Shader, text, asset manager events and generic data desc sets

- Made shader for shiniy effect (half done)
- Text objects in scene now use a UI component for better scaling
- Asset manager now creates an event for compilation of assets
- Descriptor for generic data is implemented
This commit is contained in:
Brandon Mak 2023-02-22 16:39:21 +08:00
parent 49692e5c37
commit f7bb8606be
28 changed files with 481 additions and 49 deletions

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@ -0,0 +1,8 @@
- VertexShader: 37048829
FragmentShader: 45685219
SubPass: G-Buffer Write
Properties:
data.color: {x: 1, y: 1, z: 1, w: 1}
data.textureIndex: 57342922
data.alpha: 0
data.beta: {x: 1, y: 1, z: 1}

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@ -0,0 +1,3 @@
Name: ShinyHightlight
ID: 122370915
Type: 7

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@ -8599,7 +8599,7 @@
IsActive: true IsActive: true
Renderable Component: Renderable Component:
Mesh: 136892700 Mesh: 136892700
Material: 131956078 Material: 122370915
IsActive: true IsActive: true
RigidBody Component: RigidBody Component:
Type: Dynamic Type: Dynamic
@ -9571,7 +9571,11 @@
Name: =====Text==== Name: =====Text====
IsActive: true IsActive: true
NumberOfChildren: 3 NumberOfChildren: 3
Components: ~ Components:
Canvas Component:
Canvas Width: 1920
Canvas Height: 1080
IsActive: true
Scripts: ~ Scripts: ~
- EID: 237 - EID: 237
Name: Score Name: Score
@ -9587,6 +9591,9 @@
Text: My name is Brandon. Text: My name is Brandon.
Font: 176667660 Font: 176667660
IsActive: true IsActive: true
UI Component:
Canvas ID: 199
IsActive: true
Scripts: ~ Scripts: ~
- EID: 206 - EID: 206
Name: Timer Name: Timer
@ -9602,6 +9609,9 @@
Text: My name is Brandon. Text: My name is Brandon.
Font: 176667660 Font: 176667660
IsActive: true IsActive: true
UI Component:
Canvas ID: 199
IsActive: true
Scripts: ~ Scripts: ~
- EID: 139 - EID: 139
Name: Multiplier Name: Multiplier
@ -9617,6 +9627,9 @@
Text: TEST Text: TEST
Font: 176667660 Font: 176667660
IsActive: true IsActive: true
UI Component:
Canvas ID: 199
IsActive: true
Scripts: ~ Scripts: ~
- EID: 198 - EID: 198
Name: ====Raccoon==== Name: ====Raccoon====
@ -9687,6 +9700,7 @@
aimingLength: 1 aimingLength: 1
throwItem: false throwItem: false
rayDistance: 0.75 rayDistance: 0.75
rayHeight: 0.100000001
- EID: 3 - EID: 3
Name: HoldingPoint Name: HoldingPoint
IsActive: true IsActive: true
@ -9713,11 +9727,12 @@
Pitch: 0 Pitch: 0
Yaw: 360 Yaw: 360
Roll: 1.28065994e-06 Roll: 1.28065994e-06
Width: 1920 Width: 1728
Height: 1080 Height: 832
Near: 0.00999999978 Near: 0.00999999978
Far: 10000 Far: 10000
Perspective: true Perspective: true
FOV: 90
IsActive: true IsActive: true
Camera Arm Component: Camera Arm Component:
Arm Pitch: 0 Arm Pitch: 0

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@ -26,6 +26,7 @@ layout(set = 3, binding = 3, r32ui) uniform uimage2D lightLayerData;
layout(set = 3, binding = 4, r8) uniform image2D ssaoBlurredImage; layout(set = 3, binding = 4, r8) uniform image2D ssaoBlurredImage;
layout(set = 3, binding = 5, rgba8) uniform image2D positionWorldSpace; layout(set = 3, binding = 5, rgba8) uniform image2D positionWorldSpace;
layout(set = 3, binding = 6, rgba8) uniform image2D targetImage; layout(set = 3, binding = 6, rgba8) uniform image2D targetImage;
layout(set = 3, binding = 7, rgba8) uniform image2D objectVFXImage;
layout (set = 4, binding = 0) uniform sampler2D shadowMaps[]; // for textures (global) layout (set = 4, binding = 0) uniform sampler2D shadowMaps[]; // for textures (global)
@ -141,6 +142,9 @@ void main()
float ssaoVal = imageLoad (ssaoBlurredImage, globalThread).r; float ssaoVal = imageLoad (ssaoBlurredImage, globalThread).r;
fragColor *= ssaoVal; fragColor *= ssaoVal;
vec4 objectVFXColor = imageLoad (objectVFXImage, globalThread);
fragColor += objectVFXColor.rgb * objectVFXColor.a;
// store result into result image // store result into result image
imageStore(targetImage, ivec2(gl_GlobalInvocationID.xy), vec4(fragColor.rgb, 1.0f)); imageStore(targetImage, ivec2(gl_GlobalInvocationID.xy), vec4(fragColor.rgb, 1.0f));

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@ -0,0 +1,84 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
#extension GL_EXT_nonuniform_qualifier : require
struct MatPropData
{
int textureIndex;
float highlightPosition;
};
struct GenericData
{
//! Delta time
float dt;
//! Elapsed time of the application
float elapsedTime;
//! Viewport width of the scene (excluding imgui, that means smaller than window)
uint viewportWidth;
//! Ditto but for height
uint viewportHeight;
};
layout(location = 0) in struct
{
vec4 vertPos; // location 0
vec2 uv; // location = 1
vec4 normal; // location = 2
vec4 worldPos; // location = 3
} In;
// material stuff
layout(location = 4) flat in struct
{
int materialIndex;
uint eid;
uint lightLayerIndex;
vec3 screenSpacePos;
} In2;
layout (set = 0, binding = 0) uniform GenericDataBuffer
{
GenericData data;
} genericDataBuffer;
layout (set = 0, binding = 1) uniform sampler2D textures[]; // for textures (global)
layout (std430, set = 2, binding = 0) buffer MaterialProperties // For materials
{
MatPropData data[];
} MatProp;
layout(location = 0) out vec4 position;
layout(location = 1) out uint outEntityID;
layout(location = 2) out uint lightLayerIndices;
layout(location = 3) out vec4 normals;
layout(location = 4) out vec4 albedo;
layout(location = 5) out vec4 worldSpacePosition;
layout(location = 6) out vec4 objectVFX;
void main()
{
position = In.vertPos;
normals = In.normal;
albedo = texture(textures[nonuniformEXT(MatProp.data[In2.materialIndex].textureIndex)], In.uv);
worldSpacePosition = In.worldPos;
outEntityID = In2.eid;
lightLayerIndices = In2.lightLayerIndex;
float vpHeight = float (In2.screenSpacePos.y);
float scanlineScale = 300.0f * (1.0f - In2.screenSpacePos.z);
float lowerLimit = vpHeight - scanlineScale;
float upperLimit = vpHeight + scanlineScale;
if (gl_FragCoord.y > lowerLimit && gl_FragCoord.y < upperLimit)
objectVFX = vec4(1.0f);
else
objectVFX = vec4(0.0f, 0.0f, 0.0f, 1.0f);
}

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@ -0,0 +1,3 @@
Name: ShinyHighlight_FS
ID: 45685219
Type: 2

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@ -0,0 +1,99 @@
#version 450
#extension GL_KHR_vulkan_glsl : enable
layout(location = 0) in vec3 aVertexPos;
layout(location = 1) in vec2 aUV;
layout(location = 2) in vec3 aNormal;
layout(location = 3) in vec3 aTangent;
layout(location = 4) in mat4 worldTransform;
layout(location = 8) in uvec2 integerData;
layout(location = 9) in uvec4 aBoneIndices;
layout(location = 10) in vec4 aBoneWeights;
layout(location = 11) in uint firstBoneIndex;
layout(location = 0) out struct
{
vec4 vertPos; // location 0
vec2 uv; // location = 1
vec4 normal; // location = 2
vec4 worldPos; // location = 3
} Out;
struct GenericData
{
//! Delta time
float dt;
//! Elapsed time of the application
float elapsedTime;
//! Viewport width of the scene (excluding imgui, that means smaller than window)
uint viewportWidth;
//! Ditto but for height
uint viewportHeight;
};
// material stuff
layout(location = 4) out struct
{
int materialIndex;
uint eid;
uint lightLayerIndex;
vec3 screenSpacePos;
} Out2;
layout(set = 1, binding = 0) uniform CameraData
{
vec4 position;
mat4 vpMat;
mat4 viewMat;
mat4 projMat;
} cameraData;
layout (set = 0, binding = 0) uniform GenericDataBuffer
{
GenericData data;
} genericDataBuffer;
void main()
{
Out2.materialIndex = gl_InstanceIndex;
Out2.eid = integerData[0];
Out2.lightLayerIndex = integerData[1];
// for transforming gBuffer position and normal data
mat4 modelViewMat = cameraData.viewMat * worldTransform;
// gBuffer position will be in view space
Out.vertPos = modelViewMat * vec4(aVertexPos, 1.0f);
Out.worldPos = worldTransform * vec4 (aVertexPos, 1.0f);
// uvs for texturing in fragment shader
Out.uv = aUV;
mat3 transposeInv = mat3 (transpose(inverse(modelViewMat)));
// normals are also in view space
Out.normal.rgb = transposeInv * aNormal.rgb;
Out.normal.rgb = normalize (Out.normal.rgb);
// Get center of object in world position
vec4 worldPos = vec4(worldTransform[3][0], worldTransform[3][1], worldTransform[3][2], 1.0f);
// transform to clip space
worldPos = cameraData.vpMat * worldPos;
worldPos.xyz /= worldPos.w;
// transform to screen space
worldPos.xy = ((worldPos.xy + vec2(1.0f)) * vec2 (0.5f)) * vec2 (genericDataBuffer.data.viewportWidth, genericDataBuffer.data.viewportHeight);
Out2.screenSpacePos = worldPos.xyz;
// clip space for rendering
gl_Position = cameraData.vpMat * worldTransform * vec4 (aVertexPos, 1.0f);
}

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@ -0,0 +1,3 @@
Name: ShinyHighlight_VS
ID: 37048829
Type: 2

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@ -0,0 +1,20 @@
#pragma once
#include <string>
#include <vector>
namespace SHADE
{
struct SHCompileAssetEvent
{
//! Name of the shader. Should just contain stem from file path.
std::string shaderName;
//! NEw binary data for shader module to use
std::vector<uint32_t> newBinaryData;
//! Extension to check for type
std::string ext;
};
}

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@ -11,6 +11,8 @@
#include "SHpch.h" #include "SHpch.h"
#include "SHShaderSourceCompiler.h" #include "SHShaderSourceCompiler.h"
#include "shaderc/shaderc.hpp" #include "shaderc/shaderc.hpp"
#include "Assets/Events/SHAssetManagerEvents.h"
#include "Events/SHEventManager.hpp"
#include <fstream> #include <fstream>
#include <sstream> #include <sstream>
@ -140,6 +142,14 @@ namespace SHADE
return{}; return{};
} }
SHCompileAssetEvent compileShaderEvent
{
.shaderName = std::filesystem::path (data->name).stem().string(),
.newBinaryData = data->spirvBinary,
.ext = GLSL_EXTENSION.data(),
};
SHEventManager::BroadcastEvent<SHCompileAssetEvent>(compileShaderEvent, SH_ASSET_COMPILE_EVENT);
return CompileShaderSourceToBinary(path, *data); return CompileShaderSourceToBinary(path, *data);
} }

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@ -26,4 +26,5 @@ constexpr SHEventIdentifier SH_GRAPHICS_LIGHT_ENABLE_SHADOW_EVENT { 17 };
constexpr SHEventIdentifier SH_BUTTON_CLICK_EVENT { 18 }; constexpr SHEventIdentifier SH_BUTTON_CLICK_EVENT { 18 };
constexpr SHEventIdentifier SH_PHYSICS_COLLIDER_DRAW_EVENT { 19 }; constexpr SHEventIdentifier SH_PHYSICS_COLLIDER_DRAW_EVENT { 19 };
constexpr SHEventIdentifier SH_WINDOW_RESIZE_EVENT { 20 }; constexpr SHEventIdentifier SH_WINDOW_RESIZE_EVENT { 20 };
constexpr SHEventIdentifier SH_ASSET_COMPILE_EVENT { 21 };

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@ -0,0 +1,53 @@
#include "SHpch.h"
#include "SHGraphicsGenericData.h"
#include "Graphics/Devices/SHVkLogicalDevice.h"
#include "Graphics/MiddleEnd/Interface/SHGraphicsConstants.h"
#include "Graphics/Descriptors/SHVkDescriptorSetGroup.h"
#include "Graphics/Buffers/SHVkBuffer.h"
namespace SHADE
{
void SHGraphicsGenericData::Init(Handle<SHVkLogicalDevice> logicalDevice, Handle<SHVkDescriptorSetGroup> descSet) noexcept
{
alignedGpuStructSize = logicalDevice->PadUBOSize(sizeof (GpuStruct));
gpuBuffer = logicalDevice->CreateBuffer(alignedGpuStructSize * SHGraphicsConstants::NUM_FRAME_BUFFERS, nullptr, alignedGpuStructSize * SHGraphicsConstants::NUM_FRAME_BUFFERS, vk::BufferUsageFlagBits::eUniformBuffer, VMA_MEMORY_USAGE_AUTO, VMA_ALLOCATION_CREATE_MAPPED_BIT | VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT, "Generic Data");
std::array gpuBufferArray{ gpuBuffer };
// We use index 0 because the descriptor set is standalone created from a single desc set layout. What the driver sees is that this set is at index 0 during updating.
static constexpr uint8_t SET_0 = 0;
descSet->ModifyWriteDescBuffer(SET_0, SHGraphicsConstants::DescriptorSetBindings::GENERIC_DATA, std::span<Handle<SHVkBuffer>>{ gpuBufferArray.data(), gpuBufferArray.size()}, 0, sizeof(GpuStruct));
descSet->UpdateDescriptorSetBuffer(SET_0, SHGraphicsConstants::DescriptorSetBindings::GENERIC_DATA);
}
void SHGraphicsGenericData::UpdateBuffer(uint32_t frameIndex) noexcept
{
gpuBuffer->WriteToMemory(&data, sizeof(GpuStruct), 0, alignedGpuStructSize * frameIndex);
}
void SHGraphicsGenericData::SetDt(float dt) noexcept
{
data.dt = dt;
}
void SHGraphicsGenericData::UpdateElapsedTime(float dt) noexcept
{
data.elapsedTime += dt;
}
void SHGraphicsGenericData::SetViewportWidth(uint32_t width) noexcept
{
data.viewportWidth = width;
}
void SHGraphicsGenericData::SetViewportHeight(uint32_t height) noexcept
{
data.viewportHeight = height;
}
}

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@ -0,0 +1,51 @@
#pragma once
#include <cstdint>
#include "Resource/SHHandle.h"
namespace SHADE
{
class SHVkDescriptorSetGroup;
class SHVkBuffer;
class SHVkLogicalDevice;
class SHGraphicsGenericData
{
public:
struct GpuStruct
{
//! Delta time
float dt{ 0.0f };
//! Elapsed time of the application
float elapsedTime{ 0.0f };
//! Viewport width of the scene (excluding imgui, that means smaller than window)
uint32_t viewportWidth{ 0 };
//! Ditto but for height
uint32_t viewportHeight{ 0 };
};
private:
//! This will be access
GpuStruct data;
//! Buffer to hold the generic data
Handle<SHVkBuffer> gpuBuffer;
//! gpu struct size for GPU to use
uint32_t alignedGpuStructSize;
public:
void Init (Handle<SHVkLogicalDevice> logicalDevice, Handle<SHVkDescriptorSetGroup> descSet) noexcept;
void UpdateBuffer(uint32_t frameIndex) noexcept;
void SetDt (float dt) noexcept;
void UpdateElapsedTime (float dt) noexcept;
void SetViewportWidth(uint32_t width) noexcept;
void SetViewportHeight(uint32_t height) noexcept;
};
}

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@ -2,11 +2,13 @@
#include "SHGlobalDescriptorSets.h" #include "SHGlobalDescriptorSets.h"
#include "Graphics/MiddleEnd/Lights/SHLightingSubSystem.h" #include "Graphics/MiddleEnd/Lights/SHLightingSubSystem.h"
#include "Graphics/Commands/SHVkCommandBuffer.h" #include "Graphics/Commands/SHVkCommandBuffer.h"
#include "Graphics/MiddleEnd/GenericData/SHGraphicsGenericData.h"
#include "Graphics/Devices/SHVkLogicalDevice.h"
namespace SHADE namespace SHADE
{ {
Handle<SHVkDescriptorSetGroup> SHGlobalDescriptorSets::staticGlobalDataDescriptorSet; Handle<SHVkDescriptorSetGroup> SHGlobalDescriptorSets::genericAndTextureDataDescSet;
Handle<SHLightingSubSystem> SHGlobalDescriptorSets::lightingSubSystem; Handle<SHLightingSubSystem> SHGlobalDescriptorSets::lightingSubSystem;
//void SHGlobalDescriptorSets::BindLightingData(Handle<SHVkCommandBuffer> cmdBuffer, SH_PIPELINE_TYPE pipelineType, uint32_t firstSet) noexcept //void SHGlobalDescriptorSets::BindLightingData(Handle<SHVkCommandBuffer> cmdBuffer, SH_PIPELINE_TYPE pipelineType, uint32_t firstSet) noexcept
@ -20,11 +22,13 @@ namespace SHADE
lightingSubSystem->BindDescSet(cmdBuffer, setIndex, frameIndex); lightingSubSystem->BindDescSet(cmdBuffer, setIndex, frameIndex);
} }
void SHGlobalDescriptorSets::BindStaticGlobalData(Handle<SHVkCommandBuffer> cmdBuffer, SH_PIPELINE_TYPE pipelineType, uint32_t setIndex) noexcept void SHGlobalDescriptorSets::BindGenericAndTextureData(Handle<SHVkLogicalDevice> device, Handle<SHVkCommandBuffer> cmdBuffer, SH_PIPELINE_TYPE pipelineType, uint32_t setIndex, uint32_t frameIndex) noexcept
{ {
uint32_t alignedGenericStructSize = device->PadUBOSize(sizeof(SHGraphicsGenericData::GpuStruct));
// Bind descriptor set for static global data // Bind descriptor set for static global data
static std::array<uint32_t, 1> TEX_DYNAMIC_OFFSET{ 0 }; static std::array TEX_DYNAMIC_OFFSET = { alignedGenericStructSize, };
cmdBuffer->BindDescriptorSet(staticGlobalDataDescriptorSet, pipelineType, setIndex, std::span{ TEX_DYNAMIC_OFFSET.data(), 1 }); cmdBuffer->BindDescriptorSet(genericAndTextureDataDescSet, pipelineType, setIndex, std::span{ TEX_DYNAMIC_OFFSET.data(), 1 });
} }
/***************************************************************************/ /***************************************************************************/
@ -43,9 +47,9 @@ namespace SHADE
lightingSubSystem = system; lightingSubSystem = system;
} }
void SHGlobalDescriptorSets::SetStaticGlobalDataDescriptorSet(Handle<SHVkDescriptorSetGroup> staticGlobalDescSet) noexcept void SHGlobalDescriptorSets::SetStaticGlobalDataDescriptorSet(Handle<SHVkDescriptorSetGroup> descSet) noexcept
{ {
staticGlobalDataDescriptorSet = staticGlobalDescSet; genericAndTextureDataDescSet = descSet;
} }
} }

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@ -15,7 +15,7 @@ namespace SHADE
private: private:
//! Static global descriptor sets for miscellaneous data and textures //! Static global descriptor sets for miscellaneous data and textures
static Handle<SHVkDescriptorSetGroup> staticGlobalDataDescriptorSet; static Handle<SHVkDescriptorSetGroup> genericAndTextureDataDescSet;
//! Lighting sub system required to get information to bind descriptor sets for light data //! Lighting sub system required to get information to bind descriptor sets for light data
static Handle<SHLightingSubSystem> lightingSubSystem; static Handle<SHLightingSubSystem> lightingSubSystem;
@ -25,7 +25,7 @@ namespace SHADE
/* PUBLIC MEMBER FUNCTIONS */ /* PUBLIC MEMBER FUNCTIONS */
/*-----------------------------------------------------------------------*/ /*-----------------------------------------------------------------------*/
static void BindLightingData (Handle<SHVkCommandBuffer> cmdBuffer, SH_PIPELINE_TYPE pipelineType, uint32_t setIndex, uint32_t frameIndex) noexcept; static void BindLightingData (Handle<SHVkCommandBuffer> cmdBuffer, SH_PIPELINE_TYPE pipelineType, uint32_t setIndex, uint32_t frameIndex) noexcept;
static void BindStaticGlobalData (Handle<SHVkCommandBuffer> cmdBuffer, SH_PIPELINE_TYPE pipelineType, uint32_t setIndex) noexcept; static void BindGenericAndTextureData (Handle<SHVkLogicalDevice> device, Handle<SHVkCommandBuffer> cmdBuffer, SH_PIPELINE_TYPE pipelineType, uint32_t setIndex, uint32_t frameIndex) noexcept;
/*-----------------------------------------------------------------------*/ /*-----------------------------------------------------------------------*/
/* SETTERS AND GETTERS */ /* SETTERS AND GETTERS */

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@ -47,6 +47,7 @@ of DigiPen Institute of Technology is prohibited.
#include "Events/SHEvent.h" #include "Events/SHEvent.h"
#include "Graphics/MiddleEnd/Lights/SHLightComponent.h" #include "Graphics/MiddleEnd/Lights/SHLightComponent.h"
#include "Input/SHInputManager.h" #include "Input/SHInputManager.h"
#include "Assets/Events/SHAssetManagerEvents.h"
namespace SHADE namespace SHADE
{ {
@ -210,6 +211,7 @@ namespace SHADE
renderGraph->Init("World Render Graph", device, swapchain, &resourceManager, renderContextCmdPools); renderGraph->Init("World Render Graph", device, swapchain, &resourceManager, renderContextCmdPools);
renderGraph->AddResource("Position", { 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::eR32G32B32A32Sfloat); renderGraph->AddResource("Position", { 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::eR32G32B32A32Sfloat);
renderGraph->AddResource("Position World Space", { 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::eR32G32B32A32Sfloat); renderGraph->AddResource("Position World Space", { 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::eR32G32B32A32Sfloat);
renderGraph->AddResource("Object VFX", { 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::eR32G32B32A32Sfloat);
renderGraph->AddResource("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::eR32G32B32A32Sfloat); renderGraph->AddResource("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::eR32G32B32A32Sfloat);
//worldRenderGraph->AddResource("Tangents", { SH_ATT_DESC_TYPE_FLAGS::COLOR, SH_ATT_DESC_TYPE_FLAGS::INPUT, SH_ATT_DESC_TYPE_FLAGS::STORAGE }, windowDims.first, windowDims.second, vk::Format::eR32G32B32A32Sfloat); //worldRenderGraph->AddResource("Tangents", { SH_ATT_DESC_TYPE_FLAGS::COLOR, SH_ATT_DESC_TYPE_FLAGS::INPUT, SH_ATT_DESC_TYPE_FLAGS::STORAGE }, windowDims.first, windowDims.second, vk::Format::eR32G32B32A32Sfloat);
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);
@ -235,7 +237,8 @@ namespace SHADE
"Depth Buffer", "Depth Buffer",
"SSAO", "SSAO",
"SSAO Blur", "SSAO Blur",
"Position World Space" "Position World Space",
"Object VFX"
}, },
{}); // no predecessors {}); // no predecessors
@ -249,6 +252,7 @@ namespace SHADE
gBufferSubpass->AddColorOutput("Normals"); gBufferSubpass->AddColorOutput("Normals");
gBufferSubpass->AddColorOutput("Albedo"); gBufferSubpass->AddColorOutput("Albedo");
gBufferSubpass->AddColorOutput("Position World Space"); gBufferSubpass->AddColorOutput("Position World Space");
gBufferSubpass->AddColorOutput("Object VFX");
gBufferSubpass->AddDepthOutput("Depth Buffer", SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH_STENCIL); gBufferSubpass->AddDepthOutput("Depth Buffer", SH_RENDER_GRAPH_RESOURCE_FLAGS::DEPTH_STENCIL);
usableSubpassesMapping.emplace (std::string (SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_WRITE_SUBPASS.data()), gBufferSubpass); usableSubpassesMapping.emplace (std::string (SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_WRITE_SUBPASS.data()), gBufferSubpass);
@ -297,15 +301,15 @@ namespace SHADE
"Albedo", "Albedo",
"Scene", "Scene",
"SSAO Blur", "SSAO Blur",
"Position World Space" "Position World Space",
"Object VFX"
}, },
{ SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS .data()}); { SHGraphicsConstants::RenderGraphEntityNames::GBUFFER_PASS .data()});
/*-----------------------------------------------------------------------*/ /*-----------------------------------------------------------------------*/
/* 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"}, {}, SHLightingSubSystem::MAX_SHADOWS); 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);
deferredCompositeCompute->AddPreComputeFunction([=](Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex) deferredCompositeCompute->AddPreComputeFunction([=](Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex)
{ {
lightingSubSystem->PrepareShadowMapsForRead(cmdBuffer); lightingSubSystem->PrepareShadowMapsForRead(cmdBuffer);
@ -409,7 +413,6 @@ namespace SHADE
InitRenderGraph(); InitRenderGraph();
// Create Semaphore // Create Semaphore
for (auto& semaHandle : graphSemaphores) for (auto& semaHandle : graphSemaphores)
{ {
@ -491,12 +494,34 @@ namespace SHADE
void SHGraphicsSystem::InitEvents(void) noexcept void SHGraphicsSystem::InitEvents(void) noexcept
{ {
std::shared_ptr<SHEventReceiverSpec<SHGraphicsSystem>> thisReceiver std::shared_ptr<SHEventReceiverSpec<SHGraphicsSystem>> lightEnableShadowReceiver
{ {
std::make_shared<SHEventReceiverSpec<SHGraphicsSystem>>(this, &SHGraphicsSystem::ReceiveLightEnableShadowEvent) std::make_shared<SHEventReceiverSpec<SHGraphicsSystem>>(this, &SHGraphicsSystem::ReceiveLightEnableShadowEvent)
}; };
ReceiverPtr receiver = std::dynamic_pointer_cast<SHEventReceiver>(thisReceiver); ReceiverPtr lightEnableShadowReceivePtr = std::dynamic_pointer_cast<SHEventReceiver>(lightEnableShadowReceiver);
SHEventManager::SubscribeTo(SH_GRAPHICS_LIGHT_ENABLE_SHADOW_EVENT, receiver); SHEventManager::SubscribeTo(SH_GRAPHICS_LIGHT_ENABLE_SHADOW_EVENT, lightEnableShadowReceivePtr);
std::shared_ptr<SHEventReceiverSpec<SHGraphicsSystem>> compileAssetReceiever
{
std::make_shared<SHEventReceiverSpec<SHGraphicsSystem>>(this, &SHGraphicsSystem::ReceiveCompileAssetEvent)
};
ReceiverPtr compileAssetReceivePtr = std::dynamic_pointer_cast<SHEventReceiver>(compileAssetReceiever);
SHEventManager::SubscribeTo(SH_ASSET_COMPILE_EVENT, compileAssetReceivePtr);
}
void SHGraphicsSystem::InitGenericDataAndTexturesDescSet(void) noexcept
{
// descriptor set for generic data and textures
genericAndTextureDescSet = descPool->Allocate(SHGraphicsPredefinedData::GetPredefinedDescSetLayouts(SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes::STATIC_DATA), { SHTextureLibrary::DEFAULT_MAX_TEXTURES });
for (auto set : genericAndTextureDescSet->GetVkHandle())
SET_VK_OBJ_NAME(device, vk::ObjectType::eDescriptorSet, set, "[Descriptor Set] Static Globals");
SHGlobalDescriptorSets::SetStaticGlobalDataDescriptorSet(genericAndTextureDescSet);
// Create buffer for generic data and attach to descriptor set
graphicsGenericData.Init(device, genericAndTextureDescSet);
} }
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
@ -507,6 +532,7 @@ namespace SHADE
InitBoilerplate(); InitBoilerplate();
InitMiddleEnd(); InitMiddleEnd();
InitSubsystems(); InitSubsystems();
InitGenericDataAndTexturesDescSet();
InitBuiltInResources(); InitBuiltInResources();
InitEvents(); InitEvents();
} }
@ -536,7 +562,7 @@ namespace SHADE
*/ */
/***************************************************************************/ /***************************************************************************/
void SHGraphicsSystem::Run(double) noexcept void SHGraphicsSystem::Run(double dt) noexcept
{ {
if (window->IsMinimized() || renderContext.GetWindowIsDead()) if (window->IsMinimized() || renderContext.GetWindowIsDead())
{ {
@ -572,6 +598,9 @@ namespace SHADE
auto cameraSystem = SHSystemManager::GetSystem<SHCameraSystem>(); auto cameraSystem = SHSystemManager::GetSystem<SHCameraSystem>();
graphicsGenericData.SetDt(dt);
graphicsGenericData.UpdateElapsedTime(dt);
graphicsGenericData.UpdateBuffer(frameIndex);
{ {
#ifdef SHEDITOR #ifdef SHEDITOR
@ -860,6 +889,23 @@ namespace SHADE
return eventPtr->handle; return eventPtr->handle;
} }
SHEventHandle SHGraphicsSystem::ReceiveCompileAssetEvent(SHEventPtr eventPtr) noexcept
{
auto const& EVENT_DATA = reinterpret_cast<const SHEventSpec<SHCompileAssetEvent>*>(eventPtr.get())->data;
auto denseIterators = SHVkInstance::GetResourceManager().GetDenseAccess<SHVkShaderModule>();
for (auto it = denseIterators.first; it != denseIterators.second; ++it)
{
if (it->GetName() == EVENT_DATA->shaderName)
{
it->OnChange();
break;
}
}
return eventPtr->handle;
}
Handle<SHMaterial> SHGraphicsSystem::AddMaterial(Handle<SHVkShaderModule> vertShader, Handle<SHVkShaderModule> fragShader, Handle<SHSubpass> subpass) Handle<SHMaterial> SHGraphicsSystem::AddMaterial(Handle<SHVkShaderModule> vertShader, Handle<SHVkShaderModule> fragShader, Handle<SHSubpass> subpass)
{ {
// Retrieve pipeline from pipeline storage or create if unavailable // Retrieve pipeline from pipeline storage or create if unavailable
@ -980,12 +1026,11 @@ namespace SHADE
device->WaitIdle(); device->WaitIdle();
texLibrary.BuildTextures texLibrary.BuildTextures
( (
device, graphicsTexCmdBuffer, graphicsQueue, descPool device, graphicsTexCmdBuffer, graphicsQueue, genericAndTextureDescSet
); );
device->WaitIdle(); device->WaitIdle();
graphicsTexCmdBuffer.Free(); graphicsTexCmdBuffer = {}; graphicsTexCmdBuffer.Free(); graphicsTexCmdBuffer = {};
SHGlobalDescriptorSets::SetStaticGlobalDataDescriptorSet(texLibrary.GetTextureDescriptorSetGroup()); //SHGlobalDescriptorSets::SetStaticGlobalDataDescriptorSet(texLibrary.GetTextureDescriptorSetGroup());
} }
Handle<SHTexture> SHGraphicsSystem::GetTextureHandle(SHTexture::Index textureId) const Handle<SHTexture> SHGraphicsSystem::GetTextureHandle(SHTexture::Index textureId) const
@ -1134,6 +1179,10 @@ namespace SHADE
resizeWidth = newWidth; resizeWidth = newWidth;
resizeHeight = newHeight; resizeHeight = newHeight;
graphicsGenericData.SetViewportWidth(resizeWidth);
graphicsGenericData.SetViewportHeight(resizeHeight);
renderContext.SetIsResized(true); renderContext.SetIsResized(true);
} }
@ -1186,6 +1235,7 @@ namespace SHADE
SHEventManager::BroadcastEvent<SHWindowResizeEvent>(newEvent, SH_WINDOW_RESIZE_EVENT); SHEventManager::BroadcastEvent<SHWindowResizeEvent>(newEvent, SH_WINDOW_RESIZE_EVENT);
#else #else
#endif #endif

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@ -37,6 +37,7 @@ of DigiPen Institute of Technology is prohibited.
#include "Graphics/MiddleEnd/Interface/SHRenderer.h" #include "Graphics/MiddleEnd/Interface/SHRenderer.h"
#include "Graphics/Events/SHGraphicsEvents.h" #include "Graphics/Events/SHGraphicsEvents.h"
#include "Graphics/MiddleEnd/TrajectoryRendering/SHTrajectoryRenderingSubSystem.h" #include "Graphics/MiddleEnd/TrajectoryRendering/SHTrajectoryRenderingSubSystem.h"
#include "Graphics/MiddleEnd/GenericData/SHGraphicsGenericData.h"
namespace SHADE namespace SHADE
{ {
@ -106,6 +107,7 @@ namespace SHADE
void InitSubsystems (void) noexcept; void InitSubsystems (void) noexcept;
void InitBuiltInResources (void); void InitBuiltInResources (void);
void InitEvents (void) noexcept; void InitEvents (void) noexcept;
void InitGenericDataAndTexturesDescSet (void) noexcept;
public: public:
class SH_API BeginRoutine final : public SHSystemRoutine class SH_API BeginRoutine final : public SHSystemRoutine
@ -181,6 +183,11 @@ namespace SHADE
/*-----------------------------------------------------------------------*/ /*-----------------------------------------------------------------------*/
SHEventHandle ReceiveLightEnableShadowEvent (SHEventPtr eventPtr) noexcept; SHEventHandle ReceiveLightEnableShadowEvent (SHEventPtr eventPtr) noexcept;
/*-----------------------------------------------------------------------*/
/* Asset Events */
/*-----------------------------------------------------------------------*/
SHEventHandle ReceiveCompileAssetEvent (SHEventPtr eventPtr) noexcept;
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
/* Material Functions */ /* Material Functions */
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
@ -433,6 +440,7 @@ namespace SHADE
SHResourceHub resourceManager; SHResourceHub resourceManager;
SHMeshLibrary meshLibrary; SHMeshLibrary meshLibrary;
SHTextureLibrary texLibrary; SHTextureLibrary texLibrary;
SHGraphicsGenericData graphicsGenericData;
SHFontLibrary fontLibrary; SHFontLibrary fontLibrary;
SHSamplerCache samplerCache; SHSamplerCache samplerCache;
SHMaterialInstanceCache materialInstanceCache; SHMaterialInstanceCache materialInstanceCache;
@ -490,6 +498,8 @@ namespace SHADE
Handle<SHVkPipeline> debugDrawFilledDepthPipeline; Handle<SHVkPipeline> debugDrawFilledDepthPipeline;
Handle<SHVkPipeline> shadowMapPipeline; // initialized only when a shadow map is needed Handle<SHVkPipeline> shadowMapPipeline; // initialized only when a shadow map is needed
Handle<SHVkDescriptorSetGroup> genericAndTextureDescSet;
// Built-In Textures // Built-In Textures
Handle<SHTexture> defaultTexture; Handle<SHTexture> defaultTexture;

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@ -194,7 +194,7 @@ namespace SHADE
cmdBuffer->BindPipeline(pipeline); cmdBuffer->BindPipeline(pipeline);
// Bind global data // Bind global data
SHGlobalDescriptorSets::BindStaticGlobalData(cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, staticGlobalSetIndex); SHGlobalDescriptorSets::BindGenericAndTextureData(logicalDevice, cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, staticGlobalSetIndex, frameIndex);
// Bind camera data // Bind camera data
renderer->BindDescriptorSet(cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, cameraSetIndex, frameIndex); renderer->BindDescriptorSet(cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, cameraSetIndex, frameIndex);

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@ -63,7 +63,7 @@ namespace SHADE
isDirty = true; isDirty = true;
} }
void SHTextureLibrary::BuildTextures(Handle<SHVkLogicalDevice> device, Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHVkQueue> graphicsQueue, Handle<SHVkDescriptorPool> descPool) void SHTextureLibrary::BuildTextures(Handle<SHVkLogicalDevice> device, Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHVkQueue> graphicsQueue, Handle<SHVkDescriptorSetGroup> descSet/*, Handle<SHVkDescriptorPool> descPool*/)
{ {
// Don't do anything if there are no updates // Don't do anything if there are no updates
if (!isDirty) if (!isDirty)
@ -162,27 +162,28 @@ namespace SHADE
/* Build Descriptor Set with all the Textures only if there are textures */ /* Build Descriptor Set with all the Textures only if there are textures */
if (!texOrder.empty()) if (!texOrder.empty())
{ {
if (texDescriptors)
{ // if (descSet)
texDescriptors.Free(); // {
} // descSet.Free();
texDescriptors = descPool->Allocate // }
( // descSet = descPool->Allocate
{ SHGraphicsPredefinedData::GetPredefinedDescSetLayouts(SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes::STATIC_DATA) }, // (
{ static_cast<uint32_t>(texOrder.size()) } // { SHGraphicsPredefinedData::GetPredefinedDescSetLayouts(SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes::STATIC_DATA) },
); // { static_cast<uint32_t>(texOrder.size()) }
#ifdef _DEBUG // );
for (auto set : texDescriptors->GetVkHandle()) //#ifdef _DEBUG
SET_VK_OBJ_NAME(device, vk::ObjectType::eDescriptorSet, set, "[Descriptor Set] Static Globals"); // for (auto set : descSet->GetVkHandle())
#endif // SET_VK_OBJ_NAME(device, vk::ObjectType::eDescriptorSet, set, "[Descriptor Set] Static Globals");
//#endif
static constexpr uint32_t TEX_DESCRIPTOR_SET_INDEX = 0; static constexpr uint32_t TEX_DESCRIPTOR_SET_INDEX = 0;
texDescriptors->ModifyWriteDescImage descSet->ModifyWriteDescImage
( (
TEX_DESCRIPTOR_SET_INDEX, TEX_DESCRIPTOR_SET_INDEX,
SHGraphicsConstants::DescriptorSetBindings::IMAGE_AND_SAMPLERS_DATA, SHGraphicsConstants::DescriptorSetBindings::IMAGE_AND_SAMPLERS_DATA,
combinedImageSamplers combinedImageSamplers
); );
texDescriptors->UpdateDescriptorSetImages descSet->UpdateDescriptorSetImages
( (
TEX_DESCRIPTOR_SET_INDEX, TEX_DESCRIPTOR_SET_INDEX,
SHGraphicsConstants::DescriptorSetBindings::IMAGE_AND_SAMPLERS_DATA SHGraphicsConstants::DescriptorSetBindings::IMAGE_AND_SAMPLERS_DATA

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@ -66,6 +66,13 @@ namespace SHADE
class SHTextureLibrary class SHTextureLibrary
{ {
public: public:
//! This exists because a poor decision was made to place the textures and
//! generic data as 2 bindings in a single layout. Because of this, the recreation
//! of the texture library would mean the recreation of the desc set that also
//! involves the generic data, which is bad bad bad. Solution is to separate the
//! 2 desc sets.
static constexpr uint32_t DEFAULT_MAX_TEXTURES = 2000;
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
/* Usage Functions */ /* Usage Functions */
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
@ -112,7 +119,7 @@ namespace SHADE
/*! /*!
\brief \brief
Finalises all changes to the Texture Library into the GPU buffers. Finalizes all changes to the Texture Library into the GPU buffers.
\param device \param device
Device used to create and update the buffers. Device used to create and update the buffers.
@ -123,12 +130,12 @@ namespace SHADE
queue. queue.
*/ */
/***************************************************************************/ /***************************************************************************/
void BuildTextures(Handle<SHVkLogicalDevice> device, Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHVkQueue> graphicsQueue, Handle<SHVkDescriptorPool> descPool); void BuildTextures(Handle<SHVkLogicalDevice> device, Handle<SHVkCommandBuffer> cmdBuffer, Handle<SHVkQueue> graphicsQueue, Handle<SHVkDescriptorSetGroup> descSet/*, Handle<SHVkDescriptorPool> descPool*/);
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
/* Getter Functions */ /* Getter Functions */
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
Handle<SHVkDescriptorSetGroup> GetTextureDescriptorSetGroup() const noexcept { return texDescriptors; } //Handle<SHVkDescriptorSetGroup> GetTextureDescriptorSetGroup() const noexcept { return descSet; }
/***************************************************************************/ /***************************************************************************/
/*! /*!
* *
@ -173,8 +180,8 @@ namespace SHADE
std::vector<Handle<SHTexture>> texOrder; std::vector<Handle<SHTexture>> texOrder;
// CPU Storage // CPU Storage
std::vector<std::tuple<Handle<SHVkImageView>, Handle<SHVkSampler>, vk::ImageLayout>> combinedImageSamplers; std::vector<std::tuple<Handle<SHVkImageView>, Handle<SHVkSampler>, vk::ImageLayout>> combinedImageSamplers;
// GPU Storage //// GPU Storage
Handle<SHVkDescriptorSetGroup> texDescriptors; //Handle<SHVkDescriptorSetGroup> descSet;
// Flags // Flags
bool isDirty = true; bool isDirty = true;

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@ -164,7 +164,7 @@ namespace SHADE
cmdBuffer->BindPipeline(pipeline); cmdBuffer->BindPipeline(pipeline);
// Bind global data // Bind global data
SHGlobalDescriptorSets::BindStaticGlobalData(cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, staticGlobalSetIndex); SHGlobalDescriptorSets::BindGenericAndTextureData(logicalDevice, cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, staticGlobalSetIndex, frameIndex);
// Bind camera data // Bind camera data
renderer->BindDescriptorSet(cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, cameraSetIndex, frameIndex); renderer->BindDescriptorSet(cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, cameraSetIndex, frameIndex);

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@ -584,7 +584,7 @@ namespace SHADE
if (node->renderpass) if (node->renderpass)
{ {
// bind static global data // bind static global data
SHGlobalDescriptorSets::BindStaticGlobalData(cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, descMappings.at(SHPredefinedDescriptorTypes::STATIC_DATA)); SHGlobalDescriptorSets::BindGenericAndTextureData(renderGraphStorage->logicalDevice, cmdBuffer, SH_PIPELINE_TYPE::GRAPHICS, descMappings.at(SHPredefinedDescriptorTypes::STATIC_DATA), frameIndex);
// Bind all the buffers required for meshes // Bind all the buffers required for meshes
for (auto& [buffer, bindingPoint] : MESH_DATA) for (auto& [buffer, bindingPoint] : MESH_DATA)

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@ -664,7 +664,7 @@ namespace SHADE
commandBuffer->ForceSetPipelineLayout(SHGraphicsPredefinedData::GetSystemData(SHGraphicsPredefinedData::SystemType::RENDER_GRAPH_NODE_COMPUTE).dummyPipelineLayout, SH_PIPELINE_TYPE::COMPUTE); commandBuffer->ForceSetPipelineLayout(SHGraphicsPredefinedData::GetSystemData(SHGraphicsPredefinedData::SystemType::RENDER_GRAPH_NODE_COMPUTE).dummyPipelineLayout, SH_PIPELINE_TYPE::COMPUTE);
// bind static global data // bind static global data
SHGlobalDescriptorSets::BindStaticGlobalData(commandBuffer, SH_PIPELINE_TYPE::COMPUTE, descMappings.at(SHPredefinedDescriptorTypes::STATIC_DATA)); SHGlobalDescriptorSets::BindGenericAndTextureData(graphStorage->logicalDevice, commandBuffer, SH_PIPELINE_TYPE::COMPUTE, descMappings.at(SHPredefinedDescriptorTypes::STATIC_DATA), frameIndex);
// bind lighting data // bind lighting data
SHGlobalDescriptorSets::BindLightingData(commandBuffer, SH_PIPELINE_TYPE::COMPUTE, descMappings.at(SHPredefinedDescriptorTypes::LIGHTS), frameIndex); SHGlobalDescriptorSets::BindLightingData(commandBuffer, SH_PIPELINE_TYPE::COMPUTE, descMappings.at(SHPredefinedDescriptorTypes::LIGHTS), frameIndex);

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@ -112,4 +112,9 @@ namespace SHADE
return reflectedData; return reflectedData;
} }
std::string SHVkShaderModule::GetName(void) const noexcept
{
return shaderName;
}
} }

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@ -77,6 +77,7 @@ namespace SHADE
vk::ShaderStageFlagBits GetShaderStageFlagBits (void) const noexcept; vk::ShaderStageFlagBits GetShaderStageFlagBits (void) const noexcept;
vk::ShaderModule GetVkShaderModule (void) const noexcept; vk::ShaderModule GetVkShaderModule (void) const noexcept;
SHShaderReflected const& GetReflectedData (void) const noexcept; SHShaderReflected const& GetReflectedData (void) const noexcept;
std::string GetName (void) const noexcept;
}; };
} }