Fixed validation errors due to debug draw
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82e0e4df5c
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f0ef9fc0cf
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@ -95,18 +95,26 @@ namespace SHADE
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// Get Current frame index
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const uint32_t FRAME_IDX = GFX_SYSTEM->GetCurrentFrameIndex();
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// Set Pipelin
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cmdBuffer->BindPipeline(GFX_SYSTEM->GetDebugDrawPipeline());
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cmdBuffer->SetLineWidth(LineWidth);
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// Don't draw if no points
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if (numPoints[FRAME_IDX] > 0)
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{
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cmdBuffer->BindPipeline(GFX_SYSTEM->GetDebugDrawPipeline());
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cmdBuffer->SetLineWidth(LineWidth);
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cmdBuffer->BindVertexBuffer(0, vertexBuffers[FRAME_IDX], 0);
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cmdBuffer->DrawArrays(numPoints[FRAME_IDX], 1, 0, 0);
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}
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});
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auto subPassWithDepth = renderGraph->GetNode("Debug Draw with Depth")->GetSubpass("Debug Draw with Depth");
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subPassWithDepth->AddExteriorDrawCalls([this, GFX_SYSTEM](Handle<SHVkCommandBuffer>& cmdBuffer)
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{
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// Get Current frame index
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const uint32_t FRAME_IDX = GFX_SYSTEM->GetCurrentFrameIndex();
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// Don't draw if no points
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if (numPersistentPoints[FRAME_IDX] > 0)
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{
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cmdBuffer->BindPipeline(GFX_SYSTEM->GetDebugDrawDepthPipeline());
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cmdBuffer->SetLineWidth(LineWidth);
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cmdBuffer->BindVertexBuffer(0, persistentVertexBuffers[FRAME_IDX], 0);
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cmdBuffer->DrawArrays(numPersistentPoints[FRAME_IDX], 1, 0, 0);
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}
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@ -131,7 +131,7 @@ namespace SHADE
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/*---------------------------------------------------------------------------------*/
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/// <summary>
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/// Renders a line between two points in world space that will persist until
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/// ClearPersistentDraws() is called.
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/// ClearPersistentDraws() is called. These lines are depth tested.
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/// </summary>
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/// <param name="color">Colour of the line.</param>
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/// <param name="startPt">First point of the line.</param>
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@ -139,7 +139,7 @@ namespace SHADE
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void DrawPersistentLine(const SHVec4& color, const SHVec3& startPt, const SHVec3& endPt);
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/// <summary>
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/// Renders a triangle indicated by three points in world space that will persist
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/// until ClearPersistentDraws() is called.
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/// until ClearPersistentDraws() is called. These lines are depth tested.
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/// </summary>
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/// <param name="color">Colour of the triangle.</param>
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/// <param name="pt1">First point of the triangle.</param>
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@ -148,7 +148,7 @@ namespace SHADE
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void DrawPersistentTri(const SHVec4& color, const SHVec3& pt1, const SHVec3& pt2, const SHVec3& pt3);
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/// <summary>
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/// Renders a quadrilateral indicated by four points in world space that will persist
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/// until ClearPersistentDraws() is called.
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/// until ClearPersistentDraws() is called. These lines are depth tested.
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/// </summary>
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/// <param name="color">Colour of the quadrilateral.</param>
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/// <param name="pt1">First point of the triangle.</param>
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@ -158,14 +158,16 @@ namespace SHADE
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void DrawPersistentQuad(const SHVec4& color, const SHVec3& pt1, const SHVec3& pt2, const SHVec3& pt3, const SHVec3& pt4);
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/// <summary>
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/// Renders a polygon indicated by the specified set of points in world space that
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/// will persist until ClearPersistentDraws() is called.
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/// will persist until ClearPersistentDraws() is called. These lines are depth
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/// tested.
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/// </summary>
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/// <param name="color">Colour of the polygon.</param>
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/// <param name="pointList">List of points for the polygon.</param>
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void DrawPersistentPoly(const SHVec4& color, std::initializer_list<SHVec3> pointList);
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/// <summary>
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/// Renders a polygon indicated by the specified set of points in world space that
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/// will persist until ClearPersistentDraws() is called.
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/// will persist until ClearPersistentDraws() is called. These lines are depth
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/// tested.
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/// </summary>
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/// <typeparam name="IterType">Iterator for a STL-like container.</typeparam>
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/// <param name="color">Colour of the polygon.</param>
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@ -179,7 +181,8 @@ namespace SHADE
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void DrawPersistentPoly(const SHVec4& color, IterType pointListBegin, IterType pointListEnd);
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/// <summary>
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/// Renders a wireframe cube centered around the position specified in world space
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/// that will persist until ClearPersistentDraws() is called.
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/// that will persist until ClearPersistentDraws() is called. These lines are depth
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/// tested.
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/// </summary>
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/// <param name="color">Colour of the cube.</param>
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/// <param name="pos">Position where the cube wil be centered at.</param>
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@ -187,7 +190,8 @@ namespace SHADE
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void DrawPersistentCube(const SHVec4& color, const SHVec3& pos, const SHVec3& size);
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/// <summary>
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/// Renders a wireframe sphere centered around the position specified in world space
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/// that will persist until ClearPersistentDraws() is called.
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/// that will persist until ClearPersistentDraws() is called. These lines are depth
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/// tested.
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/// </summary>
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/// <param name="color">Colour of the sphere.</param>
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/// <param name="pos">Position where the sphere wil be centered at.</param>
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@ -241,13 +245,6 @@ namespace SHADE
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void drawCube(std::vector<PointVertex>& storage, const SHVec4& color, const SHVec3& pos, const SHVec3& size);
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void drawSphere(std::vector<PointVertex>& storage, const SHVec4& color, const SHVec3& pos, double radius);
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};
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template<typename IterType>
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void SHADE::SHDebugDrawSystem::DrawPersistentPoly(const SHVec4& color, IterType pointListBegin, IterType pointListEnd)
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{
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}
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}
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#include "SHDebugDrawSystem.hpp"
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@ -186,8 +186,14 @@ namespace SHADE
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// deferred composite
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gBufferNode->AddNodeCompute(deferredCompositeShader, { "Position", "Normals", "Albedo", "Light Layer Indices", "Scene" });
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// Set up Debug Draw Pass
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auto debugDrawNode = worldRenderGraph->AddNode("Debug Draw", { "Scene" }, {"G-Buffer"});
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// Set up Debug Draw Passes
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// - Depth Tested
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auto debugDrawNodeDepth = worldRenderGraph->AddNode("Debug Draw with Depth", { "Scene", "Depth Buffer" }, {"G-Buffer"});
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auto debugDrawDepthSubpass = debugDrawNodeDepth->AddSubpass("Debug Draw with Depth");
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debugDrawDepthSubpass->AddColorOutput("Scene");
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debugDrawDepthSubpass->AddDepthOutput("Depth Buffer");
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// - No Depth Test
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auto debugDrawNode = worldRenderGraph->AddNode("Debug Draw", { "Scene" }, { "Debug Draw with Depth" });
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auto debugDrawSubpass = debugDrawNode->AddSubpass("Debug Draw");
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debugDrawSubpass->AddColorOutput("Scene");
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@ -209,53 +215,8 @@ namespace SHADE
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defaultMaterial = AddMaterial(defaultVertShader, defaultFragShader, gBufferSubpass);
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// Create debug draw pipeline
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auto debugDrawPipelineLayout = resourceManager.Create<SHVkPipelineLayout>
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(
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device, SHPipelineLayoutParams
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{
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.shaderModules = { debugVertShader, debugFragShader },
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.globalDescSetLayouts = SHGraphicsGlobalData::GetDescSetLayouts()
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}
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);
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debugDrawPipeline = resourceManager.Create<SHVkPipeline>(device, debugDrawPipelineLayout, nullptr, debugDrawNode->GetRenderpass(), debugDrawSubpass);
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debugDrawPipeline->GetPipelineState().SetRasterizationState(SHRasterizationState
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{
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.polygonMode = vk::PolygonMode::eLine,
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.cull_mode = vk::CullModeFlagBits::eNone
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});
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debugDrawPipeline->GetPipelineState().SetInputAssemblyState(SHInputAssemblyState
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{
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.topology = vk::PrimitiveTopology::eLineList
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});
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SHVertexInputState debugDrawVertexInputState;
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debugDrawVertexInputState.AddBinding(false, true, { SHVertexAttribute(SHAttribFormat::FLOAT_4D), SHVertexAttribute(SHAttribFormat::FLOAT_4D) });
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debugDrawPipeline->GetPipelineState().SetVertexInputState(debugDrawVertexInputState);
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SHColorBlendState colorBlendState{};
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colorBlendState.logic_op_enable = VK_FALSE;
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colorBlendState.logic_op = vk::LogicOp::eCopy;
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auto const& subpassColorReferences = debugDrawSubpass->GetColorAttachmentReferences();
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colorBlendState.attachments.reserve(subpassColorReferences.size());
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for (auto& att : subpassColorReferences)
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{
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colorBlendState.attachments.push_back(vk::PipelineColorBlendAttachmentState
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{
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.blendEnable = SHVkUtil::IsBlendCompatible(debugDrawSubpass->GetFormatFromAttachmentReference(att.attachment)),
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.srcColorBlendFactor = vk::BlendFactor::eSrcAlpha,
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.dstColorBlendFactor = vk::BlendFactor::eOneMinusSrcAlpha,
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.colorBlendOp = vk::BlendOp::eAdd,
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.srcAlphaBlendFactor = vk::BlendFactor::eOne,
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.dstAlphaBlendFactor = vk::BlendFactor::eZero,
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.alphaBlendOp = vk::BlendOp::eAdd,
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.colorWriteMask = vk::ColorComponentFlagBits::eR | vk::ColorComponentFlagBits::eG | vk::ColorComponentFlagBits::eB | vk::ColorComponentFlagBits::eA,
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}
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);
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}
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debugDrawPipeline->GetPipelineState().SetColorBlenState(colorBlendState);
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debugDrawPipeline->ConstructPipeline();
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debugDrawPipeline = createDebugDrawPipeline(debugDrawNode->GetRenderpass(), debugDrawSubpass);
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debugDrawDepthPipeline = createDebugDrawPipeline(debugDrawNodeDepth->GetRenderpass(), debugDrawDepthSubpass);
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}
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void SHGraphicsSystem::InitMiddleEnd(void) noexcept
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@ -867,5 +828,57 @@ namespace SHADE
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return worldRenderGraph->GetNode(G_BUFFER_RENDER_GRAPH_NODE_NAME.data());
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}
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Handle<SHVkPipeline> SHGraphicsSystem::createDebugDrawPipeline(Handle<SHVkRenderpass> renderPass, Handle<SHSubpass> subpass)
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{
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auto pipelineLayout = resourceManager.Create<SHVkPipelineLayout>
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(
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device, SHPipelineLayoutParams
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{
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.shaderModules = { debugVertShader, debugFragShader },
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.globalDescSetLayouts = SHGraphicsGlobalData::GetDescSetLayouts()
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}
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);
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auto pipeline = resourceManager.Create<SHVkPipeline>(device, pipelineLayout, nullptr, renderPass, subpass);
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pipeline->GetPipelineState().SetRasterizationState(SHRasterizationState
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{
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.polygonMode = vk::PolygonMode::eLine,
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.cull_mode = vk::CullModeFlagBits::eNone
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});
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pipeline->GetPipelineState().SetInputAssemblyState(SHInputAssemblyState
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{
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.topology = vk::PrimitiveTopology::eLineList
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});
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SHVertexInputState debugDrawVertexInputState;
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debugDrawVertexInputState.AddBinding(false, true, { SHVertexAttribute(SHAttribFormat::FLOAT_4D), SHVertexAttribute(SHAttribFormat::FLOAT_4D) });
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pipeline->GetPipelineState().SetVertexInputState(debugDrawVertexInputState);
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SHColorBlendState colorBlendState{};
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colorBlendState.logic_op_enable = VK_FALSE;
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colorBlendState.logic_op = vk::LogicOp::eCopy;
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auto const& subpassColorReferences = subpass->GetColorAttachmentReferences();
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colorBlendState.attachments.reserve(subpassColorReferences.size());
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for (auto& att : subpassColorReferences)
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{
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colorBlendState.attachments.push_back(vk::PipelineColorBlendAttachmentState
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{
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.blendEnable = SHVkUtil::IsBlendCompatible(subpass->GetFormatFromAttachmentReference(att.attachment)),
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.srcColorBlendFactor = vk::BlendFactor::eSrcAlpha,
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.dstColorBlendFactor = vk::BlendFactor::eOneMinusSrcAlpha,
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.colorBlendOp = vk::BlendOp::eAdd,
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.srcAlphaBlendFactor = vk::BlendFactor::eOne,
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.dstAlphaBlendFactor = vk::BlendFactor::eZero,
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.alphaBlendOp = vk::BlendOp::eAdd,
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.colorWriteMask = vk::ColorComponentFlagBits::eR | vk::ColorComponentFlagBits::eG | vk::ColorComponentFlagBits::eB | vk::ColorComponentFlagBits::eA,
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});
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}
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pipeline->GetPipelineState().SetColorBlenState(colorBlendState);
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pipeline->ConstructPipeline();
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return pipeline;
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}
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#pragma endregion MISC
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}
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@ -289,6 +289,7 @@ namespace SHADE
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Handle<SHPostOffscreenRenderSystem> GetPostOffscreenRenderSystem(void) const noexcept {return postOffscreenRender;};
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Handle<SHRenderGraphNode> GetPrimaryRenderpass() const noexcept;
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Handle<SHVkPipeline> GetDebugDrawPipeline(void) const noexcept { return debugDrawPipeline; }
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Handle<SHVkPipeline> GetDebugDrawDepthPipeline(void) const noexcept { return debugDrawDepthPipeline; }
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uint32_t GetCurrentFrameIndex(void) const noexcept { return renderContext.GetCurrentFrame(); }
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/*-----------------------------------------------------------------------------*/
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@ -355,6 +356,7 @@ namespace SHADE
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// Built-In Materials
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Handle<SHMaterial> defaultMaterial;
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Handle<SHVkPipeline> debugDrawPipeline;
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Handle<SHVkPipeline> debugDrawDepthPipeline;
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Handle<SHRenderGraph> worldRenderGraph;
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@ -367,5 +369,9 @@ namespace SHADE
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uint32_t resizeHeight;
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bool restoredFromMinimize = false;
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/*---------------------------------------------------------------------------------*/
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/* Helper Functions */
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/*---------------------------------------------------------------------------------*/
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Handle<SHVkPipeline> createDebugDrawPipeline(Handle<SHVkRenderpass> renderPass, Handle<SHSubpass> subpass);
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};
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}
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