||||||
|
{
|
||||||
|
dynamicIsActive = active;
|
||||||
|
}
|
||||||
|
|
||||||
/***************************************************************************/
|
/***************************************************************************/
|
||||||
/*!
|
/*!
|
||||||
|
|
||||||
|
@ -849,4 +877,9 @@ namespace SHADE
|
||||||
return {};
|
return {};
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool SHRenderGraphNode::GetDynamicActive(void) const noexcept
|
||||||
|
{
|
||||||
|
return dynamicIsActive;
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
|
@ -80,6 +80,13 @@ namespace SHADE
|
||||||
//! Whether or not the node has been configured already or not
|
//! Whether or not the node has been configured already or not
|
||||||
bool configured;
|
bool configured;
|
||||||
|
|
||||||
|
//! Whether or not the rendergraph should be executed. Should ONLY be used for dynamic
|
||||||
|
//! nodes that are independent from other nodes.
|
||||||
|
bool dynamicIsActive;
|
||||||
|
|
||||||
|
//! True if the function is dynamic
|
||||||
|
bool isDynamic;
|
||||||
|
|
||||||
//! Manages batching for this RenderPass
|
//! Manages batching for this RenderPass
|
||||||
SHBatcher batcher;
|
SHBatcher batcher;
|
||||||
|
|
||||||
|
@ -101,9 +108,10 @@ namespace SHADE
|
||||||
/*-----------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------*/
|
||||||
/* CTORS AND DTORS */
|
/* CTORS AND DTORS */
|
||||||
/*-----------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------*/
|
||||||
SHRenderGraphNode(std::string nodeName, Handle<SHRenderGraphStorage> renderGraphStorage, std::vector<SHAttachmentDescInitParams> attDescInitParams, std::vector<Handle<SHRenderGraphNode>> predecessors) noexcept;
|
SHRenderGraphNode(std::string nodeName, Handle<SHRenderGraphStorage> renderGraphStorage, std::vector<SHAttachmentDescInitParams> attDescInitParams, std::vector<Handle<SHRenderGraphNode>> predecessors, bool inIsDynamic = false) noexcept;
|
||||||
SHRenderGraphNode(SHRenderGraphNode&& rhs) noexcept;
|
SHRenderGraphNode(SHRenderGraphNode&& rhs) noexcept;
|
||||||
SHRenderGraphNode& operator= (SHRenderGraphNode&& rhs) noexcept;
|
SHRenderGraphNode& operator= (SHRenderGraphNode&& rhs) noexcept;
|
||||||
|
~SHRenderGraphNode (void) noexcept;
|
||||||
|
|
||||||
/*-----------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------*/
|
||||||
/* PUBLIC MEMBER FUNCTIONS */
|
/* PUBLIC MEMBER FUNCTIONS */
|
||||||
|
@ -123,11 +131,15 @@ namespace SHADE
|
||||||
/*-----------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------*/
|
||||||
/* SETTERS AND GETTERS */
|
/* SETTERS AND GETTERS */
|
||||||
/*-----------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------*/
|
||||||
|
void SetDynamicActive(bool active) noexcept;
|
||||||
|
|
||||||
Handle<SHVkRenderpass> GetRenderpass(void) const noexcept;
|
Handle<SHVkRenderpass> GetRenderpass(void) const noexcept;
|
||||||
Handle<SHSubpass> GetSubpass(std::string_view subpassName) const noexcept;
|
Handle<SHSubpass> GetSubpass(std::string_view subpassName) const noexcept;
|
||||||
Handle<SHRenderGraphResource> GetResource (uint32_t resourceIndex) const noexcept;
|
Handle<SHRenderGraphResource> GetResource (uint32_t resourceIndex) const noexcept;
|
||||||
std::vector<Handle<SHRenderGraphResource>> const& GetResources (void) const noexcept;
|
std::vector<Handle<SHRenderGraphResource>> const& GetResources (void) const noexcept;
|
||||||
Handle<SHRenderGraphNodeCompute> GetNodeCompute (std::string nodeComputeName) const noexcept;
|
Handle<SHRenderGraphNodeCompute> GetNodeCompute (std::string nodeComputeName) const noexcept;
|
||||||
|
bool GetDynamicActive (void) const noexcept;
|
||||||
|
|
||||||
friend class SHRenderGraph;
|
friend class SHRenderGraph;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
|
@ -77,9 +77,17 @@ namespace SHADE
|
||||||
, name { rhs.name }
|
, name { rhs.name }
|
||||||
, viewport {rhs.viewport}
|
, viewport {rhs.viewport}
|
||||||
, renderer {rhs.renderer}
|
, renderer {rhs.renderer}
|
||||||
, companionSubpass {rhs.companionSubpass}
|
, companionSubpasses {std::move (rhs.companionSubpasses)}
|
||||||
, dummyPipelineLayout{rhs.dummyPipelineLayout}
|
, dummyPipelineLayout{rhs.dummyPipelineLayout}
|
||||||
{
|
{
|
||||||
|
superBatch = std::move(rhs.superBatch);
|
||||||
|
rhs.superBatch = {};
|
||||||
|
|
||||||
|
inputDescriptorLayout = std::move(rhs.inputDescriptorLayout);
|
||||||
|
rhs.inputDescriptorLayout = {};
|
||||||
|
|
||||||
|
dummyPipelineLayout = std::move(rhs.dummyPipelineLayout);
|
||||||
|
rhs.dummyPipelineLayout = {};
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -101,7 +109,6 @@ namespace SHADE
|
||||||
|
|
||||||
subpassIndex = std::move(rhs.subpassIndex);
|
subpassIndex = std::move(rhs.subpassIndex);
|
||||||
parentNode = std::move(rhs.parentNode);
|
parentNode = std::move(rhs.parentNode);
|
||||||
superBatch = std::move(rhs.superBatch);
|
|
||||||
colorReferences = std::move(rhs.colorReferences);
|
colorReferences = std::move(rhs.colorReferences);
|
||||||
depthReferences = std::move(rhs.depthReferences);
|
depthReferences = std::move(rhs.depthReferences);
|
||||||
inputReferences = std::move(rhs.inputReferences);
|
inputReferences = std::move(rhs.inputReferences);
|
||||||
|
@ -115,13 +122,39 @@ namespace SHADE
|
||||||
name = std::move(rhs.name);
|
name = std::move(rhs.name);
|
||||||
renderer = rhs.renderer;
|
renderer = rhs.renderer;
|
||||||
viewport = rhs.viewport;
|
viewport = rhs.viewport;
|
||||||
companionSubpass = rhs.companionSubpass;
|
companionSubpasses = rhs.companionSubpasses;
|
||||||
dummyPipelineLayout = rhs.dummyPipelineLayout;
|
dummyPipelineLayout = rhs.dummyPipelineLayout;
|
||||||
|
|
||||||
|
superBatch = std::move(rhs.superBatch);
|
||||||
|
rhs.superBatch = {};
|
||||||
|
|
||||||
|
inputDescriptorLayout = std::move(rhs.inputDescriptorLayout);
|
||||||
|
rhs.inputDescriptorLayout = {};
|
||||||
|
|
||||||
|
dummyPipelineLayout = std::move(rhs.dummyPipelineLayout);
|
||||||
|
rhs.dummyPipelineLayout = {};
|
||||||
|
|
||||||
return *this;
|
return *this;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
SHSubpass::~SHSubpass(void) noexcept
|
||||||
|
{
|
||||||
|
graphStorage->logicalDevice->WaitIdle();
|
||||||
|
|
||||||
|
for (auto& set : inputImageDescriptorSets)
|
||||||
|
set.Free();
|
||||||
|
|
||||||
|
if (inputDescriptorLayout)
|
||||||
|
inputDescriptorLayout.Free();
|
||||||
|
|
||||||
|
if (dummyPipelineLayout)
|
||||||
|
dummyPipelineLayout.Free();
|
||||||
|
|
||||||
|
// not working
|
||||||
|
//if (superBatch)
|
||||||
|
// superBatch.Free();
|
||||||
|
}
|
||||||
|
|
||||||
/***************************************************************************/
|
/***************************************************************************/
|
||||||
/*!
|
/*!
|
||||||
|
|
||||||
|
@ -237,17 +270,19 @@ namespace SHADE
|
||||||
|
|
||||||
BindInputDescriptorSets (commandBuffer, descMappings.at(SHPredefinedDescriptorTypes::RENDER_GRAPH_RESOURCE), frameIndex);
|
BindInputDescriptorSets (commandBuffer, descMappings.at(SHPredefinedDescriptorTypes::RENDER_GRAPH_RESOURCE), frameIndex);
|
||||||
|
|
||||||
// If companion subpass is not a valid handle, render super batch normally
|
if (companionSubpasses.empty())
|
||||||
if (!companionSubpass.companion)
|
|
||||||
{
|
{
|
||||||
// Draw all the batches
|
// Draw all the batches
|
||||||
superBatch->Draw(commandBuffer, frameIndex);
|
superBatch->Draw(commandBuffer, frameIndex);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
{
|
||||||
|
for (auto& companion : companionSubpasses)
|
||||||
{
|
{
|
||||||
// if not bind pipeline for companion and and execute draw command
|
// if not bind pipeline for companion and and execute draw command
|
||||||
commandBuffer->BindPipeline(companionSubpass.pipeline);
|
commandBuffer->BindPipeline(companion.pipeline);
|
||||||
companionSubpass.companion->superBatch->Draw(commandBuffer, frameIndex, false);
|
companion.subpass->superBatch->Draw(commandBuffer, frameIndex, false);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -493,10 +528,11 @@ namespace SHADE
|
||||||
subpassIndex = index;
|
subpassIndex = index;
|
||||||
}
|
}
|
||||||
|
|
||||||
void SHSubpass::SetCompanionSubpass(Handle<SHSubpass> companion, Handle<SHVkPipeline> pipeline) noexcept
|
void SHSubpass::AddCompanionSubpass(Handle<SHSubpass> companion, Handle<SHVkPipeline> pipeline) noexcept
|
||||||
{
|
{
|
||||||
companionSubpass.companion = companion;
|
companionSubpasses.push_back(CompanionSubpass{companion, pipeline});
|
||||||
companionSubpass.pipeline = pipeline;
|
//companionSubpass.companion = companion;
|
||||||
|
//companionSubpass.pipeline = pipeline;
|
||||||
}
|
}
|
||||||
|
|
||||||
/***************************************************************************/
|
/***************************************************************************/
|
||||||
|
|
|
@ -33,7 +33,7 @@ namespace SHADE
|
||||||
struct CompanionSubpass
|
struct CompanionSubpass
|
||||||
{
|
{
|
||||||
// subpass whose data will be borrowed to draw
|
// subpass whose data will be borrowed to draw
|
||||||
Handle<SHSubpass> companion;
|
Handle<SHSubpass> subpass;
|
||||||
|
|
||||||
// Pipeline that will be used for all the draw calls from all batches of the companion subpass
|
// Pipeline that will be used for all the draw calls from all batches of the companion subpass
|
||||||
Handle<SHVkPipeline> pipeline;
|
Handle<SHVkPipeline> pipeline;
|
||||||
|
@ -114,7 +114,8 @@ namespace SHADE
|
||||||
|
|
||||||
//! Optional component to a companion subpass. If the subpass handle of this object
|
//! Optional component to a companion subpass. If the subpass handle of this object
|
||||||
//! is valid, the subpass will be drawn using this companion's data.
|
//! is valid, the subpass will be drawn using this companion's data.
|
||||||
CompanionSubpass companionSubpass;
|
//CompanionSubpass companionSubpass;
|
||||||
|
std::vector<CompanionSubpass> companionSubpasses;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
/*-----------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------*/
|
||||||
|
@ -129,6 +130,7 @@ namespace SHADE
|
||||||
SHSubpass(const std::string& name, Handle<SHViewport> inViewport, Handle<SHRenderer> inRenderer, Handle<SHRenderGraphStorage> renderGraphStorage, Handle<SHRenderGraphNode> const& parent, uint32_t index, std::unordered_map<uint64_t, uint32_t> const* mapping) noexcept;
|
SHSubpass(const std::string& name, Handle<SHViewport> inViewport, Handle<SHRenderer> inRenderer, Handle<SHRenderGraphStorage> renderGraphStorage, Handle<SHRenderGraphNode> const& parent, uint32_t index, std::unordered_map<uint64_t, uint32_t> const* mapping) noexcept;
|
||||||
SHSubpass(SHSubpass&& rhs) noexcept;
|
SHSubpass(SHSubpass&& rhs) noexcept;
|
||||||
SHSubpass& operator=(SHSubpass&& rhs) noexcept;
|
SHSubpass& operator=(SHSubpass&& rhs) noexcept;
|
||||||
|
~SHSubpass(void) noexcept;
|
||||||
|
|
||||||
/*-----------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------*/
|
||||||
/* PUBLIC MEMBER FUNCTIONS */
|
/* PUBLIC MEMBER FUNCTIONS */
|
||||||
|
@ -165,7 +167,7 @@ namespace SHADE
|
||||||
/*-----------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------*/
|
||||||
/* PUBLIC SETTERS AND GETTERS */
|
/* PUBLIC SETTERS AND GETTERS */
|
||||||
/*-----------------------------------------------------------------------*/
|
/*-----------------------------------------------------------------------*/
|
||||||
void SetCompanionSubpass (Handle<SHSubpass> companion, Handle<SHVkPipeline> pipeline) noexcept;
|
void AddCompanionSubpass (Handle<SHSubpass> companion, Handle<SHVkPipeline> pipeline) noexcept;
|
||||||
|
|
||||||
Handle<SHRenderGraphNode> GetParentNode(void) const noexcept;
|
Handle<SHRenderGraphNode> GetParentNode(void) const noexcept;
|
||||||
SHSubPassIndex GetIndex() const noexcept;
|
SHSubPassIndex GetIndex() const noexcept;
|
||||||
|
|
Loading…
Reference in New Issue